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Hunted Mode

Discussion in 'Wynncraft' started by Robbee, Nov 12, 2019.

?

Do you like Hunted Mode?

  1. Yes

    3 vote(s)
    27.3%
  2. yes, but it needs changes

    4 vote(s)
    36.4%
  3. No, I probably won't use it

    4 vote(s)
    36.4%
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  1. Robbee

    Robbee Well-Known Adventurer

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    Minecraft:
    While I really like the core idea, I have mixed feelings about its implementation.
    A small thing first, there should be an option to attack friends/party/guild members. Maybe a command like /target [player], which allows you to do exactly that, if the other person accepts. Because this mode seems to have a lot of potential for team fights, FFAs or other PvP events, but the current rules make this a bit problematic if the other players happen to be in your guild or friend-list.

    However, my biggest concern is the 10% chance to drop IDed Items even at 15 soulpoints. I know that its supposed to be a risk/reward-thing, but losing almost one part of your build on average every time you die seems a bit too punishing to me. With PvP being not really balanced, unlimited options for teaming and large equipment differences this already has a lot of potential to be very unfair, but with such high stakes, it just seems frustrating.
    From an endgame perspective, most people probably won't risk their good builds unless they are really rich or are in a large party that makes death very unlikely. But even having to regularly replace cheaper items will be very annoying, especially if you don't want to just throw random items together.
    Yes, you can sell loot you get from killing people to afford buying replacements at the marketplace, but again, this heavily favors rich people, which are able to afford mythics and risk losing better equipment and have therefore a large advantage in combat. A poor player will either have to use a bad build and stand no chance against veterans or stake everything on one card trying to aquire some wealth by using a good build, meanwhile risking to lose everything they have.
    And at lower levels during a hunted playthrough, while items are generally less important as they get replaced every few levels anyway, the same problems still apply here. Running into a party might really screw you over, if you get unlucky and don't have the money to fuel your playthrough.
    At the moment, I have a feeling that there will be two kinds of people playing in this mode: gatherers, who are just using the xp bonus to grind with trash gear and hunters, which are large groups of people hunting down gatheres. Maybe I just have a different view on this topic, maybe it is intended to be this way, with a focus on hiding, escaping and hunting rather than actual PvP. Or to give players that have already achieved everything something to do, to allow them to gamble with their wealth.
    But personally, I would prefer it to be something to activate during your playthrough to make encounters with other players a bit more interesting and challenging or to try out your builds against other people around Detlas, like a nether imbued into the overworld. Something you do mainly for fun and not loot.
    Maybe the 10% drop chance for IDed Items could get removed, while the others stay. This way, encounters during exploring and grinding sessions will still be dangerous without being too punishing and just doing some FFA-PvP around Detlas is equally possible. But you shouldn't have to risk the very same things that determine your success at combat. But again, this is just my opinion.

    So what do you think about this?
     
    Last edited: Nov 12, 2019
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