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VoidSettler's profile
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Member Since : 2012-01-06
325 Posts (0.19 per day)
Most active in : General Discussion
posté November 08, 2016, 04:26:48 | #1
Got lucky! Infernal 'and' Angel Wings  


Thread : Events  Preview message : #987134  Replies : 104  Views : 3034
posté November 03, 2016, 16:51:34 | #2
Thumbs up to this idea! Going to support!  


Thread : News  Preview message : #986435  Replies : 99  Views : 2531
posté November 02, 2016, 16:57:11 | #3

Quote (SplingSplingSpling @ 02 November 2016 16:46) *
The system is too restrictive at creating characteristics for lower-level dungeons. You will always and repeatedly run into the problem that you will have to reset your characteristics page:
Every time you want to use a page for a higher level dungeon, you can't use it for lower ones anymore.
Do you expect us to buy a page for every dungeon, or use a scroll of absolution every other day?

It does not give you the proper freedom it should.

It would by far be more reasonable to remove the necessity to respec when the character-page is not at your current level, so players are free to explore lower-level content again, without being gimped by some p2w-thing.

Using the custom page system it is likely restrictive like that, as in, the custom pages seem useful for 'sticking around with a lower level buddy from beginning till the end'

If you flipflop a lot, its likely they want you to use the Auto-Delevel (Rapid-Build) system, which you can do at the top of your Character Info Panel - This doesn't give you freedom in terms of point distribution, but it does at least always work.


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : Changelogs  Preview message : #986132  Replies : 20  Views : 1153
posté October 31, 2016, 15:37:04 | #4

Quote (Tartumystic @ 31 October 2016 15:23) *

Quote (VoidSettler @ 31 October 2016 14:58) *


2) Globalised marketplace button and instant-access, with less slot limitation (Inspired by Guild Wars 2, as to fascilate the use of the market for common and uncommon goods as well)

While I would really like this idea, it seems Ankama is overall against easy access .
Look at Drago express for instance: These could be placed much closer to main spots, like otomai camps, huppermage dungeon, crushing machine, some main quests spots that you need to go back often while doing them. Im sure there are more places that need faster access

Also many mmo games use automatic teleportation to quest giver after completing a quest and I think it should be a thing in wakfu too. There is too much senseless clicking through maps.

More slots in market would be awesome, as its better to just delete some stuff than to wait until you have sold more valuable stuff first.

Also market should have BUY option also: Like you choose a resource/item add quantity and price for one piece and then kamas needed for it are taken into shop like items listed for selling

Well they have had another overhaul in their department, manager and lead-designer wise. Mayhaps we could just see them design some of the ease-of-access features.
I mean let's be fair, years ago I would have never expected them to even consider the sidekick or downlevel features - both of which are fully kitted for ease of play more so than them being an immediate neccesity.

I do personally believe Wakfu's economics/market is probably one of the most 'broken' game-systems though, perhaps more so than the current craft system. The whole haven-bag and auction system is archaic in design - its been unchanged since Beta and was still designed under the oldschool belief that Wakfu would be this intense, competitive player run sandbox enviroment. So much has changed since then and the direction has steered 180.

I mean I'm sure there's players that enjoy spending half an hour clicking on haven bags individually to see what's for sale without any search or filter options, but I'm definitely past that phase myself


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : Suggestions  Preview message : #985804  Replies : 5  Views : 260
posté October 31, 2016, 14:58:17 | #5
Small(er) features wishlist Aside from the many typical big overhaul features we have always wanted Wakfu to have by now (or finish for that matter, like the big overhauls on pvp/crafting, reintroduction of the arenas etc), what kind of smaller features do you feel Wakfu could really use that would enhance its gameplay enormously to your pleasure!?

I'll obviously start:


1) Hide Clothing Piece feature (Unlikely, as they have the full transparant costume, but there is always wishful thinking!) - Also, outfit reskinni.. oh wait..


2) Globalised marketplace button and instant-access, with less slot limitation (Inspired by Guild Wars 2, as to fascilate the use of the market for common and uncommon goods as well)


3) The use of emotes in battles, just because!


4) The ability to rename or nickname items.. or even spells : >


5) With the addition of Finishers soon, custom thematic victory songs based on the respective class that did the last killing blow. I want to hear the Ecaflip themesong!


6) Somehow the game needs a monster-race or monster-arena betting game.



Let's hear it!


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : Suggestions  Preview message : #985801  Replies : 5  Views : 260
posté October 18, 2016, 14:47:43 | #6
Does it still count as Earth damage (least for the purpose of the Earth DMG Challenge)? I remember constantly failing Earth DMG challenges when I'd cause collission damage.
Something that always raised a lot of questions when I tried explaining my friends in a party.


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : General Discussion  Preview message : #983950  Replies : 51  Views : 1522
posté October 18, 2016, 14:11:05 | #7
I guess in hindsight I like the fact the Tofu boss has the anti-AoE mechanic, and that said mechanic (or lack of knowing it even existed), cut our newbie team in half.

BUT then the problem doesn't lie in the fact they want to have people fight tactical battles in the early stages, its the fact they don't teach or explain new players 'how' to fight tactical. I mean to be fair, I wasn't expecting a mechanic like that in a lvl 12 dungeon, so I wasn't even trying to find a reason for its rediculous DPS output.

So now new players will need to rely on word of mouth from experienced players to figure out why the boss is kicking their ass - Sure, once you know it, I'm sure a new player can adapt. Would it be too much to ask to simply throw this info out so new players can learn kind of mechanics to expect from bosses? It'd still be a tactical MMORPG without having to figure out hidden information on a battle's mechanics.


Thread : General Discussion  Preview message : #983946  Replies : 30  Views : 1859
posté October 17, 2016, 21:31:26 | #8

Quote (KyrieZalzy @ 17 October 2016 17:57) *
It is currently near to impossible for characters below 25 to complete tofu dungeon, even with 5 players or more together.
with constant almost 200 damage a turn (AOE) from just the boss alone and sometimes even get back to full hp at some point of the fight.

Not sure what's going on, and new comers I met are almost have next to no idea about builds and mechanics, let alone "tactical fights" positioning. Before long they learn how to play like end game, its more like good game and quit.

Quote (Flatops @ 17 October 2016 07:54) *
Hello everyone,

Thank you for the feedback, it will be discussed with the team.

Not sure how true this is and how much effect will it be on the Dev side, nonetheless, its still heart warming to know at least some guy from the team took notice.
Please accept critics when players care, its too late when no one even want to reply and withers away.

Yup, the Tofu dungeon is rediculous for its level, especially in comparison to the Gobball one. The Boss' damage is insane (least for its lvl)


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : General Discussion  Preview message : #983834  Replies : 30  Views : 1859
posté October 16, 2016, 05:09:38 | #9
Litterally all Satisfaction Rings are gone, on all my characters and the bank - A bit crummy if you ask me. I know they got changed around to drop now instead of being crafted, but seriously, just removing them like that?


Thread : 1.48 Bug Reports  Preview message : #983596  Replies : 18  Views : 652
posté October 14, 2016, 12:21:24 | #10
Hey Gimonfu - Were you in a party for both quests? - Perhaps its related to the bug I've been trying to adress (That they somehow haven't responded to or fixed yet..)

Click here


It's like a lot of quests are simply broken when in a party, least in Astrub. When one of the persons in the party clears the quest, the other person in the party can't proceed their quest anymore.


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : 1.48 Bug Reports  Preview message : #983305  Replies : 5  Views : 148
posté October 13, 2016, 22:39:43 | #11
I guess its not just a pop-up, follow-up quest, the problem is even weirder.

I just went on the Betagrid and made a 2-man party of new characters, dualboxing. After having killed the plants in the Seeds of Chaos quest, both characters got the quest to talk with Pappy Pal as part of the Seeds of Chaos quest.

Upon returning, my first character talked to Pappy Pal, finished Seeds of Chaos and got the Path of Chaos quest. My second character in the party then talked to Pappy Pal, finished the quest, but 'did not' get the Path of Chaos quest.



I am honoustly amazed this problem is only being reported by me (Not even on the French forums apparently), given how critical of an issue it is - I will assume no one actually parties up with others while doing Astrub quests?


Thread : 1.48 Bug Reports  Preview message : #983128  Replies : 7  Views : 267
posté October 13, 2016, 04:30:37 | #12
Automated Follow-Up Quests Broken in a Party Making a seperate topic as I believe I had discovered the cause of a current problem: Follow-Up Quests (Automated quest progression without the need to interact with an NPC or Object, shown as a pop-up window on your screen with info) inside a party

When inside a party and finishing part of a quest that would normally advance into an automated follow-up quest (With the quest info automatically popping up), only one player in the party actually seems to receive the follow-up quest.


As a result, any player that did not receive the follow-up quest will be stuck without any way to advance their quest. Nothing seems to work to acquire the follow-up quest, like relogging, going out of the party or trying to re-do parts of the quest you already did.


The first automated follow-up quest, I believe, is normally given after finishing the Seed of Chaos quest - The quest that should lead you to the cemetary in Astrub.


Thread : 1.48 Bug Reports  Preview message : #982835  Replies : 7  Views : 267
posté October 12, 2016, 18:49:26 | #13
This problem is also not fixed yet:


- Pappy Pal refusing to give follow-up quests

Problem: After having finished the Seed of Chaos quest, Pappy Pal is not giving the follow-up quest that should be taking you to the Cemetary. Another player had a similar problem where Pappy Pal is not giving the follow-up quest that should be taking you into the battle leading you into the sewers.

Extras to note: I was in a 3 man party formed by me. One of the people in my party finished the Seed of Chaos quest while me and another friend were likely still in the Seed of Chaos instance, fighting the plants. While the first person that finished the Seed of Chaos quest obtained the follow-up quest, leading him to the cemetary, me and my friend got no follow-up quest when we completed the Seed of Chaos quest at Pappy Pal.
Also, the person that did get the follow-up quest was lvl 6, while me and my friend not getting the quest were lvl 7.


EDIT some hours later:
My friend and me rolled up a new character, we did the part up to the Sewers solo fine - We grouped up, got the quest to go into the Larvae Nest the first time and voila, we both did not get the follow-up quest again to get the Key to fight Nanny Larva.. except for once again our third friend.

Something is definitely breaking quests when in a party! I really hope this can be fixed for tomorrow since I can't really guide a new player into Wakfu properly this way...


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : 1.48 Bug Reports  Preview message : #982612  Replies : 8  Views : 179
posté October 12, 2016, 14:18:10 | #14
I had a problem with that part of the tutorial too until I 'did something' at the bottom of the screen, like click one of the arrow keys or something. At that point it told me "Oh hey, you have discovered its weak point!" and I could slap it in the side.

Not very intuitive designed.


Thread : 1.48 Bug Reports  Preview message : #982519  Replies : 3  Views : 148
posté September 30, 2015, 12:24:40 | #15
Same experience for me yesterday, My game became sluggish, dropping down to close to 1 FPS while running just a single client, but having the hero system active, and having switched between characters.

I don't know what triggered it, but at short burts it seemed fine again, before things would crawl down again to a state as if my video processor was running 100%.


Thread : Bug Archives  Preview message : #911632  Replies : 11  Views : 1034
posté August 04, 2015, 17:20:58 | #16
Welp, hopefully they will acknowledge all of this as a critical issue - I can't imagine myself playing with 'these' issues  


Thread : General Discussion  Preview message : #894743  Replies : 15  Views : 1883
posté August 04, 2015, 02:09:49 | #17
Put a thread up about this during beta, yet unfortunately it did not get a lot of response - Most of the people on the beta obviously did not care much to test how practical the new deck system would work on lower character people, and those higher level just keep saying "Well you'll have something to look out for".

The first draft of the deck system was even worse though, you only had say 4 spells to start with, but it's still really depressing to play the game on most classes between lvl 20 and 60 in its current state, least imho. The fight against the Mother Larva on a new Sacrier was pure hell even below level 20, as practically all map manipulative skills were still locked out for me at that point.


One of my friends that (unfortunately) hardly plays just logs in every once in a while now to feed on free XP from Hunter's Quests. He doesn't even feel like wanting to play with so many of his old mechanics still barred.


This post has been edited by VoidSettler - December 03, 2016, 18:41:06.
Thread : Suggestions  Preview message : #894505  Replies : 7  Views : 610
posté August 02, 2015, 14:02:08 | #18
Time to necro this (thankfully-not-too-old) Thread -

Trying to get my Cloudy Cottons too currently, after having done around 7 runs without dropping a single one, I don't believe it is working exactly like mentioned (As in, it sounds like there should be a chance for everyone in the party to drop one? Thus multiple cottons could even drop in one run, like say the Royal Gobball Wools?)


This is not the only place that has been bothering me for drops, it feels like acquiring Disco Pearls from the Hammam dungeon is just about as conkers as getting Cloudy Cottons. It's insanely demotivating a process to do, not to mention the questionmarks it raises as some of the orange crafts demand around 10 or so of them.


Would it seriously not hurt to have drops like these drop more frequently? I have litterally managed to plaster my walls now with LOWER droprate Shovel drops from that dungeon, something I should technically be happy about.


Thread : Feedback  Preview message : #893882  Replies : 11  Views : 1676
posté July 30, 2015, 14:25:39 | #19
Osa revamp without capture system just around the corner. There's your answer.


Thread : General Discussion  Preview message : #892950  Replies : 82  Views : 4851
posté July 10, 2015, 19:25:27 | #20
Absolutely punishing to me. I probably have over 25 pages worth of gifts, stuff that I can definitely not put anywhere right now, given the gifts' tendancy to be account/character bound.


Thread : General Discussion  Preview message : #885427  Replies : 4  Views : 548