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2009-11-20 20:54:04

Review of the future of DOFUS 2.0

Introduction

With less than two weeks left before the release of DOFUS 2.0, we’re taking a little time to explain to you how we plan to change the DOFUS 2.0 client, not only until December 2nd, but also afterwards. There’s not enough time left before the launch to make major changes, but we are completely devoted to continuing the development and improvement of the DOFUS 2.0 client to satisfy the needs of the community after its release. DOFUS has made great strides since its first release over five years ago and we don’t look at the release date of December 2nd as the last improvement or adaptation of the game. DOFUS is going to continue growing and improving thanks to updates and expansions which we intend to keep releasing. For this article, we want to address the most interesting or worrying issues under discussion by the community on the forums and in game.

Paddocks and Houses

Players who had paddocks or houses in DOFUS 1.29 will find their belongings safe and sound in DOFUS 2.0. The size of the paddocks or number of chests in the houses will not be reduced. Players will find their animal husbandry and storage capacities in pristine condition on December 2nd. Some paddocks and houses needed to be moved because of the new layout for maps and cities. The owners of these displaced houses and paddocks will be informed of their new location when launching the new client. We have not - for lack of space - created new paddocks in DOFUS 2.0, but we added new houses by turning all the houses previously used as decor (especially in Bonta and Brakmar) into purchasable homes. From now on, we’d like to avoid making too many zones devoted to breeding and training mounts, as they are relatively poor use of graphic space (the problem of repetition in areas where paddocks are on the majority of maps makes it difficult to liven up these zones) and can only be used by a small minority of players. We will add new enclosures in the future, but we will also try to include paddocks in houses (in the cellars, for example).

Sets and visible items

Some equipment is still ill-fitting on the characters, has the wrong size or simply doesn’t look good to the players. We’ve tried to completely revise the appearance of some items and after the release of DOFUS 2.0, we will review them again to see what else needs to be changed. For example, we’ve already planned to revise the Mopy King Sovereign Hood, Ancestral Treechelmet, class sets, Inky Cape, Chee Cape etc.

Character appearance

We will continue to improve the appearance of the different classes both before and after the release of DOFUS 2.0. However, we are not planning to completely overhaul their appearance. The illustrations are final and define the overall appearance that the classes must have in-game. However, there is room for interpretation between the reference designs and the appearance of the characters in-game so we might sometimes make some minor changes which nonetheless have a large impact on players (like bandages on the arms of Pandawas, or a character’s expression, for example).

Character animations

We will continue to improve the animation and movement of spells before and after December 2. We will try to diversify the character animations in battle little by little (many class spells currently use the same common animation at the moment), making them more consistent with the spell used and shortening their duration. Animations of running characters will also be improved slightly, but they are almost definitive as they are.

Spell effect appearances

We will continue to review the effects of spells after the release of DOFUS 2.0. Some spell effects are not adapted to the associated spell, are too long, or cause performance problems.

General client performance

We recently fixed the main memory leak which was negatively affecting the performance of the DOFUS 2.0 client. After December 2 we will continue to try to limit the client’s memory use and we will correct the few minor memory leaks that remain. We will continue to work on optimising the display of tooltips, on the speed at which interfaces are displayed and on the game engine overall. Our goal is to keep a level of performance that is, at the very least, equivalent to that of DOFUS 1.29. So far we have worked on the optimisations that are most accessible and quick to implement. After the release of DOFUS 2.0, we will need to work on more complex optimisations that will take longer to develop. Improved client performance will remain a very important priority for the client development team, even after the game is released.

Speed and “feel” of fights

We’ve worked hard on this aspect of the game in version 2.0, limiting as much as possible the number of spells that locked-up the client, and reducing the delay between each action to have responsive and fast fights. However, several related issues sometimes make fights too slow: the sometimes inadequate performance of the client, spell effects that are too complex and too many animations. We plan to rework those aspects of the game after December 2 to make fighting better and faster.

Chat interface

The chat interface currently allows a display virtually identical to that used in DOFUS 1.29 to be maintained (all channels can be grouped in one tab). This can be done by setting the option from the chat interface option menu. At the current time, we do not intend to review the way this interface works. We have recently added keyboard shortcuts in order to very quickly enable or disable channels in a tab. Even if it is a bit confusing at first for existing players, we believe that this new system of tabs is more effective for chatting and especially customising the chat interface. The interface is also much more scalable than the previous one. We will, if necessary, add more chat channels, without being constrained by the limited amount of space allocated in DOFUS 1.29 to the buttons used for selecting and deselecting channels.

Global readability of interfaces

According to the statistics we have collected from the game, most players play DOFUS full-screen with a native resolution adapted to that used by DOFUS 2.0. However, the majority of texts present in the DOFUS 2.0 interfaces are too difficult to read on small screens or when using windowed mode. We started working on several improvements to the readability of fonts (by changing some of the colours used), which will be added after the release of the game but we are aware that this is not enough. We will rework the majority of interfaces that currently present problems, increasing the font size. As these changes involve a lengthy process to change the arrangement of information (the text takes up more space - so we need larger interfaces with more tabs, for example), it will be several months before they will be integrated into the game.

Fight against bots

As a priority we are focusing our development resources on the optimisation and stability of the DOFUS 2.0 client, but we have developed the DOFUS 2.0 client and the new client/server communication protocol to be more effective against bots. We have developed a database of tools and features that, once complete, should allow us to more significantly reduce the nuisance caused by the presence of bots in-game.

Performance and availability of the login server

Improvements have recently been made (since the maintenance on 17/11/09) to DOFUS 1.29’s connection server (both hardware and software changes). These changes will also benefit from the new architecture of the connection server used in DOFUS 2.0. The software part of the DOFUS 2.0 connection server is designed to potentially manage multiple connection servers in parallel, in order to reduce downtime problems and connection queues. The management of multiple connection servers will not available at the release of version 2.0, but it should be in the coming months.

Module system availability

The client’s module system will not be available for the release of version 2.0. We have decided to focus primarily on the performance and stability of the client before making the module system available.

MAC and Linux compatibility

We have fallen behind in developing Mac and Linux versions of the DOFUS 2.0 client and their "updaters" (the program that updates the game). However, compatibility with these operating systems will be operational when the game is released.

The next expansions

Once DOFUS 2.0 is released, our development team will focus for several months on the performance and stability of the game. Part of the design team will continue to work on whatever graphics we feel are not yet up to scratch. Another part of the design team, as well as the level and game designers, will soon begin to prepare for the game’s upcoming expansion, when you will discover the continent of Frigost. This expansion will primarily involve new content (quests, zones, monsters, objects etc...). At present we do not intend to develop new features for this expansion as we want to focus our development resources on optimising the game.

Conclusion

We have less than two weeks before the release of DOFUS 2.0. All of the DOFUS team is working tirelessly to improve the game. We all realize that this is only one step in the development of the game and that we must remain very attentive, available and responsive after its release. Due to time constraints, we could not incorporate all of the new features or improvements that we wanted to develop for December 2 but we will do our best to integrate them into the game gradually. Many team members are DOFUS gamers, and as players we want to see a more beautiful and more enjoyable game. We know that the game will continue to improve over time.

2009-11-13 18:32:05

Sadida, Pandawa, and Ecaflip 2.0!

We're happy to bring you three more classes, re-introduced in DOFUS 2.0 style!

Have a look at the new Sadida, Ecaflip and Pandawa! Don't forget to let us know what you think on the forums!

Sadida :



Pandawa :



Ecaflip :



It won't be long until our next session of Operation GateCrashers and the release of DOFUS 2.0 on December 2nd. We'll see you then!

In DOFUS 1, the cells at the start of combat were placed by the Level Designers. 16 cells were placed on each map: 8 per team.

To make combat more "exciting" and organic, we’ve made cell placement in DOFUS 2.0 completely random. At the beginning of each battle, an algorithm draws 24 cells at random - 12 for each team –given that a maximum of 8 characters can take part in each team. This allows for a lot more freedom of movement. This algorithm does not operate in dungeons because these spaces are too complex.

The system is quite simple, and occurs in 2 stages:
1) When a server is launched, the possible and fixed/possible and random/impossible cell placements are established
2) At the beginning of each battle, you pick among the possible positions. If the choice involves a random cell, the cell placement is revised.


There are 20 possibilities at present, 11 of which are random and 9 fixed. For fixed arrays, predefined shapes are placed on the map on “high scoring” cells. For random, we choose 24 cells among the best "rated" according to various divisions of the screen (top/bottom/left/right...) or you can also try placing the same form several times as in the "squares of 4" below.

As for the shape of the cells - anything goes - space invaders, pong (2 games that we love here) or simpler forms – arrows and pyramids, for example.


Because I am a super nice Dev, I’m giving you the chance to get your design in game! We need shapes made up of 24 cells with or without the placement of different teams. You can send your design to us in two ways:
- A drawing in MS paint with 12 red and 12 blue squares;
- An ascii art drawing with 1 for the first team of 12, 2 for the second team of 12 and zeros to make up a rectangular shape .

We’ve even created a thread for you to show your designs off to the whole community. The closing date is 20th of November…
We’ll have a look at all the designs and tell you before December 2nd.

2009-11-05 11:05:12

Eniripsa, Iop, and Sacrier 2.0!

After Sram, Xelor, Enutrof and Cra, here's the next part of our presentation of the new character class appearences in DOFUS 2.0!

Yesterday, many of you were able to discover DOFUS 2 for yourselves thanks to Project «GateCrashers» on the test server. Don't hesistate to come give us your imnpressions - no matter what they are - on the forum!

Meanwhile, meet Enripsa, Iop, and Sacrier 2.0!

Eniripsa :



Iop :



Sacrier :



Come back next week for even more 2.0 classes!

2009-10-28 17:54:42

Enutrof, Xelor, and Cra 2.0!

Last week, we introduced the new Srams to you players who haven't had a chance to try out the beta test of DOFUS 2.0!

Today, it's time to discover (or rediscover) the new look of Enutrofs, Xelors, and Cras!

To learn even more about DOFUS 2.0, don't forget to check out the forum devoted to the 2.0 beta test!

And now... On with the show!

 

Enu femme

Enu femme mini 1

Come back next week for even more 2.0 classes!

2008-12-01 18:06:44

Update on the war against bots

Along with the constant improvements to the game’s content, the Support service and our communication policy, the DOFUS team has always taken the more ‘behind-the-scenes’ issue of bots and Kama farmers very seriously. We have been receiving more and more questions on the subject from players, though, so I’m going to talk a little about the current status of this ongoing effort. Several years ago we began taking various measures in order to reduce the number of Kama farmers in game, or at least to make their lives more difficult. While some of these measures were announced and have been visible (e.g. progressively lower drop rates when players fight in the same location with several accounts; limitations in access to banks; random inversion of cells at the beginning of combat…), others are not so visible and are in fact confidential. The latter forms of measures allow us to identify bots more easily and to ban them from the game. On top of all these measures, let’s not forget all the hours of hard work put in by volunteer moderators whose ranks have grown immensely these last few months and show no signs of slowing down. These volunteers spend most of their time finding and banning bots and farmers and the number of scammers banned daily can be anything from several thousand to several tens of thousand. What’s more, we recently created a brand new position here at Ankama. Please welcome Tyg to the CCM team. He’s in charge of supervising the hunt for bots in game and along with Bill, the server Dev and Ludo, the Web Dev, he studies the behaviour of bots, bans any ones he sees and makes sure all our tools are running as they should. So as you can see, we’re not resting on our laurels and our tools are getting better every day. Bots and farmers are a real hindrance to the MMO industry - few games are free of them – so much so that some players seem to think that, because they see bots so often, this means we aren’t doing anything about the problem. For every bot that is banned from the game, another arrives behind it. One sure sign of our success is the increase in the price of Kamas on subscriber only servers by 30%, although the increase on other servers has been less noticeable. This is a job that is never finished, there are always numerous bots in game, but please don’t conclude from this that all our efforts are in vain. We are also developing new long-term projects every day, many of which will arrive along with DOFUS 2.0 and which will give us a boost when it comes to our battle against the bots. A few figures to finish (the numbers relate the total to present): 215,000 Kama farmer accounts banned in June 2008 320,000 Kama farmer accounts banned in July 2008 450,000 Kama farmer accounts banned in August 2008 900,000 Kama farmer accounts banned in September 2008 1,850,000 Kama farmer accounts banned in October 2008
For some time now we've been working on a new formula for the dodging and removal of AP/MP. Here are the main principles we'd like to respect with our new formula: - With equal wisdom, the probability of dodging a loss of AP/MP should be 1/2. - During a PvP fight, a character with equal wisdom to his adversary should not be able to take more than 50% of their AP. - The game's larger monsters (Bosses, mainly) shouldn't be able to have more than 50% of their AP removed (when faced with an adversary suited to the bosses level) without a specific tactic being used, based on a reduction in their dodging rate which happens over a number of turns. - Spells which reduce a small amount of AP/MP should still be effective. - Classes which have a limited capacity for AP/MP reduction shouldn't be penalized by a formula that's too restrictive. - Builds based completely on AP/MP reduction should still be effective in PvM and PvP. - investing in wisdom should remain profitable and attractive for both reduction and dodging [of AP/MP] - the formula should remain relatively simple to calculate in your head so that the viability of a loss of AP/MP can be quickly estimated without the need to spend 3 years studying for a degree in mathematics. In most cases, we feel that removing all of the AP/MP or even more than 75% of the AP/MP of an adversary isn't normal. Removing just one AP/MP from an adversary is sufficient to completely destabilize a tactic. The massive reduction of MP seems problematic to us, some classes can move using AP and all classes can attempt some defensive/offensive actions even when they're unable to move. However, a massive reduction of AP/MP remains a tactic that we feel brings diversity to the game. We don't want to make this tactic less effective, but we feel at the moment it's too easy to remove large amounts of AP/MP without constraint. After our preliminary tests, the following formula appears to meet our needs: Probability to make someone loose a AP/MP = Da / Dt * Pr / 2 With: * Da: dodge of the attacker * Dt: dodge of the target * Pr: percentage of AP/MP that the target still has The resulting probability is limited to a 10% minimum and a 90% maximum. %resistance to a loss of AP/MP is handled like bonuses from wisdom (a decrease of 50% corresponds to having 200 wisdom less) Each attempt at dodging a loss is calculated separately, if a spell causes 3 AP to be removed, three dodging attempts will be calculated. This formula means that each consecutive attempt to remove AP/MP from a target will be more difficult. It also gives characters that aren't able to dodge AP/MP loss a progressively better chance of doing so. It also means wisdom is still important in dodging. This progressively better chance of dodging AP/MP loss allows us to keep a formula that's very effective for the removal of a moderate amount of AP/MP but forces those players who wish to base their entire game on AP/MP loss to have a large amount of wisdom and to weaken as much as possible the base probability of their adversary dodging AP/MP loss. We're conscious of the fact that tactics based on removing AP are only effective on some monsters when a large amount of AP is removed. An important factor is that monsters don't have a large enough variety of spells (compared to players) for us to be able to change their behavior when faced with a moderate loss of AP/MP. Technical constraints relating to AI stop us from developing monsters with more than 4 spells (we make exceptions for certain larger monsters). We don't want to expand the range of spells of each monster. However, we will try to take into consideration this tactic as early as possible in the conception of future monsters, to allow us to provide you with challenges where AP reduction is less effective. Balancing of Xelor Spells Xelors are the most effective class at removing AP and we want to change this aspect of the game. We appreciate the diversity of specific builds (notably those builds exclusively designed for removing AP). We feel that at the present time, Xelors are far too effective at removing AP - equally well in PvM as they are in PvP The majority of classes have almost no viable alternative when faced with the massive AP loss caused by a Xelor in PvP. With the new formula that we're currently testing, this problem isn't entirely settled, since the formula remains very permissive, and places a large importance on the wisdom of the attacker and the target. We'd like Xelors to keep the possibility, in certain conditions, of taking a large amount of AP from their adversaries. We've decided to tackle this problem by offering an alternative to the other classes to allow them to protect themselves to a certain extent from the massive loss of AP caused by a Xelor. We plan to impose a minimum range of 3 squares on the majority of the AP reducing spells of Xelors (Time Theft, Slow Down, Hourglass and Frostbite) It is amongst other things this minimum range that will offer the Xelor's adversaries the opportunity of dodging some of the loss of AP. In concrete terms, at long range (more than 10), a Xelor will not be able to effectively use all of his AP reducing spells, which means the massive loss of AP from distance will be limited. At short range, the Xelor will be incapable of using the majority of its AP reducing spells without being forced to distance itself at least 3 squares from its adversary. At mid-range (3-8 squares) the Xelor will be able to use all of his AP reducing spells. For the time being we've chosen this approach because the Xelor has two teleportation spells, one of which (Flight) has a very small AP cost, which will allow the Xelor to get away from a target that's too close without too much difficulty, before being able to more easily reduce the AP of its target. By doing this, we're giving the other classes a chance to learn how to adapt to the range and positioning of a Xelor to give them an alternative tactic in PvP. Here are the changes we plan to test shortly: - Slow Down - minimum range of 3 squares - Frostbite - minimum range of 3 squares, maximum range of 6 squares -Time Theft - minimum range of 3 squares, range non-modifiable, maximum range of 3, 4, 5, 6, 7 or 8 squares depending on the level of the spell -Hourglass - minimum range of 3 squares, usage limited to once per target per turn (no longer once per turn, so it can now be used on multiple targets in the same turn) -Xelor's Dial: maximum range of the summon modifiable to 1, 2, 3, 4, 5, 6 squares according to the level of the spell. The dial's spell goes from 4 to 6 range. (Spell points will be given back.) After our internal testing, these changes are, for the moment, conclusive. Xelors can, with difficulty, remove large amounts of AP/MP over the first few turns, but can still remove massive amounts of AP thanks to their spells that remove resistance to AP loss, if they employ (over an average of 4 turns) a tactic based on removing the AP and resistance to loss of AP of their target. We know that these tests aren't enough to determine if these changes are correctly balanced and viable for the other classes. These changes will be available on the test server in the weeks to come. We will closely follow your thoughts before refining these changes.
Thanks to Jiri for the translation
For the release for the 1.25.0 version, we intend to introduce numerous modifications to the Osamodas class. We don't intend to make Osas much better at PVP in "one on one" mode. Summons will be less obsolete at higher levels, but above all it's an Osa's usefulness in groups that we want to improve. Making Osamodas more Versatile: We're well aware of the problems faced by Osas who wish to have a useful role at the heart of a team. As a result, we've decided to improve the support capabilities of this class by allowing Osas to cast their support spells on their allies as well as their summons. In concrete terms, each support spell (Animal Healing, Bear's Cry, Toad etc.) will be able to be used however you want, on a summon, or an ally. It goes without saying that the effects on allies will be less powerful than on summons. We want for Osas to be able to continue to use their summons in a group, which is why we're looking for a good balance between the benefits brought by using the support spells on summons or on allies. In addition, for a long time, a secondary healing class has been missing from Dofus. With the exception of enirpsas, none of the other classes are effective at healing their allies (apart from those classes who sacrifice close combat by using healing weapons) With this change, Osas will be able to effectively play the role of secondary healer, while keeping a great versatility. Osas' support spells will be less effective on their allies than the support spells of other classes. However, Osas will be the only class to have such a varied range of support spells at their disposal. Characteristics of Summons: We also wanted to review the role of each summon so that they all keep their interest over the course of an Osa's evolution. As a result, each summon will have a major elemental resistance and weakness. We are changing the Bwork Mage so that it is no longer in conflict with the Boar summon. The Bwork Mage will only push its enemies one square but will now also reduce the MP of its target by 1. The Tofu is generally considered a "temporary" creature that can only survive for a couple of turns at best. We want to encourage players to protect this fragile creature. The Tofu will therefore have the possibility of stealing a few points of agility from its adversary with each attack. The longer it stays in play, the better its damage will be over the next turns and the more agility it will take from its enemies. At a high level, the Gobball quickly becomes obsolete, and the role of tank or locker is given to the Crackler. We want for these two summons to complement each other. The Crackler will keep its AP reducing capabilities, its large vitality and its resistances, but it will lose some of its locking ability. The Gobball will be able to play the role of “locker" thanks to a considerably increased agility. Level 6 Summons: All the classes will have at their disposal level 6 summons. The level 6 summons will have more vitality, better resistance and cause better damage. These level 6 summons will counter the obsolete nature of some summons at high levels. Modifications to the Evolutions of Summons: Currently, each summon gains 1% damage and additional heals for each level of the caster. We're changing this so that summons gain 1% of their base stats for each level of the caster. In concrete terms, the evolution of the damage of each summon will stay the same, but the increase in their base characteristics will allow them to better lock their adversaries, to better avoid AP/MP loss and to better reduce the AP/MP of their enemies. This change to the evolution of summons will also render higher-levelled summons less obsolete. We've chosen a linear evolution as the appearance of level 6 summons will compensate for the non-linear evolution of the power of higher-levelled adversaries. We've also decided to review the distribution of the base stats of summons to ensure a better coherence with the change to the evolution of summons. As a result, the Intelligence of Osa's summons has been standardised, and the Toad spell changed so that each summon can benefit from the same level of protection when the spell is used. Changes to Osamodas spells: Some of the Osamodas' support spells will be reviewed, giving a better bonus to vitality, or giving greater damage. The standardisation of the majority of the base stats of summons will allow us to have damage bonuses that have the same effect whatever the targeted Osa's summon. Osamodas Special Class Spell: The Osa special class spell will be called "Spiritual Leash". It's a resurrection spell which only works on allies (and not on summons). For a significant AP cost, it will allow the Osa to resurrect a dead ally. This spell is only usable once per battle. The revived character will come back to life with a very small percentage of its HP, which makes it particularly vulnerable. As well, if the Osa dies, the revived character dies as well (as happens currently with summons. It's a very powerful spell that gives the Osa class a unique talent. In the future, it could be that certain monsters will be able to take advantage of this new talent as well. The AI of Creatures: With these changes, we're not planning to review the Artificial Intelligence (AI) of summons and other creatures in the game in general. The changes to AI and its improvements are more complex technically, and we prefer to keep them separate from the changes to the game's design and balancing. For AI, we eventually plan to separate the behaviour of monsters and the behaviour of summons. We hope to put in place simpler, more predictable behaviours for summons. For example, we'd like a summon that doesn't have a "fearful" nature to consistently attempt to attack its adversary without attempting to dodge it. This more simple behaviour will better allow the summoner to control which targets his summons attack. A person specialising in AI is joining our development team in a few days, the game design team will work with them to work out which are the generic behaviours that we need to review, and what bugs there are with the current AI that need fixing. We'll correct certain malfunctions with the existing AI over the months to come, but no major overhaul is expected until the start of 2009. The changes to Osas will be tested on test servers in the weeks to come. We'll keep you informed when the test server will be available.
Thanks to Jiri for the translation
2008-05-16 17:07:55

DOFUS 2.0 EX + Alpha Prime

Hello everybody! Allow me to introduce myself, my name is Tyn (some of you know me by the name of Nimaoh), and I am the DOFUS client development manager here at Ankama. I said I’d cook up this l entry to go through some important aspects of DOFUS 2.0, whose release was announced last Friday. First of all, I’ve noticed while reading your reactions that most of you were worried about performance. Will DOFUS still run on my current PC? Will I have to side-step Zaap maps for fear of my processor melting down? From the beginning, our intentions on this point have been clear: DOFUS 2.0 is designed with the same minimum system requirements as its younger brother in mind. We think we’ll be able to achieve this objective by entirely rewriting the game client and optimising client/server communication. Let me explain: while the DOFUS you now know is a patchwork of 23 versions (already!), each of which adds its web of features, corrections, and problems, DOFUS 2.0 will be rewritten from zero. This will give us an opportunity to reassess and optimise any issues concerning the functioning of the program with the benefit of what we now know about how it’s used. Other relics whose usefulness has long gone out of date will be given a full burial with all the usual honors etc… We’re also taking this chance to put many more options for improving performance in place – now you’ll be able to toggle the decorative effects in order to gain a few FPS (Frames Per Second, ie images per second), to reduce the resolution a little or to reduce the size of some caches to reduce memory consumption. A good number of other optimisations will become possible with the rewrite. Staying with the technical side of things, another question I saw repeated a few times was – is DOFUS 2.0 in Flash? Well the answer is yes. Flash technology has always been one of Ankama’s strong points With DOFUS we pushed this technology further than we could have imagined up to then. With DOFUS 2.0, the leap forward will be almost as considerable. The years of experience garnered by our team (who’ve been excellent) have given us an impressive prowess in Flash. By the way, if you’re a Flash/Actionscript 3 coder yourself, we are always looking for people with a high level of expertise in this area who are prepared to join us in overcoming the daily challenges we face in our work (abrakedabra!) Now let’s talk about the graphical side of things. We’ll we’ve been through them with a fine toothed comb and couldn’t help notice that not everyone was quite happy with the DOFUS 2.0 screenshots that were sent out last Friday, particularly with the character design. You must understand that these characters were taken from Dofus Arena and are not necessarily the same as the characters in DOFUS 2.0. In fact designing avatars is a high priority in DOFUS 2.0. We don’t want to change their appearance completely, but we’d like to spruce them up a bit all the same. Although characters in DOFUS 2.0 will be based on a universal ‘skeleton’ in order to facilitate their integration into the game and the placing of various equipment on them, this generic form will be ‘personalised’ according to class. So a Xelor will always be a little smaller than a Iop but bigger than an Eni… We’re really doing our best to make this skeleton as discreet as possible in game. Above all, we’re trying to retain that particular DOFUS spirit even if this might entail a little change in approach. This tendency towards the use of generic skeletons will also serve to unify character design in Dofus Arena, Wakfu and DOFUS 2.0. There are various changes being made in order to knit these games closer together, while ensuring that they all keep their respective styles. Our focus on cross-game content is increasing as we try to unite all three communities across particular bridges between them. We want players to mingle regardless of which game they play and the possibilities that this sort of super-community suggest mean that we’ll certainly be paying more and more attention to this in future. Another reaction we noticed on the forums was to the resemblance between Wakfu and Dofus Arena. I repeat that although there are many aspects of the design of all games that are drifting together, DOFUS 2.0 will remain DOFUS - we have no intention of changing that. The approach to the two games is different. Shadows in DOFUS 2.0 are created using rounded patches while in Wakfu they are done on a cell-by-cell basis. The transition between textures is softer in DOFUS, and more pronounced in Wakfu. Relief is approached in different ways in each game. Most importantly, I want to tell you that your remarks have not fallen on deaf ears. We have a precise vision of where we want DOFUS to go, but since many aspects of the project remain ‘works-in-progress’, your opinion is always welcome. After all, we’re doing all this for you! This post is by TYN
2008-04-11 17:38:17

Changes to the perceptor system

We’ve been working on changes to the perceptor system this week and have almost finished. Some settings still have to be adjusted and tests must be run, but all going well the changes will come on line sometime next week. This element of the game has been a source of many woes for a long time and we felt that it was finally time for an overhaul. We wanted to make perceptors more fun and more agreeable and took the following as our main aims: - Perceptors must not disturb players Perceptors must not be attacked because they take from players, but because of the resources that can potentially be gained from them Victories against perceptors must bring drops that merit the risk Guilds should not be able to have perceptors with fully developed characteristics (a choice to be made, then!) Guilds should be able to personalise their perceptors according to their style of play and their community. Perceptors will no longer steal the players’ loot. They’ll come in as an additional player who is last to draw (no matter its prospection) when the loot is handed out (they won’t come in the actual fight). Their prospection will not be added to the group’s total prospection. The preceptor’s prospection will only help him with his own probability to gain an item. Perceptors will no longer steal other players’ experience. They will win experience at the end of a fight just like any other player (the XP will be calculated according to the group’s level.) The experience gained by the perceptor won’t affect the one gained by other players. They will be able to increase their perceptors’ wisdom so as to increase the level of XP they gain in combat. The theft of Kamas during fights and their sale as well as the theft of resources collected will be cancelled definitively. Players will have an additional incentive to attack perceptors because the XP perceptors gain will be stocked on them. The owners of the perceptor will have to come and ‘harvest’ XP so as to distribute it within their guild. In this way, a guild that attacks a perceptor and wins will have XP to distribute among them also. On top of this, and to increase the likelihood that perceptors possess a good number of items, we have decided that once players have removed either items or XP, the perceptor will be automatically removed from the map. It will therefore be disadvantageous for guilds to come and collect from their perceptors too regularly, which will add further to the potential gains in attacking perceptors. The time constraints on the placement of perceptors and the maximum number that may be placed per zone will be retained. Players can now increase the following stats by spending the points their guild gains when it climbs in level: The maximum number of perceptors per guild - there will be one available at the outset but now guilds will have to spend points to increase this limit, it will not happen automatically when its level increases. Prospecting of perceptors (to help it bring in more items) Wisdom of the perceptor (so that it wins more XP in combat) Number of pods in the perceptor’s inventory - their inventory will be limited to 1,000 by default. Players can invest points to increase this limit. Perceptor spells (all levels of all spells will require no more than 5 points) With this new system, guilds with lower populations which have difficulty protecting their perceptors will now be able to increase the number of pods their perceptors have as well as their prospecting or their wisdom to the detriment of the number of perceptors they can place. All points won by a guild will be entirely redistributed when these changes come into effect on the game servers.
ANKAMA

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