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International Community Manager * Member Since 2014-11-03
posté March 17, 2015, 12:22:53 | #41
Hello everyone,

Thank you for the reports - we are aware of the issues concerning connection (and re-connection) problems and will be shutting down the servers shortly and more information can be found by clicking here

We will come back to you as soon as we have isolated the cause of the malfunction and when we have a time for the re-opening of server!


Thread : News  Preview message : #839583  Replies : 87  Views : 2101
International Community Manager * Member Since 2014-11-03
posté March 17, 2015, 12:16:07 | #42
Emergency Maintenance - 17.03.15 Hello everyone,

Following the difficulties concerning connection (or re connection) to the game, of which many players are experiencing, we will cut all servers in 15 minutes to avoid any further complications.

We will come back to you as soon as we have isolated the cause of the malfunction and when we have a time for the re-opening of servers.

Thank you in advance for your patience and understanding.


Thread : Server Status  Preview message : #839576  Replies : 1  Views : 4553
International Community Manager * Member Since 2014-11-03
posté March 17, 2015, 10:59:12 | #43
Hi folks!

The servers are once again open and it's time to discover Kelba and the new the content of the update, see you in-game!

Thank your for your patience and your renewed protection of Kelban merchants.


Thread : Server Status  Preview message : #839528  Replies : 1  Views : 2466
posté March 16, 2015, 22:57:32 | #44

Quote (Lukinerx @ 16 March 2015 20:40) *
why reflected dmg counts as damage that comes from Osamodas instead of Summons damage?

Now the damage counts as damage that comes from the summons. That's how the challenge and other bad interactions have been fixed.  


Thread : Changelogs  Preview message : #839386  Replies : 78  Views : 3019
International Community Manager * Member Since 2014-11-03
posté March 16, 2015, 17:36:48 | #45
WAKFU Update 1.40 - 17.03.15 Hello folks,

The WAKFU servers will shut down for maintenance tomorrow (Tuesday the 17th of March) starting at 8:00 AM GMT / 4:00 AM EST / 1:00 AM PST, while we deploy the new Kelba update.

The detailed March update changelog can be found: here.

We will keep you updated on the progress of the update. Thank you for your patience.


Thread : Server Status  Preview message : #839226  Replies : 1  Views : 2466
posté March 13, 2015, 13:21:47 | #46

Quote (Gvz @ 12 March 2015 13:34) *
Wait, Captn Atcha works for rars spawns?

It doesn't.

But it worked because the Iridescent Obsidian was uncommon instead of rare or mythical. It has been fixed for the 17.

Quote (Sustanon @ 11 March 2015 05:28) *
give us at least chance to make rare ones by refining the normal ones or incrase rate of respawn the rare ores.

This could be considered, versus a reasonably high amount of classic resources. (Not planned yet.)


Thread : 1.39 Bug Reports  Preview message : #838184  Replies : 28  Views : 1077
posté March 13, 2015, 11:19:33 | #47
Corn has been replaced to Whisperers Island.


Thread : Feedback  Preview message : #838170  Replies : 7  Views : 533
posté March 12, 2015, 16:00:00 | #48
Class Revamp: The New Cra Strikes! Cras have had trouble staying competitive compared to the other classes for some time now. When playing alone, Cras are penalized by the small size of the battlefield and the number of monsters that can easily reach them.
In group play, Cras inflicted less damage in comparison to other classes.

This rework aims to correct Cra’s weakest elements and bring Cras up to level with the other classes while also strengthening their distance damage-dealing gameplay (they’re archers after all!) We will do this by making Cras more dynamic, giving them a stronger strategic element (which we are trying to bring to all reworked classes) and by applying the new balancing standards (final damage, etc.). Here’s what we did to reach this goal:
 
First of all, we removed the majority of MP costs from Cra spells. Since Cras need mobility to keep their distance from opponents and constantly need to reposition themselves, these costs were counterproductive. New effects and passive spells will compensate for the apparent loss of hefty damage on some spells that have lost their MP cost.
 
In order to continue keeping their distance and fulfilling their distance damage-dealer role, Cras now have two MP loss spells (including an MP steal) and a Range loss spell with effective and immediate effects.
 
Next, we also wanted to reward Cras who manage to keep their role thanks to the “Evasive” effect. Cras become Evasive when they start their turn without any opponents nearby (within 3 squares). Being Evasive lets them inflict more damage with certain spells, and a passive spell lets them get additional bonuses when they become Evasive.
 
To further strengthen Cra’s mobility, we’ve introduced a new “Precision” mechanism. When Cras move, they gain Precision. Precision increases their chances to score Critical Hits and Critical Damage during their current turn. Together with their other passive spells, Cras can indeed rely on Critical Hits at the heart of their gameplay.
 
We decided to go to a single Beacon, which is now an active spell, instead of the three elemental Beacons. This lets Cras unlock no fewer than three new elemental spells, while giving them better control of the battlefield through the choice of effects that they’ll place on the Beacon.
 
Cra now works with three elemental states: Flamboyant (Fire branch), Reach (Air branch), and Riddled (Earth branch). Flamboyant increases damage in the area around Cras, letting them steal HP with the Voracious Arrow. Reach increases their single-target damage and lets Cras shoot powerful Poisoned Arrows. As before, Riddled lets them shoot Destructive Arrows that are...well, destructive.
 
But that’s not all. We’ve overlapped these three states in such a way as to create real synergy between elemental branches and open up numerous rich, diverse possibilities. Don’t worry though, single elements are still possible, and the base effects of the spells are still simple and effective!
 
Next, we tried to standardize increases to damage spells that were too weak:

  • Transition to final damage for bonuses
  • The aforementioned “Evasive” mechanism
  • The aforementioned “Precision” mechanism
  • The aforementioned mechanisms related to Cra’s elemental states
  • The “Sharpening” mechanism (with every spell cast, Cras generate Sharpening). They can also get Sharpening through other mechanisms. When Sharpening reaches 100, Cras regenerate 1 Wakfu Point and inflict more damage on the following spell.


As you can imagine, with some good timing, Cras will be able to inflict massive damage. But wait, there’s more! They now have excellent strategic possibilities, such as getting rewards for keeping their distance, positioning using the Beacon’s Windy effect, regenerating Wakfu Points, attempting to immobilize targets, removing Range, stabilizing targets, giving allies Range, opening up a line of sight on targets with Homing Arrow, regenerating with HP steals, and more....
 
We’ll let you discover it all for yourself on March the 17th

http://www.wakfu.com/en/mmorpg/news/devblog/tickets/430509-class-revamp-new-cra-strikes


Thread : Devblogs  Preview message : #837904  Replies : 95  Views : 2800
International Community Manager * Member Since 2014-11-03
posté March 12, 2015, 14:22:46 | #49
Hello Kaelirra,

This is a serious issue indeed. I have reported the problem to our team here but I need you to follow a few more steps for me.

Could you please create a support ticket (and supply all the evidence as you have done here) on our Customer Support website? It is located here!

Once you've done this, please let me know on this thread or by Ankabox and quote me your ticket number.

Thank you!


Thread : 1.39 Bug Reports  Preview message : #837877  Replies : 3  Views : 242
International Community Manager * Member Since 2014-11-03
posté March 11, 2015, 14:44:37 | #50
ISP Maintenance - 12.03.15 Hello,

Our internet provider will performing network maintenance on its data-center between 4:01 PM to 11:00 PM (PST) on the 12th of March.

During this time, you may experience disturbances (beyond our control) while accessing our sites or our games.

Thank you for your understanding.


Thread : Server Status  Preview message : #837545  Replies : 0  Views : 511
Game Designer * Member Since 2011-04-29
posté March 10, 2015, 16:45:00 | #51
Class Revamp: the new Iop is coming! Although the Iop can properly deal damage, it has trouble keeping up in a fight due to its game mechanics and the fact that it only has close-quarter spells. This especially holds true in multi-player mode, where the monsters are often very tough melee fighters. Its movement spells are also somewhat costly. All in all, it isn't easy for an Iop to survive combat that goes on for a longer period of time.

Although the Iop can properly deal damage, it has trouble keeping up in a fight due to its game mechanics and the fact that it only has close-quarter spells. This especially holds true in multi-player mode, where the monsters are often very tough melee fighters. The Iop's movement spells are also somewhat costly. All in all, it isn't easy for an Iop to survive combat that goes on for a longer period of time.

...So we've given the Iop a makeover. The aim of this is to reduce the handicaps mentioned above by improving the game mechanics and by introducing a range of interesting and useful spells which are suitable for most of the roles it can have in the game.

We've removed nearly all of the damage-dealing spells that cost MP. The logic here is that close-combat specialists such as the Iop need their MP to move around the battlefield rather than to deal damage to enemies once they are close enough.

However, there are new passive and active spells, as well as game mechanics in place to make up for this "loss."

We also thought it wasn't necessary for all of the spells to be close combat only. That's why there are now a number of short-range spells available for the Iop. With these, it can hit targets it couldn't even reach before, and it will no longer be stuck right in middle of everything during attacks.

Doing damage is good, but getting to hit targets is priceless.

The Iop now has a number of ways it can move around the battlefield. It can use Jump to occasionally move around in an effective way, as well as its Standard to move around several times per turn – all for a reasonable price from the moment of activation.

What's more, the Iop now has skills to prevent enemies from fleeing. Its Air Branch can hold enemies in place while it occasionally drains their MP using Shock, directly drains their MP using the Rocknocerock spell, or stabilizes the target using the Focus spell...

We also gave the Iop a few skills that go hand in hand with melee character constraints – and by that we mean strategic and deterrent skills which can be used against enemies from a distance as well as up close and personal.

For instance, Iop's Wrath penalizes deserters; damage dealt can be increased using Devastate, which puts the Iop in a good position at the start of a turn; spells such as the Celestial Sword let the Iop effectively fire at targets from a way away; and Charge can not only be used to get closer to enemies, but also to prevent them from fleeing...

Defensive Stance has also become a major strategic skill to spotlight the Iop's "off. tank" status. The Earth Branch provides Armor, and the Air Branch can be used to Health Steal. Defensive Stance can also be used at the end of a turn to increase Blocking.

This way, the Iop will occasionally take hits but be able to survive multiple enemy assaults while engaged in close combat.

The new Power mechanism is based on the principle of "the more that the Iop hits, the harder its hit are." What this means in practice is that Power gives the Iop a final damage bonus, and that every spell gives it a certain amount of Power and Concentration.

The strategic aspect lies in the fact that in contrast to Power, Concentration reverts to 0 every time it reaches level 100, giving the Iop a powerful boost for its next attack at that particular moment.

We gave the Iop a few ways of supporting its allies (by "support" we mean increasing the damage-dealing potential of allies) to give it a more prominent role in multi-player games. The Focus spell is useful for 6 players as the entire team benefits, while Amplification (damage gain) and Motivation (AP gain) need to be cast in an optimal way to be effective for allies.

The last thing we want to mention is that we added Air Branch combos. A combo is basically a succession of spells (3 or 4) in a specific order. This allowed us to insert some strategic (and also fun!) skills by way of an easy-to-handle branch.

The system is still suffering a bit as the spells that can be used for this are limited, but we're aiming to fix this problem as soon as possible.

You can see everything for yourself in the game from March 17th!




Thread : Devblogs  Preview message : #837296  Replies : 56  Views : 1749
Producer & Lead Game Designer * Member Since 2009-09-18
posté March 06, 2015, 12:00:00 | #52
Letter to the Community - March 2015 After our livestream was canceled in January, we felt it was important to send a letter to the community to review 2014 and give you the first orientations for 2015. So, here it is - find out more!
Letter to the Community
Hello,
 
After our livestream was canceled in January, we felt it was important to send a letter to the community to review 2014 and give you the first orientations for 2015.
  

Review of 2014

 
We were quite busy in 2014, with numerous projects to work on. I’ll take this moment to recognize our teams’ enormous efforts. We changed our organization at the end of 2013 and, in addition to adapting to the new production methods, our teams were able to rise to every challenge they faced.
 
In one year, we reviewed the subscription/free gamplay formula, released versions for China and Asia, launched WAKFU in Germany, Austria, and Switzerland through Bigpoint Publishing, and developed a version for the Steam platform. 
 
We also added elements that we felt were important for WAKFU, such as reconnection in combat, mounts, and group search. We reviewed the whole balancing of the game (characteristics/monsters/items) for a more solid foundation.
 
And then there’s the content additions, with Ohwymi, the Astrub revamp and the start of a main quest, the input of over a hundred mercenary quests, the Divine Dimensions, the Sram revamp, and the arrival of Eliotropes at the end of the year.
 
But we are aware that there is still work to be done, as reflected by the PvP system (we’ll come back to this) and the narrative aspect of the dimensions, and it’s these two points that I would like to discuss.
  

Review of the Divine Dimensions

 
I’m going to start with the Divine Dimensions and their narrative element, which will help me illustrate the choices we sometimes have to make.
 
We didn’t officially announce it, but we had initially anticipated having six chapters and therefore six Divine Dimensions. We had written the narrative plot based on this foundation at the beginning of the year, with a specific idea of the characters, their development, the outcome of the story, etc.
When the game became available on Steam, improving the beginning of the adventure and reviewing the tutorial and beginner areas seemed vital to us. That’s why we completely revamped Astrub, developed the reconnection in combat, and added mounts: these features seemed essential for all players. Inevitably, these changes affected our planning and priorities. 
 
In short, despite having an initial detailed plan at the start of the year, we always take into account new priorities and your feedback, and we prefer to adapt our plans to satisfy as many people as possible.
  

Review of PvP

 
The PvP system we decided to integrate in September was intentionally more open than a tournament system. 
 
We knew that class balancing would not be optimal for obtaining a truly competitive system. The open PvP system was a first step, allowing us to better grasp your behavior and the shortcomings we needed to address. This system also has the advantage of being able to develop directly into a territory conquest system, which is part of the basic concepts of WAKFU.
 
At the same time, we did a first class revamp with Sram, setting down a new direction for future balancing. Your feedback told us that this direction seems to be the right one.
 
In 2015, we’ve decided to gradually review balancing for as many classes as possible using the Sram revamp as a model, so that we will next be able to develop the PvP.  We will try to keep this goal throughout the year.
 

What about the rest of 2015?

 
First of all, the rhythm is going to change. We will focus on four big updates per year and sometimes a content activation between two updates. We will produce as much content as we did last year, but having more time between updates will allow us to work more in-depth and make content available on the beta for longer.
 
In terms of content, we expect to increase the number of available islands.
 
The levels of these islands will be set to satisfy players of all levels, and we will also think about the way content is added for VHL players.
  

Heroes

 
Now I'm going to move on to a topic many of you have been waiting for: heroes!
 
For us as much as for you, heroes are going to mark a turning point in the game experience, bringing it closer to the WAKFU we want to offer players. It’s important that this feature doesn’t cause any major problems when it is launched. That’s why no date will be announced until it is certain.
 
With this kind of major feature, it’s difficult to give an accurate estimate of the production time, compared to the production time for an island, for example.
We’re still working on this project, but we will not commit to a date of availability.
 
I hope this letter to the community answered some of your questions.  We’ll communicate with you regularly with more information about each update and on the rest of 2015. 
 
Follow the beta and good gaming!



Thread : News  Preview message : #836029  Replies : 62  Views : 3103
posté March 06, 2015, 10:09:04 | #53

Quote (Mr-buddy2u @ 06 March 2015 01:25) *
if i am not mistaken it was 10% chance for rare ore in silver and bauxite (...)

I have history of changes and I can tell you it has always been 1%. Also, I leveled a minor 100 as a player, and used to sell Dull Sapphire. I know how it works.

___

Btw, I checked, and it is 1% for Iridescent Obsidian and it works like every other ore.

Also, it is now 6 sec to mine an ore instead of 10.


Thread : 1.39 Bug Reports  Preview message : #836036  Replies : 28  Views : 1077
posté March 05, 2015, 20:25:42 | #54
It has always been 1% rate to spawn a rare ore instead of normal one.

I will check tomorrow to make sure there is no problem.

Thanks for the report anyway.


Thread : 1.39 Bug Reports  Preview message : #835886  Replies : 28  Views : 1077
posté March 05, 2015, 20:17:14 | #55
This case is not related to Pandawa revamp.

The description of the "Ring" AOE has been bugged for a long time.

We have fixed it weeks ago and the fix is coming with the next patch. It will display the min and the max range of the "Ring" and the right value for the max.


Thread : General Discussion  Preview message : #835883  Replies : 24  Views : 1341
posté March 05, 2015, 16:12:56 | #56
It's 10 armor / AP. The description is wrong.

This amount is increased by general damage, earth damage, close combat damage, single target damage and critical or non-critical damage.


Thread : Feedback  Preview message : #835825  Replies : 1619  Views : 64595
International Community Manager * Member Since 2014-11-03
posté March 02, 2015, 17:53:27 | #57
Quick update: the exceptional maintenance scheduled for tomorrow has been postponed. We shall update you with the new time and date prior to the maintenance.

Thank you for your understanding!


Thread : Server Status  Preview message : #834976  Replies : 1  Views : 889
International Community Manager * Member Since 2014-11-03
posté March 02, 2015, 12:13:55 | #58
Remington, Nox & Amara - Exceptional Maintenance - 03.03.15 [Postponed] Hello folks,

Maintenance on the Remington, Nox and Amara servers is set to occur on the 3rd of March at 7:30 AM GMT / 11:30 PM PST / 2:30 AM EST.

We estimate the maintenance will last approximately an hour.


Thank you for your patience and protection of puddlies!


Thread : Server Status  Preview message : #834907  Replies : 1  Views : 889
posté February 27, 2015, 19:08:00 | #59

Quote (BrainInAJar @ 27 February 2015 16:56) *
and now it has a teleportation potion to miss freez in it. wonder if they are trying to fix her.

I have fixed it. That's why I put the teleportation potion into the machine, if you want to try it easily.  


Thread : Feedback  Preview message : #834204  Replies : 4  Views : 400
Community Manager * Member Since 2013-07-08
posté February 24, 2015, 18:38:19 | #60
Hi guys,

I can confirm that both the Cra and Iop revamp are coming in March with the next game update but I cannot give you a date yet.  


Thread : Cra  Preview message : #833389  Replies : 13  Views : 1590