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VoidSettler's profile
Member Since : 2012-01-06
236 Posts (0.2 per day)
Most active in : General Discussion
posté April 01, 2015, 18:34:25 | #1

Quote (androgyous @ 01 April 2015 14:58) *
Good luck in the military, even though it is quite the career change from forum mod.

Hardly, I'd say this was the perfect place to get started, what with all the constant flamewars and whatnot

Also, good luck on this mighty fine special day!

This post has been edited by VoidSettler - April 01, 2015, 18:35:22.
Thread : General Discussion  Preview message : #845917  Replies : 18  Views : 1875
posté March 29, 2015, 04:44:54 | #2

Quote (Gelgy @ 28 March 2015 23:54) *
I think you guys are conflating shared mechanics to shared playstyles. The current post-revamp classes all have rather different play styles, and even if they grant similar benefits they do so in ways that reinforce what makes the classes fun. And compare the Cra's Earth Branch to the Panda's if you're worried about elements being too similar. The classes also have different interactions with turn resources, so the D&D comparison isn't quite right either.

Maybe I'd agree with the revamps being bad if I didn't think the revamped classes were consistently more interesting and dynamic to play (because of their design, not because they're stronger). It would be nice if they came out faster, or in larger groups, but I don't think that would be possible until Wakfu has the budget for more software engineers.

You are right there, and overall I'm still very pleased with the revamps, especially in comparison to their older versions.
What just bothers me a bit personally is how a lot of swiss-army-knife abilities get weaseled in without it being in theme or style with the rest of the class. On one hand I like there being options, but the ones they end up tossing in sometimes just feel so.. forced upon the class?

Take the healing arrow on the Cra - Whether or not its a good skill is besides the point, but thematically it just feels inconsistent, as if they ran out of ideas to enrich the conceptual cohesiveness.

Its really just nitpicking though from a designer point of view. When the moment arrives in combat, I'm sure I'll find the toolkit to be handy

Thread : General Discussion  Preview message : #844455  Replies : 387  Views : 12601
posté March 28, 2015, 22:58:02 | #3

Quote (YetAnotherNewbie @ 28 March 2015 22:39) *
If i might add my 2 cents to this discussion, i believe one of the biggest problems with Wakfu is the endless class revamps in the first place.

Not that many classes don't need to be changed because they are either weak or dont have appealing game-play.

Because it puts too much time between one class change and another's. The game-context in which once-valid changes were made are modified and a recent revamp is quickly outdated. Worse, these punctual revamps make it hard for developers to be able to make class design choices that permit each class to have a unique appeal.

Shielding, used to be a somewhat "special" ability, limited to gobgob osas, earth Sadi's, and (to a more limited degree) sacs. Now Feca's and Iops also have it.
Granting AP used to be a Xelor trademark, now Feca's and Iops also can.
Self stabilization used to be a Iop Unique, now Cra's can too, and i get the feeling its just because they were revamped together and they recicled a skill.
Whats with the double Srams have? How does that have anything to do with the whole "assassin" class concept? That self-shielding lock-stick that can push is too me a overpowered utility that the class got just because designers couldent think of anything better to put on the spell slot.

And all of these recent revamps... Well, Currently max level players have very few specialties they *dont* chose. Its hardly a choice for many classes. You take all specialties exept for "that bad one".

Isint it kinda obvious there will have to be some sort of Specialty revamp somewhat soon?
Arent you guys that *just got revamped* a tid bit worried that when this happens you might get stuck with awefull changes and put last in the "revamp line"?

Similar things already happened in the game history.

For example, the Feca class revamp came just before the game's overall stat overhaul, which included changes to player health, resistance, and locking mechanism. Feca players that were happy because they became "awesome tanks" with the revamp soon found out that tanking wasent quite the same thing (regardless if you agree or not that tanking still exists in the game, it should be easy to see that its kinda mean to, right after changing a class, changing game elements that define their role).

My entire point is that revamping classes 1 by 1 or 2 by 2 is a mistake.

Game designers should give a few balancing measures all around just to keep the classes that are currently kinda underpowered at least competitive, and revamp *everything* at the same time.

I think its the only way i can see they can give each class mechanisms that seem unique and interesting, instead of just throwing at whatever class is getting revamped the ideas they currently have, without really keeping consistency between classes and their proposed strengths.

Plus, by defining each class simultaneously, they can make it more permanent. Flat numeric bonuses and scaleable passives with caps are bound to require revamping just because as the game progresses and players gain items with more and more powerfull stats, a limited ability loses comparative strength in the end game context. A Specialty that gives 50% bonus damage might be overpowered when the level cap is 100, but kinda stinks now that it is 170.

I think Wakfu is broken in many ways. I think specialization to specific group-roles should be a thing. I think tri-elementing should not be possible.
By guaranteeing players cannot "kinda do everything" with the same character, any character brought to a group to preform his specialized role will feel like he is contributing in a unique way to the group. A tank would tank. A healer would heal. Element specific DD's would not compete with eachother because their elements do not overlap.

Right now a player with higher level and better items is pretty much better at everything, and current class revamp policies are making this worse by giving classes a even wider range of utility. A Eni can outdamage your damage dealers if she has better items, even though she was brought to heal. A Iop can give the entire team AP while he obliterates enemies, making a poor little underleveled xelor that came along to support feel useless.

This is lousy game design, the game is scaling badly the higher levels get, and punctual class revamps will not fix it.

I kind of feel the same I will have to admit. A lot of the current revamping reminds me a bit of what happened with Dungeons & Dragons 4th edition - The engine was solid and balanced, but it never dared to step into exceptions or personal exotic features for the classes, causing the system to feel incredibly monotone.

I'm worried that they are going to recycle too many 'element specific attributes' to classes becoming overhauled right now. I don't want to see an Ecaflip or Enutrof ending up with 'yet another' tanky earth tree for instance, just because they don't know what else to do with earth - Please be creative!

I'd like to see a Water Eniripsa do something amazing like rebound/redirect conditions on enemies/allies, but I shouldn't be surprised to become spoiled with more lock/dodge buffs for support right.. 

Thread : General Discussion  Preview message : #844369  Replies : 387  Views : 12601
posté March 28, 2015, 20:01:06 | #4
Obviously we'll hear more about what's in store soon, but this feels like the major focus point on the next revamp will, hopefully, be a reimagined Healing mechanism -
They already got rid of the old Bursty-Wakfu mechanic and incorporated the new revamps with Wakfu regenerative abilities to allow for drawn out combats, yet Heal Resistance is still around and cripples the concept of a sustained fight enviroment entirely.

Thread : General Discussion  Preview message : #844332  Replies : 387  Views : 12601
posté March 24, 2015, 12:02:15 | #5

Quote (Sabi @ 23 March 2015 20:25) *

Quote (Niddhoggy @ 20 March 2015 01:28) *
That is nonsense. I was expecting something betweeen 1200 and 1500 ogrines, not 2400. This is bullshit. I rather stick to my costumes.

We understand and appreciate the feedback of the community and to try to help on the cost when purchasing several Mimisymbics, we are going to release a pack of 5 Mimisymbics at 9,000 Ogrines instead of 12,000 Ogrines, making each Mimisymbic be 1,700 Ogrines in this pack or the equivalent of 1 given for free.

We feel that the Mimisymbics can offer much more possibilities to the players than a costume when customizing your character and can also give to the PvP players that awaited option to be able to "lure" their enemies (in a friendly way).

We noticed also the comments regarding linking to the player's account. This is simply in order to protect the in-game economy. We do not wish for the Mimisymbics to be a way to unlink items once turning them back into their "original skin", therefore for also technical issues, it is preferred to simply have it this way, just like any other Shop service that we offer such as the class change for example.

Nonetheless your feedback as you can see has already helped us to make some changes to fit more your expectations, we are always open for a dialogue so thank you for sharing them with us.

Still way too much imho. Also, if those ´benefits´ are in part reason for the outrageous price, it should be acknowledged that costumes already provide a good enough way to hide gear for PvP reasons. Also, while providing more possibilities, it comes at the additional cost of being linked as well as poor scalability (Bound to gear which you might want to roll out of) yet somehow this still justifies the current price?

We all love the fact that this allows us to look unique, but at its current design and/or price it is not practical to do so - It'll likely just become another niche feature ruining the hopes and dreams of what the majority of this community has been wanting to be implemented 'properly' for years.

Thread : News  Preview message : #842884  Replies : 106  Views : 3201
posté March 20, 2015, 13:15:24 | #6
Would not be surprised. Wakfu's marketing team is completely out of touch with their community, perhaps even reality in its entirety.

Thread : General Discussion  Preview message : #841572  Replies : 87  Views : 3526
posté March 19, 2015, 17:33:28 | #7
I feel the same way. As I have not reached an end-level in Wakfu, I have no desire to spend this amount of money on something that will remain only temporarely useful, given I am still swapping gear quite a lot.

Conceptually item-skinning is awesome, but not with all the costs coming with it right now.

Thread : News  Preview message : #841197  Replies : 106  Views : 3201
posté March 19, 2015, 16:23:51 | #8

Quote (Neneko88 @ 19 March 2015 15:34) *
Are there any bugged helms that look transparent? Or can ankama just make this really easy decision to add transparent mimisymbics? It's easy..

The cat ears might come close to transparant. Least they are cute!

Thread : News  Preview message : #841163  Replies : 106  Views : 3201
posté March 19, 2015, 14:15:01 | #9
Perhaps it is still a Java Memory allocation problem either way. I found this guide online on how to increase it.

Click here 

This post has been edited by VoidSettler - March 19, 2015, 14:15:13.
Thread : Technical Issues  Preview message : #841116  Replies : 60  Views : 2435
posté March 19, 2015, 11:19:37 | #10
Hello everyone!

A friend of mine had the same problem, and was going all over the forums/internet to find a sollution. Most threads we stumbled upon had a variety of possible solutions listed, perhaps they might work for some, though for him they didn't:

01. Close all relevant sessions of wakfu/java in taskmanager
02. Reinstall game completely. Perhaps restart computer along.
03. Update your operating system (Windows 8 users, go for 8.1 etc)
04. Run the game as administrator.
05. Delete Wakfu's temp files/temp folder stuff (Admittedly I don't know where they are, just quoting).

As mentioned, none of these things worked for him, but given that he is pretty tech savvy, he started looking into Java itself and realized that one of his 'MINECRAFT' mods was restricting the memory usage of java. After adjusting the memory allocation of his Java, he fixed this 'Wakfu did not shut down correctly' problem.
I know Minecraft is quite popular amongst people, so it might well be that one of its mods is doing the same!

Hope this might be of help!

Thread : Technical Issues  Preview message : #841088  Replies : 60  Views : 2435
posté March 18, 2015, 17:30:13 | #11
I understand where you are trying to go with this after having edited the post - I personally do not have any qualms with the 30 second timer, and it has been a big part of Wakfu from the start, enough for me to bury the game forever if they would decrease it. Some of my friends don't think as fast, or succomb to other problems that prevent them from acting in a timely manner.

We 'had' an incentive for fast-paced playing styles before, the old Initiative system, which they recently removed; Quite likely because fastpaced incentives are indeed not in line with the concept of this game - Along those lines they are now also updating all classes to have more intricate and thought-provoking mechanics which obviously demand for more planning.

So while your new suggestion is not as extreme as your previous, I personally still do not see why it fits this game. The waiting time between friends(?) is the acquired taste of the game genre.

P.S. - I only commented on the first suggestion as it was in extreme contrast to what makes this game enjoyable to me, therefor I act in defense. The other suggestions are indeed ones that have come up more often and are things the community has more often agreed upon already.

This post has been edited by VoidSettler - March 18, 2015, 17:34:56.
Thread : General Discussion  Preview message : #840684  Replies : 41  Views : 1138
posté March 18, 2015, 16:03:49 | #12
That you might feel sufficient needing 8 (or any less amount of) seconds in a turn-based tactical combat game does not mean you have to pull down the system on all of us just for your personal pleasure. Perhaps you have a wondrous calculative mind or lack the desire to apply intricate choicemaking the moment your turn comes up, but 'any amount' of less seconds cripples the direction the game is going for. There are enough real-time MMORPGs that are designed with fastpaced combat in mind, Wakfu is the opposite.

If you feel like everyone can suffice with 8 seconds, find a party with people that can do fine in that set amount of time and press a single button when you are done with your actions. Voila, problem solved. Good luck btw!

This post has been edited by VoidSettler - March 18, 2015, 16:04:47.
Thread : General Discussion  Preview message : #840602  Replies : 41  Views : 1138
posté March 18, 2015, 15:50:24 | #13
It took me 8 seconds to downvote this suggestion.

Thread : General Discussion  Preview message : #840595  Replies : 41  Views : 1138
posté February 23, 2015, 14:10:48 | #14
I play all classes, so obviously the Mask is one of them
That said however, when the class got released I was (read: am) mostly dissapointed with the lack of mechanical depth offered through their actives/passives. As it is, the class has their defining personality build upon what is effectively a 'setback' - The locking of spells aside from those befitting the worn mask.

3 Active utility skills to define one mechanic (swapping masks. They also scale linear in power like a passive, despite having an exponential cost to upgrade), a simple buff dance and a horrible concept of a max 2-turn copy, which I have always felt was lacking in inspiration - Making a copy should be the Sram's thing.

Most passives don't bring much interesting to the table either. In the end, all that truly gives the Masqueraider their own personality would be the criteria needed to make the Air and Water mask function, and in that only the Water one feels bizarrely unique (Dancing around enemies to up heal).

With this said, I hope they dare to completely abolish some of the old concepts of the class, including the copy, and make room for some completely new, fresh mechanics to give the class their own style. Like, puppeteering enemies for instance.

This post has been edited by VoidSettler - February 23, 2015, 14:11:47.
Thread : General Discussion  Preview message : #832907  Replies : 98  Views : 2825
posté February 19, 2015, 09:54:53 | #15
* More randomization inside of dungeon-rooms to spice up repetition.

While the challenges might have been designed already with that idea in mind, dungeons as they are still remain too predictable in their design, making especially the 'filler' rooms before the boss almost mathematically calculatable as is. If only some form of procedural generation or at least randomization could be applied to have every occurance of the same dungeon be slightly different in experience!

Thread : General Discussion  Preview message : #831720  Replies : 60  Views : 2129
posté February 17, 2015, 18:34:11 | #16
Oh my, I did not expect this, but this is quite the surprise! Have wanted this forever in Wakfu  

This post has been edited by VoidSettler - February 17, 2015, 18:34:51.
Thread : Server Status  Preview message : #831194  Replies : 59  Views : 4583
posté February 10, 2015, 18:39:57 | #17

Quote (Chompers @ 10 February 2015 09:06) *

Quote (ShadowFacts @ 09 February 2015 20:49) *

I am not sure if the mount would be happy with you wearing the skin of his kind.
That Gobball does not seem to be fueled by happy.  

Thread : General Discussion  Preview message : #829088  Replies : 69  Views : 3919
posté February 09, 2015, 19:54:48 | #18
Can't seem to add him to my party after I acquired him from the machine. In fact, can't seem to add anyone as a hero either, nor Protoflex. I assume my beta account is bugged?

Thread : Feedback  Preview message : #828740  Replies : 25  Views : 2649
posté February 05, 2015, 15:53:21 | #19
It's the bane of almost every multiplayer RPG experience I have encountered - One of my friends even quit playing this game because he could not spend as much time on it as we did - In the end we severely outleveled him, and he wanted to experience the world without being powerleveled - Grouping up for challenging/fun fights became a problem, for obvious reasons.

GW2 is one of the few MMORPGs whom actually put effort in scaling up/down characters inside their world to allow people to join up no matter the difference in time spend there. I really wish this game would have something along those lines as well that would allow friends to experience the game better together despite massive level differences.

Thread : General Discussion  Preview message : #827453  Replies : 11  Views : 573
posté February 03, 2015, 12:24:44 | #20

You have just fixed one of the oldest and most annoying bugs in the game I believe, just like that!

Vote Dy7 for President!

(Admittedly making the lures is still way too hard of course, but that's a recipe-fail)

This post has been edited by VoidSettler - February 03, 2015, 12:26:44.
Thread : General Discussion  Preview message : #826762  Replies : 25  Views : 1747