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If You Could Change One Thing In A Quest...

Discussion in 'Wynncraft' started by Pepo, Jan 16, 2020.

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  1. Quint

    Quint least estrogenated scripter HERO

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    remove ToL. raze it to the ground, make some one snort its remains, then crush that person into a fine paste. burn the paste and scatter the charred ashes at geographically impossible to reach locations. then death star the planet the ashes are on and blow up the star it orbits. finally, take the celestial-dust remains from the recently destroyed planet and star and eject it into an isolated dimension shortly before purging this dimension.
     
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  2. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    Rework Bob's Tomb (location). What I'm thinking is, give it the same treatment as
    the breakable wall in A Journey Further - before you complete the quest, you can't break the wall on your own.

    How it could apply to the tomb itself? Here's how it is currently:

    [Nesaak] --> [Tomb Entrance (Requires 3 people to open)] --> [Tomb Itself]

    Dead simple and minimalistic "flow chart". The current requirements are:
    • Lift the "aura" that prevents you from entering the tomb (depictions may vary)
    • Have 2 friends willing to open, or find some randos - note that this isn't an optional requirement
    And here's what the tomb would be post-rework (at least, according to what I'm thinking how it should be):

    Let's say you're Lv. 45 and you're yet to finish Bob's Tomb. Since you haven't finished it yet, you can't directly access the "shortcut" in the Tomb Entrance, and need to find 2 other people to help you (note that anyone can access). Locking the door "shortcut" behind a "quest done" trigger allows the player to enter the Tomb any time after fulfilling the initial requirement (have 3 people, including you, to step on the plates/push buttons) by simply walking towards the Tomb's door. People who didn't finish the quest, obviously, don't benefit from this, to avoid cheesing.
     
  3. Benjin

    Benjin Famous Adventurer

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    Well it would've been better if there was custom parkour instead of bridges that are infested with mobs that have PULL SPELL, who though it was a good idea to put a mob with PULL SPELL on a BRIDGE
    ________________________________
    I think making The Eye bigger would actually be annoying practically and visually:
    1. If The Eye was bigger, the size of the Eye would make hitting it confusing, it'd be hard to tell where to hit.
    2. The laser comes out of the pupil, and the laser should not be bigger or at a different elevation.
    3. Making The Eye bigger would make it very annoying to look at, it'd be this thing constantly blinking and eating up 90% of your screen.
    4. The Eye's size is good enough, if it was made bigger all the small details wouldn't be noticed as much, which would make it un-intimidating like Garaheth
    5. How does The Eye make you insane? Insanely angry? How would making The Eye bigger make you more insane?
     
    Last edited: Jan 18, 2020
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  4. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    No one thought it was a good idea, and that's why we didn't do it. Scavenger Sentries have the Heavy Push spell, but they only use it if they can see you, and due to the bridges having the guard rails that they do, it should be impossible to get pushed off them. I did a lot of testing with this, as I told BartMC. Where is it you guys are getting thrown off? I keep asking and no one tells me.
     
  5. Lex!

    Lex! :] CT Manager Ability Designer QA GM

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    from my experience, i've been pushed by them from an insane distance. long after they're in viewing range.
    and there are some spots where the push spell literally glitches you through the rails
     
  6. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Add a poll which quests should be changed
     
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  7. Bart (MC)

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

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    Although it does feel like it happens less than it used to, this is an example of how it feels to get to Czytash for the Zhight Island quest. I probably would've killed the mob sooner in reality, but the first two flingoffs would have happened, and have killed archer classes before.
     
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  8. Spoodelf

    Spoodelf Well-Known Adventurer

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    Cluck Cluck - I can't get over this immense guilt which weighs down so heavily on me as I burden the fact that I...I... I murdered Nohno's favourite chicken, Cluckles… It haunts me every time I log on and remember their face...

    Basically I'd just make it where the player doesn't have to kill Cluckles but instead has to take care of it and tell it that everything will be okay whilst it tries to rip apart the player.
     
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  9. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    3k hp at lv. 105?
     
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  10. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    So it's literally not a problem with the mob itself, it's just that you're running past the mobs instead of battling them. Kill the Sentry and suddenly there's no issue! They respawn super, super slowly, and due to the limited space, you're heavily encouraged to kill them since as we saw, trying to run past them took you a lot of unnecessary damage that you could easily have avoided. For what reason would you just have run past them instead of killing them? As we see it would have saved you time to have dealt with the Sentries due to how many times they knocked you off the area. If it's really necessary I could nerf them to only have normal Push instead of Heavy, but I'm just genuinely confused as to why you wouldn't kill them.
    He was probably wearing lower-level armor to simulate going through the area at-level.
    Heavy Push extends 24 blocks, but their sight range is 18, and they won't start casting 'til they see you. Additionally, as described above, they're always placed right in the way of narrow paths, so just kill them and the problem is solved. I really tried my hardest to get shunted through the railings in testing, and I was never once able to manage it while I was fighting them.
     
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  11. Bart (MC)

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

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    Although the video doesn't show it too well because you usually enter from the left bridge instead of the right, if you pass those mobs (either just because passing mobs is way easier than fighting them (they have relatively high health for the level, if I remember correctly) or because you're on a horse and pass them before the spawn), the real problem is that the push spell just launches you off the ladder, even though the mob is nowhere to be seen by then. Changing it to a normal Push would be nice, I suppose.
    Anyway, that about the Maro peaks discussion- what are your opinions on some of my other complaints/suggestions?
     
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  12. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Fuck horses.

    Honestly just at this point I feel like the game would be like 70% better if horses didn't exist.

    Yes, the Scavenger Sentries have a decent amount of health for the level- they're tough strength- but that's nothing that players can't handle at that point. Just shy of 8000 health is nothing; a Lv 36 player has taken on multiple bosses with that much health, or more! A Lv 55+ player should have little issue dealing with one or two of them.

    As for your other things, unless we removed the Coral and Maro's Eye Jewel and replaced them with other things, we wouldn't really be able to work around those, and the reasons for those is to have the usage of the quest helmets you've received, in the form of the Breathing Helmet for the Coral of Nelfors(it's not strictly necessary, but it helps greatly) and the Climbing Helmet for the Maro's Eye Jewel. Unless we introduce a random area in Wynn which requires the Climbing Helmet(which would seem even more awkward than Maro already is), we'd lose that from the quest as it's a culminatory thing requiring lots of resources from previous quests, as justified or not as they may be.

    Introducing Aledar and Tasim again is like...sure, maybe?
     
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  13. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Horses are the only reason people could even justify playing melee builds. (in fact I actually think horses being rather slow is part of the reason why melee doesn't get as much usage outside of endgame)

    Regarding the Sentries, you can kill them all you want but you can't kill the ones you never see until it's too late, which are usually the ones that end up shoving you off the walkway.

    Regarding the Climbing Helmet... just kill it already. Quest helmets that are easily removable should be removed.

    On my second or third playthrough, I just went to Maro Peaks once and got a dozen or so of all the items I need from there. I'll never have to go back to that place again, thankfully. Once is tedious enough.
     
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  14. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Only the ones you see will ever push you, because they're positioned in such a way that unless you approach them you won't enter their vision range. The ones in the video had already seen Bart and were following him, which caused the problem- mobs follow longer than their vision range to let mobs chase(and this isn't a function we can disable, both out of literal inability and the fact that it's too useful in other areas to remove as a blanket thing). I forget if they can follow 50% longer than their vision range or double their vision range once they've aggroed; I want to say it's 50% though, which means the Sentries, once they've seen you, will follow you within 27 blocks, which encapsulates the ladder platform if they're following you, but if they're not(if you've killed them and they respawn, for instance) it doesn't, so they won't cast and suddenly there's no issue. Is there a spot where this isn't the case, where the Sentries will try and push you even if you haven't aggroed them?

    Don't understand what you mean by the statement about horses and melee builds, considering how Cavalryman cuts your damage. It's not like melee builds prevent usage of movement spells in nine cases out of ten, even if you can't use them as much. And like...walking doesn't hurt. Give it a try some time.
     
  15. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    imagine walking without ws or spd3 lmoa
     
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  16. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    I tried playing melee while leveling, and eventually was practically forced to invest in some Int so that I could actually get around reasonably. Considering movement with a melee build on all but Assassin is several times slower than with a spell build, horses are super slow - a midgame spell build can outspeed a Black horse even on Warrior, Archers can outspeed Chestnut, and Mage can outspeed White horses easily.
     
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  17. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    no crafting for kings recruit. I loved the old tutorial but the new one is annoying asf
     
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  18. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    I find that instead of beelining places, meandering and attacking mobs as I go is more fun. Does it matter that things are speedy? There's very few destinations that aren't more than a couple of minutes walking from each other, and rushing doesn't really help much.
     
  19. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    There are quite a lot of places actually imo, as I only keep detlas scrolls on me as to not waste tons of eb on scrolls. Even with my ws/spellspam Archer it still takes several minutes to get to some places (cough lutho cough) so I can't even imagine the time it takes to get places with -ws or no mr.
    Plus, if I want to go somewhere to say do a quest, I don't have time to frolic around for half an hour getting there. For people with decently limited play time, ws and spells are quite a blessing
     
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  20. Quint

    Quint least estrogenated scripter HERO

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    will write actual analysis later
     
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