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A Shitty Honest Summary Of Wynncraft

Discussion in 'Wynncraft' started by Pifg, Sep 27, 2018.

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  1. Pifg

    Pifg aaaaaaaaaaaa

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    did i mention essay
     
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  2. Shots

    Shots Legendary Adventurer HERO

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    Idk I don't think I did
    you see essays are essays because when it's an essay it looks like an essay because of the other fact that it's an essay about an essay which means essays are an essay since that essay is also an essay in which case it's an essay due to the other fact that it's an essay about essays of those essays of other essays
     
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  3. Pifg

    Pifg aaaaaaaaaaaa

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    if i could make the word essay bigger I would but sadly I can't so ESSAY
     
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  4. Rimuwu

    Rimuwu Nyah HERO

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    essay that again, I didnt understand~
     
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  5. Shots

    Shots Legendary Adventurer HERO

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    this is so sad
    alexa
    please play despacito write an essay
    sorry Ima go run yy's baby some more to make him happy now big oof
     
  6. Wynnooblet

    Wynnooblet Slayer of Useless Threads HERO

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    I always thought dungeons were like the show Survivor. The mobs set up an obstacle course and the dumb humans run it
     
  7. Jack Jackson

    Jack Jackson Best News Anchor Out There GM CHAMPION

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    A fantasy game that doesn't make a lot of sense
    [​IMG]
     
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  8. Violet Knight

    Violet Knight Aspiring front-end developer

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    Of course they don't ask you who you are. They asked for you to come. That's how quests work. Also, it's not hard to recognize a Wynn soldier: most people know who you are before they talk to you.
    Well, yes. There are only so many things you can do in a video game, not to mention the fact that this is in Minecraft, which limits the amount of things to do even more.
    Every dungeon has its own entire quest that explains how it came to be. The reason there are all these obstacles is to protect the outside world from what's inside.
    It's not in the middle of nowhere. Dungeons aren't even prominent parts of the landscape most of the time, for the reason I stated earlier. Also the authorities do try to shut it down: they send you to do it.
    Well why should they build them all close together? The corrupted hordes only need to attack one city with one army, and bam, humanity is gone. Not to mention all the political struggles such an agglomeration would bring. Also, the second argument makes no sense. If there was no wilderness, every city would be close together, and then there wouldn't even be multiple cities in the first place.
    There are. You've played the game, right?
    They're there because if there weren't, it'd be as if Wynncraft's world didn't have any history at all. The temples exist to worship gods: that's literally the definition of 'temple'. The ruins exist because things break down. Your last argument here makes no sense, again, because if they were demolished, then we wouldn't be wondering why they weren't demolished in the first place. You can't ask yourself something about a thing if it doesn't exist.
    Because that is how magic works! Magic is unexplainable, it's how magic differs from science. How do magical chests appear? Well I don't know. Nobody knows. If we did, it would've been science.
    As far as I know there isn't some guy who checks to content of every loot chest in Wynncraft to see if they all contain the same quality loot.
    A guild is like a company. It has special rights (claiming regions, fighting other guilds), it brings people together, it generates profit. In the real world, you have to pay to create a company as well.
    Magic.
    That's like saying 'what are these dollars for? Food... really'. Yes, while most accessories are, as their name suggests, not necessary to have, they are useful, and though cheap food isn't the best, you can't just say all food is bad. You're judging a group of something (accessories) by only looking at its worst parts (the bad, underpowered ones).
    Exactly. You shouldn't have to. And you don't. You can still get good accessories without doing LI.
    If you want to play a realistic game, do it, don't play this game. There's no point in complaining about a problem when you can easily avoid said problem. Add to that that it's not even a 'problem', it's just a characteristic.
    If you combine certain things that enhance and strenghten eachother, you will be more powerful. You're complaining about how the game is logical here.
    I still can't tell if this really is a joke or not. You say 'everything is dumb', which is a complaint, but it's meant humorously...? And if it is a joke: it wasn't a very good one imo.
     
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  9. RazorGuild

    RazorGuild FEATURED WYNNCEAFTIAN (WIP) (IM MAKING IT BIG) HERO

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    shut up talking essay
     
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  10. Shots

    Shots Legendary Adventurer HERO

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    wtfrick don't distract me while I'm doing yahyabot thanks
     
  11. Pifg

    Pifg aaaaaaaaaaaa

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    I feel like not many people understand this is a joke

    Normally I would delete this thread since all I'm doing is getting flamed for it, but I got a like from salted and I can't delete that, so please just pretend like this thread doesn't exist k thanks
     
    Last edited: Sep 27, 2018
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  12. Violet Knight

    Violet Knight Aspiring front-end developer

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    This reads like a Webcomic Name comic
     
  13. Lex!

    Lex! :] CT Manager Ability Designer QA GM

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    what law
     
  14. Pifg

    Pifg aaaaaaaaaaaa

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    the law that you can't murder people
     
  15. DutchSpruceRun

    DutchSpruceRun Adventurer VIP+

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    What horrible thing made you make this thread?!
     
  16. tig

    tig EO parkour still sucks.

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  17. PADORU

    PADORU hashire sori yo, kaze no you ni, tsukimihara wo... HERO

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    I still wouldn't say it's a great idea to take a piss on dozens of people, even for a joke.

    However, I like writing, so heck your face



    Here's a critical in depth analysis (aka me smashing my head against a keyboard):

    If you play the game, you might notice that all information that's written on your quest book, apart from most starting lines is either directly mentioned by the NPC in their dialogue and self-written by your ingame character, written there by the NPC, or are conclusions made by your character to themself. Handing out direct coordinates has been attempted to be avoided ever since Gavel, and are only used for game-mechanic features. Being an open world RPG, it's important that we allow players to return to ongoing quests in case you die or leave quests undone for other reasons, and don't make the players suffer from too hard difficulty. As for your character helping out people, you should remember that you're a kind hearted, although a tad bit gullible hero. You start off by helping people with simple needs, such as a cook that needs ingredients. As you progress through the quests, more people become aware of your presence within Wynn, and trust that you're willing to help them with important missions. At the time you reach Gavel, the people you encounter can see that you're wearing powerful armor originating from Wynn, and the rumors have spread widely. Dialogue is the key for figuring all of this stuff out.

    In addition to what's already said, your description of a typical quest is far from the ideal modern ones. You're essentially describing the quests made years and years ago, back when many of the features we use nowadays didn't even exist. If you've been paying attention to Wynn's updates, you might also realize, that old and bad quests are constantly being remade. Sure, we could leave them in and focus on pushing out more quests instead of better quests, but we care about the quality. Who knows, perhaps there'll be a day when all walk-and-talk quests have been eliminated.



    Talking about your experience points as a score seems a bit narrow minded. Instead, the XP bar should be seen as a mere visual illustration of the actual skills your character has trained for. Managing to complete difficult puzzles, handling unexpected situations and fighting enemies all train you for more difficult encounters, allowing you to take new challenges on and progress to more harsh condition areas in the world. In addition to this, you're also taking care of the province's issue with hostile mobs like the hero you are, even though they're unending for multiplayer and replayability purposes. So yes, there is a logical point for everything. However, your expectations of how long grinding takes are definitely overexaggerated. If you complete quests, do dungeons and find discoveries, you're likely to get through levels 1-90 with just a few short grind sessions. As for why it stops at 90 is simply because it's reserved for future content. Sure, leaving the levels empty isn't the prettiest way to handle the situation, but it shouldn't hurt too much, considering the amount of gameplay former levels already offer you. Having the option to grind is there to offer people an easy alternative to quests and other content. If someone's not skilled enough to take on such a challenge, they can spend a moment grinding and try again. Grinding also gives you a more personalized experience through RNG drops. Meanwhile, if everyone complete the game without grinding, it wouldn't really be the same game with choices anymore; Everyone goes through it the exact same way, use the same items, take the same routes etc. You guessed it, this isn't the point of an open world RPG. And lastly, your claims of pay2win are essentially irrelevant. Once someone's thrown an XP bomb or placed down a totem, everyone has access to it all the same, and it doesn't give the thrower an unfair advantage. Sure, the person paying will always be present for their own bombs, but other people can also take advantage of anyone else's bombs aswell. Therefore, I don't see your logic here.



    Simplified:
    -Humans or villagers made a place.
    -Corruption overtook it.
    -Boom, it's a dungeon.

    Old sewers, a spider nest, ancient ruins, pirate lair, tomb and such all make perfect sense in the world of Wynn. However, if there's one thing I agree on, it's the token counters. In most cases they don't make much sense lore wise, and seem outdated with the modern norms. Though, if you look at a newer dungeon such as fallen factory, you might see that previously known tokens are replaced with scrap, which you use to put together a tower to climb onwards all MacGyver-style. As for why the dungeons haven't been taken down, it's simply because there hasn't been anyone strong or smart enough to do so until you show up. Aaaaand for CSST, it's the way it is because of the way server updates are handled. Changing things in the game can only happen with a single full map push apart from a few exceptions. A single unbalanced dungeon however isn't important enough for that. You're not obligated to complete the dungeon even once to finish the game either, so using it as an argument seems far fetched.



    Humongous towns are unnecessary and bad for gameplay, and arguing for the towns' distance from eachother is nitpicky and opinion based. This isn't a modern society where we've developed complicated infrastructure all over the place. Not to sound rude, but what were you expecting road wise? Highways made out of asphalt, and a car salesman? All towns and points of interested along the provinces have roads between them. They're not professionally constructed by the government, but formed over time by carts, walking and other general usage that causes bad living conditions for vegetation. As for the ruins and temples you talk of, they're perfectly logical. A public or private building goes unused for a reason or another, and gets ruined. No one's going to demolish a building when you still have plenty of space all around.



    I don't see how this is any different to games such as BotW or Skyrim. Ones hidden deep in caves or protected by puzzles are likely to be old hidden treasure, while chests in the middle of nowhere might just be someone's abandoned belongings. The only difference is the fact, that Wynn is a multiplayer server that has to allow fair play to everyone. Once a chest has been found and looted, you can't just leave it there for someone to duplicate their rewards over and over again. Meanwhile, you do need to give other players a chance to loot the same chest, hence why they respawn after a specified time.



    All games, big or small need endgame content to retain their playerbases. A simple way to achieve this is by having a difficult challenge that takes a long time to prepare for on your own, such as legendary island. Gathering strong gear, designing sets of builds to accommodate the difficulties you go through take a long time. Just because you don't have the patience or like it, it doesn't mean everyone thinks the same way. If you've played through a game you love, wouldn't you want to keep playing it for longer? Well, that's exactly what legendary island tries to give you a chance for. Of course, the rewards cannot be anything too overpowered, considering that not that many people will go through all the effort to get them. They simply exist to give you a feeling of accomplishment as a reward.
     
  18. CountBurn

    CountBurn Hackysack?

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    this is play.wynncraft.com not play.themostrealisticgameever.com why should everything have to make sense in a mmo rpg
     
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  19. Allankap5

    Allankap5 Living legend and icon

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    I can't be the only one that found this funny
     
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  20. Pifg

    Pifg aaaaaaaaaaaa

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    I guess you are because everyone else is taking this way too seriously
    ________________________________
    wut


    Anyways requesting a lock because what was supposed to be a small little joke thread turned into a flame war
     
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