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Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté May 24, 2017, 12:11:42 | #1
The community forums were created for languages that have official translations and who once had entire servers dedicated to their language.

As we have never had a Polish language translation or a Polish server, we do not intend to create a forum for the Polish language at this time. (Although we are not ruling out the possibility for the future!)



Thread : Echo  Preview message : #1337140  Replies : 3  Views : 271
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté May 22, 2017, 10:40:26 | #2
The Seriane Kerm is officially no longer supported by the development team. =(


Thread : Suggestion Box  Preview message : #1337000  Replies : 2  Views : 391
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté May 15, 2017, 17:15:45 | #3
Just to update you on this situation, we are working on some tweaks to make the Community channels a little better for everyone.

For example, we are working on a tweak that will automatically set your Community Channel to match your client's language the first time you activate it. You will be able to change to other languages if you like, but this should help people who wind up on the English channel and don't understand how to get to their language.

As for the idea of adding additional language channels, we want to get the current channels we have under control before we consider adding more. Right now, it's a pretty big moderation challenge in terms of content being posted, and adding chat mods for lots of extra language channels would be a big project that we don't have resources for at this time.

We're not ruling it out completely, but it's not something that we can prioritize right now.


Thread : Suggestion Box  Preview message : #1336621  Replies : 18  Views : 809
Client Developer Tofu Stroker
* Member Since 2008-07-22
posté May 12, 2017, 10:09:25 | #4
Hello,

In the april update, changes were made on achievements and the score has been lowered for a few of them (~20 points total).

"Regarding the Frigost monsters, the drop rate for items launching quests has increased. Rewards for quests and the associated Achievements will be reduced accordingly."
Click here

Of how many points get your achievement lower ?



Thread : Problems and solutions  Preview message : #1336458  Replies : 5  Views : 374
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté May 11, 2017, 14:11:17 | #5
Unscheduled Maintenance - May 11th, 2017 Hi,

A special maintenance will take place on 05/11/2017; it will start at 10:00 (Paris Time). It is expected to last 1 hour and a half, ending at 11:30 (Paris Time).

The goal of this special maintenance is to fix the issues with 1v1 ISK ratings being improperly saved.

Should it last longer (or shorter), we will endeavor to inform you as fast as possible. We'll post any updates on our Twitter account.

Thank you for your patience and understanding.


Thread : Server Status  Preview message : #1336414  Replies : 0  Views : 581
Client Developer Tofu Stroker
* Member Since 2008-07-22
posté May 11, 2017, 12:11:42 | #6
Hello,

This issue has been fixed and the fix will be added to the next big update (in june). Thanks for reporting !


Thread : Problems and solutions  Preview message : #1336400  Replies : 5  Views : 334
Server Developer Arachnophobe
* Member Since 2017-02-02
posté May 04, 2017, 15:02:08 | #7
This issue is now fixed. It only occurred if you only had characters (alive or dead) on one of the ten merged servers.

Players accounts migration are OK since this morning (quick maintenance). For those who migrated during the past days, we should refund valid items on next tuesday (during the maintenance).

Thanks for you patience !


Thread : Problems and solutions  Preview message : #1335888  Replies : 21  Views : 879
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté May 04, 2017, 11:07:59 | #8
Unscheduled Maintenance for Echo - May 4, 2017 Echo will be down for a brief maintenance on Thursday, May 4, 2017.

This maintenance will correct the issue of invalid mount certificates, but only for accounts that have not yet connected to Echo for the first time.

The problem will be fixed for those who have connected to Echo during the maintenance on Tuesday, May 9th, 2017

Our apologies for the inconvenience and may the fourth be with us.


Thread : Server Status  Preview message : #1335873  Replies : 0  Views : 755
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté May 02, 2017, 16:49:10 | #9
Yep, the server is back! Thanks for all your patience, guys, I know it was tough!

Heads up, those of you who are hunting for the people who got "your" name and not finding anyone, it's not a bug.

Edit: Some accounts are not loaded into Echo until they connect for the first time, so that means that if you /whois someone in this situation who has not logged into Echo for the first time yet, you won't be able to find their account.

Also, we're aware of the issues that people are having with PMing people with a server tag in their name, and we'll try to get that fixed ASAP


Thread : General Discussion  Preview message : #1335593  Replies : 278  Views : 7300
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté May 02, 2017, 14:36:56 | #10
The above posters are correct, and I've updated the maintenance notice to reflect the newest information.

The server is being reloaded and our current estimate (barring additional problems) is that it should be complete at 3:30 (Paris time)


Thread : General Discussion  Preview message : #1335513  Replies : 278  Views : 7300
Lead Developer Tofu Stroker
* Member Since 2007-10-01
posté May 02, 2017, 10:35:35 | #11
The new server is currently open internally and we are doing multiple tests.


Thread : General Discussion  Preview message : #1335348  Replies : 278  Views : 7300
Lead Developer Tofu Stroker
* Member Since 2007-10-01
posté May 02, 2017, 03:12:10 | #12
The maintenance for the servers merging process has begun.
  • Data transfert from old to new server is finish
  • Data reimport is finish
  • Data remapping done
  • Server config done
  • Server internally open
  • Server opening for all
  • Fix merge process slowness during connection finished
  • Server opened
     


    Thread : Server Status  Preview message : #1335297  Replies : 1  Views : 1518
    UX Designer Larva
    * Member Since 2016-09-28
    posté February 22, 2017, 18:50:44 | #13
    Shield points display Hello,

    We are currently working on modifying the way the Shield points are displayed on the heart medallion in the game's main interface.

    • The idea is to change the health heart to a purple shield.
    • The health gauge would become purple as well so that, visually, the "shield" mode would be more obvious.
    • Shield points would be displayed on top of the heart, front and centre. This way, we could keep the "Health points / Total Health points" display on top of the Shield points.


    When all the Shield points are gone, the heart would revert to its base shape and its colour red.

    What do you think?

     


    Thread : Dofus Lab  Preview message : #1330545  Replies : 5  Views : 1337
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté February 15, 2017, 12:30:58 | #14
    It's a change we've done for the server merge : a paddock will be hold be multiple players.


    Thread : General Discussion  Preview message : #1330000  Replies : 50  Views : 2660
    Client Developer Tofu Stroker
    * Member Since 2008-07-22
    posté February 09, 2017, 11:51:17 | #15
    Hello,

    On which map are you ? Did you try going to a calmer place and talking again ?
    Are you sure that in your current chat tab, the general channel is activated ? (Right-clic on the tab to see the channels list)


    Thread : Test Server  Preview message : #1329661  Replies : 8  Views : 403
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté February 07, 2017, 11:42:05 | #16

    Quote (XDluaan @ 05 February 2017 22:11) *

    Quote (eXme @ 23 December 2016 23:25) *
    What about to do some kind of reborn thingy, where you after reborn can scroll your stats higher then 100 maybe to 200 and then you start leveling from level 1. Low level dungeons will be crowded again for nub stuff
    yea i like the idea of extra stats but not extra spells. and add something to show a players prestige level to others

    Extra stats goes with more power and we try to avoid this kind of thing: at the end, players will ask for 200+ content because they will overcome the currently existing content. Or having extra stats will be a standard from the players' point of view and new players will have even more difficulty clearing the end game content.


    Thread : General Discussion  Preview message : #1329525  Replies : 54  Views : 3458
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté January 30, 2017, 10:39:57 | #17

    Quote (msRed-Blue @ 26 January 2017 18:12) *
    Hello forum!

    Nerodos & Simsoft, thank you both for your answers to our many questions.
    And here is one more ^^ What about nicknames in Cyrillic? We will be renamed?
    Currently we aren't planning on forcing the renaming of nicknames in Cyrillic. I'm not saying it won't happen, but at the moment it looks unnecessary.


    Thread : General Discussion  Preview message : #1328928  Replies : 312  Views : 11715
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté January 26, 2017, 16:55:27 | #18

    Quote (trilkgh @ 26 January 2017 15:25) *

    Quote (Simsoft @ 24 January 2017 17:34) *

    Quote (kumorioni @ 24 January 2017 04:38) *
    Nerodos!

    What happens if I have a single account, but on this account I have characters on 2 servers, and on each of those I own a house.
    You will have two houses.
    Will this be seen as against the rules if you have more than one house? And will you have to sell one? Or would the person be able to keep both of them without there being an issue?

    Indeed, you will be able to, in this special case, bypass current restrictions about house ownership.


    Thread : General Discussion  Preview message : #1328642  Replies : 312  Views : 11715
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté January 24, 2017, 17:34:00 | #19

    Quote (SilverhandII @ 23 January 2017 17:35) *
    As far as resources/stars go, they were designed with a normal server population in mind - I'm sure they could be adjusted to take into account the change (what about those elms trees??). Perhaps increase the rate at which stars accumulate, and/or add instances to dungeons perhaps?
    We have designed those systems when the population were larger so we are quit confidend. If there is a problem, we could adjust it.



    Quote (kumorioni @ 24 January 2017 04:38) *
    Nerodos!

    What happens if I have a single account, but on this account I have characters on 2 servers, and on each of those I own a house.
    You will have two houses.


    Quote (bohemia @ 24 January 2017 12:45) *
    There's a question that popped up in my mind last nite, but I was too sleepy to turn on laptop and log to post it :

    What happens with the average price after server merge, for gear, resources, consumables, etc?

    Prices will be initialized with a computation with the old prices. No details yet.


    Thread : General Discussion  Preview message : #1328537  Replies : 312  Views : 11715
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté January 21, 2017, 12:28:09 | #20

    Quote (bohemia @ 20 January 2017 20:28) *
    What will happen with the content of the bank?
    Will the bank content follow the owner character to the new server after the merge?
    Or there will be a restriction, like on server transfers, allowing a character to take with him/ her only the stuff from inventory etc?

    What will happen with mounts? From sheds/ padocks/ certificates? Will they follow their owner on the new server after the merge?

    If prisms won't give nugets to alliances, how much time will we be given to try to salvage some of them, before the servers merge happens?

    Could it be possible that alliance leaders get back the prisms/ recyclers/ teleportation modules in their banks, at server merge?
    Having to farm again for them, for a brand new start, would be a royal pain *somewhere*.
    It would be great if someone could pass this idea to the people in charge of planning the server merge, to consider it.

    What will happen to territories?
    Everything will become "no man's land"? And will have to be conquered again?

    [ EDIT : ] If I understand/ remember right, servers will be merged by 4 - 5 servers in one?
    Does this mean that the English speaking community will end up with just one server after the servers merge?
    And not at least 2 (maybe 3?) servers, for variety and options available if one gets really fed up with gaming on a server?
    Hi there,
    too many questions, I will try to answer.
    The content of the bank will be transfered during the transfert as well as padocks contents, etc.
    The exception is for prism that can't be transfered and will be lost. I don't know yet about the modules.
    For the territories, they will be cleared and you will have to conquered them again.
    Yes the English speaking community will end up with only one server and not two because we want to be sure will you will have a game experience (enought people on the server).


    Thread : General Discussion  Preview message : #1328320  Replies : 312  Views : 11715
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté December 06, 2016, 12:00:00 | #21
    Update 2.39 - The Slumbering City of Gold has Awoken

    It's here! Update 2.39 is online! Do you hear that rumbling in the distance? That's the sound of scores of monsters hitting their alarms and rising from their graves! Today, you can log in and experience the second chapter of the Ohwymi story!


     


    We hope that the first episode of Ohwymi made your mouth water, because the second chapter of the area is now accessible in-game! It's time to follow the trail through the desert to The Slumbering City of Gold! On the program for Update 2.39:
     
    • Chapter 2 of Ohwymi with new quests to keep the story going
    • 3 new zones: the Gorge of Howling Winds, the Forgotten City, and the Cursed Pyramid
    • 2 new dungeons: The Wurmlord's Tunnel and the Chamber of Tal Kasha
    • And the Sacrier Class Revamp!
     
    Come and join us in-game now!
     


    Thread : General Discussion  Preview message : #1325421  Replies : 47  Views : 2003
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté December 06, 2016, 09:45:13 | #22
    The following segment was accidentally left out of the French changelog and was added this morning. It has been edited in to the main changelog document in English, but for better visibility, I have also replicated it here. Sorry about that, everyone.

    Kolossium Spectator Mode

    • Interserver Kolossium fights may now be spectated from within the Kolossium arena in Cania. This feature is currently in an experimental state - as we expect the traffic to be much higher than what was generated during the beta test - and if significant malfunctions arrise, it could be temporarily disabled.
     


    Thread : Log Book  Preview message : #1325416  Replies : 7  Views : 1926
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté November 14, 2016, 19:28:29 | #23
    Website Maintenance Notification - November 15, 2016 All Ankama sites will be down for database maintenance for approximately one hour on Tuesday, November 15, 2016.

    This maintenance will begin at approximately 9 AM (Paris time).

    We apologize in advance for the inconvenience.


    Thread : Server Status  Preview message : #1322906  Replies : 0  Views : 1077
    Assistant Community Manager Celestial Bearbarian Basher
    * * * * * * Member Since 2013-10-31
    posté November 02, 2016, 16:52:45 | #24
    Update 2.38 Hi everyone,

    Starting today, Wednesday, November 2, your DOFUS client launches Update 2.38.

    Several technical modifications have been made on the game's infrastructure, and thus we needed to make a clear distinction between Updates 2.37 and 2.38.
    However, Update 2.38 offers no new content, nor does it modify any of the existing content. As such, there is no Changelog pertaining to this Update.

    You'll discover the next content-heavy game update in December, when Update 2.39 hits!

    In the meantime, please enjoy the game!


    Thread : Log Book  Preview message : #1321739  Replies : 0  Views : 1481
    Community Manager Arachnophobe
    * Member Since 2015-01-19
    posté October 07, 2016, 00:16:04 | #25
    New countdown on the 2.37 Beta! Hello everyone,

    We are currently working on a new way to graphically put forward the countdown during a game turn:

    • The time gauge is now located around the "End turn" button.
    • A countdown of the last 5 seconds has been added within the "End turn" button in order to give the remaining time a better visibility.


    In order to activate it, you just have to right-click the "Ready/End turn" button and select "Display/hide the experimental time gauge".

    Please don't hesitate to tell us what you think about it in the comments!

     


    Thread : Dofus Lab  Preview message : #1319669  Replies : 4  Views : 1409
    Assistant Community Manager Celestial Bearbarian Basher
    * * * * * * Member Since 2013-10-31
    posté October 06, 2016, 20:22:47 | #26
    How can I install a custom theme? With Update 2.37, it is now possible to install custom themes created by the DOFUS community yourselves.

    What we are calling a theme is the graphical appearance of the game interfaces, including the textures, colours, backgrounds, button colours, icons, fonts, etc.

    Here's how you can do it:



    • Copy the URL link of the web page where the theme(s) you want is (are) hosted.
    • Open the "options" menu and select "themes" in the left-side column.
    • Click on the "install a new theme" button
    • Then paste the URL link in the appropriate field and validate.
    • If several themes are available at this URL, they will all be listed in the window; select the one(s) you actually wish to install.
    • Close the "Theme installation" window
    • Select the theme you wish to apply in the list of installed themes.
    • Restart the game.
    • Et voilà!


    F.A.Q.


    What happens if the theme I installed prevents me from starting the game properly?


      Don't panic! You can go back to the default theme as soon as the game starts if ever you find yourself in a bind. When you are using a custom theme, a pop-up appears each time the game starts to offer you the possibility to go back to the default theme, should you need (or want) to do so. And don't worry, you won't have to validate your choice to use a custom skin in order to get in to the game.



    The website is telling me to download the themes directly on to my computer, is that normal?


      NO! It is impossible to use a theme that has been manually downloaded to your computer in the DOFUS client. For security purposes, we have opted to use this solution in order to make downloading a theme useless, thus minimizing the risk of crafty individuals installing malware on your computer.

    Because of a game Update, the theme I was using is no longer compatible, what can I do?


      Since the themes are created and maintained by players, you will have to wait until the theme's creator updates it. It is possible to check the compatibility of the themes offered in the theme interface directly from the game client.

    Where can I find a catalogue of all the themes I could use?


      The community is responsible for making player-created themes available; a simple search using your favourite search engine should be enough for you to find all you need and want.



    Thread : Test Server  Preview message : #1319654  Replies : 12  Views : 5494
    Assistant Community Manager Celestial Bearbarian Basher
    * * * * * * Member Since 2013-10-31
    posté September 23, 2016, 16:56:57 | #27
    Introducing: the Finishing Moves The BETA servers and client have been updated.

    A new feature is available to test: the Finishing Moves!

    Finishing Moves are spectacular animations that may trigger when the last opponent in a fight is vanquished.
    The longer the fight lasts, the better the odds to trigger these animations are.

    For the moment, only one Finishing Move animation is available, but we are considering adding more.

    Please do not hesitate to give us your feedback about this new feature.


    Thread : Test Server  Preview message : #1318783  Replies : 12  Views : 2127
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté September 20, 2016, 09:56:37 | #28
    Password Complexity - September 20, 2016 In order to strengthen the security of your Ankama accounts, we want to encourage you to increase the complexity of your passwords.

    As of September 20, 2016, the next time you log in, you will very likely receive a message reminding you to change the password of your account. This change will be mandatory if you fall into either of the following categories:

    • Your password does not comply with the new safety standards
    • You’ve had the same password for several years

    If you receive this message, we strongly recommend that you change your password to increase the security of your Ankama account! And please, don’t get complacent, make sure to activate the Ankama Shield or the Ankama Authenticator on your account as well. You’ll get a bonus to your XP and drops, and two forms of theft prevention are better than one!

    Good gaming!




    Thread : Log Book  Preview message : #1318270  Replies : 0  Views : 770
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté September 19, 2016, 17:00:00 | #29
    Streaming Client Disabled - September 20, 2016 Hello everyone,

    Starting today, the access to the streaming version of DOFUS will be temporarily removed.

    Following the interface and 16:9 modification with the 2.36 update , the streaming version of DOFUS cannot yet reflect the correct state of all game content. Our teams are currently working the issue. However, if you already have an Ankama account, we are inviting you to keep exploring the World of Twelve on the downloadable DOFUS client.

    Download it here!

    For people playing in Guest mode, your progression has not been lost. You will have all your characters back when the situation is solved.

    Thanks for your patience and understanding, The DOFUS Team.




    Thread : Log Book  Preview message : #1318217  Replies : 0  Views : 653
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté August 30, 2016, 15:00:00 | #30
    KastOut Breeders - Spell Mania

    Osandras 3000 and Big Iop are the Osa and Iop putting the world to rights from the comfort of their Gobball leather sofa. Still glued to their Haven Bags, they procrastinate by imagining new spells for Osamodas...  


    Today, Osandras 3000 is mulling over the idea of an Osamodas merged with one of the creatures they have trained.

    OSANDRAS 3000
    If I merged with a tofu, I could fly, right?

    BIG IOP
    Yeahhh.

    OSANDRAS 3000
    With a Gobball, I could... live on grass?

    BIG IOP
    I don't really see the appeal, but sure.

    OSANDRAS 3000
    With a Dragoone...
    (he adds a meaningful pause before proudly continuing)
    ...I would be smoking hot!
    Big Iop thinks intensely.

    BIG IOP
    I think that's the worst load of bullshit I ever heard.

    OSANDRAS 3000
    You only say that coz' you're too Iop to get it.

    BIG IOP
    Actually, that's exactly what I'd expect from a ginger warrior. I can do better. Imagine an Osamodas...merged with a Minikrone... merged with a Dragoone...

    OSANDRAS 3000
    ...What?

    BIG IOP
    You don't get it? …your pants would be on fire.

    OSANDRAS 3000


    BIG IOP
    The Minikrone farts rainbows and the Dragoone...

    OSANDRAS 3000
    Oh, I got it! Right! Ha ha, nice one! Wait, wait!… How about an Osa merged with a Dragoone, merged with a Gobball…

    BIG IOP
    Oh...That's hard...

    OSANDRAS 3000
    Great balls of fire!

    BIG IOP
    Excellent work! Ok... here's an even better one: Osa, Dragoone and Bow Wow?

    OSANDRAS 3000
    Um...no idea.

    BIG IOP
    A guy that's hot to trot! Ha, ha! To trot? You know, he's running along, right? Or, not...?

    OSANDRAS 3000
    What's the Bow Wow got to do with it?

    BIG IOP
    Um... Bow Wows... They like trotting along... running... you know...

    OSANDRAS 3000
    Well, I don't know about that... I think you're grasping at straws now... that's a lame spell.

    BIG IOP
    A lame spell?... ...Says the guy who started out with "smoking hot" and "living on grass"...

    OSANDRAS 3000
    So, we weren't making up spells then! We were just making jokes and I don't know what a "Hot to trot" spell has to do with anything, it's lame, full stop!

    BIG IOP
    But who said anything about a spell? It was a joke! Seriously, "eating grass" that's fine, and "hot to trot" is banned? Who's making the rules here?!
     
    Find Osandras 3000 and Big Iop again soon in a new adventure that is top of its class!

    In the meantime, let's talk about the future, with Julien and Julien (DeeAmo and Rumo le Rouge) who are going to show you how a spell FX is made for release of a (new) Osamodas in DOFUS Backstage.
     




    Thread : General Discussion  Preview message : #1317020  Replies : 4  Views : 396
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté August 24, 2016, 15:00:00 | #31
    KastOut Breeders - Initial Symptoms

    There are two of them, they’re idi... - well, no, let’s just say they’re not very “bright” - and they’re stuck in their Haven Bag all day faffing about (though that doesn’t stop them being spiritual). They are Osandras 3000 and Big Iop, the Osa and Iop who are putting the world to rights from the comfort of their gobball leather sofa.  

     

    Now what we've found out more about the Osamodas revamp, Briss having explained it in more detail (and with facts, this time) in the new DOFUS Backstage, we're ready to join Osandras 3000 and Big Iop appearing soon, on their sofa, for some... more low-key adventures (already in progress)!

    Today, Osandras 3000 feels a change coming over him...
     
    OSANDRAS 3000
    Big Iop… I’m feeling a bit odd…

    BIG IOP
    Must’ve been the snappers you ‘ad for lunch. The bamboo milk sauce smelled funny.

    OSANDRAS 3000
    No... I don't know. I’m hallucinatin’ every time I close my eyes and I can sometimes feel, like, hairs growing...

    BIG IOP
    You’re becoming a man. It’s normal to...

    OSANDRAS 3000
    Big Iooop... I hadn’t finished! Hairs growing everywhere, horns poking out of my ‘ead, wings sproutin’ from my back... What do you think it could be?
     
    Big Iop thinks intensely.
     
    BIG IOP
    You’re becoming a man. It’s normal to...

    OSANDRAS 3000
    Stop it, Biggie, you’re so annoying!

    BIG IOP
    OK, OK... Seriously, I think you’re ready to become one with the creatures you’ve bred.

    OSANDRAS 3000

     
    The Osamodas changes color.
     
    OSANDRAS 3000
    What?! That’s disgusting!

    BIG IOP
    Of course not! It will make you look... IMPRESSIVE.

    OSANDRAS 3000
    I don’t need that.

    BIG IOP

    It’s true that you really showed that little 8 year old Feca who stole your boots from the changing room at the Gobbowl game last Sunday who’s boss...

    OSANDRAS 3000
    I had my glasses on! You know I don’t fight with my glasses on! Hmm... And besides, what do I have to look forward to in the future besides having a tofu face and dragoone breath?

    BIG IOP
    You’ll be able to knock peoples’ socks off. Like that:
     

    OSANDRAS 3000
    Woah... That’s amazing, man. Actually, you're right.

    BIG IOP
    About what?

    OSANDRAS 3000
    In fact, when you think about it... it makes sense that I would have man problems... I AM A MAN! Yes, man! Forget it, you wouldn’t understand...
     


    Thread : General Discussion  Preview message : #1316581  Replies : 119  Views : 3550
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté August 23, 2016, 10:04:06 | #32
    Modifications to the ISK system ISK servers will be updated on August 23, 2016 at around 10 am (CEST).

    Here are the changes:

    • Matchmaking system will try now to avoid putting the same class in a team more than once or twice when composing teams from the solo queue. This means that waiting time before entering a fight should be slightly increased for the most popular classes and slightly reduced for the less popular ones. If the matchmaking system takes too long to fulfill its duty, the system will move forward in the process and will create teams even though the same class is represented two or three times. In the long run, we aim to improve this system and to split doubled class and tripled class processes by being much more restrictive than we are now.
    • It will no longer be possible to invite a character that is already in a Kolossium fight to a Kolossium group.
     


    Thread : Log Book  Preview message : #1316553  Replies : 0  Views : 918
    Game designer Treechnid Hugger
    * Member Since 2003-11-07
    posté August 19, 2016, 16:47:00 | #33
    Modifications to the conversion rates for Smithmagic runes in Update 2.36 Hello,

    In Update 2.36 (which release date hasn't been announced yet), we are going to modify the conversion rates for Smithmagic runes (when changing normal runes into PA runes, and then into RA runes).

    Modifications brought by Update 2.36



    Changing normal runes into PA and RA runes will require 6 runes (instead of 10, as it was previously).
    Before Update 2.36, you need 100 normal runes in order to obtain 1 RA rune.
    In Update 2.36, you will need 36 normal runes in order to obtain 1 RA rune.

    We're making this change in order to decrease the rune conversion penalty that negatively and heavily impacts what kinds of runes are often changed into superior runes.

    This modification should lead to a greater amount of runes generated among the runes that are affected by these conversion rates (and also reduce their price, or at the very least slow down the rise of said price).

    We are still checking on the way the Smithmagic rune generation is evolving, and we are not setting aside other modifications we could bring to this system after the release of Update 2.36, should the modifications brought with Update 2.36 prove insufficient.
    As well, we are not setting aside the possibility to change the conversion rates between normal, PA, and RA runes again.

    Guiding the production of specific runes:



    At the moment, we think that the tools that have been made available to the players in order to stimulate the production of specific runes (to the detriment of other runes) aren't good enough.

    Before the changes brought to rune generation back in 2015, rune production was mainly done through specific, low-level items that were easy to produce and crush massively without seeing the output decrease gradually.
    Since this system has been replaced, it is still possible to choose what items one wants to crush, but producing and crushing massive amounts of the same low-level item is no longer profitable.
    The system itself discourages crushing identical items and promotes crushing different items, which potentially greatly lowers the possibility to guide the production of specific runes (in order to meet a need).

    Phenomena such as rarity, price variation and short-term penury in DOFUS are phenomena we want, and are part of the game's economic system; however, we should let players have the opportunity to react and transform penuries into economical opportunities (that translate into activities and contents which cost-effectiveness evolves with time).
    We think this possibility to meet specific needs isn't potentially present enough in the rune generation system, and that's an aspect of the game we are going to study in the coming months.

    It is entirely possible that simply changing the rune conversion rates (as we will in Update 2.36) would be enough to fix a good chunk of the rarefaction issues some runes are facing. But, from a conceptual standpoint, we think that the system could, in the middle term, require deeper modifications.

    We will get back to you when we have sufficiently progressed regarding this problem.

    I'd also like to use this occasion to apologize to you about our abnormally long reaction time in addressing this issue. We haven't been capable of correctly evaluating the impact of massive stocks of old runes on the evolution of the price of said runes. And we have naively thought that players would, by themselves, succeed in guiding rune production to meet the needs, while the tools made available to them to answer this call weren't enough.
    We are fully aware that a lack of reactivity on such an issue penalizes the entire Smithmagic activity, which is extremely important when it comes to optimising characters.
    We are going to do everything in our power so that we may be more available on this critical topic in the future.


    Thread : Log Book  Preview message : #1316282  Replies : 0  Views : 894
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté August 12, 2016, 10:24:26 | #34
    One of the servers that hosts the ISK system crashed abruptly last night at about 1:30 AM (Paris time). Another server immediately picked up the load to manage all fights that began after the crash, but all of the fights being handled by the downed server were incorrectly flagged as abandoned by the players involved (including the 30 minute waiting penalty for abandoning a fight) when they were canceled by the server's crash.

    In response to this event, we are working on the following issues:
    • Improving the distribution of server load due to ISK fights between its different servers.
    • Attempting to find a way to avoid flagging fights canceled by the server as player dropout (so players aren't penalized with a 30 minute wait for technical incidents on our part).

    Our apologies for the trouble, and our thanks to you for your patience as we work to improve this game feature.


    Thread : Log Book  Preview message : #1315972  Replies : 6  Views : 2487
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté August 09, 2016, 16:00:00 | #35
    The World of Twelve interactive map… in Beta! A new project is appearing in the DOFUS Lab: an interactive world map which invites you to discover the World of Twelve!





    Now available in Beta, you can use and test it via the Encyclopedia section on the DOFUS.com site.


    In this first version, we've defined 6 basic search filters which will allow you to target specific areas or maps, depending on your needs:





    • Dungeons
    • Transportation
    • Markets
    • Crafting Workshops
    • Class Areas
    • Miscellaneous Areas



    For the sake of clarity, we've also separated the Divine Dimensions from the common World. You can thereby search specifically in:


    • The World of Twelve
    • Incarnam
    • Enurado
    • Srambad
    • Xelorium
    • Ecaflipus






    Once more, we'd like to draw on your input in order to better match this feature with your expectations. Based on your usage, please answer this (quick) survey and help us steer this interactive map's development in the right direction.



    Also, don't hesitate to leave a comment to explain your point of view in detail: our goal is to provide you with a system which will suit your needs. So we need your feedback!



    I'd also like to take this opportunity to remind you that the world map is undergoing a revamp, as you can see here. The interactive world map will therefore be updated at the same time as the game map.



    From a graphical perspective, we'll be going from this…:





    …to this:





    The survey will be accessible until August 18th, following which we'll focus on this project's development with you, using your feedback. J



    Thanks in advance to all of you!


    Thread : Dofus Lab  Preview message : #1315736  Replies : 5  Views : 1126
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté July 26, 2016, 10:05:31 | #36
    The following servers have access to the ISK system as of the end of server maintenance on July 26, 2016:

    • Nomarrow
    • Ereziah
    • Rosal
    • Nehra
    • Solar
    • Helioboros
    • Maimane
    • Dark Vlad
    • Rushu
    • Zatoishwan


    Please let us know if you see any problems or have any feedback about this new system. Thanks!

    Edit: Shika and Aermyne also have access to the ISK as of July 26th


    This post has been edited by [Nerodos] - June 23, 2017, 14:15:49.
    Thread : Log Book  Preview message : #1315063  Replies : 6  Views : 2487
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté July 21, 2016, 11:10:29 | #37
    Hi everyone!

    The patch deployed earlier in the week corrected issues that were discovered with the matchmaking system.

    At this time, our initial testing is returning positive results, so we're going to launch the second phase of ISK deployment and activate the system on 4 new servers as of 10:30 AM (Paris time) this morning.

    The servers are:
    • Jiva
    • Lily
    • Menalt
    • Ombre

    However, there are still some rare causes of problems when fights are canceled. If you encounter this problem, please report it to us on the Problems and Solutions forum in as much detail as possible.

    We will be watching over this new deployment, and if all goes well, we'll be back soon to update you on the next step for the system and which servers will have it activated in step three.



    Thread : Log Book  Preview message : #1314911  Replies : 6  Views : 2487
    Game designer Arachnophobe
    * Member Since 2012-07-27
    posté June 24, 2016, 17:40:20 | #38
    Hello,

    I would like to give you some new information, answering questions that seem to come up a lot. And while I'm here, I'd like to repeat (one can never be too cautious about these things) that even though the class is pretty advanced on paper, we can still change basically anything and everything; it's still only an internal version on which we will still do many tests and that we will redo a lot until we have a final version ready.

    Regarding the summons, we are currently planning to let the Osamodas summon 6 different creatures. Each elemental path will actually allow you to summon two creatures within the same family: the Air path will have two different Tofu summons (for instance, a Yellow Podgy Tofu and a Black Tofu), and the same will go for the other two paths.
    That means that the Crackler, the Boar, the Bwork Magus, and the Prespic will most likely no longer be summons. But we are planning to put some of their abilities in the new summons. For instance, the second Tofu could push opponents back like the Boar does.
    We want to keep the "Summoner" role of the Osamodas, and that means keeping a meaningful number of summons, as well as giving each elemental path several summons.

    Regarding the Water path that seems to disappear, I have to admit that it is a concern to us as well, since it would remove an existing elemental path, and thus make some current atypical game builds less interesting. This is not definitive, we are still brainstorming solutions to include a Water path. However, it is far from easy: there is currently no aquatic summon on the Osamodas and the existing spells seem to us to be more coherent with the Earth/Air/Fire elemental paths.

    Lastly, regarding the buff spells: in the model that we have shown you, they are included in the elemental path, meaning that there will be spells that you'll be able to cast on opponents for a certain effect, and on allies for another effect - a buff. Furthermore, summons will be automatically buffed when an Osamodas uses its fusion spell: for instance, the "Tofu" form will improve the summons' mobility, whereas the "Gobball" form will make them more resistant. We wish for the summons to depend less on the Osamodas buffs (and thus, more powerful without said buff) in order to make these less necessary in a summon-based play; but at the same time, we are aware that this remains an important ability of the Osamodas, and an alternative to playing full summons.

    At any rate, please keep giving us your feedback. It is very important to us, and allow us to make better decisions!


    Thread : General Discussion  Preview message : #1313463  Replies : 221  Views : 8745
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté June 23, 2016, 16:30:00 | #39
    Osamodas Redesign: WIP! The most attentive of you will have noticed a little bit of information that discretely slipped into the calendar last week. We are already planning a September release for the long-awaited Osamodas class redesign!
    Oh yes, Update 2.35 only just reached your server this week and we are already spilling the beans about the September update! According to the content schdule, the two other major project in the pipeline for 2.36 are wide-screen format and interface overhaul. We are working hard to meet our deadlines... but you already know all that. What we're focused on today is a little development that we announced last week: an Osamodas redesign!

    When we say redesign, we're not mincing our words either! We have revised game mechanics, modernized the design of the class, updated spell effects and more... So prepare to discover a new generation of Osamodas!

    Right now, we are at the very beginning... early days, early days... well, you’ll see what we mean. But we still want to share our ideas and plans with you, so we thought, let's GO FOR IT! Come on now! Let's get CRAZY! Just show them! But remember: everything is strictly WIP* and it is possible and likely that there will be substantial changes between what we show you now and September.

    *Work in progress

    Game Design


    Obviously, the "summoner" role of the Osomodas class will remain at the heart of their game play.

    We currently plan to have 3 principal elemental paths: Air, Fire and Earth (each with its own particular specialty).

    One of the new game mechanics proposed for this class is to "fuse" with its summons during battle, which will change its attributes and characteristics.
    Each elemental path is associated with a specific summons:
     
    • Air: the Tofus specialist
    • Fire: the Wyrmlings master
    • Earth: the Gobballs guardian

    As for the spells, we are starting out with 5 utility spells and 5 spells for each elemental path.

    One of the utility spells, the "animal link" spell is devoted to the fuse ability in combination with the "Symbiosa" summons, which allows an Osamodas to control their summons for 1 turn. As for the "Spiritual Leash" spell... we aren't changing that one, oh no, it’s already perfect as it is!

    Air-type spells are specialized to avoid contact, allowing you to push away, attack without line of sight or harass enemies.
    Fire-type spells favor healing and allow you to unbewitch enemies.
    Earth-type spells reinforce tank abilities, allowing you block the retreat of enemies, draw them out and reduce their power.

     

    Character Design


    When we say "fusion", think makeover!
     

    Hee hee, no, not that kind of makeover...

    Xa has done some concept art that explores what the final result of a fuse state might look like. Then, Rumo harmonized those sketches into sprites that suit the DOFUS universe. Here's the current result:



    But that's not all! The Osamodas sprite is also scheduled to take on a more mature appearance. There’s still a long way to go, but here are the first drawings:
     

    FX Design


    Whether it’s a new spell or a modified spell, we still need some new effects! Like the Eniripsa, Iop or Xelor before them, the Osamodas will shine in combat thanks to some brand new animated effects! Here’s the proof: first drafts of the new animations:

     
     

    So, that’s what we have done so far. We hope that these tidbits of information will inspire you and awaken the wild beast sleeping in the heart of every Osa! As far as we’re concerned, our goal is to give you a redesign that is a change from what came before and create new game mechanics that are even more fun and enjoyable to play without increasing the difficulty.

    We’ll say it one last time: We’re still in the planning stages and things are likely to change in the coming weeks. We can't wait to hear your opinion, so don't forget to tell us what you think!


    Thread : General Discussion  Preview message : #1313329  Replies : 221  Views : 8745
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté June 09, 2016, 11:46:21 | #40
    Due to an exploitation issue in the Queen of Thieves dungeon, access to this dungeon has been disabled until after the maintenance period on June 13, 2016.

    We apologize for the inconvenience.


    Thread : Log Book  Preview message : #1312516  Replies : 10  Views : 2678
    Client Developer Tofu Stroker
    * Member Since 2008-07-22
    posté June 08, 2016, 14:32:37 | #41
    Hello

    This issue has been fixed, thanks for reporting it !


    Thread : Test Server  Preview message : #1312448  Replies : 1  Views : 513
    Client Developer Tofu Stroker
    * Member Since 2008-07-22
    posté June 08, 2016, 14:31:23 | #42
    Hello,

    For the first issue, the fix should be deployed during the 16h maint.

    For the second one, external links work just fine for me or players in my guild. They work just like links in chat.
    Are you having trouble opening links from chat too ? Do other players from your guild have the same issue ?
    Does it work if the links are in the guild/alliance anouncement ?
    Are external links working on game server in announcement and chat ?

    Thanks for the report !


    Thread : Test Server  Preview message : #1312447  Replies : 3  Views : 619
    Client Developer Tofu Stroker
    * Member Since 2008-07-22
    posté June 08, 2016, 14:25:58 | #43
    Hello,

    This issue has been fixed, thanks for reporting !


    Thread : Test Server  Preview message : #1312446  Replies : 2  Views : 560
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté June 07, 2016, 10:37:12 | #44
    Hi everyone!

    > WARNING! Massive chunk of text approaching! <

    We have read with a lot of attention and interest the numerous pages of comments (from all communities) where you shared your reactions, and, well, at least we can say is that this is a topic that moves you all! This is something we fully understand, since it's your gaming experience we are talking about, as well as the accessibility of the game as a whole.

    In all your feedback, we noticed two main points:

    1. You are divided about the amount of XP required to go from level 199 to 200 being halved. Some of you are pleased, some of you are decidedly not.
    2. And on a more global scale, we hear that you are worried about the future of the game, and about forgetting the struggles of those who came first, because we are making it easier to approach.


    Let's look at these points in detail shall we?

    The reduction of the required amount of XP

    We see two clearly divided positions on this matter: on one hand, there are the level 200 players (and some of those who will become level 200 at the time of the update) who have invested a lot of time and motivation to reach the ultimate level, unlocking the associated Achievement, not to mention the pride that comes from finishing one of the main objectives in the game. These players feel cheated by seeing this challenge diminished by half to the benefit of other players who are coming up behind them. The feat that was reaching level 200 will no longer be the same, some will have worked more and harder than others, and two level 200s will no longer have the same worth because now, the one who received their aura before the change will be “more deserving” than the other...

    Please be assured that we hear and understand this feeling of frustration. However, in an MMO such as DOFUS, an evolution in the gaming habits is unavoidable if we are to follow and respond to current videogame trends and satisfy our community. Of course, we are well aware that seeing over a decade of habits be modified like this is not always easy (be it in the videogame sector or any other!), but we are also convinced that adapting DOFUS to meet the demands of our players of today is necessary.

    But this doesn't mean that we value those who have stuck with us and followed us through the ages any less, much to the contrary! We are so grateful to you for appreciating our universe like you do and pouring so much heart into your debates, even if that sometimes means calling us all sorts of unsavory names... ^^ we know you care strongly because you love DOFUS as much as we do and we can't help but thank you for that. In all honesty, it is not always easy for us to make this kind of decision either, because as much as we believe in what we're doing, we know that in making a change this large we will disappoint some of you. This is unavoidable, although we do our best to try to find as many compromises as we can to help out people in edge cases who are most inconvenienced by these changes...

    Then, on the other hand, there are the players who haven't yet reached level 200, who are trudging through level 199 or who haven't even reached those end levels yet. For many of them, the perspective is quite different: they can now look at their progression in a more positive, more achievable way, and no longer need to dread the march to level 200 as a long, demanding, harsh and unpleasant objective. Of course, those are not adjectives we want describing the gaming experience we wish to offer you!

    As we were explaining in the Devblog article, our first and foremost objective for this change is to make reaching level 200 a less trying ordeal for the player. We have noticed a clear breach between levels 199 and 200; some of you feel genuinely blocked at level 199, be it because of the content or the equipment to look at and test, while a single level separates them from the endgame level. And that just seems, to us, to be a shame and a frustration! No, really; the whole endgame content array is right there in front of your eyes, offering you new challenges and new game objectives, and yet some of you simply can't get to it. And why? Because of the required amount of XP? "You can't be serious!" or "Wait, what? Something isn't right here..." are the thoughts that came to us as we thought about this problem.

    Rebalancing the character progression curve is, to us, the best solution to address these issues, and a few more:

    1. Reducing the amount of xp needed to reach 200 makes end game content more accessible, without spoiling it either; the challenge to reach the ultimate level is still a reasonably imposing one. And since a picture speaks louder than a thousand words, here's a picture to illustrate:





    2. Less XP required = faster progression = less frustrated player, happier with the progress of their character, and more prone to look ahead at their gaming experience in a positive way.
    3. Making the level 200 more accessible and thus logically increasing the proportion of level 200 players within the community allows us to produce durable content for a majority of players; when we offer content aimed at level 150 characters (for example), we are well aware of the ill-fated "temporary" aspect of this content for any one player; level 200 content, however, is lasting, and thus it seems more interesting and beneficial to everyone to focus on that kind of content.
    4. In keeping with that, our will is to diversify your gaming experience by offering you new mechanics, new contents, and new challenges. We don't want the complexity of the game to reside in reaching level 200, but in what you'll be able to do once you're there and how you'll engage the game after reaching that level. If we are to go down this road, we can't reasonably afford to work on big contents when the majority of players can't reach the infamous level 200. We know that some of you can now do it very easily, but it's not exactly the case for the majority of our players.
    5. In closing, our objective is not to wrong any of you, but to make it so everyone may find their groove at different levels (yes, the pun is intended).


    Is this an "easier" approach to the game?

    As you may expect, we do not agree with this assessment, even though we can understand your worries. I briefly mentioned the first point that bears consideration in this matter a little earlier (MMO, changing expectations of modern players, evolution of the genre, that kinda jazz), but there is a second important point that needs be taken into consideration: most of you are long-time players or, at the very least, players who have a good enough mastery of the game to know tricks and ways to optimize your progression to level 200. And that's normal. But this is not the case for the majority of DOFUS players.

    A new player will not be aware of or cannot yet access fast XPing methods such as a full-wisdom build, the x3 or x4 bonuses, the right equipment, the most xp-rich areas, the friends and guildmates who will take them to dungeon X or hunt Y... No, a new player (or even some of the older ones who come back) lands on DOFUS and is completely lost; they have an entire universe to go through and try and understand, and (please believe us on that score) it's no small feat!

    So no, our goal is not to make the game so easy that it becomes twisted beyond recognition or plain uninteresting. Far from it; we are committed to keeping the game alive and growing. Our goal is to make it so a player may advance through the game in a natural and logical way, without getting frustrated too much or too often, in a universe that they can understand and properly appreciate, to the point where they will find delight in exploring new areas, mastering complex tactics, and sharing fun-filled moments with other players.

    When you work in the video game industry, you have to take into account a multitude of parameters that are needed to satisfy your players and meet their expectations; we're talking of course about gameplay, graphics, content, events... But, first and foremost is the idea of having fun and creating a world where people of all types can have fun together, particularly as we’re talking about an MMO. We want you to take pleasure in walking through the World of Twelve, in discovering what it has to offer to adventurers, in taking up its challenges, in gleefully smashing each other in the face in PvP... In short, in doing whatever you truly fancy in the game, and we want the new players, the ones who will arrive tomorrow or the next day, to catch that same passion we all already share. And we believe sincerely that this change helps steer us towards that goal.

    In closing (for real this time), please rest assured that we are reading your feedback with the utmost attention and that our main goal is still, and always has been, the well-gaming of DOFUS and our players in the long run.

    Thank you all for reading this, we hope we didn't bore you to death!  


    Thread : General Discussion  Preview message : #1312387  Replies : 175  Views : 7169
    Lead Developer Tofu Stroker
    * Member Since 2007-10-01
    posté June 03, 2016, 17:19:42 | #45
    After years of gradually increasing in power, we can understand how the prospect of characters that have different levels put the same power with only customizable differences to distinguish them may leave some of you feeling a little disillusioned.

    We are still exploring possibilities and we will soon share our ideas with you in order to discuss the final direction this new leveling system could go and get your feedback on our ideas.

    For now, we are not leaning in the direction of increasing the power of characters who reach 200+, but we would prefer to propose new character skins to push customization options or new spells to give players more tactical choices.

    The team is boiling over with ideas. For example, I personally would like to add a Light and Dark element that could only be used after level 200. These hypothetical elements would not work the same way as Air, Water, Fire, and Earth; they could offer new game mechanics other than direct damage, and offer characters new looks while in combat.

    We are also considering other utility-type benefits, like additional pods, or extra spaces in game markets.

    We’ll tell you more in the future!




    Thread : General Discussion  Preview message : #1312124  Replies : 175  Views : 7169
    Ankama Arachnophobe
    * Member Since 2013-10-11
    posté April 29, 2016, 17:00:00 | #46
    DOFUS Interfaces overhaul I am extremely thrilled to announce that the preliminary data-collecting work is finished, and that the project meant to completely overhaul the various interfaces is now a go!

    We are fully aware that such a project requires us to work closely with you, so we are going to frequently ask for your help in the DOFUS Lab in order to properly analyse not only the current interface but the various leads we'll work on as well (interface after interface).

    So please stick around, we're going to need you!

    I also would like to remind you that this project will not cannibalise the current production of new content, nor the fixing of bugs, so you don't need to worry: it's all bonus (well, a heavy workload of a bonus, but a bonus nonetheless!)

    The first step will be finding the overall graphic design, or to put it bluntly, what we will be going for. To that end, we've worked on the inventory and characteristics sheet concepts that you can see below (please keep in mind that nothing is set in stone, this is a first step and is subject to change). I'll let you let us know what you think, but to be honest, we think it's nifty.


    Concept 1


    Concept 2

    Fury.


    Thread : Dofus Lab  Preview message : #1310129  Replies : 53  Views : 8067
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté April 19, 2016, 11:06:58 | #47
    We are aware that most Eni characters did not receive a proper stat reset. This will be corrected tomorrow. Sorry, everyone. =(


    Thread : General Discussion  Preview message : #1309537  Replies : 89  Views : 5628
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté April 04, 2016, 11:22:13 | #48
    [Rollback] Database issues on Solar and 4 other servers Due to unavoidable database issues, we were forced to roll back Solar, Oto Mustam, Alma, Aguabrial, and Buhoardo to a save taken today, April 4, 2016, at 7 AM (Paris time).

    All of the servers are back online as of the time of this post.

    Our sincere apologies to all the players of these servers for the trouble.



    Thread : Server Status  Preview message : #1308748  Replies : 0  Views : 1280
    Game designer Arachnophobe
    * Member Since 2012-07-27
    posté March 31, 2016, 17:22:09 | #49
    Eniripsa Class Revamp - A brief look ahead The details of the modifications we’re making to the Eniripsa class will be revealed in due time with the publication of a complete devblog, but we wanted to give you a brief summary of what’s ahead to whet your appetite. This post will complement what we’ve already revealed during the DOFUS Live stream for update 2.33, and we’ll do another DOFUS Live on Friday, April 1 (not a joke!) to discuss this revamp in greater detail.

    We can confirm that the new Eni will have three elemental paths: Fire, Water, and Air. Each element heals in different ways. Some have some have spells that will heal or do damage, depending on the target, particularly the Fire element. The Air and Water elements will heal based on the damage they do. For example, a spell that does 100 points of water damage to an enemy will heal all allies in the area by 50 points. Air spells behave the same, but heal allies that are close to the caster, rather than the target.

    Each elemental path will have an area of effect spell. Here’s a glimpse of the AOE water spell:



    We have also revised most Eniripsa utility spells. The spirit of the original spells will be maintained,in that most of them will offer different ways to heal, and they have been redesigned to be more interesting and tactical. For example, Stimulating Word will now have a single target, useable every turn, and will no longer add erosion. It will also put the ally in the “Stimulated” state which gives that ally AP and increases the healing they receive for 4 turns. The spell cannot be cast on oneself, but it can be cast by the Coney on its summoner. As long as their Coney stays alive, the Eniripsa will be under the influence of Stimulating Word. This new state will be consumed to generate additional effects when casting some Eniripsa spells – including Lifting Word, which will now allow an Eni to swap places with an ally!


    Thread : General Discussion  Preview message : #1308542  Replies : 23  Views : 4239
    Community Manager Nileza Separator
    * * * * * * Member Since 2009-10-19
    posté March 15, 2016, 12:20:52 | #50
    Inter-Server Kolossium Beta The operation of the ISK has changed several times since the end of the 2.33 beta. Here are some of the latest changes:

    Characters who start Kolo fights are now dynamically directed to two different servers. This change allows us to test the stability of the ISK system when multiple servers are hosting the parallel fights.
    When a character disconnects and reconnects during a ISK fight, they no longer receive an error message standing that one of their other characters is in a fight an that this character will be disconnected and the fight lost if they connect.
    When a group of just two characters tries to enroll in the ISK queue, the leader of the group will now receive a specific error message.
    It is now possible to change spell and item shortcuts during an ISK fight, but the changes made during the fight will not be retained after the fight.
    A character who completes an ISK fight can now be invited to another ISK group.
    A character who completes an ISK fight can now correctly register for another ISK fight.
    XP rewards for ISK battles are now correctly distributed between the character, their guild, and their mount.
    A character who completes an ISK battle can now once again see the information of the Alliance controlling the map that they return to after the fight.
    If a ISK fight is canceled during the readying phase, all participating characters are now correctly returned to the maps they were on when the battle began.
    Characters from the Epic server earn more experience when participating in ISK battles.
    When an entire team gives up an ISK fight, all fighters are now returned to their original map and post-battle statistics (score, win/lose record, etc.) are correctly calculated.
    A character may now be disconnected from an ISK due to a connection to the same account from a different location without causing errors.
    When ISK servers are not available, the performance of game servers is not degraded.

    Known issues we're still working on :
    Bonuses acquired when a character gains a level are being abnormally applied twice in combat (for example, an extra +1 AP for a level 200 character).
    Private chat channels (/w) and the Kolossium channel (/k) cannot be used in some ISK fights.




    Thread : Log Book  Preview message : #1307789  Replies : 1  Views : 1097
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