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Game Mechanics Don't Fall!

Discussion in 'General Suggestions' started by ThePurpleEmerald, Nov 15, 2023.

?

Thoughts? (Comment Feedback/ Suggestions if you can)

  1. Good concept, it will be a great addition (Yes)

  2. Good concept, could use some improvements (Give Suggestions)

  3. Not a good concept, could use some improvements (Give Suggestions)

  4. Not a good concept, it will not be a great addition (No)

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  1. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    "
    And so, dangling on the edge of the world, holding their entire world like a lifeline that tugs like an anchor, Pitaya



    lets



    go.
    "​



    Don't Fall!
    A Nameless Anomaly Mini-Proposal

    [​IMG]


    What The What
    This is going to be a short suggestions post, don't expect anything fancy

    So short context, I've been hearing around and seeing a couple of TNA Wall-Hugging stuff on Discord and in-game and I remembered that I actually came up with a concept that can possibly prevent this over a year or so ago (Or, whenever TNA was first added). Part of me regrets that I didn't bring this to greater attention sooner (Mostly because it was such a small suggestion change that kinda got swept under the rug whenever I mentioned it as a passing comment in Discord) so here I am with a mini-suggestion post about it.

    While I didn't draw up my idea from my brain back then, the concept hasn't changed since. Here's a somewhat accurate recent recreation of my thoughts:

    [​IMG]

    The image should be self-explanatory. Otherwise, allow me to summarize. This design regarding the barrier floor created from the extended barrier wall makes it so that players that fall off the ledge will be teleported while TNA can walk across the barrier floor and climb back onto the arena just fine.

    Shown below is the outline for the barrier floor and walls, marked with red stained glass for visibility. Note the barriers above the stray objects within the space should there be any that just so happen to poke into the arena flyspace.

    [​IMG]

    The actual size from the ledge to the barrier wall at the end isn't final, I know the diagram said "Like, 8 or 10 blocks" that one can be changed however you desire. Just... please make it at LEAST 4 blocks lol

    [​IMG]

    I'm not too sure how TNA's Void Hole mechanic works? I would assume that the player is punished when they go 1 single y-level below the TNA arena (in other words, falling down 1 y-level via a void hole), which seems to be the easiest way to implement this code-wise. If that's the case, then that's great! The barrier floor surrounding the ledges of the arena have a natural already-existing teleport sensor.

    [​IMG]

    But even so, it also comes the problem of how on earth the void hole mechanic works in the first place. More specifically, how the game determines whether the player is teleported to the ceiling void hole or launched upwards, spawning a Little One. This is the only actual information I am unaware of, and it would be a bit too quick for me to assume that the decision process is simply random. So, if @Deusphage is alright to hop in and give a quick clarification on that, feel free to!

    Regardless, the edges of the arena will always teleport the player to the ceiling void hole. If there's no way around this (Depending on what Madeline says about the picking process idk) then it's still possible to specify a new tp region around the platform.

    I should also mention that given Wynncraft's custom mob movement, Wynncraft enemies like TNA won't spend time jumping up the 1-block ledge, rather just smoothly shift upwards with no loss in momentum. So you won't have to worry about any exploits regarding getting TNA stuck on the edge.

    [​IMG]

    Not sure if there are any exploits that players can perform with this new extra space but hey at least you can't wall hug now

    Oh and also this design means that players who kite TNA mindlessly actually have to pay attention to where they're walking behind them now lest they don't turn in time and fall off the ledge

    I have been told that this would be a very annoying new obstacle to deal with





    To which I say
    [​IMG]

    Oh And Also
    Minor nitpick and offtopic and I don't run TNA that often anymore but please CT or @Lumia or whoever works on this for the love of god please add a visible telegraph for the Dash Attack whose hitbox spans the entire West Coat Pacific and speed that rivals Patrick's Pet Rock please just have giant particles that constantly appear before and during the leap so players don't have to rely on sound for an attack that appears in a game where sound was never used as a mechanic for mob attacks before TNA was added ok pls kthxbai

    [​IMG]

    QNA
    Q:
    I have some feedback on a certain mechanic or two in this suggestion. ...you won't get mad if I share my opinions, do you?
    A: By all means, go ahead! Type all you want! I thrive on feedback, and always welcome constructive criticism! People talking about it down in the replies also encourages discussion from others as well, which leads to more feedback! I may not ever work on this project ever again, but it will be of great help in future projects such as The Hidden Side when storytelling or content of similar design come into play!

    Q: Where's the pre-banner quote from? Are they okay?
    A: It's fine she lives and gets to "ride" the dragon

    Q: Huh
    A: That's... that's a joke the link is Safe For Work I swear

    Q: Will you ever join CT?
    A:
    [​IMG]

    Q: What's your gender? Are you not actually a guy?
    A:
    [​IMG]
    The above gif is just Hidden Side dialogue I still haven't confirmed anything

    Q: What is The Hidden Side?
    A:
    [​IMG]
     
  2. Waiter1986

    Waiter1986 Supreme leader of delivering food CHAMPION

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    This is a baller post yet again. Idk if I want to remove the kiting greg in a circle, but the wall cheese where u just hug that side wall is dumb. I love how every post we get a little but more Purple Emerald lore
     
    itay_ and ChrisWildfire like this.
  3. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    I have 0 lore all you are getting is Hidden Side lore

    and even then it's like almost nothing

    Also this doesn't remove kiting it just makes it less brainless by forcing the player to not fall off while walking backwards by using an extra 0.1% of their brain power to remember where they are on the arena
     
    Waiter1986 likes this.
  4. Elysium_

    Elysium_ Skilled Adventurer

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    Definitely agree with all that was stated in this post, more arena awareness needed to succeed in TNA’s boss fight would be a very good thing IMO.
     
    Elytry likes this.
  5. DrGREEN

    DrGREEN Remove daily reset tokens

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    Yes rip tna wallers
     
  6. ChrisWildfire

    ChrisWildfire Sun Punk Ability Designer CMD

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    when you first mentioned Hidden Side I thought you're referring to that one lego series

    anyway epic game balance!!! it would also make the arena feel like a proper island which is nice
     
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  7. point_line

    point_line Well-Known Adventurer

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    correct me if i'm wrong but the main advantage of wall hugging is to stop void hole spawn, how would this fix the issue?
     
  8. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    Oh shoot true I forgot about that
     
  9. Waiter1986

    Waiter1986 Supreme leader of delivering food CHAMPION

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    i forgot to mention i am a part of that group.... so.... goodbye walking in a circle kite :cry:
    (jokes aside, as we saw, lumia said they're looking into changing greg's melee hitbox which would make standing still corner hugging a thing of the past) (though that doesnt stop mindless wall hugging while kiting.... which i am happy about hehe)
     
  10. Melkor

    Melkor The dark enemy of the world

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    The main benefit I see right now is that if you're careful kiting him you can stop the entire area from getting filled up with voidholes. As long as they still don't spawn at the edges or they add some way to deal with the voidholes when Greg decides to start hopping around like a methed up bunny, I support this.
     
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  11. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    Yeah I forgot to account for Void Holes lol
    I could probably add in a punishment for players if they stay outside of the arena's horizontal range for too long

    That or the game constantly pulls the player back towards the arena, with the pull force getting stronger the further away they are
     
  12. Lumia

    Lumia Making your potatoes since 2002. CT Manager HERO Builder

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    I actually went and already added a fix for wall hugging, and if I got my way all people who wall hugged would be shot.

    I actually did have a similar idea to this, but what has been said before, basically the void holes can't spawn there, and they also can't spawn near the barrier wall as they would cut through it. The void holes changing up the arena are a significant challenge, and were thought up early in the design as a core aspect of the fight. Allowing them to be stopped is a big issue.
     
    Elysium_ likes this.
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