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Member Since : 2012-06-22
15 Posts (0.05 per day)
Most active in : General Discussion
posté April 24, 2013, 02:14:30 | #1
Level 56 might be a bit too harsh to give up just to be able to finish the quests. I assumed that the affected character wasn't that high. I'm sorry for misunderstanding the situation at hand.

In that case your only choice is to hope that Ankama will fix the problem (if you don't want to start over). Maybe they will. I wouldn't count on it though, but if they actually address this problem I would be thankful, too. I would also be one of the first players to commend them on a job well done.

I have a character with two baskets stuck in the quest inventory rendering her unable to finish the basket quest. That's not really a serious problem compared to your problem. Another character has the quest reward amulet stuck in the quest inventory. It's only a cosmetic problem. Honestly, I don't know how all this happened. Zinit is buggy as hell. I already reported the problems a long time ago, but nothing happened.

The (leveled) wisdom pet is pretty useful at higher levels. +25% experience points is pretty awesome especially if you think about the amount of experience points needed to level from 110 to 120. In the long run it might almost justify starting over even at level 56… cutting grinding down by 1/4th… but if they fix the problem all 56 levels would've been wasted. It's a tough choice.


This post has been edited by VanillaCantata - April 24, 2013, 02:16:58.
Reason for edit : Posted with the wrong account (VanillaRequiem is the right one)…
Thread : General Discussion  Preview message : #531441  Replies : 8  Views : 222
posté July 23, 2012, 17:36:14 | #2
The changes planned for Enutrofs seem reasonable. They didn't go overboard with the buffs. Moderation is the key... even though Ankama isn't exactly known for moderation.

I can't comment on Ecaflip since I never played one.

The changes to Osamoda are pretty hard to comment on. There are loads of changes... some will hurt (goodbye doubled damage for summons) and some will be awesome (overall damage and utility buff). Only actual gameplay will show how all this will work out in the end.
Without any new summonable monsters Osamodas will most likely stay ineffective at 105 though...


Thread : News  Preview message : #201251  Replies : 104  Views : 3722
posté July 21, 2012, 13:11:55 | #3
Yes.

The system is heavily flawed though. Arenas are only viable if you do them in groups of 5-6 people.

It should be easy to scale the system for smaller groups, too - offering proper rewards for strategic gameplay. Especially in a game with a population this small and bugs preventing a significant amount of players from actually playing the game punishing smaller groups isn't exactly the way to go.


This post has been edited by VanillaCantata - July 21, 2012, 13:12:28.
Reason for edit : Minor correction...
Thread : General Discussion  Preview message : #200907  Replies : 15  Views : 845
posté July 21, 2012, 13:02:14 | #4
No.

1. Most of the games are based purely on luck. That's flawed game design. It's okay if 2-4 games are luck based... but almost all of them is a tad too much...
2. Bugs, bugs, bugs.
3. There isn't enough variety.
4. There are things that are much more important than adding this kind of content.

The good things about the fair are the cute little details you only encounter when paying attention to the little things that aren't connected to the games.


Thread : General Discussion  Preview message : #200903  Replies : 9  Views : 787
posté July 20, 2012, 13:27:36 | #5
Don't expect a fix anytime soon. Don't expect compensation for your lost subscription time. It's Ankama you are dealing with.
The support takes ages... even to answer the simplest requests.

Basically what I'm trying to say is: Don't get your hopes up too much. You will get disappointed.

There were a few updates in the last few days, but none solved this game breaking problem.

The only possible workaround that doesn't involve Ankama and "solves" the problem is playing the game on a different machine that doesn't encounter the described problems. I wouldn't be surprised if the support answers requests regarding this issue with this solution after 3-6 weeks.


Thread : Bugs  Preview message : #200783  Replies : 4  Views : 364
posté July 12, 2012, 22:07:22 | #6
To make things short... you most likely won't be able to progress.

Why? The support doesn't care about the customers.
I had a similar problem (albeit not as game breaking as yours is)... it caused one of my characters to pick up two wicker baskets instead of one. This caused that the quest with the wicker basket can't be finished anymore. Contacting the support and long discussions resulted in... you guessed right... nothing. They even closed my ticket without even addressing my problem. The wait times were horrible, too.
I know... many other games have terrible support, too... but the support in this game really shines above all... in an evil and sinister light.

There is no way to reset quests... the only way to solve your problem is to contact support and hope for the best.
I hope that you'll be lucky and get some qualified support... unlike me.


Thread : Bugs  Preview message : #199233  Replies : 5  Views : 429
posté July 12, 2012, 17:30:17 | #7
A friend of mine suffers from the same problem.

It happens frequently and she can't play the game due to this issue.

The game still runs, but there is no way to play the game since you can't see anything anymore. Blind interaction is possible... but playing this game blindfolded isn't effective gameplay, nor is it fun.

It always happens when hovering over an object that needs some server-side information to be loaded.

Reinstalling the game, updating drivers and trying to resolve the problems with standard procedures didn't work... it's a problem caused by the Wakfu client.


This post has been edited by VanillaCantata - July 12, 2012, 17:31:45.
Thread : Bugs  Preview message : #199167  Replies : 4  Views : 364
posté July 12, 2012, 11:37:50 | #8
1. Not enough players.

2. Players are split up in four nations and can't play together. (At least at one of the most important level ranges for beginning players - examples: Tofu and Gobball Dungeon.)

3. Bugs, bugs, bugs... Some bugs even effect basic class mechanics and cripple whole classes. Others are minor annoyances, but they still affect players by their sheer amount.

4. The inventory space is way too low. Implementing ikiakits for crafting materials will solve this problem (if they are big enough)... but right now it's frustrating.

5. Too many useless support spells. The useless ones should be rebalanced. Also support spells should NEVER be just for one specific element (it's cool if one element profits more from a certain speciality, but if a speciality is useless to one or two elements it's problematic). This is a serious design flaw and has to change.

6. Not enough crafting recipes variety and too many materials without any real use.

7. Some stats are useless while others are too powerful under certain circumstances. (Example: Initiative in PvP...)

8. Some things are effected by RNG way too much. RNG is okay - to a certain extend... but making luck that much of a factor in some encounters isn't really a fun thing (RNG = Random Number Generator - Randomness).


This post has been edited by VanillaCantata - July 12, 2012, 11:40:56.
Reason for edit : Minor issue... speciality > support spell
Thread : General Discussion  Preview message : #199069  Replies : 8  Views : 562
posté July 12, 2012, 00:28:44 | #9
Don't forget that Sacriers only deal top damage under very specific conditions. Most of the time those conditions aren't met.

The limiting factors of Sacriers are limited range, only being able to deal hefty amounts of damage at low HP, managing Wakfu Points and getting hurt when other team members die.

I agree that fire Sacrier damage is too high at the moment. Their tanking ability is too strong, too... but losing all benefits of Sanguine Armor smells like overkill. This will basically force all Sacrier players into earth builds which will remain almost as durable as they are right now.
Killing a whole active ability for two of three possible specs just doesn't sit well with me.

Nerfing is a necessity, but it should be done with caution.


Thread : Sacrier  Preview message : #198991  Replies : 19  Views : 977
posté July 11, 2012, 13:13:02 | #10
Sacriers will only be able to deal those big damage numbers under certain circumstances (Bloodthiry Fury + Punishment combo).

1. They need to be at very low HP.
2. Enemy HP needs to be at a higher percentage compared to the percentage of the HP of the Sacrier.
3. You have to use "Bloodthirsty Fury" before using Punishment (if it crits you'll be able to deal even more damage).
4. Punishment consumes 5AP, 1WP and 1MP.

If all conditions are met... you'll hit like a truck.


Thread : General  Preview message : #198749  Replies : 4  Views : 781
posté July 11, 2012, 12:55:23 | #11
Don't worry too much about damage. Sacriers will still deal loads of damage with all these nerfs... albeit it'll be lower than it is today. But that's not really worrisome.

The real problem is the change they plan to make to Sanguine Armor. This affects survivability of fire and air Sacriers... especially fire Sacriers.
Backfire damage from fire spells will be considerably more lethal since you can't stop it with your Sanguine Armor. Punishment already punishes a fire Sacrier at 105 with 70+ damage... imagine having to deal with that without Sanguine Armor.

In the end we'll be forced to play as earth if we want to maintain our tanking abilities. Two skills will be "earth only" - Sanguine Armor and Tattooed Blood (basically... even though the block bonus from "Tattooed Blood" might come in handy for other elements, too... but there are better options).
Earth profits from all spells while the other two elements don't... that's a fundamental design flaw (I know - other classes suffer from this problem, too).

EDIT: We still don't know the other changes they want to implement... so all of this is just speculation based on the information they provided so far.


This post has been edited by VanillaCantata - July 11, 2012, 12:57:12.
Reason for edit : Added information...
Thread : Sacrier  Preview message : #198739  Replies : 19  Views : 977
posté July 10, 2012, 18:19:52 | #12
EDIT: Too bad... I thought a bug was resolved that wasn't listed in the patch notes, but I was wrong in the end. Just retested it... Pandawa's Merry state is still bugged.


This post has been edited by VanillaCantata - July 10, 2012, 19:25:10.
Thread : News  Preview message : #198539  Replies : 26  Views : 2793
posté July 10, 2012, 11:46:30 | #13
Thanks for the clarification, Troyle.

I still got some hope left that the issues I mentioned will be resolved in the next update.


Thread : News  Preview message : #198401  Replies : 26  Views : 2793
posté July 10, 2012, 11:27:29 | #14
Seems like they fixed some fundamental bugs.

Sadly a few really important bug fixes are still missing... at least in the patch notes. I really hope the list is incomplete. (examples: Pandawa's Merry bug, bugs regarding the dodge scroll, bugs that cause quest items like the wicker basket to stack, quest rewards that turn up in the quest item inventory etc. - all listed in the bugs forum)

Still... this is probably one of the best updates since release. There is some new content to play around with and a healthy amount of minor adjustments.

I won't get my hopes up for a new ikiakit to store crafting related materials in this update.


Thread : News  Preview message : #198385  Replies : 26  Views : 2793