Daclusia
Demon Girl Pro
- Joined
- Sep 25, 2010
- Messages
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Re: Zone
As someone with a full acces on the French Open Beta, I guess I could fill you in on what's what in Wakfu the MMO.
First and foremost:
Politics and Ecosystem.
That's right, there is a government for each of the (as of now) 4 nations, Amakna, Bonta, Brakmar & Sufokia. The governor is chosen by the people for the people, and he then names a few ministers ( weather, monsters, general, guards to name a few ), which can be either a group of good politicians or thief and crooks.
There is a politic dimension with every other countries too, as a country can be at peace or at war with the others.
As for the ecosystem, nothing grow on its own. It's in the hands of the players. If someone cuts every single tree, then no more tree. If someone exterminates the last goball, then no more goball. Players have to harvest seeds and plant them in order to get new ressources, and yes, you actually harvest monster semen and plant them in the ground. Seeing a few horns and a bit of wool growing like a vegetable is rather fun.
NPCs and Money.
There is no NPC. Well, maybe one or 2 -- the tutorial NPCs, for one, and the " Clan masters " for two. They're like the big boss of the land, being chosen by the god to rule this land for the governor of the nation. Yada yada yada.
And for the money, monsters won't drop any. You'll have to mine minerals and craft change yourself.
Gameplay.
That's another big change from Dofus, that the arena won't be predetermined by the map, as there is no little maps, but rather one big map. The arena will be put on the area you're on, so you can actually shape a bit of land to make a dream-arena with tons of cover.
The characteristics aren't like in dofus; your elemental offense and defense grow when you use spells of the same element, and you gain 5 stat points + 5 class points per level.
Stats points can be spent in HP, evasion, criticals, prospection, wisdom, maximum summons, AP, MP, etc.
Class points are spent in your class " specialities ". There's 10 specialities for every class, 5 spells and 5 passives.
Each class has 15 other spells, equally shared between 3 elements, and they are your offensive spells. Specialities are support spells, like a critical or damage steroid, or a movement spell.
The elemental spells grow in a different way than your specialities. You don't put points in them to level them, you gain xp by using them in battle. The more you use a spell, the more xp it gets.
--
And that's as far as I can think. The game sounds wonderfull, but heh, appearances can be deceiving. The game is currently having a lot of balancing issues, per see the Ecaflips and Pandawas being sub-par, the Roublards being a critical failure, and a good amount of spells being all in all the same, and sometimes in a single class.
I do believe once finished, the game will be a real success. Until then, I'll watch and lurk.
As someone with a full acces on the French Open Beta, I guess I could fill you in on what's what in Wakfu the MMO.
First and foremost:
Politics and Ecosystem.
That's right, there is a government for each of the (as of now) 4 nations, Amakna, Bonta, Brakmar & Sufokia. The governor is chosen by the people for the people, and he then names a few ministers ( weather, monsters, general, guards to name a few ), which can be either a group of good politicians or thief and crooks.
There is a politic dimension with every other countries too, as a country can be at peace or at war with the others.
As for the ecosystem, nothing grow on its own. It's in the hands of the players. If someone cuts every single tree, then no more tree. If someone exterminates the last goball, then no more goball. Players have to harvest seeds and plant them in order to get new ressources, and yes, you actually harvest monster semen and plant them in the ground. Seeing a few horns and a bit of wool growing like a vegetable is rather fun.
NPCs and Money.
There is no NPC. Well, maybe one or 2 -- the tutorial NPCs, for one, and the " Clan masters " for two. They're like the big boss of the land, being chosen by the god to rule this land for the governor of the nation. Yada yada yada.
And for the money, monsters won't drop any. You'll have to mine minerals and craft change yourself.
Gameplay.
That's another big change from Dofus, that the arena won't be predetermined by the map, as there is no little maps, but rather one big map. The arena will be put on the area you're on, so you can actually shape a bit of land to make a dream-arena with tons of cover.
The characteristics aren't like in dofus; your elemental offense and defense grow when you use spells of the same element, and you gain 5 stat points + 5 class points per level.
Stats points can be spent in HP, evasion, criticals, prospection, wisdom, maximum summons, AP, MP, etc.
Class points are spent in your class " specialities ". There's 10 specialities for every class, 5 spells and 5 passives.
Each class has 15 other spells, equally shared between 3 elements, and they are your offensive spells. Specialities are support spells, like a critical or damage steroid, or a movement spell.
The elemental spells grow in a different way than your specialities. You don't put points in them to level them, you gain xp by using them in battle. The more you use a spell, the more xp it gets.
--
And that's as far as I can think. The game sounds wonderfull, but heh, appearances can be deceiving. The game is currently having a lot of balancing issues, per see the Ecaflips and Pandawas being sub-par, the Roublards being a critical failure, and a good amount of spells being all in all the same, and sometimes in a single class.
I do believe once finished, the game will be a real success. Until then, I'll watch and lurk.