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Modification of the XP and Drop Curve

By [Yawn] May 09, 2017, 12:00:00
AnkaTracker Announcements

Since its release, DOFUS Touch has included all the content from DOFUS, completely free of charge. But in order to ensure the long life-span of the game and to allow us to produce regular content, we need to take measures to encourage the use of Bonus Packs (available in Goultines or in kamas) which are currently our main source of revenue.

For the next update on the 11th of May, we have decided to modify the experience required to level up for levels 1 to 200, as well as the chances of getting loot from all of the monsters in game.

As we don't want to deprive casual players part of the content, we've opted for a solution that aims to slow down character progress and the generation of loot, while continuing to offer free and unlimited access to the whole game.

This change to experience brackets and chances of obtaining loot from drops is also an opportunity for us to offer a more gradual progress curve that is better suited to a mobile game.

In order to better reward its users, we have decided to triple the effectiveness of the Bonus Pack offered in the Shop. Bonus Packs now give players a bonus of +150% on experience gained and a bonus of +150% of chances of loot being dropped by monsters.

 

Overall Balance in the Experience Curve


The experience needed to level up has been changed for all levels to offer slower progress, but with a more gradual increase in difficulty. The experience brackets have been reworked so the amount of experience you'll need to level up is higher, but the differences from one level to another are less marked.

In the aim of reducing these gaps between levels, the experience required to level up from level 199 to level 200 has been greatly reduced and split amongst all of the preceding levels.

 

Reworking of the Chance of Loot Drops


In a game with an economy as complex as DOFUS, it's important to ensure that the generation of resources and items remains, wherever possible, equal to their natural destruction. Today in DOFUS Touch, the number of resources and items generated generally exceeds their destruction by a large margin, leading to a general loss of value of the resources.

This is why all chances of getting loot from monsters have been lowered across the board in this update.

This balancing has not only given us a much more progressive way of increasing the difficulty in obtaining different resources, but it allows us to correct certain abnormally low or high rates of difficulty in getting them.

As a result, we have been able to facilitate entry to the game for new players by ensuring they can get resources more regularly, even in solo mode. On the other hand, seasoned players will find it more of a challenge.


The chances of obtaining resources may now range from a third of their current value to up to triple that number, depending on the level of the monster dropping it.

From now on, a monster will have the same likelihood of generating loot regardless of its grade (there are usually 5 variations of the monster, each with different levels, which we call grades).

For example, a Small Gobball War Chief will have a 20% chance of dropping a Wool whether he's level 10 or 14, compared to a 5% chance at level 10 and a 25% chance at level 14, as is currently the case.

 

Bonus Packs


In order to revalue the Bonus Packs and ensure the players' progress is not hindered by their use, we've decided to increase the bonuses given by the pack.

Bonus Packs currently grant a 50% experience bonus and a 50% increased chance of getting loot. These bonuses will both be tripled with this update.

  • Experience Bonus: +50% => +150%
  • Chance of getting loot: +50% => +150%


We would therefore like to encourage players to use the Bonus Packs on a more regular basis, whether they pay for them in kamas or in Goultines.

 

FAQ

 

Why not just fight the bots instead?

Bots are a recurring problem in both DOFUS and DOFUS Touch. They have a very disruptive effect on the economy, both inside the game itself and at project level.

However, this fight against bots is carried out through a number of measures put in place over time and on a constant basis. You can find a post about it here.

Additionally, the people responsible for fighting bots aren't the same people working on this experience and monster loot revamp. So this revamp won't slow down the anti-bot fight at all.


Is there a chance of me losing experience or levels with the increase of the XP brackets?

No! By increasing experience brackets, a large majority of players may have found themselves below the minimum amount of experience required for this level, which poses a pretty big problem. We came up with several options, including resetting everyone to 0% of their current level, or rounding their experience up or down to the nearest bracket within the same level (0%, 25%, 50%, etc.).

In the end, we decided that the fairest thing to do was to keep the same percentage of progress for the current level.

For example:

  • A level 40 player with 35% experience will still have their 35% and will still be at level 40.
  • A level 130 player with 0% experience isn't going to drop a level. They will remain level 130 and their experience will stay at 0%



Will the chances of getting loot from quests also be reduced?

No, resources and items for which the chances of getting them are linked to having a quest will not be affected because they don't have a trade value outside of these quests and the majority are linked to the account.

However, generic resources that are sometimes required to validate certain quests will indeed become more difficult to obtain. They can also be used for trading and crafting, so these resources and items will be included in the revamp, too.


What about items that already have a really low drop rate?

Items and resources that already have a very low drop rate haven't been modified so as not to make them to inaccessible. In some cases, your chance of getting them might even have gone up.
 


Will resources from achievements be deleted or reduced?

For the time being, loot generated from achievements hasn't been modified, to provide you with a guaranteed way of getting dungeon resources on your first successful attempt. These rewards may, however, be reduced in the future if we deem it necessary.

Will the chances of getting meat be reduced for hunters?

No, as is the case for all quests, these are conditional drops (the condition here being having the hunter profession), so they won't be included in this revamp.
 

What will happen to my current Booster Pack?

Existing Bonus Pack users will have their benefits modified as well to +150% for both experience and loot chance.

 

A Boost From The Team


We understand that this modification is a major shift for everyone. To help you with the transition, for characters that are level 198 and below, we will increase your character's experience to 99% of its current level. For example, if your character's experience is at 25% of level 135, after this week's maintenance, your character's experience will now be at 99% of level 135. We give you the honor of levelling up your character. For characters that are level 199, we will provide you with an additional 15% experience.

We remain at your disposal if you have any questions, feel free to leave your feedback on the news.

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First Ankama intervention

Replying to Gorofe

Hi Gorofe,

This week's maintenance, 11 May 2017.

See message in context
Reactions 53
Score : 103

will the increase of 50%->150% of the bonus pack essentially increase drop rates/xp progression across the board after these changes? remain the same as currently? or still be under current values?

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Score : 187

Same question.

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Score : 29

Now the Bonus pack dependence will be higher, Thanks ankama.

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Score : 19

One small oversight is that the resources aren't really being destroyed at all. They get transformed into items and the mass amount of items in the game becomes an issue. Resources right now are still pretty expensive but a lot of specific items are already flooding the market and crashed the price. There needed to be a way to recycle old items from the start, or removed achieves or something. This won't change anything, it's too late. Or just buff the rune return rate when crushing items ...? The only true item destruction in game is crushing. Reducing item drop chance will slow down item production but those items will still be made and will flood the market regardless.

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Score : 2

when it will be add?

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Hi Gorofe,

This week's maintenance, 11 May 2017.

Score : 22

The message is simple, buy booster pack or forget to level up or get items.
Good job Ankama, I´m going to summoners rift wink

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Score : 32

It is only fair to have to pay for something as great as DOFUS. Keep up the good work Amakna

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Score : 22

You said it yourself "have to pay".
Why should I pay for something they promote as free?
This is an unfair change of rules masked in an adjust of the game.

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Score : 32

*Ankama biggrin

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Score : 41

helo
is pack boost xp for profession also?

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Hi Lance-Vance-Dance,

Yes the Bonus Pack provides a bonus rate to professions XP.

Score : 252

This look suspiciously like the first step into "freemiun" territory

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Score : 152

I imagine a lot of people will be upset with these changes, but it sounds fair to me. I'd rather have a slower Dofus than have no Dofus due to cancellation from being a loss of revenue.

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Score : 34

I'd like to make one suggestion:
For the ultra-casual player, logging in 1-2 hours a few days a week, buying a 7-day or 30-day pack is a hard sell, but these players are going to be very discouraged by this change. It might help sell more booster packs if there were a minimum number of hours played before the boost is lost. Like 7 total hours or 7 days, whichever comes second. Or just another booster pack type based on hours played.

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Score : 189

The drop of the dofus as it remains?

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Score : 2

dofus eres un ente diabólico, que excusa tan tonta y falta de sentido " el número de recursos y elementos generados generalmente excede su destrucción por un amplio margen, o una oportunidad para nosotros para ofrecer una curva de progreso más gradual que se adapta mejor a un juego para móviles.". Porque crees que pasa esto? facil, porque todos les a gustado el contenido de dofus gratis, y la OPCIÓN de mejorar la experiencia del juego pagando... pero ahora con esta estupidez de "triplicar el drop, triplicar el xp para el que pague" todo esto con el fin de obligar al jugador a pagar, una lastima dofus... lo ESTABAS haciendo bien. ¿porque no dejar el touch como wakfu? GRATIS. asco das

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Score : 2

acaso no ven como dofus pc a decaído ¿saben porque? POR EL ABONO, y harán exactamente lo mismo con touch, porque hay muchos recursos? porque la mayoría de jugadores que disfrutan de esto o disfrutaban, ya son experimentados y saben como hacer las cosas ¿esto afecta al servidor? no, al contrario, los precios bajan de forma favorable, haciendo que los jugadores que no tienen muchos ingresos de kamas, puedan adquirir los objetos de manera mas cómoda... DEJATE DE EXCUSAS BARATAS DOFUS

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ReyAlejandroIII|2017-05-09 17:11:50
You said it yourself "have to pay".
Why should I pay for something they promote as free?
This is an unfair change of rules masked in an adjust of the game.

Hi Rey,

You can still play DOFUS Touch for free. It is still up to you if you want to purchase an item from the Shop. If you decide to support us by purchasing a Bonus Pack, it would be a great help in maintaining the game.
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Score : 22

Do not use that answer with me, I supported the game because I got to buy sets and aesthetic content in the game. Now I say goodbye because it is really little time that I can dedicate to justify a booster pack and with the addition of xp necessary and the poor droop they let never advance.

Good luck with your poor business policies.

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Score : 17

I don't think these changes come as a surprise to anyone. It still saddens me that we have moved away from the original model, but unlike WoW, Dofus simply doesn't have the popularity to stay afloat.

What will begin now is a balancing act: If enough new players don't join and purchase the bonus pack, more measures will have to be taken, potentially reducing the games attractiveness to newcomers. I hope this first, drastical change is enough - else we might be facing a downward spiral that could well be the end of Dofus touch.

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Score : 365

While I understand the reason behind these changes, in terms of increasing revenue... this isnt going to help it much in my opinion. Most of the active players in dofus touch are generally dedicated players who earn enough to maintain booster packs through kamas; making the booster packs more significant will barely affect the active players and instead give a negative impression on any new players. In my opinion, having a paying aspect for something as important as xp/drops shouldnt even be implemented into the game; if you truly want the players (who are able to spend money on the game) to actually buy goultines, you need to consider working on goultine-only cosmetic items like ceremonial items, and making living items goultine only (mimisymbics was a good start, albeit a little too pricey). As it stands, livitenem sets are pretty worthless compared to what they are on pc dofus, and its because of how easily obtainable it is through the shop. Unlike booster packs, players won't be angered by you guys leaning towards cosmetic things because it keeps everyone on a level playing field and doesnt disadvantage anyone in terms of actual gameplay. Your goal needs to be getting more players to fall in love with the game; once they do, its a fairly easy decision to spend money on cosmetic items and whatnot. On a (somewhat) related note, I (and every player that I have met) have been questioning why the second international server, Dodge, was released at all, when Grandapan was nowhere near having a high population; it just split the inflow of people into multiple servers, making them feel like the game was 'dead' and quitting; it practically killed your international playerbase growth before it even began. Its even more annoying to see that you guys did this while seeing how big of a mistake it was in your other games (wakfu and dofus) where you had begun planning server merges at the time due to the servers dying out. There are a lot of other reasons/mistakes (most of which were blatantly obvious in my opinion and very unfitting for a company that has been in the industry for so long) I can name for the lack of new players and revenue for the game despite having so much potential; but its turning into an essay now, so I'll stop here.

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Score : 35

omg if im 199 right now and 25% what is the chance that im gonna be 200 tommorow?

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Hi ronnenl,

Since you're level 199, will be giving you an additional 15%. Road to level 200...you can do it!

Score : 1

Obviously Ankama has to earn money from this game, people complaining for this kind of decisions have to think about that. No money -> no reason for Ankama to spend resources on this game -> Bye Bye Dofus Touch.
So I understand the reason for this decision but I think that there will be a big side effect with it. Casual players that play for free on Dofus Touch will have hard life from now on and Server population will decrease more than it already does (from jan -20% - source https://statofus.com).
So Ankama, is this a right move? Think about other options, maybe a bonus pack for casual players? Perhaps consumed by hours played and not expiring within some days from purchase.
I love this game but it is going to die slowly, even now that is free...

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