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#2

Lichen, the Fungus Humongous

It's that time again, the CCMs of the DOFUS communities have read the forums and gathered up another list of player inquiries from each community. This month, when we each looked at our lists, we noticed most of the communities had very similiar concerns at this point in DOFUS's development. Rather than putting in multiple copies of the questions everyone was interested in, we created several "Uber Questions" from the most repeated themes: PVP, Class Balancing, 2.0, and Frigost. Then, we sent them off to Lichen, the Head Game Designer of DOFUS for answers!

Without further ado, let's get to the information!

Why is the transfer of 1.29 servers to version 2.0 taking so long?

Simply because we aren’t ready yet. Version 2.0 has not yet reached a level of quality and functionality sufficient for us to migrate the old game servers without it being seen as a step backwards.
 We have identified 4 main points which have prevented us launching the migration:


The performance of the client is not good enough to ensure that all DOFUS 1.29 players can continue to play DOFUS 2.0 at the best speed their computer allows. We are focussing a lot of effort on optimising the client to reduce memory consumption but also the amount of CPU resources necessary for a smooth game. We are taking a two-pronged approach to addressing the memory consumption: correcting memory leaks and optimising the base memory usage.

The correction of memory leaks is almost fully complete; it is possible to play for several hours without the client's memory usage increasing significantly. Optimising the client’s base memory usage continues: we are continually conducting new phases of research and development to test new solutions to reduce memory consumption.

Client performance optimisation will not end with the migration of the servers to version 2.0. We have plans to optimise in both the short and long terms, based on, among other things, the use of future versions of Adobe Air, for example. The client developers will take time over the coming months to explain their work and optimisation projects in more detail. Our goal is always to get as close as possible to the level of performance of version 1.29 and if possible to offer a client that is even faster. To achieve these results, we intend to improve the overall performance of the game but also offer more options to adjust the display quality.

The game is not yet bug-free enough to ensure greater operating stability than on version 1.29. Since the launch of version 2.0 on new game servers, we have been correcting bugs reported to Support. The number of major bugs is steadily decreasing, although we know that we will have to remain very vigilant, some bugs have not yet been reported by players, or are very difficult to reproduce or not yet detected. To improve the handling of bug reporting we're working on setting up a system report log.

The "look and feel" of combat is not as good as (or is too different from) that of version 1.29. Target selection was originally difficult, movement and actions less intuitive. We have already greatly improved combat smoothness to some extent, but we are still trying to do better. After the game servers have been fully migrated, we will continue to improve the execution speed of spells. We have undertaken a very long and detailed process which requires a case-by-case basis for all class spells and the establishment of new standards and restrictions for their creation.

Menu usability and readability: text was too difficult to read on small screens (on netbooks, among others), and some menus were not very easy to navigate. We are working on a new version of menus, which will be cleaner and use a font size that is identical to that used in DOFUS 1.29. In combat, the target’s contextual information hid part of the playing area, and we are currently working on a new version of this interface whose operation is closer to that used in version 1.29. We are also working on improving the layout of information in tooltips and a new interface theme that incorporates the colour codes from version 1.29.

We need to move forward on these four issues before starting the migration from the old game servers

After so much focus on 1vs1 PvP, will group PvP be given some attention/rewards?

We have studied and considered other forms of PvP or other ways of upgrading the current methods of group PvP that are no longer used, but we haven’t yet found any changes that are viable or attractive. We considered developing a group PvP tracking system, but it quickly proved too complex or time consuming. We have no short-term projects to upgrade group PvP.
We are aware of the game’s shortcomings but also its potential. We do intend to improve this aspect of the game, but for now we are concentrating on Frigost’s PvM content.

How do you plan to regulate the imbalance caused by the tracking system?  Are there any plans to improve the PvP experience for new/casual PvPers?

These imbalances are often greatly exaggerated. According to our statistics, very few people actually succeed in earning more than 100 Strokens in one week of play. However, we are aware of the imbalances that exist, that some classes benefit more than others from this game system, and that the rewards available for low level characters are generally too large. We therefore intend to regulate the amount of Strokens earned by characters according to their level. This change implies a change in the Stroken cost for rewards, and the addition of a dedicated system for the exchange of Strokens for rewards. We have not yet determined when these changes will be developed.

What further character balancing is planned? Will Fecas be improved? Will Cras still be OP? What about Iops?Cras OP?

We will focus mainly on balancing Cras, who have many imbalances at low-level and in PvM at all levels.  We have to balance the effectiveness of Fire Iops and increase the effectiveness of Fecas in PVP.  We also want to review the management of summons which makes Osamodas too effective at certain levels but mainly makes combat far too tedious.

We expect long-term balancing on all classes, as almost all classes have lots of little-used spells or spells that don’t work well together.  In addition, we intend to improve many game systems, such as dodging and dodge-locking, punishments, the management of range, unbewitching or critical hits. We want to make fighting more predictable, enhancing the tactical aspect of the game by offering players more choices in battle.

We will, however, address the majority of these changes after the Frigost expansion is completed, although it is possible that some of these changes will be included with the Frigost expansion.

How do you manage to work simultaneously on improving DOFUS 2.0 and the design of the Frigost extension? Are there two different teams?

The DOFUS production team is divided into 4 main sectors: client development, server development, game and level design, and graphics. 
During the development of DOFUS 2.0, we focused our strengths and our staff on this project.
 The Frigost expansion is based mainly onnew content (new zones, monsters, dungeons, quests, items etc.). This is what the game and level design and graphics teams are in charge of.
The server and client development teams focus in turn on optimising game performance and improved stability. They gradually join the teams working on Frigost to bring new features to the game or improve existing functionality, without abandoning the permanent tasks of optimising and stabilising the game.
The teams that complete the production of the game (testing, tools development and localisation) work on the whole DOFUS 2.0 project.

Are there any plans to further strengthen the game’s accessibility - speeding up low level progression, for example - so that all players can more quickly enjoy the entire content of the game?

We believe gaining access to high-level content still takes too long for beginners who only play one account. We believe that the methods of leveling a character are not sufficiently diverse and risks taken by players are not suitably rewarded. We would like to continue to reward the practice of different activities in-game, as well as risk taking. The experiment we attempted with the challenge system showed that we should continue to include this type of incentive: trying to offer more self-imposed challenges to make things more interesting, while handsomely rewarding those who accept such challenges.

We know that a vocal part of the community resents the direction that the game is taking, which in their eyes makes it “too easy”.  But we do not share this view. We want to distinguish between "challenge" and "frustration".  In DOFUS, almost all problems related to PVM can be circumvented by using a team of characters far more powerful than what the challenge offered might require.  The difficulty of the game depends largely on constraints and objectives that bind the players, but not the rate of progression of the characters. They are two completely different things.  We intend to respond to these two problems with two solutions, offering new challenges for players (more dungeons and rewarding risk-taking) and facilitating access to these challenges and game content.

How are you going to create new sets and objects for Frigost that can compete with the objects that are most used at the moment without giving them excessive bonuses?

We plan to create new item bonuses with the Frigost expansion that allow players to more effectively specialise their characters and thus create builds that are both more specific and more varied. For example, we expect to add bonuses dedicated to dodging MP loss, bonuses to dodging AP loss, bonuses to the effectiveness of MP or AP loss etc. The high-level objects will continue to include many bonuses, but may not cover all the bonuses in the game as easily. Currently, very high level items tend to provide great versatility to characters, which is something very interesting, but now we want to make new high-level equipment with more specific purposes to enhance the diversity of character roles and the choice of equipment for players.

Many players complain about the lack of role-play dimension to DOFUS. Will the arrival of Frigost make a difference?

We work closely with Ankama’s Background team (who manage the background of all Ankama media; comics, Wakfu the animated series, and the video games). We are very anxious for this expansion to provide a world that is consistent with the background and we are trying to improve the content of our narrative, offering an active narrative (via quests and books for example), but also a more "passive" narrative (through what the scenery can express, for example). With this expansion we’re trying to extend this by offering a participatory narrative in that way that we let the players choose to interpret the elements of the proposed background. We aren’t planning to offer quests with multiple choices or the possibility of changing the expansion’s story, but we try to involve players by allowing them to compose their own story about what has happened and what is happening on this island. 
We know that many players will see no noticeable difference compared to our previous expansions, but we wanted to invest more time on this aspect of the game. We will closely monitor the community’s comments about this change in direction.

It has been a long time since there was any progress with the Mercenary Alignment, and the current system is not satisfactory. Is a thorough overhaul of its operation and integration in-game planned?Mercenary Alignment

We have nothing planned at the moment. We have not decided if we are going to integrate a Mercenary system directly in the mechanics of the game and on all servers. The main interest (and principal weakness) of the Mercenary system was its direct management by the players. A simple implementation of a new Mercenary system managed solely by the game (like the other two alignments) would not necessarily be as interesting.

Since the survey about the potential opening of a dedicated “monoaccount” (single account only) server, its supporters are still waiting for more news. What’s the latest?

We conducted that survey to get an estimate of the number of players who might be interested, not to determine a release date for such a server. The idea has not been abandoned, but we do not plan to open such a server for the time being. We would have to perform specific development that we feel is lower priority than that related to DOFUS 2.0.

Will Kwismas Island make its grand return in 2010? Will there be anything new?

We expect to reopen Kwismas Island at the end of 2010 on DOFUS 2.0. However, we will not be including anything new. We believe that event content is lower priority than standard content, and so our priority remains improving version 2.0 and Frigost.

 

That's it for now, was it an interesting read? We'll have another of these interviews in March, if your question wasn't addressed this time, you'll get a second chance soon! Thanks for tuning in, and thanks to Lichen for agreeing to the interview and providing these answers. Bye for now!

comments: (25)
Thanks! I really love the idea of a new server focused on one account users. I really like the idea of new items that give Ap/MP % bonus etc, that will balance significantly the need of wisdom for xelors and the dodge roll/lock system which is only tasted by air builds, thanks a lot for these info Lichen and nice translation Izmar! :)
Kursch - 18:31 - 2010-02-17
yes very nice Izmar, though again, they will be focussing on balancing the classes for PvP, wich is realy why the game is getting downwards =( and yes the 1 account server is a good thing (my idea :wub: ) -sully
Zarnal-Ahkna - 06:30 - 2010-02-18
Apart from Frigost it's just a lot more pandering to the pvp players, and idle players who want to instantly level up. It's already easy to level if the owner is willing to grind away and not zaap sit.
Dragosani - 10:33 - 2010-02-18
Have you ever thought about improving Eniripsas to a more pvp suitable state? Eniripsas spells are more or less based on groups, but not for their own needs when it comes to pvping.
Darkerage - 16:49 - 2010-02-18
@Dragosani Lvling in dofus right now is not easy. It's just time-consuming. Yeah, you can probably go from 1 - 100 in a week or two by ratting, but where is the fun in that? Lvling should not be excruciatingly boring. It should be exciting. A game of this magnitude (Measured by what it costs) should not be something that you do while watching TV. It SHOULD take most of your concentration to play.
Khirb - 17:17 - 2010-02-18
i love the idea's about pvp system but i dislike the way im feeling about ankama making cra's more balanced*more powerfull* the cra is now a mainly used character since they are just far overpowered in pvp and are nearly unbeatable, balancing fire iops? maybe its me but the power of a int iop totally relies on maxing out int+ gear and scrolling int and vita since an iop with 6 can barely match up with ap rapes and the costs of jump which is 5 ap at low lvls make's it even hard to even try to reach and be able to hit a cra. the cra's 2- mp is also far to strong since its a 100% 2mp steal and quite a pain when you are being pushed and mp ripped. you might be able to jump but ye it won't really make a difference fire iops can hardly stand vs cra's. im just hoping cra gets debuffed since their far to overpowered and overpopulated which is greatly the pvp for non cra's
drampage - 17:50 - 2010-02-18
i like alot off the proposed plans however how do the updates afore mentioned effect the other classes, such as Sadidas for example? i have played on shika and rushu from the time both have started. became a sadida on shika and found them fun. but after time i seen other class's geting buffs and nerfs but nothing for sadidas. even the aspect of losing agresive bramble for a stronger more efective move to benifet sadidas would be helpful thank you
kieranmckelvie - 19:22 - 2010-02-18
I am really excited about the class balancing the cras are WAY to strong I can solo 4 of them at lvl 5 when I am a cra and the feca should be WAY better at the beggening.I know they get good at later lvls but I have a lvl 31 feca named Albino-Death that is PRETTY weak they need to start out strong I mean reallyI only see cras around and once in a blue moon I see a feca and everyone hates them because they suck at the beggening but you cant give up on a class untill you have really tried it I have made tons of enutrofs but deleted them right away just because they suck at the beggening it is just HORRIBLE!!!!!
Gobtec - 04:47 - 2010-02-19
Fully agree with Darkerage! Eniripsas require "something more" to PvP battles.
Poyato - 09:32 - 2010-02-19
Cra's are so overpowered if they make them stronger im going to stop playing and how are Osamodas too effective they are still one of the weakest classes out there.
HulaHoop - 12:25 - 2010-02-19
I do not see y everyone says Cra's are OP now i remember when Sac's, Eni's, and Enu's were way OP and everyone complained. So Ankama changed it up and made Cra's useful to PvM and they are only good at low lvl pvp schrams still take the cake in PvP were cras lack and no one has the right to use the lashing excuse cause you have to get to lvl 148 to even get the 3 mp take away. Im finaly happy that my intell cra can compete in PvP when she could not before they made cra's better.. and as a side note Sac's are still over powered if you ask me cause i cant beat them in pvp unless there is a 20 lvl gap in my favor and im in a SO set with 1/2 crits on citirus full fire mage
SMone - 13:56 - 2010-02-19
OMG they are gonna scruw up the (fire) iops and cras.... first they scruwed up the str iops with their wrath,,,, (only good atk of the str iops) and now they are gonne srcuw up fire iops.... I dont know if ''dofus'' knows,, but an iop stands at the frontline of battles just like sacs.... and since iops are no punchbags as sacs are, they should be given a bit more power eh.... if ya gonna scruw up even fire iops, then they are merely punchbags with lesser hp than sacs. *uff* just stop messing with classes and let the spells etc be the same as it was at the beginning,, thats how u wanted it, thats how it should be...... Cra's arent overpowered, they just made the random attks less random,, thats it!! nothin mo nothing less.. 'dofus' could make the agressive bramble less random too if ya ask me. actually the only class with random atacks should be eca's,,, since they like gambling. but if they are gonna scruw up the int iop too just like the str iop... uff the only way of being a effective iop would be being agi..... jeez.
Bachna-ae-Haseeno - 14:49 - 2010-02-19
@Bachnaa Sadidas have no problem with dealing damage. they have many and varied ways of dealing damage, and giving them an aggressive brambles with improved damage rolls like slaughtering shovel would move away from what sadidas are meant to be. Sadis are meant to be summoners, their character description and many summoning spel attest to this fact. @Smone you shouldn't be trying to CC a sac, thats your problem. Once cras get to 100 or so, they are not nearly so powerful as at 30-70. But is would be nice to downgrade their power a bit, all low lvl pvp classes have to be built around being able to beat cras. Also, a pet peave of mine, when are they going to nerf the toady set/mad tofu combo? Its kind of ridiculous that 100+ characters still wear lvl 36 items and can more than hold their own.
underdrive - 17:41 - 2010-02-19
Yay it's a bought time they debuffed those mofo OP cra's...All there atk power is fine they were past overdue for an increase but there lashing spell is just insane...any CC based character just doesnt stand much a chance against one unless you can trick them to a small like 5x5 map.....other then that ur dead ;{...and I like the mp/ap armour idea :}
aquaz - 06:33 - 2010-02-20
Finally you're going to make Fecas stronger! I think you should make a bit more possibilities for them. I can say that I'm a low level PvPer and I do have chance (31 level, 10 rank) and strength (50 level, 8 rank) Fecas, but intelligence Feca still remains the best build for high levels. Maybe you could sacrifice one AP glyph for some kind of neural or water attack? Or mix 2 shield (like water/earth and fire/air) together and make some more attacks for unorthodox builds? That would be nice. And Cras are really overpowered... that's one of the reasons I left for some time. Maybe they are not so strong in high levels, but they simply rule on lower ones - even with not so good items. You should make their attacks more random and weaker. It would be nice if you make more low level items. It's very hard to make hybrid that is actually better than normal character at low level or character depending on weapons - all because of small item choice.
Yamsha-PL - 15:37 - 2010-02-20
Why does Ankama Even focus on PvP? They know how overabused it is and how it makes the game less balanced.
dommex - 21:54 - 2010-02-20
I agree with dommex. The prevailing age group who seem to want pvp have to get parental permission to get on the game as p2p. Where most of the older and more mature players all want a balanced game of mvp and pvp. I do believe the 2nd grp of player is a better and a more stable paying base. Wake up Ankama.
BadBartIV - 00:10 - 2010-02-21
I subitted an Idea around 2 years ago, that covered 'ALL' of the Alt. Style Bonuses. I even created my own graphics for it (though it looks stupid) I am planning to redesign it, since the story I wrote said its been 'Reforged' to fit a person. So it should look alittle different too. An its probably the only set to wear that gives a "+50 Damaget o Summons" Like I said earlier, it covers all the alt style bonuses. Its the Perfect Magus set to mess around with since any part will take any Runes in mage... (Actual Max Stats still pending on magused items seen for sale.) Armoured Set - Designed, created by me, always thinking of "Entertaining New Ideas."
Aussie-Kangaroo - 05:13 - 2010-02-21
Okay this is what i think about dofus 5 years back... 5 years back without strokens, everyone worked hard to get scrolls, which makes scrolls worth getting. Now dofus has become more of a PvP Game more than a MMORPG game where players work together in looking for items, finish quest, do dungeons helping out newbies etc etc. Now especially with the F2P alignment, all i can see are... Brak Cras running around and scolding one another noob and getting called noob for using "Bats Eye" which is too OP at their lvl IMO. So wheres all the fun in working together went off to? Braks/Bonta ganging? Taking away the fun of PvP as well? Well what im just saying is that. I was satisfied with what dofus has 5 years back where everyone finds a build for PvM more than god damn builds for 24hour PvP.
MrMicky - 13:35 - 2010-02-22
And also people pays money to play this game, u dun expect them to pay and plays a game that always changes character's skills or the structure of the game itself. Thats the reason why most people are complaining about updates. If these games are free, nerf updates wont be so annoying >.>
MrMicky - 17:05 - 2010-02-22
Thank you, Lichen. I wondered why they weren't migrating the servers. I hope it will happen soon, but don't hurry... we all understand you need to work hard for all of this to happen.
Eddiedude - 03:11 - 2010-02-26
This sucks, if they are going to limit osa summons - then whats the point of being a Osamodas??? Also whats the point of having the spell Animal Blessing. If they are going to Limit summons then they should make other moves stronger and change Animal Blessing to Healing Word
ICantSummon - 16:43 - 2010-03-01
Fecas sucks!! thats all I can say... Is the weakest class in dofus... they need more direct damage.. glyphs are not enogh to cause high dammage... and the other atacks such as cloudy atack or natural attack are very weak... they dont deal enough dammage... I'm a feca lvl 150 and I got another acount that is an agylity xelor lvl 115 and he hits much harder than me... that's sad... and he reduces the same amount of damage as my feca with reflect... I'm really getting bored of my feca... i just don't quit because the professions it has... I got some Ideas for devblog... remove the shilds of each element because that's a waste of ap when casting them... it should be like a eniripsa's preventing word or xelor's mummification... those are real shields not as the weak feca's shilds.. I think the only good spell is Feca's Shild ... and it is bad against classes who unbenwich as sadidas or enutrof... I hate my feca -.-
opacleafar - 19:16 - 2010-03-01
Cra ARE pretty OP in low level PvP... But personally I feel that they should be focusing at taking emphasis off the concept of low level PvP. It has too much reward for low level characters to ignore, but at the same time it's near impossible to manage, because nobody is operating with a full spell book. At 100+ cra actually start to even out nicely with other classes. As for Cra being OP in PvM at all levels... That's kinda ridiculous. As a cra I actually feel kinda useless in a lot of PvM at high levels, because all I ever get is: "Lashing this that and the other thing!" Seriously. For a character with a decent output, I don't like being set to menial tasks. It's boring, and takes the fun out of it. I rival others in damage, but Cra are meant to be a ranging class, not really a support build. =/
DualHelix - 23:43 - 2010-03-07
I code games myself [on a game program called BYOND], and i have been playing dofus for 4 years and i have to say, class balancing, is easy. Its hard after you screw it up, to fix it, but if you start out with a plan its easy. My point in all this? The fact that theres an update towards class balancing and PvP instead of items, the EXTREMELY lack of quests in dofus [compared to other mmorpgs]. Seriously, if you knew how to do math, character balancing is easy. Just seriously make all the attacks do the same amount of damage close range, and as the distance increases, just lower the damage by say 2. example: Attack A: 10-20 damage, 1 range. Attack B: 8-18 damage, 2 range Attack C: 4-14 damage, 4 range
Mothozoid - 12:19 - 2010-03-28
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