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How Does The Wynn Team Plan To Handle The Inevitable Overload Of Quests/content?

Discussion in 'Questions' started by Cruuk, Jul 11, 2017.

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  1. ReValor

    ReValor No Life Trash VIP

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    I think the best thing to have happen is that the amount of exp needed to level up (all levels at least 40-100) will increase and the amount of exp given from dungeons will decrease, BUT the amount of exp gotten from killing random mobs in the wilderness will increase/decrease based on level.

    I know this will be an entire update on its own so to make things easier -
    Change exp needed to level up is a must and make killing wilderness mobs more rewarding.

    - side note - we know balancing is hard ;-; ;-;
     
  2. Robbee

    Robbee Well-Known Adventurer

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    In my opinion the main problem with the quests is that they are the "main aspect" of the game (because they tell you the most about the lore and the best ways to get xp and money, at least before endgame), but they still feel like sidequests. They have their own unique stories, which is nice, but most of them are not memorable. They are barely connected to other things, so you forget about most of them.
    "Quest-2-Quest Craft" is a good way to describe the situation. You can go all the way up to level 90 by just running from quest to quest, with a little bit of grinding when there is no quest left. During most of the game you are always doing the same, helping NPCs with their quests in different regions. The only thing that give you a feeling of making progress is the number above your xp-bar.
    Dungeons? The first time you do them is fun, but repeating them again and again is just boring. You can also get xp from quests and farming for dungeon items is unnecessary, as you will only need them for a few levels, until they get replaced. They only became important at higher levels, when there are less quests and their items are useable for endgame builds.
    Exploring? Doesnt pay off. You may find a few good chests, but you will get more money (and xp) by doing quests. By killing mobs that come across you while doing quests you get all the equipment you need.
    And to be honest... are there really much interesting places to find? Most of the time you will only find caves with mobs and a chest at the end.
    Grinding? Boring and doesnt pay off.
    Searching for good equipment isnt necessary. You can just use the items you come across while doing quests and you are fine. In my opinion doing dungeons for certain items or buying them at the player market is wasted time/money because they will get replaced after a few levels anyway and other items are good enough.
    (I dont include loot runs, grinding partys and things like this. They may be more efficient than quests, but they are either boring or not a thing for "normal", lower-level players.)

    So what to do about this? In my opinion there are two ways to solve these problems:
    1. Add a main storyline. A main storyline would be much more memorable, it would give the player a feeling of progressing in the game and could introduce cities and places in a special way (you are not just going there because your quest book tells you that there is a new quest, but instead to do somehting connected to the story) and add more lore to them. Most of the quests we have at the moment should become sidequests that give less xp and emeralds, but maybe other items instead. Also hide them a little bit. Dont give exact coordinates in the quest book, instead maybe some hints. Instead of "Talk to Ferndor at [-915,33,-750]" it could be "The resident living in the Dernel Jungle searches a way to stop the decay of his manor.". This way the players have to search and explore, not just run from coordinates to coordinates.
    2. Make grinding more interesting. Mobs should give more xp overall. Also add some "special" ways to grind as an alternative to the grinding parties. For example, there could be a rare kind of mob that spawns only at a few places, is hard to kill due to high hp and runs away, but gives you much more xp than normal mobs (like the metal slimes in dragon quest IX, if someone knows this game).
    Grinding for equpiment should be completely different. Doing loot runs and grinding mobs until you get lucky is just boring and doesnt require any skill. Loot chests should be nerfed and mobs should drop much less or even none equipment. Instead add a crafting mechanic: You can make equipment out of other equiptment and other items like junk items, miscellaneous items, items you get from quests, dungeon items etc. If you want to get a certain piece of equipment, you have to find the items you need for it, which adds a lot more variety and makes exploring more interesting.

    Maybe the problems I noticed are just a result of my playstyle. And I know that it is not possible to make such changes over night. But these are some directions the server should develop into in my opinion, instead of adding just more and more regions, quests and items.
     
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  3. Cruuk

    Cruuk yopyop HERO

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    An official storyline has been in the works for a long time, just to let you know.
     
  4. Cruuk

    Cruuk yopyop HERO

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    I'm starting to run out of unique ways to say "bump", help.
     
  5. funnysillyman

    funnysillyman lil uzi fan GM

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    To be perfectly honest, I'd love to see a level rise, but when this is done, there will have to be a restructuring of levels 100-(New level cap). And 100-101 will be easier. That will mean quests will be able to be more of a defining role in gaining XP and LE. But like you stated, nerf the amounts of XP and LE in a quest to make it harder to reach higher levels. Hell, possibly even make it so you may HAVE to do certain quests to level up the final few levels, and make those quests super hard. (So you can only gain the levelup from that quest). Like if there was a new Qira-like quest for Dern, (Say maximum level was now 175) it would be compulsory for you to complete that quest to go from level 174-175. I mean, if it was hard enough, people would actually start trying to beat the game, instead of it being a push-over with a meta way of leveling (Like CSST).

    I mean, those are just my thoughts. They could be cool ideas or awful ones.
     
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  6. Shiroe

    Shiroe Read My Signature to Discover A New World

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    they already buffed the xp given for mid-late game, quests and mobs
    it was pain in the ass to grind 1level a day for 10days starting in level 90. (I used 10 xp bombs from 99-100 :c)
    CSST may be a issue currently, but costs real life currency however. Just wait for the new level to be implemented :p
     
  7. Cruuk

    Cruuk yopyop HERO

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    Well, with the confirmation of 8 new quests (+4 revamps) in the update, let's hope the Wynn team know what they're doing concerning the topic of this thread, and I'm sure they will, because they're pretty good people. (except for the nerds)

    Anyways, bump.
     
  8. Cruuk

    Cruuk yopyop HERO

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  9. ReneCZ

    ReneCZ Rene Media CHAMPION

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    But since there is lvl 100 to 110 part In tower of Assention (I know I spelled it wrong), it is Highly predictable the max lvl will be at least 110
     
  10. Cruuk

    Cruuk yopyop HERO

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    Bump
     
  11. BuffAirSpear

    BuffAirSpear Avos Air Assassin HERO

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    Idk if you should conclude that based on ToA... there are much higher level mobs in game and i dont think we are ever going to go for level 9001 soooooooooooooo yeah might be 110 or whatever but i dont think ToA is the reason we should come to that conclusion
     
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  12. Cruuk

    Cruuk yopyop HERO

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    Bumpity bump.
     
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  13. Cruuk

    Cruuk yopyop HERO

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  14. Mattallamune72

    Mattallamune72 Well-Known Adventurer

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    bump bump bump
     
  15. Cruuk

    Cruuk yopyop HERO

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  16. orange0404

    orange0404 corkus is actually here HERO

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    t(*^*t)

    Jk ily
     
  17. Cruuk

    Cruuk yopyop HERO

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  18. BrickBuilder03

    BrickBuilder03 A penguin that likes turtles. VIP

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    If you are going to raise the level cap I have a suggestion how to do it so everyone is happy. Let everyone keep their current xp and not just the level. That way level 101 players will not have wasted their time since they will be lvl 102-104. Then adding another 101 like level may be good.
     
  19. T-Flex

    T-Flex At the gym HERO

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    Yes. Dungeons can't be this prevalent in an RPG game.
     
  20. Loonitick

    Loonitick afk Media CHAMPION

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    I feel like MMORPG games shouldn't run for years without resets. For example- factions (however, it is not an RPG but has a similar way of economy and items). Factions has the function monthly resets because the economy breaks, someone makes an unbreakable base, and/or something broke and everyone is abusing it, so they reset to keep the balance. Wynncraft has been running for a long time- a few years in fact. The economy is broken, everyone has everything that's over powered, and many players have level 100-101 characters. It has reached the point where special things aren't special because the special thing has been around for too long and/or has been achieved too many times for people to care about.

    I think it's about time there was a reset. There is a potential argument on how the reset should happen. Should it be a hard reset? Soft reset where people of higher levels are just set back a little bit? Maybe instead of a reset add a prestige system where you could go from 101 back to 1 (with a small prize like a special cosmetic or signature mark that represents that player has prestiged) and have everything reset like quests, but maybe after prestiging it would be made where the game is actually made harder (you take more damage, enemies have more health, item drops are rarer- basically just a general difficulty increase)?

    There's many things we could do, but I think a hard reset, along side of a content update with maybe a symbol or flag representing where you were at before the reset, would work the best. There's much talk to be had on this subject. I'll just enjoy getting my first level 100 for now.
     
    Last edited: Sep 12, 2017
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