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Siilk's suggestions, from a new guy
posté September 07, 2011, 18:56:55 | #1
Siilk's suggestions Recently, I started to play Wakfu so here's some ideas, I came up with:

* Make weapons more useful. It was mentioned on the forum already but I think it's with to accentuate it once more. Right now weapons are completely inferior to spells in combat and only useful as stat-boosters. The easiest way to make them more appealing is to greatly reduce AP cost of their usage. To balance this, weapons could be limited to one use per round. Alternatively, each usage could increase AP cost with new round resetting it back to default.

* Newcomer's cache boost. Newbies could really use some jinx in their pockets. It's really frustrating to nob be able to by anything at all and not really knowing where to get some cache. It's quite long and complicated way for them to their first kama minting, so why not give new players some starting cache? Old sky bridge keeper could simply give newbies a little bit more minerals to make, say, 10 kama.

* Player level indicator. Right now it's impossible to tell a level of other player before the duel starts. It's not really a good idea to fight with someone who is 10-something levels higher than you are. I think adding a description of players' level gap in a non-exact way(like "your opponents is much stronger than your party" or "both parties of the same strength") would be enough.

* Way to run away. Sure, we have a "forfeit" button aka suicide but that's not the same. Death is merely a nuisance now, with no negative effect whatsoever, but I'm sure, it's a temporary state, so having some way to escape from combat(at least a PvE type), could be very useful. Hell, even now it could be extremely frustrating to walk all the way back to where you was from "that one phoenix far, far away".

* Profession suggestion: Animal trainer. See this thread for details


posté September 07, 2011, 19:26:47 | #2

Quote (Siilk @ 07 September 2011 18:56) *
Recently, I started to play Wakfu so here's some ideas, I came up with:

* Make weapons more useful. It was mentioned on the forum already but I think it's with to accentuate it once more. Right now weapons are completely inferior to spells in combat and only useful as stat-boosters. The easiest way to make them more appealing is to greatly reduce AP cost of their usage. To balance this, weapons could be limited to one use per round. Alternatively, each usage could increase AP cost with new round resetting it back to default.

* Newcomer's cache boost. Newbies could really use some jinx in their pockets. It's really frustrating to nob be able to by anything at all and not really knowing where to get some cache. It's quite long and complicated way for them to their first kama minting, so why not give new players some starting cache? Old sky bridge keeper could simply give newbies a little bit more minerals to make, say, 10 kama.

* Player level indicator. Right now it's impossible to tell a level of other player before the duel starts. It's not really a good idea to fight with someone who is 10-something levels higher than you are. I think adding a description of players' level gap in a non-exact way(like "your opponents is much stronger than your party" or "both parties of the same strength") would be enough.

* Way to run away. Sure, we have a "forfeit" button aka suicide but that's not the same. Death is merely a nuisance now, with no negative effect whatsoever, but I'm sure, it's a temporary state, so having some way to escape from combat(at least a PvE type), could be very useful. Hell, even now it could be extremely frustrating to walk all the way back to where you was from "that one phoenix far, far away".

* Profession suggestion: Animal trainer. See this thread for details
1. no comment,too much ppl suggesting a lot of things about it,and mostly is acceptable
2.imagine someone make a new char,deletes,make a new one? it only takes a minute. for 10k?
3.disagree,the way it is now is better,you want to atk someone?prepare to fight higher lvl than you.otherwise ppl will atk low lvls anywhere.(or use friend trick,but when uchecked they might have been gone)
4.err.. death are always a nuisance. if its not a nuisance then its not death. lol..
5. replied in the thread


posté September 07, 2011, 20:37:31 | #3
1. Agreed here, but a weapon shouldn't directly affect your attacks more than it already does.
2. No. I like that Kamas have an explicit intrinsic value and that they don't come from nowhere. Besides, you're attacking the consequences of the problem, not the problem itself. Refer to these two threads: "Buyer Haven Bag" and "Crafting is boring" for possible solutions.
3. Don't particularly care about this, but don't see any harm in adding a level indicator if you can choose to hide or show your level yourself.
4. Wouldn't mind, although it's not critical. Maybe fleeing is only possible when you're in a team, and you're not the last standing member of your team, as a way of escaping a fight your teammates will win without you, but you're low on HP? Spend whole turn, roll something like dodge vs. lock, get reduced XP after combat?


posté September 07, 2011, 22:41:44 | #4

Quote (Grichmann @ 07 September 2011 20:37) *
4. Wouldn't mind, although it's not critical. Maybe fleeing is only possible when you're in a team, and you're not the last standing member of your team, as a way of escaping a fight your teammates will win without you, but you're low on HP? Spend whole turn, roll something like dodge vs. lock, get reduced XP after combat?
Like FLEE in Final Fantasy series, where you use a flee and end your turn, when if you stayed alive till the start of a next round, you get removed from a combat, while gewtting a minimum amount of xp (that is, if you managed to do some damage, otherwise no exp for you at all) and loose some kama, unless you are broke, of cause


posté September 09, 2011, 20:44:29 | #5

Quote (Siilk @ 07 September 2011 18:56) *
Recently, I started to play Wakfu so here's some ideas, I came up with:

* Make weapons more useful. It was mentioned on the forum already but I think it's with to accentuate it once more. Right now weapons are completely inferior to spells in combat and only useful as stat-boosters. The easiest way to make them more appealing is to greatly reduce AP cost of their usage. To balance this, weapons could be limited to one use per round. Alternatively, each usage could increase AP cost with new round resetting it back to default.

* Newcomer's cache boost. Newbies could really use some jinx in their pockets. It's really frustrating to nob be able to by anything at all and not really knowing where to get some cache. It's quite long and complicated way for them to their first kama minting, so why not give new players some starting cache? Old sky bridge keeper could simply give newbies a little bit more minerals to make, say, 10 kama.

* Player level indicator. Right now it's impossible to tell a level of other player before the duel starts. It's not really a good idea to fight with someone who is 10-something levels higher than you are. I think adding a description of players' level gap in a non-exact way(like "your opponents is much stronger than your party" or "both parties of the same strength") would be enough.

* Way to run away. Sure, we have a "forfeit" button aka suicide but that's not the same. Death is merely a nuisance now, with no negative effect whatsoever, but I'm sure, it's a temporary state, so having some way to escape from combat(at least a PvE type), could be very useful. Hell, even now it could be extremely frustrating to walk all the way back to where you was from "that one phoenix far, far away".

* Profession suggestion: Animal trainer. See this thread for details
1: No comment, already have its own topic.
2: No. It would be too easy to keep making new chars to get money, and its not really like low levels need to buy much, or know much of the game to go out buying things, if you got far enough to learn the professions/make money with haven bag or kama minting, then you're ready to go. (Its not as hard as it seems to make money)
3: If its something you can enable to show or not, then maybe.
4: Uh... That would entirely kill the point of having aggressive mobs for instance, or needing to care about what you attack. Death is there to be a nuisance indeed.
5: No. (already replied in that thread)


posté September 14, 2011, 19:03:58 | #6
1: every one are talking about that, maybe a weapon skills system like the first beta, I loved the weapon skills system.
2:not a good Idea, noobs dont need money :p
3:maybe a color indicator like with the monsters, but with no level, and a higher loss of Cp for attacking a -10level player than you.
4:I like that one, but as spoke before, just for teams
5: that is what osamodas do, let's not take their jobs away :p


posté September 15, 2011, 12:58:32 | #7
4. I dislike this idea. There are zaap's and drago express for traveling if you are so much lazy to walk, and there is proffesion that allow you to regain hp back faster (breads), so if you dont want to walk or wait for hp, just be mroe carefull and dont die. And escaping from team battle would lead to situations where 1 person will be added to team then the battle vs 5 monsters will start and all players except for that 1 will leave the fight making him dead as he wont be able to deal with 5 monsters alone. This is not happening now so its good the way it is. Unless escaping from battle (PvE) will make all characters have to agree with leaving and so the fight will end and no one will suffer - then yes. Maybe. Maybe because it will be too easy to deal with enemies. You se that someoen is about to die and so you all decide to leave fight, heal him and start again different way. Seriously that will ruin the game.


posté September 16, 2011, 15:10:58 | #8

Quote
Unless escaping from battle (PvE) will make all characters have to agree with leaving and so the fight will end and no one will suffer - then yes. Maybe. Maybe because it will be too easy to deal with enemies. You se that someoen is about to die and so you all decide to leave fight, heal him and start again different way. Seriously that will ruin the game.

Not necessarily, some good games already let you do that in the past , like ragnarok online, where you could see that the situation agaisnt that MVP was not so good, so you teleport everyone to a safe place, regroup, buff heal and so on, do a new strategy and go again versus the boss.

Cause whats the difference betwen attacking a monster , die and walk all way again
and attacking a monster , run (penalty, dont know, loss in exp) , heal and star again, in the same place.

That would be even a new flavor to game play: do you want to run, to back to fight fast and lose exp, or do you prefer to die and keep exp?


This post has been edited by LeoAdeliet - September 16, 2011, 15:14:35.
posté September 16, 2011, 15:38:58 | #9

Quote (LeoAdeliet @ 16 September 2011 15:10) *

Quote
Unless escaping from battle (PvE) will make all characters have to agree with leaving and so the fight will end and no one will suffer - then yes. Maybe. Maybe because it will be too easy to deal with enemies. You se that someoen is about to die and so you all decide to leave fight, heal him and start again different way. Seriously that will ruin the game.

Not necessarily, some good games already let you do that in the past , like ragnarok online, where you could see that the situation agaisnt that MVP was not so good, so you teleport everyone to a safe place, regroup, buff heal and so on, do a new strategy and go again versus the boss.

Cause whats the difference betwen attacking a monster , die and walk all way again
and attacking a monster , run (penalty, dont know, loss in exp) , heal and star again, in the same place.

That would be even a new flavor to game play: do you want to run, to back to fight fast and lose exp, or do you prefer to die and keep exp?

Ragnarok is not turn based though, its real-time, so it works differently. And if there was a chance to run, it would have to be limited because of PvP and dungeons anyways, would only work for normal mobs (and agressive ones not, maybe)


posté September 16, 2011, 17:12:12 | #10
I don't know, fleeing doesn't seem like a particularly bad idea to me, provided it's not just an "escape" button that always works. You have to actually do something in the fight, and be vulnerable from doing it (I've actually written up a description, but the forum ate it. You'll have to do without it). It seems really only useful in dungeons (When your team is winning, but you got knocked around and are low on HP) and when meeting new enemies (When you're not sure if you can win in this area and don't want to save here yet). If we had a death penalty, skipping out of it would be interesting, but we don't have one, and how it should work and whether we even need one is a completely different discussion.

As for the "group joins fight, everyone but one guy escapes" scenario Kikuihimonji described, I don't get the point. If it's for griefing, what's stopping them from surrendering now and why are you playing with griefers to begin with? If it's because they genuinely dislike the combat, well, needs of the many and all that jazz.


posté September 17, 2011, 23:34:53 | #11
Well I guess that would be locked in dungeuns , and about agressive mob, maybe something like you can run since you killed the highest level monster or the one who trigger the fight with you.


posté September 18, 2011, 06:30:11 | #12
Agressive mobs would have attacked you first (unless you attacked them first), so they kinda have "advantage" on the fight (plus the side that you were not careful to bump into them), so you shouldn't be able to run unless you started the fight yourself.

About dungeons... it should be obvious why you shouldn't run.
PvP: shouldn't run either, specially if you got attacked.

I'm fine with running otherwise, its not like it would be much different than now though.


posté September 18, 2011, 18:56:17 | #13
I honestly don't get why you think fleeing is so bad. If anything, it's nearly useless at the moment, because you don't lose anything except the time it takes to get to where you were and possibly a key if you die, anyway, and these are both cheap. It basically serves as a way to get out of an unfair or uninteresting fight without having to trudge back all the way from the phoenix - which will save you what, a couple minutes most of the time?
Even in PvP and with aggressive monsters, you should be able to flee, even if it's only to lose some HP while trying and be attacked by the same enemy again.


This post has been edited by Grichmann - September 18, 2011, 18:56:29.
posté September 19, 2011, 05:13:27 | #14

Quote (Grichmann @ 18 September 2011 18:56) *
I honestly don't get why you think fleeing is so bad. If anything, it's nearly useless at the moment, because you don't lose anything except the time it takes to get to where you were and possibly a key if you die, anyway, and these are both cheap. It basically serves as a way to get out of an unfair or uninteresting fight without having to trudge back all the way from the phoenix - which will save you what, a couple minutes most of the time?
Even in PvP and with aggressive monsters, you should be able to flee, even if it's only to lose some HP while trying and be attacked by the same enemy again.
If you could run in dungeons or from an agressive mob it would kinda kill the point of having agressive mobs, or of dungeons. Running otherwise won't make much difference really, but like this... eh, no.
About PvP, if it counted as a loss for you, then yeah, doesn't matter.


posté September 19, 2011, 07:53:35 | #15
Well, if it's just an "I don't wanna fight anymore, guys" button that always works and saves you from a situation where any combination of events next turn is going to kill you, you are obviously right, and it is very unfair in any circumstance. But if it's a risk you have to take, I don't see any problem - even in dungeons. After all, in a solo scenario, you'll be unlikely to proceed past a fight you were forced to flee from once, while with a team, you'll probably just annoy everyone if you die and have to walk all the way back and spend another key - maybe it's different with higher-level dungeons, but everyone had a few spares for the ones I've been in, so saving an extra key is not that much of a gain.
Now, aggressive monsters fit the same mould as PvP for me: there isn't much stopping them from chasing you around and attacking you again after you flee (A relatively minor AI adjustment is in order, I believe). I'd even argue that there needs to be a short grace period where you can't be attacked, but can't use items to avoid instant pastry-fuelled rematches.
And I must stress again that fleeing is a risky action that turns a "might win" situation into a "lost, but what do I lose?" one.

Anyway, I think we're going in circles here and won't come to an agreement. Let's wait for someone else's input before discussing it further.


posté September 19, 2011, 08:22:07 | #16
Umm, yeah, if the mobs could attack you again easier than the first time (the same mob that attacked you before), with a tweaked AI, it would be OK, but the risk would have to be big, like 50% chance of running and 50% of not running in dungeons for it to be fine (in my opinion anyways)

"Anyway, I think we're going in circles here and won't come to an agreement. Let's wait for someone else's input before discussing it further."
Sorry! I had just waken up, was a bit lost  


This post has been edited by Yechnagoth - September 19, 2011, 08:23:03.