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World Fixing Some Fundamental Hunted Mode Things

Discussion in 'General Suggestions' started by SunArizona, Apr 8, 2020.

?

Would you like to see better rewards in addition to ensouling items?

  1. Yes

  2. No (Please leave a reason why)

  3. I don't think ensouling or better rewards will fix the listed issues (Please leave a reason why)

  4. Ensouling will not resolve your listed issues, but Better rewards will increase Hunted Player Count

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  1. SunArizona

    SunArizona Travelled Adventurer

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    Minecraft:
    Hunted Mode as far as I can tell, is supposed to be toggled by players in order to gain better experience rates at the cost of risking their items. Unfortunately, due to existing death mechanics, the mode is not used often, as it's only real application is to train professions and hunt professions players.( for.. fun?)

    Issues currently in Hunted Mode that I will address:
    1. Untradeables can be worn without risk.
    2. Why risk items yourself when the majority of players wear untradeables?
    3. Mythics can be used without risk!
    4. Losing potentially extremely rare/well-identified items is a major deterrent from toggling Hunted mode.
    5. Horses can be brought along without risk.
    6. The only reason to use hunted mode is for leveling Professions.

    I understand that there are several issues with Hunted Mode, but this suggestion primarily focuses on the risks behind Hunted Mode and increasing the amount of it's applications. So, let's get to changes that would fix the issues listed above.





    Ensouling your gear

    merchant.png
    The Mysterious Merchant that sells Ornate Shadow gear now offers the service to ensoul your gear. This will ensure that instead of losing your item, the unlucky soul bound to it will be destroyed instead. This action will only apply to your next PVP death. The GUI will function much like repairing damaged crafted armor. Your worn gear, along with with weapons your class can use will appear instead, the cost to ensoul your gear or weapons is as follows:


    Crafted gear will cost 512 Emeralds per Tier 3 material used, in addition of 1024 Emeralds per Tier 3 ingredient, 512 Emeralds per Tier 2 ingredient, 256 emeralds per Tier 1 ingredient, and 128 emeralds per Tier 0 ingredient.
    Mythics will cost 1/2 of their third reroll
    Fabled Identifiables will cost 1/4 of their third reroll.
    Legendary identifiables will cost 1/4 the cost of their third reroll.
    Rare Identifables will cost 1/2 of their third reroll.
    Unqiue Identifiables will cost 1/2 of their their reroll.

    80% of the amount spent on the ensouled gear will be dropped for the player who killed a player with such gear. Items may be ensouled with up to 3 souls at any time.
    Here are some examples:

    Necrosis would cost 3,162 Emeralds to ensoul.
    Cataclysm would cost 22,625 Emeralds to ensoul.
    12% loot quality bracelet (Lv 103-105) would cost 12,288 Emeralds to ensoul.
    Conrupt would cost 1,675 Emeralds to ensoul.
    Aquamarine would cost 688 Emeralds to ensoul.
    Normal items cannot be ensouled, as they cannot be identified.

    Now, what about untradeables that are not identified? Unfortunately, the only realistic way to go about this is to manually assign prices, as some untradeable items, such as Master Hive items have far more PVP potential than say a dungeon reward from decrepit sewers. All weapons and gear that are not ensouled will be at risk of being lost. All untradeables that are not ensouled will yield no stats to your character in hunted mode. You'll receive a chat message indicating if you have unyielding untradeables worn, additionally, you'll be warned about the items you are using that are not ensouled in the message.




    Better rewards

    With issues 1-4 addressed, now we need a greater reason to play in hunted mode. A reason for people to grind mobs and loot run in hunted mode. In addition to the 50% Mob/Gathering XP Bonus, you'll have:


    +150% Loot bonus





    So, with these changes all in place, we'd have the foundations of a reasonably risky, and much more enticing reasoning to play in hunted mode. Please bear in mind, that these are just fundamental changes. We all understand that hunted mode in it's current state is deeply flawed, these are very surface-level changes that are subject to change. These changes also act as an emerald sink to improve the economy! All of these suggestions will not apply to classes that were started in Hunted mode, instead, current hunted mode risks will apply. As these changes are fundamental, I'm completely open to new ideas/changes to the ones listed above, let me know what needs changing!



    Edits made:

    everyone seems to agree that ensouling is too costly, and for the average player, it actually does seem to be the case. I've changed my post to half the price for ensouling legendary and fabled items.

    btdmaster pointed out 100% loot bonus on mobs was not rewarding enough for players to risk a sum of emeralds to utilize. He also pointed out that any additional boosts aimed at lootrunners would be too powerful.

    As this is meant to be a fundamental change, I'll drop anything regarding horses. I'll focus only on items.
     
    Last edited: Apr 9, 2020
  2. TS_potato

    TS_potato Dead? VIP+

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    Actually a good idea, one thing I don't like tho is pricing for ensouling, imo it's too expensive
     
  3. SunArizona

    SunArizona Travelled Adventurer

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    Do you have any suggestion to change the cost?

    As it stands, the costs aims to act as a penalty of emeralds to avoid risking the loss of powerful gear, while being resonably priced for rare/unique items.

    I've provided some examples for rare/unique items.
     
  4. Mettymagic

    Mettymagic she/her HERO

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    the prices feel like they were made by some rich kid who thinks an apple costs $20 lol

    Jokes aside, I love the idea of turning Hunted into an actual PvP mode with LE on the line rather than just material scraps but the prices are waaay too expensive for all but the 0.1% to even consider. Dealing with Untradeables is kind of clunky but it works here. I do like the tradeoff of power and LE and it encourages more than stupid high-Lv untradeables and mythics haha. Maybe ensouling could also work to protect items that would drop on low SP, just to give it a use (albeit niche) to PvE players as well.
     
    Gogeta, H0Y and Druser like this.
  5. anonymousness

    anonymousness Well-Known Adventurer

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    We're "ensouling" items, why not use soul points (like 1-3 SP depending on rarity)? It's cheap enough for everyone to use yet annoying enough to be a deterrent to anyone not very committed.
     
    Ingo, H0Y, NITEHAWKX and 5 others like this.
  6. FadeDave

    FadeDave Chief of the Eden guild HERO

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    Or make a hybrid. To ensoul an item, it would use some of your soul points, and it would use some emeralds, but not 4le per horse. It would use emeralds, just to use emeralds. Like 8ebs per item. Ensouling would not happen at the mysterious merchant, instead at any blacksmith in the world. But, to open the ensouling gui, you would have to be 100+lvls, to avoid players using low level classes, with lots of sould points, to ensoul.
    Also are the rewards given on top of what we have now? Because it would not be worth it to lose xp bonus for loot bonuses.
     
  7. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    First of all, 100 lb on mobs is fine and good, maybe not enough but whatever
    40% on chests, however, is too much. Pretty much any good lootrun build gets to the loot bonus on chests equation whatever thing where 5%lb=1% on chests, which would make this equivalent to adding 200% lb (also equivalent to slapping max disco on your build). Maybe make it like 25 or something, just not 40, also idk how this would even work because I don't think it's possible to separate regular loot bonus and add on only to chest bonus, while not adding on to regular. So honestly might be easier to just keep it at+100lb and don't do anything with chest lb, as with natural conversion that would be 20 chest lb, or maybe buff it to 125/150 or smth so you can get 25/30 chest lb
    Also what does the 20 min login thing mean? If it's that you have to wait 20 mins in hunted before getting the bonuses, that's weird and doesn't prevent anything as people will either sit in safezones or just shift in some random tree somewhere where no one will find them for 20 mins, plus it actively encourages people to not play Wynn for 20 mins or not to do hunted at all if they have to wait to get the bonuses. (Also why does that exist in general? I just don't see the point)
     
  8. SunArizona

    SunArizona Travelled Adventurer

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    The prices depend on the identification price, which acts as a risk penalty to those that have mythics to risk. While rares and Uniques are reasonably priced, I can see this being a problem for several legendary items. Perhaps I ought to reconsider an exception of the 1/2 3x reroll price for legendaries specifically.

    Edit: I've halved the price for legendaries, and fabled, the penalizing price for mythics remain.

    I really did try to think about non-emerald ways to achieve
    1. Risk
    2. Pay off for the killer
    3. Don't introduce emeralds into the game
    4. If possible, remove emeralds from the game

    The lore behind it is that the mysterious merchant has a very questionable amount of captured souls. He uses these, on your items. Though, perhaps EO rewards could come into play here. Functionally, you remove emeralds from the game by deleting 20% of them upon death(1,3,4,). The killer gets a sum of emeralds upon your death(2). If you can come up with an alternative way to fulfill these 4 requirements please do let me know. My Primary concern with soul points is that players can use their soul points on other classes to avoid risking their hunted class on low SP.




    I see. After messing about with Wynndata, I didn't see anything I could replicate to fully understand loot bonus on chests. I'll edit the bonuses. And perhaps 100 lb is too little, 150% should do, as it translates to a reasonable amount of chest lb.

    Now considering just how easy it is to remain out of sight in Minecraft as opposed to other PVP games, this is rather useless. I'll remove it from my post.
     
    Last edited: Apr 9, 2020
  9. FadeDave

    FadeDave Chief of the Eden guild HERO

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    Ok, then make the ensouled items untradable, and also make them lose their "ensouledness" when put into bank.
    ________________________________
    Also, please answer this
     
  10. SunArizona

    SunArizona Travelled Adventurer

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    If you mean the Mob XP bonus/Gathering XP Bonus, yes, it's on top of what we have now.
     
  11. FadeDave

    FadeDave Chief of the Eden guild HERO

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    I think you should clarify that in you post. Also would love to see +50% crafting xp, not just gathering. I know that the crafting stations are in towns, but it would be balanced if we would also get xpboost for crafting, because, hey gathering gets it, so why not also crafting?
     
  12. SunArizona

    SunArizona Travelled Adventurer

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    I've clarified it now.

    The Wynncraft team specifically chose not to give 50% in crafting because people would enable hunted mode, craft, disable it, then move on and do something else.
     
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  13. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    I mean it's just the gathering xp ID anyways, there's just no items with it currently.
     
  14. one_ood

    one_ood c lown VIP

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    add poll option for only one (like not ensouling but yes rewards)
     
  15. SunArizona

    SunArizona Travelled Adventurer

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    I've added this option.


    Though, I think what's best is to show this thread to buddies to increase thread visibility.
    (If you care for any of the suggested changes)
     
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