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[Transcript] AFK #7
Lead Community Manager * Member Since 2012-02-28
posté March 14, 2013, 09:40:02 | #1
[Transcript] AFK #7 Watch the video (in French) here.

News

  • No update in March
  • A new dungeon will open every week
  • Saint Potrick and Feaster will be celebrated in WAKFU

Players’ questions

Can you do something for teams that experience the Invulnerability state of a UB when they were about to defeat it?
A new process has been implemented. Find all the details on the forums, here.

We talk about ecology feature, but in the end only farming and destruction are rewarded. When will you implement mechanics increasing awareness of the environment?
It already exists in game; with the Nation bonus for example that you can’t benefit from if the area wasn’t balanced. The issue is that we can’t implement mechanics that will themselves create unbalance or go against the desires of governors. That’s why with Environmental quests you have to kill a Horde, which doesn’t impact the ecosystem. We’re looking into ways to emphasize, for example with an environmental quest that would trigger when the area isn’t balanced. This would provide more incentive, with the nation bonus and a quest reward. This however will not be implemented now.

Why does it take so long to increase the level cap?
Because we have to change the XP curve. The Game Designers want progression to slow down a lot after level 110. Also because when we implement new levels we want to make sure that there is content for these levels, like dungeons, areas, equipment, monsters, etc. And in the end we need to implement a good progression system up to level 200 which is the max level we want to reach. How will spell evolve? Will we bring new spells? Etc.

On the roadmap, there is nothing about the ecosystem or crafting. Are you giving up on them?
We already talked about the ecosystem in a previous answer. Regarding crafting what we can say already is that with the character level cap being increased, we will also increase the level cap of professions. However that means rebalancing items of a higher level than 100. We will start this with the Frigost update. We’re also working on the overall accessibility of professions, particularly at low level. We’re also thinking about resources: will we put fewer resources but make them more useful? Many things will be modified, which will have a strong impact on professions. Smithmagic will also have an impact on crafting. It’s a big project so instead of implemented one big revamp, we decided to deploy small changes step by step. And a small spoiler: hidden recipes will be emphasized, with maybe a drop of rare recipes. This is being worked on.

Talk with the developers - FRIGOST

How will Frigost be discovered in WAKFU?
Azael: Frigost is an adventure island, with all the rules implied (cannot be captured for example). The island will have a large level range, for middle to high level.
The main story is that Zberg (a merchant Enutrof) discovered this island and settled there to create a trading post where players can land, discover this NPC and the secrets of the island.

Can you talk about the dungeons?
Azael: We’re going to add many dungeons, once again with a wide level range offering content to everyone. The big difference with other dungeons is that these will really be story based and be linked to the main story of Frigost.

What’s the impact in term of Level Design?
Fhenris: We had much feedback concerning the Whispering Island. Many said that it was too big and a bit empty. We took it into account when working on Frigost since it will be approximately the same size. The size of the Whispering Island is a benchmark for us and represents what we consider the good size of an Adventure Island. Visually you will find three very different areas. It will be similar to what we started showing with Kwismas but we went further with Frigost. You will have Ice fields, Snow plains, caves, frozen villages, etc.

So the Level Design will really be complete and full of details?
Azael: The Game Designers really used the work of the Level Designers and made sure that creatures and monsters families really differ between each area. Some areas will even have several monsters families. All in all it should be much more diversified than the Whispering Island.

Not only in terms of Level Design or monsters but also with the quests?
Azael: Regarding quests there will be a main story that will bring the player to all the areas of the islands but we also added side quests to bring more depth to the story of the island. Thanks to the level of details brought by the Level Designers we easily identified peculiar areas or NPCs that could be used.

So it will be the first time we offer such a dense level of content to the players?
Azael: That’s our intention yes.
Fhenris: We really wanted to adapt the island to make sure that the emphasis is put on narration. There was a complete team work between Game Designers, Level Designers, Background team (in charge of the story of the games) on the side quests.

Will we find new resources for crafting?
Fhenris: Yes there will be new resources. I can’t say how many and what levels. But there should be enough for gathering and crafting.

Regarding exploration will there be hidden places to find?
Fhenris: Yes I always try to put small and funny secrets to discover for the explorers!


Squited Arachnee * Member Since 2007-03-10
posté March 14, 2013, 09:46:07 | #2
So.... When is the next class revamp if not in March? Is it April now?


This post has been edited by daemonlordjames - March 14, 2013, 09:46:27.
Short Strich * Member Since 2011-07-23
posté March 14, 2013, 10:17:34 | #3

Quote (daemonlordjames @ 14 March 2013 09:46) *
So.... When is the next class revamp if not in March? Is it April now?
Yup, April. It's covered in the 2013 roadmap.


The Sinister Six * Member Since 2012-01-13
posté March 14, 2013, 12:41:07 | #4
One of my pet peeves about killing quest mobs is that you lose wakfu for em even though they don't affect the ecosystem at all


posté March 14, 2013, 13:15:45 | #5
Man increased crafting cap  


Lord Madgobb * Member Since 2010-12-18
posté March 14, 2013, 14:18:51 | #6
Because we have to change the XP curve. The Game Designers want progression to slow down a lot after level 110. Also because when we implement new levels we want to make sure that there is content for these levels, like dungeons, areas, equipment, monsters, etc. And in the end we need to implement a good progression system up to level 200 which is the max level we want to reach. How will spell evolve? Will we bring new spells? Etc.

Just like I said too easy to level Hopefully they increase the levels soon then.


Scary Polter * Member Since 2012-01-12
posté March 14, 2013, 14:27:55 | #7

Quote (Neneko88 @ 14 March 2013 14:18) *
Because we have to change the XP curve. The Game Designers want progression to slow down a lot after level 110. Also because when we implement new levels we want to make sure that there is content for these levels, like dungeons, areas, equipment, monsters, etc. And in the end we need to implement a good progression system up to level 200 which is the max level we want to reach. How will spell evolve? Will we bring new spells? Etc.

Just like I said too easy to level Hopefully they increase the levels soon then.

Level 110-111 50m xp needed.


Lord Madgobb * Member Since 2010-12-18
posté March 14, 2013, 14:37:04 | #8

Quote (MoshPitt @ 14 March 2013 14:27) *

Quote (Neneko88 @ 14 March 2013 14:18) *
Because we have to change the XP curve. The Game Designers want progression to slow down a lot after level 110. Also because when we implement new levels we want to make sure that there is content for these levels, like dungeons, areas, equipment, monsters, etc. And in the end we need to implement a good progression system up to level 200 which is the max level we want to reach. How will spell evolve? Will we bring new spells? Etc.

Just like I said too easy to level Hopefully they increase the levels soon then.

Level 110-111 50m xp needed.
Would be good, anything to stop how boring it is to level. Earn your levels now I leveled a lot of my fcharacters to 108-110 already without wanting to.


Happy Miliboowolf * Member Since 2008-05-13
posté March 14, 2013, 15:25:05 | #9
Just want new spells so I can bother with leveling.


Lord Madgobb * Member Since 2012-02-11
posté March 14, 2013, 15:57:40 | #10
did someone say there will be caves .


Ancient Eradicator * Member Since 2008-06-09
posté March 14, 2013, 16:57:21 | #11
Creating mid level content on a brand new island is find of useless for two reasons.

1. Many people have told Ankama that they do not have enough incentives for players being anything lower than 100+. Hence, people will rush through to max level still. Plus, there are a ton of dungeons and whatnot for mid levels already. Why create even more content when the new content for mid levels would not really change what characters use already around mid level. I, like some, have advocated and appreciated that Ankama filled out the already existing levels before they added more levels. Yet, though I am one of the few that appreciated that Ankama added mid level content, not many people care for mid level content.

2. Secondly, there are already too many item sets to choose from in the mid level range. So why add more? It seems Ankama is overdoing the content for mid levels now. What once seemed scarce now seems overflowing. Unless of course Ankama means lvl 85 or something when they mean mid level content. But even then, 85-100 has a ton of options to choose from. Ankama should have created Frigost for 101-120. Hence, the island would have overlapped with Whispers. That is just my opinion, but one just has to look at the total amount of sets in each level range to see that 1-100 looks complete.

This list does not include sets that are not obtainable such as Admin Set, Social Networking, or the high level Destructive and Ropey Sets:

1-10: 23 sets
11-20: 23 sets
21-30: 20 sets
31-40: 12 sets
41-50: 26 sets
51-60: 12 sets
61-70: 26 sets
71-80: 15 sets
81-90: 9 sets
91-100: 10 sets
101-110: 6 sets
111-120: 1 set (the inferior hushed sets I do not include due to them just being used to lower your chance of getting better equipment from the bag)

As one can see by the numbers, 1-100 seems already filled out in sets, while 101-120 seems bare. 101-120 becomes even more scarce when one sees that 2 of the sets are UB sets, 2 are craftable UB sets, and one is a high level dungeon which many can not run.

In conclusion, why add mid level content when one would just be adding sets into a level range that is already overpopulated? Frigost should have been 100+. Luckily, there will be many dungeons, and a ton of monster families. Hope these dungeons are like the other newer dungeons in which it drops various sets. I also hopes this means more specialty sets for higher levels such as a pure summoner set, ap removal set, pure tank sets,etc. After all, to create diversity in builds you need to also create sets that provide diversity.


This post has been edited by GodIsWithUs - March 14, 2013, 17:09:31.