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Your Daily Wakfu Experience, What's your daily playtime with Wakfu consist of?
posté October 16, 2010, 00:15:50 | #1
Your Daily Wakfu Experience I played Dofus before this was announced, heard about it, went crazy, didn't get into Beta, forgot about it for two years, and then saw it while working at NYCC and was thoroughly pleased with the playtime I got.

However! Before I go running around as I frequently do assembling massive amounts of my college friends to join me on Wakfu, I'd like to know what I'm getting them into. Now, I've done a ton of research but it's all theoretical since I haven't seen it in practice. As such, I'd like to request some thought-out responses from those of you out there privileged enough to be playing at the moment.

How do you go about spending your daily playtime in Wakfu? Or weekly even, if it's more appropriate? Do you feel as though you have direction each day with new quests (or dynamic challenges, though I had read those may or may not be off right now? I don't know)? Are you properly incentivized to go about fixing the ecology or farming it to death, or do you get more fun out of finding the more and more difficult enemies to level up? Perhaps you're a heavy crafter, working the economy? Or being governor?

Either way, I'd love to know what you guys have been up to and how you feel about it. Try to ignore things you know (or can expect) to be fixed such as balance issues, translation issues, glitched areas and the like.

Thanks, I appreciate it.


posté October 16, 2010, 01:43:52 | #2
I think this is the most important question to ask about Wakfu - or any other MMORPG, for that matter. I'm sorry to report, however, that my daily Wakfu experience sucks right now, to the point where I haven't even logged in to the game in about four months.

It used to be better, though, and I have hopes that it will be again. I'll start with what my daily experience used to be, then explain what it's like now, and why.

It used to be that I logged in pretty much as often as I could - the game was that fun, and there was that much to do. Before joining a guild I at least had a handful of good friends on my friends list, and I'd usually say a few hellos after logging in. This got easier after joining a guild, as most of my friends were in the same one. While chatting, I'd usually start my day inside my havre sac (it's like a portable house), where I feel safe and have access to all of my equipment. Depending on my mood, I'd decide whether I wanted to spend some time working on my professions, or if I felt like killing some stuff. If I didn't have much time to play in one sitting (less than 45 minutes or so), then I would usually lean towards crafting, but getting in some solo hunting would still be an option.

Professions are a bit more complex than in Dofus, but are far more accessible. They do not require loads of money, though having a big havre sac helps (and expanding one can be expensive; that, or you need to be lucky with your drops when you do fight). Unlike Dofus, there is not really any competition for collected resources: you can plant your own trees, grains, herbs, whatever, by harvesting seeds and cultivating them. That alone is a lot of fun. You can plant out in the wild, or if you have expanded your havre sac with a garden, you can do it in the privacy of your own little home. Crafting professions are much easier to level, as recipes (so far in the Beta, anyway) are much, much simpler than in Dofus, and are composed mostly of non-drop items. It takes a lot of time and patience, though, especially since most recipes require items made by other professions: for example, a lot of bakery items require ingredients made by an alchemist. Thus, it's actually easiest to raise ALL of your professions roughly at the same time, as needed. When the bakery recipe you want to level on requires an alchemy product, start leveling alchemy. And so on.

Fighting monsters was easy enough. There have not been proper respawn rates in a long time, but you can "plant" monsters as part of the Hunter profession. This is a double-edged sword: while it takes a lot of time leveling up Hunter, collecting "semence" (jars of seed that you use to make monsters), and planting them, you at least have some control over monster populations. In Dofus, the popular hunting grounds are usually stripped bare during peak hours, and any mobs that you do find running around tend to be the really undesirable ones (too small, too big, too hard, bad XP/drops, etc). In Wakfu, you can save up some semence for your next hunting trip, and then when you do feel like killing some stuff, simply pull out your reserves, plant them, wait till they grow (about 1 minute), then start killing. Yeah, there will be moochers who kill your mobs without planting any of their own, but dems da breaks.

Sometimes when I don't feel up to hunting OR crafting, I go and work on the ecosystem. This involves looking at the map and checking out the health of a region. Each region in your nation has a "clan member", an NPC (despite what Ankama says, they're NPCs) who watches over it. Clan Members (CMs) make demands about the populations of plants and monsters in their region; if you keep the CM happy, your whole nation gets a small bonus to their stats. Thus, you can help everyone out, including yourself, by spending some time planting or reaping to balance things out. I actually spent about 50% of my time doing this, to be honest. I'm a bit of a perfectionist and it bothered me when a good bonus (like the +30% XP one) wasn't active, or if a monster was nearly extinct. It rarely takes more than 15 minutes to fix an area, though there have definitely been exceptions!

I won't comment too much about the Wakfu/Stasis deal, as they're changing that in the next update. Suffice it to say, some important items (mostly the AP amulets) are restricted in use depending on your Wakfu or Stasis rating. This usually means that you wind up picking one path or the other, and sticking to it (though it is possible to change your stripes, with effort). This can be tricky when it comes to hunting and gathering, as sometimes you can't do so without going against your alignment. This may mean that you'll have to either go someplace else, or pick an entirely different activity. Not always fun.

Lastly, the other thing I tended to do a lot of towards my later levels was protect the nation by reclaiming territory. You can do battle with the Clan Members to win their territory for your nation, thus stealing any bonus that may be active there. The more territory you hold, the better. I didn't like raiding other islands, but I always did what I could to liberate any conquered territories in my own land. This was much easier and faster once I got to the point where I could solo most of them: I just log in, check the map to see what's been taken over, then go free it. If I need a hand, I just ask the guild; usually someone is up for it. It's free and fun, and you get to feel like a big damn hero. Sometimes you'd catch other nations invading (you suddenly see territory disappear!), and that meant some PVP in your future. I had some good times forming war bands with friends, hunting the invaders down and ambushing them.

So, that's how it used to be. Here's why it isn't like that anymore. There are three main features that were implemented in the most recent content patches (months ago.. it's been quiet all summer while the devs were on vacation) that I can point to as basically sucking the fun out of the game for me:

1. They made it harder to plant monsters. It used to be that you could plant monsters right next to each other in huge numbers. You could create what I'd call a "raft" of monsters, dozens of them neatly packed together, before the game told you you'd overdone it and made you stop. People would often wall off an area behind high level trees, so that only high level lumberjacks could access the monsters they planted. I guess this annoyed the devs, so they made it impossible to plant more than a few monsters in a small space. This actually made it really hard to plant enough monsters to hunt, or to get a clan member bonus. Instead of planting a ton of monsters and waiting for them to hatch, you now have to run all over the damn place to find spaces to put them. Then, like a squirrel in the springtime, you can't remember where you put them all, so you only get to hunt a few of them. Hunting this way takes FOREVER and is extremely boring and frustrating.

2. Diseases. Yes, they implemented a feature where you get sick and suffer stat penalties (critical failures, damage penalties, poison damage every round, etc etc) if you fight monsters. This is the dumbest game feature I have ever, ever heard of. In order to not get sick while fighting monsters, you need to obtain a vaccine, which is not cheap. When you take it, it only protects you for a couple hours before you need another dose. And you need a vaccine for each kind of monster you hunt. If you DO get a disease, you either have to wait 4 in-game hours with the damn thing, or you need to take an even more expensive remedy. You can catch diseases from other characters in a fight, even if they're allies, and transmission is essentially automatic, even if you keep your distance. Once this stupid feature was released, I suddenly found myself spending hours upon hours making vaccines and remedies for my guild, and wasting space in my inventory carrying half a dozen different kinds of each with me at all times. Before joining a fight with someone, you have to ask them if they're sick. It's insane.

3. Spores. Special monsters were released in the last update that drop these little spores on the ground when they die: either wakfu spores, or stasis spores. These spores became ingredients for a lot of items - the ones restricted to members of one alignment or another. The problem here is that these monsters are also great XP. People hunt them like crazy, and they don't always want the spores. The result? The ground in many regions is literally carpeted with unwanted spores. It takes time to actually pick them up, and you can only pick up the ones that match your alignment, so it's really hard to clean areas. You can't plant anything in a space with a spore in it, so they actually choke out monsters and plants. They're like an invasive species. They look ugly, lying all over the place like litter at a park, and they mess up the game in so many ways.

Those three things tipped the scales for me. Logging in to play used to be fun - now I log in, waste time making vaccines, find friends to hunt with, give THEM vaccines and cures, go someplace to hunt monsters, waste time picking up spores, run all over the place desperately trying to find somewhere to plant monsters, plant enough that I can hunt them without losing Wakfu or letting my friends lose Stasis, run all over the place trying to FIND the monsters I've planted, then finally kill the monsters. 9 out of 10 times, we never get to the point where we actually kill monsters.

As I said, I hope that the developers fix all this crap and take us back to where things were last winter or so. The daily experience badly needs to be streamlined, or I can't be bothered to play.


Soft Crackler * Member Since 2006-04-26
posté October 16, 2010, 05:13:32 | #3
The best thing I can say (besides that rundown which pretty much sums up the current condition of the game) is to wait for the next patch which is supposedly going to be Open Beta or something like that. When it is, then you too can test the game and see how it works for you and then you can decide yourself from firsthand experience if you want to introduce your friends to it or even keep playing.


posté October 16, 2010, 06:24:09 | #4
@TakeWithFood - Wow. Very comprehensive (as far as I know), thanks a lot. It's unfortunate that the Devs have made such poor choices. It seems as though they may be having trouble confusing what's best for the player experience and what they want the game to be like. I hope that they take the results from the poll that they're taking (57% of people hate the disease thing? Awesome) and apply the correct changes. As far as those changes go, it would seem that gutting the disease system is a no-brainer, that or making it something rare instead of trying to make it into a business; along with that, perhaps increasing the rate of reproduction for all of the monsters would help, it seems that having to plant what you hunt is silly- idealistically, you plant to increase fertility rates so that despite being hunted, the monsters can proliferate on their own, right?

As far as "how it was before", seems great. Granted I'd rather the monsters reproduce more/quicker rather than make it such that people are building little alcoves for themselves to hunt stuff in, but which ever works best. I do intend to play no matter what, but with this sort of information (hopefully people will continue to post here) I can better gauge what to expect and how I should go about seeing how things work.


posté October 16, 2010, 06:37:02 | #5
Takewithfood almost exactly explained my experiences with the game.

I honestly think Ankama is trying too damn hard to make a game unlike other games, and the gameplay experience is suffering for the uniqueness factor. Not a good idea. The game is plenty unique enough on its own simply by being a turn-based tactical MMO. A lot of the features they're adding are fine to an extent, such as diseases, but the problem is they're going way overboard with them. If the diseases didn't last forever, if you weren't guaranteed (yes, GUARANTEED) to contract them from other players in a battle, if they weren't so easy to contract to begin with or if the alchemical recipes weren't so expensive or time-consuming to make, diseases would be fine. But they're not fine.

The ecosystem is a good idea, but it's been taken to an extreme as well. It would be fine if it weren't possible for one person to completely irradicate every monster in a zone all by themselves in a matter of an hour or so. It shouldn't be possible to cause an extinction, ever. Period. As it is, if I feel like it, I can go to almost any zone I choose and completely eliminate every monster there. If it's a lowbie zone, such as the fields, I can elimate the entire ecosystem in under an hour, ALL BY MYSELF. The reason this is possible is because monsters do not replenish themselves at all. The only monsters that do replenish themselves can't be planted anyway, and are on fixed spawns (piwis, chachas, larvae). Any monster that can be planted MUST be planted.

Broken. Everything is broken.

Don't even get me started on the mess that is the market place, and the idiocy of the havre-sac shops. Ugh. CLUTTERED MUCH?

Sorry about my rant. The game actually isn't bad, it's just broken right now. I'm holding out faith for several reasons, but it is a beta. I just hope Ankama sees the problems and fixes them before it's too late.

Also, release all the freakin classes and get those balanced before even thinking about making new ones! Seriously.


posté October 16, 2010, 06:37:26 | #6
I do have hope for the future of Wakfu. I know I complained a lot, but I'm heartened that the devs seem to read the forums fairly closely. When I played Dofus (years ago) I always had the impression that the devs ignored the english forums, and certainly weren't paying attention to Imp's Village. But being a beta and all, they really are looking for feedback, and that's great.

The game just got a little too complex, really. There are currently too many things going on, to the point where you can't just sit down for a half hour and have some fun. What started as a challenge has become a chore, but as long as they keep hearing us say so, I'm hopeful that they'll get the game headed in the right direction again.


posté October 16, 2010, 06:45:17 | #7

Quote (takewithfood @ 16 October 2010 07:37) *
The game just got a little too complex, really.


Yeah, that's basically what it boils down to. Everything taken by itself is a good idea, really. It's when you put it all together that the problems really start to pile on. Most of it could be fixed by simple things. Monsters replenishing themselves, and replenishing more quickly the lower the population. Or being able to go to a machine and pay money to remove a disease. Simple things like that could really go a long way to solving all of these issues.

One of the things that has me worried is that some of the problems may not be fixable in the current state of the game. If they remove diseases, they will severely devalue the an entire branch of the alchemical profession, for example.


posté October 16, 2010, 08:01:19 | #8
They seem to be having trouble deciding what alchemy should actually do. I'm glad that they aren't allowing it to just be "the other kind of baking", but inventing a problem just so that you can have a cure is not an acceptable strategy.


posté October 16, 2010, 08:34:18 | #9
Yeah, totally agreed. At this point, it would be better to remove diseases and alchemy both rather than keep diseases in just so alchemy has a purpose. Diseases are the worst part about this game right now, in my opinion. They need to be either removed or seriously altered.


posté October 16, 2010, 09:18:10 | #10
From your descriptions (both of you), diseases are indeed the worst facet of the game at the moment. I don't know, perhaps they're hung up on the idea that Alchemy needs to exist. In a game with no item-based healing, why does it need to exist? Unless it could apply effects that lasted for a certain amount of battles or even crafting. It'd be interesting if you could use it to supplement your levelling ability, or perhaps fake-buff your crafting proficiencies so, let's say, if you need Farming for your crafting, but you're not good enough, you could use alchemy to boost it for a certain amount of time, or if it's for something like smithing, it'd be for a set amount of crafts. That'd be a cool use of it, other than that it... honestly doesn't need to be in the game, does it?




posté October 16, 2010, 11:09:31 | #11
You can use potions to apply buffs. Food as well. Alchemy is mostly used for ingredients in other crafts, though.


Squited Arachnee * Member Since 2007-03-17
posté October 16, 2010, 12:58:30 | #12

Quote (takewithfood @ 16 October 2010 01:43) *
3. Spores. Special monsters were released in the last update that drop these little spores on the ground when they die: either wakfu spores, or stasis spores.

Actually, I've seen them planting spores. Blops, anyway. They sort of stare at the ground, going "blop", and a spore appears. I've never seen one be killed to place a spore.


posté October 16, 2010, 13:10:43 | #13

Quote (Oamoka @ 16 October 2010 13:58) *
Actually, I've seen them planting spores. Blops, anyway. They sort of stare at the ground, going "blop", and a spore appears. I've never seen one be killed to place a spore.


Yes, actually killing them stops them from creating spores. The blips and grulks randomly generate spores near them while they walk around.


Lord Madgobb * Member Since 2008-11-24
posté October 16, 2010, 14:50:04 | #14
yap (the spores part), about Alchemy they will remove it, i think that they add it to the herb one... and yeah i thinking the diseases are out too...


posté October 16, 2010, 15:19:51 | #15

Quote (microundeas @ 16 October 2010 15:50) *
yap (the spores part), about Alchemy they will remove it, i think that they add it to the herb one... and yeah i thinking the diseases are out too...


What? Do you have some source to back this up, or are you just speculating?


Lord Madgobb * Member Since 2008-11-24
posté October 16, 2010, 15:25:46 | #16
the remove part is true (click here), the speculation on the herb one


posté October 16, 2010, 16:35:23 | #17
Oh, right, I remember seeing that now haha. But I was more concerned about diseases, I don't see anywhere where they have said anything about whether it'll be changed or removed. I don't think that alchemy is necessarily removed, just maybe split up into possibly cooking, baking, and/or herbalism like you think, which means there possibly will still be potion making in some way. So if potions are still in, then diseases might also still be in, but if potions have been removed then diseases probably have been as well.

I know you don't have the answer to that, but I'm looking forward to what the devs have to say about diseases. I know most players want diseases to either be changed dramatically or removed completely, so I assume something is going to be done about them.

Sorry I'm rambling I'm really sleepy lol.


posté October 16, 2010, 18:33:48 | #18
A day in my Wakfu life? Pretty much the same thing everyday, so I don't play anymore -.- I'll sum it up:

I start by looking at my inventory. It's always full of stuff I got from monsters I killed or profession products. If I see anything I want to get rid of, I check what can I craft with it and start collecting the other materials. Usually those materials need other objects to be crafted, so I always start from scratch. This usually leaves my inventory with way more unwanted stuff that I will use in other objects, leading me to a never ending cycle.

Once I get tired of that I gather some friends and go to an unbalanced zone to restore the Wakfu. We plant or kill monsters or plants according to the zone's and Clan Member's needs until everything is balanced. From time to time we meet a criminal and send him to jail.

And that's about it... Pretty monotonous, right? I hope this changes with the next update.


posté October 16, 2010, 19:43:59 | #19

Quote (Dharymel @ 16 October 2010 18:33) *
Pretty monotonous, right? I hope this changes with the next update.


Does the current beta version include the dynamic challenges or no? What you're saying can indeed be monotonous, but depending, it could be fun, considering I don't know to what degree of fun or interest I would express in each of those actions you described.


Lord Madgobb * Member Since 2008-11-24
posté October 16, 2010, 19:51:19 | #20
Nope...
and believe me after a while you really get bored cause the world is still very small....