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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.

¡Sé el primero en compartir esto!

Comentarios (72) Comentar en el foro...
Lead Community Manager
[Troyle] 16 Julio 2013 16:28
About Pandawa: It’s a mistake on our side.

Pandawas will be revamped in November. Note that Srams and Feca will therefore be pushed back one month.

  • November: Pandawa
  • December: Sram
  • January: Feca
 
Soft Crackler
FajneCycki 16 Julio 2013 16:29
Ankama:
We will postpone that and that. This thing we will add next year. And this will not be implemented, but for your luck we will focus on ruining exceptional class abilities and make monster families beatable only in one repetetive way, we will try to do some other things but we will probably never finish
P.S. Heff fun playing Wakfu in the update day HEUEHUEHUE

Player base:
Narcissistic Larva
AntxOne 16 Julio 2013 17:21
hey watch out I have got new spoilers for “Relic” items.
The drop rate is suppose to be at least

0.000000000001% (troll face)
 
Lord Madgobb
Neneko88 16 Julio 2013 17:28
Thank you for understanding Azael. Wakfu was going a good direction in closed beta. After that you removed everything we liked..

I still don't understand why Grou is the only one revamping classes. One person can't understand all the classes and that's why he already ruined a few ones (sadidas) and why he was ready to ruin xelors and enis. Thankfully the community stopped him.

I'm glad we have more say (though this might only be for the french players). I still want to see the nations being the focus again..islands are ok but it isn't what most people subscribe to wakfu for..I remember that it was about 4 nations with different values, story, and resources. If you can revamp politics and make the nations matter again that would do a lot.

But it's more than that, the nations are all the same. Make them different in some way or let us make them different in some way. If only you could find a way to make wakfu and stasis matter

I know ankama is ok since dofus does great for them but if next year wakfu is still in a beta I don't know who will actually stay around for wakfu.

I think one day the devs should log into these servers and start leveling a few characters so they could see the problems.

*runes
*drop system (everyone has to make an enutrof)

*there is no goal..how hard is it to add goals that the community creates? Give us systems to create goals. A politics revamp would fix this. I also think you should make the clan members do more than just stand there telling us about the weather.

*rewards or a token system: A lot of the things in wakfu aren't fun. when you try to drop class emblems from hoodlums, or run a 1 hour+ dungeon and nothing useful drops you're wasting people's time. This is when people don't subscribe again. You can't expect to use people's time like that and don't reward them with something.

*wakfu has no direction at the moment. It would be nice to make it clear or give us some way to make it clear. Is it about conquering Calamar island? or to spend 2 months trying to drop a set?

I know you're what you can Azael, thank you but not everyone has the patience to see revamps of everything go on forever.

At the end of the day, if you want to know what is really driving people away the most from my opinion it's the drop system/prospecting. And the lack of token system. If you can start there that would be great. 
Nun Shall Pass
Shaleigh1 16 Julio 2013 17:29
Relic items are a completely retarded gameplay concept that shows how unimaginative the devs are in terms of binding players ot the game long term.

People have been complaining about too low drop rates and about taking away token machines for weeks now and instead of listening to us you add another part to the infinite mindless grind.

So much for the sentence in the OP about wanting our input etc.

Adding items with such a low drop rate does nothing for the game itself, it becomes a huge gamble without any influence of skill and it is not even possible anymore to plan ahead in terms of proper gear. Usually I try to make builds for my characters including end game gear I am really aiming for, but the rarest pieces today are already hard to include in such planning (mecha cloak and the like).

So now you want to take that kind of strategical concept making out of the game entirely by adding a lottery who is going to be the lucky player that drops one of these items once a month?

I mean I know why the devs do this. They have no clue on how to bind players through interesting concepts anymore (hint: improve haven worlds more and more instead, those give us something to do for years if you do it right) so they add items where it wil take months to drop them and hope we are mindless enough to sit in front of our PCs, drooling as we spam hit our attack button for half a year till that goodie finally drops...

Get a proper creative input designer there. This is unbearable to watch.
Lord Madgobb
Neneko88 16 Julio 2013 17:36

(Shaleigh1 @ 16 Julio 2013 17:29) *
Relic items are a completely retarded gameplay concept that shows how unimaginative the devs are in terms of binding players ot the game long term.

People have been complaining about too low drop rates and about taking away token machines for weeks now and instead of listening to us you add another part to the infinite mindless grind.

So much for the sentence in the OP about wanting our input etc.

Adding items with such a low drop rate does nothing for the game itself, it becomes a huge gamble without any influence of skill and it is not even possible anymore to plan ahead in terms of proper gear. Usually I try to make builds for my characters including end game gear I am really aiming for, but the rarest pieces today are already hard to include in such planning (mecha cloak and the like).

So now you want to take that kind of strategical concept making out of the game entirely by adding a lottery who is going to be the lucky player that drops one of these items once a month?

I mean I know why the devs do this. They have no clue on how to bind players through interesting concepts anymore (hint: improve haven worlds more and more instead, those give us something to do for years if you do it right) so they add items where it wil take months to drop them and hope we are mindless enough to sit in front of our PCs, drooling as we spam hit our attack button for half a year till that goodie finally drops...

Get a proper creative input designer there. This is unbearable to watch.
I quoted them saying they want to make wakfu like dofus.
In dofus things are hard to drop in the higher levels, no? But wakfu isn't dofus. Dofus has goals, it has quests, it has conquering of areas, it rewards you.

Dofus has charm, wakfu feels like another job you come home to.

For example, you released the trool dungeon. Who still runs that?
Would be nice if you stopped wasting people's time and made a system where the chances to drop things was fun and rewarding.
Short Strich
JimmyFisher 16 Julio 2013 17:42
I read somewhere that Ankama is doing some "cut-backs" or "restructuring" of the company. If that is true, then I'm sorry for what I'm about to say...
ANKAMA YET AGAIN OVER PROMISING AND UNDER DELIVERING.
Ankama is completely losing credibility with every new update. How do we even know ANY of this will get done on time/at all with all the promises that have been made?
Lastly, I'm not saying I'm opposed to this route. I'm simply stating, I have no idea what to expect or when to expect it therefor I will no longer be subbing accounts and helping Ankama profit off of this lack thereof.
The situation that I am describing is very similar to what the government actually does with your tax paying dollars.
-1 and Good Luck
Overweighted Chafer
Butterflyx 16 Julio 2013 18:59
I agree that with those 0.1% 400prospecting drops the game feels like a korean-grinder-mmo, and we are not KOREANS! Please, do something about it and increase the drop rate. There is no fun in grinding for months, to maybe get the item we want, or maybe not.

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%...

Also, some areas in the game don't allow us to plant and spawn 1 monster groups. Not everyone can find a group at every time so it would be nice if every area of the game had a location where 1 monster spawn, so solo players could taken on them, and grind for the items they want. Someone mention mecha cloak from mechazerkers, those are a perfect example...
Ugly Gobball
Savall 16 Julio 2013 19:17

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.

Finally we will also use this time to correct the bugged content, instead of trying to rush new content.


Well. Postponing is an admission of rushed planning; creating false hype around new contents is just something that players could not easily forgive.

Nonetheless i think that the game seriously needed a complete makeover of its priorities, and I cannot help but agree with this change of policy. Agreeing does not mean that I actually "like" it. I'm trying to be realistic and thinking about the actual gameplay environment.
It's not only a matter of class rebalancing, it's something bigger: i.e., how can GvG be actual fun and effective with Haven World feature being so young and undeveloped, and still in needs of so much work and bug fixing itself?
The risk is that interdependencies between bugged features will become uncontrollable and unsustainable. I'm quite sure that we would have ended up dealing with this situation anyway, sooner or later.

Wish you good work, haters gonna hate (and sometimes with good reasons).
Lord Madgobb
Asthis 16 Julio 2013 19:19
A wise decision to slow down content to address older content to be improved and fixed.
I'm a bit disappointed GvG won't be implemented, though. I wanted at least to be able to ally with guilds and have an alliance chat and the ability to share HWs between allied guilds. Maybe you'll at least consider implementing something simple as that? I think it would be something very positive for the servers' communities to help bring them together.
The current prospecting/drop rate system is frustrating at the moment for reasons others have already stated.