And sure Dofus players didn't get any reward if they were. Create harder content: provide relatively difficult dungeons that need a significant investment of effort and time to achieve success, but with a major reward for the first success. Evidently, this last solution is the one we have decided to go with, in part because a number of the Dofus player feedback we received previously was rather critical of the difficulty level of the material we were generating (which was viewed as being too simple ).
These days, the situation appears to be reversed: criticism of the absence of high tech content, which was a recurring theme just 4 decades back, has now given way to questions about an overemphasis on this type of content.We believe that is becauseback then, the proportion of characters who'd hit the highest possible level was much lower, and also the Dofus gamers in question were eager for harder content (since attaining level 200 required a great deal of investment in the time). Since that time, we've made character progression simpler, with the aim of providing more Dofus players access to high-level content. There are a great deal more level 200 characters today, with the side effect that many of them don't actually have the time or interest to invest in completing the hard content we provide for them, even though it's labeled"level 200". Simply put, the simple fact of having attained the greatest level that is possible doesn't mean what it did a couple of years ago.
In general, we have worked on quite a few distinct points:Removing or replacing particular mechanics: we would like to make certain battles more reachable by restricting the amount of items Dofus players need to keep track of. For example, in the Catseye conflict, the system of black glyphs was replaced by harm if a creature begins its turn in precisely the exact same cell as a character, while splash damage and recovery have been removed (when attacking a creature or character who had been on the exact same tile number as yet another ).
In the same way, by reducing the strength of effects, we ensure that they do not require as much care, because mistakes are not punished. For instance, Skt-Zo cannot provide points, and Spookkoth spell exists. Reduced MP and additional intervals on teleportation spells that are certain.
More Dofus Kamas information on
https://www.ezdofus.com/
You need to be a member of On Feet Nation to add comments!
Join On Feet Nation