May 03, 2012, 16:16:24 |
#1
Current Issues (Mostly Crafting)
Perhaps if I post them here, they will get attention.
1) Cooking and Baking are currently harder than before the patch.
Quote "This brought us to a global revamp of the Baker and Chef professions, with re-value of recipes(decreasing the need of ingredients) and an increase of the bonus applied by the items."
Quote "To finish, we can say that following these observation weeks, we think that the increase of consumable effects is not sufficient: we will increase the HP gain they provide."
Baking: Breads now heal less at any given level than before. Also a large amounts of bread give the rather useless Vitality buff (Which at Max Baker, is weaker than it was before). Could not the Vitality buff be changed to something a bit more useful? Perhaps a +3-45 Health regenerated per combat turn thing.
I was under the impression that both Cooking and Baking would recieve more XP gains/More crafts per recipe. While I momentarily believed this was just me being confused by stacks, I realize that chef profession has no stacks - and thus, is the fact we receive 100XP/Just 1 food - an oversight now? And if so, some of the Chef recipes certainly need rebalancing, requiring something like 40 odd mats per food.
The higher end cooking recipes now all require the new seeds - kind of a pain due to the following reasons:
A) You need to buy the seeds with about an Hour of winning challenges
B ) Due to the above, you'll probably need to plant them in your Haven bag to "Multiply" them.
This Leads me onto...
2) Haven Bag/Workshop issues - When we discussed this, Troyle, you seemed surprised that Handyman crafted workbenches gave no XP, and only allowed recipes up to 50. You seemed to think it was intentional that gathering/planting in the Haven bag gave no XP. I'd add to this problem is that fact that it's so difficult to plant things in Garden Gems (Max 60% chance) intentional? This really makes any plant where you would "Cut" it (and replant) to gain the resource you need, unviable within a Haven bag. [To make it clear, Garden gems are great if you need Funkus Spores/Seeds - they are terrible if you need the plant Funkus]
3) Mining -You are currently Hotfixing, so perhaps this issue is being solved as we speak but if so, it's not in the patch notes. The Lead Mines have been reset, as have the bottom floor of the Elite Riktus mines in each nation. I understand why - it seems likely you've changed the maps to add the new Ore Nodes. However, certainly in the case of the Lead mines, this is a bit of a problem. You've blocked off access to a useful ore (Lead) to give eventual access to an Ore that serves no purpose. (All the new ones, bar 2). The rest of the Ecosystems have also been stuffed up - very demotivating.
4) Islands - Anyone that knows me, knows I'm not a fan of PvP. However, a big thing for those that do enjoy it is these islands. Currently however only one island has a tangible benefit - Calamar island. [Which gives the nation holding it +dodge buff] Pastures used to cause the rare sheep to spawn in Wilds, but now it does not. A) This seems a bug B ) I'd imagine you want to update your drop tables to put the Royal Gobbsage set onto the rare sheep.
5) Lack of recipes - While surely something you are all beavering a way at, it strikes me as....odd, going on stupid, to announce all these wonderful new metal/wood resources and for very, very few of them to have a use. Heck, even some of the old Woods have no use still. [Curse you Cherry Tree] Would it be possible to get a timescale here - while I excitedly awaited this May 2nd Patch, I feel like I've only been given half the Jigsaw puzzle - which renders the whole of it pointless til it's complete. Again, I realize the Wakfu developer team can probably all fit in the same car, I appreciate the very talented artists etc you have, and I realize a whole new island is not made overnight - Yet, I'd be more ecstatic to see the whole ecosystem thing utilized in more interesting recipes, than the addition of 3 new mobs and a goth-like motif.
I have a couple other problems, but I'll end like this. This game is fun, and has a lot of potential, and if it was F2P it would be one of the best F2P out there. Yet it is not F2P, and I resent paying for potential - Having gathering profs up to 100 at release suggests it should have had these mats/recipes up to 100 at "release". I imagine the release date came as a surprise to the developers and wasn't there choice, but now seeing that so many people seem to be abandoning ship, it may be an idea to hire a couple more programmers (Again, your artists are fine) to retain the customer base you have currently, and also to generate some goodwill. While I appreciate the 2nd announcement about Tofukaze etc, I feel unable to recommend the game by word of mouth to friends until it is finished. And thus, I feel it requires further investment on the developer end.
May the odds be ever in your favour.
Ludio
1) Cooking and Baking are currently harder than before the patch.
Quote "This brought us to a global revamp of the Baker and Chef professions, with re-value of recipes(decreasing the need of ingredients) and an increase of the bonus applied by the items."
Quote "To finish, we can say that following these observation weeks, we think that the increase of consumable effects is not sufficient: we will increase the HP gain they provide."
Baking: Breads now heal less at any given level than before. Also a large amounts of bread give the rather useless Vitality buff (Which at Max Baker, is weaker than it was before). Could not the Vitality buff be changed to something a bit more useful? Perhaps a +3-45 Health regenerated per combat turn thing.
I was under the impression that both Cooking and Baking would recieve more XP gains/More crafts per recipe. While I momentarily believed this was just me being confused by stacks, I realize that chef profession has no stacks - and thus, is the fact we receive 100XP/Just 1 food - an oversight now? And if so, some of the Chef recipes certainly need rebalancing, requiring something like 40 odd mats per food.
The higher end cooking recipes now all require the new seeds - kind of a pain due to the following reasons:
A) You need to buy the seeds with about an Hour of winning challenges
B ) Due to the above, you'll probably need to plant them in your Haven bag to "Multiply" them.
This Leads me onto...
2) Haven Bag/Workshop issues - When we discussed this, Troyle, you seemed surprised that Handyman crafted workbenches gave no XP, and only allowed recipes up to 50. You seemed to think it was intentional that gathering/planting in the Haven bag gave no XP. I'd add to this problem is that fact that it's so difficult to plant things in Garden Gems (Max 60% chance) intentional? This really makes any plant where you would "Cut" it (and replant) to gain the resource you need, unviable within a Haven bag. [To make it clear, Garden gems are great if you need Funkus Spores/Seeds - they are terrible if you need the plant Funkus]
3) Mining -You are currently Hotfixing, so perhaps this issue is being solved as we speak but if so, it's not in the patch notes. The Lead Mines have been reset, as have the bottom floor of the Elite Riktus mines in each nation. I understand why - it seems likely you've changed the maps to add the new Ore Nodes. However, certainly in the case of the Lead mines, this is a bit of a problem. You've blocked off access to a useful ore (Lead) to give eventual access to an Ore that serves no purpose. (All the new ones, bar 2). The rest of the Ecosystems have also been stuffed up - very demotivating.
4) Islands - Anyone that knows me, knows I'm not a fan of PvP. However, a big thing for those that do enjoy it is these islands. Currently however only one island has a tangible benefit - Calamar island. [Which gives the nation holding it +dodge buff] Pastures used to cause the rare sheep to spawn in Wilds, but now it does not. A) This seems a bug B ) I'd imagine you want to update your drop tables to put the Royal Gobbsage set onto the rare sheep.
5) Lack of recipes - While surely something you are all beavering a way at, it strikes me as....odd, going on stupid, to announce all these wonderful new metal/wood resources and for very, very few of them to have a use. Heck, even some of the old Woods have no use still. [Curse you Cherry Tree] Would it be possible to get a timescale here - while I excitedly awaited this May 2nd Patch, I feel like I've only been given half the Jigsaw puzzle - which renders the whole of it pointless til it's complete. Again, I realize the Wakfu developer team can probably all fit in the same car, I appreciate the very talented artists etc you have, and I realize a whole new island is not made overnight - Yet, I'd be more ecstatic to see the whole ecosystem thing utilized in more interesting recipes, than the addition of 3 new mobs and a goth-like motif.
I have a couple other problems, but I'll end like this. This game is fun, and has a lot of potential, and if it was F2P it would be one of the best F2P out there. Yet it is not F2P, and I resent paying for potential - Having gathering profs up to 100 at release suggests it should have had these mats/recipes up to 100 at "release". I imagine the release date came as a surprise to the developers and wasn't there choice, but now seeing that so many people seem to be abandoning ship, it may be an idea to hire a couple more programmers (Again, your artists are fine) to retain the customer base you have currently, and also to generate some goodwill. While I appreciate the 2nd announcement about Tofukaze etc, I feel unable to recommend the game by word of mouth to friends until it is finished. And thus, I feel it requires further investment on the developer end.
May the odds be ever in your favour.
Ludio

