Quantcast
Channel: Devblog - DOFUS, the Tactical MMORPG
Viewing all 110 articles
Browse latest View live

Level 200+: Prestige Levels

$
0
0
We've been telling you for a while about level 200+, and more recently, about spell variants that would be offered at the same time. But there remained one important point to resolve: that of the experience accumulated by a character once they've reached level 200. Now this question has an answer!  

No matter how we looked at the problem, all the possible solutions were only advantageous for some, and restrictive for others, and we couldn't decide.
So we thought it would be useful to ask your opinion in order to help guide us to the correct decision. Therefore, you have the following choice:
 
  • A part of the XP that you've acquired since you reached level 200 is transferred to the new system.
  • Everyone starts out on equal footing and only the XP gained since the December update will be taken into account in the new system.

Many of you participated in the survey, and we thank you! However, the results obtained didn't really make things any easier; of the 8,257 responses received, it was almost a perfect tie, with only 27 votes separating the two options!

This makes it hard to make the best choice and serenely choose one or the other. It simply doesn't seem possible to decide without upsetting a large percentage of our players.

So, we've thought about it again, and again, and…

What will we do?


We've opted for a third solution!

Starting in December, a new progress gauge will appear once a player reaches level 200. You will then have two gauges measuring your progression:
 
  • The first will represent your character's total accumulated XP. That's the current gauge, which won't change: the experience you've acquired above and beyond level 200 is accounted for and it continues to progress as you gain experience.
  • The second represents your progression in the Prestige* levels. Each Prestige level will unlock a variant of one of your spells (check back later in November for the devblog detailing the spell variant system!).

The experience gained will be simultaneously collected in the global progression gauge and in the Prestige level gauge. *Prestige levels:
 

All characters will start with an empty Prestige gauge. However, a x2 experience multiplier will be applied for a certain length of time, depending on the experience accumulated over level 200.

For example, if you've accumulated 100 million experience points since level 200, you'll have a x2 multiplier while you accumulate the first 100 million experience points toward your Prestige levels.
 

FAQ:

Will experience bonuses for lower-level characters still apply?

Yes, the experience bonuses (x2, x3, x4) for characters of a lower level will apply to the Prestige levels. These bonuses stack with the one for experience accumulated over level 200.
 

There's a problem with your system: gaining experience will increase the length of the bonus.

It's not a bug, it's a feature. We're aware of the fact that having the classic gauge increase simultaneously with the Prestige gauge will extend the time during which the x2 bonus will apply. And we're ok with that.
 

How many Prestige levels will be available in December?

6 Prestige levels will be available in December (6 variants per class, which makes 102 new variants in the game). Other levels will be progressively added in future updates.
 

What will happen when the maximum Prestige level is reached?

When the maximum Prestige level is reached (level 6 in December), the Prestige gauge will no longer progress. Only the classic gauge will continue to note the experience points gained. When new Prestige levels become available, you'll have the right to a x2 experience bonus as explained above.
 

Spell Variants

$
0
0
In the December update we will give you the possibility to go beyond level 200 by earning Prestige levels. These levels will allow you to unlock new spells dedicated to each class, which we call variants.  
 

Objectives


The spell variants system has the following main objectives:
 
  • Offer new spells for each class: We would like to create more variety and versatility in the classes so that some of the secondary roles can evolve into primary roles for example. We would also like to create more variety in the pertinent elemental branches for all of the classes.
  • Allow characters in the same class to distinguish themselves, to create original “builds” and add a significant degree of choice (the mechanism of a spell “deck” ). At present, the system’s unlimited spell points don’t make it possible to have an element of choice concerning spells, since all of the characters in the same class have access to the full range of their spells during combat. With the spell choice system, we increase the overall versatility of the classes, while obliging players to select spells between battles (not all of the spells can be used in the same battle).
  • Giving players additional tools to help them adapt to the game’s difficulty. We want to make a wider variety of class builds possible and allow players to partially modify the capacities of a class to meet their requirements (specific Boss, quest battle, etc.). For example, we want certain classes to be able to increase their protection abilities to the detriment of damage inflicted, if their group lacks sufficient protection.
  • Make the game more accessible to new players while also making it richer for experienced players. The variants will ultimately allow us to make the first spells unlocked by a given character simpler while simultaneously allowing us to offer spells with more tactical depth beyond level 200.
 

How it Works


Each “class spell” will eventually have a variant (in the December update only the first 6 class spells will have a variant). We plan for all spells to have a variant before the end of 2017.

The spell variants are unlocked starting at level 200 (one new variant per Prestige level).

The player must choose between the basic spell and its variant (the player cannot use a spell and its variant in the same battle).

Some variants are simple spell variations but they can have a substantial impact (altering the range, AP cost, effect zone, etc.) while others may have radically different effects and introduce new game mechanics to the class.
 

Removal of Spell Levels

The idea of levels (or grades) for spells has been removed. Spells now evolve automatically based on the level of the character.

We removed the concept of spell levels and spell points to be invested because this mechanism added unnecessary complexity without adding any richness to the game (it did not allow the player to make genuine choices because all of the spells could reach level 6).

Additional spell points (obtained via spell scrolls) owned by characters will be automatically converted into Kolossokens when the update is released.

The removal of spell scrolls (no longer obtained from the NPC but converted into Kolossokens) could lead to a decrease in the destruction of Kolossokens and hence lower their value.

We will continue working on increasing the destruction of Kolossokens (to increase their value) but we will not be able to provide any significant modification in time for the December update. However, a new surprise reward will be available in December in exchange for an exorbitant amount of Kolossokens!
 

Flexibility

The player can change their spell variants between each battle. By allowing great flexibility in the choice of variants, we want to encourage you to devise new, dedicated tactics for each battle.

Ever had problems because your character doesn’t have enough positioning or protection skills to win a fight in a high-level quest? By picking certain spell variants you are given the possibility of making a “build” specifically tailored to a difficult fight.
 

Common Spells

Common spells (Spark, Release, etc.) will not have any variants.

These do not have spell levels and evolve automatically (like class spells).

In the long run, we would like to change the way they work. We haven’t added any new common spells for several years because they create big problems in terms of balancing since they give common abilities to all of the classes and are devoid of choice (each additional common spell can be used in combination with all the other existing spells).

Ideally, we would like to add many more common spells, on the condition that they introduce a genuine element of choice (for example, thirty or so common spells available but a maximum of 3 can be selected per combat).

However, we would like to focus on adding new spell variants in 2017 before we look at changing the system of common spells.
 

Tournaments and Competitive PvP

To possess all of the spell variants for a class, a player will have to make their character progress past level 200.

We realize that this additional progression phase might be seen as one more obstacle to attaining a very high-level, competitive PvP.

This is why we are also paying careful attention to the amount of experience required to unlock the Prestige levels. We don’t want it to take an unusually long time to obtain all of the spells for a class.

We will make sure that battles in the Kolossium at a very high level allow you to earn enough experience to unlock Prestige levels in a reasonable fashion.

Q & A

Will it be possible to save several variant choices (as we do for custom sets)?

We know that this sort of system will become more and more important as we continue to add new spell variants. We would like to see how the system works first so that we can determine the best way of saving your spell variant choices.
 

How can a player prepare a tactical PvP response if we don’t know which variants our opponent will use beforehand?

This is an issue that we are aware of and we will continue to work on this problem.
 

Isn’t there a risk that the classes lose their identity with the addition of these new variants and become too flexible?

We will make sure that the new variants reinforce the minor or secondary roles that are already present in the classes. In some cases the variants could lead to new roles, but we will work to ensure that the identity of the class is preserved.
 

Will spells have more than one variant?

Based on your feedback, we could consider the introduction of a second variant for each class spell.
 

Sacrier Revamp

$
0
0
The Sacrier was the last class on the list for a revamp in 2016, and is meant to finish off the year in style.  

Just like we saw in the Eniripsa and Osamodas revamps, the Sacrier has some damage spell weaknesses that are the result of a very limited range of elemental spells: only the Water path fares a little better with 2 spells, while the other 3 paths have only one. What’s more, the Sacrier’s capacity to absorb damage dwindles as the power of monsters increases. When this is combined with almost exclusively short-distance attack spells it makes the class highly vulnerable to high level content. In addition, these spells are starting to be a little too old and inefficient in comparison to the other recently revamped classes. All in all, this makes a convincing argument for revamping the Sacrier class from top to bottom.

The Sacrier’s roles have always been clearly identified and will be reinforced: positioning, damage and, above all, the capacity to receive hits in place of their allies.

In this revamp, we try to strengthen the roles fulfilled by the Sacrier while making each of them more challenging and compatible with each other (without blocking them like with the Masqueraiders) while also improving the different elemental paths.
 

Punishments

The basic function of punishments hasn’t really changed in years, maybe even since the class was established: it consists of receiving hits to be able to inflict even harder hits. There has been one punishment per element and an additional one that never really proved its efficiency: the Vital Punishment.

We would like to undo this elemental punishment system and move towards a system that gives each punishment a role from among those three that are traditionally the  Sacrier’s, and which will considerably improve the Sacrier’s capacity to fulfil said role, while making them generally less effective in the two others.

As such, there are three punishments:
 
  • Voyager’s Punishment: A punishment that improves the positioning role. It makes it easier to cast spells from a distance but also decreases the caster’s vitality.
 
  • Scathing Punishment: A punishment that improves the damage inflicting role. It increases the Sacrier’s potential for damage, but also makes them less resistant.
 
  • Survivor’s Punishment: A punishment that improves the tank role. It increases the Sacrier’s vitality and allows them to add a life steal effect on some spells. In return, they inflict less damage.

To these effects we add a new mechanism that reinforces each Punishment: if the Sacrier is low on health at the start of their turn, their appearance is modified and the effects of the punishments are reinforced, making them more dangerous.

Obviously, the Sacrier cannot cumulate the effects of several Punishments but they can switch between them every turn, depending on what they want to achieve. Furthermore, the Sacrier can also decide to play without using any punishment if they do not want to suffer the penalties. To do so, they just have to cast the active punishment once again to undo its effects.

 
Scathing Punishment
Voyager’s Punishment
 

Elemental Spells


Following the same logic as Punishments, each elemental path has 3 spells, and each reinforce a particular role. However, the Earth path has been removed to allow other paths to have more spells without reducing the Sacrier's range of utility spells.

There are no restrictions on elemental spells: each can be cast independently from the active Punishment. 
 

Air Element


Spells for this path are focused on movement and position switching: it is the mobility path. It allows the Sacrier to move around the map more easily while inflicting damage.
 
  • Assault: The spell has been revamped and now lets you switch places with a target in close range, while also causing Air damage.
  • Light Body: Inflicts damage at close range and gives 1 MP to the caster each time.
  • Light Speed: Teleports caster in a line and causes Air damage in the cells crossed. If the Sacrier’s health is low, they will earn a Dodge bonus.
 

Fire Element


The spells for this path are the most powerful in terms of damage, but they also injure the Sacrier. Their effects are not limited to simple damage-dealing and can prove very effective in a group fight.
 
  • Blood Bath: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Allies in contact with the target are healed. If the Sacrier is near death, then their healing potential is increased.
  • Motivational Pain: Inflicts Fire damage on the caster and to any enemies in the spell's area of effect. Gives the caster a damage bonus for one turn.
  • Blood Loss Ritual: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Reduces the target’s mobility.
 

Water Element


The spells for this path allow the Sacrier to spring to the center of a melee and increase their resistance to damage. If the spells for this element are used in combination with Survivor’s Punishment, they will all benefit from a life steal effect.
 
  • Absorption: Steals life based on Water element.
  • Projection: Takes the Sacrier closer to the target and deals Water damage to the target.
  • Safe Position: Deals Water damage and reduces enemy mobility. If the Sacrier is near death, then they become more resistant
 

Utility Spells

 
  • The effects of Evasion, Punishment and Life Transfer stay the same: the first allows the Sacrier to dodge a close-combat attack, while the second deals damage based on the Sacrier's health. Lastly, the third one transfers some of the caster’s health to nearby allies.
  • Flying Sword has been changed to adapt to the Sacrier’s active punishment; its characteristics are going to be altered based on the active punishment.
  • Attraction still attracts a target, obviously. But it also transfers some of the Sacrier’s health to the target in the form of healing if it is an ally, and in the form of damage if it is an enemy.
  • Transposition now functions on allies as well as enemies and has the same special effect as Attraction, based on whether the target is an ally or an enemy.
  • Bodyguard replaces the Sacrifice spell. It allows the Sacrier to receive damage instead of an ally, but the damage suffered during its effect is magnified.
  • Invigorating Sacrifice allows the caster to sacrifice some of their ability to cause damage in order to regenerate health.
  • Self Sacrifice: The caster loses health points in order to cause damage in an area around them.
 

Characteristics Update


This is the last class that needed to be updated on this score, so we have taken this revamp as an opportunity to standardize the softcaps on characteristics. The Chance, Strength, Intelligence and Agility characteristics now have the following softcaps:
 
  • 1 for 1 from 1 to 100
  • 2 for 1 from 101 to 200
  • 3 for 1 from 201 to 300
  • 4 for 1 from 301 upwards

Vitality remains at 1 for 1 and Wisdom remains at 3 for 1.

So, the Sacrier will no longer have the possibility to have more vitality than other classes using the repartion of their characteristics points. This will be compensated by the removal of the Erosion penalty on Punishment spells and a gain in vitality when using the Survivor’s Punishment. Furthermore, this gives Sacriers more choice in how they can distribute their characteristics and no longer limits them to investing everything in Vitality.

These changes will be available in the 2.39 Beta, so feel free to come try them out and tell us what you think.

Please note that some of the spell names used in this Devblog are not final and may change before release.

Ohwymi #2: Preliminary Sketches

$
0
0
If the previous article about the sketches for Chapter 1 of Ohwymi wasn’t enough to quench your thirst, we now give you a close-up look at a few of the sketches and illustrations from the second part of this zone!

“Pay no attention to the mess, come in, come in!”
Oh dear... we probably should have warned you that it’s not always pretty. The new dungeon often looks like a Bwork’s insides (so far, no Bwork has denied it) but in Chapter 2 of Ohwymi you’ll also find some places that are worth their weight in gold, like this one...

You see! Suddenly, no-one's complaining anymore!

After the first zone, which was clearly inspired by cowboy movies and the Wild West, the new chapter is filled with pyramids and fantasy worlds full of treasure.

But before you dash on ahead, take a look at some creatures that can make a grown man blubber like a baby! After the Shai-Hulud sandworm from Dune, our artists’ imaginations were fired up by other famous cinematic worms! Who else, other than the infamous Graboids (famous sandworms) from Tremors could have tunneled such big holes in the Canyon’s rock? Who you ask...? Certainly not a Drheller! Ah! AHHH! And what about those suspicious prints in the sand? Who made those? A Larvicily perhaps?
 
 


 

VS.

Definitely not.



The desert of the netherworld is the home of our final cinematic reference and gargantuan sandworm, which comes from Beetlejuice by Tim Burton.

 You may also notice that the Star Wars references continue into this part of the zone, there’s even what appears to be a podracer from Episode 1: The Phantom Menace.

"Roger, fill her up and check the oil while you’re at it. If you don’t mind.”  

If you manage to reach the northern part of the zone without any unfortunate encounters, and don’t wind up becoming worm meat, you will find what appears to be the ruins of a great city. Hieroglyphics engraved on remnants of the walls will confirm: the art team loves hard rock, moustaches and... OMG, COVER YOUR EYES, KIDS!

So, stuck between a worm-filled desert and our artists’ imaginations, we’re not out of the sandbox yet...

And when anyone mentions pyramids, we all think of hieroglyphics. Among the broken jars and scattered gold coins (since artists aren’t just emotional messes!), some of the symbols might look familiar... But if you think we’re going to tell you everything right now: Well, you can forget it! 

The head architect for this part of the zone is no other than... Milou! 

Like any pyramid worthy of its title (those of Ohwymi are no exception!): Ancient Egyptian folklore can be seen everywhere, right down to the tiniest detail: booby traps, treasure, mummies that look like Mumm-Ra from the Thundercats, and jackals and unfriendly scarab beetles. Everything in this little world is deadly (it’s a bit like Australia)!
 

 

An aura of mystery has always enshrouded pyramids the world over. Some (particularly imaginative) theorists even believe they were built by aliens. The Fifth Element and the Stargate series have also influenced the second chapter of Ohwymi.

So now you know (almost) everything about the artwork behind the scenes of the second Ohwymi zone. Join us in-game this December to discover these hidden treasures with your own eyes!
 

Revaluation of the Dofus

$
0
0
In the 2.40 update, we decided to improve the bonuses given by the eight Dofus to make them more competitive with the trophies.  

Our main goal is to succeed in better differentiating the bonuses of the Dofus and the trophies so that each of the items will have their place and not have a competing item which is unequivocally more powerful.
We think that the system is much richer and more interesting if the Dofus, like trophies, can be combined and chosen depending on the objectives chosen by each player.

So in the majority of cases, we've concentrated on adding unique effects that are triggered during combat when certain conditions are met (as for the Turquoise Dofus, for example).
These effects generally require that the player adapt their playing style to take advantage of them. They can also be countered by opponents if they adapt their playing styles in response. 
 

Ochre Dofus


This Dofus keeps its fixed 1 AP bonus, but also gains an extra 1 AP bonus if the character hasn't suffered damage since their last turn. This extra combat bonus is not subject to the limitation of 12 equipment AP.

This ability makes the characters who successfully protect themselves from damage (or who are rarely priority targets) more dangerous, but can also be countered by opponents damaging the Dofus bearer each turn.

The way to get the Ochre Dofus is slightly changed in 2.40, because soul stones for capturing monsters will no longer be provided by the quest.
Soul stones must be crafted, or purchased from other players. We're making this change because a substantial part of the soul stones used in the game come from remainders from the Ochre Dofus quest, and we would like to progressively revalue the use of Kolossokens.

The Lair of the Giant Kralove's opening has also been changed in version 2.40: the 48 slabs to be activated will no longer have class or gender criteria. So you "just" have to bring together 48 different characters who have access to Otomai Island and get them onto the 48 slabs.
 

Crimson Dofus


This Dofus keeps its current bonus of 80 Power, and the character gains 1% damage for 1 turn each time an enemy attacks from a distance [attack from enemy (is)suffered from a distance] (bonus can stack 10 times).

This ability lets characters who manage to stay far from their enemies increase their damage but opponents can counter it by staying close to or avoiding distance attacks against the Dofus bearer.
 

Emerald Dofus


This Dofus keeps its 200 Vitality bonus and the character gains 10% of their Health Points as shield points for a turn if they finish their turn in contact with an enemy.

This ability rewards an offensive, close-range use of the Dofus. Opponents can counter it by being sure that the Dofus bearer can't reach them.
 

Vulbis Dofus


This Dofus keeps its 1 MP Bonus and the character gains 10% more damages if the caster has not suffered damage since their last turn.

This ability makes more dangerous the characters who successfully avoid being targeted, but can also be countered by opponents damaging the Dofus bearer each turn.
 

Abyssal Dofus


The functionality of this Dofus has been completely reworked, and now offers a 1 AP bonus if the character is in contact with an enemy at the start of their turn and 1 MP bonus if they are not in contact with an enemy at the start of the turn. These AP and MP bonuses are not subject to the maximum AP and MP equipment restrictions.

This ability offers a multipurpose Dofus whose bonuses depend on the actions of the bearer and their opponents. Its use can be countered, but the Dofus will provide a bonus in all cases.
 

Cawwot Dofus


This Dofus keeps its 60 Wisdom bonus and the character gains 25 AP Dodge for 1 turn if they suffer an attempt to remove MP and they gain 25 MP Dodge for 1 turn if they suffer an attempt to remove AP. These two bonuses do not stack (an AP Dodge bonus replaces the MP Dodge bonus, and vice versa).

This will make it more difficult to simultaneously limit a character's AP and MP. In certain situations, it may be a good idea to remove AP or MP from an ally possessing this Dofus in order to give them a temporary AP or MP Dodge bonus.
 

Watchers Dofus


The way this Dofus works has been changed. It now lets allies in line with it at the beginning of the turn regain 7% of their Health Points (previously, they had to be in contact with the Dofus bearer).
 

Ice Dofus


This Dofus doesn't have an equivalent and competing trophy, but we still want to reinforce its use. Its damage bonus has therefore been changed from 20 to 25.
 

Other Dofus


We feel that the other Dofus are sufficiently balanced and used, so we are not currently planning to modify them.
 
  • Turquoise Dofus: there is no equivalent trophy and we feel that guarantees it a place and sufficient interest.
  • Dolmanax: it remains very powerful, considering its prerequisites and additional bonuses given by its characteristics, and has no equivalent among the trophies.
  • Dokoko: there's no equivalent trophy, and its healing capacity is unique enough to guarantee it sufficient utility.
  • Kaliptus and Grofus: these two Dofus have a unique Prospecting bonus that isn't present among the trophies, and they're stackable.
  • Cloudy: there's no equivalent trophy, and it is still sufficiently powerful.
  • Dofawa: one day, this Dofus will be changed, and it will change your character's words so that every "Dofus" becomes "Trophus".
 

Q & A


Are you planning to create distinct slots for the Dofus and the trophies?


A system in which the Dofus and the trophies have their own unique slots seems less interesting because there would be less choice than the current system (there aren't enough different Dofus). The current system offers a considerable number of viable combinations of trophies and Dofus, and it makes it so the player must choose. It's the compromise that seems most interesting to us.
 

Do you plan to create a set bonus with the Primordial Dofus?


Sets provide an extra bonus when certain items are equipped at the same time. This could reduce the number of viable choices for players, because the loss of the set bonus is generally such a penalty that it discourages the use of other, more diverse, items. The number of combinations of viable items is often reduced by the mere presence of set bonuses. This is the reason that we, for several years, have reduced the maximum size of sets and released trophies which offer greater bonuses to characters using few set bonuses. So we are not planning on adding a set bonus for the Primordial Dofus; we don't want the combination of several Primordial Dofus to be categorically more powerful than other combinations of Dofus and trophies.
 

When will you add new Dofus?


A new Primordial Dofus with an unprecedented bonus will be added in 2017. The reunification of the Primordial Dofus is coming…
 

Ouginaks 101

$
0
0
The new Ouginak class will be available to all players in update 2.40.


 

Their canine, barbarous look says a lot about the way their spells function: this is a class that seeks out contact to inflict maximum damage. To be precise, their spells rely on two key mechanisms: Rage and Prey.
 

Rage and Bestial Form


The Ouginak is able to increase their Rage gradually by casting some very powerful spells that are distributed amongst all the elemental paths. There is no re-casting interval required, but they do need to be cast at very close range. Each time one of these spells is cast, the Ouginak’s Rage increases one level. They can only have 2 levels of Rage.

The more enraged an Ouginak becomes, the less damage they take, but if they surpass 2 levels of Rage then their bestial form is unleashed. When an Ouginak is in bestial form, they can no longer cast long range class spells nor attack using their weapon, however they do benefit from increased mobility and their damage output increases.

There are also spells that allow them to control their Rage and decrease it by one level. These spells have additional effects too, such as healing or increased strength. They help the Ouginak calm down when they don’t want to transform.

There are also spells that can increase the Ouginak’s Rage when their enemies perform certain actions. For example, an Ouginak can give shield points to an ally, but if the target suffers pushback damage that removes their shield the Ouginak’s Rage increases, which can cause them to transform against their wishes.
 

A Good Hunter


The Ouginak can designate an enemy as Prey using a class spell that is cast at medium range and places a state on the enemy: this enemy then becomes the target of choice.

This Prey state encourages all allies to attack the Prey. When allies attack designated Prey, they steal the target’s health points. It is best for the Ouginak to focus all their attention on the target too: most of these spells have particular effects when they are being cast on the Prey and will make it easier to follow the Prey as it tries to escape.
 

The Elements


Ouginak spells are also linked to these two mechanisms.

Each elemental path has 1 spell that increases Rage, and 2 spells that have an additional effect on a Prey. Attack spells are generally close range, but on the other hand, they inflict substantial damage.
  • Fire: This path has useful spells for pursuing Prey. For example, by stealing MP or moving closer to it.
  • Earth: The Earth Ouginaks are more resistant, they have a health stealing spell and can reduce damage received.
  • Air: The Air element is the best element for inflicting pure, all out damage; they have a more flexible range, and can decrease and increase damage.
  • Water: This elemental path is less powerful than the others in terms of damage values. However, the long range of the Water path gives them the flexibility to finish off an enemy in retreat, or to inflict damage before coming into close contact.

The Ouginak class will be available for testing on the beta server soon. Let us know what you think!



 

Server fusion

$
0
0

Expected to begin on April 18th, the server fusion will result in a few game modifications. Here are the details.

 

The Server Fusion will take place in several waves. We'll start on April 18th with the fusion of the following servers (which will be grouped together to form a single server):

  • Rushu (int)
  • Rosal (int)
  • Solar (int)
  • Aermine (int)
  • Zatoishwan (int)
  • Shika (int)
  • Dark Vlad (nl)
  • Ereziah (it)
  • Nehra (de)
  • Padgref (ru)

On the new international server, a new general communication channel will be added for some languages (IT, DE, NL, RU) to allow players from these communities to communicate more easily.

Our communication will, therefore, initially be focused on our international players. We will guide them through this first stage and only then, once we know everything's working as it should, will it be the French servers' turn.

We'll need to wait a minimum of one week between each wave of fusion to make sure the process has worked correctly, without any major incidents. Of course, we're talking about the minimum deadline, but it may be extended if we encounter any problems. In any case, we'll keep you informed of our progress.

Character Names, Guilds and Alliances

After the fusion, it may be that several characters, guilds or alliances have the same name. If that happens, the following rules will be applied.

Character Names

  • The character who is level 50, who has logged in within the last 12 months and who has held a subscription will be given priority in keeping their name.
    • If two players have priority for the same name, then it goes to the character with the oldest creation date.
    • If two characters the same name but neither of them has priority, then it goes to the character with the oldest creation date.
  • We'll add the original server tag to the end of the other characters' names. These characters will be given the chance to change their name free of charge via a potion provided (linked to the character for life). They won't have to change their name when logging in, they can change it whenever they like.

For example, for a renamed character that was originally named Simsoft from the Jiva server will look like this: Simsoft-[Jiv].
 

Guild Names

  • The guild with the oldest creation date gets to keep the name.
  • The other guilds will be given a tag at the end of their name, indicating their original server. They will be able to change their names free of charge using a potion given to the leaders (linked to the character for life).

For example, for a guild named Roxor from the Pouchecot server: Roxor-[Pou].
 

Alliance Names

  • The alliance with the oldest creation date gets to keep the name.
  • The other alliances will be given a tag at the end of their name, indicating their original server. They will be able to change their names free of charge using a potion given to the leaders (linked to the character for life).

For example, for an alliance named DevRoxxor from the Bowisse server: DevRoxxor-[Bow].
 

Alliance Tags

  • The alliance with the oldest creation date gets to keep its tag.
  • The other alliances will have a number added to the end of their tag. They will be able to change their tag free of charge using a potion given to the leaders (linked to the character for life).

For example, for an alliance with the tag SAV: SAV2.

 

We don't talk about active or inactive guilds or alliances. Once they're inactive, they're automatically deleted. So, it's not possible to have an inactive guild or alliance.

Don't forget that as long as one member is active, their guild and alliance is also considered active. As it stands, guilds and alliances with no active members are automatically deleted.

The creation date of guilds and alliances will therefore be the only criteria taken into account to determine which one will have priority over any other guilds or alliances sharing the same name.

What will happen to perceptors?

Perceptors will be removed from all maps during the fusion. However, their inventory will be transferred to their owner's bank.

What will happen to alliance prisms?

Alliance prisms will be removed. Unfortunately, we can't return nuggets, but the modules present on them will be transferred to the alliance leader's bank.

We would therefore advise you to anticipate this and collect the nuggets before the server fusion.

Will the naming of characters be relaxed?

Yes, we plan to make the naming of characters more relaxed. It will be possible, for example, to use class names, two dashes and apostrophes.

Are you going to free up the names of characters that haven't played in a long time?

Yes, we're planning on freeing up the nicknames of accounts who have never held a subscription and who haven't been logged in for over two years.
 

Houses and Paddocks

We have developed a system of "instances". In other words, several versions of houses and paddocks will be able to exist on the same server. Of course, each owner will only be able to access their own paddock or house and won't be able to use the other instances.

When you hover over the entrance to the house or paddock with your mouse, a tooltip will display the names of all the owners.

Will it be possible own several houses on the same server?

Currently, you can only have one house per account per server.

This limit will still be in place when buying a house, but an exception will be made if an account already owns several houses over separate servers that are going to be fused together. In this case, the owner will still own all their houses after the fusion.

It will therefore also be possible to own several instances of the same house after the fusion.

Will it be possible to own the same house several times?

Yes. If a player owns the same house on servers that will be fused together, they will be the owner of several instances of this house.

In this particular case, in addition to the owner's name, the original server will also be displayed. This will be especially useful in choosing which instance to access.

How will mounts in paddocks with several instances be displayed?

If several guilds own the same paddock, several instances of this paddock will exist:

  • The members of the guilds that own the paddock will see the mounts from their own guild;
  • Characters who are not members of these guilds will see the mounts from one of the guilds.

Are you going to keep the abandoned house and paddocks system?

Yes, but abandoned instances cannot be put up for sale. Instances that become abandoned will automatically disappear and, eventually (as more and more are abandoned), there will only be one instance of each house or paddock left.

If there is only one instance of a house or a paddock, it will be possible for it to become abandoned and it will automatically be put up for sale.

When an instance is deleted, its basic purchase price is reimbursed (not the real purchase price).

Will it be possible to sell a paddock or house, even if there are several instances of it?

It will be possible to sell your instance of a paddock or house, even if there are several instances of said paddock or house.

Will mount certificates be transferred over?

Certificates (whether invalid or not) won't be deleted during the fusion and will therefore be transferred.

Will abandoned paddocks and houses be transferred over?

Abandoned paddocks and houses will not be transferred over during the server fusion. They are no longer in use and we would like to reduce the number of instances of houses and paddocks over time.

How will home potions work if a player has several houses?

If a player only has one house, it won't work any differently than with the current system. However, in the case of players who have several houses, an interface will be displayed allowing them to choose their teleportation destination.

Banks, Items and Trade

If an account has several banks over different servers that are going to be fused together, the contents of these banks will be combined in the new bank.

Items in Marketplaces at the time of the fusion will be placed in the bank and the sale fee will be refunded.

Characters in Merchant Mode at the time of the fusion will be removed and the associated fees will be refunded.

The contents of public inventories (trash, for example) will be deleted at the time of fusion.

Will artisans' signatures be transferred over?

Artisans' signatures on items will be correctly kept (and automatically updated in the case of changes to the character name) following the fusion of the game servers.

What will happen to the average prices?

Information about average prices will be pooled (between servers that will be fused together) to generate new average prices.

What will happen to the rune shattering rate?

Information about shattering will be pooled (between servers that will be fused together) to generate new rates.

Haven Bags

The chest contents of the different Haven Bags (used on the servers to be fused) will be grouped together in the new Haven Bag chest.

The chest's item limit may, therefore, be temporarily exceeded. Please note that as long as the chest limit is exceeded, you won't be able to add anything else to it.

If you have Haven Bag rooms on different servers, they will be grouped together, but it won't be possible to exceed the maximum number of Haven Bag rooms. Therefore, certain rooms may disappear. In this case, the following rule will be applied: the rooms kept will be the ones containing the most scenery elements.

For example:

  • Haven Bag Room A: 10 chairs and 1 table
  • Haven Bag Room B: 15 carpets
 

If your account's maximum number of rooms is 1, only Haven Bag Room B will be kept.

The number of rooms kept takes into account the purchase of additional rooms.

We have decided to give priority to the rooms containing the most elements because this lets the players choose for themselves which rooms they most want to hold on to (by "emptying" rooms they don't wish to keep).
 

Server Distribution

The aim of the Server Fusion is to bring together enough players on each server to guarantee an optimal game experience (like on Agride, for example).

The criteria used for the choice of server distribution are the communities and the number of players connected at peak hours.

Will Agride be fusioned?

No, Agride will not be fusioned with other servers. Historically, this is our host server for new players, so its population has been permanently renewed over the last few years. At the moment, players on Agride benefit from an optimal game experience and we would like to keep it that way.

Additionally, we would like for it to continue working the way it is now (no incoming migration, outgoing migration permitted and preferred server for the creation of new characters).

Are you taking into account the RP and PvP communities?

When determining how servers will be grouped, our main criteria is the number of simultaneous players at peak time.

"PvP and RP group presence" type criteria are not taken into account, because they're difficult to quantify. Furthermore, should we make sure that each new server has at least one PvP and RP community? Or, on the other hand, should we try to group these communities together?

We think that the server fusion is a new adventure. Communities are going to evolve naturally, according to the players' wishes, regardless of any choices we make.

Are economic differences taken into account?

We aren't taking into account economic differences between game servers. They are far too complex to estimate (each item may have its own price) and, generally speaking, the economies all work the same way from one server to another. There are some differences, but these will all be smoothed out quickly with the fusion anyway.

Will the migration move small servers onto existing servers?

There won't be any "host" servers. The fusions will combine multiple servers into "new" servers. We want all our players to start off again on an equal footing in this adventure.

We're taking advantage of these changes to modify the physical architecture of our servers and use more efficient architecture.
 

Services

Will it still be possible to change server after the fusion?

The character migration service will be available after the fusion for communities with several servers, in other words, Spanish and French.

Are you planning on suspending any services during the fusion?

To avoid various problems when announcing the server distribution, we will temporarily deactivate the following services:

  • Migration of a character to another server
  • Transferring a character to another account
  • Changes to character names
  • Changes to guild names
  • Changes to alliance names
 

Miscellaneous

Are you going to adapt the number of harvestable resources?

The ecosystem for harvestable resources was planned to work on servers with a large population and we don't expect it to require any changes. As the value of resources depends in part on their rarity, it's to be expected that some resources are more difficult to obtain.

The trade value of harvestable resources is often seen as being insufficient. We think that with a bit more competition, this value could increase.

We will, however, be keeping an eye on any problems you may encounter and will adjust the respawn speed of the resources if necessary.

Isn't there a risk of there being too many characters in some maps?

We don't expect this to be the case because the game was designed to work with a large number of players. However, if we notice that some activities (quests, professions, harvests, etc.) become unworkable on certain "overpopulated" maps, we will make some changes to better redistribute these activities throughout the game.

Will it be possible for a French player to play on an international server?

This rule isn't going to change. The international server is for those players who don't have their own specific server.

Will the server fusion have a direct impact on the Epic and Heroic servers?

The fusion doesn't concern these two servers, so they won't be affected by these changes.

Will we keep our friends list?

The friends list will be kept after the server fusion.

Where will the characters reappear after the fusion?

There won't be any changes to the way it currently works. When a character logs back in, they will be in the same place as where they last logged out.

What will happen to the age bonuses of monsters and resources?

Bonuses (shown via stars above the monsters and resources) will be reset after the fusion.

What will happen to the community challenges?

All community challenges will be cancelled and any fees paid will be refunded.

 

Kolossium 1vs1

$
0
0

With update 2.41, we wanted to add a one-on-one mode (1v1) for the Interserver Kolossium (ISK). Here are the details.

Up until now, we've been reluctant about promoting 1v1 PvP, primarily for the following reasons:

  • The difficulty in finding a satisfactory way of balancing this game mode.
  • The risk of dividing players between too large a number of PvP modes and reducing the number of visits to the Kolossium (increased waiting times).

We now have some potential answers to these problems and that's why we wanted to introduce a 1v1 Kolossium mode.

 

We know that 1v1 PvP is a very important and passionate aspect of the game to some players. It offers quick-fire confrontations that bring out a single winner. This is also, theoretically, a more accessible activity because it doesn't require knowledge of the synergies between classes.

 

 

How It Works

The 1v1 Kolossium will work on the same basis as the other Kolossium modes. The player will be able to register for 1v1 mode and the matchmaking system will search for a suitable opponent and suggest that both players engage in combat.
If they agree, they will then be teleported directly onto the fight map.

 

1v1 mode will have a specific ranking (like the two 3v3 solo and 3v3 team modes, which each have their own ranking) because characters vary greatly in efficiency in these game modes.

 

 

Balancing

Class balancing in 1v1 has always been problematic because of themarkedly different roles, abilities, and game mechanics between classes. It is our opinion that 1v1 PvP is currently the least balanced PvP experience.
The abilities and game mechanics are so different that classes suffer a big "Nemesis”-type mechanic (class A may find it almost impossible to defeat class B, who has very powerful abilities to counter class A).

 

To get around this issue, we're going to dynamically register the results of each class against the other game classes (by level groupings and in 1v1 only) so we can calculate class A's average chances of beating class B.
This information will then be used by the matchmaking system to offer more balanced fights.

 

For example, if characters from the Sadida class have a better chance of beating characters from the Iop class in 1v1, the matchmaking system will take this statistic into account and will look for a “less effective" Sadida character to go head to head against a “more effective" Iop character to compensate for this imbalance between the two classes and offer a fight in which, theoretically, both characters should have a 50% chance of winning.

 

 

Waiting Time

Since the introduction of the ISK, the number of people visiting the Kolossium has increased considerably and we think we will be able to introduce this 1v1 PvP mode without significantly reducing the number of people in 3v3 mode.

 

It's difficult to predict how players who currently use 3v3 mode will to react to the arrival of 1v1 mode, but we know that some of our 1v1 mode fans don't play in the current 3v3 Kolossium mode. Their arrival will, therefore, increase the global Kolossium audience rather than reduce the number of players in 3v3 mode.

 

We also plan to look into the feasibility of simultaneous registration for several game modes (1v1 and 3v3 solo) to allow players to "populate" several Kolossium waiting lines at the same time (as soon as a fight becomes available in either game mode, it will be offered to the player).
This sort of feature isn't planned for the release of 1v1 mode; it's just a possibility we're looking into.

 

 

Rewards

1v1 mode will offer the same type of reward as the classic Kolossium (experience, Kolossokens, and kamas). We would like players to be able to progress through the game and generate enough wealth to craft or buy equipment.

 

However, the end-of-fight rewards won't be as good as those for 3v3 mode, because 1v1 fights generally don't last as long and because we want to encourage players to play in a team.
Currently, we're planning to divide the rewards from 3v3 mode by two to get the 1v1 mode rewards, but we might increase these rewards depending on the average duration of the fights and the waiting time imposed.

 

 

Maps

Initially, 1v1 mode will use a specific Kolossium map, but over time, we plan to create a dedicated group of maps.

 

 

Q & A

When will 1v1 Kolossium be available?

The 1v1 ISK should be available in beta form at the same time as the 2.41 beta version.

 

However, this system is still at an experimental stage, and we can't guarantee that the 1v1 ISK will be available in the 2.41 final version.
If results are satisfactory during the beta phase of version 2.41, we will integrate it into the 2.41 final version.

 

Will a 1v1 ranking (leaderboard) be available on the official website?

In the long run, we plan on adding a 1v1 ranking on the official website (as for the 3v3 modes), but we can't yet guarantee that it will be available in time for the 2.41 final version release.

 

Are you planning to do any specific class balancing for 1v1?

We think that the class victory ratio system is a better-suited solution to the 1v1 balancing concerns than implementing specific balancing.

 

Is the ISK 1v1 going to replace the alignment attack system?

We're not planning to prevent attacks on characters of other alignments, but we do eventually want to remove the honor points system, which is too full of errors to work correctly (it's too easy to circumnavigate and exploit).

 

We think that a 1v1 Kolossium system will provide a much better 1v1 PvP experience, with a very large number of fights available, material rewards and experience to progress, much more balanced fights, and a much greater number of different opponents (thanks to the ISK).

 

For us, it's also the opportunity to better pool our efforts for arena PvP.

 

Will the class victory ratio system also be applied to 3v3 mode?

Initially, this system will only be used and tested on the 1v1 Kolossium.
If this system works well, we will look into the possibility of also allowing the 3v3 modes to benefit from it, but in a different way. We may consider using the victory rate of class pairs compared to other class pairs, so we can estimate the strength of the different class synergies.
This is a very ambitious project from a technical point of view and it is not currently planned. But we are aware that it's a solution that is likely to improve the quality of Kolossium fights.


Shield Improvement

$
0
0
In version 2.41, the shield system will be improved and new shields will be added to the game. Find out more here.  
 
We would like to improve the shield system for the following reasons:
  • Shields are only useful for a minority of characters (they're of no use in PvE or in the Kolossium, for example).
  • The conditions to equip them are based on an obsolete honor points system that is too often circumnavigated and leaves too much room for cheating and pre-arranged fights.
  • Shields are considered large cosmetic customization elements, but they can't be used with two-handed weapons.

We decided to completely review the way shields work in the next update to resolve these problems.  
 

Intentions


Here are our main intentions for the new shield system:
 
  • Usefulness for all characters: shields will give bonuses that will be useful in all types of combat (PvP and PvE).
  • Significant impact on playing style: shields will have new effects that might have a big impact on the way a character is played.
  • Choice mechanic: shields that will benefit from large bonuses will also have penalties to encourage players to make decisive choices when selecting a shield.
  • Optimal accessibility: only a level criteria applies to use a shield and all characters can use them regardless of the type of weapon they have equipped.
  • Destruction of resources: shields must allow you to consume monster, boss and kolossoken resources.
  • Interactions with smithmagic: it must be possible to modify shields through smithmagic and generate runes.

     

 

New effects and decisive choices


Shields will be equipment like none other. They will benefit from the classic effects (those you'll find on the current equipment), and they will have new effects which:
 
  • Increase damage dealt (in percentages) in melee/from a distance/by weapons/by spells.
  • Reduce damage suffered (in percentages) in melee/from a distance/by weapons/by spells.

These significant effects usually come with penalties, via effects which:
 
  • Increase damage suffered (in percentages) in melee/from a distance/by weapons/by spells.
  • Reduce damage dealt (in percentages) in melee/from a distance/by weapons/by spells.

Classic effects will still feature on shields in smaller quantities than other equipment, but the impact of the new damage dealt or received effects will make a huge difference to the characters' efficiencies.
We link these new effects to penalties to reinforce the notion of choice and help characters choose more efficient specializations.

These new effects will be exclusive to shields at first, but may eventually be used (with weaker values and not necessarily with penalties) on other future game items.  
 

Hands Free


The notion of a 1 or 2-handed weapon will disappear in version 2.41, which means that you'll be able to combine a shield with any weapon in the game. We want all characters to be able to equip shields without having to worry about which weapon to use.  

Some weapon balancing will be integrated in version 2.41.  
 

Crafting


Shields will still be crafted by Artificers. Recipes will include Boss essences, Kolossium pebbles, monster resources and harvestable resources.  
 

Transition Between Old and New Shields


The shields' effects, power and recipes are going to be completely changed and we can't convert all the old shields into new shields. The PvP specific resistance effects will be removed from the game because they will be replaced by different effects that work in all game modes. Here's what we've planned:
 
  • Old broken shields: they can no longer be exchanged for other shields when talking to the Bouwada NPC. They can be equipped, but not crafted, and they can still be used with Mimisymbics. They will lose their PvP resistances. Examples: Swallowed Akwadala Shield, Horned Kloome.
  • Shields made in game: they will be renamed and you will still be able to equip them, but not craft them. They can be used with Mimisymbics. They will lose their PvP resistances. Examples: Asse Shield, Mount Stinkky Shield.
  • Cosmetic shields (shop): these shields will lose their PvP resistance effects (if they have any), but you'll still be able to equip them and use them as cosmetic items. Examples: Solaris Shield, Chisp Shield.
  • Cosmetic shields (events): there are no changes to these shields. They don't currently have any effects and are purely cosmetic. Examples: Kimbo Shield, Dramak Shield.
  • Tournament shields: these shields will lose their PvP resistance and will once again become purely cosmetic shields. Example: 646 Champion Shield.

The thirty or so shields that you can currently craft in game will be reused to create the new shields (we will generally keep the names and visuals of the shields) with different levels, effects and recipes.  

Around twenty new shields will also be added to the game for some extra diversity.  

We advise you to recycle shields (made before update 2.41) to get nuggets before the release of update 2.41 (they won't be able to generate nuggets after this update because it will no longer be possible to craft them).  
 

Rune Destruction, Smithmagic and Generation


In order to ensure the durability of shield crafting, you will be able to smithmage them to modify their effects, and it will also be possible to shatter them to generate classic Smithmagic Runes.  

The new shield-specific effects will allow you to generate new types of Smithmagic Runes and can therefore be used with all equipment through exotic smithmagic!  

The shields' low number of effects will primarily make smithmaging these items even easier (especially with the addition of exotic bonuses), but players will be encouraged to own several shields so they can easily adapt to different fight environments. This means you'll need to add exotic bonuses to several shields.  
 

Q & A

 

Are you planning any alternative rewards for alignment PvP?


We would like to concentrate on 1v1 PvP in the Kolossium's new 1v1 system, which will offer more balanced fights with kolossokens as rewards and experience for all characters, regardless of their level and their efficiency.
Therefore, we're not planning on introducing alternative rewards for alignment PvP, which has more issues than you can shake a stick at, as far as we're concerned (an overwhelming amount of cheating, pre-arranged fights, very unbalanced fights, etc.).  
 

Why keep the old versions of the shields, which get in the way when consulting the Marketplaces?


We have to keep the old shields in their category so they can continue to be used with the Mimisymbics. We are aware that keeping these old shields poses readability problems in game, but we would still like for you to be able to use these shields for cosmetic purposes.  
 

Will the shields make the characters more powerful?


Generally speaking, the shields are going to make characters a bit more powerful. Most of all, though, it will allow characters to be better specialized because the biggest bonuses on the shields will have penalties.
It will be easier to minimize the shields' penalties in PvE than PvP (monsters can't change shield and try to specifically counter your choices), which should make some of the PvE content more simple. This modification does not, however, replace the reduced difficulty of "end game" content that we are planning in 2017.  
 

Will the shields' new effects be taken into account when previewing damage?


We're going to work on the damage previews to try and take into account all the new effects added by the shields.  
 

Are you planning to add new shields after update 2.41?


With the new shield system a large variety of shields can be introduced. We would, therefore, like to add new ones after update 2.41.

Quest Tracking

$
0
0

In order to make your game experience even better, we've been working on a new feature that will make its appearance in update 2.41: Quest Tracking! In this interface, you'll easily be able to track the progress of your ongoing quests and their objectives.

 

The days of opening the Quest Book hundreds of times to check your progress in the An Eternal Harvest quest are over. Now, you can play in comfort!

 

How It Works

 

When you receive a new quest, it will be automatically added to the Quest Tracking interface (you'll be able to deactivate automatic adding and add quests manually via an option in your Quest Log).

 

The Quest Tracking interface will open once you begin tracking a quest and will close when there are no more quests to track. You'll be able to track 3 or 5 quests, depending on the option selected. If the interface is full when you receive a new quest, it won't be tracked.

 

You will also be able to track quests directly from the Quest Book using the "Track" button, by clicking on the "pin" icon in the quest list or by clicking on an objective's "landmark" icon!

 

The names of the stages will no longer appear in Quest Tracking. You'll simply see the quest name and the objectives, which will update automatically. To find out more about the stage, you can consult your Quest Book.

 

1076daf794ea572f8802ca87c2a88da3

You can use the pin-shaped button to activate or deactivate specific tracking of certain quests.

 

Each quest added will display the 3 first objectives and will activate the associated landmarks if there are any, so as not to overburden the interface and the landmarks on the map and the minimap.
If, however, you would like to see all of a quest's objectives, you can display them using the "See More" button. A "See Less" button will display just the 3 first objectives again.

 

As soon as an objective is attained, it will disappear from the list and the next one will appear.

 

d16adbce33ebb9f67ba6a6a72c8b3be6

The Quest Tracking interface for the An Eternal Harvest quest, for which the landmark is activated for the first three objectives.

 

Quest objectives are given a specific color for each tracked quest. This makes quest tracking easier, especially when you're looking at the map or the minimap! The quest name is displayed when you pass the cursor over the area where it's located on the map and the minimap.

 

You also have the option of minimizing the interface to a simple icon, placed at the edge of the window (movable). You know, just in case you'd like to pause your "Doing Quests" activity in favor of the "Tearing Apart Mobs" activity!

 

97fd37c7c603da323ad314c8490b9007

"I'll do some quests later! Over here, Droopik!"

 

 

Interactions

 

By right clicking on a quest you can:

  • Stop tracking this quest.
  • Display or hide quest landmarks on the map and the minimap.
  • Move the quest up in the list.

 

By left clicking on a landmark you can activate or deactivate the landmark on the map or on the minimap.

 

By right clicking on an objective you can:

  • Remove the objective from quest tracking. If there is only one objective, this will also remove the quest.
  • Hide the landmark for this objective.

 

By left clicking on the green item name or monster name, you can open the bestiary where you will find more specific information about it.

 

Please note that various information messages (commonly known as "feedbacks" in the studio) are displayed in the chat, in particular to warn you that you've reached the maximum amount of quests trackable in the interface when trying to add a new one.

 

 

Options

 

  • Track 3 quests maximum / Track 5 quests maximum
  • Automatically track accepted quests
  • Automatic resizing of the window: this option is selected by default. If you untick the box, you will be able to change the height of the window to suit you. The width of the window can always be changed, whether this option is ticked or not.
  • Hide all landmarks
  • Font size: small - medium
  • Opacity of the window background: 50% - 70% - 90%

 

We hope you'll find this new interface especially helpful during your adventures in the World of Twelve. As for me, I wish you all the best in game! Now, I'm going to get back to the mock-up of the interface for...

 

 

Q & A

 

Why don't the landmarks always show the exact location of the objective?

This is mainly due to transitions between external and internal areas, which are problematic for us (especially underground, in the mines, etc.). This is an area where we'd like to make some improvements.

 

Simplification of high-level content

$
0
0
As announced in Gamakna #0, a simplification of high-level content is scheduled for the next update (2.42). The goal is to get this content back in sync with how the game has evolved over the years, and to establish just the right balance of difficulty and accessibility.  

Before we go any further, let me briefly explain what we're talking about here: 
 
  • "High-level" content refers to content at difficulty levels higher than Frigost II: Frigost III, obviously, but also the Divine Dimensions, the Underwater Extension and a few individual dungeons (Tal Kasha and Shadow, for example).
  • It's probably pretty clear what we mean by "simplification": we'll be making this content less difficult. See below for details.

Let's go back to the days before these dungeons were introduced, when the most difficult content in the game was in Frigost II. This content has itself been simplified in the past; we increased accessibility and reduced the difficulty so that more players could meet the prerequisites to reach Frigost III, which then allowed a larger slice of the population to have access to this content.

However, for players who had reached level 200 and completed the dungeons that were available at the time, there wasn't really any more room to progress – and that was the biggest complaint we heard from the community: With all of the improvements we made to the dungeons after Frigost II (simplification, the addition of modular dungeons, achievements, etc.), none of them provided any new challenges to players who had already completed that content, and those players hadn't had anything new to sink their teeth into for several years.

It was at that point that we integrated Frigost III. But we wanted to avoid a situation where, the day after Frigost III came out, most of those same players would have already finished it and gone back to asking us to add new content for them. So it was important to us to provide content that would have a slightly longer lifespan (i.e. that would take a certain amount of time for players to get through).

There are only so many ways to make sure that players don't play through new content "too quickly":
  • Impose time limits: X dungeons (or X attempts) per day. This solution is totally artificial, and although we have tried to limit the addition of daily content over the years, we don't want to do it in this particular form.
  • Impose limits on exchanges: prevent players from exchanging items acquired in the dungeons, so that they have to make their way through every last bit of the content (often several times) if they want all the rewards. Needless to say, we don't much like this solution either: DOFUS relies in large part on its exchange system, and limiting that would do much more harm than good.
  • Produce a lot of content: 20 dungeons will probably give players a longer in-game experience than 5 dungeons. But that would also mean investing more resources – and besides, quantity is not the same thing as quality.
  • Produce replayable content. This was the preferred solution before Achievements were introduced: adding content with very rare, highly randomized loot, thus ensuring a very long lifespan. We have turned away from this approach (to some players' great disappointment, we know) for two main reasons: 
    1. DOFUS is a tactical game, so it's inherently less interesting when played repeatedly: once you've won a battle, doing it again is much easier. The whole challenge is coming up with a winning strategy. The battle doesn't change from one iteration to the next (or not much, mainly to limit the impact of random factors on the outcome of battles), so it often unfolds in an (almost) identical way every time.
    2. Having to go through the same dungeons again and again heavily penalized single-account players and less frequent players, who didn't necessary have the time to go through these dungeons regularly. On average, players had to complete 15 to 20 dungeons per character in order to build even a single item. Furthermore, at the time, it could sometimes take dozens of hours to finally complete a dungeon (what with having to go through every room again on each attempt, and 8-character battles that took a long time), and certain players didn't get any reward at all if they were unlucky.
  • Produce more challenging content: offer relatively difficult dungeons that require a major investment of time and effort to achieve victory, but with a big reward for the first victory.

Obviously, this last solution is the one we've decided to go with, in part because some of the player feedback we received in the past was fairly critical of the difficulty level of the content we were producing (which was seen as being too easy).

Today, the situation seems to be reversed: criticism of the lack of high-level content, which was a recurring theme just 4 years ago, has now given way to concerns about an overemphasis on this type of content.

We think this is because, back then, the proportion of characters who had hit the highest possible level was much lower, and the players in question were eager for more challenging content (since reaching level 200 required a lot of investment at the time). Since then, we've made character progression easier, with the goal of giving more players access to high-level content. There are a lot more level 200 characters now, with the side effect that many of them don't really have the time or interest to invest in finishing the challenging content we provide for them, even though it's labeled “level 200". Simply put, the fact of having reached the highest possible level doesn't mean what it did a few years ago.

In response to extensive feedback along these lines, we've decided that it's time to simplify our high-level content for a number of reasons:
 
  • We don't want to ignore the increasing number of players who have reached level 200 but find that the content at that level requires far too much time and effort to complete.
  • We want to make this content more accessible to a wider variety of class compositions.
  • Given that we now have a lot of high-level content, we can more easily reduce the "lifespan" of each dungeon without giving the impression that our "end game" content is over too quickly.

Overall, we've worked on a number of different points:
 
  • Removing or replacing certain mechanics: We want to make certain battles more accessible by limiting the number of things players have to keep track of. For example, in the Catseye battle, the system of black glyphs has been replaced by damage if a monster starts its turn in the same cell as a character, while splash damage and healing have been removed (when attacking a monster or character who was on the same tile number as another).
  • Reducing certain effects: Similarly, by reducing the strength of certain effects, we ensure that they do not require as much attention, because mistakes are not punished so severely. Against Vortex, for example, resuscitated monsters now have less health and less MP.
  • Making monsters easier to understand and predict: We have modified most of the monsters in the affected zones (except for Tal Kasha, Merkator,and Shadow, for which only the bosses have been changed). 
    • Removing certain unnecessary or redundant spells: for example, Skt-Zo can no longer give shield points, and Spookkoth's place-swapping spell no longer exists.
    • Reducing certain monsters' mobility: reduced MP and added recast intervals on certain teleportation spells.
    • More constraints on casting spells that were previously too easy to cast: addition of straight-line casting for certain long-range spells, reduction in certain monsters' range, longer cooldown periods.
  • Improved visibility for certain effects: We have recently developed new tools to make combat easier to understand, and we're taking advantage of changes to the dungeons to use those tools retroactively whenever possible on the dungeons that came out before the tools were available. For instance, when battling the Queen of Thieves, the bomb that is going to explode at the end of the current character's turn will now be indicated by an icon.

The details of these changes will be provided in the changelog; for now, here's the list of the dungeons that will be affected:
 
  • Catseye
  • Vortex
  • Queen of Thieves
  • King Nidas
  • Koutoulou
  • Meno
  • Dantinea
  • Tal Kasha
  • Merkator
  • Shadow
  • Missiz Freezz
  • Klime
  • Nileza
  • Count Harebourg
  • Sylargh

This doesn't mean that no other dungeons will be reviewed, but we chose to concentrate on the dungeons with the most issues, given the time that was available to us.

We will continue to keep an eye on the results of our changes, both in beta and beyond, and make any necessary adjustments. We expect these dungeons to work better now, but above all, we hope that more players will have an opportunity to explore them, and therefore take full advantage of all the content we have to offer.

By the way: this doesn't mean that we're completely abandoning the possibility of producing more "demanding" content in the future. We'll keep thinking about the best ways to provide this type of content to the players who ask for it, while still making sure that it's accessible and interesting to as many players as possible. Idols and Achievements are already useful tools to provide a significant difficulty boost for content that is still generally accessible, but we hope to iterate on these mechanics in order to feed the insatiable appetites of our most demanding players.

Changes to the Magical Orb

$
0
0
As part of update 2.44, we will be making some changes to the Magical Orb (which allows players to re-assign a character’s characteristic points).  

Changes to the Orb have been a hot topic in community discussions for a number of years now: you’ve often expressed your desire for more flexibility in how characteristic points are assigned.

We have decided to change the how the Orb works by breaking it into two distinct services:
  • Classic Magical Orb: the one currently in use. Its price will be cut in half, from 10 euros* to 5 euros* (or from 6000 ogrines to 3000), and it will still be an in-game object.
  • Introducing the Unlimited Magical Orb: a new service that lets you redistribute your characteristics as much as you like, across all characters on your account, for a period of 30 days. The price for this new service will be the same as for the current Magical Orb (10 euros* or 6000 ogrines).

If you opt for the Unlimited Magical Orb, the remaining time will be displayed so you always know exactly how much time you’ve got left to redistribute your characteristic points.

We hope this will satisfy your requests for more flexibility, and we’re eager to get your feedback on the new Unlimited Magical Orb.
You can check out these new changes during the beta test for version 2.44.
 

Q & A:

When is the Unlimited Magical Orb activated?

It is activated as soon as you buy it in the shop.
 

What happens if I buy more than one Unlimited Magical Orb?

Their activation periods are simply added end-to-end. For example, if you have 10 days of unlimited redistribution left, using a new unlimited orb will add 30 more days to that period, for a total of 40 days.
 

Are you planning to let users save “builds” for their characteristics?

We are studying this possibility for a future update. The ability to change characteristics with this build system will probably depend on having an active Unlimited Orb.
 

Will existing Magical Orbs be changed?

Magical Orbs currently in the game will not be changed. They will still be associated with your account and will continue to work after version 2.44 is released.
 

Will there be any changes to how characteristics are redistributed through Otomai in-game?

We do not plan to make any changes to how characteristics are redistributed through Otomai in-game; this option will remain available in the game as a free alternative to the Magical Orb service.

Spell Variants in 2.45

$
0
0
The spell variant project is finally almost done and will be available in the December update. This is a major change for DOFUS as we'll be doubling the number of spells for all classes in the game!
 

What's this?    

 
There are currently 22 class spells: 20 gained by advancing through levels 1 to 100, a special spell from the class temple, and the Dopple Summon at level 200.
 
Spell variants are 21 new spells to be obtained from levels 101 to 200 (about every 5 levels). Each variant is linked to an existing spell, and once unlocked, you can select either the original spell or its variant.
 
You'll be able to make this choice whenever you like (except in combat), for free and at any level.
 

Objectives

 
There are several reasons to add variants:
  • It provides classes with new skills by adding these 21 spells.
  • It offers more ways to customize your characters.
  • It allows each class to better adapt to different situations, while making class builds more flexible.
  • It introduces interesting rewards after you reach level 100.
  • It improves the system for choosing spells, which was previously based on spell points and didn't really allow for customization (anyone could eventually have all spells at level 6).
  • It makes certain spells more accessible by offering variants that are simpler, and it gives other spells more depth by offering more complex variants.
 

Reorganization of Existing Spells

 
To successfully integrate the 21 new spells, we had to rework certain aspects:
  • The special spell for each class (acquired at the temple) will now be part of a character's progression, i.e. unlocked like any other spell at a particular level.
  • As a result, changes have been made to the levels at which spells are unlocked.
  • Spell points have been removed, and class spells now have 3 ranks. It's no longer necessary to invest spell points to improve a spell; each rank has a level requirement and automatically unlocks once a character has reached the required level. A spell can automatically evolve in this way two times.
  • Common spells (Leek Pie, Release, etc.) now only have one level, based on their previous level 6, and they have no variant.
  • Dopple Summons have been removed. We didn't want these Summons to have too much of an impact on combat as their actions can be hard to anticipate, and so we reduced their power over the years. They have become less relevant and are now even problematic: they draw out fights without being interesting or reliable tools in tactical terms. We contemplated various ways of making them more interesting (e.g. make them controllable, more powerful but also more temporary), but nothing worked out in the end. In any case, they're made redundant by class spells and are simply not interesting enough to outweigh their downsides (issues with clarity in combat and increased play time).
  • Changes to existing spells: it was counterproductive to create a variant for spells that were not functioning adequately. Therefore, we took advantage of this project to review certain class spells. You'll find more details about these changes in the changelog for the December update.
 

Class by Class

 
All classes across the board will now have access to a range of attack spells sufficient in the four elements.
 
Without going into detail about each spell, below is an explanation of what we wanted to bring to each class. 
 

Cra

 
The Cra's spell variants will provide better tools for grouping up (including placement/movement spells) and can strengthen the player's binding and damage abilities.
 

Ecaflip

 
We have removed the Lucky Devil state; this system was functional but a little unclear and too restrictive. We decided to rework spells associated with it, occasionally incorporating the effects triggered by Lucky Devil mode in the form of a variant.
 
In addition, some Ecaflip spells now have different effects when they crit; Bluff, for example, normally deals Air-type damage, but a critical hit deals Water-type damage. This method of managing random effects seems more balanced to us: it can be controlled by playing around with critical bonuses for equipment and spells. And besides, the Ecaflip will also have plenty of tools to modify their critical hit rate (whether by increasing or decreasing it).
 

Eliotrope

 
The majority of spells requiring the Portal state have been reworked. These spells no longer trigger their bonus effect if the target is in the Portal state, instead triggering when cast through a Portal.

But the Portal state will remain and can be exploited as a resource for certain spells.
 
The healing effects from Affliction and Insult have been removed, however. The Eliotrope still has healing abilities, and these can be made even stronger through variants.
 

Eniripsa

 
We have updated Air-type and Water-type spells: base spells no longer heal but will deal more damage. By way of variants, we're adding new spells for these paths that heal 100% of damage inflicted (compared to 50% previously) but deal less damage.

We are at the same time removing the spell Decisive Word; whether the Eniripsa pursues a purely offensive play style will be determined by their choice of variants.

Finally, we've added an Earth path to the class: this path will target allies (including Summons) to cause significant damage to enemies.
 

Enutrof

 
An Enutrof's Summons now have a slightly unique quality: they heal their attacker if it's an ally. That means allies can use them to regenerate health.

The spell Bribery has been updated to apply the Pacifist state instead of skipping the target's turn.

As far as variants go, these will give Enutrofs more tools to aid their allies or themselves while also providing rare placement abilities.

The Air path is back and much more expanded than before. Among other things, it offers new healing skills to the Enutrof.
 

Feca

 
By adding variants to their spells, we hoped to give Fecas more placement and movement abilities, but at the cost of protection abilities. The opposite is also true: a Feca can now choose to sacrifice even more mobility to better protect their allies.
 
Furthermore, the variants of elemental glyphs are direct attacks that place a glyph around the target or caster. This glyph is a positive one, providing bonuses to allies.
 

Huppermage

 
For most classes, we are avoiding offering a spell variant that uses a different element than the base spell, except in a few cases: if the spell has a secondary effect (for example, it removes MP or moves the target, etc.) and the variant offered also has a secondary effect. In that case, it means the variant and the base spell are both of use to other elemental paths. For example, if a spell is Fire-type and also repels, and its variant is Water-type and attracts, even a Water character could take the Fire-type variant because its push-back effect may be more suitable than an attraction effect.
 
The only case that breaks this rule is the Huppermage: their elemental spells only do damage, while spell combinations cause secondary effects. As a result, each of the Huppermage's elemental spells has a variant of a different element:
  • Air-type spells have an Earth-type variant, and vice versa.
  • Water-type spells have a Fire-type variant, and vice versa.

So, it will be possible for a Huppermage to have zero spells of a particular element if they so wish. But that would also make them unable to produce any effects associated with the element.
 

Iop


It's been 13 years, and the Water-type Iop is finally entering the arena! These Iops are focused on shielding but can only obtain it for themselves; each damage spell cast generates shield points. However, these spells naturally don't rack up as much damage as those of other elemental paths.
 

Pandawa

 
The addition of variants presented the perfect opportunity to rework certain key spells:
  • Karcham now allows you to carry as well as throw an entity, but throwing it now requires a line of sight.
  • Its variant, Chamrak, has less throwing range but does not require a line of sight.
  • Boozer and Bamboo Milk have also been combined: if Boozer is thrown while the Pandawa is Drunk, they become sober again.

If you've guessed that new spells have been added to the Pandawa's array of base spells, you would be correct.
 
They'll now have several spells allowing them to throw an entity they're carrying: some heal the entity, others produce effects on impact or while being launched, and others do not have to be cast in a straight line. You can throw however you like!
 

Osamodas

 
As you saw with Eniripsas and Enutrofs, we're using variants to add a fourth elemental path for classes that don't have it (or that lost it). For the Osamodas, a new elemental path involves new Summons, a new fusion, etc.

After much debate, we decided that the new Summon type for the Osamodas would be the Toad, a proud representative of their Water path. An Osamodas can thus fuse with their Toad to gain damage bonuses.

We also updated the bonuses Osamodas can give their allies; these are now granted by Whip instead of the player's elemental spells, and so they differ depending on the transformation:
  • Dragon: Healing
  • Gobball: Damage Reduction
  • Tofu: MP
  • Toad: AP

The Osamodas has a new Summon for each elemental path, but they can acquire no more than two (as the variant of certain Summons is another Summon). They can, however, choose to have more spells for interacting with them (to make them stronger, move them, replace them, etc.).
 

Ouginak

 
To make Animal Form more distinctive, we removed its Vitality bonus and increased its damage bonus. In this way, the Ouginak's dual modes are more differentiated: Normal Mode provides more survivability, whereas Animal Form allows for greater mobility and a substantial increase in damage.

Ouginaks will also be able to use spell variants to control their rage.
 

Rogue

 
Let's dive right into the Earth bomb and its effects: this bomb doesn't do much base damage, but it benefits from a higher combo bonus than other bombs. That means the Earth path can be adopted on its own, or used to round out another elemental path in order to produce big explosions more quickly.

With variants, you'll have the choice between planting a normal bomb or a time-delayed bomb, the latter not appearing on the targeted cell on the turn in progress, but rather the following turn. If you use the time-delayed version, you'll be able to plant two bombs of the same element each turn!
 

Sacrier

 
A devblog article specifically talking about changes made to the Sacrier class in Update 2.45 (removal of Punishments, changes to elemental paths, etc.) will be released at a later date.

Most of their spells have been modified, but some of the new variant spells may be familiar to you!
 

Sadida

 
We have updated dolls to be simpler to use: they no longer require a tree to be placed. As a result, they will no longer spawn a tree on death, and they have higher casting restrictions.
 
Variants of the dolls are the current version of the spell, allowing each doll to either use the tree-consuming version or not.
 
We also introduced ways to periodically apply the Infected state. These spells' variants also include the Infected state, of course.
 

Foggernaut

 
With double the amount of spells, the number of turrets will double as well! Foggernauts can still only have a max of three turrets in their arsenal, but they can now choose from a range of six different turrets, which you'll find out about later.

The power of certain turrets at Evolution I has been reduced, but the Foggernaut can now have as many turrets as they want at Evolution II (only one at a time at Evolution III, though).
 

Sram

 
Srams' spell variants are partly centered around their traps: some of their spells will be improved (Range, damage, AP cost, etc.) every time an enemy triggers one of their traps.

Some of these new traps work differently from existing traps; they generally take up just one cell, but their effects are spread out over a larger area once triggered. They make it easier to hit multiple targets with a single trap.

We've also reintroduced the Sram's Water path. With a focus on stealing health, it allows you to use health stolen from enemies to heal allies (but not the Sram). The concept, as summarized by one of our Game Designers (who wanted to remain anonymous): "The Sram is the Robin Hood of health."
 

Xelor

 
The Xelor's spell variants allow them to befuddle their opponents and allies even more.

They can gain more spells for teleporting and reversing time, but they'll have to choose which ones they want.

We also reworked the order in which certain spells are awarded relative to their variant, with the goal of making class training more gradual (where suitable, we changed the order of certain spells so that the simplest ones would generally be unlocked from levels 1 to 100 and the more complex variants would be awarded from levels 101 to 200).
 

Masqueraider

 
Some of the Masqueraider's spells have been redone:
  • The spells Cowardly and Classic Mask have been improved.
  • Psychopath spells don't generate as many different effects but are more effective (lower AP cost, higher values, etc.).
  • A new spell has been added (replacing Masquerade, which will become the variant of Ardour) that will summon a mask to lock enemies and share damage with its summoner (allows you to more effectively perform the role of Masqueraider Dopple).

Regarding variants:
  • Mask variants produce different bonuses but can always be used to cast the same spells.
  • A spell's variant is always used with the same mask.
 

Class Sets

 
Class sets will be updated; they will modify current spells and their variants, so we will not be creating new class items.
 

The Beta

 
We are being intentionally vague about how each variant works; that's because we could still make quite a few changes to spells and their variants during the beta-testing phase.
 
The best way to learn more about new possibilities that variants will provide before the official release is to test them out on the test server. After testing things out, feel free to give us your feedback about anything related to Update 2.45 so we can make any necessary adjustments.
 

Q & A

 

What will happen to non-natural spell points?


Non-natural spell points (those obtained from scrolls) will be automatically converted to Kolossokens when Update 2.45 comes out.

A new cosmetic reward will be available to buy with Kolossokens. This will complement the various measures we've introduced in 2017 to add more value to Kolossokens (their use in new recipes for equipment, shields, and soul stones).
 

Is there going to be a system for quickly changing out variants?

 
We've started working on a system that would allow you to save sets of variants and swap them out quickly, but it will not be ready in time for Update 2.45. This will be coming in a major update slated for 2018.
 

Why don't common spells have variants?

 
At the moment, we don't want to give classes too many extra possibilities through common spells. Long term, we'd like to offer a system in which players can choose a certain number of common spells from a list of spells.
 

Won't this make classes too versatile?

 
Variants will allow us to reinforce certain secondary roles as well as add new roles to some classes. However, the variant system forces players to choose between a spell and its variant. Although classes will become more versatile overall, it will require certain choices at the combat level, and one player won't be able to effectively perform all roles at the same time.

Sacrier Revamp 2.45

$
0
0
In this devblog, we'll explore the changes coming to the Sacrier class in Update 2.45.  
 
 

Background

 
This time last year, we revamped the Sacriers, eliminating the Earth path, reorganizing elemental spells, and modifying Punishments, which were more effective when Sacriers have less than 50% their health points.
 
We rapidly realized that these changes to the Sacriers (notably those involving the Punishments) unfortunately raised a few issues:
 
  • Sacriers could change Punishments several times per turn, and this allowed them to perform multiple roles easily.
  • The system that required Sacriers to have less than half their health points to take advantage of maximum power Punishments was not very intuitive and generated an overly strong threshold effect.
 
For these reasons, we made considerable changes in how Punishments work last April, disconnecting them from the Sacriers' Vitality and applying a progressive bonus over several turns. 
 
This update allowed us to significantly improve the class without having to overhaul all spells in depth. It made the class function in a healthier manner by better separating the various roles that Sacriers can fulfill.
 
However, this has moved the class further away from what had previously been its specialties, notably its "Berserker" side and the ability to manage and use their Vitality wisely.
 
When creating spell variants (and this goes for all classes), we do not want to use mechanics that do not satisfy us as the basis for spells.
 
This is why we wanted to clean up Sacrier spells before dealing with their variants.
 

The Revamp


 This revamp aims to make the class more coherent with what it is supposed to be (its identity as a Berserker class) while improving how certain mechanics operate.
 

Punishments

 
Punishments have always been a cornerstone in Sacrier spells. Last year, we reduced their number to three: Swift for mobility, Robust for taking hits, and Bloodthirsty for damage.
 
Today, we are leaving these vestiges of the past behind us: The Punishment system has been eliminated.
 

Suffering = Power

 
We are replacing it with a "Suffering" system:
 
  • The more Suffering that Sacriers accumulate, the less life they have and the more damage they inflict.
  • The less Suffering they have, the more life they have and the less damage they suffer.
 
Sacriers can, depending on the spells they use, increase or reduce their Suffering. Their level of Suffering is determined by the spells they use:
 
  • Very offensive elemental spells increase Suffering.
  • Defensive elemental spells reduce Suffering.
 
Sacriers can therefore decide whether they want to play a defensive or offensive role, by playing some spells instead of others.
 
There are obviously some limits. Suffering varies from -10 to 10 and cannot go beyond these limits, with the following bonuses:
 
  • Positive Suffering (1 to 10): Sacriers gain damage but lose Vitality with each increment of Suffering. 
    • At 6 and above, they change appearance and gain a better damage bonus.
  • Negative Suffering (-1 to -10): Sacriers gain Vitality with each increment. 
    • At -6 and below, they change appearance and gain a damage reduction bonus.
 
This system seems to us to be a good alternative to the Punishment system:
 
  • Their roles are no longer determined by Punishments that take the place of other potentially more interesting spells.
  • Sacriers' actions are what determine their role over time.
  • Sacriers' damages are inversely proportional to their capacity to withstand damage (the less Vitality they have, the more damage they can cause, and inversely).
 
As you must have noticed, the mobility bonus from the Swift Punishment has not been replaced in the Suffering gauge. While this Punishment played its role well (positioning/movement), it is a role that serves above all to complement both the class's offensive and defensive capacities. For this reason, we did not want to isolate it. Sacriers are therefore free to use mobility spells (including Transposition) at any level of Suffering.
 

Spell Organization

 
The elimination of Punishments therefore freed up 3 new spells, making it possible to bring back Earth!
 
The 4 elemental paths have been reorganized to better integrate the Suffering system. Each path is structured as follows:
 
  • 1 positioning or movement spell
  • 1 "offensive" spell that increases Suffering
  • 1 "defensive" spell that lowers Suffering
 
The utility spells, for their part, are little affected by this revamp:
 
  • The spell Transposition no longer needs a specific state to be cast.
  • The spell Convalescence no longer needs a specific state to be cast.
  • The spell Punishment no longer needs a specific state to be cast, and no longer applies the Gravity state.
  • The spell Pain Shared has been replaced by a new spell that increases Suffering by 2 levels. 
    • The spell Pain Shared spell is now used as a variant.
  • The spell Evasion now operates in a slightly different manner: It now applies Close Combat Invulnerability and always pushes back one cell in close combat attacks.
 

Spell Variants

 
Like all the other classes, the Sacriers will have a variant for each of their spells. Please see the corresponding Devblog article for more information on this subject!

Omega Levels

$
0
0
With Update 2.45, we are adding a new Omega Level system to offer a new way for characters to progress beyond level 200.  
 
 

Goals

 
This system's goals are as follows:
  • Offer infinite progression beyond level 200
  • Showcase the experience earned beyond level 200 with cosmetic rewards
  • Offer useful bonuses for moving up Omega levels
  • Not increase the power of characters beyond level 200
 

How It Works

 
Once level 200 is reached, your characters will unlock a new progression gauge (the Omega levels).
 
These levels will not increase the characters' power, but they will unlock cosmetic and useful rewards.
 
These levels are unlimited; they will be "quick" to unlock at first but will progressively require more and more experience.
 
The secondary character bonus will apply in Omega levels. For example, if you have Character A at Omega level 50 and Character B at Omega level 10 on the same account, Character B will receive double experience until it reaches Omega level 50.
 

Cosmetic Rewards

 
Characters will be able to unlock two types of rewards at specific Omega levels: ornaments and auras.
 
 

 
Characters' Omega levels will be visible in-game when mousing over a character (this option can be deactivated) and in most social interfaces.
 

Useful Rewards

 
For each Omega level, characters will earn useful bonuses (that have no impact on combat):
  • 5 pods
  • 1 market slot
  • 1 slot in merchant mode
 

Conversion of Prior Experience

 
Experience points earned after reaching level 200 up until the release of Update 2.45 will be converted and applied to the Omega gauge.
 
With the launch of Update 2.45, characters that had previously continued to acquire experience beyond level 200 may potentially reach Omega level X when they first log in.
 
We decided to favor converting prior experience gains for several reasons:
  • The Omega levels provide useful and cosmetic bonuses, but will not make certain characters (with huge amounts of experience) more powerful than the others.
  • These levels are unlimited, so there is no risk that certain characters would have already attained the maximum Omega level immediately on the release of Update 2.45.
  • We do not envisage competitive challenges surrounding the Omega levels, and therefore we didn't have any particular reason to start all players at Omega level 0.
 

Q & A

 

Are you planning a competition or specific rewards for characters that reach the highest Omega levels?

 
No, we are not planning any competitions around Omega levels (other than the experience rankings already present on the official website), nor any specific rewards for characters that reach the highest Omega levels.
 
The most effective ways to earn huge amounts of experience are generally based on extensive use of several accounts and an "industrial" repetition of identical content (the same dungeons with set class compositions to maximize gains, for example).
 
We do not want to encourage the use of these methods by promoting them via competitions or exclusive rewards.
 
Ideally, we would like for the most efficient methods to maximize experience gains in DOFUS to be much "healthier", but we are not in a position to achieve this in the short or medium term. This is a very long-term objective for us, one that we have already started to address via dynamic placements at the start of fights, and diversifying ways to earn experience.
 

Will There Be Achievements for Attaining Omega Levels?

 
We do not plan to add Achievements for attaining Omega levels. We feel that the current Achievements that reward attainment of classic levels are sufficient, and we prefer to limit Achievements to the most deserving activities (completing content and more difficult content).
 

Do you plan to introduce power bonuses for Omega levels?

 
We have no plans to add additional power with the Omega levels in the short, medium or long term. As with the spell variants that are obtained between levels 100 and 200, we do not want a considerable investment in experience after level 200 to be necessary to optimize your characters.
 
We feel that attaining level 200 takes enough time for new players who progress "normally" (without multiple accounts and without outside help).

Changes to the monster attack system

$
0
0
The area in which monsters attack has been gradually reduced over the years (and is now down to a single cell around each monster), but the monster attack mechanic has not changed since the game first came out. Update 2.45 will introduce a new system for managing monster aggression which we hope will be less frustrating and easier to understand.  
 
 
 

Our primary goal: Making exploration exciting

 
Monster attacks in DOFUS are generally seen as a useless constraint. While there may be valid criticisms of the way in which it is currently applied, we still believe that a good monster aggression system is an interesting gameplay mechanic.
 
DOFUS presents an open world in which characters can move about freely without strict constraints (e.g. there are very few level restrictions on character access to various areas). However, it is difficult to make exploration exciting when characters can move through any area right from the beginning of the game. We like the idea that certain areas may be dangerous for beginning characters, that venturing into those areas represents a significant risk, and that by leveling up, characters can gradually become powerful enough to explore ever more dangerous areas.
 
Having areas that are dangerous for low- to mid-level characters is a good way to make discovering the different areas of the game a more gradual process. It also allows us to ensure that not just any character (unless they are willing to accept a higher level of difficulty) can have access to quests or resources that are primarily intended for higher-level characters.
 
Whenever possible, we want to avoid imposing strict constraints on access to different areas based on character level; we prefer to make virtually all areas accessible to all characters, as long as they are willing to face the associated risks.
 

How the new system works

 
We wanted to make the attack system more dynamic. From now on, standing still will put characters in danger, and running will be the best way to avoid aggressive monsters.
 
Here's how monster attacks will work in the new system:
  • Detection: Monsters have a field of vision (between 2 and 4 cells; these parameters may continue to change). When a character enters this field of vision, an attack may occur.
  • Evaluation: By default, virtually all monsters in the game will be able to attack characters if the difference between the monster's level and the character's level is sufficiently large. If this difference is greater than 50 levels, the monster will attempt to attack the character (e.g. a monster at level 140 will attempt to attack a character at level 80). The number of levels that triggers an attack may change based on the results of our tests and your feedback.
  • Attempted attack: If the target evaluation condition is met, and if the character is within the monster's field of vision (i.e. within a few cells of it) for more than 3 seconds, then a battle will start. As soon as a monster detects a potential target that it might choose to attack, a small symbol will appear above it to warn players that it's time to get out of there! The field of vision for attack purposes is determined by the leader of a group of monsters.
 
 
 
A character who keeps moving should therefore be able to easily avoid monster attacks. We intend to take full advantage of this more flexible new system to make certain areas of the game dangerous for characters who aren't attentive enough, or who aren't supposed to be there in the first place (too big a difference between the monsters' level and that of the characters).
 
This system resolves the problems that players sometimes encountered in tunnels and narrow areas: it will no longer be necessary to wait for monsters to move, as long as you don't stay in one place on the map for too long if the monsters there are inclined to attack your character.
 
When a group of monsters is potentially about to attack your character, a specific symbol will appear when moving the cursor over that group of monsters.
 
 
 

Highly aggressive monsters

 
Certain monsters will always be aggressive (such as Wabbits or Bworks), regardless of the character's level. This mode will be used in areas where we want exploration to be more difficult and dangerous.
 
Most monsters will only be aggressive towards characters whose level is far too low for the given area. This approach lets us discourage exploration (without banning it outright) in areas that are not appropriate for the character's strength and abilities.
 
With the current parameters (with the rule that triggers attacks when there is a 50-level difference between monster and character), characters at level 150 or above will no longer be attacked by the majority of the classic monsters.
 

Monster movement

 
Monsters' behavior outside of combat will also be modified: monsters will persistently (but slowly) try to approach characters walking through their part of the map. It will therefore be important not to stop in one place for too long on a map that has monsters that might attack your character. The frequency of monsters' movement outside of combat has not changed.
 

Future changes

 
The parameters described in this article may change in the course of the tests you'll be running in the beta phase for Update 2.45.
 
We welcome your feedback on your experience with the new system.
 

Questions

 

Can harvests be interrupted?

 
Harvests can be interrupted by monster attacks. You will have to be careful when sending a low-level character to gather resources in significantly higher-level areas.
 
However, the delay between detection by a monster and the start of an attack should be long enough for attentive harvesters to avoid most attacks.
 
We allow aggressive monsters to interrupt harvests in order to prevent characters (using the action queue) from harvesting freely on maps that have monsters which are supposed to attack them.
 

Why aren't there any consumables or Achievements to make characters immune to monster attacks?

 
We believe that attacks by aggressive monsters can be a useful mechanic for making exploration more exciting. We don't want certain characters to be able to bypass this mechanic completely in areas where we want it to apply consistently.
 
We do not rule out the possibility of eventually letting characters use Achievements or consumables to protect themselves from attacks, but we do not want to use these as generic mechanisms.
 

How do monsters decide which characters to attack?

 
A monster may detect multiple characters to attack in its field of vision. The first character it attacks will then be the first one it noticed; in case of a tie, it will attack the lowest-level character. Let's face it… these monsters are just not nice :]

Graphic Devblog: Astrub

$
0
0
As we mentioned in the microblog on the subject, Astrub, the City of Mercenaries, is going to be renovated from top to bottom! Get a peek behind the scenes of this project of epic proportions!

Our initial approach was to clean up Astrub, freshen up the level design so that long-time and new players could discover or rediscover this emblematic spot in the game.

We had many influences when starting out on the overhaul of Astrub. We had also set ourselves the goal of "rationalizing" the city, organizing it so that the flow of players would be distributed evenly throughout all the maps.

This was important for us because it brings the city to life. The city is considerably smaller, but it is much more efficient and getting around is much more practical.

We took care to stay on a flat map and not add elevation so players wouldn't get lost. Indeed, initially, our idea was to include backgrounds in which the city of Astrub was built on several levels.

Pre-production graphic search

However, doing so really hindered movement, and knowing that Astrub welcomes new players, we couldn't allow the level design to be complicated.

Pre-production graphic search

Astrub Historic City Center


We added new elements in Astrub to strengthen the city's mercenary roots, which run deep in the architecture of the city buildings. This dense city center contains the important hot spots: the Militia Tower, the Bank, the Marketplaces, the Zaap, etc.
 

We kept the city's historical background and its walls surrounding the Old Town, which will no longer hinders players' movements.
 

The Divine Temple will welcome newly incarnated souls when they arrive in the World of Twelve from Incarnam. This building contains all the class statues, which allow us to save space and optimize the number of maps.
 

The connection between Incarnam and the physical plane is provided by a hyperzaap that teleports players to the Divine Temple. This connection was lacking coherence before (coming down in a hot air balloon and returning via a statue). We'd been itching to make this change for a while.

The Divine Temple

The Marketplaces were merged and classified in 3 categories – resources, consumables, and equipment – to stay in line with your inventory.
 

We paid particular attention to ensuring that maps with important points of interest (zaaps, for example) would also not be maps that players only cross to get from one place to another (the result of that had been to slow down players "who are just passing by").

The Astrub Suburbs

Crafting workshops

Around the historic city center, the Astrub Suburbs are bustling with life. That's where you'll find the crafting workshops, set out in such a way that complementary professions are near each other.
 

New elements made their appearance: a new public paddock, a library, and a new zone, the mines. The Mines will take on a larger role in the adventure, with a new family of monsters.
 

This overhaul also covers the zones next to Astrub. Thus, the Cemetery of Heroes, Astrub Fields, Astrub Rocky Inlet, Forest, Meadow, and Mine have also been modernized.
 

Directional road sign

It will be easier to find your way: wide roads will be heading to the four cardinal directions of the World of Twelve, and there is even a complete network of main and secondary roads. Road signs will also indicate which direction to go.
 

[Lorko] - Artistic Director

Equipment Balancing and Crafting Simplification

$
0
0
With Update 2.46, we plan on introducing several modifications to make it easier to obtain equipment (hats, boots, etc.).

 

Gains to character experience have gradually increased over the various updates (via challenges, achievements, idols, secondary character bonuses, faster fights, modular dungeons, stars on monsters, capturing and fighting monsters in arenas, etc.)

Characters are gaining levels more rapidly than a few years ago, but proportionally, we don't think they are replacing their low-level and mid-level equipment fast enough (despite the introduction of many mechanics to increase loot drops over the various updates). This encourages players to keep the same equipment for too long, whereas we'd like them to take advantage of the wide variety of equipment available in all level brackets more easily.

 

Our Objectives

These are our main objectives:

  • Make it easier to acquire and renew low-level and mid-level equipment;
  • Allow for better synchronization between low-level and mid-level equipment renewal and character leveling up;
  • Reduce the number of fights required to craft equipment;
  • Balance the various low-level and mid-level equipment bonuses in order to increase the choice of viable equipment available; and
  • Maintain a high level of equipment destruction by generating Smithmagic rune.
 

Equipment Recipes

Equipment recipes (excluding trophies and shields) up to level 100 have been simplified and harmonized. Our goal is to offer low- and mid-level recipes that are faster to craft.
In parallel, this change will simplify profession progression for low-level and mid-level equipment crafting.

In the longer term, we intend to review some of the level 100+ equipment recipes. We think that recipes for very high-level equipment are generally satisfactory, so it's unlikely they'll be simplified or modified to any significant degree.

 

Resource Drop Rates

There will be a higher probability of obtaining resources from monsters (mainly low-level and mid-level ones) in order to reduce the number of fights required to craft equipment.
For example, common resources (currently 10% drop rate) will now have a 50% drop rate for level-1 monsters, 30% for level-100 monsters, and 10% for level-200 monsters. This will make it easier to obtain resources at low and intermediate levels when characters cannot easily acquire many loot bonuses.

 

Progression for Harvesting Professions

Progression for harvesting professions has been improved: The experience gained from harvesting has been doubled in order to speed up access to more harvestable resources.

 

Bonus balancing

The changes we are making have given us the opportunity to balance the power of items up to level 100. In most cases, we have increased the power of items that are too weak and reduced the randomness between minimum and maximum bonus values. Certain effects have been added or improved, while others have simply been replaced.

These changes are not retroactive: You need to use Smithmagic runes or New Leaf Orbs on modified items crafted before Update 2.46.

 

Smithmagic Rune Generation

Smithmagic rune generation is currently 10% higher overall than destruction.
In version 2.46, we decided to reduce Smithmagic rune generation by 20% in order to reduce this discrepancy between generation and destruction, and also to compensate for simpler recipes and increased resource drop rates.
It will be easier to produce low-level and mid-level items, so it will be easier to produce Smithmagic runes.

We think the price of Smithmagic runes is very low overall, and we plan on gradually reducing Smithmagic rune generation in future updates if it may have a positive effect on item and resource destruction.

However, we don't know what balance might be found with the price of Smithmagic runes. Some players are limited by the budget they are willing to invest in item Smithmagic, while others adjust the budget they are prepared to invest in Smithmagic based on their objectives. These two approaches to Smithmagic have different effects on the rune market, and we cannot assume that a X% decrease in Smithmagic rune generation will translate into a X% increase in the price of Smithmagic runes.

We will probably have to iterate to achieve the right balance.
Smithmagic rune generation is one of the main sources of item destruction (and therefore resources), so we think it's important to use this as leverage to increase or maintain sufficient usefulness and value for all resources and items.

The Stubbyobs

$
0
0

Even if you think you've explored every nook and cranny of Frigost, you just might have missed a nation that's been very discreet up until now: the Stubbyobs, represented in this part of the world by the Freezammer clan.


 

Lurking under Mount Scauldron, the Freezammer clan have until now cast a very small shadow, especially since Djaul cursed Frigost. Recent events, however, seem to have given them reason to make their mark, and their extreme hostility has pushed the Guard of the Day Without End to beg adventurers for help, in the hope of reining in their anger.

 

Among the Stubbyobs of the Freezammer clan, a few – the Tankanvils – are especially hardy. Specialized in close-quarters protection, they won't hesitate to take the blows for their allies.
 

Tankanvil

There are also the Rokrushers, who can easily hit several enemies at once with their hammers. The Warmonbeers use their axes in surprising ways, making them effective at long range.
 
Rokrusher


 

Warmonbeer
Some Stubbyobs ride tame Mastogobs; these Beardrammers are very dangerous in close-combat and use their Mastogobs to move around more rapidly.
Beardrammer

 

The Gobbosses also ride Mastogobblies; they use these mounts to keep at a distance from their opponents while they attack them with their slings.
 

Gobbosses


The head of the clan is the very angry King Dazahk Freezammer. His magical mount makes him especially mobile, and he uses his kingly charisma to motivate and reinvigorate his troops.

But all these warriors have one thing in common: They are quite short on patience, and this can be felt in how they fight. If too much time goes by before they can smash their weapons (or heads) down on something, they get all worked up and become even more dangerous – including to themselves.

Breeding Mounts

$
0
0

In update 2.47, we are going to introduce a great many changes to the mount breeding system and a new species of mount.

 

Our mains goals

  • Limit excessive mount generation (mainly Dragoturkeys) to ensure that they are worth more, and to redistribute mount production among a larger number of players.
  • Increase overall resource destruction and stimulate the breeding item economy.
  • Strengthen the decreasing profitability mechanic: The more players (server-wide) breed mounts, the more breeding item consumption must increase and therefore limit the profitability of breeding even more mounts (establishment of a natural and dynamic balance).
  • Limit the practically exponential proliferation of Dragoturkey capacities, and enable the natural introduction into the game of the chameleon trait for Dragoturkeys.
  • Maintain a constant and healthy challenge around breeding, and no longer offer a system in which herds can be "purified" and then infinitely duplicated without any constraints.

 

Here are the changes we are envisaging:

Pooling Sheds on an account level

Shed will be managed at the account scale, and no longer specifically per character (like banks).

We would like to discourage the multiplication of characters to artificially increase shed size.

The shed size will not be increased (it will stay at 250); we do not want to encourage breeding on a more massive scale than is currently the case (which is contributing to mount production that we feel is excessive).

We believe that players should make choices about which mounts they want to keep, and that this is a useful mechanic to allow players to not cover all breeding possibilities too easily and allow more players to find a "place" in this system.
 

Wear and Tear, and Choice of Breeding Item in Public Paddocks

Public paddocks are necessary to ensure simple access to the breeding function for most players, but the lack of wear and tear on breeding items allows certain players to multiply without any limits the number of mounts they breed in public paddocks, by multiplying the number of characters used for breeding.

We are going to remove the breeding items present by default in public paddocks, and have players use their own items (in an instanced manner).

With this change, we want to reintroduce a simple and natural mechanism already present in private paddocks: breeding more mounts will increase wear and tear on breeding items, speed up their destruction, require more of these items be produced, and therefore increase their price.
This mechanism should regulate disproportionate mount production and contribute actively to resource destruction in the game.

 

Public Paddock Size and Bonuses

Public paddocks will have 10 slots in Bonta and Brakmar and 5 slots in Astrub.
The bonuses earned in public paddocks will be reduced by 20% compared to bonuses in private paddocks.

 

Number of Public Paddocks

There will be 1 paddock in Bonta, Brakmar, and Astrub.

 

Transmission of Dragoturkey Traits

Currently, traits are transmitted almost exponentially (over time, it becomes easier and easier to transmit selected traits to other Dragoturkeys).
We do not find this mode of operation satisfactory because it pushes Dragoturkey breeding toward an "optimum" that makes it possible to flood the Dragoturkey market with optimized mounts.
We are going to lower the possibility of transmitting Dragoturkey traits to a 1 out of 20 chance.
It will still be possible to optimize transmission of traits between Dragoturkeys but it will no longer be possible to maintain specific traits infinitely for an entire herd.

 

Dragoturkeys Generation Reduction

We are going to limit the number of reproductions to 5 per Dragoturkey (compared to 20 currently).
We feel that this change is necessary to reduce Dragoturkey production and lower the possibility of infinitely "duplicating" optimized herds.

 

Natural Reintroduction of the Chameleon Trait for Dragoturkeys

The Chameleon ability will be able to appear (and be transmitted) naturally in Dragoturkeys.
It will not be reintroduced in the shop.

 

Impossibility of Breeding Wild Mounts with Non-Wild Mounts

Breeding wild mounts with non-wild mounts will now be impossible.
We believe that the possibility of breeding wild mounts with non-wild mounts makes it too easy to breed and introduce 1 pure genealogy, which goes against the concept of breed genealogies.

 

Changes in Breeding Item Recipes

All breeding item recipes will be modified to reduce the number of ingredients common to all recipes.

We would like the Boss essences to be the important and limiting factors in these recipes, rather than common ingredients.
We are also going to add "missing" breeding items (those that correspond to Boss essences that haven't yet been used).

 

Breeding Item Bonus Balancing

Currently, an excessive number of breeding items are not produced or used enough because their bonuses or durability are not deemed sufficient.
We have balanced the bonuses and characteristics of the least-used items; among other things, we have increased the durability of certain breeding items.

 

Mount Bonus Balancing

Dragoturkey bonuses will be modified so that the first generations' bonuses will be more competitive with those of the later generations.

We also want to ensure that each of the three species of mounts has a significant and specific bonus.
Dragoturkeys will be specialized via a large Vitality bonus, Seemyools will have exclusivity over the MP bonus, and the new species of mount will have a specific bonus that we'll let you discover.

 

New Species of Mount

A third species of mount will be available with the release of version 2.47; it should fill certain gaps and create a new breeding market.
This species will be more difficult to capture and breed and is destined for the most experienced breeders.

Our goal is to maintain simplified breeding with Dragoturkeys and offer more demanding breeding with Seemyools and the new species.

 

Characteristic Scrolls (Almost) Exclusive to Dragoturkeys

Doploon gains from fighting Dopples will be eliminated for several reasons:

  • Ultimately, we want to significantly limit the impact of Dopple fights. This daily mechanic is very time-consuming and lacks the depth (uniquely solo activity that does not offer several ways of viewing or going about it) to justify players regularly repeating this activity and devoting a large portion of their playing time to it.
  • We would like to refocus characteristic scroll production on Dragoturkeys to ensure better long-term profitability of this action; breeding them will be a potentially large source of destruction in 2.47, and that should improve the value of resources.

Wanted notices will continue to provide doploons, and can still be exchanged for characteristic scrolls.

Recipes containing doploon pebbles have been modified to use Kolossoken pebbles (in order to increase Kolossoken destruction as a side effect).

 

Conclusion

We know that these changes mainly place restrictions on breeding and will decrease mount production.

Our goal is to get back to a "healthy" breeding system generating fewer mounts.

We would like individual mount prices to go up, and for that, we need to ensure that the breeding market is not as saturated as it currently is.

 

Viewing all 110 articles
Browse latest View live