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Azael tells you about the state of the game and the development planning for the second half of 2013…
We already reached the middle of 2013 and it’s now time to look at what’s coming for the rest of the year. And I can tell you that we have many things to talk about!
Before going in the details of each patch, I wanted to explain the direction we will follow until the end of the year, which might help you better understand some of our decisions.
Classes and GvG
First, we know that classes are the heart of WAKFU and that the expectations are very high. Let it be said, it’s our number one priority!
Concretely, we will not implement any new feature before revamping the classes and the content will be very limited as long as we didn’t stabilize balancing.
That’s why we will postpone the GvG content to the end of the year, and each patch will now include a class revamp. We think it would make little sense to implement a PvP system without having first stabilized combats (stats, lock, velocity) and classes. On the other hand, we don’t want to implement more than one class revamp per patch, in order to put as much care as possible into each class.
Now, here’s the planning for classes:
January 2014: Feca
Something else that was already mentioned, and still planned for the July update: spells balanced up to level 200.
We think this is a most important mechanic that should allow for better and more coherent basis in terms of character evolution, and finally offer a real possibility of Multi Element builds.
Community and Devblogs
I wanted to talk about our communication towards you.
We will try to provide our Devblogs ealier and give you a chance to participate more in some of our choices.
A devblog should open the communication between us, and we want to use them to take your feedback into account before a patch is released, and be more reactive after the update.
Don’t forget that a devblog is a design proposition that can very much evolve with your feedback!
More focus on the basics of the game
As important as class balance is the improvement of the basics that make WAKFU a unique experience in the gaming industry. I of course mean politics, ecosystem and combat.
I won’t announce huge revamps, but I can tell you that each patch will include modifications of some of the rules to strengthen these features and help them evolve later.
It’s nothing sudden and we’ve been working on these features for a while already, but you will only start to notice the changes now.
WAKFU has been under development for many years already and it was necessary to establish a picture of what works and what needs improving, while still taking your feedback into account, as well as technical limitations and of course, the planning!
Many rules will be modified until the end of the year, such as citizenship points, non-aggro state, maximum AP and MP, velocity, etc…
Each patch will see its share of small changes that should reinforce the basics of the game and of course each of these modifications will be explained and adapted with your feedback.
The beginning of the game
We will also revamp an aspect that is maybe less impacting for you, but just as important: Incarnam and Astrub.
WAKFU is a very peculiar and unique game and we want to make sure that the first steps give a real idea of what a subscriber could get access to.
This revamp will also simplify the access to professions, feature a complete overhaul of the geography of Astrub, as well as a complete narration aspect to better introduce the main quest.
This revamp is also part of the main problematic of this year: strengthening the basics to better shape the future of the game, and particularly the next part of Mount Zinit.
We adapted the planning based on our priorities, your expectations and production schedule, but there is one point that still needs to be discussed: crafting.
This is one of the aspects of the game that we would really like to revamp, but the current planning will not allow it without risks for other contents.
We know that many of you are eagerly waiting for this, and we’re still looking into the best solutions to implement it.
Some equipment rules as well as the revamp of the tutorial and other modifications will allow for a better game experience.
We will try our best to implement this awaited profession revamp, but I cannot guarantee that it will be done this year.
This is the only point on our planning that isn’t fixed yet.
Our goal is to implement 8 Haven World with each update and even more in December to reach 120 Haven Worlds at the end of the year.
Each patch will also include new buildings, appearance and ground packs as well as many new decorations until the end of the year!
More advanced content
After Wabbit Island (in August) we will implement 2 new dungeons per patch.
The goal is to implement less content in order to focus more on the tactical aspect and balancing of our existing monsters and dungeons.
We would like to involve you in some decisions regarding the content to implement, and maybe let you vote for the adventure island you’d like to see improved.
We will add a main quest, dungeons, etc… Those of you who think that Kelba or Forfut are too empty, now is the time to be heard.
As requested by some players we will also try to publish a “step by step” article about the development of the island, allowing you to see the evolution and maybe even participate…
Finally we will also use this time to correct the bugged content, instead of trying to rush new content.
After the Dragon Pig setback we decided to focus on its comeback and therefore canceled the Big Sandhill that was originally planned for July.
Ultimate Bosses constitute Elite high level content and we want to first focus on the classes before implementing a new UB.
That should be it for our mid-year roadmap. I hope I was able to explain clearly our mid-term objectives (for the end of the year). I didn’t give much detail for now but you will find an updated version of the roadmap here.
As you will see, there will be no update in September. But don’t worry, the update will be released in beginning of October, and all following updates should take place at the beginning of the month as well.
And since I didn’t spoil much this time, I’ll give you the date of the July update: July 30…
I’ll come back to you after each update with an information letter to give you an overview of the state of the game (I’ll try to make it shorter next time…).
And here’s a detailed list of the content of the July update:
Max level increased to 125
Xelor revamp and Stasis branch of the Foggernaut rebalanced
Addition of the option to move a building
8 new Haven Worlds on each server
Addition of Bilbyza themed decorations
Addition of an “Arena” building
New island: Bilbyza (80-100)
Rebalancing of the access to rewards
Addition of 2 minigames
Rules of the game:
Improvement of Citizenship Points loss
Improvement of the Non-Aggro state
Spells balanced up to level 200
New “Relic” items
Limitation to a maximum of AP/MP
Willpower and Perception no longer increasable with ability points
Rebalancing of the families, experience gained and sets
New world map
Addition of the keys to be crafted by Handymen
Gathering professions automatically learned for new characters.
Something else that was already mentioned, and still planned for the July update: spells balanced up to level 200. We think this is a most important mechanic that should allow for better and more coherent basis in terms of character evolution, and finally offer a real possibility of Multi Element builds.
I'd love to know why Ankama thinks this^.
What's so different about spell/character levels at 100 and spell/character levels at 200.
16 July 2013 23:20
Max AP better not be less than 12. Please fix prospecting and dungeon tokens too! Without any decent storyline or quest line we have nothing to do but grind and chat. The maps are largely inert. Flora and fauna doesn't aggro or interact in any meaningful way. Dropped crafting mats could use a buff at the very least.
Some of the changes do look great though and anxious to see if you pull them off.
16 July 2013 23:45
Max AP/MP needs to be high.
Ecaflip God Card is +2.
Xelor turn bonus is +3.
Feca glyphs are +3.
Shhudoku buff is +6.
Fusillade doubles base AP.
Enu Zerkers have massive amounts of MP.
Xelor's will alter AP amounts by quite a bit it seems.
How on earth is Ankama going to put a cap on that?
16 July 2013 23:47
AP/MP limit don't take into account effect...
In my opinion it would be 12/8. (12/6 like dofus would be to low for class that use MP to hit)
PS: Haven Worlds don't need arenas!!! We can made that using barriers and then using decorations like obstacles
16 July 2013 23:53
If max AP/MP is only from gear/stats... why does Ankama get so worked up over their precious ap capes and set bonus needing cape slot. Just slap the AP cap on us and leave us to play with all the gear. Sounds like another area they have no idea where they're going.
16 July 2013 23:56
i stopped reading after feca revamp january 2014
17 July 2013 00:20
(GaaraDelDeserto @ 16 July 2013 23:56)
i stopped reading after feca revamp january 2014
Wait until it's removed from the 2013 roadmap. It's listed for December and should be January now. I expect to see many posts asking about Feca revamp because they have never seen this thread
17 July 2013 00:23
Haha, Why do all of these fecas want a revamp? i really enjoy mine and dread any revamp after how the rest have turned out.
Still, prove me wrong Ankama, hopefully with the added focus you will do a better job of it, but don't ignore the classes you just revamped. Ecaflip and Saddida still need time in the oven, they aren't done yet.
Don't get me wrong, I do applaud the focus change. The core rules of the game have a far greater influence than adding new content does, many issues like drop rate need to be addressed aswell, didn't you say you wanted players to always feel like they were rewarded when completing a dungeon?
Ive gotta say going through the slog that is vampiro that takes 30 min to 1 hour over and over again is so painful, its 5 runs for me so far and Ive only got tatters to show for it.
Still thats nothing compared to my adventure with mollusk dungeon. over 70 runs now and ive manage to drop 1 kraken helmet 2 welkington belts and no epshelletes
And on another subject, why do you think hybrids will be aided by level 200?
At the moment once a multi ele reaches the cap it can use the xp overflow to level its other spells, otherwise the stats you get from spell levels will be about 80% less damage than a single element character.
Also, you will find yourself revamping all of the classes again once the level catches up for specialties as we can already max most of them.
If you want to encourage hybrids make sure classes that can heal can use general damage sets like vampiro and make sure its possable to get sets in combinations.
Here is a little experiment for you, how exactly does a water/air eni or saddida get hushed? do you expect them to be able to do shudoku in level 60 gear? Now they cant even look forward to necroforged because you are making it single ele for no reason.
This change is the reason my saddida is changing from water/air to earth. One hybrid gone.
Also why remove unique effects from sets? if they are unbalanced at least try to replace it with something as interesting.
17 July 2013 02:25
Heh, wabbit island and eniripsa my most favorite class and animals on my birth month nice. Nice job Ankama. XD Looking forward to the focus on existing mechanics, new and balanced trool fair stuff. And that happy little jello thing at the end, is a nice touch.
17 July 2013 02:50
(Butterflyx @ 16 July 2013 18:59)
[...] The "prospecting-unlocked loot" is a very stupid idea to begin with. All items should drop with 100prospecting, and additional prospecting should only increase the drop. The lowest drop rate then, for end-game items could be like 0.1%... [...]
My proposal on the system is to leave PP locks as they are, but droprate should be equal to the level of item, imo. Increase noobish things' droprate at least. Let it be 5~10% on levels below 40, 1~5% below lvl 70, 0.1~1% at higher levels. I'm totally okay with, let's say, Mekanno or Yech BP droprate. Wanna get a really good thing? Work for it, nothing to fuck with. The low droprate of awesome items keeps the economy alive, and also makes you feel like a god when you finally get it.