In update 2.30 we are introducing a new mechanism for generating nuggets. The current passive generation system no longer suits us as it is not regulated by real demand and it is becoming increasingly difficult to maintain a stable destruction of nuggets over time, since the generation process is continuous.

Consequently we have worked on a new nugget generation system which is based on recycling resources and items.


The objectives of the new system are as follows:

  • To guarantee a minimum exchange value for resources.
  • To provide an “infinite” source of destruction for resources and items.
  • To increase the advantage of controlling the areas in AvA mode.
  • To introduce a concept of imperfect competition to create a considerable number of new economic niches: the bonuses during recycling are not identical for all the players at the same time.

Lord of Destruction

For several updates, we have been seeking to significantly increase the mechanisms involved in the destruction of items and resources to compensate for their “infinite” generation and to guarantee an adequate exchange value. Increasing the value of resources will in turn increase the value of the content and areas where these resources can be obtained.

In this way, the recent system for generating runes has allowed for the transformation of equipment surplus into runes and so limit the accumulation of equipment over time.

In update 2.30 we are adding a new system of transforming resources and items: the recycling system. From now on, this is what will generate nuggets. Almost all the objects (Equipment, resources, etc.) will be recycled and will generate nuggets.

We believe that a dynamic economy requires as much item destruction as item generation. The DOFUS economic system is certainly one of the most important mainstays of the game; it regulates the value of each item, of each activity and it's a major part of the appeal of the content. Even if the intrinsic value of the content is not determined solely by its profitability (we play for fun, don’t we?), in a game where everything can be exchanged and/or economic mechanisms play an important role, it is vital to make sure that each activity can generate wealth whose value remains significant over time.

How it works

Three different new recycling modules can be constructed and added to the prisms of your alliance (the principle is similar to Teleportation Modules).
When you recycle items, a percentage of the nuggets generated is deposited in the character’s inventory and the rest is spread over all the prisms in your alliance (distributed in proportion to the number of areas controlled). The percentage of the nuggets distributed to the prisms depends on the recycling modules used (the more difficult the modules are to construct, the greater the percentage of nuggets given to the character doing the recycling).

The nuggets distributed to the prisms can be recovered by winning the "King of the Hill" battles.

The quantity of nuggets generated by recycling resources depends on the following factors:

  • Level of the resource.
  • Rarity of the resource - based on the probability of obtaining it from monsters and obtaining it from a Dungeon keeper.
  • Recycling module used - certain recycling modules generate more nuggets than others.
  • Areas controlled by your alliance - if your alliance controls an area and possesses a recycling module inside it, all the resources which can be obtained from the monsters of this area would benefit from a generation bonus of nuggets during their recycling.
  • The item's recipe - the number of nuggets generated will be based on all the ingredients of the recipe and will benefit from an additional bonus.

If your alliance possesses several recyclers spread over different areas, you can use any one you wish to take advantage of the generation bonus provided by the area control. For instance, if you have a recycling module in the Treechnid area, the generation bonus will also apply to the amount of nuggets sent to any other recycler in your alliance when you recycle Treechnid resources.

Impure and imperfect competition

When competition is perfect, all the players have access to the same economic opportunities and the possibility to generate profits are, in general, greatly reduced. We consider that an economic system is much more interesting when competition is not perfect, as certain players can temporarily take advantage of economic opportunities which differ from the opportunities the other players enjoy.

By modifying the number of nuggets generated according to the zones controlled by the alliances, we make sure that all the players will not necessarily have the same profitability when they recycle identical resources.

This way of working allows for the attribution of different economic niches by the alliance to which a character belongs while providing additional depth for the system.

Regenerating Orb

Using nuggets, miners will be able to create a new type of item: the Regenerating Orb. This orb is used like runes in the Smithmagic interface and can re-roll all the effects of items which you would like to modify. This process can be repeated without limitation but each attempt consumes an orb. The exotic effects added by the runes of Smithmagic are suppressed each time this orb is used.

The orb permits you to improve the value of the effects of an item and, to repair the results of unsuccessful Smithmagic attempts. It is a complementary tool to Smithmagic runes, which should provide a viable alternative for saving runes. When the price of runes is too high, it can be more profitable to re-roll the effects of the item and then to apply a few additional runes. This orb should allow some regulation of the often significant variations in the price of runes.

The orb comes in 4 versions, each possessing its own level (60, 120, 180, 200); it determines the maximum level of the items on which they can be used. The weaker level orbs of course require much fewer nuggets to be constructed; we intend it to be useful and profitable to use these orbs on most of the equipment in the game.

Q & A

What are the differences between the system for generating runes and recycling?

The recycling system allows for the direct destruction of resources or items which are not Equipment; the rune generation system (which functions only with pieces of Equipment) does not allow this.

The rune generation system is based on the absence of total information transparency (the player cannot know certain rates without his breaking items or without obtaining information from another player; and this information is subject to change). This is an extremely competitive system as the players’ actions have a direct impact on the system and on the profitability of the actions of all the players who are taking part. The system is designed to encourage very diverse destruction of equipment.

Recycling provides total information transparency (it is possible to know what every player can obtain from recycling and this information will not change), but all the players do not have access to the same economic opportunities at the same time (through the control of areas). The system is intended to destroy resources and items whose exchange value has become too insignificant.
The two systems are complementary and provide different approaches for interacting with the economic system.

If the recycling system increases the value of resources, will the generation of runes become more expensive?

The two systems interact on each other and the recycling system is probably going to increase the construction price of some of the items used for generating runes. The Regenerating Orb provides an answer to this problem as it constitutes a partial alternative to using Smithmagic runes.
The two systems should not enter directly into conflict, as the most interesting resources for recycling are not necessarily the same as those used in the recipes for broken items.

Furthermore, in update 2.30 the size of the historical record for crushed items has been increased, which should make more items eligible to be transformed into runes.

We are aware that the changes applied to the Professions and the introduction of the recycling system will have an effect on the generation of maged items, this is a matter we are following carefully.

Why are recyclers only available to alliances?

The nuggets are the principal reward linked to the alliances and we would like to change the system of passive generation. The system of control of areas by the alliances furthermore permits the offering of differences in profitability between alliances, which avoids total economic competition between the players.

Furthermore, all the players can take advantage indirectly from this new system (even without being part of an alliance) as the trade in resources and items should be considerably stimulated by the recycling system.

Are nuggets going to become more scarce?

It is likely that the nuggets will become more scarce. We consider that currently their destruction is insufficient (compared with their significant passive generation). The recycling system is intended to balance the supply and demand for the nuggets in-game automatically. If the nuggets become too scarce, the players can decide to recycle any item whose exchange value is inferior to that of the nuggets they can obtain by recycling.

Why is another way of destroying objects being introduced?

Recycling introduces the notion of a minimum guaranteed value for resources which we consider useful for absorbing the involuntary generation of resources which do not meet a demand. When the players confront monsters to gain, for example, XP or achievements, resources are generated and do not necessarily correspond to any demand; this is an involuntary generation which may lead to the formation of considerable stocks and a devaluation of the value of these resources; recycling provides a reliable response to this problem.

Furthermore, we believe that it is necessary to introduce supplementary destructive mechanisms into the game to sustain the successful working of its economy. The present mechanisms are insufficient to maintain significant values for a considerable number of resources.

Why not allow the players to sell their resources to  NPCs for significant amounts of Kamas?

We consider the Kamas to be a currency without intrinsic value and a currency which is essentially an intermediary for exchange. The DOFUS economic system is designed to work with major fluctuations in amounts of currency as all the prices can be adjusted automatically to the current monetary mass (the total amount of kamas in the hands of players) in the game at a given moment.

If resources could be exchanged directly for significant sums of Kamas with NPCs, their exchange value in Kamas amounts might run the risk of being decoupled from the monetary mass in the game (and from the subsequent fluctuations in value in the market).

By using nuggets derived from recycling (where the price depends on supply and demand as well as monetary mass), we conserve a living system of adjustment of value and which makes for better management over the quantity of money in circulation.



Nuggets were obtainable automatically in version 2.29 and you will have to sacrifice resources in version 2.30. Why has this limitation been added?

The nuggets will be much more useful in version 2.30 thanks to the Regenerating Orbs, and we want these powerful items to require some investment (ie. sacrificing resources) to create.  We believe that these new consumables are an excellent means to destroy the surplus resources.

Furthermore, the passive generation of nuggets in version 2.29 is very difficult to balance and we believe that it is more interesting to let the players regulate production through a conventional supply and demand mechanism which fits much better into the economic system of the game.

Why do objects with a recipe enjoy a nugget creation bonus?

We want to encourage the manufacture of items and validate the destruction of potentially under utilized resources. For instance, resource A may not be profitable to recycle while resource B is. If you destroy an item with a recipe including A and B, the creation bonus may make recycling A and B profitable.

This mechanism increases the depth of the recycling system by creating multiple dependencies between the resources within the system which is already in place, i.e., recipes for items.

It also allows for the creation of supplementary economic niches as all the players do not necessarily want to level all the Professions and so are not capable of taking advantage of this bonus for all the recipes.

How can the creation of nuggets be balanced before and after recycling current stocks of resources?

We cannot exercise direct control over the price and creation of nuggets as the DOFUS economy being entirely controlled by the actions of the players. Nevertheless, the introduction of Regenerating Orbs (manufactured with the nuggets) should assure continuous destruction of nuggets in proportion to the quantities of resources which the players are ready to recycle.

Indirectly, these orbs indirectly have a decreasing profitability (even if the attempts are independent, the probability of obtaining better effect values on an object will inevitably decrease after repeated attempts) while the cost of attempts may increase (the more these orbs are consumed, the scarcer they become and therefore they become more expensive). These features should allow the orbs to regulate the variations in the market for nuggets.

Category: Developement