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Whats your opinion on the current state of wakfu?
posté January 10, 2012, 08:19:07 | #1
Whats your opinion on the current state of wakfu? Hey guys!

Back when OB started, me and my rl friends where having such a blast playing together, sure there were bugs, not everything was balanced... and a lot of the ''I-like-to-spend-hours-of-my-life-grinding-everyday-hardcore-gamers'' complained on how easy it was to level, sure the exp might been quite high, but you know what? Me & my rl friends had so much fun, lvling together, hunting together.

Tbh, isnt that what a game is suppose to be? fun? Well maybe not in developers/ankamas eyes, who knows maybe they just want to squish out as much money as they can out of wakfu at this point. What I mean is this game has been in development for over 5 years now, they have scrapped 2 previous wakfu versions already, v1 and v2. But now after signing the NA contract with SquareEnix, they actually have a deadline to release wakfu.

The exp/spell exp nerf on the latest patch made me wonder, are they just trying to squish out as much playtime from wakfu as possible? Because of wakfus lack of higher level content and the very soon release date? More playtime = more sub.

I've been reading around the forum, one post I read recently about 10 mins ago got me thinking. This new player who just started playing wakfu, never played another version before. He wasn't very happy with the game.

I personally has been around a while now, played many years of dofus and was here when wakfu was announced 5 years ago, I've played v2 closed beta and I was here when it went to OB last year in april. For me I know how fun wakfu was and the potential of it becoming something amazing. But I wonder, what if you just found wakfu today? Will you still find it as fun?

My answer is no, the current version isn't at all how fun it could have been, since OB started, they just keep on nerfing the exp again and again. The current version is the slowest yet. Enough that they made lvling/spell leveling a lot slower. They even made monsters harder, which I personally think its great. But how about newbies? when you are lvl 10 fighting against a 10 gobball that can kill you in 3-4 hits if you dont invest in HP and with this slow spell lvling and a newbie that might not know what spell to level, how are you suppose to kill it in 3-4 turns and deal over 75 dmg?

Now lets talk about the new drop system, oh my favorite topic. This is what I personally couldn't take from the last patch. Harder monsters! great Nerfing exp/leveling exp! Sure I can deal with that and some people actually likes it those ''I-like-to-spend-hours-of-my-life-grinding-everyday-hardcore-gamers''. But this drop system makes me wanna hit myself.

Let me tell you about something that happened to me the few days after the new patch launched, I noticed something wasn't right about the drops, I was grouped together with my friends in a 5-man party, we wanted to go drop some adventure set at bow meows, but we fought and we fought and after many many fights we dropped 1 ring and 1 belt. Well this was weird, so we decided to try solo the mobs instead and what do you know, after 5 solo mobs I dropped 2 hats, 3 capes, 2 belts, 1 ring. But wait, it must be that I had really bad luck before in group and really lucky now alone.

The following day we decided to go drop gob set, we did 15 fights together in a group of 5 and we dropped 1 belt. then I started soloing, and guess what I got way more drops in 15 fights alone than in a group... still luck? I dont think so, I asked around and a lot of people was experiencing this problem.

Not only do you drop more alone but there was another problem. during that day and the day after I hunted gobballs non-stop. I litteraly killed over 100 gob mobs and still there was this one gob helemet I could'nt drop and No there isnt PP lock on it, because a lot people I asked dropped it solo and Yes I know its a rare drop. But listen up, I had in my inventory 4x+ of each other gob parts, I also had 9 gobette shield, 4 gob wands, 3 gob hammer, 4 gob cards, 6 gob sword. At that time I was really getting annoyed, this isn't even fun anymore, its just an endless grind. Enough that the game progression itself is slow, enough that my character cant deal any decent damage because of the slow spell exp progression, but REALLY? You had to make dropping an endless grind too?

Well thats my rant on the current state of wakfu, if you are new to this game, please give it a chance after release since this game might again becoming newbie friendly, lots of fun and it also has a lot of potential. Wakfu has amazing stuff such as living economy, government and living ecology.

I know I'll be subbing the first month after release because I still have the hope inside of me, but if this is what wakfu has to offer, they can count on a lot of the players disappearing after release.

Thanks for taking your time reading, I know its a lot Tell us on the forum what you think!

Have a nice one and lets hope we can all play the real game soon!


This post has been edited by CZone - January 10, 2012, 09:52:05.
posté January 10, 2012, 08:35:22 | #2
Totally agreed. :/

I really love the innovative systems Wakfu brings... But this grinding thing is just very frustrating.
This is the only reason I would stop playing Wakfu.


posté January 10, 2012, 09:30:50 | #3
Great, the forum ate my post again. Short version it is, then.

I started playing around August last year, and had great fun figuring out the tactics to defeat all the various monsters and generally looking for new challenges to take on with a friend. And then going to town on Crusty Road and making a few Kamas from trade. Sure, the experience had some flaws, but the fun outweighed them in the end.

And then they replaced the market system with one that basically eliminated price difference, making it almost impossible to play with. Now trade is something you do for a few minutes after coming back from the levelling grind, without putting too much thought to it.
And now there's no room for experimentation with elements, too: you're stuck with the 5 spells in your chosen element. Have fun not using the two of them because of their overspecialisation.

Quite frankly, the game's starting to feel less like an open-world tactical MMOG it used to be and more like another of those Korean games where you kill the same monsters over and over again until you gain a level, only to be able to kill another kind of the same monsters over and over, repeat until the level cap which you never reach because it's so boring and takes so long to give you any progress, but there's literally nothing else to do in the whole game. Okay, I'm exaggerating a little, but you know what I mean.

The funny part of it all is that I don't mind grinding or low drop rates in general - as long as the former has a purpose to it, and the latter ties into an economy system to sell that rare l00ts. The first MMOG I played had those cards (Necessary for most characters to have) that only had a 0,01% chance of dropping, even from boss monsters that took hours to respawn without any guarantee that you're going to make it to them before someone else does, so I can tolerate a bit of grind.

Wakfu's losing what made it special is what I'm trying to tell.

Later update: I'll reserve making any judgement on the difficulty of playing the game for now - I haven't played enough to do anything of the sort, and I haven't even spent any attribute points on my character or left Astrub. But monsters that would've been a breeze before the wipe are giving me a lot of trouble. Looks like I'm outright forced to invest at least something into elemental affinities. So much for saving for an MP instead.


This post has been edited by Grichmann - January 10, 2012, 09:57:33.
posté January 10, 2012, 09:31:24 | #4
Would I have fun in Wakfu if I tried it today? Yes. I would have.
Would I have found it hard? Yes.

I usually assume that if something is hard when I first play it, then I'm doing something wrong. I research and the likes until I've found out what I have done.
Though that's just me, I know not everyone shares my tolerance for tedious things.

I can't comment on the drop rate but I can see why the XP rate is pretty horrid.
I only got an Ecaflip up to level 25, and a Xelor to 15 as I joined - a month or so before the Osmados patch and the game was pretty much, well... to me the rates were perfect. The grind kicked in at level 20 which seemed reasonable to me, given the cap was 200 (Though monsters apparently only go up to 60 at the moment)

The Ecaflip was of a time during where party experience was worse than solo, though. It was a shame that I found it much more efficient to level alone than with my friend.

With this patch, I figured that would have been fixed. What I jump on to, was the joys of having to party - but the awful part is just how slow it is. I can work through it if I want, especially if this was full release - but for now since it isn't released, I'd sure as hellums say it'd need to be changed.
The mobs are way and way too many. Before there was lots of single and dual mobs, with the group of 3+ running around the map with reason. Now it's the complete reverse.
And even though I have a friend to play with, most of the time you're playing alone and you can't take on those mobs too well. I'd have preferred the old ratio.

The grind kicking in right from level 5 is the biggest kick in the bottom, though. From level 10 onwards you begin to get more stronger with your spells, by the time you hit level 20, if you've crafted a weapon and done well then you walk out of that forge with +60% Earth Modifier (My Ecaflip had that)
Dealing 13+60% damage was pretty fly because I'd be hitting just about 20's or so. The enemies, though average, could be hard if I decided to bite more than I chew.
I would say that between level 1 and level 25, that I had most fun in my level 15's because that's where my power just seemed to spike up and I was actually capable of doing alright in a solo battle without it coming too close.
My skill levels were just about the same as me, 2 of them mostly; Because I couldn't keep leveling them all unless I sacrificed base experience for spell experience.

... But now, I'm level 10 dragging around a level 3 skill with +10% Fire Modifier on my Xelor who deals 6 damage. Taking on something as simple as a Level 10 Gobball seems to prove quite a challenge because of its biting strength; Surely I kite around the time dial chipping off 7 damage out of 65 HP a turn - but i'd hate to imagine what other classes are dealing with because they don't get to kite around a Time Dial.
When in a party with two friends, a level 8 Osmados, level 6 Sadida, level 7 Sacrier, fighting level 12 Bow Meows (3, or 4) proved to difficult in itself because we just lacked the strength to take them down as fast as (or faster) than they would us.

My opinion on the current state is, I don't like it. One bit.
Admittingly though, if this is what they would release... I would play it, because I love the game. It's just... pretty tedious in everything but leveling professions.


posté January 10, 2012, 09:44:27 | #5
@ CZone: I agree with you completely, we already know that our viewpoints on the game at the moment are basically the same.
--------
I'm subbing for the first month too, but you know why I'm doing it? Because without the experience of previous players who know about the wakfu&statis arrangement, and all the small but complicated tricks of the trade, or just general things that aren't clear, and all the knowledge that we have from word of mouth, wakfu is just going to fail.

I saw a topic about "locking" and how the newish player was so angsty about loosing his AP and MP, I had to explain you actually lost your entire turn. If you have low dodge and the target has high lock, if you try to move away you can loose a turn, simple right? Either attack first and take the chance or figure out an alternative. I know this from Dofus and because I've played Wakfu when it first came out. Nowhere in the game is this explained to new players. How frustrating would that be, how many fights do you have to loose because you don't understand?

Now my knowledge of the basics of Wakfu is pretty good, and sometimes I see people asking questions and my first reaction is; how the heck can you not know that? How I ask? Because these people haven't been playing for years. Imagine yourself with no prior knowledge to Wakfu, Dofus even. Would you survive? Would you be having fun? I'd probably be too confused and frustrated that I'd give up.

So my question is, how many small things in the game that are unexplained do newbies have to try and manoeuvre their way through with great difficulty, not with exciting challenge and a reward at the end, but to the point where they have to ask and ask because they don't understand. I don't know this because my prior knowledge blocks me of this perspective. The Wakfu team certainly doesn't because their perspective doesn't allow it either. And of course that's what Beta testers are here for right? But considering a lot of us have been here for a while or have played Dofus, it doesn't really help. I guess we'll see when the general discussion is filled with "How do I..." "Where do I..."


posté January 10, 2012, 12:40:12 | #6

Quote (Pyralless @ 10 January 2012 09:44) *
@ CZone: I agree with you completely, we already know that our viewpoints on the game at the moment are basically the same.
--------
I'm subbing for the first month too, but you know why I'm doing it? Because without the experience of previous players who know about the wakfu&statis arrangement, and all the small but complicated tricks of the trade, or just general things that aren't clear, and all the knowledge that we have from word of mouth, wakfu is just going to fail.

I saw a topic about "locking" and how the newish player was so angsty about loosing his AP and MP, I had to explain you actually lost your entire turn. If you have low dodge and the target has high lock, if you try to move away you can loose a turn, simple right? Either attack first and take the chance or figure out an alternative. I know this from Dofus and because I've played Wakfu when it first came out. Nowhere in the game is this explained to new players. How frustrating would that be, how many fights do you have to loose because you don't understand?

Now my knowledge of the basics of Wakfu is pretty good, and sometimes I see people asking questions and my first reaction is; how the heck can you not know that? How I ask? Because these people haven't been playing for years. Imagine yourself with no prior knowledge to Wakfu, Dofus even. Would you survive? Would you be having fun? I'd probably be too confused and frustrated that I'd give up.

So my question is, how many small things in the game that are unexplained do newbies have to try and manoeuvre their way through with great difficulty, not with exciting challenge and a reward at the end, but to the point where they have to ask and ask because they don't understand. I don't know this because my prior knowledge blocks me of this perspective. The Wakfu team certainly doesn't because their perspective doesn't allow it either. And of course that's what Beta testers are here for right? But considering a lot of us have been here for a while or have played Dofus, it doesn't really help. I guess we'll see when the general discussion is filled with "How do I..." "Where do I..."
Oh man, I know that, my first experience in wakfu was like
"hey, whata hey am I doing, oh a ghost dude, and he is hiting me!!!! what , seems like I can walk 3 cells only, so it seems either this is my only skill, punch huh? why it does ONLY 3 DAMAGE!!!! that guy is doing a entire combo in my head and I can just hit a weak punch back, man I'm totally goin to die"

Yeah ... was a air iop ghostof in the old incarnam... It tooks me a few minutes to me figure out , with my previous rpg and mmo knowledge, that the little blue stars are consumed every turn and repleted every new turn, and link that with the same blue star in the skills set, and suddenly I discover out what the Ap were, without any game explanation.


posté January 10, 2012, 18:51:51 | #7
Now that I think about it, do you think the XP system is currently horrible because Ankama are just trying to find a good center point?

When I joined (or about), partying was said to be way too effective. Then after that, solo'ing became way too effective. Now, they both suck.
Before that (Since I wasn't around), did both equally go 'too fast'? If not then maybe next month will be time for this.

Just seems like they're trying 'all types' of XP styles, then adjusting accordingly to try better it in general.


posté January 10, 2012, 18:58:16 | #8

Quote (calvat @ 10 January 2012 18:51) *
Now that I think about it, do you think the XP system is currently horrible because Ankama are just trying to find a good center point?

they had few years for it -.-


posté January 11, 2012, 00:07:09 | #9

Quote (calvat @ 10 January 2012 18:51) *
Now that I think about it, do you think the XP system is currently horrible because Ankama are just trying to find a good center point?

When I joined (or about), partying was said to be way too effective. Then after that, solo'ing became way too effective. Now, they both suck.
Before that (Since I wasn't around), did both equally go 'too fast'? If not then maybe next month will be time for this.

Just seems like they're trying 'all types' of XP styles, then adjusting accordingly to try better it in general.

Hehe calvat, when did you start play wakfu beta? Because back when OB started in april, a group of bandits, if you killed 3-4, they gave 50k exp per fight. Then when I came back before the osa patch, they gave something around 20k in a group fight. Right now I dont know how much they give, maybe 9-10k? Would be great if someone could tell us

Yeah I know what you are talking about, those solo players ''complained'' that group exp was better than solo, they felt like they where forced to play in group. I'm sorry to say this but that was just plain stupid. Ofcourse group should give better exp, it takes way longer time to kill in a group so why shouldn't group exp be higher?

But ofcourse ankama felt they needed to remove the whole group exp bonus and after that, when I came back before osa patch there was no reason to group together, the exp/min was not worth it at all.

Im sorry but I just dont understand why ankama even thought that was a good idea to making solo the way to go, this is a MMORPG not some offline RPG, its made to play with other people, but as you can see they realised how stupid that was and made group exp better again. But as you stated ''now they both suck'' lols...

As for what asljinfsdjfds said, yes they had a few years for it, cant belive they still make huge misstakes after 5+ years in development, not to mention the soon release date.

And for the other posts above, thanks for sharing your opinion! Lets hope our opinions can make some impact


This post has been edited by CZone - January 11, 2012, 00:25:26.
posté January 11, 2012, 00:15:08 | #10
ye lvling on bandits was nice then on kraloves. was lvl 49 eni and stopped playing ;f


posté January 15, 2012, 14:27:12 | #11
I am quitting for a simple reason... The spell levelling system. The way it is now, it simply doesn't work. It was always extremely flawed, but they actually managed to make it worse.


posté January 15, 2012, 16:32:09 | #12

Quote (trashbear @ 15 January 2012 14:27) *
I am quitting for a simple reason... The spell levelling system. The way it is now, it simply doesn't work. It was always extremely flawed, but they actually managed to make it worse.
Sorry to hear that trashbear ! Yeah its quite saddening seeing how they manage to make such a big misstake at this point of time in development. I think they will do something about exp/spell exp next patch, just look at all the complaints on french/international forums. They cant just ignore it.


Quote (asljnfsdjfds @ 11 January 2012 00:15) *
ye lvling on bandits was nice then on kraloves. was lvl 49 eni and stopped playing ;f

Hehe! yeah it was actually wroth the time/exp... then they nerfed group exp, it was like 20k a mob pre-patch... I dont even wanna know now... like 7-8k? sigh...


This post has been edited by CZone - January 15, 2012, 16:33:31.
posté January 15, 2012, 20:42:22 | #13
Wakfu has a big potential, unexplored potential.


My rate for v3 is 5
My rate for v2 is 7


posté January 15, 2012, 21:07:45 | #14

Quote (Grichmann @ 10 January 2012 09:30) *
me a lot of trouble. Looks like I'm outright forced to invest at least something into elemental affinities. So much for saving for an MP instead.
*Cough Cough* HP *Cough Cough* (unless your Enutrov, Then its prospecting)


This post has been edited by Venusquake - January 15, 2012, 21:08:55.
posté January 24, 2012, 21:16:58 | #15
Hello everyone.


I thought I'd share my opinion.

I love the concept, however not too happy with the current state of Wakfu.

Currently I have plans to subscribe 1st month, however I will not continue to support them unless they start spitting out patches at a faster pace.

I want to see the stat points fixed and class balance before they start rolling in new content.

Yet I dont understand why they dont try things meanwhile the game is in beta stage. I think it would be logical to go through the balancing during this stage. Yet we havent seen any updates since 5th this month?

Considering how broken things are, I expect hotfixes and updates at least once a week, but thats just me.

I wish we got more information from the developers, like what they are working with and when we could expect things to happen. One of these things could be the wipe for example. Lets say the game will be wiped on 1st of Feb, then I cant be bothered to play it anymore until the wipe comes. If it is in 25th of feb, I guess I could keep playing.

Since I have no idea when they will wipe, I just cant get myself to play it.


Have a nice day.


posté January 25, 2012, 01:34:55 | #16

Quote (Shulio @ 24 January 2012 21:16) *
Hello everyone.


I thought I'd share my opinion.

I love the concept, however not too happy with the current state of Wakfu.

Currently I have plans to subscribe 1st month, however I will not continue to support them unless they start spitting out patches at a faster pace.

I want to see the stat points fixed and class balance before they start rolling in new content.

Yet I dont understand why they dont try things meanwhile the game is in beta stage. I think it would be logical to go through the balancing during this stage. Yet we havent seen any updates since 5th this month?

Considering how broken things are, I expect hotfixes and updates at least once a week, but thats just me.

I wish we got more information from the developers, like what they are working with and when we could expect things to happen. One of these things could be the wipe for example. Lets say the game will be wiped on 1st of Feb, then I cant be bothered to play it anymore until the wipe comes. If it is in 25th of feb, I guess I could keep playing.

Since I have no idea when they will wipe, I just cant get myself to play it.


Have a nice day.

I really think the same as you.

They are to quiet about this game at the moment and have been since the last big patch.
i wanna now what they gonna do with the game

and its 1st febuary next week. and we do not now anything about the launch and what happens after that.


posté January 25, 2012, 02:04:57 | #17
ok I have done some closed/open beta testing for aloot of games but this takes the nr1 spot on worst communication to the playerbase EVER!!!

its like they dont care... WE DO THIS FOR FREE FOR U TO MAKE MONEY!!!! and ye its free for us to play, but seriously dont u kinda need feedback? uhm can u ankama do the testing u need to do by your self without us?
yes you can, but would u be were u are right now? I know you have some one on your back pushing you.... do you like it? or do you hate the fact that you need help becos of the pushing so you take it out on us? I dont think so but if its just a tiny bit of that some were in your office FIRE!! him/her. I have seen game company go under becos of that.. and it started with a joke.. and from a start of bad communication between you and us players..

and bad communication we already know you have, but that dont say you cant change it.

you know ankama u have a rep for being idiots.. sry facts... do u know why?

if not let me say why... you dont give any info on what you thinking right now or what kinda testing u need feedback on.. and that results in ''testers'' dont know what to do or think and that results in rant on whats bad.. you get bad rep..

whats bad, is info u need.. tho dont you think we might have given you the info a better way if we know whats going on?

lets say that the new patch were to test exp rate and stuff... you get info in rant post that ''hate'' you..
why? becos you did not say squat about it..

what kinda info do you think you would have gotten if you told us: hay dudes and girls we doing some exp experiments say what you think about it..

and im not just some ranting kid.. im 23 have done loads of alfa/beta, pre alfa, open, closed, you name it..
I just wanna say even tho my writing sucks (and its not helping me I know).

ankama plz talk to us it will help you more then you think trust me. most of us here love the game and would hate to see it fail becos of bad communication not just between you and us players. between you and every one.. inside ankama and outside.

if you dont get it.. every thing you do have a mirror back and around you. you yourself mostly dont know it but its there and will always be there.. thats exactly why just Im the one posting this post.
I see the mirror of my own bad communication in you.


This post has been edited by Exania88 - January 25, 2012, 02:30:09.
posté January 25, 2012, 10:18:25 | #18
When they announced the wipe of the 4th jen, I wondered how could be possible to test the game at hight level in only a mount. After a while, when I heard of a "new exp system" I started to think that maybe Anakama's plan could be to nerf the experience in order to have more time after the release to add the high level content.

Sadly my fear came true. I think that this nerf is not to have more subs but to gain time. They want to continue the development after the release because they' re forced to release the game while it's not complete. This is unfair and not going to work cause, making this way, they will make people disappointed that means less subs that means less resources for the development.


This post has been edited by stoicPunch - January 25, 2012, 10:19:23.
posté January 25, 2012, 12:40:58 | #19

Quote (Arthropoda @ 15 January 2012 20:42) *
Wakfu has a big potential, unexplored potential.


My rate for v3 is 5
My rate for v2 is 7
I agree, I had so much fun just crafting random things in v2, but now I can barely get enough level to use what I craft...


posté January 25, 2012, 13:02:26 | #20
I bet this game will be like dofus. Seeing ppl running around with 6 chars and start grinding like hell, if they are keep nerfing the exp system and improves the monsters this game will be shit. What about our soloers? I don't mind to play in a grp, but there is no fun to play in a grp with lots of spanish and brazilian ppl who CAN'T even speak a english word... If they want to have some ppl left here in wakfu after the realese they should think about what all the players want, not what a stupid company who thinks they are doing right but instead they are just doing everything wrong... Take a look at tibia, sure it's bad graphic there but it was alot funnier for 4 years ago, what happend to that company cipsoft when they've started to turn the game into a older version of world of warcraft? well everyone have quit playing tibia now, after every patch they realese they loose ppl.

Overall Maximum: 64028 players (on Nov 28 2007, 19:26:00 CET)
That's the record of the game, and it's 4 years ago, and how many ppl are online today?
only 14820 ppl. That's alot of diffrence. So I guess that wakfu wont be so good as dofus, you can lvl up much faster in dofus right now than you can in wakfu.

And I agree with most of the players here, sure I can take it that I have to spend a little more time to get a lvl up, but srsly why nerf the spell exp system? And why nerf the loot? And making it worse for soloers? I think they should reconsider what they have done.