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Rimali's profile
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Member Since : 2012-02-16
474 Posts (0.26 per day)
Most active in : General Discussion
posté Yesterday - 17:34:05 | #1

Quote (Xillor-The-Shadow @ 21 January 2017 15:56) *
Chances are the first person to log in and claim the name will keep it.

I agree with the kama thing though, seriously, what's 10mil on Remington is nearly 450mil in Nox.
The players of Amara had to change theirs, even if the Remington player hadn't logged in since years.

Server: Remington, originally Amara
Opinion: mixed, i hope you'll be able to keep more than we where.


Thread : General Discussion  Preview message : #996564  Replies : 57  Views : 926
posté Yesterday - 11:41:48 | #2

Quote (Luke-Hayabusa @ 20 January 2017 20:10) *

Quote (Kikuihimonji @ 20 January 2017 18:23) *
[...] make it change based on wakfu and stasis gauge % (with purple nickname obviously for those with higher stasis %).
...btw... how do I increase those stasis%, and what is it for? :3
I like the idea of coloring the names according to a characters Wakfu or Stasis percentage, too. Mainly aesthetic, a high Wakfu value is something one might be proud of - since it shows your will to give more to others than you're taking.

Wakfu is gained by planting seeds and saplings, Stasis by killing monsters and harvesting, both in the open world.
There are two areas which are only available if you've got at least 30% of one of them, where you might get a small 15 minutes buff (which where bugged for a while, don't know if they work nowadays) and access to special workstations and some Lvl 60 Ores. Where you might theoretically craft Lvl 30-50 equipment which can only be used with a certain minimum of Stasis or Wakfu, but is rather irrelevant nowadays.


This post has been edited by Rimali - January 22, 2017, 17:24:02.
Thread : News  Preview message : #996519  Replies : 8  Views : 366
posté December 16, 2016, 13:59:05 | #3
[Boxes] Upgrade Profession Boxes So Ankama decided to limit Trapper Boxes from Monster Resources to actual Trapper harvest.
The box kept these resources from clogging up players inventories, desperately needed at the low and midlevel range, where inventory and storing space is limited and players swap often between different monster families. Now they've got to stop their playing flow more often, to evaluate if they might need certain stuff in the future and decide which items to throw away, without knowing all market values.

Suggestion
Instead of limiting Trapper Boxes to bring them in line with those of other professions (Which is debatable), how about giving every profession box the possibility to hold a second (or even third) type of item?

Examples

Herbalist: Transmutations (alchemy theme).
Lumberjack: Decorations.
Miner: Noble Stones & Relic Fragments.
Farmer: HP-related Consumables (Bread, Vitality-Buff, etc.).
Fisherman: other Consumables.
Trapper: Monster Resource Drops.

This way all boxes might also be interesting if someone doesn't follow the profession actively at the moment.


This post has been edited by Rimali - January 22, 2017, 17:24:02.
Thread : Suggestions  Preview message : #991916  Replies : 3  Views : 213
posté December 16, 2016, 11:55:23 | #4

Quote (Kruzy99 @ 16 December 2016 10:16) *
All the items that are no longer possible to put in the Trapper Box weren't actually trapper mats, they were just normal mob drops.
The aspect which made these boxes attractive for everyone and not just active trappers.
The box kept these resources from clogging up players inventories, desperately needed at the low and midlevel range, where inventory and storing space is limited and players swap often between different monster families. Now they've got to stop their playing flow more often, to evaluate if they might need certain stuff in the future and decide which items to throw away, without knowing all market values.
A great source of enjoyment, since everyone loves to clean up constantly...

It's really beyond me why they decided to change that... principle? Server Economy? Bug workaround?


Thread : General Discussion  Preview message : #991904  Replies : 13  Views : 454
posté December 15, 2016, 12:23:18 | #5
If a comment is added before the topic is moved or deleted it will appear there, has been like this since years but the admins/moderators either aren't aware or regulary forget about it.

Sadly the search funtion is rather useless, your best chance is either an external search tool or remembering the name of the person which started or posted in the topic and looking in their profile.


Thread : Technical Issues  Preview message : #991738  Replies : 3  Views : 194
posté December 10, 2016, 01:43:35 | #6
Graceful Feline surely is strong, but damagewise only brings Melee Ecaflips near other Melee Characters, which deal a bit more damage to compensate for the lacking flexibility and safety range grants.

Just like Cras and Iops are played rather different despite both being Damage Dealers, one shouldn't value Ecaflips with the criterias of reactive healers. Healingwise, an Ecaflip's strength are Fleas (which have an incredible Effect/AP ratio) and thus keeping a group in a healthy state by constant semi-passive healing over time while playing rather aggressive. A blocked line of sight might often be circumvented, as long as an ally or enemy is nearby (2AP-Fleas), or its possible to push or pull the obstacle out of the way.

But one thing stays true: The greatest annoyance are wasteful allies, which can't be bothered to keep the fleas bouncing.


Thread : Ecaflip  Preview message : #990899  Replies : 6  Views : 649
posté December 08, 2016, 23:04:48 | #7
Erm, that costume isn't really rare, the players which own it simply play since quite a while and own costumes which they prefer.

Like others already mentioned, it's not the first time they're doing this. My personal examples are the Wakfulily which originally was only obtainable through an achievement in Islands of Wakfu (for years there where only 5 known examples on Amara) and the Tofu which was the exclusive award of an one year subscription.

I understand both sides, those which are sad about the loss of rarity and Ankama wanting to give more people the chance to enjoy certain things (and aiming to earn money, how despicable...).


Thread : General Discussion  Preview message : #990744  Replies : 13  Views : 654
posté December 08, 2016, 17:30:08 | #8

Quote
1. For a Support/Heal deck, What would you recommend for the Strength Statistic page: Ranged or Single Target? or just Dump Elemental Mastery
2. When Stating, is it bad or unwise to leave a stat at 10 instead of doing the full 20? Eg: 20-Crit 10-Block Rest Crit Damage OR 20-Close Combat 10-Single Target Rest Elemental Mastery?
3. As a Close Combat Eca, would you say Flaming is worth Investing into as a main part of ones kit?
1. Single Target first, Ranged Second. Since you'll sometimes heal yourself or allies in close range, Single Target is a bit better. The two AoE heals both call for a Melee oriented playstyle, which isn't ideal if you're the group's only healer. After maxing both, Elemental Mastery.
2. In regards to Strength and the Resistance from Intelligence, yes; otherwise, no (at least not in general). Specialised Strength stats are mainly advisable, if you'll profit more from them, than of Elemental mastery. And in this case its reasonable to go all the way. Rule of Thumb: If it applies for more than 3/5 of the AP you spend on healing or damage, go for it. (5/8 = 0.625)
3. Depends on your playstyle. If you're aiming to keep enemies close, increase their fleeing tribute, punish them for staying next to you and/or deal some additional damage it's nice, but i wouldn't call it a central element of a Melee Ecaflip.


This post has been edited by Rimali - January 22, 2017, 17:24:02.
Thread : Ecaflip  Preview message : #990696  Replies : 6  Views : 649
posté December 04, 2016, 10:33:38 | #9

Quote (Neneko88 @ 03 December 2016 21:35) *
Those days everything was easier and fun. Some things were still hard like black crow and even vamp dungeon but it wasn't to the point where if anyone in your guild asked to join you would say "no you need a relic that's really good, runes, and a really good weapon" to join us.
Yes, everything was simpler, and people moaned about the lack of challenge and long term goals...
Now we've got end game content which stays challenging even after you've spend some time improving your character and (partly exactly the same) people are moaning they need time to accomplish certain aims.

I would rather agree with Juubkatt here, the fact it's possible to rush through most of the game with alts by powerleveling and multiple XP is far more problematic in regards to including new players into the game.
If the ALS where more effective than powerleveling, without the levels of subbed alts exploding like they currently do, the game would lose far less new players in the lower midlevel range. (But the already spoiled veterans would have to give up some comfort, and you can be shure they'll complain about it...)


Thread : Suggestions  Preview message : #990180  Replies : 60  Views : 3502
posté December 02, 2016, 17:15:33 | #10
I would replace the Eniripsia with an Ecaflip and a Sadida, add a ranged partly Air DD - most likely Xelor - and either an Enutrof or Pandawa.

While Eniripsias have the widest variety of healing tools, a single Eniripsia isn't necessarily the best choice to cover your team's healing needs. The combination of two supportive characters with strong healing abilities is a valid alternative with more offensive potential and versatility.

The Enutrof doesn't just bring additional loot into the mix, but might also blind enemies and steal MP. The Pandawa comes with a lot of versatility and a unique placement ability. But both need quite some concentration to be played effectively which might be annoying if you're controlling six characters at the same time.


Thread : General Discussion  Preview message : #990008  Replies : 15  Views : 522
posté November 30, 2016, 16:55:51 | #11

Quote (Gelgy @ 28 November 2016 05:07) *
I'm quietly walking away from the game [...]

I'm looking forward to seeing fixes to the game's social systems, like politics and PVP.. But I feel like, if nothing's done about the way players are encouraged to farm the game's content, rather than playing it for fun..the problem will remain. [...] The game's dungeons are more or less fine in terms of challenge and fun, but the design is fundamentally at odds with the game's reward and progression systems, and it's what cultivates these anti-social farming behaviors that make the game feel so lonely.
Nooo! Don't go, i'll miss you and reading your thoughtful posts. If you're taking a break promise me to return sometime.

I agree, the high level experience currently focusses mostly on loot and dungeon rewards, which in turn encourages playing as much members of a team as possible. But reading the translation of the Q&A meeting from Monday gives me a bit hope in regards to Nations, Conquerable Islands & Riktus/Outlaw system, since they spoke about PvP in a "roleplay context". Let's see if they manage finishing some first steps soon, instead of aiming for a complete overhaul in a distant future.


Thread : Suggestions  Preview message : #989757  Replies : 60  Views : 3502
posté November 20, 2016, 21:38:19 | #12
Strengthening the social elements is far more important than just some changes to PvP-rules in my opinion. How about:
  • a less clunky bug-free Group Finder. It's there since years, imagine people actually using it.
  • resurrecting Nations & Politics, the perfect stage for lots of entertainment.
  • bringing people back into the Open World. The game got too comfortable for it's own good.
  • better Riktus & Outlaws vs Guards System. It's currently easy to miss each other constantly.
Merging Nox and Remington alone wouldn't really help, take Amara as example. Since they lost their guilds, haven worlds, social fabric, fortunes (different levels of inflation) and mostly names/identity more than half of the players which where active on Amara left at or in the first weeks after the merge.


Thread : Suggestions  Preview message : #988744  Replies : 60  Views : 3502
posté November 20, 2016, 20:22:59 | #13

Quote (Chloe-la-guerisseuse @ 20 November 2016 09:11) *
I think this is completely rewarding !
I beg to differ. Let's take an opportunistic perspective:
To kill an enemy with 4x HP you'll need to deal ~4x as much damage than in the normal version. Thanks to increased enemy damage, you'll also spend more of your resources, potential damage, for survival and the chance to lose a fight is higher.
  • Why should a player want to run a difficulty which needs more than four times as much effort and multiplies the chance of the item he wants by ~2.75, if he might easily finish three runs of the normal version in the same time?
  • Without keys,one might easily rush through the version of the dungeon with the best rewards per time rate several times. If you're interested in Boss Resources, a high Stasis is rewarding, but otherwise?



Thread : News  Preview message : #988733  Replies : 66  Views : 2370
posté November 18, 2016, 23:15:42 | #14
Might be a reference to next chapter of the Zinit/Nations-Questline.


Thread : General Discussion  Preview message : #988546  Replies : 12  Views : 562
posté November 18, 2016, 20:49:54 | #15
Yep, Dofus is much worse (nothing for Ecaflips, Pandawas and Osamodas:

Spoiler: (highlight to show)
You can and partly have to butcher your Pets... including Bow Meows and Pandawa Cubs.

If pets would (temporarily) lose some of their statistics if they aren't well feed and in a healthy state, people surely would care about them a bit more.


Thread : General Discussion  Preview message : #988531  Replies : 5  Views : 296
posté November 18, 2016, 18:50:23 | #16
[Dungeons] Revamp Keys The developers currently plan to remove keys, to encourage players to try dungeons at harder difficulties and reduce the punishment after failed attempts. Without going into lengths why removing the keys is problematic on several levels (the french players already addressed that), i want to propose a different approach with the same results the developers named as their reasoning.

Instead of removing keys once a character enters the dungeon, a key is only consumed after the boss was beaten.

Logically players shouldn't get loot without a key or not be able to start the boss fight without a key for every character in the dungeon. In both cases players entering the dungeon without (enough) keys should be warned. To minimize the impact towards each other, a simple locked loot chest with the characters name, which appears if (s)he hasn't owned a key during the boss fight, would give the player a second chance to get their rewards.

The mostly named positive result by players is the increase in bag & chest space. A separate keyring for every character, like the already existing key box from the Zinit/Nations Questline, might be helpful in these regards.

Another key related suggestion 


Thread : Suggestions  Preview message : #988522  Replies : 0  Views : 143
posté November 18, 2016, 16:06:36 | #17
As i understand it, both the enemies and the dungeons optimal Level Range will increase equally. So yes, you'll need to win against a lvl 130 Boss while being in his level range to unlock a more challenging versions of the dungeon, but the level range for achievements and unlocking the stage after that will increase equally to the enemies level/difficulty. So you can fulfill the achievements of his 50+ version being around lvl 180.
It still will be possible to choose ALS independently of the dungeons difficulty, but you'll only be able to unlock the next difficulty setting by beating a boss within its difficulty's level range once. The ALS allows us to push our characters into a dungeon's level range, with this feature we might push dungeons into our level range.

tl;dr:
Think Traveling Arenas, but you'll be able to skip the easier parts after beating them once at their level range.


This post has been edited by Rimali - January 22, 2017, 17:24:02.
Thread : News  Preview message : #988508  Replies : 66  Views : 2370
posté November 17, 2016, 21:08:20 | #18
I'm rather worried about the game's direction these changes imply. We're moving even further from a shared common sandbox, towards what seems like a dungeon crawler with oversized lobby.

Too much comfort can kill important aspects of a game, especially a MMO.
Removing keys and adding a group teleport directly into the dungeon, further reduces the time players spend in the shared parts of the world, aside from already overcrowded hubs like the almanax temple.
The inflation of Drago-Express stations a few years ago has already reduced the time players spend "on the road" notably, the chances of random encounters with other players will dwindle even more, which aren't just important to give of the feeling of an actual vivid world, but also carry the possibility to interact and play with or against strangers or acquaintances, which later might develop into friends, enemies or guildmates.
These "minor" random encounters will further die out with these changes.

I'm not really a fan of Open World PvP, but depopulating the areas also doesn't support one aspect of Ankama's proclaimed aims for the next year.

Don't get me wrong, the general idea of not only being able to adjust your level, but also the dungeon difficulty (in more than two modes) sounds awesome.


Thread : News  Preview message : #988386  Replies : 66  Views : 2370
posté November 17, 2016, 06:58:25 | #19

Quote (MiniMikeh @ 26 January 2015 03:09) *
Pvp is an entirely different story that I won't touch on considering my very small experience with pvp

Tier S are the "essential" classes. Classes that if you main you are almost guarentee'd to get into a party over someone in the lower tiers.
Tier A are still good can can compete with tier S but don't have the kit to be considered essential.
Tier B are good but not as good as tier A
Tier C are my "dear god why would I ever want you in my group" classes.
Third Post on the first page.

Some people are less experienced in the use of forums and don't look at the dates before posting. I'm wondering why a lot of forum softwares don't automatically lock threads after they've been inactive for three months, for example.

@Juubkatt (below): Well, naturally the forum administrators should have possibilities to set different conditions for different subsections, depending on actual needs; since they differ in regards to activity, user behavior and the "aging" of their topics.


This post has been edited by Rimali - January 22, 2017, 17:24:02.
Reason for edit : did'nt want to push the topic again
Thread : General Discussion  Preview message : #988303  Replies : 77  Views : 33658
posté November 15, 2016, 20:19:04 | #20
You really cared about this world and it's background story, thanks for all the flavor (& fun!) you added to the game and forums.

Goodbye, i'll miss you...


Thread : General Discussion  Preview message : #988110  Replies : 28  Views : 2160