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Touch-Point October 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 September 16 to October 18.

Suggestions for Professions

 
  • Marajestyl: Add the ability to temporarily unregister crafters from the profession books while they're in a dungeon, the Kolossium, or Ascension Island.
    See the original suggestion.

We like that idea a lot, but with a minor stipulation; unregistering from a profession book would be at the crafter's request, so that players who want to be registered in the book can still engage in activities without having to miss an opportunity to be contacted by a customer.
They would automatically be registered in the book again after finishing the activity. 

Being able to learn all professions on a single character would reduce the social aspect and mutual aid among players, so we don't want that. We're thinking of combining professions like blacksmiths and carvers, as it's more difficult to progress and find customers with these types of professions. 

  • Hectorchave#3777: In the crafter book, have all professions available on the account appear if one of the characters on the account is online. 
    See the original suggestion.

This feature is interesting and it would give players an easier time finding crafters that could fulfill their requests, but it would only be possible for players that are on the same server.

Although we like the idea, this would cause a number of issues.
First of all, if a crafter reserves an order but doesn't complete it, the customer would then be stuck never getting their order. Besides that, if you make it possible for more than one crafter to take the same order, some of them could produce the requested item but then get beaten to the punch; so they would've crafted the order for nothing, without getting paid. 

Suggestions for New Features

 

There have already been quite a few updates designed to facilitate play for single-account players: the shift to 4-player content, 3-room dungeons, the group search feature, etc.
So we're not opposed to helping single-account players by implementing a system that would allow them to advance in the game more easily, like sidekicks in DOFUS 2 or heroes in WAKFU, but this could harm the social aspect intended in DOFUS Touch.
It's tricky to find a balance to continue encouraging players to play together and help each other out. 

Remote spectator mode is a feature we have our eye on, but it's not a priority right now.

  • Mishurra: Have a "transfer all" option during trades, but also be able to lock individual items in your inventory so they won't be transferred. 
    See the original suggestion.

Currently, we're not planning to add item transfer options to the trade menu, although the system of locking items in the character inventory sounds like a good idea and may be considered down the road. 

Suggestions for classes and spells

 
  • Ioleuhh#9062: Make the Exaltation spell unique to each class. It would grant a suitable bonus for the character class that's casting it, along with a penalty.
    See the original suggestion.

The Exaltation spell is intended to be a spell shared by all classes – unlike its predecessor, the Dopple summoning spell, which was unique to each class and therefore required a lot of balancing to avoid favoring one class over another as much as possible. So it's our desire to have a spell that keeps all classes on a level playing field. 

The MP bonus granted by the Inflatable does seem excessive to us; it will be reduced in a future update. 

Originally, the Spirit Bond spell couldn't be used until the second turn. At the request of players, this restriction was then removed. We're currently studying the possibility of reestablishing this restriction while avoiding negatively impacting PvM players.

Suggestions for Combat and Monsters

 

The mobile format isn't suited for displaying states in combat like in DOFUS 2 because of the size of screens. Fights could quickly become incomprehensible and hard to digest.
We're looking for alternatives to deal with this issue, and we're open to your suggestions.

Overall, we want to add improvements to the timeline, and the option to position it vertically could be one of those, although these changes aren't planned for the short term. 

This feature would only affect a very small number of players and would require a lot of resources, including creating new icons. It would be used too occasionally in comparison to the difficulty of setting it up, and it doesn't seem crucial to us. 

As explained in a previous suggestion, the timeline will eventually be improved, and displaying Rogue bombs could be included.
However, since summons like Rogue bombs and Sadida trees don't have spells, there's a risk that they won't skip their turn and will make combat take longer in the process, which is not an option. 

Remaining on the fight map even after losing could be abused, like blocking a group of monsters forever, especially with wanted monsters and archmonsters, so that's not something we want. 

We're aware that in some situations, players need more time for all the actions they want to complete on their turn. We are therefore studying what could be set up to add a system for regaining seconds from one turn to the next. 
 

Suggestions for Interfaces

 
  • Ridloxx#8234: Like with the group search feature, add an animated icon that appears when searching for a Kolossium fight. 
    See the original suggestion.

In general, we do want to improve interfaces and their associated icons. So it is possible that we'll add an animation to the Kolossium icon in a future update. 

We understand the need behind this request, and we're looking at the most optimal way to introduce this feature. 

The transfer system doesn't allow for a custom set to be transferred from one character to another; setting this up would be resource-intensive. We could make it possible to transfer a custom set to the bank interface, after which the items that make up the custom set would automatically come out of the set, each item occupying their own place.

We really like this idea; our teams are looking into the best way to apply it.

Miscellaneous Suggestions

 

Currently, there's no way to add an indicator for the presence of a wanted monster in a zone. Different solutions are planned, like having an icon over the group containing a wanted monster, which will appear in a future update. In the long term, we're planning to simplify certain mechanics with these specific monsters; we'll give more details when the time comes. 

  • Tetsoo#8375: Add a "multiple use" option to spell scrolls, chests for daily missions, and all consumables in general. 
    See the original suggestion.
That option would be very useful, and there's no reason to restrict it. However, it requires the whole multiple-use system to be updated, which is a more complicated task than it might seem – although we do still want to improve it. 
 

We're considering a few options to make the use of ornaments and titles shared across characters on a single account. Ones that are obtained only through quests, achievements, or specific in-game actions will be an exception; these won't be usable on all characters. 

The equipment level of these seals is based on the player's level. Hence, some seals are associated with spells the player obtained at level 6 only after the player reaches level 190.
In terms of fairness, lowering the seals' level equipment isn't feasible because it would handicap classes that will be limited by their spell's acquisition level at maximum level.
If new seals are added down the line, the level requirement for equipping them can be updated then.

The Piwi zone was centralized to make these monsters more accessible to new players, and there are no plans to reverse this. The area will be enlarged with the Astrub revamp, which will make it easier to find monster groups there.
We're aware of a certain influx of bots in that location; we are continually striving to limit their impact, such as with the server rotation that has been in place for a few months and was extended to international servers. 

The value of the Emerald Dofus changed with the update "Plantala: The Roots of Evil", and there are no plans to change it again. The dragoturkeys' Vitality was increased on the basis of this Dofus, so we think it's well balanced.
Also, the Emerald Dofus occupies a single place out of the 6 available in the Dofus/Trophies category, whereas only one dragoturkey can be equipped at a time.

We know the quest "An Eternal Harvest" isn't the most fun to do. Changes are planned to make completing this quest less frustrating. In general, we intend to make "rare" monsters more accessible in the long term. 

Currently, monster combat is the biggest source of experience points for players. That is, players don't need to be even more enticed to engage in this game mode over others; instead we want to vary the methods of leveling up, as was done for the early game quests.
Regarding lairs, changes have already been made, as monsters in the area will no longer drop badges. It's the badges generated before this change that are making it possible to fight lair monsters over and over. These will run out over time.

In Closing

The DOFUS Touch team loves reading your suggestions and feedback every day. 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 through the forums or in a suggestions channel on our Discord!

 


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