How do you sit in dofus
So, as it happens, is Dofus. There, luckily, all similarities end. From the sophisticated art, to the gently cerebral turn-based combat system and elegant in-browser interface, everything about Dofus suggests an MMO that confidently walks its own path. That's certainly true, but unlike Continental curios such as The Saga of Ryzom before it, Dofus doesn't appear to be paying a heavy price for its distinctive personality when it comes to finding an audience.
There's a contradiction here: while MMOs like Tabula Rasa ape mainstream genres but struggle to win followers, Dofus is giddily skipping in the opposite direction, and somehow managing to get by. Partly this is down to the ease of discovery: a very small client download, that browser interface, and a relatively large free area of play the floating tutorial island of Incarnam and the leafy, autumnal village of Astrub for non-subscribers.
But there's more to it than that, because Dofus is a confident blend of genres, and although the results are a slower-paced experience than other titles, they also differentiate the game enough to allow it to sit alongside the giants as a companion piece rather than a direct competitor.
The Dofus themselves are six legendary dragon eggs that arouse greed and covetousness in all who search for them. The story is typical MMO fare, meaning that it's completely surplus to requirements for all but the. Whatever your opinion, developers Ankama have done a good job expanding the world's lore often, cannily, with revenue in mind, as in the case of the Dofus Manga series. The game's elaborate backstory is there for whoever wants to seek it out, and while it's probably not worthwhile doing so if you're just interested in levelling up and scoring some nice clothes, it undoubtedly adds solidity to the player's world.
But Dofus' world is far more than solid - it's genuinely beautiful. The choice of Flash over a 3D engine has allowed the developers to create something uniquely personal, and each new screen presents a vista with at least a few individual touches - a tumbledown wall, a bird's nest clinging to the crags of a cliff, or even just a shapely sprouting of weeds.
Although the setting is largely bucolic - fields, cobbled paths and trim cottages - it manages to cram in a fair amount of atmospheric variety along the way, from the threatening half-light of Sidimote Moor and the theme park balloons and sagging tents of Trool Fair, through to the lava-fortified city of Brakmar. Although the term anime is often used to describe Dofus' style, in reality it's anime shot through with a sun-faded Western disposition - its palette of ageing greens and yellows is inexplicably Continental.
Dofus' players may speak in text shorthand and emoticons, but the world they traverse has an antique feel - and that's something you won't experience in many other games. Secure Backups Your content goes here. Dedicated Support Your content goes here. Frequently Asked Questions. Pellentesque in ipsum id orci porta dapibus? Vivamus suscipit tortor eget felis porttitor volutpat? Mauris blandit aliquet elit, eget tincidunt nibh pulvinar a?
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Domains Claim Your Domain. Gold 1, Silver Vix CMC Crypto 1, FTSE 7, Nikkei 29, Read full article. Akela Talamasca. Recommended Stories. Motley Fool. The Independent. Yahoo Finance. Investor's Business Daily. Just equalize the difficulty levels. Requiring pebbles, irrelevant mob materials and other junk.
Yes, I get what they were going for "let's make everyone useful! If the draw of the game is the combat, and I clearly like PvM since I'm spamming dungeons.
Why do I now have to go and find some way to make money because pvm mats hardly sell except super rare ones to buy pvp mats? To make equipment? Again the problem here isn't that the recipes contain the item, its that the player is forced to do something completely irrelevant to anything that makes sense.
I'm making a hat When your game is dying, perhaps you should look into why, and not just keep charging head first into a wall. Most MMOs don't even bother being p2p anymore. It's a terrible strategy for most, and they usually end up dying The price for p2p should really just be adjusted to make solo accounting more affordable because solo accounting sucks unless you like running around and only doing quests, because trying to find a group especially low level is near impossible, but then again, the only solo account server has been merged with so many people that don't speak the same language And also changed so that multi-accounting is actually more affordable for those that want to go that route again, why force either it's a game with sets, different elements, different mounts, different pets, different dofus load outs, different idols and what?
Unless you are literally zaap sitting you will be working towards profit. No I don't want to do quests to get turq dofuses! You know how amazing it was to spam that over and over and finally drop one? It was an amazing feeling. Those feelings don't exist anymore, now the "amazing feeling" people think they have now is relief. Similar to being tortured for days and finally its over. That's not the same, I'm sorry. This is not only one if not only???
If you are a solo accounter, you may feel like you do. But that is mostly due to multiple people not being on the same wavelength and simply taking longer to complete fights. If you are a multi-accounter and you spend all your time doing tactics combat, you are selling ogrines or something for kamas, cause mob mats are worthless.
If you want sparkling pebbles and crap to be in recipes for gear Don't merge the 2 and force it. Because player A, doesn't want to pvp. I have money, I would like to support the game Shooting yourself in the foot with that, considering how big cosmetics are in the game. It's literally the easiest thing they could do for more money AND player interest.
Didn't mean to come off so ranty, but I was never good at condensing my thoughts to get my point across faster. Plus does it even matter?
But anyway, my point is When I left this game it was flourishing though never as much as it probably was originally but things were definitely 10x more active than they are now. Are they tired of having the game and just want to run it into the ground?
But then why make cool changes like the ones I said XD. I'm just lost as to what they want. And this is the end Where I have to end it with something spicy, to get the people going. So since i am Dofus Videos:. Youbutsu 6 posts. Woof-Zwei 6 posts. VcentG 4 posts. October 3, Literally none of that rant is relevant to his point. Also, using dregg hat in PvM lmao Pebbles in recipes is fine imo, they're cheap and everyone can get them.
It's really nothing in com. As for good points, I'd stress the class changes along with spell variants, shields being relevant and Dofus revamp. Classes are very "clean" today as opposed to old times where classes were a huge. I think you hit the nail on the head when you say about completing achievements and obtaining dofuses is no longer a great feeling but a sense of relief instead, that's what made Dofus so great was that if you worked hard you'd eventually be rewarded either by a rare, expensive drop which was needed for nearly all end game gear, but only one of the material, OR by dropping a very expensive, rare dofus They're somewhat bringing this feeling back for me by introducing the minowang as a droppable pet to all boss monsters but I REAALLLY DONT want to quest, I've played the game for 15 years and the only quest I've ever done is the otomai reset quests and that was because I HAD to.
I agree with most of your points here. One other thing is that this game has been out so long that you got massive power creep for the equipment and annoying as shit pvm mechanics in an attempt to make new monsters "unique". I'm not entirely sure if I agree with you about questing. The main customer for Ankama is the french player base.
Questing adds to the 'lore' and 'role playing' and it's possible the french are big fans of that. Using quests as a mechanism to get rare drops and dofuses gives players hope that they will actually get something after x amount of effort.
Yes, they could still add dofuses as drops, but then it would fuck up the quest structure if turq quest is prereq for next dofus quest, would dropping a turq mark all of the quests in turq chain as completed? Lastly, I played for a few months when the solo servers came out and my personal experience was that quests weren't that bad.
They are actually a good way to level up and gain kamas. As long as you had friends to play with, it was fun-ish to go dungeon hopping and do random shit that I wouldn't normally do. I will admit that trying to grind it would really suck especially for multis. From Ankama's perspective, quests are probably cost efficient when it comes to new content, so I wouldn't be surprised if that was also one of their motivations.
Adding a price floor is Wouldn't that just mean that your stuff is more likely to expire than sell because the quantity on the market is so large? There are a few mechanisms that Ankama put into place for destroying unwanted resources. I don't know how effective they are though especially for low lvl stuff. Overall, I think Dofus has the problem that it has been around for too long. A lot of its changes make the game genuinely fun at lower levels. Other than that, I don't know which part of the french base brings them the most cash.
I would have liked them to modernize and streamline a bit, but there isn't really a business case for implementing stuff like the hero system from wakfu. As far as wonderful experiences go it ranks up there with trying to force a rusty nail into your pee-hole while coating your finger with chilli powder then violating your own anal passage with said finger repeatedly.
Its unpleasant. Trust me I know ive done it often. That being said both scenarios offer mild enjoyment so im in. They are still developing their game. Right now it seems they are trying to jump on the E-Sports bandwagon. If stats from my link are right, its just the international community that is struggeling in population.
Right now all servers seem to notice a loss at their playerbase. But than again, i don't know the source of these numbers. Surprisingly, dofus touch seems to be very successful. Taking a look at their current quest design Brotherhood of the forgotten i have to say i don't like their quest design. By far to many fights in this quests that have to be done solo very hard or with other NPCs stupid AI - flower fight.
If there is a fight achievable in a group its incredibly hard! Beyound the coast, WTF? I would really love seeing rare drops again that are taking advantage of prospecting. Thats the thrill this game needs and is keeping the dungeons populated. Classes are very "clean" today as opposed to old times where classes were a huge mess weapon spam, half of spells irrelevant, several times the same spell like Sacrieur punishments or Feca reductions.
If the game is worthy of "tactical MMO", it's clearly today and not in its past. You can't list Idols as good since they've damaged the game a lot, not fulfilling their goal at all.
The idol pool is big and diverse enough, meaning you can choose specifically the ones that you won't care about, for example "intouchable" idols on a big map and a ranged team very typical or "CC" idols as Kyoub or Payo.
For the benefit, there's just no reason to increase difficulty when you can just put ignorable compositions. At the same time, they allow to increase drop and XP rate as was never possible before, so they've highly contributed to price dump of PvM ressources. Quests or drop for Dofuses are a matter of taste, but quests are the healthier way.
It's a bit the same principle as with the achievement ressources that lower a lot the price of boss mats, but that give a chance to solo or duo accounters. Otherwise, repeating the same dungeon dozens of times just to craft some items is just insupportable for solo chars.
Come to think of it, rare drop still exists with Vulbis and is getting reintroduced with 2. Also, modern questlines are driving away from frequent running from NPC to NPC of course, you still need that to tell a story! I think for example of the Abyssal Dofus questline that is quite short and rather bases on your skills. You can do it in a single day if you're very experienced and familiar with the content.
You could say questlines are also inaccessible with a single character, but recruiting friends for group fights is a completely different thing than to have a big team to begin with.
Not convinced by your argument of forcing PvM players to do PvP. Other than that, there are a lot of ways to make money and it's natural for players to possess a certain amount. If someone is disadvantaged, it's by far the PvPers that entirely rely on kolo tokens, not the PvMers. As for the decline of players, you shouldn't forget that back in the day, you were younger and exploring the game for the first time. Now we are all getting older with less time for the game.
As the game has remained an MMO with grinding, it just barely stands a chance to attract new players as opposed to let's say Fornite.
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