In this Devblog 3xited (aka Exi) will explain the experience revamp that will be implemented in WAKFU. Why this revamp? How does it work? What purpose does it serve? Find all the answers here!
First: Why the change?
Playing timeThe playing time needed to reach the last levels currently in-game was just too high.
Levels 120/130 represented an acceptable time investment to reach “end-game” content, but level 140 was just another story. Also, WAKFU will keep evolving while higher levels unlock, and it quickly became clear that the experience curve would have to be reviewed to adapt to these higher levels.
The experience needed for each level was sometimes increased arbitrarily, especially after level 110. In the long run we don’t want experience to increase that quickly and so early in the character progression.
Calculating experienceThe formula used to calculate experience given by monsters was becoming more and more obsolete the higher level you reached. This forced us to always use higher and higher coefficients on monsters XP. In other words, we had to craft our experience curve manually and define the experience gain case by case.
For example, the last families of Wabbit Island had coefficients of 10 while Northern Chafers had a coefficient of 5.
There was also an anomaly that could limit group experience: while a group of 6 with level 120+ could get 3.5 times more experience than in solo, a same group with level 70- could get 6 to 10 times more! At these levels it was simply not interesting at all to play solo, making it much harder for new players without a full group.
Overall the group experience was only interesting if you fought in teams of 6 characters.
AreasFor a precise level, the best area to go XP was not always guided enough.
WAKFU is meant to give you as much freedom as possible, but we still have to preserve a degree of coherence and reward players that will fight monsters of their levels. We cannot allow players to gain too much experience by one-shooting monsters that are half their level, without any form of difficulty.
For example, a character level 125 was still able to XP correctly in the Sadida Kingdom, despite the area being level 60 to 70. We don’t want it to give no gain at all, but it should clearly be less interesting than other more adapted areas.
Power levelingOn the other hand, we also want to reduce the effects of power leveling. We still want to allow heterogenic groups to play together, but we don’t want a level 20 to just stick around a level 140 XPing in an area level 130+.
A player starting from scratch with a new character will have to explore and rediscover the low level areas. His level 140 friend will still be able to help him with content adapted to the low level character.
Finally, while Wisdom is an interesting stat, it loses any purpose when being maxed at the cost of other stats, creating characters that only seek experience and offer no help in combats.
Experience given by a monsterWe began by reevaluating the experience provided by the monsters. We tried to keep the new values as close as possible from the old ones to preserve the overall scale and keep it intuitive compared to what you’re already used to.
In green, the new curve; in red, the old one
Experience received by a playerAt the end of the fight, the experience given to the player can be modified by several factors (Note that Sidekicks count as a normal character in this system):
Average level of the monstersThe difference between your level and the average level of the monsters fought.
A character will gain 100% XP if he fights a monster with a level difference of 10 maximum. It will then lower progressively to offer an acceptable range of monsters to fight.
- Monsters are too hard
- Monsters are too easy
With this system, it can still be quite efficient to fight monsters with 40 levels difference.
Amount of opponentsThe difference between the amount of fighters in your group, and the opposing group.
- More Enemies
- 1 player fighting 2 monsters will get 150% of the experience of a combat versus one monster. ((2-1 * 50% / 1 = 50%)
- 2 players fighting 5 monsters will get 175% of the experience of a combat versus two monsters. ((5-2) * 50% / 2 = 75%)
- 4 players fighting 6 monsters will get 125% of the experience of a combat versus 4 monsters. ((6-4) * 50% / 4 = 25%)
- More allies
The characters will already get less experience because there are less monsters, but this penalty is implemented to make sure that fighting 6 times 1 monsters does not become more interesting than fighting one time 6 monsters with a group of 6.
Level of the characterThe difference between your level and the average level of the group. Irrelevant when you fight in a group of your level, it can have an impact when characters are way below the average level: they will not help in the fight in any way.
BossesCombats versus bosses are treated differently. When calculating the experience awarded, you will always be considered as having fought a group of your size. The only penalty that will apply will come with the level of the monsters.
For example, Bosses such as the Nun or Gobby Bulga will now provide respectable experience.
Group BonusWe also decided to modify the group bonus to better meet our expectations:
The intermediary bonuses have however been changed to ensure that inviting a new player to the group should always be more beneficial to the group.
The most optimized group to get fast experience should no longer be only 6 members, but 4 to 6 members. Characters with a level lower than a third of the highest level of the group will not count for this bonus.
Group compositionNote also that to allow everyone to find groups of monsters matching their needs, we have modified the spawning proportions of each.
In ecosystems divided in two sub-areas, you’ll find:
|Amount of monsters||1||2||3||4||5||6||7|
Groups with more than 6 monsters will be considered as having 6 monsters in the count of opponents.
Combat penaltyFirst, you will no longer have to cast a spell to gain experience for the fight.
Also, penalty in case of death was too limiting and generated complicated situations. For example, it was often not interesting to sacrifice yourself for an ally, or take too much risk for him. Similarly, resurrection abilities were just a necessity to avoid anyone being left aside in terms of reward. Overall, it was just too frustrating to not receive experience and loots for helping your team win a fight by sacrificing yourself.
Total experience per level
In green, the new curve; in red, the old one
Secondary charactersImportant note: this feature will not be implemented with this update, but should come with the next one.
The second highest level character of your account will now gain twice more experience until catching up with the number one. The third highest level character will gain three times more experience, until catching up with the second, and then twice more until catching up with the first. And so on for all your characters.
XP CurveOnce all these factors have been designed, an experience curve can be generated by taking a theoretical amount of combats per level, allowing us to deduce the time needed to reach this or that level. For example, reaching level 100 requires the same experience as before, while reaching level 140 now requires 3 billion XP instead of 5.2 billion. This is still a big value, but much more accessible.
ChallengesTo finish, another significant modification: the challenge system. We implemented the challenge system in combat to make them more dynamic and better reward risky behavior and investment during the fight. All monsters of the game will offer one challenge while dungeon combats will offer two challenges.
Wisdom and Prospecting limitationTo accentuate the game in this direction, we also decided to limit the maximum experience gain bonus to +150%. This includes Wisdom of the characters with equipment, consumables, other temporary or permanent bonuses and challenges bonuses. To be more concrete, you will now get to choose between equipping yourself with Wisdom items and ignore the challenges or, on the contrary, optimize your equipment for the fight, and try to accomplish the challenges to get similar bonuses.
As a result of this change, Apprentice, Initiate and Sage sets that were all implemented to help you until the revamp of the experience system will now be modified to better fit the new Wisdom cap and other in-game Wisdom equipment.
I hope you’ll enjoy these modifications, and I’ll see you when we reach level 200!
I am still concerned with the issue of multi boxing, although there are advantages to multi clienting. We have to understand that there is also a fee. As a company Ankama has to understand that we also contribute 3-6x more in subscription than the regular player/ single account does. So I hope to gain some understanding from the company upon revamp, personally I enjoy solo-play with my... 5 mini-mes... I actually can't enjoy the game with out them.
Also I hope to see a pp revamp soon since I feel like my enus spine has been ripped out alive. I carry 350 pp on my enu after accumulating my bonus, this has taken a lot of hard work, accumulating gear, leveling my crafts to 100 to make my imperial rings and etc. So this is a breath taking hit to my gut, I hope we receive more details on this soon... Since this barely touches the surface of the pp problem.
like I am sure a lot of people are wondering if: "did the grind for gear just get worse" ? After all we have been complaining about the grind for gear for months now.
Big changes hover in our horizon. For the most part they are good, I am just worried about a few things here and there
Once Ankama implements the second half of it's planned PP changes I expect the grind for gear to be better.