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Are you in a guild, or are you a guild leader? Then obviously, it has to be the best guild in the World of Twelve! You will have the chance to show everybody that your guild is the best from December 12th to January 5th in the Clash of Guilds II! The Clash of Guilds is your one chance to enter the Twelvian history books and prove to the World of Twelve that your guild (and its members) epitomize what a guild should be: unified, honorable and benevolent! Or should that be strong, disciplined and barbarous? You tell us!During the event, you will have many occasions to show us that your guild is THE best guild on your server, or go one better: That it is THE best guild of ALL the guilds, anywhere! HOW IS THIS DONE? The competition consists of 3 stages: a qualifying round on each server, a team challenge on a dedicated server and 4 additional artistic challenges. Stage 1: Dungeon race from December 12th to 18thStart preparing and encouraging your most talented members: the objective is to achieve the best timefor a fight against the boss in a list of 7 dungeons*. On each server, the top 10 guilds with the highest overall scores will qualify for the next stage of the competition.*The list will be published just prior to the competition. Stage 2: Race for achievement points in the dungeons from December 23rd to 30thThe results of Stage 1 will be published on December 19th. Each leader of a qualified guild must then confirm their participation before December 20th and give the names of at least 16 different memberswho will take part in the second stage.In the second stage, the objective is for the 16 representatives to accumulate the maximum number of dungeon achievement points on a dedicated server* and climb to the top of the Ladder. The more points your guild has, the more chance you have of reaching the winner’s podium!*The competition will be held on a new server where selected players will be automatically put at level 200 and given a stock of specific items. Stage 3: Artistic challenges from December 23rd to January 5thIn parallel to Stage 2, each leader can name five additional members for four artistic challenges: drawing, music, writing and video. Each participation must respect the “Dungeons & Challenges” theme when representing their guild. SO WHAT ABOUT PRIZES? Glory and honour, sir! But that's not all! For winning guilds: A podium for the 3 victorious guilds will be set up on each server. The first guild on each server will win exclusive items: “Guild Helmet and Cloak”, 3 x Guild Mystery Boxes for each of its members*, and have their coat of arms displayed. The second guild on each server will win 3 x Guild Mystery Boxes for each of its members*. The third guild on each server will win 1 x Guild Mystery Box for each of its members*. + The guild with the best overall score, all servers included, will receive the exclusive title of “Emeritus Ally” as well as the “Iop” fatal blow for each of the 16 members who participated in the achievements race. *Including those who were not on the server during the competition. Stage 1 - Dungeon race: All the groups that complete the 7 dungeons in Stage 1 win 1 x Dominator Mystery Box. Stage 3 - Artistic challenge: For each of the categories there will be an overall top 10, all servers combined: Drawing: the top 10 win the Painting emote + an emote of their choice in the shop. Writing: the top 10 win the Writing emote + an emote of their choice in the shop. Music: the top 10 win the Flute emote + an emote of their choice in the shop. Video: the top 10 win the Gerbean pet + an emote of their choice in the shop. Stage 2 & 3: All of the players who actively and successfully take part in stage 2 and 3 win a Snow Bow Meow pet. So now that we’ve told you everything (or nearly) you just have to get ready, unite the members of your guild, and set off to conquer the Clash of Guilds II starting on December 12th: Good luck everyone!
Temperatures are plummeting, Missiz Freezz's little impish nose is running, and Twelvians are heading into that part of the year where they and The Bear have more in common than ever. There's no doubt: winter is here! Now's the time to take advantage of the new Kwismas subscription packs! It's here! Winter and its coat of snow have fallen over the World of Twelve and are freezing Jellies into ice cubes. But it doesn't matter! Because even if the temperatures are as low as a Iop's I.Q.: the adventure continues and it's warming the hearts of the Krosmoz's adventurers more than ever before! Now's the time to get yourself the new Kwismas subscription packs!Don't wait to discover what's in them: 7 Day Pack : 7 days of subscription as well as the Woolly Mystery Box, giving you a random item. 1 Month Pack: 30 days of subscription, as well as the Woolly Set. 3 Month Pack: 90 days of subscription, the Woolly Set, and the Black Crow's Costume. 6 Month Pack: 180 days of subscription, the Woolly Set, the Black Crow's Costume, and the Barbaric Harness. 1 Year Pack: 360 days of subscription, the Woolly Set, the Black Crow's Costume, the Barbaric Harness (times 2!), and the Winter Haven Bag. Special Pack: 30 days of subscription, 6,000 Ogrines, the Woolly Set, and the Black Crow's Costume. And finally the Master Pack: 47,000 Ogrines, the Woolly Set, the Black Crow's Costume, the Barbaric Harness, as well as the Winter Haven Bag. You can get them in the online shop as well as the shop in the game, using Ogrines.
The moment when you start being way too cold for comfort is also usually the moment when you start thinking that Winter is coming, and with it, the end of the year. We don't know about you, but here in Roubaix, the puffa jackets, mittens, and assorted flannelette plaids are already out of the closets and put to good use... And thus, it is time to take stock of what's coming! Let's not beat about the bush any longer and dive right into the heart of the topic: as was mentioned by Tot on the forums, we have decided to push back the release of the Ouginak class. Our first idea was to offer you these characters simultaneously, and have the production teams work on them at the same time.However, month after month, the contents, the feedback you gave us, and the goals of the teams have evolved. So we've reworked our planning, our production priorities, and we have opted to push back this new class. And rest assured: we are talking about a push-back, not a cancellation.We have decided to prioritize the development of a new area: Ohwymi Island, which you can discover right now in Beta, and is only the first chapter in a much tougher adventure. Speaking of, if you go all the way to the end of the content we are currently offering you, you'll see... (warning - clue spotted): For several months now, we have also been working on level 200+. As you may have guessed, this is a very heated topic within our teams. So, in order to drive this thing forward and onward, we are inviting you to take part in it!Here are, in a few lines, the objectives we are aiming for: Be very careful not to make level 180-200 content obsolete. Find mechanics that do not break the balance in PvP to favour PvM, and vice-versa. Give new goals, new challenges to our current VHL (Very High Level) players. Offer more versatility so you can adapt your playstyle to various situations After a lot of back-and-forth, we have decided to go the following way: spells will have variations that will unlock after level 200. These variations will not, strictly speaking, make the spells more powerful, but they will give you more tactical options. Eventually, you will be able to change your spell variations at will and choose the one that is best adapted to the situation in hand before each fight.Example, involving the Iop spell - Destructive Sword (please be aware that this might change before December!) Level 9: Fire damage + critical hit penalty. Area of effect: perpendicular line of 1 cell Level 200+, 1st unlocked variation: Air damage. Area of effect: size 3 ring, 1 cell wide. We are going to work in steps: As soon as December, you will have access to some variations of your spells beyond level 200 Before the first trimester of 2017 ends, the variations for all spells beyond level 200 will be unlocked Before the first semester of 2017 ends, the entirety of this new system will be available Thus, in December, all classes will have access to several spell variations. The other ones will be added one after the other, with the following updates. What we still need to decide, as of today, is the following: the way we are going to handle the added experience already accumulated after a characters has hit level 200. Our game designers have pondered the issue from every angle, and we are still torn between the following two solutions: You reach a level beyond level 200 as soon as the Update hits: part of the XP you have gathered since you have hit level 200 will be converted to the new system All players are level 200 at the time the Update hits: everyone starts fresh, on the same footing, and only the XP gathered after the Update will be counted towards the new system And you? What do you prefer? Please let us know by taking part in this survey, and please don't hesitate to explain your point of view in the comments section of this thread!Parallel to all this, your talks with Tot have shone some light on other topics. Here is a quick recap of what has been mentioned: Sacrier revamp A few details were given to you in the latest Letters to the Community and, as you may have noticed, we are aiming at an in-depth revamp. In regards to the amount of work it means, this could be compared with the creation of a brand-new class, considering the modifications we want to bring to the Sacrier class, be they from a game design standpoint or a graphical standpoint. We already know where we want to bring the Sacriers and we will give you more information about that in 2017. Server merging We currently have 52 worldwide servers for DOFUS. Some are more populated than others and you often point out the issues that can arise from this state of fact, and how that can hinder your gaming experience. We are well aware of the situation, but huge problems presented themselves: how can we contemplate a server merger and deal with the loss of uniqueness in some content like houses, paddocks, or even character, guild, and alliance names? At the moment, and we might as well be honest with you, we do not have the ideal solution. We are thinking about it, we are debating it between ourselves, but we have nothing solid to announce. Bots We are waging an everlasting war against bots. For some time now, we have been able to identify them and we regularly and massively banish them. But these things are akin to cockroaches: if you see a single one, it means there are a thousand lurking around you. And that's a battle we cannot fight alone. This is why it is extremely important that you, the players, be especially careful in your behaviour. For instance, purchasing Kamas on third-party websites is to be avoided at all costs, since it contributes to the deployment of more bots; as long as there is a demand, there will be a supply, and by extension there will be bots, as they are the suppliers for this particular demand. E-sport A lot of you want to see DOFUS develop its competitive aspect. Although we organize PvP competitions such as the Goultarminator, they seem to us to be far too elitist and not accessible enough to new players. Between those of you who keep repeating that DOFUS isn't meant for e-sport and those who demand new PvP features from us each and every chance they get, we feel we aren't pleasing anyone with the current format. We are heavily pondering the issue and as soon as we can figure out some food for our thoughts, we'll share it with you. And the future? What is the future? Our main goal is still the same: to please you while pleasing ourselves. So while you may not get what the calendar originally indicated, the end of the year will be great, we're sure of it!
In version 2.37, we will be making two changes that will have a significant impact on smithmagic rune generation: a focus system to help produce certain runes and removal of the rune conversion penalty. ENCOURAGE THE PRODUCTION OF SPECIFIC RUNES The following paragraph goes back over some of the explanations from the message: http://forum.dofus.com/en/1-log-book/324429-modifications-conversion-rates-smithmagic-runes-update-2-36At the current time, we believe that the methods available to players to help produce certain runes (rather than others) are not sufficient.Before changes were made to rune generation in 2015, rune production was mainly achieved using specific and very low-level items that could be made and broken on a large scale without gradually decreasing the output. Since this system was replaced, players have still been able to choose the items they want to shatter, but it is no longer worthwhile producing identical low-level items and shattering them on a large scale. The system itself discourages the destruction of identical items and encourages shattering a greater variety of items, which can potentially undermine the option of trying to produce a specific type of rune (to meet demand). Scarcity, price fluctuations and temporary shortages in DOFUS are desirable and make up part of the game's economy, but it is better if players are given the chance to respond and transform shortages into economic opportunities (in the form of businesses and content that will change in value over time). We think that it is too difficult to respond to specific rune shortages under the current system: the new focus system should resolve this problem. FOCUS SYSTEM The focus system introduced in 2.37 allows players to increase specific rune production to the detriment of other runes. It works as follows: In the interface to shatter items it is possible to choose a rune generation effect (Strength, Intelligence, etc.) that is naturally present (so not using exotic smithmagic) in all the items being shattered. By selecting a focus effect, only runes that match that effect will be generated, but in larger quantities. The "weight" of all the other effects generating runes is converted into a "weight" of the effect selected for the focus, plus a 50% penalty. By default, no effect is selected for the focus (current functioning). If a player adds an item that does not possess the effect matching the focus they previously selected, that focus will be deactivated (return to default setting). The list of effects to select for the focus is filtered dynamically in accordance with the "common" effects that are present in the various items to shatter (e.g. if items to shatter only have the Strength effect in common, then only a focus for Strength will be possible). For example: Player wants to shatter: 1 hat with 50 Strength + 50 Intelligence + 100 Vitality 1 cape with 50 Strength + 50 Agility + 100 Vitality The focus system will only offer common effects existing in the two items: Strength and Vitality. If Strength is selected, it will only generate Strength runes for a "weight" equivalent to: 50 + 50 + ((75 + 75) / 2) = 175, since Vitality has a "weight" of 0.25 and we apply a 50% penalty to the "weight" of effects other than Strength. This focus system lets players manage rune generation and makes it possible to respond to changes in rune demand and supply. It also enriches the rune generation system by giving players a tool to maximize the generation of value and give them greater control over the rune market. REMOVAL OF THE RUNE CONVERSION PENALTY In version 2.36, we reduced the penalty for rune conversion (transforming normal runes into PA runes, then into RA runes).In version 2.37, we have decided to completely remove this conversion penalty.Transforming normal runes into PA and RA runes requires 3 runes (as opposed to 6 in version 2.36).In version 2.36, you had to use 36 normal runes to obtain 1 RA rune.In version 2.37, you have to use 9 normal runes to obtain 1 RA rune.We've made these changes to reduce the rune conversion penalty, which penalized the types of rune that are often converted into superior-value runes. LONGTERM CHANGES Removing the rune conversion penalty makes it possible to increase converted rune generation; the focus system will make it possible to increase rune generation for the most in-demand runes.However, the focus system will also make the least in-demand runes more scarce (for which no focus is applied) and generally reduce the number of runes generated in the game (there is a 50% penalty applied when a player uses the focus system).It is difficult at the current time to foresee the impact this change will have in the long and short term. Widescale use of the focus system by players could create lasting stability in rune supply and demand, or on the contrary could increase the overall price of all runes.By removing factors that limit smithmagic (minority of extremely expensive and "essential" runes resulting in reduced consumption of other runes at the same time) we could see an increase in the value of runes with currently low demand. At present, it is not necessary to change (increase or decrease) rune generation (by creating a factor common to all runes). But this could be a envisaged if the changes in 2.37 diminish or increase the overall price of runes dramatically.This system allows us to adapt to variations in supply and demand; it doesn't seem necessary to specifically increase or reduce the generation of certain runes. Q & A When is it worth using the focus system? If your items comprise an effect that has a very high rune value and other effects that have a low rune value, it might be worth using the focus system to maximize valuable rune generation to the detriment of low-value runes. Is it essential to use the focus system to generate value? The focus system is a safeguard to meet rune demand and provide new economic opportunities for players. The more it is used the less effective it will be (since if rune supply fulfills demand temporarily, the focus system will probably no longer be useful). Therefore, this is not an essential system for generating runes once the market has become more balanced. Why is there a 50% penalty for using the focus system? The focus system becomes over-productive without the application of a large penalty, and would allow players to generate any rune whenever they want it without having to think twice. The penalty means that using the focus system is not always the best solution. We prefer that you have more pertinent options rather than one option that dominates the others. Why can't effects added using "exotic" smithmagic be selected as the focus? We wanted to protect each item's specific characteristics for a more balanced supply. This means that players can't just use any old item to generate the rune of choice (by first adding the desired effect through "exotic" smithmagic). http://www.dofus.com/en/mmorpg/news/devblog/tickets/587068-focus-system-generate-smithmagic-runes