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What do you think of Wynncraft in its current state?

Discussion in 'Wynncraft' started by Purplecheesecake, Jul 31, 2021.

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  1. Purplecheesecake

    Purplecheesecake Travelled Adventurer

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    Im just curious what you guys think. Like quality of life, Mechanics, quiality of content, lore.
     
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  2. JuicetinOnion

    JuicetinOnion Travelled Adventurer

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    Lore is getting pretty dry, but everything else is in good shape
     
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  3. Ninja_VK

    Ninja_VK RainbowsRcool VIP+

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    Love the game rn, don’t really have any complaints
     
  4. aaaaaaaaaaaaaa

    aaaaaaaaaaaaaa Well-Known Adventurer VIP

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    Ava
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  5. WithTheFish

    WithTheFish Internet Macrocelebrity CHAMPION

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    Potentially unpopular opinion: Wynncraft is honestly in the best state it's been in a while, if not ever. We're getting updates more frequently than ever before with a lot of cool QoL changes and small neat features. While 1.20 was in my opinion one of the worst updates on launch, stuff like CCI, guilds, and housing have steadily been improved. The game feels in a "complete" state now with a ton of stuff to do for every different player. The community's in a good spot, the mod teams seems to be more transparent now which is something I've always wanted, item imbalance isn't a glaring issue imo, overall I'm happy with where Wynn is.

    My only gripes rn would be that some of the changes to keep new players invested in the game are a bit weird, and that classes don't seem truly balanced (but no class feels worthless to me), but that's it. (and also I still think the lore sucks, but that will probably never change)
     
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  6. fishcute

    fishcute fish CHAMPION Builder

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    Yeah, I kind of feel like there’s not enough secrets anymore, and secret discoveries don’t really count.

    then again maybe I just know too much now to find things as interesting as I used to.
     
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  7. TheAckening

    TheAckening Local YIMBY

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    I feel like quests are getting better, so I would say Wynncraft is moving in a positive direction.
     
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  8. Nukewarmachine

    Nukewarmachine emerald tier above LE when VIP

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    I’d feel like more endgame content would be good, and I also like exploring new areas and fighting bosses
     
  9. 99loulou999

    99loulou999 ArchangeList VIP+

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    I feel heard more and more as a community, especially with the addition of the guild-staff communication discord
     
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  10. pretty good but not fruma or dern
    i got bored of the game because i only played for adventure and now theres no new quests for me to do
    did it all 4 times and then realized because i dont have rank if i want to continue doing quests i need to delete a profile i worked hard on (soon, not yet ik, 6 profiles)
    because of this i just want new quests/areas to do on my more finished profiles
     
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  11. Torpid

    Torpid Torpid Torpedo HERO

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    I think its good for the most part, but its kind of trash in others ways.

    For one this game is heavily luck based, you could spend stacks of LE getting super good lootrunning stuff and spend months looking for mythics, or some random noob could just get lucky and find a mythic after looking for 5 minutes.

    The Corkian Amplifiers take away a small bit of the luck with ID rolling, but even the rarest and most expensive ones only improve your weapon by 15%, its still almost entirely luck based.

    Also, the characters are hilariously uninteresting and annoying. They have kind of been solving this recently with new/reworked quests, but many quests have a character that is never seen again after it's over. And the characters that DO have more major roles in quests are (In my opinion) hilariously annoying. Aledar seems condescending and bossy, Lari seems whiny and immature, and Tasim literally has zero personality.

    Ava and Maxie are slightly better in this regard, but having 2 NPCs with some resemblance to personalities is a big weakness. Especially when there must be dozens if not hundreds of NPCs in this game.
     
  12. RandomJukebox

    RandomJukebox gamer with extra cheese VIP

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    a lot of the stuff that has come out recently has only worsened the game and i feel like it peaked in 1.19
     
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  13. nip nop

    nip nop thinking hurts CHAMPION

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    i dont see why or how the game has become any worse from periods prior and its likely only going to keep getting better, but i think a pretty fair criticism that many people have is that theyre actually adding content faster than actually improving whats been in need of updates for a long time, dungeons for example are in desperate need of a glowup and there are still plenty of outdated quests that dont really fit the modern day standard. overall i only see wynn reaching new highs but it might be a good idea for them to actually take a break on adding new things and focus on the here and now
     
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  14. Hams

    Hams Content Team Manager CT Manager Support Team Community Manager Builder

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    We are always doing both, improvements and adding new content/features, i can't really talk about what are working on but the CT threads will make a come back at some point soontm and you will be able to have glimpses of what is being done.

    In every patch so far for example, a lot of things got fixed/improved but are not specifically mentioned, tweaks and fixes happen all the time.

    Things are continuously being worked on, improved, revisited when the schedule allows it, it takes time tho but we do pay attention to these things, when something is really outdated (mostly talking about quests or things in general the CT can work on, not dev stuffs) it goes on the docket and will be looked at when time allows it.

    Hopefully we can start giving updates again to what is happening behind the curtains soontm
     
  15. Lousyre

    Lousyre Famous Adventurer

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    Waiting for luck to show up in quests, can't wait!

    A part of money-making involves luck, although that also gets somewhat ironed out in the long term. The statement that the entire game is luck-based is just not true.
     
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  16. Stormarend

    Stormarend The classes DO NOT correspond with the elements.

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    It's okay. You can generally have fun doing most of everything, but there are definitely flaws to be found in all corners of the game. While I do think that every update is a net positive for the game, each update always adds that one (or more) bullshit thing, which worries me. 1.18 had professions, which derail balance and make for poor progression. 1.19 had hunted mode, which largely doesn't interfere with anything, but is all kinds of stupid. 1.20 had Champion, which, regardless of your opinion on monetisation, is a game design disaster. Not to mention raids, something for which Wynncraft's combat (mob behaviour in particular, if you ask me) isn't sophisticated enough. They heavily rely on luck and harshly punishing trivial mistakes in order to provide a challenge and rely on inelegant design decision in order to cover for the systematic problems with Wynncraft combat.

    Now these things wouldn't be as much of a problem to me if they only occurred in isolation and if I were confident in them being fixed. Sure, the 1.20 update was generally worth it, if you consider an accomplished revamp of Gavel terrain, some good revamped quests and secret discoveries, but I have a feeling the problems each update brings with it will at one point reach critical mass and make the game much worse for it. Some issues aren't going to be fixed because the developers and CT don't see them as issues (which is, I guess, fine. It's subjective and whatnot and maybe other people don't see them as issues). At other times, however, Wynncraft just shoots inself in the foot and creates problems that can't or just won't (within reasonable time) be fixed. Many consider the new dialogue changes to be bad, or at least think it has issues, but those won't be reverted, because they literally cannot be, nor is the dialogue system likely to receive any major updates in the near future, since it was just updated. This is a minor example, but there are many more, far larger issues that are almost unfixable. Have you ever noticed how Gavel's is basically a big bathtub? Sure, the province is still beautiful in many ways, but wouldn't it be great if its terrain looked more natural and its coastline wasn't just a straight mountain ridge? Sadly, it's not likely to ever change and all because of an (admittedly stellar) update some six years ago.

    Another thing, which I already touched on, is the mob system. Combat, outside of very specific circumstances, is rarely very interesting. And I don't think this is due to anything on the player's end. People always suggest additional classes and additional spells, but all of those don't change the fact that the mobs you use them on don't do anything interesting. No amount of new abilities is going to help that. It's another one of those age old problems that doesn't seem like it will change anytime soon. Wynncraft's combat being subpar will harm nearly every piece of content released until it is changed and as such the amount of damage done will eventually be unfixable (let's be real here, I don't see raids receiving any type of significant overhaul anytime soon, simply because they're brand new and it would require too much effort).

    Terribly formulated post btw so good luck reading it.
     
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  17. Gone2Dream

    Gone2Dream Luto Aquarum enjoyer HERO

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    Wynncraft is pretty cool.
     
  18. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    This is my overall view as well.
     
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  19. nip nop

    nip nop thinking hurts CHAMPION

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    Just curious, what aspects of raids do you find to be luck, or where trivial mistakes are harshly punished? As for the luck factor, I think that the changing rooms makes raids interesting, and so runs won't always be the same and adds more variety to gameplay. When it comes to raid powerups, my point of view is that they should always be random. If anything, I don't like their inclusion at all since it really messes with balancing but I can understand their purpose so as to where give players a sense of "progression", but they need to stay random so as to where players don't make builds with the sole purpose of abusing such powerups. There's a really interesting dynamic of having to work with what you're given, and is why I'm for balancing raid powerups to almost be more "generalist" in that while they can benefit a specific build more than others, they'll still have attributes beneficial to all build types. As for harshly punishing trivial mistakes, my main takeaway is that you're referring to the overall askew balancing of raids. This I feel is a pretty fair criticism but also comes from a sort of bare necessity due to current raid powerups and the state of defense and agility. It's undeniable that current raid balance kind of revolves around obscurely high damage numbers from mobs that add an essentially "artificial" difficulty, but one could argue it's almost needed. Raid powerups are currently way too powerful, and while you could say this is directly correlated to mob damage, I feel it almost goes against the same philosophy as to why raid powerups exist in the first place and why they're random, so it ends up being extremely inconsistent. I'm a pretty big advocate for the nerfing of defense and agility, because hypertank builds built with both of these skill points trivializes all forms of content, and even just high investment into at least either of these skill points kind of forces raid damage to be obscurely high so as to where it isn't always a total cakewalk. Of course, if defense and agility were to be nerfed, mob damage would in turn be scaled down as well, especially for raids, but will allow for much smoother balancing.

    As for the combat system, I think it's a sort of complicated issue. Boss altars I feel are often great examples of where Wynn combat can shine, as while these bosses don't typically have unique abilities or spells, the way they're designed makes them pretty interesting. Bovine barn is a great boss altar because it banks off your lack of spells so you have to keep a track on both the scarecrow mobs and boss while still having to kite the boss. And prison of souls has a very nice dynamic with its proportionally small arena and having what are essentially two bosses with two completely different movesets makes a very interesting dynamic. It's how I feel Wynn combat should be designed, I don't think they need to be super scripted out, but need to have overall good mechanics for players with varying classes to work with. I genuinely believe Orphion is one of the best designed bosses in game right now, but it's admittedly still plagued by bugs, huge mob count which makes lower end computers struggle, and also faces the already existing obscure damage issues with all raids (debatably to an extent higher than every other raid). Wynn combat is definitely not perfect, and I'd agree that they should add more unique gameplay mechanics and spells to bosses, and raids I feel have been a good starting point. Orphion's crystallization, the holes while fighting the grootslangs, and platform destruction during the colossus, and honestly something I really enjoy is the "upcoming attack" spell animation. I feel it's something they can build off even further, and it makes Wynn combat feel less "rigid" and adds a more unique form of attack patterns that isn't purely based off seeing white particles come off an enemy.
     
  20. Stormarend

    Stormarend The classes DO NOT correspond with the elements.

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    While I won’t go into too much detail, given the confines of this thread, I’ll try to explain somewhat. By the reliance of luck in raids I don’t mean the randomised nature of raid rooms. They are, while otherwise not particurly well desgned in my opinion, fine by me. I’m moreso talking about the bosses. While some boss behaviour is not necessarily determined by an RNG (some is, of course), the outcome of the fight is often still determined by factors that cannot reasonably be considered predictable. Let’s look at the boss of ONoL - and I’ll have to disagree with you on that one. It’s quite possibly the worst boss in the game, if you ask me. -, for example.

    Given a non-hypertank build, the majority of your deaths will largely be decided not by consistently bad play, but by one moment. Sometimes you get pulled and one shot. It just happens in an instant. Regardless if how you’ve been playing the entire time, it all comes to one moment that you can’t really see coming. This also ties into disproportionally punishing trivial mistakes. I’m sure that the boss fight can be played in a way that prevents unpredictable, lethal scenarios like that. No doubt the challenges the boss poses can be overcome with skill, otherwise nobody would be able to beat raids consistently, and I get that it’s tempting to think that I’m just complaining because I’m bad at the game, but the game doesn’t give adequate visual and intuitive feedback to prevent bogus and overly punishing mistakes. It’s genuinely impossible to tell what you did wrong and how you can fix it. This is not how testing skill should work.

    Then there’s the things that are actually random, like the unavoidable cyclone spell, which is a pace-breaking “fuck you” that increases variance yet more at best and a near-death sentence at worst (id est: if you’re archer without the major ID whose name eludes me right now. And I know you disapprove of archer, but this is not the way to balance it. The lightning spell is a more blatant one shot execution test, which is just... why does it exist? Why is reading a text messages and moving out if the way or get one shot a skill that needs to be tested. It’s just “difficulty” for difficulty’s sake. Lastly, there’s crystallisation, which is a controversial mechanic. I’m going to go ona bit of a digression, so the following is written in cursive, since it is, while important, not relevant to my point.

    I think it’s pretty bad because it’s yet another mechanic that test a skill that doesn’t need to be tested, being worsened by the fact that it’s in the hands of someone else. A common argument in favour of crystallisation is the fact that it forces teamwork, but that notion is misplaced, if you ask me. It completely ignores why teamwork is a desirable thing in a game. It allows players to experience more complex and challenging content. While the latter is certainly true in a sense, the main thing crystallisation does is just force multiplayer and add nothing else. If they wanted to promote teamwork then they should’ve designed a boss that promotes teamwork, not a boss that otherwise doesn’t promote teamwork, with one mechanics that straight up kills you if you don’t do teamwork.

    More importantly, however, it’s beyond me why they would also let such a polarising mechanic as crystallisation be dependent on random chance. It would still fulfill its function if it happened to each player once, for instance, at fixed points in the boss fight. I’m sure something can be figured out.

    There are so many more problems, like the ridiculous amount of minions, which are frankly just frustration machines and many others, but I’ll leave it at that. The other raids are flawed as well, of course, but for the sake of brevity I think it best not to delve any deeper into those. Just know that I think all raids suffer from some incredibly sloppy game design.

    You make a point about hypertank builds and raid buffs raid balance. I one billion percent agree. In fact, you’ll find I argued this exact point on the item thread. My post on this thread, however, is more so about broader design problems and not balance, although the two are evidently intimately connected. Better balance allows for fairer and more fun design. But it’s also worth considering how changing design can improve balance.

    As for all my points about changing the mob system, you have misunderstood what I was trying to say. I did acknowledge I formulated the post terribly, after all. I don’t want them to just keep adding custom abilities, like raids do. That’s because that doesn’t fix the problem in any broader sense. Think about it: in your opinion, Orphion is the best boss in Wynncraft. Orphion is a boss that heavily modifies normal Wynncraft combat. My favourite is The Eye. How come Wynncraft cannot deliver its most engaging (for the lack of a better word, since you know that I think in the quality department) content by pretty much covering up the default combat mechanics with all kinds of bells and whistles, then that means regular combat isn’t doing its job well enough. And sure, they can add all kinds of unique mechanics for each subsequent raid, but that fixes the problem for neither those raids, nor literally every mob in the game.

    Wynncraft often succeeds in spite of, and fails because of, systematic and ancient problems it doesn’t dare to solve.
     
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