Loot & Items: How They Work on the MACRO Level
This week, let’s take the plunge into a crucial – and more than a little tricky – aspect of gameplay. Everything is being considered, nothing has been decided, and everything might change tomorrow… But let’s speak confidently and jump in all the same! *ahem*
The Major Principles for Loot
First, take good note: The loop/drop mechanism is one of the most important, if not the main, mechanics for the DOFUS Dungeons game cycle. Unlike its older brother, the DOFUS MMO, there won’t be any professions in DODO, so there won’t be any crafting of equipment or consumables. Everything you need to advance in the game will have to be recovered as you complete dungeons.
As an aside, remember that there won’t be any trade either, so trading won’t be possible, at least not the way it works today. But more about that later in this article.
The challenge is therefore to offer an efficient and pleasing loot mechanism, that lets players progress naturally without being frustrated and also makes players want to go further and optimize their characters. Based on that, we have identified different types of items that can be collected as loot:
We envisage 3 or 4 slots for character equipment: a weapon, an amulet, boots, and possibly a ring. In each mini-world, it’d be possible to recover up to 13 Shushu items in all, with the goal being to considerably reduce the number of items in the game but for the items to have a better lifespan thanks to an evolution system.
In addition to their own characteristics, each item would have a graphic parameter able to influence characters’ appearances so as to increase customization possibilities. Thus, the weapon would completely change the basic skin, the ring would provide a range of colors to choose from, the amulet would materialize the Shushu’s soul, and the boots would cast a specific shadow.
As they evolve, items would offer more advanced characteristics and more developed graphic variations.
These are resources that would notably allow you to advance your items.
Equipment is level 1 by default. If a 100-level curve is defined, as many progress resources as necessary to level up the item will need to be provided. The idea is for the mechanic to be similar to Livitinems in the DOFUS MMO.
These resources would also serve sidekicks in the same way to make them progress, and would be used to produce the « gems » that we’ll talk about below.
Six types of resources would be available: one for each elemental path (water, air, fire, and earth), one Wakfu, and one Stasis, with the last ones having different roles.
Also called « dust » in-house, we invite you to suggest names that would suit this resource best, if you’re feeling inspired! (Translation: Please help us find a less-lousy name…)
Beyond the set progression of equipment offering increasingly effective performance, it would be possible to add an additional characteristic line to an item in a precise and limited way. For now, we’re calling this principle gem-setting.
To set a gem in an item, you’d need to own a gem (here, too, the name is not final…) relating to the desired characteristic: air, earth, vitality, healing, etc. to then place it on the target item, with a limit of one gem per piece of equipment.
While DOFUS Dungeons won’t contain professions, it could have a minimal amount of crafting, mainly to obtain gems. Currently, we’re envisaging simple combinations such as: one Wakfu resource + one air resource = one air gem. The Wakfu and Stasis resources would therefore be crucial in making gems.
There will be different ways of obtaining sidekicks; and it will notably be possible to unlock them through certain achievements, buy them in the shop, or even get them in specific dungeons.
Starting with the principle that items are obtained at level 1 with set characteristics, and are optimized as one levels up, and there is no trade in the game, there’s no interest to be found in keeping several identical items in one’s inventory. We therefore want to offer a way to recycle duplicate items and obtain progress resources, a little bit like the « crushers » in the DOFUS MMO.
This should provide players with a coherent loot cycle, and allow them to use all of their loot to progress.
For trades, we are thinking about offering a format for trade between players that comes with conditions, for example at the end of a combat, on the map where the combat took place, within a set period of a few minutes, and only once per item (the item would become « linked to the character » after the trade). This option would make it possible to maintain interaction with other players without harming the game and each player’s progress.
Different Types of Shushus
In order to offer additional variety, we are envisaging different types of items:
- common items, associated with elemental characteristics and other bonuses;
- legendary items, which offer associated gameplay possibilities, notably when it comes to additional spells; and
- divine items, whose concept is not really clear yet but that would correspond to rarer, more powerful, and time-limited items.
We’ve reached the end of this article. Don’t forget that everything in it is ultra-WIP and the graphics are only there to illustrate the concept of evolutionary items more concretely.
Before you comment on this post and go about your business, I’d like to remind you that we’ve got a date for tomorrow evening at 6 p.m. (Paris time) on the Ankama Live channel for a special DOFUS Dungeons Q&A session. Use the hashtag #DOFUSDungeons (#DOFUSDonjons in French) on Twitter to send in your questions!
See you tomorrow!
Catégories :English version