Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Progression Thoughts Of The Endgame And Ideas To Add To It

Discussion in 'Feedback' started by Cosomos, Jul 18, 2017.

?

What Ideas do you like? (multiple choice)

  1. Idea 1: PvP

    5 vote(s)
    83.3%
  2. Idea 2: Mobs

    6 vote(s)
    100.0%
  3. Idea 3: Items

    4 vote(s)
    66.7%
  4. Idea 4: Guilds

    6 vote(s)
    100.0%
Multiple votes are allowed.
Thread Status:
Not open for further replies.
  1. Cosomos

    Cosomos Well-Known Adventurer

    Messages:
    451
    Likes Received:
    388
    Trophy Points:
    85
    Minecraft:
    During my experiences in WynnCraft, I enjoyed playing everything for the first time: the quests, the mobs, the dungeons/altars, the map, the game mechanics, and the lore. Everything was fun and interesting, but then I hit lv 100 and I felt like I finally hit the top.

    At first it was great, I could use everything I wanted to, I spent time gathering my build, and helping players as I met them. As time went on and I completed a my moderatly good build(now a bit nerfed) that I designed myself, and could solo anything if I was careful and skilled enough.

    However, after that I felt like I peaked and there was nothing left for me to strive towards I did every challenge that I wanted to overcome. I had a good bit of money but not enough for a mythic(Grimtrap), I knew I had an almost nonexistent chance of finding a mythic, and really did not enjoy the idea of buying and selling items to get enough for a mythic.

    So then I took a break, I still want to play this game, but I really don't know what to do now. I could always help people, start over, or do what it will take to get a mythic. But all of that for what purpose? Why experience what you already know? Why does it seem so empty now? Why does it have an "end"?

    New Content and Adventures bring me back, but only for so long... It reminds me of Warlords in Hypixel, I got so good that I needed to find strong opponents to give me a challenge so I stayed interested and had fun...

    Maybe what WynnCraft is missing is a good PvP experience(Idea 1), because although the content and mysteries are always signals for fulfilled players return, it can only be produced so fast.

    PvP is always a new experience, because players do not follow patterns and make mistakes. Also the difficulty and tactics of each player varies depending on class, build, and general skill. Leading to both players having fun and being entertained. Of course as an Assassin I never Dueled Mages or troll/op builds(poison/cactus/1shots[gave them a taste of sreggad]). I still dueled people I know I would loose to, but still because of how I made my build I always had the chance of wining and always lasted a bit longer and did a bit more damage then they expected.

    But still PvP is not why I kept playing for so long, it is fun but it still is not really enough to keep someone like me playing indefinitely. One of the last goals I had was gathering the pieces of my build, what if that took longer and was maybe a bit more interesting(more then being Saitama with my Wall Breaker)...

    Maybe you could give mobs more personality(Idea 2)... If fighting you average mob was even slightly more challenging and interesting, then maybe grinding could even be considered a bit fun...

    At a point you will eventually get all of you god gear and have little to worry about as dying is a rare occurrence, then you don't need to farm for more gear and all average gear is phased out for god gear...

    Then a cycle of trading maxed out gear is created, that has a small rare chance of being thrown into lava or popping off you. Inorder to help the economy of items and add value to all items, the flow of items needs a more rigorous and potent form that includes creation and destruction of all items(Idea 3). If this "necessary evil" was done it would add more flow to the market for supply and demand, and help anyone more easily get enough money for an item they want.

    Although grinding may be entertaining and more necessary, you still need a reason to grind and to progress, and challenges to constantly overcome. How do you allow people progress without needing to add content? Also not making those who continue progress not OP? The sad truth is at the point when you have accomplished everything and experienced everything the game has to offer, only new content will add more time to the game. However, game mechanics like Guilds can add more content when there is no content left(Idea 4). I have never been in a competitive guild and never got the chance to experience guild wars, but from what I heard in the past they where fun. Adding more tools and events guilds could access could fill the gap between content patches.

    Idea 1: Aside from basic balancing of PvP, what if more reasons to PvP where added. Of course this idea is not the only way to make it more interesting, and I would love to hear more ideas.

    Maybe some sort of Tournament that had rewards, and only happened every once in a while. This could cause people to practice PvP and want to get better at it so they could do well. Of course the huge task of balancing it would have to be done, but once that is achieved to a good enough stat you could have a tournament as a celebration. Maybe once a month there is a tournament with different level ranks, themes, and arenas.

    Idea 2: Mobs it Wynn behave and attack in many ways with different strengths and weaknesses.

    But mobs are for the most part predictable once you fight the same type enough and you learn the in’s and out’s of each one leading to not much interest and variance of each encounter.

    So what if each one had a chance to be different from the same old mob you have seen 1,000 times. Of course adding more spells, improving the AI of mobs, or even adding/changing mobs would add to this, I thought this would be another way to add interest to existing mobs.

    So lets start describing my idea for average hostile mob Variations(don’t stack & no indications):

    85%(Normal) same

    10%(Stronger) chance of +25% more Damage/Attack Speed*/Spell Frequency/Health*/Speed*

    4%(Veteran) chance of +25% boost to 2/5 previous stats access to a “Quick Spell” out of a list

    same way but have x4 weaker then a charged up spell but have a 0.5 second cast time.

    There should be a list of 5 Quick spells per mob, also used for Extra Spells

    1%(Superior) chance of +25% boost to 3/5 stats, access to 2 Quick Spells, and 1 Extra Spell

    Spell Frequency will increase the rate a mob will start to cast a spell.

    Quick Spells are weaker variations of the longer and lengthier counterparts work in the same way but are weaker then a charged up spell but have a 0.5 second cast time. their should be a list of 5 Quick spells per mob, also used for Extra Spells.

    * Attack Speed not only increase the rate you melee attack but will speed up the cast time of a spell, shorter wind up

    * Health also buffs positive Elemental Defense and reduces negative Elemental Defense

    * Speed also increase sight range and projectile speed

    However neutral mobs will be more of a challenge as they are x4 more likely to have a Variation and a 4th Variation:

    39%(Normal) same

    40%(Stronger) same

    16%(Veteran) same

    4%(Superior) same

    1%(Monstrous) chance of +25% boost to 4/5 stats, access to 3 Quick Spells, 2 Extra Spells,???

    ??? refers to a certain special trait whether it is an AI change, Spell not on the list, or another appropriate feature.

    Finally bosses will always have this mechanic in effect this will help add challenge to all bosses and make each time you fight them different from the last time:

    89%(Superior) same

    10%(Monsterous) same

    1%(Awakened) Nothing more then a rumor… or is it? It is long questioned what the true power of the mighty in this world are truly capable of… the few reports from survivors of this occurrence claim they are too busy fighting for their lives to gauge the change in power of their opponent.

    In other words they are different then they are normally, and are not force to follow my template or their original Stats/Spells/AI/ect…

    Idea 3: Although a mass change of item stats is always a jump into the unknown and leads to a lot of frustrations, I think this might help keep things in balance while not forcing a mass reroll

    First the more simple part of my idea is that ID’s will follow the standard rule of rounding this would actually be a nerf to Item Stats as positive ID’s always round up and negative ID’s always round down. Why this would be needed it because it results in ID’s with smaller numbers (Mana Regen/Steal, Skill Points, and Attack Speed) to be easier to balance and not be as random or be more powerful then intended.

    The second part would be a mass balancing of all Existing Items. Although I would not require all items to get rerolled it will slap a multiplier on all items ID’s bringing them to more or less par with the same item.

    My equation would be:

    totalID/(1+LowerPositiveID’s(0.3 to 0.99))/2+UpperPositiveID’s(1 to 1.3)+(2+NegativeID’s(-0.7 to -1.3))

    If this was added, in a an extreme scenario it would buff all ID’s by about x1.5 for positive and x0.66 for negative and nerf items by x0.66 for positive and x1.5 for negative. The reason why I seperated Lower and Upper Positive IDs is because then the extreme case for a buff would be x3 for positive or x0.33 for negative. If this is not capped then it could be entirely possible to make a stat go above the normal boundaries. For instance if a Cataclysm in my system and had a the minimum roll in every ID(positive and negative), it would look like this in that perfect scenario:

    · Dexterity: +6

    · Thorns: +7%

    · Speed: +6%

    · Health Bonus: -2600

    · Stealing: +2%

    · ❋ Air Damage: +3%

    · ✦ Thunder Damage: +4%

    The third part of my idea involves changing mob drop rates but adding a 1% chance of losing an Identified Item on death by a mob(Maybe adjust soul points). Also I would make /kill not count as a death, but you can’t use /kill or a tp scroll 30 seconds after getting hit by a mob.

    How I arrived at the need for you to always have a chance to lose items(poof it is gone), is that people are always going to save the best items. While that is not a bad thing alone, it leads to and over stock of good items causing anything below and an acceptable range to be worth less and less, until it is worth nothing. Of course Untradeables would always be immune to being lost, and I would say that you lose the item when you respawn so if your armor pops off it will not be lost in unloaded chunks.

    Now I am suggesting that Mythics would get almost a x6 drop chance increase from 7-1,000,000 to 40-1,000,000, but other items may become less common(don’t know the rates), and due to the 1% chance to lose an ID’d item every death by a mob you would expect to lose a piece of you build around every 10 deaths.

    This is a rough outline of what my picture of what I think could be acceptable, but I really have no idea on what the rates currently are and how drastic of a change this is:

    Mythic: 1/25,000 every 100,000 mobs 4 Mythics

    Legendary: 1/1,000 every 100,000 mobs 100 Legendaries

    Rare/Set?:1/200 every 100,000 mobs 500 Rares/Sets?

    Unique: 1/40 every 100,000 mobs 2500 Uniques

    It basically changes by a factor of 5(just a number I felt fit), and mythic is x25 more rare then a legendary. I know that this would make items quite a bit more rare from mobs, but there is still chest which I have no idea on what the rates are like so I would say have 1 chest be worth 10 mobs? Now thinking about it maybe Legendaries where too common to begin with? I felt like any Legendary should be worth something, so if this make them magnitudes rarer then it is now, then it that such a bad thing? With items also being more balanced with my multiplier it would make any legendary valuable.

    Idea 4: My final idea revolves around fixing guilds and adding more tools for guilds to entertain themselves. I can Imagine that Guild Wars were fun when they worked, but what if guilds could do other things like: hold their own Tournaments(they can set up winnings, people allowed, and rules), go on Hunts for Special Bosses that will only spawn when a Hunt is active and scale to the amount and strength of the participants(no one else can hurt these mobs), and maybe even have their own guild shop that players can look through and buy/bid from.


    All of my ideas are just theories on how to add more entertainment and life into the game between content patches. Of course content is always the best way to keep players entertained, but new content only last so long and takes some time to make. So to prevent people getting bored standing around in Deltas, making WynnCraft a bit more difficult like in Idea’s 2 and 3 would make it take longer to achieve every goal, or supplying new goals players can strive towards and create for themselves like in Idea 1 and 4 can also fill the gap between content patches. I know that this would also take time to make, but the purpose of it is that these changes and additions will keep on giving.
    The intention of this thread is to try to turn feedback to idea's, so please give feedback on my ideas as well as you own feedback on the Endgame and ideas if you have any.
     
    Last edited: Sep 7, 2017
    CookedPelvis and Happy New Year like this.
  2. Pokextreme

    Pokextreme Avos Air Archer HERO

    Messages:
    5,335
    Likes Received:
    13,637
    Trophy Points:
    217
    Minecraft:
    Overall, we need the code refactor. It alows easier updates and better mobs/bosses.
    ________________________________
    On the other hand, I agree with everything but the dropping items. That will vase more problems then it solves
     
    Last edited: Jul 18, 2017
    Cosomos likes this.
  3. (Meric)

    (Meric) No longer edgy

    Messages:
    3,194
    Likes Received:
    2,753
    Trophy Points:
    149
    Guild:
    Minecraft:
    Didnt read the whole thing,

    But I noticed one
    part

    pvp tournament?

    There is no pvp in wynn


    just who has most hive voucher and mythic and cash and best build
     
    Cosomos likes this.
  4. Cosomos

    Cosomos Well-Known Adventurer

    Messages:
    451
    Likes Received:
    388
    Trophy Points:
    85
    Minecraft:
    Unless the Theme/Rules say something against certain items
    ________________________________
    What do you mean by Dropping items? do you mean Drop Rates, Losing Items, Or all things involving items?
    I did look at the stats of a few top 100 players for some insight of a KDR of mobs would look like(~250:1), an average amount of mob kills per lv 100 class(~100,000), and other stats like that for comparison.
    I admit it was rather light but it seemed fair enough, still if you think there is a problem with mythic overpopulation they are going to be hit the hardest by the drop chance and average out to be equal to the rate at which you should lose it.
     
    Last edited: Jul 18, 2017
  5. Pokextreme

    Pokextreme Avos Air Archer HERO

    Messages:
    5,335
    Likes Received:
    13,637
    Trophy Points:
    217
    Minecraft:
    I meant the dropping ided items
    Immagine the complaints everywhere.
    Plus your stats are of the best of wynn.
     
    Cosomos likes this.
  6. Cosomos

    Cosomos Well-Known Adventurer

    Messages:
    451
    Likes Received:
    388
    Trophy Points:
    85
    Minecraft:
    I took the stats of the ones in the back like 90's of 100
    Yeah I know the complaints, but that is really the best way to force people lose items.
    That is really the whole point of adding that, it is add a "lifespan" to all items so that you will eventually need a new one and have to replace it.
    That will cause a constant need for new items and help keep an economy going.
     
  7. Pokextreme

    Pokextreme Avos Air Archer HERO

    Messages:
    5,335
    Likes Received:
    13,637
    Trophy Points:
    217
    Minecraft:
    It's still a really bulky way of doing it.
     
    Cosomos likes this.
Thread Status:
Not open for further replies.