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Q&A with Wakfu DEV; Changes in discussion
Topic Started: Sep 6 2012, 02:17 PM (103 Views)
Asura's Wrath
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I just stumbled upon this and thought I'd share instead of making you dig for it yourself.


Q&A: Feedback #15
Hi everyone,

Today we would like to present the newest edition in our Community Q&A, this time focusing on potential game enhancements and class improvements.

The information below was kindly provided by: Lead Game Designer Azael and Game Designer Zeorus.
Questions & Answers
Symbiosa Osamodas are rare. Because their transformation is hard to build for little return, do you plan to improve this class loadout?
Azael: Absolutely. Osamodas are going to be revamped, alongside Sadidas – these are actually our priority revamps. The Feca is planned to be improved as well. All of this should happen within the next few months.


Concerning PvP improvements, why did you choose to multiply HP by 3 and not say 2 or 1.5?
Azael: The team wanted to make fights between two 105 characters last at least 8 turns. Our tests showed that to achieve this goal, HP had to be multiplied by 3. However since this is based on characters level 105, we may eventually have to adapt this PvP state to keep it balanced for all level ranges.


Will we be able to change our equipment during the preparation phase of a fight?
Zeorus & Azael: Indeed, this is planned alongside other PvP improvements, such as the ability to use consumables during this phase (in order to help those who are repeatedly attacked).


Can you give us some examples about the political improvements you want to bring to the game?
Azael: Sure thing! We will improve the use of the treasury, the interface, and more PvP rules based on the Guards/Outlaws system… And to give you a little spoiler: there will be a ladder for Guards and Outlaws.


Among said political improvements, it was once said you would influence the Citizenship Points loss based on the current amount of Citizenship Points the player has. What about also taking the character level into account?
Zeorus & Azael: The implication of a player in politics is made by the way he invests himself on everything relating to politics, and is shown by his total CP. Therefore we don’t think it would be a good idea.

For example: let’s take a high level character that suddenly starts getting involved in politics and want to gain CP although he has no idea about politics -- his responsibility acquired with the experience he has about politics is very low. And in this case, this proposition doesn’t seem fitting (and would be unfair to low level characters that turned their character completely toward politics). But not only this, adding such a mechanic would become to complicated for many players adding an even high level of complexity on an already complex system.


Do you want to add more possibilities for players concerning gain and loss of Citizenship Points?
Azael: Of course, but not as long as the political system has not been improved as we would like it to be. Note that we also plan on adding political quests!


What do you think of allowing Governors to make their own Gazette?
Azael: This is indeed planned. We can’t keep anything hidden from you!


Will you add more features for Guilds with the Haven-World system (guild banks, permissions, new icons, etc.)?
Azael: Yes and No. We don’t plan on implementing such improvements right upon release of the Haven-Worlds. I’d rather keep a bit of surprise and come back to you in due time.


Would it be possible to make it so the first guild to reach rank #1 in the guild ladder keeps this position in case of a tie?
Azael: While already answered previously, we now have new elements to give you: with Haven-Worlds we plan on influencing the rankings with new essentials directly linked to this feature. You will know more… soon!


What about adding weapons to sets to help weapon crafters feel more useful?
Zeorus: This was a possibility offered to WAKFU players during Beta that we decided not to keep upon release, as it was too complicated for the players as much as for the team. There are simply too wide a variety of weapons available in game.


Do you plan on changing the fact that Ikiakits and workshops cannot be stacked in the inventory?
Azael: Indeed, this is planned, but at this point technical constraints are preventing us from implementing it. You should know however that this is something we want: allowing all the Handymen crafts to stack.


Looting seems to be too easy in game… Will you rebalance it? Does the character level impact drop rates?
Zeorus: Character level has no influence on drop rates. We don’t plan on rebalancing this part, but we could, should we see an increase of such feedback. Since this is not planned yet, we want to keep the system as it is currently.


Would it be possible to add a chest for achievement rewards where they would automatically appear instead of receiving them in your inventory? Like the guild chest that has a unique location in the world.
Azael: I don’t think that having to go to a specific place each time you receive a challenge reward would be the best solution. However I’ll see if we can find a more adapted solution.


What about Ogrest Chaos? We think it appears too often without offering much incentive.
Azael: We want to make Ogrest Chaos a “big deal” of an environmental quest. The system will be reviewed in this way. Haven-Worlds should allow us to make this feature more interesting. However, we have no timeframe yet about these changes.


Will it be possible to purchase emotes with tokens, and will you make Boutique items tradable?
Azael: Yes for the emotes! For the second part, I will not give you a definitive no, however we are not fond of this idea for the moment.
Conclusion
We hope this was quite interesting for you
Edited by Asura's Wrath, Sep 6 2012, 02:19 PM.
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Sappho's Shield
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Thanks for this ^^

A Feca 'improvement'! I hope that's really what it is.
Edited by Sappho's Shield, Sep 6 2012, 04:25 PM.
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Caelali
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Nice find! Thanks for sharing ;)
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