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This is the second Devblog on the Heroes system. We’re going to go into more depth on the whole idea behind companies, on how they work exactly and on the gifts that are associated with the system.

What are companies?

The idea behind companies came from the desire to provide players with a new kind of vision. Instead of a player’s account being centred on a character, the strategy can now be based on a team of characters. The aim is two-fold for the game developers: create and implement a multi-character management system and offer gamers the chance to fully understand the concept of a game Hero.
 
In other words, the player’s account rather than the player’s character is being given form. Not only is a company a group of characters (all characters linked to an account), but it also gives rise to a number of varied rewards for those players who invest themselves in the Heroes system: the more characters you have and the more experienced characters you have in your account, the higher the level of your company.
 
Finally, the company system allows for an easy management system in terms of character/companion group creation across a specific interface. To resume, the player no longer takes on the role of an individual character, but becomes the leader of a group of Heroes and companions – with a total of three being played at any given time. 
 

Why companies?

Our ambition with this system of Heroes is to approach traditional RPGs in terms of classic tactics in which players take on the roles of a group of adventurers and explorers. A group has the ability to be more developed in terms of strategy and to be epic when it comes to combat. It is not unusual, in great classics of this genre, that the player is behind a group of heroes and is given the opportunity to select a certain number of them with which to play (often three), with the added possibility of being allowed to change the composition of the team mid-game. The WAKFU Heroes system follows this exact same game mechanism.
 
Although at a first glance, this system appears simple, in reality, it is exceptionally difficult to put into practice – especially as the game was not initially designed to cope with a development such as this. Much of the content and many mechanisms were developed for a single character: all in-game politics (laws, elections, becoming an outlaw, etc.), the PvP mode, all interactions between players and also the game ecosystem. This has meant we’ve had to find technical and design solutions to offer a service without compromising on the quality of the game (particularly for those who don’t wish to use this system). This has meant finding the best solution to meet all needs without impacting on the fundamentals of the game.
 

Companies – in practice:

In order to be able to use a company or a Hero, the player must first create a company. To do this, simply go to the “Company” interface, which will replace the current “Sidekicks” interface. Please note: a single account can manage ONLY ONE company. A leader must be chosen. This must be one of the lead characters in the company. This choice is extremely important because it implicates what nation the entire company belongs to AS WELL AS the leader’s guild. In order to integrate another character to an account, the character must belong to the same nation and guild (or no guild) as the leader.
 
Some of you are already screaming out that you don’t understand a thing! We hear you. You want to know why it has to be like this, don’t you? Well, unfortunately, it’s a technical constraint within the game mechanics and cannot be avoided. If you think about it, it’s logical… in the sense that a company can hardly go off and tackle a massive adventure if there’s trouble in the ranks.  A group needs to be harmonious and connected! The aim is that players start to feel a real sense of belonging to their nation and guild. What initially looks like a constraint should lead to progressing more smoothly through the game guild versus guild (GvG) and nation versus nation (NvN).
 
However, a player can change the leader whenever they choose and select one from another guild or nation. 
 

Let’s venture a little further…

Each company will have a progression system. This will be known as a rank. The idea is pretty simple: each character level in an account gives three levels to the company and each Sidekick level in an account gives 1 level to the company.
 
For example, you have a shadowy Sram at level 58, a pretty Sadida at level 41 and a gallant Iop at level 72: the level of the company would be (58 + 41 + 72) x 3 = 513. If you look at the reference table below, you’ll see that your company will be ranked 2 (Squire Grade), between levels 251 and 630.
 
 

Min Level Max Level Rank Grade
1 250 1 Groom
251 630 2 Squire
631 1140 3 Apprentice
1141 1780 4 Disciple


You can now calculate your own company level as well as its grade! Every time you reach a new grade, you’ll see some rewards appear on your account: titles, super-emotes, equipment, costumes and even a new type of mount! These rewards remain cosmetic only as we would not want to upset players who’ve chosen not to use Heroes.
 

The price of the service

As indicated in the previous Devblog, the price of the service will be recurrent and of a limited duration (somewhat like the booster packs and subscriptions currently available). You will have the choice between 1 slot and 2 slots of characters for a duration of 7 days or 30 days.

 

 
The last instalment of these Devblogs on the new Heroes system, in which we will take a closer look at the price and at how the service will work with a subscription or booster pack,  will be published very shortly...  so see you soon!

Category: Game design