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World Fix Uniques Plz

Discussion in 'General Suggestions' started by __Excel, Jun 21, 2019.

?

Should This be implemented?

  1. Yes (solution #1)

    33.3%
  2. Yes (solution #2)

    50.0%
  3. I would like solution #3 to be implemented, even though it is not ideal

    16.7%
  4. No, Uniques are balanced the way they are

    33.3%
  5. Maybe, but in a different way (PLEASE tell me how in your reply)

    16.7%
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  1. __Excel

    __Excel i like cats VIP+

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    So I want to address a problem that has probably been stated before, but I have a couple ideas for solutions:

    Right now, Uniques are pretty much worthless. For a test I have done, when identifying uniques and selling them, you actually lose money instead of gaining. The only time when uniques are useful, is at level 20-, because:
    a) Most new players haven't seen the rarer items, and uniques are better than the common items
    b) Since most items are so weak at those levels (in terms of low bonuses for stats), the difference between uniques and rares/legendaries is very low (for example a 4-5 rare loot bonus wand at level 10 might be 3-4 if it was unique. That one LB point isn't worth much)

    Now most people would think that you can just sell your uniques unidentified to the blacksmith (since you have no way of losing emeralds in the process), but this actually makes the problem worse:
    When selling unidentified uniques, you get less emeralds than if you were to sell a common item. What this does, is make common items worth more than uniques, for example, if I were emptying my inventory while grinding mobs, I would throw away the uniques first, before throwing away commons. (note that when I say that uniques are worth more than common items, I mean when selling them. In terms of stats obviously uniques are better).

    This seems like a pretty big problem, since the rarer items are worth less then the more common ones. However, I have 2 (pretty obvious) solutions:

    1) Increase the amount of emeralds you get from selling unidentified items. Right now it seems pretty absurd, you are pretty much punished (by very low rewards) for not trying to gamble your outcome (by identifying items) and selling the identified items to the blacksmith. Right now you get like 1 Emerald Block if you sell an unidentified legendary (high level) to the blacksmith. If this were increased (but not increased too much so that the option of gambling your outcome still exists), then uniques could hold more value, and might not be the first for you to throw out when emptying your inventory.

    2) Decrease the range of emeralds that you can receive after selling an identified item to a blacksmith - this makes the gamble less large and makes it more worth it to sell your uniques after they have been identified, and receive a decent reward. Note that for this to work, you would have to decrease the amount of emeralds you get from selling a common item.

    3) This one is not very serious, because this would break A LOT of things in terms of how items work, but you could make uniques have better stats - uniques would then be worth more, and not useless, but you would have to change the way all of the items work, because all of a sudden rares are worth less - because uniques are close to them in stats, so this suggestion is not quite ideal.



    I have spent some time on this suggestion, so please, if you vote "Maybe, but in a different way", reply to this thread with how you wish this could be done. I hope you guys agree with me, and that we can get this thread seen by more forum users.
     
    YoshisWorld likes this.
  2. Bart (MC)

    Bart (MC) Ex-Item Maker & Day Counter (MC)

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    "I'll still like identifying a legendary to be a small risk vs reward type thing, but right now the risk is too great I think."
    Salted.
    This was on a post wondering why identifying legendaries didn't give a profit (just after 1.18 went out). Since then, it has been buffed to legendaries usually and rares rarely giving a profit. It makes no sense making uniques give a profit with that in mind.

    Besides, not all uniques are bad- look at Diaminar being one of the best spears, for example. Hell, there's even a thread all about good uniques.

    I do think uniques should give more money than commons when selling, though.
     
    YoshisWorld and brokenmotor like this.
  3. __Excel

    __Excel i like cats VIP+

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    Legendary's and Rare's Item buyer profits are balanced. Those uniques that are useful - are about 40 out of 500 (the amount of uniques according to wynndata). Those 40 uniques, (most of them) are not as good as some rares/legendaries at those levels, and are used as a cheaper replacement.

    Also, I am not talking about uniques being buffed in stats (well #3 does but it is not practical), Im talking about buffing the reward for finding one. Yeah, you can get one of those 40, and make a small profit on the trade market, but the other 460 have very little value, as items (like for using them) or as emeralds (when item buyering them).
     
    Druser likes this.
  4. Druser

    Druser ele defs don't matter Featured Wynncraftian

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    Regarding the buff, I'm not sure it made any difference - in endgame, you break even selling IDed rares and uniques, and lose an average of 1 EB for legendaries. Just... make them worth more than 1 EB at least, so people aren't skipping rares and sometimes legendaries in favor of emeralds.
     
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