Our team will be making some changes to the game's economy in the next major update. We have more details to share with you in this new devblog!
DT resources recipes Devblog

As you know, we put a lot of focus on the game's economy, and we regularly see that it's an important subject for you too. After having made various changes in previous years, we want to continue to improve this part of the game as it is crucial for the game's longevity and continued health. Maintaining an economy over many years is a long-term job.

DOFUS Touch has been available for over three years now, and the servers have been open just as long. Every day, lots of players are collecting resources, crafting equipment, and so on. And this all builds up over time, sometimes too much, which can fill up your banks unnecessarily!

The changes we're introducing are designed to address several problems:
  • Many resources are under-utilized or not useful
  • An overabundance of certain resources leads to huge stockpiles of these resources
  • Some game areas become devalued in relation to others because of the reasons above
  • Equipment crafted for the sole purpose of leveling up professions and not being used leads to stockpiling
  • Players are not trading these resources and items because of their low value

Let's go into more detail without further delay!


Current Situation

The objectives of the current system regarding resources are the following:
  • Even out the drop rates of monsters in the same level group
  • Make drop rates and levels follow each other
  • Make sure rare resources do not become too scarce

We believe this system is no longer suitable and we have found various shortcomings, including:
  • Too many special cases so that casual players find it difficult to learn
  • Too many resources are still under-utilized or unused
  • Drop rates don't follow a clear enough pattern
  • Variations in these drop rates make recipe creation laborious

System Improvements

To address these problems with resources, these are the areas we are focusing on:
  • Defining resource categories
  • Assigning drop rules to these different categories
  • Reducing resource stockpiling by increasing their destruction as levels increase
  • Increasing destruction of resources indirectly by increasing the number of ingredients in the game's recipes

Resource Categories

Resources will now be distributed as follows:
Monster resources
  • Unique resource: specific to a particular monster. The resource can only be obtained from this monster
  • Family resource: shared by the monster family. The resource can be obtained from each member of this family

The Kanig family understood Alyeena, Felygiene, Kannihilator, and Orfan monsters.
  • Unique resource: Orfan Mane, which only be obtained from the Orfan monster
  • Family resource: Kanig Skin, which can be obtained from the whole Kanig family
Boss Resources
  • Rare resource: the most difficult to obtain of the two resources
  • Common resource: the easiest to obtain of the two resources
  • Rare resource: Royal Gobball Leather with a 1% drop rate
  • Common resource: Royal Gobball Wool with a 5% drop rate
Special Resources
  • Area or group resource: a specific resource that can be obtained from all monsters in the same area or from different groups of monsters across the world
  • Crystal stone

Not to mention the resources obtained from professions!
Profession Resources
  • Basic resources: harvested directly in the World of Twelve (wood, grain, ores, etc.)
  • Crafted resource: obtained through one or more crafting methods

The ingredients category includes all resources required to make the recipes of professions, such as hunter, butcher, fishmonger, farmer, etc.

They include resources that can be found on different monster families, in the form of resources or resource containers in the case of powerful monsters (you can get water from Boos but water containers - comprising 10 water units - from Minerocks, for example).

Chances of obtaining these ingredients are always the same, regardless of the monster carrying them.

Note that conditional drops follow these categories in most cases.

Although this resource categorization is not explicitly visible to players, it helps us to differentiate their rules in terms of how they are used in recipes (level of the item they are used to craft, quantity needed) or in how they are distributed among monsters ( drop rate).

For example, smaller quantities of a crafted item will be required in a recipe because it requires investment in time and resources to obtain.

It will also be easier for everyone, especially new players, to quickly evaluate the difficulty of obtaining a resource and therefore the resource's rarity. Broadly speaking, for resources of the same level group, drop rates (for identical categories) will be similar, as is already the case for bosses. Therefore, the choice between buying a resource or fighting monsters for it will be a much easier decision to make.

Reducing Stockpiling by Increasing Destruction as Levels Increase

The goal of this new model is to increase resource rarity by increasing the quantity needed and the difficulty of obtaining them. Although rarity can be affected by adjusting just one of these two variables, a delicate balance is needed. Recipes that require huge amounts of resources tend to discourage players even if the resources are easy to obtain.

And on the other hand, if few resources are needed but they are hard to obtain from monsters, they lose their appeal in terms of experience, because it might involve many fights without obtaining the resources needed. That's why we have opted for a solution that combines both variables. It minimizes their respective flaws while exploiting their benefits.

For example, instead of requiring 400 Gobball Wool at a 20% drop rate or 5 of them at 1%, the new requirement will be 30 at 8%. Note that this is not calculated at the player level as the quantities needed for a high drop rate would be astronomical, or an extremely low drop rate would be needed. Combining the two can help to reduce the force of numbers of classic generation (via combat) and to collect fixed gains more easily (quests, achievements).

Increasing Destruction of Resources Indirectly by Increasing the Number of Ingredients in the Game's Recipes

To generally increase destruction of resources generated in-game, we want to encourage the use of intermediate items in recipes. This will help to:
  • Encourage trades between players through sales of items that have themselves been previously crafted by other players with other professions
  • Destroy a greater variety of resources without increasing the number of slots in item recipes (and thus, not increasing the profession level needed to craft them)

For example, a boss essence, which itself requires 2 to 8 resources, will only occupy a single slot in a recipe of another item.


Current situation

The lifecycle of many pieces of equipment is not ideally suited to the game's development. We have noticed the following issues:
  • Overproduction of unused equipment to level up certain professions
  • Unprofitable equipment in terms of Smithmagic Runes
  • Inconsistent complexity of recipes within the same level group

System Improvements

To resolve these issues, we are focusing on the following:
  • Making leveling of crafting professions easier
  • Offering more ways to destroy finished goods (gear, weapons, etc.)
  • Making recipes more consistent within the same level group

Leveling of Crafting Professions

With the current system, ingredient quantities in most recipes for the various crafting professions increase too quickly. This means leveling up these professions becomes laborious, and sometimes the choice of items is too restrictive for leveling up, resulting in a surplus of items that are easier to craft.

From now on, the number of ingredients required is no longer calculated on the level of your profession but on the level of the item you want to craft. Here are some approximate values:
  • Items from level 1 to 20: 2 slots
  • Items from level 21 to 40: 3 slots
  • Items from level 41 to 60: 4 slots
  • Items from level 61 to 90: 5 slots
  • Items from level 91 to 120: 6 slots
  • Items from level 121 to 150: 7 slots
  • Items from level 151 to 200: 8 slots

The system is staying the same in terms of obtaining new recipes as you level up your profession, but we want to allow you to craft items across a greater range of levels by the number of ingredients available. This means leveling up a profession does not unlock new recipes in terms of levels. Instead, we are relying on the number of slots per profession level.

Note that this change will be immediately implemented for new recipes but will happen over time for some older ones.

Adding Intermediate Crafting Items

To add value and interest to all equipment during your player journey, we want you to be able to use equipment and weapons for crafting the highest level items as much as possible. This mechanic was already implemented for certain equipment, but now we want to use it much more consistently. A specific example already in the game: the Lord of the Rats' Ceremonial Necklace (level 133) uses the Black Rat Mask (level 102).

This mechanic will now be more common for many items and integrated more deeply. This will allow you to "recycle" equipment that has become obsolete as you level up.

Here's a specific example that will be introduced with the latest update:
  • The level 48 Boostache's Amulet will be used for the level 77 Blibli Tooth
  • The level 77 Blibli Tooth will be used for the level 110 Ancestral Torc
  • The level 110 Ancestral Torc will be used for the level 138 Soft Oak Talisman
  • The level 138 Soft Oak Talisman will be used for the level 194 Danathor's Amulet

Making Recipes More Consistent

To balance the game's equipment recipes within the same level group, we will now follow a clear roadmap. We hope you have followed us this far and have remembered the part about "resource categories" detailed above!

We will distinguish between three equipment categories:
  • Classic equipment: with a level equivalent to the area they are associated with
  • Boss equipment: with a level slightly higher than the area they are associated with
  • Ascension Island equipment: with slightly higher power than their equipment level

Each of these equipment categories will use the resource families mentioned a bit earlier in this devblog.

Removal of Certain Resources and Equipment

Several hundred resources and equipment items will be removed from the game following these changes.

For resources, this will follow the new categorization mentioned above. For example, all resources that belong to the categories "unique monster resources" or "unique monster family resources" will be removed from the game. As already explained, most of these resources didn't have enough value and were not used enough in recipes or quests.

As for equipment, this will mainly concern items with multiple power level tiers: Small X Sword, Medium X Sword, Large X Sword, Powerful X Sword, etc.

A total of 496 resources and 235 equipment will be removed from the game. You can find the list of resources to be removed here and the list of equipment to be removed here.

We highly advise you to use/break the listed resources and equipment before they are removed for the next major update, which is within 2 to 3 weeks.

Quests (including The Almanax) that required these resources and equipment have been modified accordingly.

The recipes for other equipment are being modified to start implementing the changes mentioned. This will initially concern equipment up to level 30 and weapons up to level 50.

Frequently Asked Questions

Won't reducing the number of equipment items and therefore reducing the number of recipes increase the quantity of each item crafted?

That will be the effect, yes. Until now, with modified items just variations of the same item, only the version that cost the least in resources was crafted in order to optimize leveling up the profession. With just one version of an item, it will certainly be crafted more often, but it will be easier to find a buyer for it because the buyer can make use of its characteristics and reuse it in other recipes.

Will modifying the recipes automatically mean a change in the item's effects?

Changes to characteristics will occur for the lowest level items (not beyond level 100) because it will have less impact on their use and because the new versions are less expensive to craft than level 200 items, for example.

Will equipment changes be retroactive?

For technical reasons, changes won't be retroactive; you will need to craft items again to benefit from the changes.

If I own a set item from before these changes, will it count toward the set bonus, even if the other elements are new versions?

Yes, the item - whether it's old or new - will be treated in the same manner in the set calculation.

What will happen to my resources that won't be removed but are to be changed?

They will still be in your inventory (or your bank) and will automatically be modified to match their new version (in terms of category, drop rate, monster you obtain them from, or resource level). However, to obtain new ones, you will need to collect them from new monsters and with the new drop rates that have been defined.

Modifications to level 100 recipes and up are planned and have already happened for some items for this update.

You now have a clearer idea of ​​our roadmap for in-game resources and equipment! You can already get a glimpse of these changes in the beta that opened this morning.

If you want to share your thoughts in the comments for this article, we will be happy to answer your questions and consider your feedback.
Category: Development