Siilk's profile
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Member Since : 2011-09-05
65 Posts (0.1 per day)
Most active in : Advanced Gameplay
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 October 29, 2011, 21:32:53 |
#1
Quote (MarsQuake @ 29 October 2011 15:47)  all i want is just a fair way of punishing bad people
Heh, aren't we all, man. Aren't we all...  Sadly, we're far from having this both in wakfu and RL.
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 October 29, 2011, 21:30:09 |
#2
Well, I have noi problems with map marker achievements as long as it's something exotic, like a mob icons or some country-specific marker or something. As long as there would a couple of different marker icons available right from the start, I would have no problems not having "tavern" or "clover" markers.
Give me my "tree", "craft", "well", "danger" and "?" icons and I could do the rest with marker comments.
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 October 29, 2011, 21:25:16 |
#3
Quote (Grichmann @ 29 October 2011 09:54)  I've had an old thread with some ways I see of potentially going about it - it's pretty bad now that I look at it again, and it didn't really take off back then. Still, let me find a link: here it is.
Browsed through the thread.
I like the idea of item disassembling, it would actually be useful if we would be able to break things, that we don't need and have a small chance to sell quickly enough, into something that we could use for crafting. to prevent one from crafting and then disassembling an item ad infinitum, disassembling should yield less resources that it was required to craft an item.
Another good idea(my favourite actually) is rewarding experimentation. Firstly, adding some additional components to a recipe should give the item, you craft some new properties. Surely, they could be bad, like reduced damage bonus or -HP on equip but some props would be good so it would be up to players to find them via trial and error. IT would be easily than finding the whole recipe from scratch that way, as you would already have something to start from.
And of course, trying a high-lvl recipe should grant much more XP than something that you can do with 100% success rate. Failing recipes should grant XP too, 50% of craft XP for same lvl and more, maybe up to 100% for higher lvl recipes. You spent your resources, you tried something, why shouldn't you gain some prof knowledge?
Wisdom affecting crafting XP is also a good idea. That stat is pretty much useless right now so it could surely use a little more love.
Quote (Grichmann @ 29 October 2011 09:54)  In general, I'm not against mini-games, as they can be fun and involving, but that's difficult to achieve. And of course, the time cost/XP reward would have to be modified, specifically to avoid the "repeat the mini-game a hundred times to see a result" effect. I've had talks in yet another thread about treating this mini-game by using the combat rules and mechanics to literally punch out imperfections from the item you're making.
Although mini-games are not the only way to do it. Giving the player some choice in which items he can use to make something, for example, already makes it much more involving.
Have a look in that thread for a few other thoughts.
Quote (Grichmann @ 29 October 2011 09:54)  That "it's supposed to be boring because it's like a job" argument is mostly an excuse not to put any effort into it - I can see where it comes from, but I cannot agree with it. Games, above all, should be entertaining (Even if you're using the medium for something other than simple entertainment. Education, for example. But I digress). If the whole game fails at that, no-one will play it. If just a part is, players will avoid it or grind through it to the fun parts, reducing their enjoyment of them and causing them to leave sooner. In any case, it means you've wasted resources on it.
The problem is, it's hard to come up with a minigame(and a crafting system in general for that matter), that wouldn't be to some point, boring and repetitive. Hell, even combat in a lot of games, MMOs and single player alike, could become boring at times. So, I really doubt there could be something done here to eradicate boredom and repetitiveness from crafting/mining/gathering... BTW, I like your idea of "punch out imperfections". It's something that could be very close to the best possible solution here.
Quote (Grichmann @ 29 October 2011 09:54)  I'll make another example of the internet spaceship game:
What's with not calling eve online by it's name? Is it a curse word here or something?
Quote (Grichmann @ 29 October 2011 09:54)  Now that Oblivion has been mentioned, have a look at what little crafting it had: alchemy had you combine different ingredients (Chosen from hundreds or even thousands of usable items) with known effects to produce a potion with the desired effect, and enchanting items and spells had you balance effects with costs and try to keep it within a given limit. Even gathering alchemical components was a game in itself: you had to keep track of what effect each component had and where you could find it. Some were in a hard-to-reach location, or simply guarded by strong enemies. Adding something similar would be a step in the right direction.
Yep, there's no real crafting in obl/morr, except for aforementioned alchemy. But it's a little bit different there. Firstly, most ingredients are much rarer than than wakfu ones, but the crafted potions are more useful to you(the crafter), than in wakfu. Sure, you can use/equip some items by yourself, but most of the time you just craft for sale(or even purely to gain some XP). Secondly, and that's much more important, you will be able to easily sell potions, you don't need to almost any npc trader -- the luxury we don't have in wakfu. Hell, I still trying to sell all those swords I made at lvl 15.  And, of course, obl/morr has mentors, quests and even spells, that could increase your alchemy. Besides, alchemy if not that important in those games, as it is in wakfu, where crafting/mining/gathering is the only source of stable income. Item drops are rare and it's often extremely hard to sell what you get that way. So pure fighting char would have hard times "living off the land", while In most other games he would have no problems selling wolf pelts and lizard fangs to an npc(or even earning money directly as a monster drops).
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 October 29, 2011, 08:35:06 |
#4
Quote (-FrankNFurter @ 28 October 2011 21:40)  This can be also exploited easily: as the members of a government are players first, then they could just make an alias outlaw, then mark it as one, then hunt it himself and receive the bounty or just do what he likes even if it breaks the law and not mark himself as an Outlaw.
You don't get my idea. Outlaw status would still be automatically set when player has appropriate citizen/outlaw score. Guard Captain just adds "wanted" status, which lets other players see the general location of wanted outlaw in a wanted outlaws list.
As for bounties, well, that's a tricky thing. Of course, easiest way to solve this is to let this run without any tangible bounties. But, let's try to came up with a way to regulate corruption somehow as it would be useful in a lot of government-to-citizens interactions.
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 October 29, 2011, 08:22:04 |
#5
Quote (Tolquius @ 29 October 2011 02:12)  Well, the only solution that I find for this is to make craft a mini-game. Like a puzzle or something to assemble the pieces, or anything else.
...
Of course you could auto-craft, but then you'd have less chance to be sucessful, like the minigames in Fallout, Oblivion, Bioshock, etc. And, if you like to do a lot of items, you could do 10 at a time, for example.
For the love of everything holy, please no. Most Minigames are quite lame per se, but if you have to repeat them 10-100-1000 times(and this would *not* be an exaggeration with crafting), you'll come to hate it with utter passion.
You can't really make crafting less boring as it's kinda like a RL job in Wakfu. It's the source of constant income, alternativeto mining, so if you want stable kama flow, you either mine and mint kamas or craft and sell crafted items. It's an equivalent of daily job you have to be able to spend earnings on something fun. The "fun" part in Wakfu is outfitting your char for battle so, crafting/mining/gathering is just a way to earn some Ks. BTW, player can ignore all the non-combat elements of Wakfu altogether, if he wants to. He could live on selling drops(he would have a lot if he's PvE-oriented and don't use anything on crafting himself) and save a lot of efforts and Ks on not buying resources for crafting.
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 October 28, 2011, 21:18:27 |
#6
Well, it worth a try. Good luck!
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 October 28, 2011, 21:17:03 |
#7
While I haven't read all the OP, I love the general idea. Current gremlin is just an extremely annoying info messages dispenser/minute buff holder.
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 October 28, 2011, 16:49:18 |
#8
Quote (Grichmann @ 26 October 2011 14:34)  Another cool thing you could do is let the governor (Or specially-appointed people) to manually mark people as outlaws (With a short, publicly visible description of the reason, of course) and/or grant amnesty.
And here's another thought for the pool: a special lesser position in the government, something like a detective, which lets you see a list of a character's recent crimes.
Simply letting the government member to point out at anyone and say, "he's an outlaw now" is not really a good idea, it could be exploited too easily. But if we combine your two suggestions together, we could have a nice law enforcing system. Here's how I see it.
A new member of the government, Guard Captain, would be able to, as you suggested, see the list of all people with active criminal record(i.e. positive outlaw score and/or negative citizen score). In this list, and this list only, he would be able to mark a person as "wanted" and, optionally, add a bounty in Kamas for bringing this person to justice. Marked criminal would have additional "wanted" icon appear over his head. A list of nation's wanted criminals would be available in the politics window all the players, and any player would be able to see the current country, maybe even zone of residence for each wanted outlaw, if he's not in the dungeon or a mine.
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 October 28, 2011, 16:24:24 |
#9
Amen to that! I understand that there would be one "free" token for new all chars, who manage to get to the "mainland", but hell, after achievement reset we can't complete this particular one as it requires char to be a newly created. You cannot rescue the gremlin 2nd time, you know... And advanced markers' achievements are usually too much fuss for such a minute reward. Good thing I had most of Amakna marked before the wipe, all placed markers are still there, I just cannot add new ones.
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 October 28, 2011, 16:05:37 |
#10
Try contacting Ankama tech support, maybe they can help you with this. There should be a DB backups after all...
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 October 28, 2011, 08:45:07 |
#11
Quote (GoldfishGod @ 28 October 2011 02:30)  Age, along with birthday (another popular topic for these "personal" threads), gives your full date of birth. Something that is important enough to appear on your passport and birth certificate, and as a major factor when applying for things like credit cards.
Oh, for god's sake! What made you so paranoid these days?
I'm 29 BTW.
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 October 28, 2011, 08:08:57 |
#12
Quote (Tolquius @ 27 October 2011 17:29)  Maybe they could add a feature where you can train with the clan member? I'm not suggesting quests, but maybe killing monsters or specific monsters should help you with professions. It's not a perfect solution, but it's better than the current one. Now that is an interesting idea. How about that: you ask an appropriate clan member to mentor you and for a day you will have a significant XP boost for using the prof, he teaches, but you will be unable to use any other prof for that period of time(or maybe just don't receive any XP for using them), "to fully concentrate on the training". As for getting low level drops, as far as I understand, craft of med lvl requires low level drop so that newbies can have something to sell to higher lvl chars. Maybe there could be a different clan member mentoring option, that would make you especially weak against a mob(like +XXX% damage from gobbals, etc), but increase the chance of dropping the crafting resource, this mob has. It will make fighting low level mobs @ high levels more challenging and somehow reduce the amount of time you need to get "a couple of ingredients, you require". Such boost could also last for some fixed amount of time, or just for one battle. And to prevent players from exploiting this, such boost should only work when the player fights the mob alone.
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 October 27, 2011, 17:53:47 |
#13
Quote (ptxenogear @ 27 October 2011 15:51)  Also prefer the old ones, simpler is always better. They should make this new market a global thing. 2 markets: Local market follows old rules and the new market has a finite amount of slots, and is sold independent of which country you're in.
^This. New idea is nice as a gimmick but without old market functioning as a backbone of the economy, it is completely useless. Auction houses could work as a place for situational sells of unique items but for day to day life we need our good old heaven-bag-and-blackboard-search markets.
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 October 27, 2011, 16:52:23 |
#14
Regarding offline/idle job leveling system: it wouldn't be good for Wakfu as it is for EVE online(yes, it's EVE online that is referenced in the posts above  ). Firstly, current prof leveling could often involve a lot of preparation: getting ingredients, looking for a workshop, etc. Sometimes you have to hunt for specific monsters to gain your crafting materials. So, if you want to have a stable income from crafting, you'll have to gain a lot of required ingredients anyway. And with gathering profession, you already have to gather resources that didn't give you XP any more, because you need it(to use, sell or give to a friend). My point is, you'll have to gather/craft all those things anyway, why not get an XP for it while you still can, instead of rejecting "XP for craft/gather" altogether?
But crafting ingredients aside, here's another problem: Wakfu is not really overcrowded right now, if you know what I mean; it would never be as populated as aforementioned EVE or WoW, that is for sure. In such case, forcing players to stay offline so that they could level up their prof would make Wakfu effectively deserted. Just think, right now you can fight mobs and mine/gather while your HP is recovering. Without direct leveling, you will have to simply sit there and wait for HP to recover and then, after you played for a while, logoff and wail a day or two so that your profs could gain some XP. Besides, Wakfu already has an "offline activity" -- it's Heaven Bag trading. Adding more benefits for being offline would effectively force all players to have separate "playing", "trading" and "prof" characters. It's not like there are no examples like this but it's up to players now to do this or have a one char that does fighting, prof leveling and trading. With offline prof leveling it would be the only
way to play. I'm not sure I want to have an army of chars to simply trade and level some profs.
As for reaping queue, that really a missfeature that only planting has a queue. Planting, gathering and mining -- all those should have an action queue for 10-15 actions. Not too much but enough to have 2-3 mins to check the web or get some tea.
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 October 26, 2011, 12:37:41 |
#15
OP is completely right, "citizenship pints tanking" is wrong. But I'm not sure if we should keep all crimes on one bar as even with % values it's still not balanced IMO. What we need is two different scores, A "citizen-hoodlum bar", and an "outlaw bar". First one would work pretty much like current citizen score, i.e. you obey the laws, you gain points, you break(minor) laws, you loose points. With negative score, you become a minor criminal, a hoodlum and other players could hunt you and bring you to justice, just like it works right now. But outlaw bar is different. It starts at zero outlaw points and can only go up. Each time you break major law(attack a player, for example), you gain outlaw score. If you have more than a specified amount of outlaw points(maybe even more than one), you become an outlaw. It would differ from hoodlum status in some important ways.
Firstly, you cannot decrease outlaw score by "obeying the laws"(like plant trees or something), it will *only* decrease in jail. Secondly, players will gain exp for bringing outlaws to justice. Thirdly, outlaw would be unable to use public services, like market advertisement(but he still be able to search the board), Dragoturkey and ships. He will still be able to use canoons and zzap gates so he's not completely restricted from escaping to another country. And last, but not least, outlaw would loose some amount of Kama and possessions, when he is captured. The amount would probably be based on the outlaw score, the bigger it is, the more Kama and items outlaw would loose. Kama would go to nation's treasury while possessions would be given to the player(s), who will catch the outlaw.
BTW, I think outlaw status should be tied to a country, so A Brakmarian outlaw could hide in Amakna and the Bontian covert ops agent could be wanted in Sufokia but not in his homeland.
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