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World Change Rare Mob Spawning To Avoid Afking

Discussion in 'General Suggestions' started by TheMinceraftian, Apr 23, 2020.

?

Is this a good idea?

  1. Yes

    6 vote(s)
    54.5%
  2. No

    5 vote(s)
    45.5%
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  1. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    Currently, rare mobs all have several fixed spawn areas, and spawn on a random timer. This creates the problem that people can just AFK in the spawn zones and wait for the rare mob to spawn, easily farming rare ingredients. The solution I propose is to make rare mobs a random substitute for the common mobs in the same zone of the map. For example, Scared Unicorn. Instead of spawning on a random timer, they would have a one in several hundred chance of spawning in place of any Luxroot Sapling, Luxroot Sentinel, Wild Boar, or Phrumkin Gangster that spawned. Meaning that the chance of encountering a rare mob would be proportional to the amount of effort you spend killing mobs, not how long you spend AFking.

    Edit: I realized there is a potential exploit with this idea, which is by spamming /class, you could despawn and respawn tons of mobs at a time. There would have to be some sort of system to prevent rare mobs from spawning when a player first enters an area.
     
    Last edited: Apr 23, 2020
    That_Chudley and Bioniclefan414 like this.
  2. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

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    Minecraft:
    They could also just totem and not have to afk.... part of the game is farming... But eh, one could just spam spells and kill 40 mobs after spending ten seconds gathering them up and have a chance to get even more.

    Or hell people will just 100% abandon crafted's due to the RNGod destroying you mentally and physically and make all currently made crafts go up from 12 EB - 20LE to 50LE - 4sLE Due to their ingredients being so hard to get to this... you got a no from me.

    Oh and if it's based on mob kills then all donators would have an advantage, once again pointing to totems.
     
  3. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    Totems don't help rare mobs spawn faster as of currently
    ________________________________
    It's possible to make all mobs spawned by the totem not have a chance of becoming the rare mob as well. Also, how can you complain about it being too difficult to get rare ingredients when the difficulty is infinitely adjustable. Also, in demand crafts already cost 20le-1stx lol
     
  4. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

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    So a few things
    1. Cost depends the crafted/who you talk too (From the ones I've wanted and bought, sorry I don't know all their prices. L O L)
    2. I didn't know totems don't affect them, that's perfect.
    3. If it's changed off mob kills totems will then affect it.
    4. If it isn't broken, don't fix it.
    5. I guess you might be able to put that on totem spawns, but then there would be a trolling. (like someone putting down a totem for their grinding when you're going after rare drops. Which I myself have experienced some trolling from boss alters, loot running etc. We don't need more lol

    But when it comes to loot/rates, I don't believe players should be "punished" for their future work on getting an item for what exists now. I personally would rather not beat up 500+ mobs that give 0 XP just for that one ingredient, when I can go to a place, get the three or so I need and continue on with my day. With this stops the "hardcores" from afking farming for three hours and making a ton of money, you're forgetting about the rest of the community: The Dirty Causal. I don't think someone who plays [Person A] just to chat with friends and may want to make a ring or they found someone [Person B] to make the ring for them but that person needs B needs the materials/ingreds but doesn't want to get them. Well then that means A either has to farm hardcore to get this item or find someone else, or farm for money. And I just believe all play styles should be allowed. You want to play no damage tank warrior and have 20k health if not more? Go for it dude. You want to play "Flight Mage" and do no damage? Go for it dude! I think it's quite silly to change something from timed to RNG, what if hell that's how chest worked for loot running? You'd lose you're fricking mind trying to get mythics lol.

    tl;dr Don't like making it more hardcore then needed, RNG sucks. Random Crits TF2
     
  5. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    For one thing, it is quite broken. You could search for a rare mob for an hour and not find one. But people tryhard and afk to get the ingredients, which involves no actual work, just parking your character where you know the rare mob spawn area is. By the way, when I say spawn area, I don’t mean a whole region of the map, I mean a single block where they are set to spawn. This change would actually make easier for the casual player to get an ingredient if they wanted to, but keep in mind that crafting isn’t a completely unnecessary mechanic to progress in the game, and most casual players don’t utilize it at all. Do you really think that people would go around dropping totems to stop rare mobs from spawning? Two words: change worlds. Nobody would waste them on something so easily avoided.
     
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