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Khai last won the day on April 30

Khai had the most liked content!

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About Khai

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    Perfidious Tynril
  • Birthday 10/23/1995

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  1. Yeah good job! I have seen second one and it was seriously really close for them, but that revive made your game
  2. Ecaflip is also there and probably few more. They are adding every two days nexts I guess.
  3. It's on Heroic actually, but you can test here. There is NPC with XP scrolls and items for 1 kamas.
  4. Beta is up with Class Improvements! (Phase 1 + 2)
  5. I wanted to say that we had to do that with Incarnam and Asturb quests.
  6. I like that they are changing the old content. The only problem is that we have to do quests again...
  7. For this update centered around the Vulbis Dofus, two areas are in the spotlight: Crocuzko Island and the Dreggon Peninsula. Although the Vulbis quest will take you there, they're entirely separate areas with new monsters, equipment, and dungeons awaiting you! Crocuzko Island (also called Tortoise Island) is part of the Archipelago of Scales. Found to the west of Otomai, you've already been able to set foot there before on another part of the archipelago – Crocatan Island – during the quest for the Ebony Dofus. You've got it: The archipelago is inspired by the pre-Colombian period, populated by a lost civilization of Crocodyls. We said civilized, but we never said they were welcoming! As far as decor is concerned, it was essential to remain consistent throughout the archipelago while offering a different experience from what had already been done on Crocatan or Orado Island (which is not present in Dofus but Dofus Touch). The idea was to take another look at the elements of Crocotan – swamps and temples – but to adapt them in a much darker atmosphere. Crocuzko Island is under a curse that plunged it into an eternal, starless night and made all its inhabitant albino. We also wanted to make the most of the crocos to create an area that's one part submerged, the other exposed. A little research about the atmosphere and decor elements: Algae research for the submerged area Color research: too light! Color research: too yellow! Color research: too dark! In the center of the island: the city of Crocuzko, its temples, its moonlight sacrifices… At the foot of the city: dive into the depths of the swamp. Warning: swimming not supervised! REVAMP OF THE DREGGON PENINSULA Dreggon Village is a symbolic place in the World of Twelve, but one that wasn't emphasized. What's more, there were several problems in the area: Graphically, the underground and sanctuary areas were more than antiquated – the designers call that the "DOFUS 2.0 style", which means that the area hasn't been altered for the last 51 patches, and some of the decor elements even date back to Dofus 1… Visually, they're also too similar to each other to know where you are at a glance (if you've already spent an hour touring the sanctuary in search of a named Dreggon before you realize they live in the underground part, you know what I'm talking about…). From a level design point of view, accessing the underground area was split between the various inside parts of the village, and navigating within the area was difficult. Finally, regarding game design, the family contained more than 20 creatures (not to mention the named ones and the archmonsters), from level 60 to 120 and mixed up across the three sub-areas with a less-than-logical distribution. Long story short, it was time to give it a good dusting off! PROJECT NO. 1: REORGANIZE THE AREAS AND FAMILIES We started with three distinct areas, each with its own associated family. The peninsula is remaining the same and will host the first family of Dreggons at level 70. The base monsters are Dreggons. The "immature" and "awake" stages are no longer present as such on the peninsula but are possible evolutions in combat. The village, its interior areas, and underground areas located directly beneath the village will host the second family at level 100 – the Dragosses. Once again, it's a slight simplification between those that are awake and the others to limit the number of different monsters within the family. The sanctuary, located in a deeper area, is inhabited by the third family at level 120 – the Dreggon warriors, wings and all… still with Crocabulia as their boss in her dungeon. PROJECT NO. 2: GRAPHICAL REVAMP OF THE UNDERGROUND AND SANCTUARY AREAS Early research is aimed at greater graphical consistency with the outside areas of the peninsula (which were more recently revamped), but which resembled the inside of Sidimote-style mines too much: After finding the right combination between the various grounds, bridges and depths, several tests involving hues and atmospheres were necessary before reaching the final result: Too "Brumen" Too "Fungi" Too dark We're almost there! Before & After Result: PROJECT NO. 3: MORE CONTENT! New areas mean new dungeons! Two new low-level dungeons are appearing in the areas that don't have any – the peninsula and the village. For the occasion, the reconstituted families are being given two new guardians. You might wonder where the graphic designers got their inspiration for this "Mother of Dreggons"… Get ready to experience the new content, soon on DOFUS!
  8. Two different Vulbis Dofuses? They might also just add +1MP and MP bonus in fight when you didn't get hit by enemies (same as Ochre). They made enough Dofuses with final damage bonus
  9. The Kolossium is starting its 4th season, and there are some changes in store for the scoring system. Don't wait: read all about them right now! Kolossium Leagues were introduced in September 2018. Since then, as part of our efforts to improve the Kolossium in-game experience, we've made a few adjustments to the matchmaking system. We've also taken the time to analyze your feedback in order to confirm whether the league system as you currently know it is meeting your expectations. Of course, to be sure that this analysis was worthwhile, we had to let you play for a long enough time to develop a coherent opinion. We're now ready to refine the way leagues work so that we can offer you a consistent system that more effectively meets your needs. WHY CHANGE THE SYSTEM? A lot of you have been participating in forum discussions or making videos about your experiences in the Kolossium. This feedback is important to us, and is a part of what we looked at when deciding on the changes to be made to the Kolossium. Of course, that's still not enough on its own, which is why we did a survey in March 2019 about your motivations and your level of satisfaction with the league system. Our analysis of the survey: The results of the survey were cross-referenced with other data available to us so that we could analyze what you like about different aspects of the current Kolossium system, such as: your overall satisfaction your sense of progress your interest in the rankings your interest in end-of-season rewards your preference for competitive leagues vs. leagues based on investment From the survey, we decided on the following orientations: Move toward competitive Kolossium Leagues Provide a real return on investment in fights Maximize your sense of progress THE CURRENT KOLOSSIUM MODEL: To get a better understanding of what parameters to manipulate in our management of league points, we set up several different simulations of the current Kolossium system and of several alternative design options. We examined each of the current calculation rules in order to understand their effects on how league points change over time. Description of the simulation process: We simulate a player A with a fictitious rating that is provided by the simulation and varies over time, allowing us to simulate the player's actual progress. We then monitor how their rating indicator and their league points develop over time. This player will go through up to 6000 Kolossium fights over the season (yes, that's a lot) against opponents with a random rating (actual and rating indicator) that is roughly similar to their own, in order to simulate conditions that are similar to the matchmaking you experience every day. Several different situations are examined: decreasing performance, increasing performance, stagnation, etc. All the combinations have been studied in different types of designs. We then examine how league points evolve over time in relation to changes in the player's rating indicator. The simulation is then run on a population of 1000 similar players in order to smooth out the random effects of matchmaking. This process allowed us to determine the precise impact of Kolossium rules on how league points currently develop over time: The +10 -5 rule (more points awarded for winning than are deducted for losing) shifts the equilibrium point higher, and causes league points to increase even if the player doesn't progress (fixed rating). We observe that the number of matches is the primary factor causing league points to increase. This effect stops after a large number of matches, thanks to the rule that reduces the number of points awarded for a victory as we diverge from the character's rating. An equilibrium point is therefore reached after about 4000 matches. This equilibrium point was not meant to actually be reached. We knew when Kolossium Leagues came out that most players would always be in the growth phase. Finally, the rule that reduces the number of points deducted for a loss (the player doesn't lose more than what they can win) tends to slow players' arrival at the equilibrium point. This rule is activated when the player has a league-points total that diverges from their rating. When re-running the simulations without this rule, we reach the equilibrium point in about 200 matches, as opposed to 4000 matches before. This last rule also prevents league points from decreasing. When the player's performance declines, their rating readjusts very quickly (in less than than 20 matches), and the matchmaking will make them fight against players of their own level. The player will therefore have a win ratio of about 50%. Since their rating diverges from their league points, they will alternate between +1 and -1. A negative consequence of this is that in case of a loss of performance (a drop in their rating), the player has to wait to come back to a rating level similar to where they were before the drop in order for their league points to start progressing again. So there's an inconsistency here in causes and effects: In a progression phase at the start of the season, league points will increase In a progression phase after a drop, league points will stagnate which can make it fairly difficult to understand how league points are calculated. Consistent with these simulations, our analysis of the player population (real players this time, outside of the simulation) also revealed that: Two players with identical ratings can have radically different league points Two players with identical league points can have radically different rating points depending on their number of matches, which is the primary variable affecting how league points evolve over time. Advantages of the current Kolossium system: The more matches a person plays, the more league points they will earn. This progression phase will continue throughout the season if their rating is holding steady or increasing. When starting a match, a player cannot lose more than what they can win The more you play, the more you win! So the Kolossium was designed exactly as we had intended: it provides an environment in which you will make progress, and which makes you want to play and increase your league points in order to earn end-of-season rewards. The more you play, the more you are rewarded! Nevertheless, in light of the simulations, we have also identified certain effects that go against the preferences you expressed in the survey: League points are too slow to change, which can become a problem in cases of poor placement at the start of the season (we all have a bad day or two occasionally...) In case of a drop in performance (a drop in your rating), there's no feeling of progress until you get back to your earlier level (+1/-1 for a long time) The Kolossium is based on investment and not on competition ALTERNATIVE MODEL Following our simulations of the current Kolossium, we tried some alternative designs. Our strategy here was to replace rules with "non-competitive" consequences in the original design. Our goal is for the progression of your league points to be directly tied to your performance. That way, when you're progressing, even after a drop in your performance, you will still be rewarded and you will actually see your league points increasing. In order to meet this goal, we decided that *it will be possible to lose league points*. The new way of calculating league points will now be based on the following principles: The system for calculating league points is strongly inspired by the Glicko rating system (http://www.glicko.net/glicko.html) Calculation of league points is influenced by your own performance and by that of your opponents, in order to reward victories in difficult battles. Calculation of league points is influenced by the difference between your rating and your league points, allowing you to progress more quickly in case of poor placement. With these calculation rules in place, league points will evolve in a way that reflects and rewards your performance. WHAT CHANGES WILL WE SEE IN VERSION 2.52? The changes mainly affect how the player's ranking evolves over time. They are based on the following principles: For a victory against a stronger opponent (as determined by the system), the winning character will earn more league points. The amount of league points earned will vary slightly. In case of a drop in performance, league points will go down, and this can eventually cause the character to be demoted. Depending on how big of a difference there is between the character's league points and their rating, league points will change more quickly or more slowly to better represent the player's level of performance. So what's next? We will continue to monitor your feedback about the Kolossium on a regular basis, and we will pay close attention to your feelings about the changes made in version 2.52 to the character progression system in the leagues. We're still working on fine-tuning the matchmaking system, because we realize that it's an essential part of an enjoyable gaming experience. Finally, here's a look at the new harness that will be available in version 2.52 in exchange for Kolossokens:
  10. Oh finally! The last Dofus for quests. I would like to see new class They didn't add one for a long time...
  11. Mono account server is a place where you can use only one character to play. You can't multilog like you could do on Echo for example.
  • Recent Status Updates

    • Goatee  »  Bananaquil

      Happy birthday, Bri! ❤️
      · 0 replies
    • Kaevex  »  Cappy-san

      Hey Cappy! You might not remember me but we used to hang out and talk on Dofus!
      Do you have a way for me to contact you? Would love to talk again and see what you've been doing all these years. Was reminiscing and the nostalgia hit me hard, so yeah.
      · 0 replies
    • Coopers  »  Sunbathe

      fight me?
      · 0 replies
    • Goatee

      Help, I'm thinking of playing Dofus again casually. Someone remind me of their terrible cash-grabbing marketing, tendency to change spells every week or so and refusal to listen to the non-French community. Or else I'll replace my prescription glasses with these nostalgia googles.
      · 0 replies
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