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Showing results for tags 'dragoturkeys'.
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We are opening this roundtable on Breeding because we want to make significant changes in the next major update (2.47) and we would like to explain our intentions and get your feedback. Our main objectives: Limit the excessive generation of Mounts (mainly Dragoturkeys) to guarantee them a higher value. Increase the global destruction of resources and boost the economy of Breeding Items. Strengthen the mechanics of decreasing profitability: the more players (at the scale of a server) raise Mounts, the higher the consumption of Breeding Items must increase and therefore limit the profitability of raising additional Mounts (setting up a natural and dynamic balance). Allow players to be able to do Breeding without needing active breeding (use of Emotes), to get rid of this too repetitive and too poor mechanic. Limit the almost exponential proliferation of Dragoturkey abilities and allow the natural introduction of the Chameleon trait for Dragoturkeys. The changes we are considering: Making Paddocks account based The Paddock would be managed at the scale of the account and no longer by character (just like the Bank). We wish to discourage the multiplication of characters to artificially increase the size of the Paddocks. The size of the Paddocks would not be increased, we do not wish to encourage farms more massive than those currently in place (which contribute to a production of mounts that we consider excessive). Wear and choice of Breeding Items in public Paddocks Public Paddocks are necessary to ensure easy access to the breeding functionality of the majority of players, but the absence of wear and tear on Breeding Items allows some players to multiply the number of mounts raised in public Paddocks by multiplying the number of characters used for breeding. We would like to remove the default Breeding Items in public Paddocks, and let the players use their own Breeding Items (instantiated). Through this modification, we wish to reintroduce a simple and natural mechanism, already present in private Paddocks: raising more mounts will increase the wear of the Breeding Items, accelerate their destruction, require more production of them and thus increase their price. This mechanism makes it possible to regulate the disproportionate production of mounts while actively participating in the destruction of game resources. Size and bonus of public Paddocks Public Paddocks would have 10 places in Bonta and Brakmar and 5 places in Astrub. Bonuses earned in public Paddocks would be reduced by 20% (non-final value) compared to those earned in private Paddocks. Number of public Paddocks There would be 1 Paddock in Bonta, Brakmar and Astrub. Suppression of active Breeding and improvement of passive Breeding Currently it is possible to earn significant bonuses for the mounts through active breeding (use of Emotes, adding and removing the mounts in the Paddock). This operation does not seem satisfactory because it encourages players to repeat these very basic actions in a loop. This way of playing seems very boring and does not correspond to what we want to value in the game, so we do not want to encourage it. We would like to remove active breeding (bonus gains when a mount activates a Breeding Item after a player's action) and increase the efficiency of passive breeding so that it offers the same efficiency. Our goal is to allow you to be as effective in passive breeding as in active breeding, but without having to follow the same actions in a loop. Of course, Emotes would always allow to position the mounts in the Paddocks. Transmission of traits for Dragoturkeys At present the transmission of traits is almost exponential (it becomes easier with time to transmit select traits to other Dragoturkeys). This operation does not seem satisfactory to us because it makes it too easy to breed optimum Dragoturkeys, which makes it possible to flood the Dragoturkey market with optimized mounts. We would like to reduce the probability of transmission of Dragoturkey traits to a 1 in 15 chance. Reduction of Dragoturkey generation The Dragoturkeys currently have 20 reproductions, we would like to reduce this value to limit Dragoturkey breeding. We envisage several possibilities: limit the number of reproductions to 10 or allow 5 basic reproductions + 1 reproduction every 20 levels (which would give a certain control to the player by allowing them to increase the number of reproductions for certain mounts). Natural reintroduction of the Chameleon trait for Dragoturkeys We would like the Chameleon trait to appear (and be transmitted) naturally on Dragoturkeys. Modification of Breeding Item recipes We want to review all the recipes for Breeding Items to reduce the number of ingredients in common between the recipes. We want Dungeon Keeper Essences to be important and limiting factors in these recipes and not the common ingredients. We would also like to add missing Breeding Items (those that correspond to Dungeon Keeper Essences that have not been used yet). Balancing of the mount bonuses and new species We would like to review the Dragoturkey bonuses so that those of the first generations are more competitive with those of the last generations. We also want to make sure that each of the three Dragoturkey species has a significant and specific bonus (as with the Seemyool MP bonus for example). A third kind of mount is in preparation, it should fill some gaps while creating a new breeding market. Conclusion We are aware that these changes mainly concern restrictions on breeding and that they will reduce the production of mounts. Our goal is to find a healthy breeding system with fewer mounts generated. We want the individual price of mounts to increase and we need to make sure that the breeding market is not as saturated as it is now. We ask you to address these changes in their entirety and not individually.
Im getting back into breeding after a break and Im trying to be as efficient as possible with my time. So Im wondering is there a way to calculate the time it takes to slap or pat mounts? And with different types of slappers and patters ; Effectiveness 70, 90, 150 etc. Not sure if this makes sense :l Becoming a problem for me with babies that have like 9000 or -9000 I only stick them in with 0 tiredness , they have no abilities, and 10th generation.