Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Profession Trade-ups

Discussion in 'General Suggestions' started by HcfGo, Jul 13, 2020.

?

If this idea was completely balanced, would it be cool?

  1. Yes

    12 vote(s)
    63.2%
  2. No

    3 vote(s)
    15.8%
  3. Maybe

    3 vote(s)
    15.8%
  4. I'm not sure...

    1 vote(s)
    5.3%
Thread Status:
Not open for further replies.
  1. HcfGo

    HcfGo Well-Known Adventurer CHAMPION

    Messages:
    35
    Likes Received:
    16
    Trophy Points:
    49
    Minecraft:
    First to preface this suggestion, let me tell you a little bit about my Wynncraft background. I am one of those profession tryhards that sits down all day to fish, cut, mine, and farm. What I am about to suggest would not only change the professions in a major way but make them more enjoyable. Let's just get right to the point. My suggestion is to add a trade-up system so that you can get those t3 materials faster and easier. Well it wouldn't be super easy because that would break the economy, but ideally, you would need a LOT of materials to trade up to t3. I can tell you from first-hand experience, that a TON of people in the crafting community have no use for t1 or t2 resources. The only thing they are good for is leveling up your crafting and selling them to the blacksmith. You CANNOT use them to craft viable gear because the durability difference is so wide between t2 and t3 resources. This is why I want the average player to have the option to trade up useless t1 and t2 ingredients. I can hear a bunch of people screaming "IT WOULD BREAK THE ECONOMY," and to that I would tell them you would need more than 250 t1s in order to get to t3. For profession tryhards like me, most of those resources just sit in the vault clogging up space or we find someone to sell it to who is trying to level up (oftentimes the market gets flooded with this stuff and it becomes absolutely worthless anyway. Take t1 dernic gems for example that went down to 1e) so no, this wouldn't break the economy anymore than it already is. Heck, it might even be good for the economy in some instances.
    What are some other reasons this would be a cool, useful change to the server? I just think it would give players more options besides the blacksmith and crafting to get rid of their "useless" t1 and t2 ingredients.

    How to balance this system so that it creates health, not hazard, for the economy:
    (for those of you that hate math/economics skip this section)
    the chance of gathering a t3 material is 1/~100 according to the community.
    the chance of gathering a t2 material is 10/~100 according to the community.
    the chance of gathering a t1 material is 89/~100 according to the community.
    T1 --> T2 trade up ] 15-25 materials
    T2 --> T3 trade up ] 15-25 materials
    At the end of the day all the math and stuff would be up to the content team but this is a general idea of how it would work. The menu for trade-ups would either be added to the blacksmith or integrated into crafting stations.

    Thank you all for reading, I know there's a lot of people who wouldn't like this and there's a lot of people who would. Tell me what you think below.
     
  2. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

    Messages:
    615
    Likes Received:
    779
    Trophy Points:
    123
    Minecraft:
    Finally a use for junk, a reason for it, and some math. I like it
     
    StormKing3 likes this.
  3. StormKing3

    StormKing3 Famous Adventurer

    Messages:
    1,816
    Likes Received:
    751
    Trophy Points:
    115
    Guild:
    Minecraft:
    Sorry, I disagree because it wouldn't so much as "break he economy" but it would hurt it if people were less willing to buy materials and stuff if they could just trade in all of their old ones. I don't know about that 1 in 10 for Tier 2 as well because I seem to get less than that more like 1 out of 200 but it may be correct.

    Prices for T2 materials would then be 25 times less than T3 and T1 would be 25 times less than T2, making T1s difficult to sell on the market so ONLY have to sell them to the blacksmith which would then contribute to inflation, or it would make T3s really really expensive. Either way it wouldn't bode well

    Ah my economics buddy!
     
  4. HcfGo

    HcfGo Well-Known Adventurer CHAMPION

    Messages:
    35
    Likes Received:
    16
    Trophy Points:
    49
    Minecraft:
    This has already happened with the higher level resources on the market, so wouldn't having less on the market actually create more demand, thus lowering inflation? i'm not sure what you are trying to say.
     
  5. StormKing3

    StormKing3 Famous Adventurer

    Messages:
    1,816
    Likes Received:
    751
    Trophy Points:
    115
    Guild:
    Minecraft:
    Let me check and I'll get back to you

    Edit: Tier 2 resources currently do not cost 15-25 times the amount a Tier 1 costs

    I couldn't get much info on Tier 3 resources as I found it difficult to find related tiers of the same type
     
    Last edited: Jul 13, 2020
  6. Greedus

    Greedus Knight of Wynn VIP+

    Messages:
    370
    Likes Received:
    572
    Trophy Points:
    83
    Minecraft:
    BuT It WoULd BrEaK tHe EcNOmY !
     
  7. HcfGo

    HcfGo Well-Known Adventurer CHAMPION

    Messages:
    35
    Likes Received:
    16
    Trophy Points:
    49
    Minecraft:
    : ) economy is already broken
     
  8. SLScool

    SLScool Well-Known Adventurer

    Messages:
    303
    Likes Received:
    203
    Trophy Points:
    70
    Minecraft:
    Is that also true for powders? I don't know if powders actually are this way in the market, but by this logic, tier VI powders should cost four times as much as V, which should cost four times as much as IV, and down the line to tier I.
     
  9. Linnyflower

    Linnyflower ironman btw Item Team HICH Master CHAMPION

    Messages:
    3,474
    Likes Received:
    4,027
    Trophy Points:
    192
    Guild:
    Minecraft:
    the only problem with this that I have is that in reality people are just going to trade up every single t2 they get, which on a lot of professions, or all of them, isn't worth much more than a t1.

    would just create a ton more t3s and mess up the prof economy (more), but otherwise it's not the worst suggestion
     
  10. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

    Messages:
    615
    Likes Received:
    779
    Trophy Points:
    123
    Minecraft:
    Because as OP said
    Which while not a set in stone fact, actually makes a ton of sense and in practice is true. You can use T2's to make gear physically, but they need up being shit.

    15-25 materials to trade up? That's quite a big for people who don't farm/grind it. I mean you could make it 30 and if the math of ration to be believed ~100 breaks will give you

    What you're most likely thinking of when seeing the numbers: (Basically a replacement or non-replacement crash course for a slightly deeper understanding of the probability and stats at play. Can be skipped but highly not recommended.)
    Non-Replacement, which I hope I clearly showed this isn't what's happening, but to get a quick refresher course on non-replacement

    (89/100)*(88/99)*(87/98)*(86/97)*(85/96)= .5513 or 55.13% basically stating the likelihood in this case of you getting T1 5 times in a row is 55%

    If there is no replacement, if we have replacement however and we keep drawing and drawing and drawing. (15 Draws)

    (89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100)*(89/100) = .1741 or 17.41% This is the likelyhood of you getting 15 T1's WITH replacement, note how the total number "100" stayed the same, it's our sample size approx. 89 because that's how many of the "draws" or "Pie slices" fit our requirement of being T1

    What I mean by this is if you have one pie, cut into 100 slices and you start eating it one slice at a time, you will eat every slice. So the probability we'll get 1 T3 out of every 100 gathered is true. (If all above is correct)

    But we know that's not true, I'm lvl 40 in most of the gathering, but not crafting side of things and I know for fact, this is not true, but instead we are eating from different pies each time. Let me explain.

    When you walk up to copper A, you have a 1% chance to get T3 Copper Gems, 10% for T2, and 89% T1...
    You start breaking....
    Dun Dun Dun! Hazah! ....

    It's T1 again.

    So out of the above Copper A, we've removed that one slice of pie and ate it. It was very tasty.

    When we go over to our next copper while A recharges... Copper B has all 100 slices of pie for us. Our chances are back at 1%, 10%, and 89% respectively and when A comes back it too will be a full pie again. Basically what I'm telling you that math above is a probability prediction of what is most likely to happen due to reoccurring chance.

    Evil Math I
    1 T3
    10 T2
    89 T1

    So, if 15 is applied

    89/5 = 5.9 blah blah so 5 T2's. Then you have 15 T2's, so you get one extra T3's, now you're at 2 T3's for ~100 gathers.

    If we go with 25, as OP's high number we get

    89/25= 3.56 so 3 T2's giving us 13 T2's and 1 T3's changing only your T2 for your ~100 gathers

    If we go with 30

    89/30= 2.96666 or 2 T2's, same number of T3's for your ~100 gathers.

    So in time it might help lower the cost over a long period of time, but not that much, considering you have food crafteds, potions, scrolls, on top of that as new ingredients get added/unlocked/changed, you'll want to most likely remake your crafteds. But the math shows it isn't going to be that bad, even going with the smallest numbers. But if we scale it up, we get this.

    Evil Math II
    10 T3's
    100 T2's
    890 T1's
    To keep our math from earlier

    for 15
    890/15 = 59.3 repeating or 59 so now we have 159 T2's
    159/15 = 10.6 or 10 more T3's

    Leaving at total for 20 T3's approx. for every 1k materials grinded.

    For 25
    890/25 = 35.6 or 35 so we now have 135 T2's
    135/25 = 5.4 or 5 extra T3's

    Leaving at total for 15 T3's approx. for every 1k materials grinded.

    Not even bothering with 30 it's like 2-4 extra T3's you physically can not make me mindlessly enter more numbers

    Conclusion
    All that aside, this math works, almost against OP's favor..
    IF, and I MEAN IF you are guaranteed to get each % every drop. Which we know from above is not true at all. Since we know all of this, we can clearly see that you'll most likely just be turning the stacks of T1's you just got from gathering into T3's and not that many, maybe enough to make half a wand of a ring. But eh, leave it up to the CT to think it over, but I really think the math checks out and works well, or if it's just too mega busted, make it 64, 64 T'1 to 1 T2' and for 2's to 3's. You'll hardly get any extra, but at least they'll have use.

    Added for @ThedumbOX
    tl;dr Not too busted cause math says so
     
    Last edited: Jul 16, 2020
    StormKing3 likes this.
  11. ThedumbOX

    ThedumbOX I swear I’m straight HERO

    Messages:
    960
    Likes Received:
    2,727
    Trophy Points:
    157
    Minecraft:
    can you add a tldr at the end for lazy people like me?
     
  12. HcfGo

    HcfGo Well-Known Adventurer CHAMPION

    Messages:
    35
    Likes Received:
    16
    Trophy Points:
    49
    Minecraft:
    I like this but we should remember evil math III that says (99/100)^100= 36.6% chance that you will not get a t3 after gathering 100 resources. this confused me at first and it is rightfully so because theoretically, for every 100 resources you mine, there should be 1 t3 drop but with some simple addition and subtraction we can see why this number is so weird. 100%-36.6%=63.4% that you will get a t3 after gathering 100. what if we gather 500 resources instead? what would the chances be, that out of those 500 we DO NOT get a t3 resource? (this would be very rare but it could happen) (99/100)^500 = 0.66% or 33/5000. I really love all of the math this thread has encouraged!

    edit: had to fix my math let me know if anything else is wrong.
     
  13. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

    Messages:
    615
    Likes Received:
    779
    Trophy Points:
    123
    Minecraft:
    Yeah, but Evil Math III goes back to probability, they aren't dependent of each other, but independent. And I'm sorry if I made it appear as if they were lol, that was more to show what the "common" possibility was.

    The (99/100)^100 thing means that on your 101th break you'd have a 63.4% that it should be a t3 and 46.6% that'd it be either t2 or t1.

    But yeah currently (if all above is assumed to be true)

    (99/100)^539 = 0.00443986625 or 00.44% is the virtual lowest (or highest on anumber line) we get of times you'd have to mine to get exactly 1 T3 since the nine (in the fourth deciminal position rounds the 3 to 4 and 4 can not round up

    (99/100)^538 = 0.00448471339 or 00.448% which translates, after roundup, to 1.00%

    so yeah, break 539 blocks for a probably, maybe, possible chance at a guaranteed t3 I know I still haven't found one yet
     
    Last edited: Jul 17, 2020
Thread Status:
Not open for further replies.