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Quality of Life and Depth improvements to current existing systems

By Suspect-- - MEMBER - July 13, 2020, 20:26:23
Almanax Scaling Exp:
Pretty much self explanatory, i think Alma should probably offer the player 3% of their total exp bar every day, at 3% if the player grabs the exp and nothing else, that will result in 1 level after a month if they JUST do almanax
This way it adds incentive for just logging on and can bring players into the game.

Updated Almanax Token Machine: Wis/Pros, Cosmetic Items, Cosmetic Aura:
Again, self explanatory, the basic cosmetic items arent too bad, the costumes are very old and outdated, nowhere near as valuable as they were, the titles are good! But frankly the weapons are kinda useless and the candy is a bit outdated with it not stacking with anything aside from store bought potions.
 Also let us stack the Wisdom and Prospecting buff food 

Battlefields Split and Develop of minigames:
The minigames and pvp should never have been mixed, but the minigames themselves arent a bad idea, infact Wakfu should have more things to do that arent just combat, think back to the old working trool fair for example. Take the battlefield concepts you have currently, Flower capture, Escort, and expand on them, make them their own things, the rewards can actually remain the same if you like, just remove "pvp" gear and make the items just new pve items that people can use.
Arena based PvP like battlefields can also be its thing with PvP sets of course, kind of like the old mobile arenas or the Kollsium! but not as a substitute for open pvp, arena based pvp is closed, careful, and competetive with a degree of fairness, Open pvp is chaos and always should be.

Open World PvP:
Could work close to battelfields right now, you could Ctrl+B and see what area's will turn into "warzones", for a specific time a day, certain areas will be open pvp enabled where its a free for all, not in an instanced location, but in the actual world, they have merit and a lot of chaos involved, but also players can avoid those areas like the plague if they choose to.

Daily Repeatable quests for Crafting Professions:
An alternative to "give seed, give resource, do boss" construct, now get rewards for crafting a degree of items and handing them in, specifically enforcing the "craft these" part so players dont just stockpile the crafted resource.

Mentor System Rework, effective until 100, Worthwhile rewards for the endgame players:
Shards, Powder, Ogrest tears, Crafting resources, i dont mind what just something more than cosmetics, the appeal and intention is for high level players to help low level players, insentivise the high level players to bother.

Modulox Quests and Tear Quest in the world, Not in a Haven bag:
Encouraging players to actually be out in the world is extremely important, you know this because you removed the insentive for players to sit in the haven world all day crafting.

+Modul Shard quest:
Currently there is only a single method to getting shards, there should be alternatives.

Crafting Expansions:
>Handy Man: 
Telefrag items, Teleports you to certain area's or outside certain dungeons, this could in turn replace dragoturkeys and add a player controlled method of movement.
>Chef/Baker: 
Better craftable food buffs, with + and - effects since current ones are very outdated until later levels
>Armorer: 
Transmutations into Charge Stones, can be costly for balance purposes, an alternative to crushing gear together but not as effective, limit it to just Color and Order if you must.
>Miner: 
Crafting Shards from Rare Ore, an alternative to just fighting for gear drops.
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Score : 151

some sidequests plz . like the ones in dofus just quests that push u to run around and do random stuff 

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For professions (gathering, more specifically) each one has an item that increases harvesting quantity by 10/20/30%.
Can we take all 6 of them and craft them into one item, with 30% harvesting quantity to all professions, so that we don't have to manually swap them out every time we want to harvest stuff?
Or could we just have them get their own equip slot/be a consumable so that we don't have to remember to swap to a gathering page every time we want to harvest flowers, trees, etc?

At the very least just the first one. That one should be simple enough to implement.
EDIT: occurred to me after I wrote this, but toggleable items exist too (finishers) so it could also be activated like that.

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Score : 4628

Also titles, proffessions and mentor tokens should be shared across the whole account, not per character.

And also I think teleport potions would make more sense as a cheff potion rather then a handyman items ince there's alredy recall potions

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Score : 5100

A big Yes to: 
Almanax Scaling Exp
Updated Almanax Token Machine

Daily Repeatable quests for Crafting Professions

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Score : 2009

Didn't understand this:

Modulox Quests and Tear Quest in the world, Not in a Haven bag:
 

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Score : 4628

I guess he just wants Mod'ule out fo his bag, that guy is annoying

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cody5|2020-07-17 09:51:57
I guess he just wants Mod'ule out fo his bag, that guy is annoying

Yea Verily !!   (still need that roll of duct tape !! )  laugh
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Score : 9525

 

cody5|2020-07-17 17:51:57
I guess he just wants Mod'ule out fo his bag, that guy is annoying

IT WONT SHUT UP, I CLOSE MY EYES AND HEAR THE NOISE AT NIGHT
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Score : 5100

Ow, dwa dwa dwa, da da dwa... It is a nightmare indeed. 

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i agreed player doesnt need mod'ula in bag anymore but it can stay there as notification if something was sold in market or active pets were dead or etc.,
Daily quests which dont give tokens directly like (mod'ula and guild missions)  can be accepted autoly into questbook, it is senseless workload to choose them who have got over 10-12 heroes everytime.
im against to stuck all profession tools into 1 tool but  there can be a new slot in inventory to replace and i want to add my suggestion ,Ankama should remove territory bonuses, if there will be a bonus(es) for class, they should use class passives for it and Baker,chef craftings are being worthless by free buffs.



 

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Maybe they should sell cosmetic replacements for HB mod'ule in the shop?

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cody5|2020-07-18 18:15:57
Maybe they should sell cosmetic replacements for HB mod'ule in the shop?

Nice idea, but wish could craft it instead in Handyman or Tailor. 
 
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Tailor making a few costumes for mod'ule, pets and maybe even some cosmetic player gear would be really cool

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BIG NO on Almanax scaling. It's already retardedly easy to level, and in fact I find myself hard pressed not to unintentionally level even while just gathering materials for a 125 set that I'm now 7 levels past. I started farming stuff at 115 and ended up at 132 without even trying.

I'm sure some people want to make a new character and hit 200 in a week, but some people want to enjoy the game. Don't take something that doesn't need to give any EXP at all but offers a benefit that's appealing, tokens towards Meridia, costumes, titles, etc, and slap an arbitrary EXP boost on it that would make me want to STOP touching the Almanax just so I don't outlevel all my gear.

 
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Whatever, I deleted my response, it would be useless to try and have you understand how hard leveling up (without powerleveling) actually is in this game since you aren't even at lvl 170. People just want some small changes to relieve the stress from the intense grinding required by this game.

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Phoenix somewhere near the market in Kelba would be amazing.

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I can't stress this enough, I would LOVE a Phoenix near Kelba market

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