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Touch-Point September 2023: Suggestions of the Month

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Your voices have been heard! See our detailed answers to all your suggestions, ranging from the mundane to the farfetched, which allow us to build the future of DOFUS Touch together.


Here's the list of suggestions from August 17 to September 15.

Suggestions for the Economy

 
  • Colonelisa#6852: Add a filter in the pet market to make it easier to search for a specific dragoturkey or a pet with certain characteristics.
    See the original suggestion.

Currently, we cannot add this feature to the dragoturkey market. Doing so would drastically increase the loading time for the interface.
Excluding dragoturkeys, it may be possible to add a filter to the marketplace that would let you look up an item or pet with a specific characteristic (e.g. only show pets that give Intelligence), but this would be a long-term project.
 
  • Mishurra-yt#4419: Add an "Edit" button to the marketplace so you can adjust the price of one or more items for sale without removing them.
    See the original suggestion.
This feature has been on our radar for a while now; it will be added sometime next year! 
 
  • Magycarpe#5376: Improve the soul stone market by having it display a selection of 10 results by default (which can be expanded if necessary), to prevent lag caused by all the stones loading in.
    See the original suggestion.
It's true that the soul stone market takes too long to load. Reducing the default number of soul stones shown is a great idea; it was accepted and will be implemented in a future update.
 
  • Colonelisa#6852: Add a tab to the bank interface that lets you see what recipes can be made with the resources available in the bank. 
    See the original suggestion.
Showing which recipes can be made directly in the bank interface would be a useful feature. Unfortunately, it would be necessary to load all recipes, and then go through the entire inventory of both the bank and the player's inventory. This represents a significant loading time, not to mention the procedure would have to be carried out every time items are moved from one interface to another.
Unlike with DOFUS 2, which is a PC game, we don't have the option to put a similar amount of data in the cache. It's therefore technically feasible, but performance might be seriously affected, with the game lagging during processing.

 

Suggestions for New Features

 
  •  Excalih#5635: Add a tab that would show all the zones with an appropriate level range for your character, along with what mobs are present and the loot they drop. Also allow you to see if players are currently in the zone, so you can find people to play with more easily.
    See the original suggestion.

On one hand, having a view of all active players in a zone seems complicated and not that useful to us – although the group search feature is being improved and may eventually allow you to find a group for combat in a specific zone, without being limited to dungeons.
At the same time, while a potential "adventure tracker" would require a lot of work, we like the idea of this feature, and we'd like to implement it in-game at some point.

  • Tokingny#3124: Have the ability to adjust your level to a dungeon's (only if the character is higher level than the dungeon). 
    See the original suggestion.

Setting up a system to let you adjust your level to a dungeon would be resource-intensive, and we're not convinced that it would be used, even though the idea appeals to us. 
While level adjustment works for monsters, doing the same for players would raise a number of issues (characteristic points, spell points, equipment, quests, etc.). Though it would be possible to establish rules for the aspects mentioned, without a system encouraging players to use it for rewards, quests, or achievements, the benefit seems limited in comparison to the amount of time needed to set up. Conversely, giving very attractive rewards would have the effect of depopulating very-high-level dungeons. 
Offering other content that can be level-adjusted, as with Ascension Island, is definitely feasible, but there are no plans to expand this system to include the entire game or all dungeons.

  • Purplehazzze#9618: Create a "buyer's marketplace" where players could advertise that they're looking for a certain amount of resources or an equipment item within a certain price range. That way other players could check the buyer's marketplace and then fulfill your request.
    See the original suggestion.
Creating a "buyer's marketplace" doesn't seem appropriate for equipment searches. It could facilitate scams among players, as it would probably be tricky to set specific characteristics when requesting an equipment item.
It's worth noting the value of this kind of system for buying resources, but the benefit would be low considering that shortages are rare in the marketplace. One potential solution would be to allow the seller to show their character's name in the marketplace, so that they could be contacted directly for orders.

 

Suggestions for classes and spells

 
  • Loggy64#5264: (Masqueraider) Remove the Diffraction spell and replace it with a summoning spell. The summoned creature could give shielding to an ally once per turn. This would allow for spell combinations, particularly with the Bling spell.
    See the original suggestion.

We don't plan to tweak Masqueraiders at this time, especially not with a boost. It should be noted that Masqueraiders have passively benefited from many of the updates in recent years: pushback damage, shielding based on percentage of level, the modified cap on resistances, and so on. Therefore, more than ever before, this class is now able to inflict considerable damage while maintaining excellent protection capability, which was unthinkable when shielding was based on vitality. Adding even more flexibility to this boosted versatility would be far too advantageous for this class across all content, which it's already become quite famous for.
To expand this reply with respect to a summoning spell – which to a lesser extent could be reminiscent of the Masqueraider's Grimace spell in DOFUS 2 – the overall loss of time across battles caused by adding a controllable summon seems much too significant in relation to the minor gain to gameplay, since the spell is ultimately quite similar to the summoned Cawwot. Also, it's worth reiterating that the game is, above all, designed for team play, and classes should not be completely autonomous.

  • Wicked1907#2626: (Masqueraider) Combine the Trance, Diffraction, and Masquerade spells into a single spell. It costs 3 AP and is cast in a circle with a Range of 0 to 3. The spell has the following effects: 
    on the caster and their allies: ​​​​​450% of level as shield for 2 turns
    on the caster and their enemies: -30% of remaining vitality for 1 turn
    See the original suggestion.
We don't wish to change these three spells by combining them. Each of them is used individually, so grouping them into one would be to reduce their effectiveness, as it would be less adaptable to the various situations encountered in a fight.
  The AI system for summons is an aging one and very tricky to tweak, since the slightest change could lead to problems across the game. Long term, the goal is to make all summons controllable, as we were able to do with the Sram double; that said, more significant changes are required to balance all the different summons.
 
  • Magycarpe#5376: (Sacrier) Remove the cooldown for the Condensation spell at the start of combat and make it castable once per turn.
    See the original suggestion.
Changing the cooldown period for the Sacrier's Condensation spell is not something we want to do; its limitations were put in place to prevent misuse.
 

Overall, the suggestion is relevant as it relates to our design process regarding class changes and revamps. The Iop is a topic we'll be looking at in the months and years to come, and we've already discussed some of the avenues raised, such as the issue with chargeable spells.
The various paths are generally oriented by a theme, giving each one a distinct identity. However, we want to avoid giving preference to single-element play and try to create synergies between the various paths to provide more possibilities for gameplay and strategy. For example, not putting all erosion-related spells in a single path, but instead spreading them out a bit, as they are now. The issue with the proposed earth path is that it would be almost exclusively useful in PvP, which we want to avoid doing as much as possible.
Also, it's important for us to preserve a fairly simple, accessible core gameplay for Iops, but without making them just a damage mule.

We are considering some improvements to common spells. These changes won't apply to dealing damage in the caster's best strike element, because certain spells aren't suitable for it. 

 

Suggestions for Combat
 

  • APERZ#9605: Make the fight with Biopantie easier. This monster deals ways too much damage and has a lot of debuff abilities; you need a specific team composition for the fight.
    See the original suggestion.
The fight with the Biopantie monster in the quest "Recalled to Life" was already simplified with the shift to 4 players in the "Four Aces" update. Therefore, no additional changes are planned for now. But if we notice a very low success rate for this fight, we might do some rebalancing.
 
  • Popping#2252: Increase the period of invulnerability of an Alliance Prism after attackers are defeated, currently between one hour and 3 hours minimum.
    See the original suggestion.
Increasing Alliance Prisms' period of invulnerability could lead to them being misused. An alliance that wants to keep the territory would be able to attack their own prism with a character from outside the alliance, thereby rendering the prism invulnerable to attack by other opponents for several hours. If they were to repeat this, the prism could not be weakened and the alliance would hold the territory indefinitely.
 
  • Andras#4554: Show challenges during the combat preparation phase to make it easier to prepare and position yourself accordingly.
    See the original suggestion.
Making it possible to see challenges during the combat preparation phase would lead to a few issues. You would then be able to give up a fight until you get challenges that are convenient for the players, without needing to start the fight. Also, certain challenges are already excluded from the pool of challenges when they can't be completed, such as the Tight challenge, which won't appear if the player engages in solo combat.

 

Miscellaneous Suggestions

 
  • Ladyplomate#6009: Move the wanted monster "Musha the Oni" from the Moon Jungle zone, because getting around in Moon Jungle requires a lot of resources with no guarantee of finding him. 
    See the original suggestion.
Heading out to search for Musha the Oni does indeed have a cost, we're aware of this. We're not interested in moving him from Moon Jungle, but we are considering reducing the amount of kokokonuts needed to get around in this zone. Please note that this change is complicated to implement due to the need for certain resources, so it won't be applied anytime soon. 
As an alternative, we're considering adding a new system that would allow you to get kokokonuts other than as a combat reward from mobs in this zone.
  The ability to rename all dragoturkeys isn't a worthwhile feature to us. We are thinking of improving the filters related to dragoturkeys to be more convenient for breeders.
  It's true that bags of resources are a less attractive reward than a spell scroll or a pouch of Doploons/Kolossokens. That being said, it's necessary to have less appealing rewards for the player so we can also offer comparatively very nice rewards.
At the same time, each daily mission completed grants experience, and starting at level 190, they also provide valiant surprise chests containing Doploons or Kolossokens.
 
  • Amiral-Sakazuki#5927: In the smithmagic interface, when doing collaborative smithmagic, be able to select a specific rune for the "success bonus" during payment, to avoid getting charged if the crafter switches the rune, thus preventing scams.
    See the original suggestion.
We think improving the collaborative smithmagic system to prevent misuse is a great idea. Therefore, we'll soon be implementing a system similar to player trades, with each payment done individually, based on the rune selected by the crafter. That way, if the crafter switches the rune, the payment is automatically denied.
 
  • Statofile#6281: Replace stars on monster groups with a dynamic system where you earn XP and resources (the bonus won't be negative for dungeons where a Dofus can drop). Remove the system of zones exclusive to alliances.
    See the original suggestion.
Firstly, we are considering improvements to the bonuses granted by stars on monster groups; that being said, we don't think a system of penalties/bonuses based on the population of a zone would be ideal, and it isn't something we want for DOFUS Touch. 
Secondly, monsters present in alliances' conquest villages can spawn in zones bordering the village in question at a low spawn rate; these zones no longer have exclusive monsters, so can no longer be considered a limitation on progress. 

 

In Closing 


The DOFUS Touch team loves reading your daily suggestions and feedback. Discussing and debating things with you allows us to improve and co-build the game's future.
In using this format, we found it important to highlight player involvement and give visibility to topics raised, in order to provide full, precise answers on various subjects to as many of you as possible. 
Thank you for participating and please continue sharing your ideas, whether on the forum or any of our socials! 

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