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Member Since : 2011-09-02
403 Posts (0.64 per day)
Most active in : Advanced Gameplay
posté March 28, 2012, 14:37:58 | #1
Oh, no problem at all. This section is basically for rants, anyway. I can sympathise with your point of view, as well. I'd simply rather not have a given type of item (Any type of item - quest items being an exception simply because you can't acquire them twice) be made an exception from the inventory space management system. I like that sort of consistency.


Thread : Suggestions  Preview message : #160587  Replies : 13  Views : 602
posté March 28, 2012, 13:26:44 | #2
Yeah, I know. Lack of inventory space is one of the problems you have to deal with in the game, with bags and Haven Bag storage providing a means to do so - and a decent part of work for two crafting professions. Which is why I don't really mind specialised bags that have more slots than a normal bag of a similar level/rarity, but can only store items of a certain kind.
Granted, keys make up a minor part of all the items you get to carry around - minor enough that I'd much prefer specialised storage for equipment, if I had to choose one item type to implement that for - but they're there for a reason.


Thread : Suggestions  Preview message : #160549  Replies : 13  Views : 602
posté March 27, 2012, 09:41:55 | #3
Yay, this thread is going around in circles! What is this, fourth one already?
Why don't we just impose a strict limit on a minimum party size to get drops? If you're alone, you get nothing after a fight.


Thread : General Discussion  Preview message : #158617  Replies : 102  Views : 3679
posté March 27, 2012, 09:33:01 | #4
Let's see what we have here...

>>Auto-move all the items without confirmation - do it like every other MMO out there.
Yes, please.

>>Auto go to a place you have visited before or at least auto summon to your phoenix. - Yes its an MMO and yes it means long distances.
No, we have Zaaps and Dragoturkey expresses to serve as at least some form of money sink. Adding more of those would be nice, but an autopilot would make the game much too automated. A means of returning to your Phoenix would be handy, though - maybe as a consumable.

>>Insignia and/or visual sets slots. - I want my ninja insignia to work even when I'm chopping wood or gutting cows.
Included in the current patch, as far as I know.

>>Key ring.
While a specialised type of bag is an interesting (And good) idea, making items impact on your inventory negligible sort of defeats the purpose of bags in the first place.

>>Offline Death Penalty Counter
Wouldn't mind it. 3 minutes is an annoying wait, but it's short enough to not be too bad.


Thread : Suggestions  Preview message : #158609  Replies : 13  Views : 602
posté March 27, 2012, 09:21:22 | #5
Very much so. Even if you do consider multiboxing bad, and if you do decide to reduce it directly by imposing some sort of penalty, rather than examining the causes, you simply cannot afford a false positive in detecting it. And as Shaleigh1 already mention, a household usually shares an IP, and entire apartment buildings, college campuses, or even city blocks sharing one is not exactly uncommon.
Sure, there are other methods, but they have the same problems.
Better leave the multiboxers be and instead focus on actual problems.


This post has been edited by Grichmann - March 27, 2012, 09:35:44.
Thread : General Discussion  Preview message : #158605  Replies : 27  Views : 1462
posté March 27, 2012, 03:23:30 | #6
You could try wandering to the French or American sites if you can read French or American... I mean, use a proxy. They get the notes published a bit sooner, usually.


Thread : General Discussion  Preview message : #158513  Replies : 55  Views : 2113
posté March 26, 2012, 22:39:01 | #7
Oddly enough, this makes sense to me. Why not.


Thread : Suggestions  Preview message : #158429  Replies : 5  Views : 344
posté March 26, 2012, 04:21:13 | #8
I'll agree that multiboxing is only a problem if a significant portion of the players does it (More specifically: a significant portion of accounts are involved in it), and that can only happen when the game itself does not facilitate proper teaming well.
Forbidding it explicitly - as opposed to, say, making controls impossible to operate by a single player - simply never works. IP locks, for example, can be circumvented by a simple proxy (Takes 5 minutes to set up) and harm players without an external IP (Meaning a whole city block uses the same IP) or with more than one player in a household.

Simply put, if a player wants to play alone, he will, and he probably won't bother others too much. Making him want to play with others is good, and it's what the developer (Any developer, really) should be doing. Making him unable to play alone is an enormous dick move.


Thread : General Discussion  Preview message : #158005  Replies : 27  Views : 1462
posté March 26, 2012, 02:53:03 | #9
And yet you feel you need to point that out? Interesting. But you're right, the sides aren't coming to an agreement here, because that's just not something that happens on forums. Seriously, in all the time I've been around, there's usually two, maybe three people on any given forum who will ever change their opinion, admit to being wrong, or even just agree to disagree, no matter how strong the other side's arguments are. Basic psychology, you see. You can usually tell when they give up, though.
Sometimes I'm not even sure why I bother.


Thread : General Discussion  Preview message : #157981  Replies : 102  Views : 3679
posté March 25, 2012, 22:28:22 | #10
Only, you say? I beg to differ.


Thread : General Discussion  Preview message : #157901  Replies : 27  Views : 1462
posté March 25, 2012, 21:02:41 | #11
I do believe you've just proven my point, BJSV. Thanks!


This post has been edited by Grichmann - March 25, 2012, 21:03:05.
Thread : General Discussion  Preview message : #157855  Replies : 102  Views : 3679
posté March 25, 2012, 20:36:33 | #12
Okay, let's go with this: it solves the problem of people not playing in groups. Let's even agree that it really is a problem, for the sake of the argument.
Do you really think it's a problem with solo play in general, and not Iops, Cras and Sacriers being overpowered, or maybe dungeons themselves being too easy?


This post has been edited by Grichmann - March 25, 2012, 20:36:51.
Thread : General Discussion  Preview message : #157835  Replies : 102  Views : 3679
posté March 25, 2012, 19:09:01 | #13
I don't follow your logic. Let's take it from the beginning: what purpose is prospecting lock supposed to accomplish, or what problem does it solve?


Thread : General Discussion  Preview message : #157815  Replies : 102  Views : 3679
posté March 24, 2012, 21:11:17 | #14
Yeah, I am one of those people who play the looter. I like having an advantage in getting better/more stuff sooner, but as you've said, it has to be balanced right. At the moment (Before prospecting lock is in), the difference between me (Roughly +170 prospecting at level 30) and a regular character without prospecting is ridiculous - they get one item, I get three. In any case, this +100 prospecting Enutrofs get is a very significant bonus, and it'd be silly not to include it in the balance, and therefore at least some items will be fairly common for an Enutrof, but very rare for others - boost it one step further, and an item rare for an Enutrof is simply impossible for another class. I'm not saying it's not possible to balance it right, but I find it unlikely that Ankama will get it right.

I'm not implying that everything should be soloable, either: just that rewards should be the same whether you're alone or in a 15-man gang. If you managed to solo a dungeon, you have proven yourself to be a man, and should receive your whole reward appropriately. Of course, you're either very much over the dungeon's level (Thus the reward is of little value for you), are exploiting something (Ban or rebalance pl0x), or the dungeon is simply designed too easy (And needs to be beefed up).

There should be limitations - but they should be of a natural sort, not arbitrarily enforced from above. Make the fight simply impossible for a single character, not easy, but halve the reward for a group of fewer than 3.


Thread : General Discussion  Preview message : #157461  Replies : 102  Views : 3679
posté March 24, 2012, 20:53:40 | #15
Making the game more difficult is great - but honestly difficult, where you need, like you said, tactics and coordination to prevail - players will be more likely to seek out permanent partners to play with and seek out to optimise their tactics to mesh well with each other (Multiboxing is a common side-effect of this, for obvious reasons, but nothing can be realistically done about it). Also, players get to choose their own challenge by simply choosing how many partners they want to take to the fight - the same dungeon may be easy for a 6-man team, but challenging for a 4-man one, and nearly impossible for a pair, assuming they're level-appropriate. But it's always the players' own choice. Adding arbitrary limitations, like a minimum party size, deprives them of this freedom of choice, and that's bad for a sandbox game.
If you've been paying attention, prospecting lock is an implicit minimum party size limitation - only instead of not being able to go at all, you'll be dicked out of a part of your reward. You can, in theory, partially circumvent it, by replacing two characters with one of a specific class, or shooting yourself in the leg by swapping out your combat gear with prospecting gear. Seems backward to me.


Thread : General Discussion  Preview message : #157451  Replies : 102  Views : 3679
posté March 24, 2012, 18:32:20 | #16
The great thing about MMOG's in general is being able to interact with others indirectly: so, you've planted a patch of barley, and someone else harvested it later? Indirect interaction. You sold a bunch of materials, then bought some equipment on the market? Indirect interaction. You don't even need to know the other guy to interact, but you still do - here's multiplayer for you. Why is it always extremes with you guys, anyway? Either you're an antisocial freak who shouldn't be allowed to talk at all, or you're willing to play with anyone, at any time. Ever considered that there were people who already have enough social contacts, but don't always play at the same time as they do?

Back on topic, such a limit will, in short, encourage playing as a high-prospecting Enutrof more than it will encourage playing in groups. Including making one as a "service" character you don't enjoy playing at all, but have to to compete with anyone. That is always bad.


Thread : General Discussion  Preview message : #157389  Replies : 102  Views : 3679
posté March 23, 2012, 20:10:01 | #17
It's too early to pass judgement, I think, but I play a high-prospecting Enutrof, and I don't like the idea of prospecting affecting drop rates so much at all.


This post has been edited by Grichmann - March 23, 2012, 20:10:33.
Thread : General Discussion  Preview message : #157015  Replies : 102  Views : 3679
posté March 23, 2012, 18:56:12 | #18
Yes, this is a major problem right now. You can achieve the same effect with your Haven Bag (Put items on "sale" for 0 Kamas, put bag somewhere newbies pass by), but that's not really a solution. The items keep accumulating and becoming more and more worthless. What is sorely missing is a way to take these items out of the game permanently, and gain something from it.

Simplest way I could come up with would be breaking those items down for crafting XP. As an extra bonus, it'll also allow crafters to level without making hundreds of the same item.


Thread : Suggestions  Preview message : #156993  Replies : 1  Views : 200
posté March 23, 2012, 18:36:19 | #19
It takes less than a month to reach level 100. You usually understand you've botched something by level 30, which takes what, a week to get to if you play just an hour per day? The game is already far too easy, and a respec, as seen in other games, would make it far too easy.

However, I do agree that some means to reassign your stats would be handy, to let you keep your crafting skills, and contend with minor rules changes and gear additions. So I've got an idea for a system I'd be okay with:
It requires you to be level 100. After reaching it, you keep getting XP, and each "level" (Same amount as it takes to get from 99 to 100) gives you 5 attribute and 5 specialty points you can use to roll back some of your previous choices. It costs as much points as you've spent in the first place to do so, so rolling back a level 9 active support skill will cost 15 points, and an MP will cost you 100. Even more, you're only able to accumulate as many points as it would take to roll back your highest-costing roll-back, even if it's below 5. That is so you cannot accumulate enough for an instant full respec. And if you went full HP, you're going to take a while to fully redistribute.


Thread : Suggestions  Preview message : #156983  Replies : 4  Views : 231