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What’s coming next in WAKFU? Info - 2013-07-16 14:30

Azael tells you about the state of the game and the development planning for the second half of 2013…



Hello everyone!
 
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:
  • July: Xelor
  • August: Eniripsa
  • October: Foggernaut
  • November: Pandawa
  • December: Sram
  • 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.

Why now?

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.
 

Professions

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.
 

Haven Worlds

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.
 

Ultimate bosses

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.
 

Conclusion

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
  • Haven Worlds:
    • 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)
  • Trool Fair:
    • Rebalancing of the access to rewards
    • Addition of 2 minigames
    • Rewards added
  • 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
  • Frigost:
    • Rebalancing of the families, experience gained and sets
  • New world map
  • Professions modification:
    • Addition of the keys to be crafted by Handymen
    • Gathering professions automatically learned for new characters.
 

Aza.

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Comments (71)
Short Strich
-Shakespeare- 17 July 2013 14:08

(Teladoph @ 17 July 2013 09:04) *
So, stasis branch is gonna get rebalanced on july 30th. When do we get final info about it so we can prepare our builds?

Seconded. We really would like some detailed info here.
Lord Madgobb
Nox16 17 July 2013 14:19

(-Shakespeare- @ 17 July 2013 14:08) *

(Teladoph @ 17 July 2013 09:04) *
So, stasis branch is gonna get rebalanced on july 30th. When do we get final info about it so we can prepare our builds?

Seconded. We really would like some detailed info here.
Click here

here you go in all their horrible nerfness

Edit: in case the link isnt working just go to the foggernaut class forums.
Lord Madgobb
Gynrei 17 July 2013 15:48

(HakazabaJub @ 17 July 2013 00:23) *
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


Not sure if you're aware of this but there are two Mollusk Dungeons. You can only drop the Kraken BP and Wellington belt in Brakmar. There is another in Sufokia (Stimulating Shores) which i believe drops the wellington epps. This ridiculous aspect of the game has caused many players grief since release, namely myself. I don't recall which Kraken part is restricted to Sufokia's dungeon, belt or epps.
Soft Crackler
saphiLC 17 July 2013 17:36

(Gynrei @ 17 July 2013 15:48) *

(HakazabaJub @ 17 July 2013 00:23) *
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


Not sure if you're aware of this but there are two Mollusk Dungeons. You can only drop the Kraken BP and Wellington belt in Brakmar. There is another in Sufokia (Stimulating Shores) which i believe drops the wellington epps. This ridiculous aspect of the game has caused many players grief since release, namely myself. I don't recall which Kraken part is restricted to Sufokia's dungeon, belt or epps.
weird, i got the full set on brakmar dungeon ._.U
Soft Crackler
IDCAA 17 July 2013 18:19
What the eff is a Pandawa? Just askin'...

Here is feedback on crafting: If you want crafting to be valuable, and the game to do what a game based in a community should, you need to incorporate trade. No one trades... Why? Because every jack, Tom and Harry (and Betty I suppose) all are selfishly getting 'ALL' the professions and craftings themselves. Sure, there's the one odd person in your guild that might have professions up to 100, or a team/guild effort to get one person all leveled up in order to be the guild crafter, but is that really how the crafting was designed to be?

Another thing I have against crafting: It's already a hindrance to have the parts of armor that people are typically used to being apart of one profession, being separated by different professions all together e.g, Head gear of all kinds being made by tailoring, boots of all kinds by leather worker, and so on; but the fact that you need every other gathering in order to make any one thing in one profession is kind of way too much. Some people work, and for those who don't, and still can play the game all day 'erday, there will still be people who don't have an entire guild to back them, or the innate grinding will to get those professions up to where you can make something of level use. Yes, hard work should be rewarded, but as it stands, I whole heartedly feel this whole crafting design is based around there 'being something to do before they hit 100.'

Have you noticed? The level 100 crafting equipment all seem more realistic in what they make. You don't need to go outside of the profession itself to make them. Need a lvl 100 shield, then you gather a bunch of lesser shields to make it. Shields which everyone has 'almost' (how many Enus on different accounts you got bruh?) the same chance of getting. Not like the lesser things that require something from Trapping, Herbing, etc.. that require you to go into a comepletely different school of mechanic in order to manifacture something from the starting profession—sometimes more if you aim to be able to make the set you want. Change that. I think both types of people win; the mindless grinders (no offense, you have your place), and those who feel staying in one profession and doing it well, will yeild value! Grind all you want, sell the matts for money, but others shouldn't 'HAVE' to.

Another thing, which in part, is kind of a suggestion that links with the above: What about making monster drop the things they give away by means of a trapper, by chance? Meaning, they have the chance to drop seeds, and the other things that can be obtained 'only' when they're alive (No gobb legs, Bow meow skins, for that, you need trapper. It has to have value). You can also maintain the value of being a trapper in that, those who have the gathering profession, can gain those things in a much faster manner, maintianing it's value, but isn't a hindrance to those who aren't interested in being a trapper. Ways this can also help is to prevent the under growth of monster by people who intend to kill, kill, kill and kill, but aren't able to re-plant monsters (Do people typically level trapping over again for EVERY class they make?). In your leveling, you can optain some of the required materials that can in turn, help the crafting system be more attractive: "WHAT?! I have this and this, and it can make such and such? Le's git it!"

Take it from a real world account. I personally don't craft because I don't want to, or can't always have the time to indulge in every other gathering prof, in order to make unused things for 20-75 levels of a crafting profession. And before the kool kids chime in saying "Oh that's easy," take a reality check and realize not everyone who plays this game, is an extreme. Some people are here for the strategy; that includes proper business/time managment practices.

Thanks for reading.

TLDR: (Don't be lazy to read. Go back to the top this instant. I put time & thought into this!)
Teethless Sharkie
Warrada 17 July 2013 18:27
How can you complain about people wanting to do everything themselves AND people not wanting to do everything themselves in the same post? First and second paragraphs, respectively.
Soft Crackler
IDCAA 17 July 2013 18:33

(Warrada @ 17 July 2013 18:27) *
How can you complain about people wanting to do everything themselves AND people not wanting to do everything themselves in the same post? First and second paragraphs, respectively.
I'm not sure to where you're referring, but, simple English really. "People" referrs to a group of individuals, that is, not a singular entity/person. So there can be, what we call variance. There are at least two groups of people (there's that word again):

  • Those that like to grind, that is, they don;;t mind the grinding or in rare cases, like it. AND
  • Those who do not have the time, or will to do so.
 
Short Strich
-Shakespeare- 17 July 2013 20:56

(Nox16 @ 17 July 2013 14:19) *

(-Shakespeare- @ 17 July 2013 14:08) *

(Teladoph @ 17 July 2013 09:04) *
So, stasis branch is gonna get rebalanced on july 30th. When do we get final info about it so we can prepare our builds?

Seconded. We really would like some detailed info here.
Click here

here you go in all their horrible nerfness

Edit: in case the link isnt working just go to the foggernaut class forums.

Haha, thanks for that. What I think we'd really like to see is confirmation that the "average of damages" means what we think it means. I would also be very interested to see if stasis % damage from spell levels is going to apply to our damage.
Lazy Bow Meow
PacGU 22 July 2013 00:56
"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."

In the conclusion you say nothing about de Ecosystem, the Wakfu/Stasis system needs a really revamp!

But, i'm happy that changes will occurs, i'm waiting to see this game became very popular and unique!
Narcissistic Larva
Master2of2Darkness 22 July 2013 21:20
it wiould be cool if max level could reach 500