Sandling's profile
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Member Since : 2011-12-05
33 Posts (0.06 per day)
Most active in : Advanced Gameplay
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 March 04, 2013, 19:38:59 |
#1
Tombola Stone & Scythescraper family
Dear Ankama,
You guys have recently been doing great revamping old (outdated) mechanics/events, like the new Hoodlums, the update to Calamar island, the new challenge/token system as opposed to tasks etc -
Something however that imho has definitly been lingering in a state of 'being outdated', is the not even named Tombola Stone/Scythescraper family. Their only value seems to be that of dropping items that most people aren't even entirely sure of still actually work ever after the profession tools were removed.
I'd say, please turn these guys into a proper family, even arrange a dungeon for them - Their style is amazing, and I'd really love to see equipment based on these fancy gloomy critters!
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 March 03, 2013, 18:25:57 |
#2
Not a bug - In the conditions it is listed to not work at every other turn - Meaning you can never get the skill to work two consecutive turns in a row.
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 December 16, 2012, 18:34:02 |
#3
It should definitly 'not' become a regular thing - Too abusable! People can just fight their Alts all day, make them loose battle quickly and farm in XP without any effort.
'However' - PvP challenge quests or daily quests that reward XP would be an awesome method to control said abuse a bit.
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 December 15, 2012, 18:22:26 |
#4
Political System Revamp
I know there's a political system revamp being worked on currently - But perhaps I'm still in time to toss up a few ideas that might be worth looking into:
Currently, the political system feels like a bit of a gamble, and seems rather abusable by tyrranical presidents (Call it a dictactorship) - Residents do not seem to have enough power to showcase their dissaproval of this. I thought up the following system however that might work perfect for a burocratic government, while at the same time allowing a 'tyrranical' president to be in power, yet at a higher risk.
When a governor is assigned and this governor wants to make any changes to the current laws or taxes, he can choose to do this by letting the population 'vote' for this change to take effect. Residents would be capable of viewing the laws that want to be changed during a timeframe of say 24 hours before the change is either put in, or discarded - In order to win, a law will need more positive votes than negative votes.
If a change in law or taxes has been voted against, this change can not be applied by means of the voting system throughout the current President's mandate.
However! Any change in the laws or taxes can be pushed through with complete disregard of the population's vote - This however would be an act of 'tyrrany', which will allow any resident of the nation (even those that did not vote during the last election) to express their opinion negatively.
Effectively, this change would be in favour of a burocratic approach to the government system, where the presidents can either play it safe and secure by agreeing with their community, or by applying tyrranical force to the nation, which might cause repercussive rebellion when enough people really feel like their current president is not doing a good job to the community.
Let me hear your thoughts please!
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 November 27, 2012, 22:21:50 |
#5
Ah thank you for the heads up!
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 November 27, 2012, 22:05:52 |
#6
Larvageddon Achievement
Hello there,
Already not being a fan of the 'kill the boss first/kill the boss last' design for achievements, the Larvageddon dungeon kind of proves to me again that there's really no thought put into trying to accomplish these things.
The Larva boss will devour smaller larva on his turn, which counts against first-kill credit apparantly - Making this an incredibly unintuitive fight for the achievement. Yeah sure, you could hop on a max lvl's back or round up a group of people way beyond the appropriate designed level, but it doesn't feel right to go for an achievement when the skill to do so is determined by wiping the boss out 'in one go'.
Please consider changing the whole requirement system (I'm most for that personally) or make it so that the Larva Boss' consumption simply doesn't count against the achievement.
This post has been edited by Sandling - November 27, 2012, 22:06:23.
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 November 24, 2012, 15:01:44 |
#7
I'm also honoustly a bit worried that with the newer changes the Feca might loose the versatile 'handyman' kit and instead aquire even more redundant abilities.
Here's a couple of my own ideas I had for the Feca, especially concerning Earth -
- After using the Glyph/Armour utility skill, the next spell cast that turn should have a universal range, but only allow to be cast on a glyph or armour. While random spell ranges seem to work nicely for the damage spells, it's really unintuitive for enscribing a spell on a glyph or armour.
- Earth Armour's theme still working with a 'I've been hit, so I will do X' theme, whereas the glyphs still provide utility much like they do now. Examples:
- Stacking 'similar' glyph layers would not grant additional 'of the same bonusses' anymore - However a glyph and armour could both be provided for the same bonus. - With more utility, this would cause the Feca to focus on more diversity in glyphs during the same combat.
1) A field that gives +1 MP (fixed) and a dodge boost, scaling per level. The armour would do the same, but only when the character is hit.
2) A field that gives +1 Range (fixed) and a perception boost, scaling per level. The armour would do the same, but only when the character is hit.
3) A field that gives +1 AP (fixed) and a lock boost, scaling per level. The armour would do the same, but only when the character is hit.
4) A field that gives a counter ability when occupying the scare, dealing damage back when hit, scaling per level. The armour would do the same - No more 'conditions' for being hit ranged or close.
5) A field that pushes a character back 1 square when hit and a backstab damage boost, scaling per level. The armour would do the same. - Trick for the glyph would be to not get yourself pushed out of course.
Fecablades as a spell would be changed to a passive utility, where enemies get damaged from any armour moving past them - The damage would obviously need to be less (Scaling per point put into it), as you could now make room for other spells on top. However even fire fecas could enjoy this tactic, putting their armours on enemies to have them hurt each other (Like Fecastopheles in a way) - Elemental Damage type could be the type of the inscribed spell.
Fire glyphs/armours
- Focusses on doing damage, or less damage with a 'chance' to apply conditions. Whereas Earth would give certain utility, fire instead always gives certain damage. The armours would 'trigger' each of the enemy's turn.
- Pure damage glyph/armour
- Damage + Blind glyph/armour. Blindness chance would be a fixed rate.
- Damage in AoE glyph/armour
- Damage + Zombification? glyph/armour Zombification chance would be a fixed rate.
- Damage + movement restraint (-1 MP?). Movement restraint chance would be a fixed rate.
Water glyphs/armours
- Focusses on perseverance, their abilities 'growing' the longer the battle lasts. (Each inscribed turn, they trigger an added percentual value again).
- Block glyph/armour, scaling per level.
- General healing glyph/armour, scaling per level. - Triggers at every start of the turn.
- Initiative glyph/armour, scaling per level.
- Adaptive resistance to element, scaling per level. (elemental resistance changing to whatever hit you last)
- Elemental transmutation, scaling per level. (A certain percentage of damage dealt by the source becomes another random type of element)
Just some wild ideas!
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 February 19, 2012, 05:47:53 |
#8
Yes, if it works like this the way I'm reading it, it would be incredibly rediculous and motivate 'twink' gameplay. Characters that will spend money to enhance their low level capabilities, racing like a train trough lower levels since they're 'way too powerful'. One of the solutions I can come up with would be to not allow for these increases to exceed your character's level. That way your character your character will not step out of line in power for their level, but it does allow for better management on skill levels (something the current system doesn't do)
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 January 17, 2012, 16:33:17 |
#9
Quote (Helproo @ 16 January 2012 19:45) 
Quote (Yechnagoth @ 16 January 2012 18:42)  I'm just gonna be short on this one:
So, instead of pay to play, you prefer pay to win?
"Free" to play is the worse thing that can happen to any MMO. Its unbalanced and literally who pays more wins/has advantage. Not to mention those who are free but are practically unplayable as free (gunbound, I'm looking at you).
I have to say I disagree with you on this. While some MMOs do chose to allow an advantage for paying players, they don't all do this.
If you look at the most successful one, League of Legends, with 11 million players, there is no in-game advantage from paying.
Most people spend their Riot points on cosmetic items. You can buy boosts but then you're essentially buying the ability to play less than a free-to-play player - there's no advantage in terms of character strength.
If Wakfu were to become F2P and chose this path, I certainly wouldn't be complaining. League of Legends (and Team Fortress 2 actually) is a bit of a bad example to match Wakfu with. Both release both cosmetic and functional content at a rather rapid pace and allow for people to aquire them either trough payment or trough 'hard work' - I believe that this formula is sort of the scoring factor here, as a lot of people will still pay money when they can't stand the wait. I've always been curious if the majority of money spend in League of Legends and TF 2 actually comes from cosmetic items, or people that purchase functional characters/weapons.
It's true though, both of these games have a wonderful system going that caters to both free players and spenders without causing any breach in power. A nice new turn based strategy/card/boardgame called PoxNora is trying out a similar approach somewhat now (not 100% there yet)
As for Wakfu, I have no idea how they would incorporate this system. Lots of MMOs go 'pay for power/speed'. People hate waiting, so this falls in line with my earlier conclusion. Lineage 2 might've gone 100% cosmetic instead, but this might've been a decision based on a decline in population after so many years of succesful running. I assume they made enough profit with it by now as is.
I don't really see any sane system for Wakfu to go free without falling back on Pay to Win personally.
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 January 16, 2012, 11:52:34 |
#10
The problem is restriction - The majority is expected to go to recommended servers with a language they speak. There's no real incentive for say a Spanish person that speaks only Spanish, to go to the international server when a Spanish server exists for them, and is recommended to them. - If said Spanish person would talk English well and prefer to go to the International server, who would ever mind?
This restriction is rather brutal as it ignores versality and preference on the player and just allocates people like sheep without putting the wishes of the player above some systematic procedure.
I think it's also a bit morally laughable that this game which puts so many choices, including politics, in the hands of the player counters its own values immediately by pulling this stunt.
I for one wish for them to reconsider the neccesity of regional restriction, or at least provide support to those that feel they do want to move to a different server.
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 January 10, 2012, 17:55:54 |
#11
I feel a rather different point should be brought up in regards to all of this:
What is Wakfu supposed to be in regards to Dofus? A successor, a variation?
From what I am currently gathering, it's supposed to be a Dofus 2.0 as the similarities, world, mechanics are way too comparable. On the other hand, it feels like the game is suffering from depth that people prefer in Dofus - What makes the old playerbase prefer this over what they already had?
Even more questionable to me is the fact that they are still actively supporting both (or I'd almost like to say that Dofus is still getting more support at that) - Surely you might get a new crowd on this, but why do it all over again when you could catch two birds with one stone - They'll need to invest double the time and money now for a split community.
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 January 06, 2012, 00:57:23 |
#12
I'm sick of region locks like this, and my interest in Wakfu completely ends right here as well with this in place.
I travel back and forth from Europe (The Netherlands) to America a lot for extended periods of time, and have practically all my friends living over in America. This makes it impossible for me to experience this game in any practical way.
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 January 05, 2012, 16:38:03 |
#13
I'm glad to see that the English speaking community is more lively then I anticipated by this flood of comments.  So far I'm quite happy with the changes. I am slightly baffled why the Sram has not aquired any deeper changes though, but I'm sure that will happen due time. Somewhat hoping for an overhaul on making their fun design also functional.
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