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!

Game Mechanics Lots of mobs but no challenge, Wynn's Mob Problem

Discussion in 'General Suggestions' started by Tricko03, Feb 20, 2023.

?

Can you agree?

  1. Yes, 100%

    5 vote(s)
    31.3%
  2. Partly (comments would be nice)

    6 vote(s)
    37.5%
  3. No, you are wrong!

    5 vote(s)
    31.3%
Thread Status:
Not open for further replies.
  1. Tricko03

    Tricko03 FANTASIAAAA!!! CHAMPION

    Messages:
    65
    Likes Received:
    29
    Trophy Points:
    49
    Guild:
    Minecraft:
    Lots of mobs but no challenge.
    Good day dear Wynncraft community, I am the Fantasia Pope, tricko03 and have now accumulated a very large amount of play hours in the game, more than any other game.
    Meanwhile I have greatly increased my inactivity in Wynncraft and the fun of the game is very limited, the limits are not secret, they are called content. 2.0 was based on a misconception that endogenous content needed to be increased in order to create more content, however this is a misconception that can be seen all too well in other open worlds.
    But what should 2.0 have looked like instead?
    In general, it can be said that mobs in the world have not changed. There are a few exceptions, such as the Qira bosses, but this is an isolated case. When I start the game, the first thing I see outside of Ligni is a gaggle of zombies running at me. I don't have a second of peace, but I also don't have a second of real danger. In general, I died the very first time at level 23 on the 1st run-through, even though I fought continuously. Mobs become annoying as they are no longer a challenge, but exist in masses. You don't get the chance to choose, but are permanently chased by stupid mobs.
    One bright spot that came before the 2.0 update was the zombie militia that spawned around Detlas. I had finally found an enemy that was at least strong enough as a melee fighter that I died against him, for ranged fighters he is not, but that's another topic. I would find it much better if mobs spawned in groups rather than always appearing one at a time, allowing you to fight continuously without the risk of being overrun or getting into serious trouble. In general, I would rather remove the mobs that spawn on paths than leave them in the game like that, they don't really have any sustainable use for the game, except for being a small XP source.
    So the problem Wynn has is an external one, it doesn't come from the player, but from the map, or the world the player is in.
    That was the tip of the iceberg, now I will address the biggest problem:
    The lack of content in the endgame.
    With the new update came the Nameless Anomaly, a boss that was hard, but not because it was permanently hard, but because it had the Watch, which was absolutely random and could kill the player without any problems. Yes, it was good to bring the mob into the game, but it was not balanced enough. A mob should be consistently hard, not have one spell that kills you and the rest are weak and only kill you the first time you do it. In general there is a lack of difficult enemies in the endgame, even if the mobs look different I still fight a random boss that jumps at you.
    I still run into the same wall of fire as I did with 100 other mobs before and I have to dodge the umpteenth Arrowstorm.
    Seriously, don't you get bored yourself? Many players have started playing custom games in Wynncraft that have nothing to do with the base game at all. Loo running, collecting #1 items or generally standing on the market to buy good items so that you can sell them again. The goal is not to get weapons to use, but to get money. There are few Mythics that are still used as they are banked to increase networth.
    Of course there are buyers, but the absurd deflation shows that there is too little demand for too much supply, the market is flooded with myths.
    This shows that there is a content problem in the endgame.

    Before making any suggestions to solve the problem, I would point out another MMORPG, another Minecraft MMORPG, Monumenta. Monumenta has already attracted many active and legendary Wynncraft players, there they don't lure with good buildings, a nice atmosphere, but they lure the player with a good game, a game that not only looks good but is also a lasting challenge. Monumenta is the void that Wynncraft failed to fill. They also offer a game in the endgame that can be played the way it was designed. The players there are a lot fewer, but you can see a lot of Wynncraft players there, and many agree with me in this respect.
    Before I get to that, I'll give two small examples, on my first day I drove across the ocean which contains content that is worth playing compared to Wynncraft and saw glowsquids, I thought nothing of it and went after dived down to find treasure, suddenly the two squids lit up, my friend and I immediately went back to the boat because we were panicking. We just managed to save ourselves in Boot when two black beams shot over our heads, they flew in an arc, on closer inspection we realized they were pursuing projectiles, they fly in the player's direction. If he moves sideways in a boat you can dodge them, but if he moves sharply away from the squids he will be hit. However, if he is not in a boat, you have almost no chance to dodge and will almost always be hit and dragged down where Guardians and other opponents are waiting.
    Another example is in an ice landscape, I looted a castle there, I found several mobs with ice spells there, I died many times and was desperate, when I made it down, I suddenly faced a boss with the I had problems for 15 minutes, he could destroy walls, had spell combinations that complemented each other (rarely the case in Wynncraft, an example is spider webs and flamethrowers), he jumped at me and then did a large area attack that killed me several times . I wanted to escape thinking he couldn't use ladders but he built himself a staircase and the chase continued. The fight was not only intense, but also rewarded me with strong armor. I spent an hour with the castle and I didn't get bored.

    Finally, I would suggest Wynncraft to be much more oriented towards Monumenta, let mobs appear more in complementary groups, not as individual victims doomed to fail, makes the world dangerous, there can be difficult bosses in the world that you would not otherwise expect . At the end of a cave or on top of a tower and rewards the player if he manages to defeat the opponent. But above all: Let the 2.0 update reach the mobs too, I have the feeling that my spells and my ability to kill opponents have multiplied, but the mobs are still in 1.0. Give the mobs spells that complement each other. The player has to be surprised and scared if he doesn't know something. All of this is tension and does no harm. Let the mobs become a threat again, threatening the world of Wynncraft, not the server itself.
    Feel free to write your opinion and experience in the comments, is this just my problem or would you agree?
     
    Last edited: Feb 21, 2023
    Elysium_ and shacers like this.
  2. shacers

    shacers no longer replying VIP+

    Messages:
    1,042
    Likes Received:
    1,032
    Trophy Points:
    110
    Minecraft:
    literally everything here said is agreed upon.

    can i just ask though, did you use like a mythic or ETW build to fight greg? because you note how he is impossible to die to after running him a few times... maybe i just suck but this seems to happen like 80% of the time i play it and ive probably ran tna like 20+ times now. the fact that its so hard actually pushes me away from the game as well as the intense and hard to understand rooms that new players struggle in
     
    Tricko03 and Shiny_Bridge like this.
  3. Caterwauler

    Caterwauler Skilled Adventurer VIP+

    Messages:
    1
    Likes Received:
    3
    Trophy Points:
    27
    Minecraft:
    Are Qira bosses at the right level for you?
     
    shacers and Tricko03 like this.
  4. Tricko03

    Tricko03 FANTASIAAAA!!! CHAMPION

    Messages:
    65
    Likes Received:
    29
    Trophy Points:
    49
    Guild:
    Minecraft:
    I used Mythics, and died to, a lot. But not against the Boss, but against the Watch. The Watch is the only hard thing in this Boss in my opinion. A Boss should be hard in general not just one thing.
    ________________________________
    I beat every boss at the suggested level, Thuder-Earth at 80-90 and the rest at 90-100. They're tough, but I really like Qira and the new boss mechanics. After all, they are a hard challenge, but the rest is too easy in my opinion, if every boss is easy and one boss is hard, the contrast is too much, then the hard boss just becomes exhausting because you are used to something easy. The overall difficulty needs to be increased. Including traveling, you shouldn't perceive mobs on paths as annoying vermin, but rather see them as opponents to be taken seriously.
    But to the question: The Qira bosses are well organized, but the rest is just not well balanced. Balancing isn't just about weakening or adjusting overpowered weapons, it's also about bringing mobs to a consistent level where there aren't any big peaks in difficulty. Deviations upwards are certainly good sometimes, but it shouldn't go to extremes. If all bosses were hard, nobody would get upset about a hard boss, but if one is hard and the rest easy, everyone gets upset.
     
  5. shacers

    shacers no longer replying VIP+

    Messages:
    1,042
    Likes Received:
    1,032
    Trophy Points:
    110
    Minecraft:
    well i never die to the watch (except like twice) and die to his weird comboes after one or two people have already died so i think it tends to be because hes just hitting me more but the thing is, those people dont die to the watch either. almost all of the people ive seen die die to the normal boss.
     
  6. Earthbrine

    Earthbrine The Dirt of the Realm

    Messages:
    987
    Likes Received:
    848
    Trophy Points:
    123
    Guild:
    Minecraft:
    I have a few things that I feel the need to say:
    First of all, I have no idea how you managed to avoid challenging mobs, since I've dealt with such mobs at every stage of the game, even with a good build. Also, you said that the random mobs aren't a relevant source of xp. Is your way of playing just quest -> secret discovery -> grindspot? Doing that for mid/endgame makes sense, but even at early game? Another thing you mentioned is TNA being easy except for Watched. I've seen many more people complain about dragon leap than watched, since watched is only hard to dodge for shamans. Your concept of endgame also seems very limited. You seem to think that mythic grinding/market flipping are the only endgame activities, even though guild wars, classbuilding, Legendary Island, and raids like TNA and TCC exist. If that's not enough, you can also start a new class, possibly with a challenge modifier if you feel that the game is too easy.
    You then started to talk about Monumenta. I've played that game a bit, but it's VERY hard to get into, and has various mechanics that can deter new players. Now, take what I say about Monumenta with a handful of salt, as I haven't gotten to the first wool dungeon, but I've heard that some of it's mechanics, like armor breaking on death, and unfair traps, can make it very annoying to play. Also, if you're going to compare Wynncraft to Monumenta, you have to keep in mind that Wynncraft is more centered around quests and exploration, while Monumenta is more centered around dungeons. Going back to Wynncraft, you said to add unexpected difficult bosses. If you explore the world as much as I did during your playthrough, you will find many such bosses/strong monsters. Some of those monsters are rare mobs, like the treeant mobs in the Nesaak forest, or are key guardians that can shred you at level, or even EXTREMELY rare and powerful mobs, like Mama Zomble. Many of these powerful and challenging mobs exist, you just won't encounter many of them if you only stick to paths, and go straight from quest to quest. While I do agree that many mobs have been rendered weak by the recent updates, and need a buff, there are still many challenges in the world, they are just not obvious.
    I'm sorry if what I've said is harsh. I just want to make sure that you understand some of the things you are mistaken about.
     
    shacers, trex1611 and uzbuz like this.
  7. Tricko03

    Tricko03 FANTASIAAAA!!! CHAMPION

    Messages:
    65
    Likes Received:
    29
    Trophy Points:
    49
    Guild:
    Minecraft:
    I understand what you mean, but I have to say that you misunderstood me. Monumenta, as you correctly mentioned, has a different focus, a lot of things are bad in Monumenta and don't feel good. But then you see the mobs and think why doesn't Wynncraft have that? Wynncraft has done so many things so great, why not the mobs. Yes, there are those special mobs in the world, for example the Idol under the Iboju Village in the Jungle, or the new mobs in Corkus, but I don't count rare mobs like Mama Zombel and co. among them. I've only seen 3, so it's cool to see them, but that doesn't change the fact that there are like 100 mobs with flamethrower, charge or multihit that are always the same. Certainly not all the points I mentioned apply 100%, but most of them only work if you make use of others.
    For example, rare mobs that only do a lot of damage and have a lot of HP, but otherwise have no change, are neither exciting nor thrilling for me. In Monumenta, many mobs have their own abilities, boss fights have their own mechanics that you only find out after some time, which give the boss a unique selling point. A good example is Wybel and the boss in Corkus that drops Summa (name forgotten), they are both almost identical and have hardly any unique selling point. Mama Zombel is a good example of this, it just has a lot of HP and does high damage, it's not difficult, it's boring.
    Neither did I mean to say that everything is better in Monumenta, on the contrary, Monumenta fails in many points where Wynn is downright superior, not only in Minecraft but in MMORPGs in general. But it's all the more sad and frustrating that Wynncraft fails where Monumenta thrives.
    I'm tired of doing the same boss over and over again that just has a different skin and more HP. Bosses with multiple phases are already good starts, but where are bosses that spawn stuff that you have to destroy to damage him? Where are bosses that challenge the player? They don't exist in Wynn, at least not like they do in Monumenta.
    Again about the mobs along the way, I think it's good when mobs spawn on account of, but why do they have to spawn one at a time. Can't it happen block by block with assigned roles? Archer and melee complement each other well, why not make use of that from the beginning.
     
    Last edited: Feb 25, 2023
    Nukewarmachine and shacers like this.
  8. Femboy Orphion

    Femboy Orphion Bi Furry Femboy (Average Wynncraft Player)

    Messages:
    471
    Likes Received:
    578
    Trophy Points:
    83
    Guild:
    Minecraft:
    Yeah so they fixed player combat. Now they just need to fix mob combat
     
    Tricko03 and shacers like this.
  9. point_line

    point_line Well-Known Adventurer

    Messages:
    881
    Likes Received:
    519
    Trophy Points:
    95
    You do realize player combat is just “one tap the enemy before they one tap you”
     
    Sar and shacers like this.
  10. shacers

    shacers no longer replying VIP+

    Messages:
    1,042
    Likes Received:
    1,032
    Trophy Points:
    110
    Minecraft:
    they did except...
    this is impossible with no mythic/crafted assassin. either change everything to no one tapping or make assassin one tap
    ________________________________
    obviously the one tap thing is a joke (on my end at least) and what i mean is extreme damage
     
  11. point_line

    point_line Well-Known Adventurer

    Messages:
    881
    Likes Received:
    519
    Trophy Points:
    95
    Well assassin can one tap anyways, mythics or not.
     
  12. Deusphage

    Deusphage but a beast Modeler Builder

    Messages:
    2,831
    Likes Received:
    4,601
    Trophy Points:
    207
    Creator Karma:
    Guild:
    Minecraft:
    i have only read the title and will not be using this as an excuse to add mobs that fast roll like a dark souls sweat and backstab you
    ________________________________
    the way this is typed out makes it hard to understand but it just sounds like you want mobs to be more unique and synergize with each other more, and for there to be proper endgame content (which may already be covered with Fruma, depending on what that update would add)

    Adding on my thoughts, I don't think Wynncraft should be crazy hard, or even hard. I think it should follow a similar idea of difficulty that vanilla Minecraft has. Ignoring the fact that Minecraft has difficulty options that do nothing except increase enemy damage by such a marginal amount that the difference between normal and hard mode is incredibly negligible, Minecraft doesn't really have a difficulty setting. You kind of choose the difficulty by deciding what encounters to put yourself into. You find the difficulty way, way more often then the difficulty finds you. As an example, when you encounter a Bastion, it is entirely of your own volition to choose to enter that difficult scenario. Further, you can choose to actually make the encounter easier by spending time gathering better equipment and tools (such as blocks to protect yourself from mobs).
    When I said, at the beginning, that Wynncraft shouldn't be hard, I mean that the beaten path shouldn't be laced with thorned bushes and jagged branches. If a player pleases, they can never stray from that path, or only do so infrequently. For the more seasoned players, or those seeking a challenge, they can choose to venture into the wilds on either side of that road and willingly introduce themselves to encounters of greater difficulty, be it by intentionally engaging in a hard challenge, or taking a risk and having it not end in your favor.
    One hurdle, however, is that as long as content exists, basically everyone will want to do it. In the case of Minecraft - taking an Ancient City as an example - this is countered with the setting of difficulty being how risky the player is. You can always barge in early in the game and come out with a fantastic haul, or you can hold off on the discovered ruins to stack up with wool and planned escape routes in case things go sour. With Wynncraft, there isn't CURRENTLY any sort of solution like this, and I believe its pretty damn hard to incorporate. If we, lets say, added challenge modes to Forgery or Raids that offered better rewards at a higher skill ceiling, is there really any reason or player who would do a raid/dungeon without that handicap? Because its team content, it also gives players who want to take an easier route the short of the stick: they either muscle up or are kicked out of the party.
    ________________________________
    You are probably asking, "well, Madeline Deusphage Wynncraft" -- How dastardly of you to know my full name --"what solutions do you propose for this?"
    To which, I offer you none, because there's always the chance they get implemented in the future :troll:
     
    Last edited: Feb 21, 2023
  13. shacers

    shacers no longer replying VIP+

    Messages:
    1,042
    Likes Received:
    1,032
    Trophy Points:
    110
    Minecraft:
    ... am i just trash
     
  14. point_line

    point_line Well-Known Adventurer

    Messages:
    881
    Likes Received:
    519
    Trophy Points:
    95
    Well what’s your build?
     
  15. shacers

    shacers no longer replying VIP+

    Messages:
    1,042
    Likes Received:
    1,032
    Trophy Points:
    110
    Minecraft:
    idr rn lol ill send sometime tomorrow but it has like 19k hp and about 70k ehp as well as 800ish hpr so obviously its not damage oriented. ive been looking for a more damaging build, specifically trickster because it just got reworked but cant find any
     
Thread Status:
Not open for further replies.