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.й...діяча Ph1o6 3ntry 170901_0723 Okkxxkkkkkxxkxddoodolc
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версі ddddddocllcllcclo
..кім #game oodollcllcc:ccllc
..кім oodollcllcc:ccllc
ати.. So I have very important update: I ldool::cc::cccc::
озака failed freeciv longplay after two odcllc::::cccc::c
озака months because I skipped a week for odcllc::::cccc::c
ячами Wakfu. ooccc:cccc:::::::
ячами ooccc:cccc:::::::
.Живу So as you may notice I played Wakfu. cl::::::::;;;;::;
омому Very nice. But broken. ccclc::::;;:;.,..
омому ccclc::::;;:;.,..
Things to consider:
- battles are absolutely turn-based with turns limited to 20-60
seconds. It's just excellent for international servers and casual
play (which it is because of many happy farmer styled activities)
- game is crafted much in a way it doesn't need game masters
Well, it's nice because of it - it allows idling, because of being turn
based, and players from all around globe.
But there are few things I noticed even being noob.
- once it had lets call it "initial design". So after initial design
players belonged to nations, nations had ecosystems and huge part of
game and end-game based on preserving/destroying foe ecosystems. It
was all ruined with "haven worlds" release, which are essentially
"guild castles" - nation independent, area independent, with
capabilities for local ecosystems. dixi
- there are individual "haven bags" which you may use for small
ecosystem reserve or as personal trade post; bag is predefined 3x3
space which is unlocked using gems; garden-type space (useful for
ecosystem) unlocked with garden gem, which as I found can be bought
for free daily token. This means they can be farmed absolutely free
- game currency initially was farmed in mines. After some update it
became available along with experience as battle reward. What's
worse "reward chests" were introduces, which give great sum of game
currency once opened, which led farming those with alts. Wrong part
is next: these updates as I see largely devalued mining, and as
result reduced player conflicts in mines (so there's probably no
player groups conflict plots left from initial design)
These few defails shamelessly ruined once good multiplayer concept.
Next MMO game from same series (Dofus 3) will have smaller world and
more dungeon based content (based on semi-official news post somewhere
on internetz). If I get it right way it will be close to casual
turn-based battles possible to click on tablets (it was already
completely click based) and far from grand multiplayer conflict
concept it was in initial Wakfu.
Few more details if you don't want to play but just curious:
- markets: as I noted, there is "haven bag" which you may use as
offline trade post, where you place goods and players browse them.
Along with these approach, there is market system. Markets store
your items for sell up to week for small fee. Nations market is
accessible across all nations. There are also disconnected markets
for newbies, high level players and local guild markets. Each of
them hosted around 1500 proposals at the time I played. Markets have
no accessible sales statistics
- newbie content: I spent like 2 hours trying to solve pizzlarvas
quest which was marked as "doable single player"; searching on
forums showed that single player effort take enourmous hours of
attempts and it's actually doable from 1st attempt with 2 players.
Quite disappointing experience
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170901:0742 @ulcer i think i have to put fully anonymous comments
because remark about name resolution delay is not that
much obvious
220310:0726 $FR EQUEST_URI=/sdf.org
(QRY) Leave comment
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(DIR) #game
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...сьомому...поверсі,...стіни...,:::,'..,'.....,:llo'.',,;:ldkx:;,,;;;l
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