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Game Mechanics Improvements to Enemy Spawning

Discussion in 'General Suggestions' started by AcadeeAlkana, Oct 11, 2022.

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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    Ever have an enemy randomly spawn behind your back? Yeah, Wynncraft will occasionally decide to spawn a high-DPS mob behind you, and I want that to not happen.

    So What's the Problem?
    If the game were more forgiving about at least one of these points, then this wouldn't be such a big issue:
    • Most of Wynncraft's hostile mobs are completely silent before and when attacking.
    • Wynncraft's melee enemies are designed to heavily punish players for being in melee range with a deduction of Health Points.
    • The exact location where enemies will spawn is almost never indicated to the player.
    • Melee enemies can spawn behind you.
    Because of the above points, players who don't keep up a habit of turning around constantly are prone to getting punished and losing HP for no reason. Wynncraft's huge list of expensive Items and different ID mechanics already make the game hostile to new players - what good explanation does it have for trying to kill them without any warning whatsoever?

    My Solutions
    What I think could be done to solve this non-personnel issue:
    • Spawn Points: Once every few minutes, a batch of enemies will leave visible Spawn Markers on the ground when they're randomly spawned. All enemies which don't leave a Spawn Marker can only spawn within a few blocks of one.
    • Mob Totems multiply how often Spawn Marker enemies appear alongside their usual effects.
    • Warning Audio Cue: Enemies make a distinct noise when they spawn +60 horizontal degrees away from where you're currently looking.
    • Damage Reduction: All Classes take X% less damage when hit from behind by non-player enemies.
     
  2. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    If you kill enemies in a region and stay there, unless there is a mob totem or something else to cause them to continually spawn, they won't.

    Adding visible spawn locations will just ruin the immersion and all the effort we put into building the world
     
  3. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    Nice V1 profile pic. I wanna buy Ultrakill sometime and have recently been drowning in recommended videos about it on Youtube!
    How long do you have to stay put in a region before the game allows you to not worry about getting backstabbed by an enemy every now and again?

    I'd appreciate the addition of in-game indicators for where these "somethings wicked" are located, because there really aren't any. The large vision radius of melee enemies paired with how large these spawning areas are can lead to getting ambushed by enemies who technically gave you plenty of time to turn around and fight them by spawning 15 blocks behind you. Another thing I'd like to mention about the potential of getting ambushed by an unlucky spawn is the fact that most Ranged Enemies have all the DPS of Melee Enemies while typically being allowed to hit you from 9 blocks away or farther, slow you down with knockback, and hit you moments after you get in range, all without making a single sound beforehand.

    Put simply, most of Wynncraft's enemies are designed to be deadly even when almost never getting hit.

    Wynncraft already suffers from immersion-breaking mechanics. I personally find the following to break my immersion constantly:
    • Soul Points ("You died...Remember that there's a constant counter on your hotbar to remind you of the arbitrarily-limited number of lives you have before you can't try to have fun!")
    • Store-Bought Bombs
    • The "anyways, these just exist" nature of most Items
    • Store Advertisements that show up in-game
    • A lack of impactful environmental mechanics (IE: Knockback-based CC abilities could hit an additional time if an enemy gets launched into a spike or something, and Archers can't deal significant Burn DOTs from shooting Arrows through fire)
    • Very few (or no) accessible-to-casuals explanations for a handful of mechanics (Why is Mana Regen so wonky? Why do Mana and Life Steal feel inconsitent on early-to-mid game Weapons? Why can Ragni Recruits only use four Spells?)
    • If there's a character that can wield multiple Weapon types, why are we restricted to our Class' singular Weapon type?
     
  4. uzbuz

    uzbuz Owner of the Realm of uz (join or bad) VIP+

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    adding an indicator will make the world incredibly messy. I haven't really had a problem with mobs spawning on me, and most environmental mobs are really weak anyway. Mobs making noise would just become annoying and they only spawn when far away from you so it wouldn't help anyway.
    Having classes take less damage from behind could be abused very easily as well.
     
    Namakobushi likes this.
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