Hmm I haven't reported on how things are on the game front in a while.
Well, things are pretty good.
I got into one of the bigger guilds on my server. I'm enjoying it there a lot. Been playing a lot more then I have been on here.
Why?
This place reeks of drama most of the time and that game doesn't. I want to be happy right now and not pissed. So I go somewhere it isn't drama laden.
There have been a fair share of drama lately in the game, but the good outweighs that one issue.
Overall I have been needing an escape from the crappy life I am having and Dofus is giving it to me.
When my mother asked me what I want for christmas I told her a lifetime membership for here.
She laughed.
Then come Christmas day she forgot to pick me up for dinner. Now I'm not one for getting gifts. But I would have loved to see my family.
*shrug*
I hope things look up soon. No food, behind in the bills, and all I want is to be happy.
I gave up on my health.
Dofus now has a Star Wars set
Complete with a light saber and Darth Vader hat.
I
Must
Have
It
NOW
This is why I love my game:
*sigh*
I still don't think emotions are my strong point.
Haven't I told her this before?
Funny times in Dofus....
I'm sitting there at a map waiting on this big mob to move and some character goes:
"Oh it is the pretty Harly. I saw your picture on dofusplayers.com"
Me: "*blush*"
So here is where I try and sneak past the mob. I failed and hit it. :(
So this pandawa joins the fight and we go about the fight like normal. Then he missed his turn and was like "Sorry was on Samba for a second"
My inital reaction is one of these o.O.
He is like I'm sambas panda.
At this point I blurt out, "The level 200 eni?"
"Yeah, the Storm Troopers eni."
O.O
I have been power leveling my little 14x eni to get into Storm Troopers. I tell him this and he is like, " I'll let you in early at 155"
O.O
Bewbs are awesome in the gaming world.
Just read over the changelog for the new update on Dofus.
I am loving it so far.
Gonna post it here so my other Dofus peeps don't have to go searching for it.
(feel free to look it over if you want, you probably won't understand it)
New content:
Challenge system:
During each monster fight, a challenge is offered to all the players in the fight. If these challenges are successful, they give a bonus to resources dropped and experience. The rewards associated with these challenges are proportional to the difficulty and the number of players in the fight. During group fights, the challenges are shared and each player must individually fulfill the constraints imposed by the challenge in progress for it to be completed. All fights in dungeons are given two simultaneous challenges, which can be done independently. All the challenges are optional, and the players receive no penalty if the challenge is not completed. We have developed this system to give new goals for players, to reduce the monotony of play and to encourage players to diversify their tactics. We also want to increase the reward for risk-taking in fights through the bonuses these challenges give. We have made (for now) 12 different challenges. Other challenges will be added during subsequent content updates.
PVP quests:
In the militias of Bonta and Brakmar, two NPCs offer repeatable quests to aligned players. These quests are missions to assassinate characters belonging to otherplayers. When the player accepts the quest, the NPC gives him a target within the same level section whose PVP mode is active, and a bunch of target scrolls to help him find his target. If he wins the fight in a balanced way (with honor points gained), the quest is completed and the character gains a reward of experience and kamas which depends on the level of the player. This quest has no time limit. The player has the possibility to ask for a different target every 15 minutes (there is no time delay to get another of the person has completed the quest.) The designation of targets is "smart" in a way, to prevent the same characters from being chosen too often as targets and to prevent agreements between the players that accept the quests and their targets. This system is intended to revitalize interest in balanced aggressions between characters of different alignments, by giving new rewards (kamas and experience points), and it creates an alternate way to make progress in pvp level.
Monster invasions:
Certain creatures can progressively invade game zones (and replace the creatures that normally appear there) while their chief is alive. The players have to find and kill the monster chief to stop the invasion. This system is (for now) implemented only in a relatively small area (only two zones). We will wait for feedback from the community on this functionality before including other game zones. This system allows us to make the Dofus world more dynamic.
Modifications and Corrections:
Territory Conquest and PVP:
*The workings of the prisons has been modified and gives lower penalties for defeat in PVP combat. The wait time in prison is fixed at two minutes and the bail amount is fixed at 1000 kamas, whatever the PVP rank of the character. These modifications reduce the penalties applied for loss of a PVP fight, to encourage people to participate in PVP.
*The conquest villages are now considered adjacent alignment zones with the traditional zones. Aligned players now have the possibility to attack and conquer all the zones adjacent to the conquest villages their alignment owns. This modification allows for more conflict zones, enriches the strategic dimension by additional confrontation, and to avoid blocked situations where only one prism can be attacked or defended in the game.
*Characters who launch aggressions no longer lose honor points if the fight is not even. This modification fixes a problem with aggressions that were launched as even, but become not even when allied players join to help the aggressed player.
*Characters no longer lose honor points during prism fights if they lose the fight (in defense and in attack). We have decided to cancel the loss of honor points during prism fights to encourage players to participate in fights once again, in defense and in attack. This modification will generate honor points important in the long term and thus increase the PVP rank of the overall player base. This modification is temporary, characters will once again lose honor in prism fights when we have decided that we have set up a more balanced system. While waiting, we want to encourage the players to participate.
*Prism fights once again give honor points to the winning team even if the fight is not balanced (except when there is no defense), but the honor point gains are affected by the level difference between the two teams. We decided to make this modification to not penalize players who take the initiative to participate in fights and whose opponents do not have a sufficiently high level.
*The formula for honor point gain is modified, it is no longer possible to lose more than one PVP grade during a defeat. The grade and level differences of the participants in a PVP fight still count for determining the losses and gains of honor points.
*The sanctions given for dishonor points are more severe:
*1 dishonor point: using the bank is impossible, using the alignment channel is impossible, placing and using prisms is impossible.
*2 dishonor points: using the zaapis is impossible.
*3 dishonor points: using the zaaps is impossible.
*4 dishonor points: using merchant mode is impossible.
*5 dishonor points: using the sellrooms and paddocks is impossible.
Fight reconnection system:
The reconnection system will become available on all game servers. It allows players to reenter fights after disconnection from the game (software or hardware). Disconnected players have 10 minutes to reconnect to the fight after a disconnection. A player who is disconnected during a group fight automatically passes their turn and no longer disrupts the flow of play. A player who is fighting solo and is disconnected automatically waits 30 seconds before passing his turn, to allow the maximum time for the player to reestablish his game connection and reenter the fight.
Spells:
Spirit bond: The animation of this spell is corrected.
Summoning of chafer: The interval to recast is reduced at all levels of the spell.
Traps work correctly when a Pandawa tosses a character or monster into the activation zone of the traps.
Pet sanctuary:
The functioning of the pet sanctuary is modified, the players now have a choice of appearing as 4 archtypes of different pets. These pet archtypes have available a panel of the most important spell. We have made this change to allow for the integration of new petsinto the game and to improve gameplay in this dungeon.
Monsters:
* Rat Basher and Rat Klure: the spell Ravin is corrected, it pushes back the enemy correctly.
Heroic server:
The characters killed on the heroic server now receive an additional bonus of double experience (meaning, in total, experience is multiplied by 6 compared to a classical server) if they continue to play after their death, and this lasts until they reach the level they were before the character was killed. Concrete example: a player gets to level 50, he dies, the player who recreates the same character gets double experience until level 50, even if the character dies several times in between. Once arriving at level 50, the character gains experience with the standard bonus for the heroic server (experience gain multiplied by three). This modification makes the game less frustrating when a character dies (because the progression becomes more rapid) and allows the player to benefit from a permanent gain mechanism by the maximum level attained by a character (which can only go up.)
*Objects that are dropped with a probability of 100% (resource bags from resource protectors for example) are dropped with a probability of 100% and no longer 95%.
Quests:
*Delivery problem: The stage "Looking for the new deliverer": the object "form to fill" now works correctly and no longer gives two different forms.
*The mission to gain level 32 of the Bonta alignnment is corrected, the Chafer Archers correctly aggress the players.
* In the following quests, the objects not appearing are corrected:
*The Site Chief sits down to eat
*The bootlicker Potion
*Wartella's teeth
*Who framed the wabbit?
Guilds:
A new right in the guild interface determines whether a member of the guild can manage for himself how much experience he gives to the guild.
Mounts:
An additional icon makes it possible to differentiate newborn dragoturkeys.
Client:
*The client now sends the game server the resolution used by the Dofus customer so we can more accurately determine how people play the game. This information is anonymous, is only collected one time per account and is only used for statistics.
*The option to sort objects in the inventory by NPC resale price is removed since it became obsolete due to multiple changes of NPC prices.
*The delay after the cancellation of a challenge by the adversary is removed.
Miscellaneous:
*Fights are once again possible on the 16 maps in the breeder's village on Otomai island.
*We have rejiggered the damage calculation for the game servers in order to more easily change and maintain the damage calculation. We will give you more information on the implications and consequences of this change. (Translator's note: that's ominous.)
*It is now possible in the arena to attack a group of monsters summoned by another player after 10 minutes (it was 60 minutes before.) We have also applied an IP limitation for the number of groups of monsters that can be simultaneously summoned in the arena. These changes help limit problems of arena blockage by groups of unusable monsters, which disrupts the smooth flow of arena fights. (Translator's note: Hilarious! I never thought of summoning hundreds of monsters in the arena, rendering it useless, but that's diabolical.)
*The knights which defend neutral players can join the fight even if the group lock is on.
*The calculation of the monsters' aggression zones is corrected, and the monsters correctly aggress players that cross their aggression zone.
Artificial Intelligence:
Translator's note: I just quoted the following between the lines from the official AI post, since it was already translated there.
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We've been working for the past few months on improving the global Artificial Intelligence used by monsters and summons.
You can test the very first AI modifications we have integrated on the test server:
- Detecting the invisible. Attempts by monsters to detect invisible characters are as of now only made at the beginning of their turn. This correction will limit inconsistent monster behavior. Monsters sometimes detect invisible characters, move and then do not see them anymore during their action phase.
- Unbewitchment: the use of unbewitchment by monsters has been improved. AI now calculates more precisely the positive and negative effects of unbewitchment.
- AP and MP use: monsters now properly use AP and MP they win between two actions in a single turn. Bonus AP and MP given to creatures are better dealt with by the AI.
- "Push&Pull" spells: AI deals more efficiently with "Push&Pull" spells by properly calculating the target's final position.
- Devoted behavior: "Devoted" monsters, such as the Inflatable, now try to stay round their summoners without standing in their way when they move, and they stay at a distance to leave their summoners cast their support spells.
- Summoning attempts: monsters no longer try to summon if they can't (for instance, when the maximum number of summons is already reached).
- Movement: monsters avoid changing directions for no reason during the same turn. "Suicidal" monsters, such as the Block and the Sacrificial Doll, no longer avoid fights. "Fearful" monsters like Tofus are more efficient when they try to remain out of reach of the enemy's attacks.
- Area of effect: monsters can now aim at an empty cell to hit several targets with an area of effect spell and they can also aim at an empty cell to hit an opponent for whom they do not have a line of sight (i.e. hit an opponent hidden behind an obstacle). Monsters can also cast spells on themselves to hit allies or close enemies.
- Glyphs: monsters can now take into account glyphs' effects during their turn. They avoid staying on glyphs with negative effects and tend towards glyphs with positive effects.
We use a general AI for all of our monsters and summons. These modifications may therefore affect the behavior of all in-game monsters and summons.
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Don't hesitate to give us specific information about inappropriate behavior that you observe by monsters and summons. (Translator's note: Mustn't.... make.... obvious.... jokes....)
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