Features
Turn-based Fight System
Turn-based combat in an MMOG?
Unlike other MMOGs, Wakfu features a turn-based combat system not only in player vs player confrontation (PvP), but also in player vs monster situations (PvM). This is one of the outstanding features of this game. A sphere of combat is created each time a confrontation occurs, forming a closed system in which the combattants use strategy to overcome their opponents.
Sphere of Combat
Dynamic strategic system
When a fight begins, a sphere of combat forms around participants. The sphere is divided into two zones, one per team and each player may move their character anywhere within their zone until the fight begins. Once the fight begins, players outside the sphere may observe the combat as though the fight were going on in normal playing terrain.
The form of the sphere
The sphere more or less takes the shape of the terrain in which it forms. If a fight takes place on a rampart, for example, the sphere will occupy all free space and therefore become elongated. If the fight begins on a bridge over a river, the sphere will spread along the bridge as well as on both banks of the river. If the zone contains obstacles such as trees or rocks, these cells will be inaccessible. For this reason, a player's knowledge of the terrain's features will be very important.
Penalty cells
Penalty cells are placed around the edges of the sphere of combat. Their effects depend on the player or creature that stumbles upon them and range from poisoning, freezing, direct damage, etc.
Placing and moving your enemies will bring a real strategic dimension to the game.
The timeline, a question of initiative
A strategic timeline
So how is the turn based combat organised, you ask. The timeline is what displays the order in which players take part in the action. In Wakfu, both the current and the next turns are shown, so that players' actions will include a high degree of calculation.
Variable initiative
At the beginning of a fight your position depends on your level of initiative. But Wakfu has many spells, items and attacks which can move players and monsters back and forth along the timeline. Only initiative for the following turn can be affected, however.
Specialization
So how is the turn based combat organised, you ask. The timeline is what displays the order in which players take part in the action. In Wakfu, both the current and the next turns are shown, so that players' actions will include a high degree of calculation.
Orientation and movement
Orientation bonus
The orientation of players with respect to the enemies they are attacking will be very important. If you strike an enemy:
- Head on,+0% damage
- Side on, +15% damage
- From behind, +30% damage
So, don't turn your back on your enemy for a second, or you might get a surprise!
Tackle and dodge
Attempts to tackle enemies in close combat or to escape a tackle zone will also depend on orientation - that of both you and your enemy:
- Head on, 30% tackle
- Side on,15% tackle
- From behind, 1% tackle
To calculate the chances of making a dodge (escaping from close combat), subtract the dodge value from the tackle value. Let's go back to the Srams. They have 5% basic dodge. He attacks you from behind, you have 1% change of tackling, less his 5% dodge. Well, you've no chance of tackling him.
Moving and lines of sight
The sphere of combat can appear almost anywhere, including in zones with hills, and therefore different levels. If you are on the peak of a hill, your line of sight will be far better than that of players who are lower than you. You will be able to cast spells at an enemy blocked behind a rock or a hill. By stepping back after taking your turn, you'll go some way to escaping your enemies' sightlines. So now you know, sneaking round behind a rock can sometimes be fatal!
The build of the terrain
Given that players will be able to use planting and harvesting to change the form of some areas, it is likely that ambushes will play a big part in the game. Imagine the carnage a farmer could wreak by cutting a labyrinth through a field of Api Trees. Strategies will no doubt unfold as players gain PvP experience and the preparation of terrain will become an important part of victory.
Reaction time
The final element of the turn based combat system concerns the passage of real time during fighting. In order to encourage players to take their turns faster, and thereby to make team confrontation more dynamic, players will get bonuses if they play quickly.
The principle is simple - the quicker you play the more bonus you get:
- Less than 20 seconds, damage bonus
- Less than 10 seconds, damage bonus + Initiative bonus on the following turn
Glacialena
Community Manager
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