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Your questions... ANSWERED!

By #[Izmar] - ADMIN - September 20, 2013, 18:30:00
DevTracker Announcements

As we announced at the start of the September, in honor of Ankamerica Month, Lichen agreed to work together with our Zenith team to collect and answer some of the English Community's most pressing questions. So you asked questions, you voted, and now... the answers are here!
Disgustus: Speaking only for myself, I feel that Farmer/Baker are too strong against Hunter/Butcher, Fisherman/Fishmonger, and to an extent Alchemists. Farmers are able to produce much higher quantities of health-point food in a much shorter period of time than gatherers and crafters of other consumables professions. Is the development team planning to review the professions of Dofus and balance them against each other?

Also, one of the largest problems faced by Butchers and Fishmongers is the quantity of Salad. Blops are very time-consuming monsters and when Salad is needed the time required to watch them move through their animations (and their summons' animations) tends to prolong a fight, which in turn makes Salad an expensive resource. I am often required to purchase Salad on the resource market for more than 200 kamas per unit (20,000 kamas per 100) which is in my opinion an outrageous price. The obligation of Butchers and Fishmongers to purchase an expensive player-gathered resource makes the consumables crafted by these professionals much more expensive than bread and - because Salad is often over-priced or not available on the market at all - many recipes simply don't get cooked (Lard Bass**/***, for example, requires two units of Salad per recipe.) Biblop Blubber and Treechind Resin are offered for sale from NPC's at the Grocery Store, and I think it would also be appropriate to offer Salad for sale from NPC's at the Grocery Store. Even if Salad is offered at a fixed price of 25 kamas per unit, this would still make Lard Bass**/***, Kaniger Steak, Crocodyl Steak, and other recipes that require Salad easier to bring to market and more capable of competing with an over-saturated, dirt-cheap Baker's market.

Lichen: We generally agree with this statement and would like to balance profitability and productivity between those different professions. We also believe that it is now necessary to modify the recipes themselves because some bread for example are too easy to produce and too profitable; they make most other recipes useless, which we don’t find interesting. Many of these recipes are based on resources that can be purchased through NPCs (salt, water, yeast etc) and we don’t find it interesting. We are working on the possibility of obtaining those ingredients from monsters in high quantity or even replace them with other more interesting ingredients that are already being produced by other players.

We are not planning on implementing more NPC available ingredients, it is not the direction we want to head to. We are actually looking to do the exact opposite, we prefer that everything can be produced by the players and that they can trade between each other. Furthermore, we don’t want that the production of items or consumables be based on fixed price imposed by the NPCs; it is not an interesting concept and it reduces the importance of players in the game. We are fully aware that some ingredients are difficult to obtain in high quantity from monsters and we are working on a bag system that would be dropped from a monster, and once used, could create one hundred units of the same ingredient (similar to the bag of ressources dropped from protectors).

Scientiavore: As it stands now, players are forced to play in "tactical mode" due to the general ambiguity of several squares (without tactical mode it's often difficult to tell whether a square blocks LoS, doesn't block LoS, can be moved onto, etc.) and the various obstructions on maps; these problems make it highly difficult to properly visualize the situation at hand, leading to several unintended mistakes. This means that players have to play on grey squares to play the game properly and without frustration, but at the cost of playing a highly dull-looking game. Personally, this makes it really hard for me to "sell" the game to friends as it makes the game look boring and incomplete. So my question is this: Are there any plans in the future for a graphical overhaul so that we can play on beautiful, vibrant and colorful maps without it severely impeding our gameplay?

Lichen: The scenery elements that block movement and LoS became harder to make out along the updates because we massively increased the diversity of these elements. It has been years since we used that one same blocking rock on every map! We don’t have any intent to reduce graphic quality for the benefit of tactical readability. However, we would like to improve the graphic quality of tactical mode and find solutions to make it less mandatory. We already had many tests concerning alternative solutions but so far we haven't reached any satisfying outcomes. Don’t expect any big change in the scenery though.

Electricotter: There is a certain disparity between the different characteristics in Dofus. Vitality offers, through trophies, good stat gains for poor caps along with increased HP. Intel offers Fire damage and healing. Chance gives Water damage and prospecting. Then you have other stats such as: Strength which offers Earth and Neutral damage along with pods. Agility which offers Lock, Dodge, and Crits. Lastly there is Wisdom, offering bonus experience, AP/MP Dodge, and AP/MP Removal. Within this framework classes, like the Rogue for example, which have an Intel build but no healing lose out on the secondary function of Intel (healing weapons aside). Are there any intentions of revisiting (such as healing based on different elements), removing (standardized XP gains to help discourage leeching and Wisdom being so important on the gear of certain levels), or redistributing (such as Strength boosting Lock and Agility boosting Dodge) the function of the different Dofus elements?

Lichen: Indeed, we’d like to review the bonus allocations that goes with each stat, for example it doesn’t seem suitable to keep lock and dodge tied to Agility when our goal is to separate lock and dodge. The impact of Wisdom and PP on respectively experience and drops rewards also creates issues as it attracts “abnormal” behavior (characters who earn lots of experience or drops while they are of very little use in the fights). But these aspects of the game are very complicated to modify as the majority of the players are very used to them and it becomes difficult to modify these without angering the players.

We already thought about tying heals to another element, but it implies a huge amount of development of new equipments and modifying certain classes.

For the time being, we are not planning to review to the bonuses associated with characteristics, but it is a topic which we regularly come back to and we try to find long-term solutions.

Electricotter: Do the secondary effects of an element play a role in how these builds are developed?

Lichen: It is something that we are trying to take into consideration, but that is not a main factor in our choices.

Electricotter: Some players feel the Sacrier is at a strong disadvantage in Frigost 3. Sylargh has many perilous enemies to the Sac such as the zombies, Tinkerbears, which are similar to Thermites in that a Sac can't really engage them, Pingwinch which require non-linear spells, Kan-O-Mat, and Mecanofouxes. While the Sac can utilize the glyphs of Klime more effectively than most, enemies such as the Asteraw can easily shut a Sac down with its abilities. If a Sac engages with a Dumple she is basically tied to it until it is dead. Couple this with the caps on punishment gains and the Sac is rendered immobile and less threatening than a more ranged based player. The leatherball requires being dealt with from range due to its effects, but the Sac is a range weak character. Freezz was seemingly designed to be the Sacriers bane. you are limited to Fury and Absorption when confronting her which makes 2 Sacrier builds obsolete in this dungeon. The Potbellion can cripple the Sac easily and the Stalak is a natural foil to close ranged combatants. Overall the tank role is mostly moot in Frigost 3, which is the main function of the Sacrier. When the Sac is countered by monster abilities, it normally feels like a hard counter which leaves the player feeling useless. While the spell damage buffs were very appreciated, are there any plans for making the Sac more useful in current or future (end game) content?

Lichen: As of this moment, we are not planning to increase the class’ efficiency for end game content. Until the arrival of Frigost 3, the Sacrier class was probably the most powerful PVM class and we tried to make it less “mandatory” along the updates. We do not share your point of view, we believe that the Sac class was too efficient in PVM (and still is, in some situations or content) and that in the Frigost 3 update, the Sacrier class is now back to a more “normal” class among the others. It is entirely possible to use the class’ abilities in Frigost 3 (Tank/damage dealing/map manipulation), but the risk to use them is just higher and more balanced than before.

DofusWorldChampion: Alliance vs Alliance has been out for a few months now. Even after the KOTH update it is still clear that on most (not all) servers still have a problem when it comes to AvAing vs other alliances on the server. It's clear that on most of the servers there is one dominating alliance that controls and pretty much holds the most important territories in the entire game. So I personally want to know: Is Ankama planning on fixing up AvA mode (Possibly removing KOTH and making it prism based like the old days) And if not then will players receive rewards for taking part in Prism fights and/or KOTH? (I think this is a key aspect of the system that needs to be dealt with. People sit down on maps for at least 30 minutes and don't get rewarded for taking part and helping out in KOTH. So a lot of people don't even bother showing up.) If there are rewards that can be worked towards, I'm pretty sure more people within alliances will be more willing to help out.

Lichen: There are lots of different issues to be addressed concerning AvA. It is true that on some servers, one alliance has the upper hand over the others. This kind of situation doesn’t concern us much if it doesn’t last forever, and as for now, we have noticed that very few alliances managed to keep their monopoly after a couple months of activity. The AvA system is evolving in a timeframe which is different than what the players are used to. We don’t want to make hasty conclusions after only a couple weeks or months; many social structure can weaken along the way and be replaced by younger and more efficient ones. The life expectancy of an alliance should be measured in months or years, and the game’s geopolitical evolution may often be very slow and take months to change.

However, while we find it interesting to allow an alliance to reach total server domination (it’s a thrilling goal!); we think it’s best to have a more equally shared division of the territories and resources from the AvA so that a majority of players may enjoy this gaming system. Therefore, we are thinking of different solutions that would increase the difficulty for the dominating alliance(s) in order to give a chance to the other alliances.

We are also working on an indirect rewarding system for post KoTH fights, but we cannot make it a direct reward (a reward for each fight won or each minute of participation to the KoTH for example), because it would be too easy to set up cheats. We also don’t plan on directly rewarding prism fights for the same reason.

We are not planning on replacing the KoTH by just a prism fight system, such a gameplay would be way too elitist. We are however aware the KoTH at the moment isn’t perfect and we keep looking for alternatives to it.

Pink: Have you guys ever thought of improving ethereal weapons? This would bring more diversity to the game and would make dofus players crave the need to "drop" themselves a sweet one-of-a-kind weapon. This would in return make the game much more interesting as it would vary the typical setups that people have at the moment.

Lichen: We don’t plan on improving the ethereal weapon system, it’s something we actually wish we’d never introduced ^^
Our point of view concerning equipments is to limit dropping whole equipment directly from the monster as much as possible: we prefer for players to craft the different items, interact with each other, choose their own equipments and engage in trade.
We are aware that players are looking for this “dropping frenzy” in DOFUS, but it is something extremely difficult to introduce and to sustain because such a system often ends up in a “farming” and “grinding” behavior that ultimately leads to many inequities due to its random component.
Once mastered, strategic fights in DOFUS lose much of their interest if the fighting situation isn’t modified. Furthermore, the slow rhythm of strategic fights doesn’t suit a repetitive grind. In a way, DOFUS’ fights aren’t that suitable for straight “farming” and “grinding”, even though both are a possibility and sometimes very profitable.
That is why we increased deterministic ways of obtaining rewards in a deserving fashion.
Although, we are thinking about this problem of surprise loots at the end of the fights that may thrill the players. It is a big challenge for us because this gaming system enters directly in conflict with our concepts of offering deterministic and deserving rewards.

But there must be solutions and compromises that are still to be discovered!

Evilmind: Is there any reason for still having aggressive monsters in some regions, especially these low level? I think It really drives players away from zones like Wabbit island, when you know you'll have to fight like hundred times while doing some quests, as even with shorter aggro range it’s still impossible to avoid them in narrow places (or avoiding/waiting takes more time than fighting them).

Lichen: Throughout previous updates, we've decreased the aggression range of monsters and we believe the actual system of aggression isn’t very suitable. We’ve been looking for solutions to improve it in order to make it more interesting. But our first tests of alternative aggression systems required too much development and we decided to put it on hold.
For now, we are quite reluctant to permanently remove the aggressive behavior of certain monsters because we know that it would then be practically impossible to re-introduce an alternative aggression system if we temporarily remove the aggressions from the game. It is a complex dilemma and we are aware that this system should be replaced by a more ideal one.

Dominuz: If you don't count Perfidious Boomerang there are two int-based and one agility-based spells, increasing these with at least one strength and one water spell would only seem fair. With that in mind, do you have any plans on increasing the amount of elementary spells?

Lichen: We don’t plan on adding any new elementary spells at this point because they can create a non-negligible unbalance, since players don’t have to sacrifice anything to use those extra spells, they can eventually learn them all and use them in fights.

Revil-Nunor: Do you feel that social interaction is a critical part of an online game, and if so to what extent should it exist?

Lichen: We think it is absolutely crucial! Social interactions must be encouraged, it should bring something positive to the player but we don’t think it is neither essential nor mandatory. To play with others doesn’t necessarily mean to interact with that person, it means sharing a common ground. For example, trade is a very good way to play with others while indirectly interacting with them. We think it’s best if the game can offer different ways for the players to self-evolve along with different level of social interactions.
We understand and respect the fact that a player may have the desire to play alone, but we think it’s important that they still interact as much as possible with other players. That’s why we like to make different game activities inter-dependant ( PVP, PVM, Breeding, etc.)
Our goal is to value players who take part in social interactions, that’s one of the reason why we added the alliance system. It is nowadays impossible to control an alliance without any social interactions; it becomes an entire section of the game only available to those who make the effort of setting up strong social interactions. Therefore, we think it is interesting to strengthen this aspect of the game and encourage those who are invested in it.
Solo games already offer numerous challenges and amazing experiences. The best part of MMO’s lies in their capacity to offer social interactions, gaming situations and environments that are constantly being modified by other players and extensions. We try as much as possible to not lose sight of these points.

Nhipia: Do you think Barbie is a good role model for young girls?

Lichen: When I was 4 years old, I asked Santa for a Barbie, I think my parents were a bit saddened (but I still got it!)
With hindsight, I think that Ellen Ripley would be a better image for young girls, we may even think about using her for inspiration for our future female characters in DOFUS.

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And there you have it! Did you learn something? Was your curiosity slaked? If not, don't worry, there may be another opportunity for you to ask the devs a question again soon... but we'll talk more about that later.

Please make sure to thank the members of the Zenith team who worked on this project, they helped make these answers possible for you - and special thanks to Makutu and our new Zenith translator DarkHeliumDH who translated Lichen's answers for the community.

Thanks for reading and have a great weekend!

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Reactions 83
Score : 104

It has always been an interesting issue this baker vs butcher vs fishmonger. Do you alter the baker so much that suddenly there is a shortage of healing foods and lose players because they are forced to sit around more often to regenerate? Do you ease recipes in butcher and monger to allow them to actually compete with the mass amounts of bakers and their ability to produce? I have been doing all three long enough to see major turns in prices of breads and supply just as fishmonger and butcher just never seemed worth the same amount of time to produce the nasty meals they have in recipes. Imagine. A fish or meat is likely worth far more to feed someone's mount than to put time in to turn it into a meal.
Some of us spend a lot of time making healing for others simply to be able to access the ogrine market and come back next month to do more. Please. Be careful. Small changes can crash the markets and cause great stress in the run out and kill everything community.

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Score : 3877

Okay, so no improvements to sacs. SEE YEEH, gonna make iop. They seem to be buffed all the time although they are OP as hell

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Score : 21

thank you to the Zenith team for trying to see reason into devs. But apparetly, they are certain of their success eventhough the players tell them "this or that is unbalanced". I wonder if they even played/tried the game... I am really disapointed by the answers of Lichen. AvA is a fail and they refuse to admit it. They won't allow rewards to the players that "farm" or "grind" because it "leads to many inequities". What inequalities is he talking about ? The fact that a player that plays the game more gets more kamas and better equips than the one who just kolos once a day ? I wonder where the inequality is in this.

A player waiting for Ankama to exploit the full potential of a (former) great game as Dofus

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Score : 27373
ShoxetteI|2013-09-20 20:12:56
thank you to the Zenith team for trying to see reason into devs. But apparetly, they are certain of their success eventhough the players tell them "this or that is unbalanced". I wonder if they even played/tried the game... I am really disapointed by the answers of Lichen. AvA is a fail and they refuse to admit it. They won't allow rewards to the players that "farm" or "grind" because it "leads to many inequities". What inequalities is he talking about ? The fact that a player that plays the game more gets more kamas and better equips than the one who just kolos once a day ? I wonder where the inequality is in this.

A player waiting for Ankama to exploit the full potential of a (former) great game as Dofus
If you have a magical way to bring complete balance to the game I am sure Lichen would be happy to hear it.
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Score : -24

Sac is a range weak character... because you nerfed leekpie..

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Score : 15681

It's good to hear some answers directly from the source.

I definitely disagree with the sac response though. The times I've done Frig 3 with sacs I've ended up spending a lot of effort just trying to keep them alive. It seems like Frig 3 is all about strategic ranged combat, and 90% of the time CC combat in the sac style is far too dangerous to attempt.

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Score : -24

"we have noticed that very few alliances managed to keep their monopoly after a couple months of activity." Yes ofc, in shika, Nihil has only been the strongest guild for only over 2 years... Im sure the guild will die out within a couple of months, and get replaced by the next leading guild stormtroopers which is a newer guild. Oh wait, Im not in stormtroopers ether. So if they last for over 2 years, then your saying Im completely screwed out of zoths, dopples, the 4 pandala villages, imps village, and the new ava only village thats getting released in a couple months. I wonder if after Nihil dies out like you say they will, how long stormtroopers will last, and what will be the next guild to rise to power. Hope Im in that one, IF I am still playing in 2+ years.

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Score : 11357

I understand what they mean. They want to make it so mindless farming is not the best way to get the best items, instead tying them to achievements (not necessarily Achievements, mind you, but "achievements" in the general sense). So he wants you to be able to get Dofus by completing quests, or powerful gear via crafting, as opposed to just hoping for a 1% (or less) drop, forcing you to fight the same monster dozens if not hundreds of times, each time hoping that the next one will be the "lucky" fight.

My problem with it is that lichen's idea of work-to-reward ratio is very very different from mine. I think "do a series of quests over the course of a week or so, be rewarded with a permanent 10% boost to maximum HP, or a powerful shield with a long cooldown, or something similar" is an acceptable work-to-reward ratio. Lichen, on the other hand, prefers "do a series of quests that take weeks, months, or even a full year, and be rewarded with +20 damage" (That's all the Ice Dofus gives, and the Dolomax is effectively the same or worse, since my best attacks do around 40 base damage. For Heads or Tails, the Dolomax effectively means only +10 damage. What good is +10 or +20 damage to me when all of the enemies I'm fighting have thousands and thousands of HP? I need at least +100 to make a difference).

So when he says he wants to make things "more deterministic", I worry, because it means he's going to implement some long-ass quest with dozens if not hundreds of steps, with a pitiful reward at the end, all while he's making regular monsters more and more powerful and boss monsters more and more impossible to defeat, with tens of thousands of hit points, 50% or higher resistances to all damage, absurd requirements to even make them vulnerable to damage at all, and insta-kill spells on top of it.

As for crafting... well, if he really wanted to remove grinding, he'd change all the recipes that require collecting hundreds of an item in order to craft just one piece of a set. Because having to collect 150 Zizzleberries from Googlesquak Birds, and then collecting 200 Flibflibzip Hairs from Cheezleboffers, and then collecting 500 Shingshing Claws from Shaman Spooklebugs is still grinding. Having to collect ten of something that's a 10% drop is already tedious enough; having to collect hundreds of them is plain torture.

More generally, my problem with lichen is that many of the features that I love about the game - with the big one being able to customize characters via Elementary and Invocation spells - are features that he apparently considers to be design errors and is trying to remove or at least downplay. I want MORE optional spells like Summoning of Arachnee and Leek Pie. I want more TYPES of elementary spells, like defensive or support abilities. And I want quests that take a reasonable amount of time (a day or two, at most) and give significant rewards, not "do something every day for a year and you'll get a pathetic increase to stats."

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Score : 15681

@Darkstorm: I agree with your fundamental argument about the effort to get the reward versus the payoff at the end. However, I also don't want the game to get too easy. If I can get all the powerful rewards with just a day or two of effort for each then I would have beaten everything in the game ages ago. I think the effort to get the rewards is good. I don't mind spending months on Eternal Harvest or a year on the Dolmanax. It would be nice if the reward was a bit more powerful, but I don't think it really needs to be.

The game is extremely challenging to be sure. I mean I still haven't been able to beat any of the Frigost 3 bosses with my team despite numerous attempts, and this is definitely frustrating. However, I do feel like I'm getting a little bit better at fighting them each time I try, and mostly just because of strategy not because of equipment.

The funny thing is that there are other people playing this game for whom the game is way too easy. I mean there are french players who play in full wis sets with 800 wis and only 200-300 of each stat and they just specialize in grinding hard bosses like kralove doing both challenges over and over again. When I see stuff like that it makes me realize that what is needed to beat the game is not more powerful equipment but just better strategies.

Yes Dofus is really hard, and equipment can seem a bit weak and puny in Dofus compared with equipment in other games, but that challenge is what keeps me coming back for more haha.

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Score : 378
Izmar|2013-09-20 18:30:00
But these aspects of the game are very complicated to modify as the majority of the players are very used to them and it becomes difficult to modify these without angering the players.
I laughed at this!

When did Ankama start worrying about "angering the players" ?

Someone seems to have forgotten the weapons nerf update and most other updates of the last few years.
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Score : 46

You guys serious need to develop the Sac. The max range spell is absoroption and assault (Dunno if i missspeled) anyway since the leek pee got NERFD sac's got their butt kicked to many times and really pointless in frigost 3. Do you know how hard it is to find a group for frig 3 for the sac class.... they need something against the ranged classes.

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Score : 11138

Quitting to wakfu. I'll be logging from time to time to make kamas for my sub. It would be alright if Lichen had even the slightest idea on how his game works but he is completely clueless. Everyone make an Iop, it's his main class.

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Score : 6477
punisherMHF|2013-09-20 21:12:36
Izmar|2013-09-20 18:30:00
But these aspects of the game are very complicated to modify as the majority of the players are very used to them and it becomes difficult to modify these without angering the players.
I laughed at this!

When did Ankama start worrying about "angering the players" ?

Someone seems to have forgotten the weapons nerf update and most other updates of the last few years.
There is a big difference in scope there however.

Personally, with the ease one can reset stats these days I find it completely acceptable to change these things.

However, how do you rationalize this to someone that does daily Dopples for the sole purpose of scrolling Wisdom?
Like an Osa for example, that can't even remove AP/MP directly, outside of weapons.

The weapon nerf was ESSENTIAL in making DOFUS a more strategic and better game.

Core aspects like these are difficult to readjust without a thorough analysis of the overall repercussions.

That being said, please do continue to comment.

We at the Zenith will do our best to reply.

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Score : 888
XehanordHeartless|2013-09-20 22:42:24
Quitting to wakfu. I'll be logging from time to time to make kamas for my sub. It would be alright if Lichen had even the slightest idea on how his game works but he is completely clueless. Everyone make an Iop, it's his main class.
I agree, honestly. I don't use an Iop regularly because it is a mindless, and boring class (let me state very carefully, in my personal opinion), but honestly, with the next buff to Iops and nerf to every other class, it's likely going to be the only way to get anything done. I agree these developers must use just Iops. I remember when my level 40 osa (with improper stats) could kick a relative-leveled Iop's butt if they weren't tactical or careful enough biggrin. In fact, I even loved older Iops and would've used one myself if I had got on the game more. They're "stupid yet strong" warriors not invincible, overpowered, overbuffed, overeverything, mind-numbing damage powerhouses. Srams have also gotten a bit too powerful and cha/wis cras are ridiculous just off the top of my head.

--
Getting back more on topic, I always tend to wonder if the developers play the game like we do. They say they do all this testing, but do they play characters for hours at level ranges from 100 -170 like the majority of most people without 19x/200 teams?

I also disagree with these eternal / long quests. It's simply murder. I WHOLEHEARTEDLY agree with day/week long quests. Quests are not supposed to be dozens or hundreds of steps. The word means "a search or pursuit made in order to find or obtain something". Why should that be a one year-task for a game? What do we need to spend countless hours trying to find or obtain.

Also, I cannot help but comment on how Lichen is saying the length of alliances should be in months/years. This game is not a life and full-time job for us all, I don't think! Nothing should be measured in years, that is just insanity. If anything, alliance reigns should be measured in days/weeks like the old prism conquests worked out, where territory was often never always owned entirely by one side, and when or if it was, it wasn't for long usually before at least a successful attempt to take over most or even just a few territories. In each server's prime, even if one alignment was usually dominant it took just days for territories of the opposing alignment to win back some territory and the two colors on the map were always changing.
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Score : 8

mankey

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Score : 984

Everything must be "balanced" save for AvA. In other words, keep the focus on PvP, as usual, then hem with a sprinkle of haw at most everything else. Nice to see these devs pay little attention to what their customers want. It is, after all, their game not ours. Oh yeah and it must be time to mess with the bakers cuz they're not "balanced" enuff.

What a total waste of time.

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Score : 427

:blink: Most of the responses are "we are not planning on doing this"...

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Score : 277
My suggestion for an AvA fix would be the following:

Reset all prisms/zones monthly.

The top tier alliances would fight for the most desirable locations (villages and the like) while lower tier alliances battle for less desirable locations.

As the month goes on the top tier would likely take over more zones, but since they know it will just reset the next month they are unlikely bother with the vast majority of locations opening it up for others to battle over them.

Also perhaps even have the time of day of the reset change each month so that different timezones get a little boost depending on the month.

OR

Alternately how about making it so each additional zone an alliance wishes to control costs more prisms to capture. So the 10th zone for a given alliance would cost 10 alliance prisms to capture (kamas sink and disincentive to controlling everything while not making controlling everything impossible)
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Score : 11138
PaulMrPaul|2013-09-20 23:20:07
I agree these developers must use just Iops.


The funny thing is that Lichen does infact play an Iop as his main..
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