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Top flaws in wakfu?
posté January 30, 2012, 03:27:55 | #1
Top flaws in wakfu? I'm curious about what each person here think the top flaws are... since diferent people have different gameplays, they know different flaws...

I'm a person who like to seed, plant and sometimes lvl up in this state of the game, and I can tell you after 1 month, it gets super boring, no point on it when you have more than 20k CP... maybe ankama should make some kind of CP shop, to trade them for items or bonus, etc, making it rewarding! Top flaw for me.

Another top flaw is the AI, buggy, stupid, non sense! Even I as a amateur programmer could do better! What's your problem ankama?

The XP system is plain stupid, and the lvl difficult is plain hard... for an almost released game, most of the new gamers will give up in the first hour. No tutorials, some basic help only, it's like you're lost in this game, and the curve will be high at first.

Almost last, the "infinite builds theory". Yes, you can make whatever you want from your character, but seriously? Only a mad person would make a lock cra, and so on... it's just a way to deceive us, from the reality of wakfu, which is awful right now.

For last... 5 euros for extra content? No thanks, the game is horrible right now, and with a bit more of money I could be really enjoying REAL games, not this buggy thing that makes me throw up.

I would like to hear some of other players top flaws the game has... Can't believe a team of 20 are working on this, and can't even make a decent game!


posté January 30, 2012, 03:59:50 | #2
The only three things I can think of right now are:

CP system. Disobedience should be active at all times, otherwise it makes CP pointless. The CP losses are also too small, and some laws work in a clunky way (protection of resources for instance).

Spell system. XP is way too low.

And the same as you pointed, dumb AI.

Other than that, I can think of a bunch of minor flaws, but just things that get annoying for being together as a whole, nothing really big. (Like having limit to plant crops, its just annoying/stupid)


This post has been edited by Yechnagoth - January 30, 2012, 04:01:04.
posté January 30, 2012, 08:14:09 | #3
1: Skill point system:
They currently have none less that 18 differenten attributes you can use your skill points on, but only one is useful! "health"

2: Class balancing: I could solo run royal gob dungeon with a lvl 30 Sram, and now at lvl 50 I can solo the celestial gob dungeon.
While with my lvl 38 Osa, I'll die half the times I try to take out a single monster on my own lvl....

3: AI
Seeing lvl 10 Cra's farming lvl 35 Exploding Sunflower because they can out range them, just makes me cry... Give the f*king flower more range then!! is it so hard to fix???

I'll best stop here before I end up getting mad. but its sure is a shame to see this game get released within a month with this many bugs....


This post has been edited by vivavip - January 30, 2012, 10:44:37.
posté January 30, 2012, 10:18:17 | #4
I really don't see where is the problem for a cra to out range the sun flowers, I don't consider that as a bug.
I am a panda earth and I found them hard at my level to mob them. But there are some other mob in another nation i can fight and they will harm me less than any other class. Those who are panda will know what i am talking about.

Some classes need a serious debuf yes,

I think people should see that the game in its whole is playable, we need to wait the next patch coming soon, maybe even soon.

Te only bug i can thing are the glitch in sprites showing our weapon as a huge pick axe. Some mob not attacking.

Rest yes it is hard to level up, crafting not useful or less than it use to be, what's the point in farming etc( here I would say if you play as a group, it is very useful) just I found some and to many are playing the game as individual but ifyou play in a guild system and a proper one every job is really useful.

Also paying 5 euro in a game where people less cheat, why not compare to some other game i would pay 50 euro and i got headshot at my spawn by a guy who is in his spawn because he found an exploit.


I would say you are a Cra level 10 and you found a easy way to level it "Good for you"


posté January 30, 2012, 10:49:05 | #5

Quote (madstomp @ 30 January 2012 10:18) *
I would say you are a Cra level 10 and you found a easy way to level it "Good for you"

Lol you really mean this? Well hearing from a Pandawa user which had the barrel block exploit it does not surprise me.
But I dont think that the game designer thought of the combat system was for low lvl characters to take out single monsters that is 25 lvl's higher than yourself....


This post has been edited by vivavip - January 30, 2012, 11:53:14.
posté January 30, 2012, 11:46:31 | #6
Well, the game is way too "unfinished" to release it.

1. Lack of any low level trading or economy.
To earn kamas the best thing is to mine and mint them. I am lvl 35 and the only profit I can make is from handyman and leatherworker. After the relase, the economy early on will be awful, adding to this paid content, makes any economical recovery impossible.

2. Total class imbalance.
I play an Iop and I just can't stand the fact I obliterate anything that is in my way... Same goes for Sram. While other classes struggle at any from of solo fighting.

3.The AI.
Said here numerous times. The mob movment and target picking is sometimes so bad, I don't want to play this anymore. I reported many strange behaviour, like ignoring a target that is almost dead right next to the monster, running into the border of arena and staying there, wasting turns etc. Horrible.

4. Too many stats.
The characteristic screen is the most confusing thing a new payer will see. Ever. Can't they cut the statistic to few basic once for the particular class ? Like Iop doesn't need Chance characteristic etc. The stat that lowers set lvl requirments is uselss to.

5. Exp system is a chore.
Maybe normal leveling isn't that bad, but spell leveling is horrible. It could be plausible with 20 levels max. But 100 ? After some time you hit encounters, when you use numerous spells, the experience divides and the spell.exp gain is way lower than normal experience. You are going to hit better monsters with underleveled skills.

6.More encounters.
It's very boring right now. Gobbals have for example some combinations between them. 2x Gobbals, 2x Gobbly, Gobbly and Gobblette, Gobbly and Gobbal. That is it, maybe add to this that they are solo to. Add a variety, please.

Btw. A level 38 monster is for lvl 38 players more or less. If lvl 10 Cra can easly solo it, then it's and exploit.


posté January 30, 2012, 17:17:12 | #7
1.Outlaws
So, you can be a bad or a good guy. Guess what? You can be the good guy, do bad stuff, and don't suffer at all, or be a bad guy and end in prison for like forever of time you need to be online and not afk. What's the point?


2.Classes.
Just unbalanced. And most of them got a pretty damn hard start, like Osa for example.


3.Almost no tutorials.
I wanted to play as Feca and try him out. Took me an hour to find out how does his glyphs works, and I'm still not sure if I got this right.


4.Stat system.
Put all in health! Wooo!


5.Exp rate.
It's not 5euro per month. It will be around 5 euro per 20lvlups.


6.Ai
We all know it's dumb.


7.The world.
No neutral/outlaw territories and no seafaring?
Guys, you made world full of water, and yet don't give us ships to sail through it? Even better, we got cannons for traveling. Curse you, I want to be a pirate!


This post has been edited by Kerai - January 30, 2012, 17:19:19.
posté January 30, 2012, 17:58:02 | #8
1. Levelling is slow and boring

2. As many people have said, the only useful stat is Health, even if you choose a certain element for your character and want to increase your damage for spells of that element, you'll waste lots of characteristic points and eventually get a massive extra 1-5 damange....

3. Osa is flawed, and the way you lose your summons when you die is bad, and makes me not want to play as an osa anymore if you have to keep getting summons over and over again instead of chosing one and getting use to it and level as you level etc

4.Getting equipment isn't fun anymore, some items it is way too easy to get, others it is ridiculously hard.

5. Even though some spells are interesting, most of them do the same damage, same effect and to me don't look interesting or unique, like they just used a 3D special effect instead of animating a spell (example Sadida's Vapourise) but some spells do look interesting.

6. Personally, i was really sad when Cra's water spells were taken away was having loads of fun with absorbative arrow, now air cra's are boring and weak.

7. Spell levelling is boring and slow, old spell leveling was really fun, the timeline thingy.

8. Kama minting is weird... i'm so used to getting (any currency in games) Kamas from monsters even if it were just a small amount.


posté January 30, 2012, 18:01:19 | #9
I must say that its good that cra can kill something easily, because well it cant kill easily everything like iop or sram, who can level on enything, no matter what it is. Sadida's and pandawa's can block self with their toy's and thats what they should do and actually have to do to not die but to level up! It's good the way it is and its not bug or anything - its just knowledge about monsters AI - if you fail to predict what monster will do - you might end up dieing. Some players says its unfair that some classes can solo easily something. Well but they cant solo other things. Killing albatros for sadida is pain! ITs like cra who keep running away, doesnt require LoS and plant some obstacles that can additionally lock you or block you totally! And effect of critical failure! Fail to cast doll is evil. Iops doesnt care much because they might waste one of their cheap air spells but will hit with other cheap spells so for them its just less damage occasionally - for others its like stun. And isnt lock itself give iops and sacriers and oppurtunity to fight vs monsters that dont have spells for 1 cell a piece of cake? Demonic Rose is an example. Low level sadida die easily from it because it keep running away, place obstacles and give lead legs. Sacriers, cra's, iops, srams, xelors - they doesnt bother much because they can use their spells to finish off those flowers anyway. All sadida can do is send doll to this flower in hope it will cover sadida so he/she can get this flower in range.

So like you see you can level on something easier then others, on other things its harder. Its part of the gameplay and its good the way it is.

And about flaws:

1. Tax'es needed when you place item in your haven bag. Its so freaking annoying that if you want to give additional wheat in your haven bag window (for sale purpose) you have to grab all wheat first and pay tax again for putting it back where it was! Not to mention you can avoid this by using haven bag in bonta and amakna cave's but its impossible for sufokia and brakmar regions!! Sounds like big imbalance related to economy here. Taxes should be taken only if item get sold.

2. Auctin House we have is not profitable. You have to pay tax to put item for 1 day in there. Not only you dont have guarantee that players will bother to visit Auction house but also you have no guarantee that after placing it anyone will buy it. If you keep trying to sell item this way you will loose mroe kamas then this item is worth it. Or you can put this item for 1 kama but its not worth the effort spend to get this item, wich is why economy is broken

3. Proffesions (the crafting ones) other then handy man, leather dealer, baker of chef are not worth leveling because you will get nothing usefull from them and those mentioned are only needed for some bags and windows or bonus for fight or HP recovery for war.
Majority of equipement crafted is either weaker then some dropable equipements or totally useless, and theres a lot of wasted time needed just to get some usefull ones and yet you cant even sell them after craft for reasonable price. Some rare drops as materials for craft some cool equipement would change things much.

4. Its too easy to make kamas. There are a lot of iron copper and tin outside of caves wich makes players not bother getting bombs to explore them. Also more ore's should be placed in caves then there are outside. And making easily kamas's itself at early games is pointless with the prices we have in markets (1kama for almost everything). Also notice its easier to get kamas with iron and copper then it is to get wheat or tree's and if you want to sell 10 tree's or wheat for 1 kama is just not worth it. Resources other then ore's should be more valuable because they are not refreshing themself from nowhere and players need to take care of them to not break economy unlike it is with iron or copper. Those changes would make 1 kama more valuable too.

5. Damage dealing is the way to go (and that suck!). We all lack of proper resistance and we get more damage then we get resist, making it not balanced. Because of lack of good resist we all have to go for HP to not die.

6. Citizenship points system must be fixed. If you focus on getting cp at early game and then 100 kamas fast then you can become governor with no other candidates and put disobedience law to make getting cp for other players too hard or almost impossible alone wich is like guarantee that you will stay as governor for another election, and another and another..... Something should be changed. The disobedience law should be set in game from beggining, regarless if there is governor or not. Additionally governor should not have the power to change this law.

7. Sufokia has lumberjack in area where its impossible to level up lumberjack because you need at least level 30 proffesion to cut down Palmito! Players in sufokia have to run back to village near head quarters to level it. Also in bonta and amakna area with birches can have different tree's but it seems that in sufokia's Turfo Canyon' grow only birches. Hazel tree's should be allowed there too!

8. Bonta has no barley and all nations have ash and hazel tree's making it not balanced in terms of getting bags for bonta from Leather dealer and those are as important as windows for haven bags.

9. Achievement to clear dungeon in 10minutes should count only time spend during combat, because well me personally many times experience some small lags after fights in dungeons wich can make a waste of whole minute each time. ITs sometimes impossible to clear this if you are not damage dealer class while for exampel summoner classes will slow down the whole battle due to additional turn for their summons - they will either do nothing and rely on other players fast killing or they will have to wait for them to clear everything and just join last battle. Instead of making timed achievement for online game (wich can lag, freeze or dissconnect someone from team) there should be achievement on turns spend. For example finishing enemy in each room of dungeon in less then 10 turns. This would be fair for all type of gameplay, equal difficulty.

10. Chance, Strenght, Intelligence and Agility are not worth leveling up. Chance isnt useless for iop because it gives water resist that iop dont have just like Intelligence boost fire reist for sadida, but there is really no reason to waste so many points where damage bonus will be useless. In my opinion we should be able to level up our resisitance's seperatly from damage if we are really gonna have those stats leveled. But actually it would be just better to have more resist from spell leveling and then people might consider using other stats like initiative dodge or lock.

11. Dolls cant target totem. Its so annoying glitch that happened after changing totem from 0% res to enemy into damage bonus for attackers, that i just had to mention it here too. Seriously dolls are pain with their AI (why the hell they dont attack target when they are in its lock zone?) and are not handy combined with totem in any other way then explosion. Its just sad.

12. Feca cant attack other feca who have armor on.... so stupid, neverending battle. Well all thats left is to use weapon i guess....

13. Xelors dial dissapear for no reason while still having charges left. When i see it happen i am like... the hell? Why my friends dial vanished when i used spell to attack enemy? This should not happen and is one of the worst glitches.

14. Basically i feel that this forum is ignored by Ankama. Or more like international server community is ignored. Reported bugs are not being fixed since many months (since patch 0.306 appeared many bugs, and only xelor was taken into account). We dont have news of what is going to be changed soon, and we have to wait till someone nice translate it from french forums. Thats just not right.

15. Server international is classified as english-speaking, yet theres a lot of brasilians who doesnt seem to care about this. English is not my native language either but i am using it if i'm playing in english server and i would expect the same from other players. Governor who doesnt speak english in english server is just one big misunderstanding. There are basically many nationalities in english server including Russian and Polish but i havent ever seen them speaking in their own language in general chats (they use their own languages in group chat, whispers or guild wich is normal and acceptable). Those players respect others and i do hope that everyone will speak english after release. I dont know how to change it but in other games people were muted temporary and eventually banned if they kept using different language regardless of warnings.

16. Some classes are too powerfull (or monsters are just too weak i guess? Lol.) like iop or sram that they make the role of other classes in group simply needless.

17. Theres a lot of similar equipement (in their stats) that is just a joke. Also there's only few shields in game and usually the only difference between them is 5 HP. Ankama keep creating new low level lame qequipement items that doesnt bring anything new. And they are just drops. They should give more items for craft.

18. Dodge/lock is awkward for strategy- and turn based- game. This tool could be nice for class that rely on luck like Ecaflip but shouldnt work for other classes!

19. Initiative decide who start first and in what order players will have their turns but who will start first if everybody have the same initiative? What decides that my enemy will start before me if i had 100 initiative and he had 100 initiative as well? This is just stupid, would be better to make it random, really.

20. Giving a lot of changes (including exp and spell system) in 2 months before release after 6+ months of testing different system is something i cant understand. They should move release date for June in my opinion and actually add Ecaflip Rouge and Masqueraider earlier so we can test out bugs related to those classes too! What will happen if they add rouge after release and it will turn out to have immortality bug like xelor had? Or if it will turn out to be op as sram is now? Balancing the game AFTER relase is bad idea but propably there will be no other choice.

21. Walking into prison gives innocent player Prisoner status that wont vanish at all, making this char "banned" from gameplay. And i'm not talking about being send to jail when you become an outlaw but about glitch that happen when you visit it! Imagine this happen after release?!


p.s. Kerai osamodas have easier start then others. Simply catch asturbian Demonic Rose or Asturbian Zordfish and you will have awsome summon at early game, and if you catch few of those asturbian monsters you can use them as sacrifice to catch for example lvl 10 Rat later on wich is really handy and strong.


This post has been edited by Kikuihimonji - January 30, 2012, 18:06:14.
posté January 30, 2012, 18:41:38 | #10
1. Unreliable skills (eniripsa)
For air spells, the chance to apply a state is not high enough to rely on. I found this very disappointing. Also, fire spells are completely useless in most 1v1 battles since the mark activates upon death.

2. Training skills
I don't think this needs any explanation.

3. Stats
This needs to be spiced up somehow. Limit it to a few basic stats or replace it with class-specific perks/talent tree or have cost increase so eventually it will be worth getting %dmg over health ...

4. Death penalty
Personally, I would love it if you dropped all of your belongings upon death. This would spice up pvp a lot.

5. Professions
Needs more recipes, or something useful enough to sell/trade even at low levels. So far I had to delete everything I made except bags.

6. Item drops
They drop too often, and I have to delete most of them. Being able to upgrade items with a chance of destroying it would be nice or the ability to turn an item into resources.


posté January 30, 2012, 19:58:05 | #11

Quote (Kikuihimonji @ 30 January 2012 18:01) *


1. Tax'es needed when you place item in your haven bag. Its so freaking annoying that if you want to give additional wheat in your haven bag window (for sale purpose) you have to grab all wheat first and pay tax again for putting it back where it was! Not to mention you can avoid this by using haven bag in bonta and amakna cave's but its impossible for sufokia and brakmar regions!! Sounds like big imbalance related to economy here. Taxes should be taken only if item get sold.

Wild Prairie, and the Martial Sewer has no tax, enjoy.


posté January 30, 2012, 20:59:19 | #12

Quote (Zabiwabi @ 30 January 2012 18:41) *
1. Unreliable skills (eniripsa)
For air spells, the chance to apply a state is not high enough to rely on. I found this very disappointing. Also, fire spells are completely useless in most 1v1 battles since the mark activates upon death.

2. Training skills
I don't think this needs any explanation.

3. Stats
This needs to be spiced up somehow. Limit it to a few basic stats or replace it with class-specific perks/talent tree or have cost increase so eventually it will be worth getting %dmg over health ...

4. Death penalty
Personally, I would love it if you dropped all of your belongings upon death. This would spice up pvp a lot.

5. Professions
Needs more recipes, or something useful enough to sell/trade even at low levels. So far I had to delete everything I made except bags.

6. Item drops
They drop too often, and I have to delete most of them. Being able to upgrade items with a chance of destroying it would be nice or the ability to turn an item into resources.

if anything the whole issue of dropping your stuff when u die would actually discourage alot of people from pvp yea you spent your time lvling up collecting your stuff games that actually have that kinda feature most people dont even join it i mean seriously would u wanna loose everything when u die in pvp. and right when your about to win but got taken out by some cheap hit or w/e.

If anything add points or something for the amount of people you have killed and have a ladder system where who ever is the top pvper the person that kills him get more points to use in a shop or something.


posté January 30, 2012, 21:42:02 | #13

Quote

if anything the whole issue of dropping your stuff when u die would actually discourage alot of people from pvp yea you spent your time lvling up collecting your stuff games that actually have that kinda feature most people dont even join it i mean seriously would u wanna loose everything when u die in pvp. and right when your about to win but got taken out by some cheap hit or w/e.

If anything add points or something for the amount of people you have killed and have a ladder system where who ever is the top pvper the person that kills him get more points to use in a shop or something.

Things like those aren't really needed to be discussed, sooner or later Wakfu will get it's very own subscriber-only heroic server, just like those in dofus where death means permanent end to character.

@Kikuihimonji +1 to your post.


This post has been edited by Kerai - January 30, 2012, 21:42:54.
posté January 30, 2012, 22:27:49 | #14

Quote (Kikuihimonji @ 30 January 2012 18:01) *
...
The most pro post here. Agreed!


This post has been edited by [Knonaut] - January 30, 2012, 22:39:04.
Reason for edit : do not quote giant posts just to add a single sentence reply
posté January 30, 2012, 22:49:51 | #15

Quote (Kikuihimonji @ 30 January 2012 18:01) *
14. Basically i feel that this forum is ignored by Ankama. Or more like international server community is ignored. Reported bugs are not being fixed since many months (since patch 0.306 appeared many bugs, and only xelor was taken into account). We dont have news of what is going to be changed soon, and we have to wait till someone nice translate it from french forums. Thats just not right.

This hurts me the most : /

International Forum and Server are like trash cans. Ankama just don't give a damn about us.

This thread for example will never get mod/admin/anyone related to Ankama workers respond...or even if... it will be a guy who don't even have a contant with Ankama in person to pass our criticism to them. It's like only French Community matters.


This post has been edited by Velore - January 30, 2012, 22:51:20.
posté January 30, 2012, 23:39:10 | #16

Quote (Velore @ 30 January 2012 22:49) *
This thread for example will never get mod/admin/anyone related to Ankama workers respond
 


posté January 30, 2012, 23:46:22 | #17

Quote (Knonaut @ 30 January 2012 23:39) *

Quote (Velore @ 30 January 2012 22:49) *
This thread for example will never get mod/admin/anyone related to Ankama workers respond
AHAHAH i loled so hard xD Awesome Knonaut ahaha (especially because you have a bird as picture xD)

Now serious, mods are just players like us ;D and i actually doubt they are having much more contact with the devs or Ankama real employer... I think for that we have the ambassador...


This post has been edited by microundeas - January 30, 2012, 23:46:47.
posté January 31, 2012, 00:04:30 | #18

Quote (Knonaut @ 30 January 2012 23:39) *

Quote (Velore @ 30 January 2012 22:49) *
This thread for example will never get mod/admin/anyone related to Ankama workers respond

I giggled.

Anyway... international community needs some love too. All the news about next patch we've got are from French or US forums. We need new and more competent mods  


posté January 31, 2012, 16:18:03 | #19
Fundemental Flaws
Max 200 character-levels: Ankama is basically emphasising numeric value over content, and variety. It artificially stretched a character's development, so there is minimal impact from gaining a single level which makes levelling boring (it becomes a steady drip of negligible upgrades). It also creates grind (fighting the same type of monster for ~10 levels in some cases), and repetitive "strategy" (tactics which are effective against melee-tank monsters will be just as effective against the same sort of monster 50 level later, even if they're of a different species).

Learn-by-doing: Their main reason for sticking to this is to "not be Dofus". Their current implementation is a simple focus on numbers again... 100 levels per spell, 15 spells per class... and for the professions (both harvest & craft).

There are other methods of learn-by-doing, but they generally have more "rules" (and since Ankama have a hard time explaining even the basic mechanics in the GUI, it's probably a bad idea). Since the game has 200 levels, "learning" is tied to a similar numeric progression (i.e. you can't "forget" about something by "not doing" it for a long time as that could effectively "de-level" you).

Learn-by-doing is the reason why the elemental spells are mostly about damage (or healing) amongst other things. The changes to support spells show that they understand at least some of the flaws in this system, but are unwilling to out-right change to something different.

Major Flaws
Combat is shallow:
The value of turn-based games is that you are given time to think about your approach, but also offer a variety of actions to perform at any time.

Where Wakfu has "move and shoot", other games offer things like stance (kneeling, laying prone), resource management (reloading weapons, equipping different inventory), attack variations (quick-shot, aimed shot, rapid fire, aimed rapid fire all with the same item). Where Wakfu has "stand behind a tree", others offer stealth (standing out of line-of sight actually removes you from that player's vision), proper terrain (destroy the tree so you can see them, hide up-stairs, stand away from/under a cliff so the difference in elevation prevents line-of-sight). None of these examples are "class skills" but are simply open to anyone.

Wakfu's combination of small fight-areas, and overlaying the fight onto the "world-map" (i.e. the area you're in while outside a fight is basically the same as you in a fight), means most players have very little space to really maneuver... fights boil down to a short walk and a punch, or a walk away and shoot.

The implementation of Initiative is basically another round of slow bonuses, rather than a dynamic way of altering the turn order to reflect "fast" characters. Facing offers little more than damage bonuses, ignoring its possible effect on line-of-sight.

The learn-by-doing system effects this, essentially dictating your strategy before the fight has even begun. In some rare cases you might be forced to use "off-build" spells, but it is unlikely... and this will crystallise your build even further.

Politics and PvP have no incentives: These are minor additions to the game at best, and a pain at worst. There is little risk, and little reward in either... except the possibility to grief.

Politic's most noticeable "use" is the manual administration of challenges. Other games would've left these as basic quests, or achievements, exotic crafts, or even dropped loot.

The criminal system has little effect as a deterrent, where misplanting the wrong seed is as punishable as killing the farmer. If you get caught it's a dull wait in jail. It makes you a PvP target only to those stronger than you.

PvP is very rarely between 2 equals, with the emphasis on 200 levels meaning a wide spread of player levels, it is often easier to simply win through superior level/equipment/etc. Classes often function as rock-paper-scissors, where simply choosing your opponent based on class can mean you have every advantage in terms of spells before combat even starts. It does not feel competitive when some gets steamrolled.

But win or lose, PvP gives no fundamental rewards either way, except to fuel the pointless criminal system.

As a side-note, that because combat takes place in a "bubble" it is impossible to flee a stronger opponent. There is only death through injury, or surrendering. Other "open world" PvP games generally allow the weaker character to use their wits to escape. Wakfu's nature means it simply can't let people "flee" safely as that'd mean you could simply flee any time the fight is against you.

Classes are not distinct: There are 14 classes, each class has 15 elemental spells, and 200 levels. Again, this is a bad combination of numbers... elemental spells are tightly limited by the "learn-by-doing" design so they deal mostly damage. Often this simply means a tweak in spell cost or element. Some have distinct effects, but these do not really progress as the spell is levelled (often this is restricted as a way of "balancing" combat).

Part of this is driven by the Iop class. As the class most closely defined as the "damage dealer", all other classes must simply "not be the damage dealer" in order to keep Iop distinct. So, that's 13 classes with 15 spells all of which "must not deal too much damage" but at the same time are tied to "deal/heal damage".

Another part is that Ankama have tried to ensure each class has multiple possible builds, this basically breaks each class into 3 builds, one per elemental. So, it becomes 42 classes, with only 5 spells each. And again we hit the "200 level" flaw... since you're effectively condemned to playing that "sub-class" for 200 levels, it becomes a grind.

Each class has been given a "thing", Sacriers have Angrrr and position-manipulation, Feca have both glyphs and armor, Pandawa have barrels, Sram have invisibility and backstabbing, Osa have pokemon, etc... I would say Osa have Dragon form, but it is not that distinct from Enutrof's Drhellzerker (summon pet > enhanced form > altered spells). While these are obviously unique to that class, they generally take a backseat, only modifying combat a little bit. Given that combat is quite shallow... it doesn't really alter much, tweaking the basic "move and shoot" design.

Lack of incentive: Achievements, equipment, levels, spell-level all boil down to numbers or tick-boxes, basically grind. While they may be trying to build a sandbox MMO... they've simply built a theme-park without any rides, and a few broken stalls. While they talk about Ogrest being the final goal... the same sentence mentioned the Dofus being the goal of Dofus, something which is still impossible in Dofus atm because they haven't added them all yet. Of course, that's a level 200 goal... but where's the "filler".

Subscription-based design: This is more of a personal choice really for me, as they've decided to make a subscription game they need a way of making money from their product. It only really consists of 2 noticeable things, innate healing and haven bags.

Combat is based on the idea that everyone enters and one side is victorious. Part of this is that you have full health. Combat can often leave you near death, or at least heavily damaged.

This means it's impossible for you to rapidly kill monsters and then enter a new fight... something important when trying to travel through "dangerous" areas with aggressive monsters.

However the flip-side of this is the healing method. You can either sit around for a while, or eat bread. Sitting takes time, and actually takes longer the higher your level, and obviously longer the higher your max health is. This is because sit-healing is not done on a percentage% amount (which would mean everyone would reach max health in the same time), but a fixed number. In the same way, bread only heals a fixed amount... but bread takes your time in a different way. Bread costs time through resource-gathering, or bakery-crafting... if you simply buy it, you're effectively trading your kama for someone else's spent subscription-time.

Bread is also a bit of an oddity, in terms of how it gets a distinct profession, bakery, at the same time as cooking exists. You have to "grind" just bread, until you get "good" bread. Arguably farming is about making resources just for bakery, but there are a couple of other professions which use farming resources too.


The Haven-bag issue is more about logging in, or out, and has been reduce in the recent updates. Basically, you can't be playing the game (fighting monsters, exploring, etc), and in your haven bag at the same time... this comes into play when you're trying to use your havenbag to sell things. Being logged-off obviously means you're not taking up "active time" on the server even though it is still subscription-time... the other solution is multi-accounting, one in a havenbag selling, the other "playing".

Along with the various forms of grind, "stretched" content, etc, this is all about wasting your time "between" fun... and time is money in a subscription-based game.

Current Flaws
Content: A lot of the things, such as crafting, the same monsters of ~10 levels, harvesting resources could be reduced by adding more of each at the same level. This is stretched content from "200 levels"... Ankama add higher level monsters, or equipment, or recipes, or resources, and effectively build a very long thin tower, rather than a wide foundation first. If my class is poorly suited to Gobballs, or I'm simply bored of fighting them, let me be able to choose from 3 or 4 other species to kill. Hopefully, this can be fixed over time, much like bugs and balance get "improved".


This post has been edited by GoldfishGod - January 31, 2012, 16:19:41.
posté January 31, 2012, 22:30:21 | #20

Quote (Knonaut @ 30 January 2012 23:39) *

Quote (Velore @ 30 January 2012 22:49) *
This thread for example will never get mod/admin/anyone related to Ankama workers respond
I agree, every thread needs some LOL.
But seriously
1. the new exp. sistem with mobs of 5 minimum in bonta starting place
2. the AI's funny, watching sadida's dolls try to kill gunpowder is hilarious(fix it, but bring it back for april's fools day)
3. not a lot to do, would be nice if some npc's would have requests of gear and dishes, and you would get CP for it(now there's a good idea someone put this in sugestions, I'm too lazy)
4. how do you be a guard by killing outlaws, if there are no outlaws?? make some cons for them