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World Spell Research (version 1.3) 88.6% Approval - 77 Supporters

Discussion in 'General Suggestions' started by ItsFreakinHarry, Aug 7, 2018.

?

Have I gone insane?

  1. Yes, but this is still a great idea!

    37 vote(s)
    37.8%
  2. Yes, and this is good but it needs work.

    34 vote(s)
    34.7%
  3. Yes, what are you thinking? This is terrible.

    3 vote(s)
    3.1%
  4. Idk man don't ask me

    5 vote(s)
    5.1%
  5. No, your ideas are incredible!

    7 vote(s)
    7.1%
  6. No, some of your ideas are great but they need work.

    9 vote(s)
    9.2%
  7. No, you're just bad at gameplay design.

    3 vote(s)
    3.1%
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  1. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    V1.1 RELEASED

    Added a changelog, feel free to read what was fixed. I plan on re-visiting the system in terms of fundamentals, but this is just a quick fix for now so I can work on more spells!
     
  2. A Human

    A Human Definitely not an alien. VIP+

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    The new changes look great! I still think any buff to intelligence should be removed, but that’s not that important.

    I really like the upgrades for the spells, but I think that if you are adding element based upgrades, only one should be acquireable per research tier to avoid people totally maxing out their spells for all elements.

    Otherwise, everything seems great!
     
  3. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Either have to buff it slightly or nerf it drastically, would rather create a smaller problem than create many larger problems for now. This will possibly be re-visited in the future, for now I just want to make more spell charts so I can get feedback on those. Plus I love working with LucidChart :)

    The element based upgrades are designed to be used more than once, specifically because certain Advanced Research requires them, and I don't want people to be locked out of certain research because they have 1 main element. Will likely revisit this later, probably going to reduce damage gained from later ranks so it is more for AR advancement rather than pure stat maxing.
    ________________________________
    V1.1 update 2: Bomb Arrow chart is now available. I have so many ideas flowing through my head rn for this thread, but I am done updating for today. Will still reply as necessary, but until tomorrow the main thread will be untouched.
     
    Last edited: Aug 8, 2018
    A Human likes this.
  4. Locky1110

    Locky1110 Famous Adventurer CHAMPION

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    but the current spell system has a mana decrease per upgrade
    i think you shouldn't remove it
    i also don't like that only water based builds have an increased chance, because now if your not water, it'll be harder to get rp
    I think that the 20% chance should be always 20%
    or maybe affected by Loot Bonus, or something neutral so all skills can have access to it
     
  5. A Human

    A Human Definitely not an alien. VIP+

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    He means the purchasable mana decrease spell upgrade he has in the screenshot
     
    IreczeQ likes this.
  6. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Only some spells do, not all. Ill look into it, like I said this small update was to avoid more comments saying intel would be useless.

    Disagree on the loot bonus part, doesn't really make sense for it to be the equivalent of loot. However, I am still unsure if tying it to intelligence is the best long term solution. Might just make it a flat 20-30% bonus based on lvl, with upgrades for each spell granting a higher chance. But I plan on waiting a few days before I make a major update, don't want to change this so much before I get more feedback on the current changes.
     
  7. Locky1110

    Locky1110 Famous Adventurer CHAMPION

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    he wants to replace the spell system, therefore removing the mana decrease per upgrade
     
  8. Fred18295

    Fred18295 Me! (Not You) VIP+

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    My only suggestion is to link your system to something other than Intel. It would be far more balanced to have a different stat to link it to or just have it progress with levels.
     
  9. IreczeQ

    IreczeQ Well-Known Adventurer CHAMPION

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    Love this idea.
    As for the int, just leave this as it is right now. Just remove mana reduction from the charts and don't make intelligence have a bonus on rp.
    As for the resetting of the research, we might use the old ToA quest and revamp it so instead of skill reset for 6EB he resets our research for, and refunds us all the scrolls (but not the RP)
    As for the prices it should be a linear connection between your research progress and the price of the reset.
    Those are my ideas
     
    ItsFreakinHarry and A Human like this.
  10. A Human

    A Human Definitely not an alien. VIP+

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    As far as I know, the suggestion does not intend to remove mana decrease per spell upgrade.
     
  11. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    I didn't intend for that because I forgot spells reduce mana based on upgrades. It would make sense for it to do so, because having everything except mana be researched would just be, odd.
    Most likely just going average out the total cost to Upgrade II if the spell does have changing mana costs. So if Arrow storm I costs 5 mana and upgrade III costs 3 mana, I would just set it to 4 mana and call it a day.
    ________________________________
    The ToA idea is one I really like, might make more sense to just have a flat cost tho.
    Addressed intelligence in my previous posts, no need to repeat here.
    ________________________________
     
  12. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    I like all of this except intelligence giving more RP. Combine this with the extra spell upgrades idea and it’d be awesome
     
  13. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Gonna update this in a day or so with changes. Mostly just removing intel from RP gain and keeping spell mana reduction per level. Might add ToA revamp if I can nail down more details on how it works. I would love to make more spell upgrades but 2 things hold me back:

    1: Object limitations in LucidChart (what I use to make the "fancy" spell charts), which limits me to 60 objects. The current charts range from 47-49.
    2: Coming up with good upgrades for every spell.

    Spells like Arrow Storm, Bomb Arrow, Bash, Meteor, Uppercut, Spin Attack, etc. are easy because I can just boost damage output and add special effects. However, spells like Escape, Teleport, Charge, and especially Heal (oml its just impossible to make anything good for that spell, how I wish I could rework it) just make it a chore to come up with interesting upgrades for every single spell.

    If I can find a similar program that doesn't have that kind of limit then that would be great. Could instead just do it in something like Excel or Word but then it's just more work.
    As for the spell problems, I have managed to come up with some ideas for everything except Heal. That beast I will tackle another time.
     
  14. A Human

    A Human Definitely not an alien. VIP+

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    I can give some suggestions for heal and teleport/charge/escape/vanish.

    Heal:
    - Heal 40% less per charge. (A charge is when it says in chat ‘healed X health’). Number of charges is based off of caster’s health (maybe 1 per 2k hp)
    (ANCIENT UPGRADE)
    - Also refill nearby player’s mana by 1 every charge, not including caster (ANCIENT UPGRADE)
    - Base healing off of air damage instead of water damage (ADVANCED UPGRADE)

    Teleport:
    - Remove cost increase per casting (ANCIENT)
    - Create an explosion at your destination, dealing (insert number/percentage) damage in the area. (ADVANCED)
    - Get resistance to fall damage for 1 seconds after teleporting (ANCIENT)
    - Teleport 5 blocks further (ADVANCED)

    Probably unbalanced, just ideas.
     
  15. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    What? I’m saying there’s already a thread suggesting good spell upgrades for endgame... I want those
     
  16. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Endgame isnt really my concern, I can do those. Its the non-endgame ones. Coming up with 4 different basic upgrades for Heal isnt exactly an easy task. I get your point, I just prefer to come up with my own ideas unless im in a real bind. Ill look for inspiration if need be.
    ________________________________
    Not too sure what you mean by "charges". Why would it heal less for an upgrade?

    I like the mana refill, but for Ancient tier I would boost it to maybe 2-3 at the least.

    Thought healing was just based on your max hp, didnt know it was boosted by certain effects. Hmm

    As for teleport, with obv balancing I like it. However, I should have clarified. Advanced and Ancient are not the problems I have, those are easy to brainstorm. The basic tier ones would be a challenge, as you can't really boost damage for the spells. While yes Teleport and Charge do damage, they require an upgrade, which would be kinda weird to have to get an Advanced research to get Basic research.
     
  17. A Human

    A Human Definitely not an alien. VIP+

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    When you cast heal, it doesn’t heal all at once, it heals in 3 pulses (I didn’t know the right word for it). That’s what I meant.
     
  18. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    I believe that might be for upgrade III, bc the last time I played Mage I don't remember it healing in pulses? At least not at the early levels.
     
  19. A Human

    A Human Definitely not an alien. VIP+

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    It starts at upgrade II I think

    Also, are you changing the usual spell upgrades to purchasable upgrades?
     
  20. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Yes, take a look at the charts so far. 2 of the 4 Advanced Research items are upgrades that already exist.
     
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