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In the 2.9.0 update, we’re adding a new system for harvestable resources that will ease exploration. You already know the system that adds stars to group of monsters that are rarely attacked; well the same concept is now applied to resources!



How it works:

When a resource is available, it gets bonuses depending on the quality that can usually be harvested from resources of its type and the experience earned (for the related profession), and these bonuses increase the longer that the resource remains unharvested. Resources earn 4% bonus per hour; they reach 100%+ bonus on top of their original quantity and experience in 24 hours and about 200% in 48 hours. These bonuses can’t exceed 200%.
 
Bonuses for harvested quantities are simply added during the harvest; the harvester obtains basic resources and extra resources. The amount of the extra resources depends on the bonus that the resource had accumulated.
 
The minimum and maximum quantity that can be harvested by the character is displayed when a harvester hovers over a resource. The bonus is also displayed and is represented by stars (1 colored star represents 20% bonus, same as groups of monsters) and by the amount of resources obtained thanks to the bonuses.
 
When the character is harvesting, the amounts of resources earned are displayed in two figures that appear over the harvester’s head. The first number corresponds to basic amount of resources and the second number refers to bonus resources. In order to improve the readability of these quantities, we’ve slightly improved their display location. Now they start just above of the harvester’s head, instead of overlapping the character like before.
 
Experience bonuses for the related harvest profession are calculated in a very simple way: x% bonus on a resource gives x% extra profession experience during the harvest.
 
These harvesting bonuses are preserved between maintenances.

A slight change for cereal:

We’ve come to believe that cereals are respawning too quickly in general; a level 100 Farmer usually doesn’t have the time to harvest all the crops on a single field before the resources start respawning. This quick respawn time encourages players to choose a map and stay on it for their entire harvesting period, which we believe is regrettable. The time until cereals reappear is the shortest (150 seconds) among all other time of resource reappearance. We’ve thus decided to increase it to 600 seconds. But before you break your keyboard in half, we will reduce this respawn time if we find it to be too restrictive.


 
There are many farming maps in the game, and these fields often contain lots of resources. Such an accumulation of resources in the same place also pushes harvesters to stay on the same map and considerably reduces map readability.
 
Therefore, we’ve started to modify maps that contain big fields by reducing the number of cereals in order to make them “lighter”, easier to cross, more pleasant to contemplate, and faster to load.
 
For the update 2.9.0, we’ve started with Astrub Fields; you can go take a look at them and get an idea of what kind of modifications may be coming for other farming maps. This progressive change will allow us to see if these modifications are correctly balanced. The other fields will be changed gradually during other updates.

 

Don’t worry, we’re not planning on turning fields into tiny gardens that only contain a handful of crops; we’ll keep some maps with way more resources than others, but you should also prepare to see some maps that currently contain huge amounts of cereals looking a little more open.
 
Our goal isn’t to make harvesting cereal harder for the sake of simply making the profession more difficult, but to make it more meaningful and balanced. Reducing the quantities of cereals and increasing their time of reappearance is partly compensated by the introduction of the resource maturity system.

Objectives:

Our objectives for this change are quite simple:
  • Encourage people not to camp on the same map all the time to collect their resources or level up their profession.
  • Improve the value of resources present in small quantities on some maps (even these maps with smaller amounts of resources can still be interesting due to the maturity system).
  • Reward exploration and recon of areas that aren’t used by many people (such as “hidden” maps for example).
  • Distribute characters that collect resources over a higher number of different maps.
 
This system is already available on the test server and will be spread out over all servers with the update 2.9.0.
By: [lichen], on 26 November 2012
Comments
25
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Muniamx 18 January 2013 - 00:56
Known bug:
The resource maturity system does not generate additional experience for professions.


Click here
ourmatey 18 January 2013 - 00:47

(Liquid-Flame @ 28 December 2012 03:20) *

(bananamonkey @ 17 December 2012 01:38) *
I do not understand this my lumberjack cut down a 200% maple and only got 30 exp :c.
Yes, I just came onto the forum to say that my lumberjack cut down a 6 or 7 star chestnut tree and only got the regular amount of experience.

This is probably a bug: the experience gain from trees is not improved at all by this maturing resources system.
I'm actually having the same problem with fisher, I get the normal experience when I harvest starred fish mobs.
Dangerouscheese 18 January 2013 - 00:40
We need a new proffesion o-o
amirul808 18 January 2013 - 00:25
cool
Liquid-Flame 28 December 2012 - 03:20

(bananamonkey @ 17 December 2012 01:38) *
I do not understand this my lumberjack cut down a 200% maple and only got 30 exp :c.
Yes, I just came onto the forum to say that my lumberjack cut down a 6 or 7 star chestnut tree and only got the regular amount of experience.

This is probably a bug: the experience gain from trees is not improved at all by this maturing resources system.
bananamonkey 17 December 2012 - 01:38
I do not understand this my lumberjack cut down a 200% maple and only got 30 exp :c.
caleb9816 14 December 2012 - 17:57

(TrinityThief @ 29 November 2012 17:17) *
As someone who just picked up mining profession again, I have to say it is the most frustrating out of all of the ones I have done, simply because of the high level miners who do 'camp out' and clean out a single mine before moving onto the next. By the time they are done cleaning out all the mines (and if you are lucky enough to pick up the scraps) they come back to the first one just in time for respawning and it starts all over again. The only upside is that everyone seems to forget bronze most of the time but good luck getting copper and cobalt.

this is true. although i find if u wear 'noob' gear ( mainly adv set) and ask, the high levels tend to leave the ores for u. or maybe there just super friendly on zato
ethtrth 11 December 2012 - 17:22
Well, this is very bad for the starting players the gather kamas via farming/baking, this helps every other profession but farming!

actually penalizes farming alot! :/
mightychicken 30 November 2012 - 21:27
if u really want to do something good for low level economy is dofus, pls make it so that kolo doesnt heal u after fight. let it be the same way it used to be in headhunter. at least that ll let the rich shed some cash and the poor to get some money.
TrinityThief 29 November 2012 - 17:17

(GreaterBreadCompany @ 28 November 2012 08:43) *
Yeah this is stupid. Farmer/baker already makes almost no money now since head hunter got removed (people don't need bread as much these days, true fact)

Only profession I could see this being good for is lumberjack for ash. The ash trees in incarnam will have crazy stars I bet.

But yeah everything else is cut throat like other have said, I used to run 4 lvl 100 miners at same time to camp cobalt and copper spawns.

And jelly peninsula walnut/oak/chestnut is a breeding ground for hatred amongst levelling lumberjacks and level 100 lumberjacks.
As someone who has Farmer/Baker as well as high level lumberjack, I agree with this fully. It is quite sad that the only decent supply off walnut is in that area. At least Oak wood is spread out a little more (but not much).


(Liquid-Flame @ 28 November 2012 06:00) *

(AniMalle @ 27 November 2012 13:07) *
I still think they either need to change some recipe's or add more copper and more cobalt to the game though.
I agree there should be more copper on underground walls. Perhaps we could throw lots of ores inside dungeons also? For above-ground dungeons such as the Mastogob dungeon, there could be planters of edelweiss and several other flower and plant resources.

In general, my comment is thus: Thank you. Finally. +100. Epic. Amazing. Outstanding. Excellent.

But I have some suggestions: Add more trees and harvestable resources to the World of Twelve. It should be possible to gather Water (resource) from fresh water lakes and streams, not just from wells. If you add more trees to the game, they should be in both dense forests and like how they have been added to the Lousy Pig Plains, where Chestnut trees dot the landscape. But I really think that every biome in the game should have harvestable resources. If done properly, this would allow us gatherers to be more mobile, like Lichen said.

One more point: please shorten the respawn time for frosteez cereal.

As someone who just picked up mining profession again, I have to say it is the most frustrating out of all of the ones I have done, simply because of the high level miners who do 'camp out' and clean out a single mine before moving onto the next. By the time they are done cleaning out all the mines (and if you are lucky enough to pick up the scraps) they come back to the first one just in time for respawning and it starts all over again. The only upside is that everyone seems to forget bronze most of the time but good luck getting copper and cobalt.