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Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 12:09:38 | #1561
We're working on fixing this.

Thank you for reporting it.

Thread : Bug Archives  Preview message : #229571  Replies : 12  Views : 1709
Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 12:08:36 | #1562

Quote (Haiaah @ 27 November 2012 12:05) *
The Server will shut down in 2 minutes.

Any predictions on when going back to normal?

We don't have any estimation yet.

First we need to identify the issues before we can estimate the time it will take to fix them.

Thread : News  Preview message : #229569  Replies : 87  Views : 13188
Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 11:53:29 | #1563
Emergency Maintenance 27.11.2012 Greetings,

Due to the issues that appeared following today's update, we will have to take the servers down immediately until these issues get fixed.

We will come back to you as soon as we have more information.

Thank you for your understanding.

Thread : Server Status  Preview message : #229545  Replies : 2  Views : 1315
Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 11:37:06 | #1564
Yes, I reported this to the developers.

Thread : News  Preview message : #229537  Replies : 87  Views : 13188
Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 11:31:02 | #1565
The Kama recipes have not been implemented with this update.

Thread : General Discussion  Preview message : #229529  Replies : 6  Views : 743
Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 11:27:45 | #1566

Quote (Genepe @ 27 November 2012 11:06) *
Can someone explain how the sadi spells' name change makes their spell more coherent? I don't see much difference is all xP

The idea is the keep them coherent with the names in DOFUS.

Thread : News  Preview message : #229523  Replies : 87  Views : 13188
Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 10:38:56 | #1567
This is my fault.

I just forgot to make the post announcing the maintenance. Sorry about that.

We expect the servers to come back in 20 minutes.

Thread : General Discussion  Preview message : #229485  Replies : 9  Views : 842
Lead Community Manager * Member Since 2012-02-28
posté November 27, 2012, 10:30:29 | #1568

Bug Fixing and Improvements


  • Due to many changes applied to character classes, a spell and abilities reset will be offered to all characters with the quest “Restate of Emergency”.

  • Riddling: This passive will now work correctly and provide 60% chances to add +2 levels of Riddled per AP/MP used at max level.

  • Double or Quits: The description of this spell has been clarified.

  • Revitalizing Word: When used on a Zombified enemy, it will correctly provide Hygiene to the caster.

  • Voodoll: When a Totem is destroyed, the target will be targetable by another totem again.
  • Multiple Bramble: For more coherency, this spell has been renamed Manifold Bramble.
  • Doll Sacrifice: For more coherency, this spell has been renamed Dolly Sacrifice.

  • Karchamrak: In some cases it was possible to swap places with a carried character. This will no longer be possible.

Rogue & Pandawa
  • Roguery & Karchamrak: In order to avoid any movement issues of the Rogue in fight, he will no longer be able to cast Roguery when carried.

  • Stasis Branch: Since the spells of this branch do not benefit from any elemental mastery, their damage will no longer take Backstab or bonuses to CH attacks into account (not to be confused with CH, which will still exist for Stasis spells).
  • Aynaloxide: In order to stay coherent with area damages that don’t benefit from damage localization, those of Aynaloxide will stay the same, no matter if they’re inflicted from back, side or front.
  • Cybot: Its description has been modified in order to better fit its current mechanic. Its passive “Relay” will no longer indicate “Damage improved by X%”.

  • Line of Fire: This spell will now have a visual effect when cast.
  • Time Theft: Correcting a display bug with this spell. It will no longer be mentioned in the chat if it triggers after Rollback and this one already gave back maximum AP to the caster. Its functioning is unchanged.
  • Sinistro: It will now benefit from elemental damage bonuses and Mechanisms damages, but no longer from bonuses to summons damages.


  • PvP: In order to shorten PvP fights that were deemed too long, HP bonus is reduced from x3 to x2.5 in a next update.
  • Unbewitchment: It will now be possible to unbewitch states applied by other states (for example, the state Stunned applied by the Evil Earth Totem of Excarnus).


  • [New] Dungeon Larventura: This dungeon recommended for levels 15 will be placed in the Astrub Sewers. You will face Larvas and their boss: Shin Larva. 6 exclusive sets and 3 new achievements will be obtainable.
  • [New] Dungeon Treechnids: This dungeon recommended for levels 60 will be placed in Emelka (Amakna) or the Thicket of Yurbut (Bonta). If will be the same dungeon, however equipment will vary and complete each other. You will face Treechnids and their buddies Arachnees protecting the Ancestral Treechnid… 2 exclusive sets and 3 new achievements will be obtainable.
  • Machines: Values of the equipment pieces offered by dungeon machines will be reduced:
    • Family sets:
      • Common equipment = 2 tokens,
      • Normal equipment = 3 tokens,
      • Rare equipment = 5 tokens,
      • Mythic equipment = 12 tokens.
      • Royal sets:
        • Normal equipment = 4 tokens,
        • Rare equipment = 9 tokens,
        • Mythic equipment = 22 tokens.
  • Lunar Altar:
  • Boowolves: Over 4 fighters, they lose their AP bonus acquired until then. However they’ll receive +2% dmg per player present in the fight (up to 10%).
  • Snaptrap: The levers to access the Archmonster room will be interactive again.
  • Kab-Cave:Over 4 fighters, the AP bonus of Crobaks will be reduced from 3 to 2. However they’ll receive +2% HP per players present in the fight.


  • Smileys: All monsters will now have customized smileys in combat.
  • Infantry Whisperers: Their Armed Counter-Attack will now deal its damage correctly.
  • Strich: Its laying animation will display correctly.
  • Piwilde: For more coherency, this monster has been renamed Pink Piwi.

    Ultimate Bosses

  • Excarnus:
  • All states applied by its totem will be removable correctly.
  • Black Crow: Its ground summons will no longer rebound spells.


  • [New]Experience bar: Each time you receive experience thanks to a quest, an experience bar will appear to display the amount of experience received.
  • Quest tracker: Environmental, ecosystem, and Ogrest Chaos quests will now be highlighted in the tracker with a special visual effect. This should allow players to notice them more efficiently when they trigger in the area.
  • Environmental quests: Until now, if you didn’t have the prerequisite to participate in an environmental quest of the area, you were not able to start a fight with a monster part of this quest. From now on, you will be able to do it if you didn’t trigger the quest for your character. You will be able to participate in the event of the area without being able to complete the quest. This should allow you to help players in the area to fulfill their objective.
  • Environmental quests: Those designed to be completed in solo (like “kill X monsters”) have been rebalanced to be more accessible. From now on you will no longer need to kill 20 but 8 monsters in a 15 minutes time span. Experience received is unchanged. Here is the list of quests impacted by this change:
  • The Silence of the Gobballs (Defeat 8 Gobball War Chiefs),
  • Bliblis on Tour (Defeat 8 members of the Blibli family),
  • Little Shop of Flowers (Defeat 8 members of the Plant family),
  • Scaraface (Defeat 8 members of the Scaraleaf family),
  • Ensnapment (Defeat 8 members of the Snapper family),
  • The Bellaphone Always Rings Twice(Defeat 8 Bellaphones),
  • Puddle Indemnity (Defeat 8 members of the Puddly family),
  • Starsky and Mushd (Defeat 8 members of the Mushd family),
  • Immortalbatracious (Defeat 8 Albatrocious),
  • The Army of the Dead (Defeat 8 Chafers),
  • Kokokoon (Defeat 8 Kokokos),
  • Return of the Croaker (Defeat 8 Toads),
  • Whirligig Daddy (Defeat 8 Whirligigs),
  • Axylem (Defeat 8 Treechnids),
  • Eight-Legged Geeks (Defeat 8 Arachnees),
  • Down with Kralove (Defeat 8 Kraloves),
  • The Shark Knight Rises (Defeat 8 Sharks),
  • After Mollusky They Come (Defeat 8 Molluskies).
  • Aesof Mace: In order to prevent players from having to camp the same spot for hours until Grampar's Tooth spawns, some changes have been made:
  • A special pickaxe will be necessary to harvest the tooth. It will be usable only once (same as any other consumable),
  • This pickaxe will be acquirable on Mining Whisperers,
  • The Chuchoteurs Mineurs is a monster that appears at random times and positions (18 to 30 hours of respawn on the complete Shhhudoku's Kingdom),
  • Grampar’s Tooth will appear every 10 seconds.

    Mount Zinit

  • Chapter 1: Foggernauts’ Stasis spells will now correctly receive the bonus to elementary damages offered by the barrels of the boat.


  • Tutorial: Some texts have been clarified in order to make it more understandable.


  • Transports:
  • To clarify the transport system between Astrub and the outposts/Nation HQs, Zaaps have been replaced by Canoons, with a free cost.


  • Cania Plains (Bonta): the trap door to access the Justice Cave has been moved a few cells higher, to better blend in the environment.


  • Insignias:
  • Jiva, Djaul and Silvosse Insignias will be acquirable at the Temple of Scriptures for Almokens.

    Conquest Islands

  • General: Waiting time between two conquests of a same island will change from 1 minute to 24 hours. This change is applied to prepare the islands to the new RvR rules that will be applied with the system Revamp, to be implemented later.
  • Calamar Island: Calamar Island has been revamped! You will find all the details on this devblog. Here’s a partial list of the content to be discovered:
  • Conquest island from level 55 to 70,
  • All citizens of the Nation controlling it will receive a bonus of +10 Prospecting for 1 CM wish fulfilled, an additional +13 Dodge for a second wish fulfilled, and again +13 Dodge (+26 Dodge total) for a 3rd wish fulfilled.
  • The Clan Member of the island is Captain Calamari,
  • [New] 3 new monster families: Exotic Creatures, Chaos Pirates, Nations Privateers,
  • [New] 1 new main quest, and 4 environmental quests,
  • [New] 4 Achievements offering Haven-Bag decoration rewards,
  • [New] 2 sets and 15 dedicated items,
  • [New] The dungeon Dark Hurl Docks offering 2 sets and 8 exclusive items.
  • Wild Estate: All citizens of the Nation controlling it will receive a bonus of +10 Prospecting if the CM wish is fulfilled.


  • Popularity score: The score required to demote a Governor changes from 70 to -51.


  • Insignias:
  • Primary and Secondary colors of insignias have been changed to be more coherent with the guild emblem.


  • [New] Treasure hunt: Treasure hunt will first be implemented on Calamar Island, and then in the rest of the world with the following updates. You will have to craft your own shovel (Handyman recipe of level 0, machine of Calamar Island, or in the Gravedigger Game at the Trool Fair) in order to dig the sands of Captain Calamari and maybe find a hidden treasure! The shovel is used the same way as resources planting.


  • Shadowed Amulet: the minimal throw for this amulet will no longer be of +0% but +1% CH.
  • Xiangu's Stagger: The bonus applied will be +10% of Mechanisms damage (and not +10 Mechanisms).


  • [New] Macawker: This Pet will be obtainable on Calamar Island and will provide at max level: +15PP, +20 Ini, +25% dmg, +5CF.


  • Krosmaster will not be impremented on November 27th in game, but some first elements will be visible:
  • Chasa: This character will be in Astrub, around the tavern. He will not be interactive before the activation of the expansion.
  • Collection manager: a display case dedicated to Krosmaster figurines will be added to your Haven Bags, in the room dedicated to management machines. These display cases will also be available for crafting and in the Boutique when the expansion will be activated.
  • Recipes: Recipes linked to Krosmaster will be implemented. These will be 14 new recipes for Handymen and 5 for Bakers. Enough for all levels!
  • Krosmadex: This is the machine dedicated to Krosmaster. It will be available next to the Astrub tavern. It will allow you to get one of the 4 pets against a “Krosmaster Ball”. This token will be acquirable with Chasa, once the expansion is activated.
  • Market: A new “Krosmaster” category will be added to the “Miscellaneous” filter.
  • Games Rooms: They all have been modified to be ready to welcome their first players! Tables will also be available but not interactive before activation.


  • New Gazette: A new gazette will celebrate the revamp of Calamar Island and the implementation of 2 new dungeons!


  • [*]Huss Emote: In order to make it easier to acquire, it will now be a reward for the new achievement “Gravity Huss” (Defeat 10 Chuck Novices in the Kanojedo in Incarnam). 

    Thread : News  Preview message : #229473  Replies : 87  Views : 13188
    Lead Community Manager * Member Since 2012-02-28
    posté November 23, 2012, 18:07:40 | #1569
    I uploaded and updated version of the document.

    I also made it in PDF now, to make it easier to open.

    Thread : Feca  Preview message : #228815  Replies : 178  Views : 17851
    Lead Community Manager * Member Since 2012-02-28
    posté November 23, 2012, 16:34:21 | #1570

    Quote (nishantjung @ 23 November 2012 15:14) *
    3. As Troyle is a person(laughs) and a Meridia of hot flushes, I'd wish Wakfu to add a Meridia of person's profile name.....which Wakfu could take of other developers or forum renowned.

    As a matter of fact, most of the Meridias are named after people working at Ankama.

    You might not have noticed it yet, but you will probably recognize some of them. ^^

    Thread : Suggestions  Preview message : #228797  Replies : 3  Views : 702
    Producer & Lead Game Designer * Member Since 2009-09-18
    posté November 23, 2012, 14:20:42 | #1571
    Hi there,

    The Nation restriction on dungeons will probably not be applied based on the feedback we received.

    I talked about exclusive content but dungeons are too restrictive. We will look into keeping the idea of exclusive content, without restricting access to the dungeons.

    I’ll tell you more when we have a clearer concept.

    Concerning allied/enemy Nations, what was planned (and not yet implemented) would be as follows:
    • Base content accessible to all
    • Content accessible to allies and nation controlling the island
    • Exclusive content for the nation controlling the island

    We really worked on having 3 different levels of content in order to save the idea of alliance.

    This is one of the main points, find the balance between the use of an alliance, and content that could lead to breaking one.


    Thread : Devblogs  Preview message : #228759  Replies : 24  Views : 8769
    Lead Community Manager * Member Since 2012-02-28
    posté November 23, 2012, 12:17:07 | #1572

    Quote (Sargent-Wiggest @ 23 November 2012 12:10) *
    Could we test these changes somehow?

    The Heralds will test these changes when they get approved and implemented on the Beta server.
    Keep in mind that class revamps will not be implemented until 2013.

    Thread : Feca  Preview message : #228735  Replies : 178  Views : 17851
    Lead Community Manager * Member Since 2012-02-28
    posté November 23, 2012, 12:15:13 | #1573

    Q&A by Kwoac


    Armor and Glyphs: Will they benefit from damages to mechanics?
    Yes they will.


    Why Water spells have non modifiable range?
    The idea was to make Water Feca more mobile during combat. This should force them to find the perfect position between allies and enemies.

    Crashing Wave: is the WP regained by the Feca, or the one who casts the spell?
    The effect applies to the character casting the WP spell.


    Fecalor: Does the Armor reset at the beginning of the carriers turn?

    Fecasmodee: Why not making damages vary depending on the points used (AP, MP and WP)?
    I wanted to do it first, but then I decided to keep it as simple as possible for the player, and also for the devs. However I balanced the damage to take into account archetypes that can go up to 10AP 2MP 1WP spent per turn.

    Shushus Mark: How does it work?
    I knew this would be confusing. It’s basically a damage block for the enemy. Imagine a shield that you would have to pierce before you can start attacking your enemies.

    Basically it’s an amount of damage the enemy has to deal to get rid of the shield, before he can even start dealing damage to you.

    Its amount at max level will be 20*fire bonus (final bonus, mastery and item bonus are taken into account).

    The effect evolves with the level of Fecalistopheles:
    Lvl 1: 1 dmg
    Lvl 100: 20 dmg

    A Feca with 400% bonus fire and Fecalistopheles lvl 100 will apply a Shushus Mark of 100 (20+(20*4)).
    The enemy will have to deal 100 damages to destroy the mark before he can start dealing damages to the Feca.


    Fecablades: Which mastery is taken into account? Is it the damage or resistance?
    It works as a damage or heal spell, so the damage percentage is taken into account.

    Fecabo: Is there no limit to the resist bonus?
    No, for the moment there are no limitations besides the 4 charges.

    Fecammer: Why limiting it to one turn?
    It’s strong. I think limiting it could make it a very useful tool to spice up combats.

    Feca Staff: The note is confusing. Can we not get higher than 200% resist received, or 200% total Resist?
    If you have more than 200 Resist you will not receive any bonus. However, if you have the highest resist, others will benefit from it.


    Before Glyph:
    Feca: 100% res air, 150% res water, 220% res earth, 250% res fire
    Enemy: 150% res air, 200% res water, 150% res earth, 300% res fire

    After Glyph:
    Feca: 150% res air, 200% res water, 220% res earth, 250% res fire
    Monster: 150% res air, 200% res water, 200% res earth, 300% res fire

    Resistance increases until it reaches the 200% cap


    Teleportation: Please no random position.
    I could consider a precise position for the ally.

    Glyph of Fragmentation: This looks double-edged. If the enemy hits the Feca while both are in the glyph, he will take his own damage? After reduction with the Feca Resists?
    It is double-edged. A sensible case would be a Feca and a monster both in the glyph and both have the same amount of HP, the first one to hit will win.
    Damages spread do not take the resistance into account a second time so yes, an enemy hitting a Feca will hit himself of the same amount of damage, and the other way around too.

    Some changes that will be added to the file soon:

    CH of some Earth spells were not correct.
    Glyph of Fragmentation has 2 charges.
    Adaptative armor: will be increased
    Crashing Wave: improving the management of areas
    Stase Armor: lvl 1 gives more
    Teleportation: at lvl 8 and 9, a WP is given back if the Feca teleports on an ally

    Thread : Feca  Preview message : #228733  Replies : 178  Views : 17851
    Lead Community Manager * Member Since 2012-02-28
    posté November 23, 2012, 10:20:33 | #1574
    I reuploaded the file with a few typo corrections.

    I also noticed a mistake in the values:

    Crashing Wave
    Lvl 100: 50 Dmg (Water) when using a WP and 30% to gain a WP (and not 1%)

    Thread : Feca  Preview message : #228701  Replies : 178  Views : 17851
    Lead Community Manager * Member Since 2012-02-28
    posté November 22, 2012, 16:48:49 | #1575

    Quote (Ichiechiechie @ 22 November 2012 16:47) *
    A new pet o:

    but then +5 CF. Crit failures (worst possible trade-off stat imo), Unless that's a typo X3

    It's not a typo.  

    Thread : News  Preview message : #228567  Replies : 87  Views : 13188
    Lead Community Manager * Member Since 2012-02-28
    posté November 22, 2012, 15:58:03 | #1576
    Keep in mind that this is a proposal, not the final changes. Nothing is set in stone yet.

    Constructive criticism helps, "Ankama you suck" doesn't.

    Thread : Feca  Preview message : #228537  Replies : 178  Views : 17851
    Lead Community Manager * Member Since 2012-02-28
    posté November 22, 2012, 12:16:12 | #1577
    Kwoac just shared the Game Design document concerning the Revamp of the Feca.

    You can find it here: Click here

    Please share your feedback there: Click here

    Thread : General Discussion  Preview message : #228499  Replies : 54  Views : 19619
    Lead Community Manager * Member Since 2012-02-28
    posté November 22, 2012, 12:13:04 | #1578
    About Feca Kwoac just shared the Game Design document concerning the Revamp of the Feca.

    You can find it here: Click here

    Please let us know what you think, what you like, what you don't like, and how you think things should be changed!

    The new version of the Document can be found here: Click here 

    Thread : Feca  Preview message : #228497  Replies : 178  Views : 17851
    Producer & Lead Game Designer * Member Since 2009-09-18
    posté November 22, 2012, 11:38:35 | #1579

    I just wanted to give you more information about the logic behind conquest islands.

    First, the bonus of Calamar Island will not be “+10PP” but:
    • +10PP for 1 CM whish
    • +10PP/+13Dodge for 2 CM wishes
    • +10PP/+13Lock for 2 CM wishes

    Why a low PP bonus?

    The idea is to bring a PP bonus that cumulates with the more conquest islands your nation controls.

    We planned to do it with the big RvR revamp to come, but we also wanted to implement this on the islands already in game.

    That’s why the bonus on each island has to stay rather low, since each new island released will cumulate with the existing bonus!

    In this intent, the “Wild Estate” will also receive a bonus of +10PP to the nation that owns it (in the next patch).

    Note: This Island is different since it doesn’t have any CM wish, so the bonus will only be +10PP.

    Why paying Kamas to take the island?

    We decided to keep this rule for two reasons:
    • Avoid having groups starting a fight only to “test” a fight against a CM
    • The 500 kamas will go to the CM treasury and therefore to the nation controling the island. A good defense might just fill in the nation treasury!

    Why Calamar and not another island?

    We decided to work on this island before releasing new ones, due to its obvious lack of content.

    This island had nothing to offer, whereas we want all contents of the game to bring their share of monsters, rewards, quests and achievements!

    But don’t worry; the islands you knew during Beta are not far away…

    Exclusive content

    Concerning exclusive content for the nation owning the island, nothing’s done yet. There will not be any limitation for the dungeon as long as the RvR revamp isn’t implemented.

    However, we intend to offer exclusive content to the nation controlling the island (only the nation, and not the allies) for two reasons:
    • Taking the island will be harder now. A nation that invested time and kamas should be rewarded accordingly: what could be better than exclusive content?
    • These are PvP islands where alliances are made and broken. If the content is available to everyone, why waging war?

    But as I said, the RvR revamp is not here yet, and we will have many occasions to talk about it together. All of these are just ideas; nothing’s been set in stone yet.


    Thread : Devblogs  Preview message : #228495  Replies : 24  Views : 8769
    Lead Community Manager * Member Since 2012-02-28
    posté November 21, 2012, 16:33:31 | #1580
    [Transcript] AFK #3 Watch the show (in french) here.


    • Next update will be deployed on November 27th.
      • Complete revamp of Calamar Island
      • 2 new dungeons: Treechnids and Larvas
      • New achievements, new items, new recipes to craft Kamas
    • Kwismas: will have its own special event.
    • Don’t forget the new game by Ankama, Fly’n, available on Steam!

    Players’ questions

    What solutions are you thinking about concerning Restats?

    So far we activate the quest when we deem it necessary, but this is not a long term solution. We want to add a more viable one in game. Game Designers are working on it. At first we looked into adding a restat quest, like in DOFUS, but it wasn’t satisfying enough.

    Right now we’re more thinking about a restat by stages. For example we could offer restats when the character reaches level 20, 50 and 100 (these are just examples).

    We’re trying to get this implemented before the end of the year.

    Will you implement class revamp anytime soon?

    Yes, Grou is still working on class revamp. Unfortunately they will not be implemented before 2013. Your feedback is more than welcome on class changes!

    What’s planned for Kwismas?

    We’re working on something similar to the Al Howin event: an exclusive dungeon, achievements, quests, exclusive rewards. We will talk about it soon.

    Will you come back on the Coagulation nerf?

    We think that this nerf was necessary when you know that some Sacriers were able to reduce damages to 0. However we may consider an improvement of Earth Sacriers in the future.

    Talk with Azael

    Theme: Politic

    About demoting a governor: the ingame counter isn’t clear enough. When you reach -75% you expect the governor to be demoted, but he isn’t, why?

    It’s true; the ingame display isn’t very clear or precise enough. We will modify it in the next update. It will be modified visually to be made more precise, but also the feature itself since demoting will no longer require -75% but -50% popularity.

    About laws, some are very restrictive, and it happened already that governors just implement them all, leading to a completely impossible gameplay. Are there no limitations?

    Limitations are the laws we make available in game. On the other hand some players asked for more laws. We’re currently thinking about adding more laws in game.

    First we want to stabilize this feature. Once it will be stable enough, we will improve it and ask the community what they expect from politics in order to take their feedback into account.

    We don’t have a date yet concerning a politic revamp. We will try to talk to the community early enough to make sure that we can use their feedback in our design.

    About Soldiers and Guards. One would think that Governors would have power over them. It’s not the case. What do you think about it? Will you change something?

    We’re already working on it. We have an idea for Soldiers and Guards, which is to add a PvP system, with ranks. When a Guard fights Outlaws he will receive points that will improve his ranking, giving him access to exclusive rewards. However if a Guard breaches the laws of his government he will lose a lot of Citizenship Points. If he loses his Guard status, he will be removed from the ranking system. He will not lose his rewards, but will no longer be able to use them.

    So Government will still not be able to decide who’s a guard and who’s not?

    Concerning the Government involvement, we’re looking into giving them power over the rewards Guards can get. A governor will not have power over who is a Guard, but he will be able to manage the rewards, and potentials bonuses.

    As for Soldiers, it will be something similar, but based on the RvR system.

    Last thing: voting alts. What’s your opinion on these?

    We worked a lot on a system preventing this possibility. We think the best system would be to have a limitation per account. A player would be able to vote only once per nation and per account. That’s what we would have liked to implement.

    However, it’s not that easy. It’s very heavy in development and we thought it would be better to improve the politic feature before thinking about limiting its access. Also, this problem is very hard to quantify for us.

    First we will have to develop tools in order to measure the impact of voting alts before we can even consider a solution to limit them.

    Thread : General Discussion  Preview message : #228365  Replies : 7  Views : 1129