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Game Mechanics My idea for a new loot chest system

Discussion in 'General Suggestions' started by Buddy1Sock, Aug 11, 2022.

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  1. Buddy1Sock

    Buddy1Sock Well-Known Adventurer CHAMPION

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    From what I’ve heard over the forums, it seems most people don’t like lootrunning, so I’ve tried to come up with a new system that would hopefully be more fun.

    Instead of there being four tiers of chests scattered across the world, there would only be two types of chests, regular chests and cave chests. As their name suggests, regular chests would be dotted around the map, and cave chests would be found in caves.

    Additionally, when opening chests, their rarity would be randomized, the rarities being common, unique, rare, legendary, fabled, and mythic. A chest’s rarity would determine what loot it would have, with a unique chest guaranteeing at least one unidentified unique item, rare chests guaranteeing at least one rare item, etc. Common chests would not guarantee any items, and would be the weakest out of the chests. The rarity of a chest would depend on how long it has been spawned for, and if a key was used to open it (I will discuss keys in just a moment). When opening a chest without a key, the rarity for regular chests would be capped at the rare rarity, and cave chests would be capped at the legendary rarity.

    Now keys would be special items dropped by any mob in the game. They would come in common, unique, rare, legendary, fabled, and mythic rarities just like chests. When right clicking a chest with a key, you would use the key on the chest, and the key would be destroyed. All keys would set the chest timer to being one hour spawned in, regardless of how long the chest has actually been spawned in, expect if it has been spawned in for over an hour. Common keys would simply remove the rarity cap on any chest, but from unique keys and onward, they would guarantee the chest they were used on to be of their specified rarity, plus removing the rarity cap, meaning that the chest could still roll a higher rarity than the key type. Common keys would have a 1/100% chance of being dropped from any mob (will probably need to be changed), and mythic keys would have a 1/999999% chance from being dropped by any mob as well, lower than the current mythic chance. To balance keys however, you could bring them to a blacksmith, and combine ten of the same key rarity to upgrade it to the next. Keys could also be sold on the market, if the player who got it would rather have a little extra emeralds.

    Alternatively, keys could also be found in any chest, wether it was opened with a key or not, and could be a reward from raid bosses, and could be purchased at a dungeon merchant for a lot of dungeon items and fragments. This would be to make farming mobs less of a necessity, and avoid just being a different type of unfun. I also understand that this system would make mythics less rare, but considering you would need 100000 common keys to make ONE mythic key, I don’t think it would be too much of a rarity drop. I hope everyone will at least give this system a little ponder, and any constructive criticism is always appreciated.
     
  2. Crouton_18

    Crouton_18 Either an Airship Captain or a Masochist CHAMPION

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    I've heard many chest opening ideas that onclude mob killing and frankly, that sounds worse then the current system.
    Imagine wanting to open a legendary chest, but first you have to go kill thousands of mobs (it would probably be more in practice, seeing as legendary is the 3rd tier of item. It would take you approximately 100×10×10 (10000 mob kills) to get a single legendary key) to farm a single key to open a single chest which ends up containing a legendary for a class you dont have.

    Imo, linking these two would be a bad idea
     
  3. Buddy1Sock

    Buddy1Sock Well-Known Adventurer CHAMPION

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    Yeah you’re probably right… I’ll keep brainstorming tho
     
  4. Namakobushi

    Namakobushi Famous Adventurer VIP+

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    How rare is 1/999999%? % caps at 100%, and in this case, means guaranteed to happen.

    I can't speak for everyone but I think the problem people have with lootrunning is the monotony of it, the repition. It's opening chest after chest after chest . . . then all the traveling it takes to get from one chest to the next.
    It's the same thing over again, and becomes stale quickly.
    There's hardly any special interactions or fun gameplay bits, anything new or interesting.
    That and the fact it's time consuming. Barely anyone wants to open like, 3k chests just for a nice, virtual purple box.
     
  5. Bwitty03

    Bwitty03 Famous Adventurer HERO

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    That’s 1 in 99,999,900
     
  6. Namakobushi

    Namakobushi Famous Adventurer VIP+

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    I've never seen percentages used that way what.
     
  7. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    Tbh I'd rather stick to forgery runs, especially with the pity system making it a thousand times more bearable
     
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