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Poll About Durability And Death Penalty Change, Let Us Know What You Think!

Discussion in 'Wynncraft' started by Salted, Jun 21, 2019.

?

What do you think of this idea?

  1. I'm all for it!

  2. I'm for it if you change something (let us know what)

  3. I'm against it (let us know why)

Results are only viewable after voting.
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  1. Salted

    Salted Game Design & Wynncraft Founder Staff Member Admin GM CHAMPION

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    Yo peeps! We've had an idea going around in the CT about durability and death penalties and we'd like to get your opinion on it. Please read the whole thing and give it a minute to think before voting.

    Here's the idea: Every item gets durability by default, but it never drops down unless you die. We would also heavily reduce the drop rate % chance when dying to make death not overly punishing. The rest of the system would stay the same, except maybe some number adjustment for repair cost.

    Here's why we think it might improve the experience:
    - Would fix the situations where you AFK in a town, a mob finds you and when you come back you're at 1 SP with no items.
    - Right now using an item with durability feels punishing since the durability goes down with usage. It ends up with silly situations where people ride their horses naked or only use crafted items as secondary gears.
    - Not relevant for most of you, but it would also be more forgiving for low level players, as they often change their items (because of the faster progression) to the point that they won't be affected by the reduced durability until early mid-game.
    - Would reduce the randomness of the current system. Dying and losing a great item feels very bad, but dying and having to scrap a few normal items (or buy scrap on the market) to repair it is simpler and much less RNG-based.
    - Durability would go down more slowly, reducing the overall repair cost

    (It introduces the issue where 1/1 durability crafted items might be overly good, but we'll figure something out against that if we ever go forward with the idea.)


    Also important to note that the durability decrease would scale with your soul points. Dying with 15SP would not affect your items durability too harshly. And of course we'd change how skill points work on items with durability so they can help you meet other items SP requirements. This change would also affect crafted items.

    So what do you guys think? Let us know in the poll or the comments! (also as always, no promises on any release date or if we'll even do that idea at all, we just want to see what the community thinks)
     
  2. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager HERO GM CMD

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    Thank you Salted, very cool!
     
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  3. Jbip

    Jbip yea QA GM CHAMPION

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    thank you salted, very cool!
     
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  4. ParkourTNT

    ParkourTNT Wynncraft has houses in the 1.20 update :D HERO

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    thank you salted, very cool!
     
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  5. Pepo

    Pepo Snt best cult! QA GM CHAMPION

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    Thank you salted, very cool!
     
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  6. nicktree

    nicktree wynncraft player HERO GM

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    Ban all of these people.
     
  7. Bart (MC)

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

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    Oh god. Does this mean what I think it means? Does 'every item' mean every item? Like, all non-crafted items?
    Please, Salted. Anything but that.
    This, however, is an amazing idea. Same for the lowered drop chances, I hope this is gonna be the change that finally makes it so that dying at 15 soul points feels safe again.
    @_Kaasblokje_ !!

    If I were to rate this I'd say
    Reworked death drop chances 7.5/10
    Durability only dropping on death 9/10
    Skill points on crafted items working for requirements 10/10
    Universal durability, devaluing almost all non-crafted items and giving the IM many sleepless nights/10
     
    Last edited: Jun 21, 2019
  8. brokenmotor

    brokenmotor Well-Known Adventurer HERO

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    If I'm reading this correctly, every item is being given durability, but durability only goes down upon death. Sounds interesting, hesitant +1

    EDIT: I really hope this update also brings Scrap Blocks.
     
    Last edited: Jun 22, 2019
  9. yellowscreen

    yellowscreen Certified Lurker

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    Universal durablity? Sounds intresting! It would eliminate the largest flaw crafted items have.

    The system sounds really good, and makes /kill with a lot of materials less punishing(cough cough craftsman cough cough ironman)! I'm all for it!
     
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  10. tig

    tig "Because EO parkour killed my grandma, OK???"

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    So instead of dropping your gear on death, it just loses durability and you need to repair it. Soooo you dont lose ided gear when you die?

    +1 makes things easier for me
     
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  11. HV_Metal

    HV_Metal Convergence VIP

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    Risk versus high rewards. Sounds good. +1
     
  12. JuicedBananas

    JuicedBananas Famous Adventurer HERO

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    Durability is a much better punishment for dying than losing items. Currently the risk of losing items, in practice, means you just log off once you're below six soul points. Above the threshold where you start dropping your gear, death isn't punishing at all. Durability means there's a punishment for death at any amount of soul points, but that your items will never be lost.
     
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  13. ParkourTNT

    ParkourTNT Wynncraft has houses in the 1.20 update :D HERO

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    I'm sure the Admins/CT knows about this problem with the death penalty, but I'll still mention it.
    Losing 3 star ingredients/materials even though you have 6-15 soul points.
    The best way I can think of is to make it when you die on:
    12, 13, 14 and 15 souls you lose ingredients tier 0 and unrefined materials
    9, 10 and 11 souls you lose ingredients/materials tier 1
    6, 7 and 8 souls you lose ingredients/materials tier 2
    1, 2, 3, 4 and 5 souls you lose ingredients/materials tier 3
     
  14. Alex1

    Alex1 Alex HERO

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    I think this is a good idea, the only issue I see is that it negates the main downside to crafted items. (As in, I'm assuming that with this change crafted items will only lose durability if the user dies). It makes it so that the -durability effect on ingredients isn't really important anymore, and making insane items with low durability won't have any drawbacks, provided you're good enough not to die with them (And in my opinion, it's already pretty hard to die in wynncraft at higher levels, especially with powerful crafted items).

    If another drawback to crafted items besides durability existed then this change would be perfect.
     
  15. williamszr98

    williamszr98 Cyberpunk 2077 have less bugs than this update VIP+

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    Durability on mythics MonkaS.

    The only reason people use normal items over crafted items is that they don't have to constantly repair it which is a great annoyance. I'm all for reducing durability from dying and cost but just don't remove normal items durability
     
  16. Sebiee

    Sebiee Former Lootrunner CHAMPION

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    I don't think there is anything wrong with the current system. Although this idea seems cool, I think that it makes the most sense to keep things the way they are because it takes quite a few deaths to get to the point where you will be losing your identified items, and this change would make it far more tedious for players who are cautious and keep themselves over 6 soul points. Also, players will not be losing soul points if AFKing in cities that were designed to be safe, if someone decided to AFK at Lexdale or any other town where the isn't much protection, I would say that isn't the fault of the way items drop on soul point loss, but the fault of the player who decided to AFK in an area where there ins't protection. I also think it makes a lot more sense to keep durability away from normal items seeing as it was implemented to be the main downside to crafted items. That's just my opinion, I hope you can take it into consideration.
     
  17. Mooods

    Mooods Archer at heart CHAMPION

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    Im very against having this, because normally when you die youthe first few times you dont lose any items. Plus people are going to have more work after they die, you have to repair your item as well as get back to where you were. As well as some people have sold their items to the blacksmith thinking you are repairing the item. Also people are going to have to use much more of their currency just repairing the items.
     
  18. Turbostratus

    Turbostratus Newbie Adventurer Media CHAMPION

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    In terms of game balance, I think the best would be to have a crafted item's effectiveness only drop when the durability reaches 0 - and when the durability does hit 0 the gear's effectiveness goes straight down to 0%. This would enable players to make much more informed and calculated decisions when making recipes or choosing what tier materials / ingredients to use.

    However when looking at this from a personal benefit perspective, I do like the sound of this though, so let's go with this one :D

    However I disagree with this, the process of acquiring, storing, and using scrap to repair items was originally an optional task and a necessary process for the maintenance of crafted gear - and I think it should stay that way.
     
    Last edited: Jun 21, 2019
  19. Fwap a Durp

    Fwap a Durp Stuck at home -.- CHAMPION

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    I agree that durability is the main reason why not much players use crafted items and I also agree that durability should only decrease on death. But right now, crafted items are generally so powerful that using any piece will make the user invincible. Many of the crafted items overshadow hive items which are supposed to be one of the best gear obtainable by a long shot. If crafted items are even better than those in hive, it makes normal loot unviable and unwanted. I know crafted items are supposed to be the reward for grinding your way up to max profession level, but without the reduced durability of the items while using them, there won't be any reason to use normal items rather than crafted ones.
     
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  20. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    Its ok?
    Here's the thing, normal items don't need durability. Most people seem to agree apon that, its basically the only thing that makes normal items even comparable to crafted. Most people saying this however don't seem to be pointing out an obvious question: if normal items don't have durability, what do you lose on death?

    If you added the suggestion but removed normal items having durability, then theres no punishment at all for players, with normal items, dying. (After rereading the post I realize your keeping the death mechanic, but by the sounds of it making the punishment for death much much less. Which still has the issue of making crafted items far more punishing, and normal items bearly so.)

    Then of course you have 2 options

    - they both have durability, which means crafted items are just better in every situation to normal items.

    Or

    - There's some other from of punishment to dying. Which of course brings us back to square one.

    ------

    Also the mojorty of people voting are doing so because it makes it easier on them, not nesecerly because it will make the game more interesting, fun, or work nicely with other mechanics.

    I'm not saying I disagree with this, it depends heavily on how its all balanced and handled. I just don't see it working out with other mechanics really well, and being very very hard to get right.
     
    Last edited: Jun 21, 2019
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