MyWorldGo This system resolves the issues that Dofus players

Blog Information

  • Posted By : Megaomgchen Megaomgchen
  • Posted On : Dec 10, 2019
  • Views : 282
  • Category : General
  • Description : This system resolves the issues that Dofus players
  • Location : Megaomgchen

Overview

  • This system resolves the issues that Dofus players sometimes encountered in tunnels and narrow areas: it will no longer be Dofus Kamas ilyzaelle required to await monsters to move, provided that you don't remain in 1 area on the map for long if the monsters there tend to attack your personality. When a group of creatures is about to attack your character, a specific symbol will appear if moving the cursor over that set of monsters.

    Certain monsters will remain competitive (such as Wabbits or Bworks), whatever the character's degree. This mode will be used in areas where we need exploration to become harder and dangerous. Most critters will be aggressive towards characters whose degree is much too low to the given area. This strategy lets us discourage mining (without banning it outright) in regions which are not appropriate for the character's strength and skills.

    With the current parameters (together with the principle that triggers attacks when there's a 50-level difference between creature and character), characters at level 150 or above will no longer be assaulted by the majority of the classic monsters.Monsters' behavior beyond battle will also be altered: critters will persistently (but slowly) try to approach characters walking through their portion of the map. It will be important to not stop in one place for too long on a map which has monsters that might attack your character. Critters' movement out of combat's frequency has not changed.

    Harvests can be interrupted by monster strikes. You will have to be cautious when sending a low-level character to gather resources in considerably higher-level areas.However, the delay between detection with a monster and Buy Dofus Kamas the beginning of an attack must be long enough for attentive harvesters to prevent most attacks.We allow competitive monsters to disrupt harvests in order to prevent characters (with the action queue) from harvesting publicly on maps which have critters that are supposed to attack them.