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Current Issues (Mostly Crafting)
posté 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


posté May 03, 2012, 16:59:12 | #2
And the exp needed to level professions... Just makes people get tired of it very quickly.. :S And some players at lvl80's already getting demotivated due to this..
And another thing that makes me a bit upset... The only "reward" in leveling gathering professions is new resources? At least in Dofus, as you leveled, the lower level resources would be harvested in higher quantity and in less time.. That was a real encouragement in leveling the profession imo..


posté May 03, 2012, 17:19:22 | #3

Quote (Haeris @ 03 May 2012 16:59) *
And another thing that makes me a bit upset... The only "reward" in leveling gathering professions is new resources? At least in Dofus, as you leveled, the lower level resources would be harvested in higher quantity and in less time.. That was a real encouragement in leveling the profession imo..
^This.

It's annoying how even at high levels you only harvest a maximum of 3/4 of something, and at the same rate you harvest a high levelled resource. Higher levels in harvesting should increase the maximum and minimum amount you collect per action, and decrease the time it takes to collect said resources!

It'll make farming lower levelled mats much less tedious and much more rewarding!


This post has been edited by monixion - May 03, 2012, 17:19:58.
posté May 03, 2012, 17:21:32 | #4
Update: Mines still blocked.
Some guildmemembers experiencing problems trying to use Guild Chat Function
Ludio Sadness Update: No Craft Armor >.< Sigh


posté May 03, 2012, 17:42:44 | #5
And monixion, don't forget that at Dofus you had a chance of encountering special mobs while gathering that gave extra resources! That was a great help! Not saying it should be implemented in Wakfu but sure I loved that back in the old days...


posté May 03, 2012, 19:53:18 | #6

Quote (Haeris @ 03 May 2012 17:42) *
And monixion, don't forget that at Dofus you had a chance of encountering special mobs while gathering that gave extra resources! That was a great help! Not saying it should be implemented in Wakfu but sure I loved that back in the old days...
Oh man, totally forgot about that, been so long since I've played Dofus. Use to give you some pretty nice drops. Wow totally forgot about those  


posté May 31, 2012, 09:02:46 | #7
lol ludio you speak the truth +1


posté May 31, 2012, 09:20:10 | #8
Agree with all the above
Plus, don't forget that in dofus you not only get more amount in lesser time of a low resource as you level up, and resource protectors (which would be so lovelyyyyy to see here too *hint hint*), but you also get one pods per each lev of prof, then 1000 extra pods per prof raised at 100 lev - here, we could get extra space in our main inventary, or a chest that unlocks one ''container cell'' per each lev of prof, then a reward of an XX unlocked cells when prof hits 100; either bigger main inventory, or special chest in haven bag that unlocks cell slots upon leveling professions, or special professions bags with new slots for them that unlock cell slots again upon leveling professions .... anything would do it, as long as there are cell slots rewards as a profession is leveled up, in any place [inventory, (special) bag, (second) chest (in haven bag) ]. Pls pls pls pls pls, we defo need more space, esp. those who bother to level more than a prof or two, and have to carry around cuttings and seeds of all kinds, not to mention craft materials............

[EDIT:] Could someone from amkana please make it clear once and for all, only 60% planting success rate in hb, max lev 50 for workshops, and no xp for planting/ harvesting/ crafting, is this ment to be this way, or is it a bug? If it is ment to be this way, then both garden gems and workshop gems should be called deco gems too, cuz it is quite hard to actually cut and replant with 60% rate and pointless to craft with no xp per craft (at a limited level); needless to say that leveling handyman is a royal pain in the *beep*, it is a pitty that all it can do are ikiteas and decorations (for how they work now, I personally include workshops at decos too).

[EDIT2:] I've written about this to support too sometime ago, but I got no reply and I see it hasn't been changed, sooooo... here I go again, hoping this time someone will listen:
The quest scrolls dropped sometimes by mobs - ''kill xx monsters of that kind'' (having their description in English or sometimes in French, lol - are quest items and they are not tradable; therefore aren't they supposed to appear in the quest items tab of the inventory? They can not be traded, they are related to (not begun yet) quests, but still they take spaces out of the few so limited spaces we already have in inventory.
And another thing that I've just noticed: after lev 100, you can kill xx and xx more and if you want another xx more monsters of that kind, the xp scroll obtained as reward is useless ''condition: level less than 100''. Why? The work is the same, < or > 100, to go to the specific teritory, find those mobs and kill them. And there is no warning in the quest description, that the quest only gives rewards for


This post has been edited by powerrace - May 31, 2012, 10:02:52.
posté May 31, 2012, 10:54:02 | #9
1. why all compare this game with Dofus ? this is not Dofus so if you dont like it go play Dofus and not Wakfu...
2. haven bag should be fixed, but it should not give exp on garden gems. Craft gems in HB should give higher lvl for crafting but exp on crafting...
3. .....

I have not read all your posts but dont understand why ppl always complain about all in game , whatever comes new , or old , always somebody complain... game will never satisfy all gamers needs but we cant just sit in our havenbag and lvling all profs to lvl 100 and then all player will be max crafting lvls and dont have what to do...Government should do their job and look more whats hapening with eco sistem and fix it.... what with the players who plays a lot and get high prof lvls hard ? They deserve it, and then come some new low lvl char and get lvl 100 in few days because he got 10 garden gems... Ppl are to lazy and wants all to get easy way... and who is lazy shouldnt do profs....


posté May 31, 2012, 11:03:02 | #10
[continues the previous post, seems there is a max nr of chars per post, beh]

And another thing that I've just noticed: after lev 100, you can kill xx and xx more and if you want another xx more monsters of that kind, the xp scroll obtained as reward is useless ''condition: level less than 100''. Why? The work is the same, < or > 100, to go to the specific teritory, find those mobs and kill them. And there is no warning in the quest description, that the quest only gives rewards for < 100 lev.
Remaining at the quests/ achievements subject, I was so glad when few dungs were moved so all can complete the achievements to become plant/gob/fish/scara/tofu slaughterer and get the nice deco for our haven bag; I was glad till I discovered that the blibli achievement would require killing an Ancestral Blibli - only available for bontas. Could I hope that it is just something that slipped the programmers' mind, and it will be replaced with Royal Blibli for that achievement? It is not fair that only a nation can do that achievement now.


As for 3maj, ofc people will always complain no matter what, but if too many complain, then they might have a reason to do so. Complaining is ok tho, as it is ok to complain against those who complain, which makes you a complainer too.

[EDIT : p] I come from dofus, I quitted after my chars got nerfed in a way it wasn't fun for me to play them anymore, and after various changes were made to pvm to beauty the pvp system, making pvm depending on pvp; instead of spell points reallocation, there I would need a class change (with chars at same level, ofc, 19X ) . I don't want to see this game going so much far away from its original (beta) idea to make me quit it too ... And if I, like many others, make suggestions for the game, or report bugs, is because I care about it and I don't want to be forced to quit this one too ...  


This post has been edited by powerrace - May 31, 2012, 11:18:59.
posté May 31, 2012, 16:35:41 | #11

Quote (powerrace @ 31 May 2012 11:03) *
I was glad till I discovered that the blibli achievement would require killing an Ancestral Blibli - only available for bontas. Could I hope that it is just something that slipped the programmers' mind, and it will be replaced with Royal Blibli for that achievement? It is not fair that only a nation can do that achievement now.

 


posté May 31, 2012, 17:25:26 | #12
Jurambalco, thank you I don't know when it was changed, I gave up checking on it... It looks like I only miss 3 bliblis to finish it, hip hip hurrayyyyyyyyyyyyyyyyyy  


posté May 31, 2012, 18:31:00 | #13

Quote (3MAJ @ 31 May 2012 10:54) *
1. why all compare this game with Dofus ? this is not Dofus so if you dont like it go play Dofus and not Wakfu...
2. haven bag should be fixed, but it should not give exp on garden gems. Craft gems in HB should give higher lvl for crafting but exp on crafting...
3. .....

I have not read all your posts but dont understand why ppl always complain about all in game , whatever comes new , or old , always somebody complain... game will never satisfy all gamers needs but we cant just sit in our havenbag and lvling all profs to lvl 100 and then all player will be max crafting lvls and dont have what to do...Government should do their job and look more whats hapening with eco sistem and fix it.... what with the players who plays a lot and get high prof lvls hard ? They deserve it, and then come some new low lvl char and get lvl 100 in few days because he got 10 garden gems... Ppl are to lazy and wants all to get easy way... and who is lazy shouldnt do profs....

Well think about it like this, currently if I want to make some kamas I have to mine Copper and Manganese, but my level is too high to gain any experience from mining Copper. Yet I still only get 1-3 Copper per resource, and it still takes 10 seconds. You'd imagine that if my character is too high a level to gain any experience from Copper they should have enough skill to mine more Copper and quicker than they do Manganese. It's logical.

And while I do not mind that Haven Bags don't give any Exp, I do mind that it's a minute 60% chance to plant. We don't get any exp so why should there be more risk to plant than out in a field?

The reason people 'complain' is that if we didn't the game would just stay as it is and never get better, isn't it better to try and improve something than leave it as it is? And I'm sure a company like Ankama can take a little bit of constructive criticism.


posté May 31, 2012, 23:57:23 | #14

Quote (monixion @ 31 May 2012 18:31) *

Well think about it like this, currently if I want to make some kamas I have to mine Copper and Manganese, but my level is too high to gain any experience from mining Copper. Yet I still only get 1-3 Copper per resource, and it still takes 10 seconds. You'd imagine that if my character is too high a level to gain any experience from Copper they should have enough skill to mine more Copper and quicker than they do Manganese. It's logical.

And while I do not mind that Haven Bags don't give any Exp, I do mind that it's a minute 60% chance to plant. We don't get any exp so why should there be more risk to plant than out in a field?

The reason people 'complain' is that if we didn't the game would just stay as it is and never get better, isn't it better to try and improve something than leave it as it is? And I'm sure a company like Ankama can take a little bit of constructive criticism.
Ankama made it so that in haven bag you have 60% chance to plant for a reason to make you want to plant outside your haven bag so that there will be resources in ecosystem too. If they would make it higher % chance then outside haven bag we will see broken economy everywhere and no resources that people want the most. Eveyrbody will just keep their resources in bag and will replant them inside bag too. Well new players will suffer then as they wont see any resources to harvest. That's propably the reason why it's 60%.

And about harvesting mroe ore's... doesn't matter how skillful you are, you are no god to create more ore's in those rocks. You can only dig up what was in it, no more. It's like trying to eat cake and then when cake is gone bite it again. Sure maybe experienced miner would find more ore's, maybe he will dig deeper or more carefully... Then it seems more logic.

I am already surprised that there is this hat with +25% ore harvest. But 25% ore harvest doesn't change anything at all. 25% from 1 is 0.25 so we still get 1 ore. 25% from 2 is 0.5 so we still get 2 ore. 25% from 3 is 0.75 so we still get 3 ore. Finally 25% from 4 is 1 but the max amount we get is 4 so we can't even get 5th ore. The lowest ore harvest bonus should be 50% so that we will at least see difference. There is also an axe that give 12% tree harvest.... again it doesn't change anything. Ankama just troll with us.


posté June 01, 2012, 20:30:52 | #15
The +harvesting% items are related to harvesting speed. Making it quicker to harvest, apparently.

And if you're more skilful you'll be able to extract more ore without destroying too much of it. If you don't have much skill you might chip/break the ore as you're mining it, meaning you'll receive less ore. You don't have to be a god, like with anything, the more you do it the better you'll get.

And as people won't obtain any exp for planting in your bag, people will still have to plant and harvest a lot of resources to level up. The only time I plant resources in my bag is when I have only a few of something and don't want some Stasis fiend harvesting them before I can get more seeds!

I can't see how these changes would be a bad thing, I mean we already have a pretty bad ecosystem (most people just uproot anything they can find) so what difference would it make?


posté June 01, 2012, 20:57:42 | #16

Quote (Haeris @ 03 May 2012 16:59) *
And the exp needed to level professions... Just makes people get tired of it very quickly.. :S And some players at lvl80's already getting demotivated due to this..
And another thing that makes me a bit upset... The only "reward" in leveling gathering professions is new resources? At least in Dofus, as you leveled, the lower level resources would be harvested in higher quantity and in less time.. That was a real encouragement in leveling the profession imo..
Agree with this im level 80 Lumberjack and ash still max 4 wood. I need it for professions i didnt train in the first place but dont want to waste my time to cut ash what give me 0 xp en only 4 wood.


posté June 05, 2012, 12:12:18 | #17
agrees with EVERYTHING original poster said (sorry forgot your name)
these are the issues frustrating me at the moment, and is starting to deter me from the game
ive playeed dofus for about 4-5 years (i started when shika was free p2p, cania plains wasnt even released at the time)
i am quite the professionist in these types of games, and dofus professioning i didnt have any problem with
wakfu on teh otehr hand...
i'll add to the original post this, crafting professions as it stands, especially the weapon smiths, are pretty dam useless, most of the gear that is used is dropped, not crafted, and even though you can craft the borbart, nun, starry etc, most of the recipes are ridiculus, (especially the nun set, GTFO im collecting 270 lalovely stones for nunish doily)
they need to make the crafters more useful, making some gear only able to be crafted that is actually used, only one set i can think of is like this and thats noke

what is very annoying is the haven bag workshops only going up to lvl 50 reipes, makes them pretty much useless, im fine with not giving xp, but capping at lvl 50 .... SERIOUSLY

in general crafting is 90% useless imo, and needs to be fixed in the next or in one of the up coming updates