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World Corruption Overhaul

Discussion in 'General Suggestions' started by [object Object], Jun 27, 2020.

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  1. [object Object]

    [object Object] Well-Known Adventurer

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    So I have an idea to overhaul the corruption, not sure if it's viable or not.

    Currently, the corruption just kind of sits there, not spreading or shrinking at all. You can kill Harbingers of Corruption, and the corruption around them gets destroyed (although this may just be the ice magic weakening the corruption). Also, in the Corrupted Village quest, you have to create magical TNT that destroys the roots of one of the corruption spikes, stopping the effects. Related to this, the Beneath the Roots discovery shows that the corruption spreads throughout the province underground, using roots.

    Also, the corruption and the province of Wynn aren't really fighting, the corruption isn't spreading at all and the soldiers of the province aren't trying to stop it at all.

    All of this information gave me an idea for an overhaul of the corruption.

    Spreading

    The corruption would no longer be static, and would slowly spread across the landscape, turning the ground to netherrack and causing obsidian spikes to grow out of the ground. This spread would be global across all servers. The entire province of Wynn would begin an assault against the corruption, using ice magic as their main weapon.

    Initial growing of spikes will take up to a day (don't know if this value is balanced), but once the spike has grown, the corruption can take over the area in 30 minutes if pushed back (again, don't know if this is balanced). The longer an area stays corrupted, the more spikes will grow.


    Areas the corruption spreads to will be affected heavily. The mobs that used to be in that area will become higher-level and distorted, and their strength/health will increase (although not a lot, only about 25%). If an area remains corrupted long enough, undead will start spawning. Nether mobs such as blazes will remain at the roots of corruption, so that beginning players don't have to fight extremely high-level mobs.

    Destroying the Corruption (Aboveground)

    Players will be the ones who have to fight the corruption. Killing corruption mobs (mobs with "corrupted" in their name, like Corrupted Apples) would slowly make the corruption on the surface disperse (although there would be a high kill requirement to push the corruption back even a few blocks). The corruption would also continue spreading while mobs are killed, so other areas could spread while one is being pushed back, and if not enough mobs are killed, the spread could only be slowed instead of stopped.

    After the netherrack is stopped, the obsidian spikes would remain. Players would need to slowly mine the spikes down with gathering pickaxes, or use ice bombs to weaken the spike, then use magical TNT to pulverize it. When spikes are removed, the corruption loses it's hold on the area, causing it to grow back at a fourth of the speed.

    Of course, this isn't a permanent solution, requiring players to constantly fight to keep the corruption from spreading. To completely erase the corruption's hold on an area, the roots need to be destroyed...

    Destroying the Corruption (Belowground)

    The true way the corruption spreads is below the ground, though obsidian roots (as shown in the Corrupted Village quest and the Beneath the Roots discovery). To completely erase the corruption, players would need to use ice bombs near the spike they want to destroy to create a hole in the corrupted ground, and would then drop down into a procedurally generated cavern. The hole to the cavern would remain open, for other players to help (caverns will be extremely hard to beat alone, encouraging teamwork between multiple people of different classes).


    Caverns

    Caverns will be procedurally generated areas that vary in level. The longer the corruption has been in the area, the higher level the mobs will be.

    Just like dungeons, caverns can have multiple different types of areas that need to be progressed through. The entire cavern would be completely corrupted, of course.

    1) Destroy
    A wall at the back of the cavern must be broken (it has very high health, can be attacked). Corrupted mobs will constantly come out of the walls and attack the player while they try to bread the door. One person will have to break the door while others defend them.

    2) Sprint
    Players have to run through a long cavern while rocks and spikes fall from the ceiling. An archer in the group can buff everyone with speed, making the stage much less difficult.

    3) Slay
    Players would have to kill enough high-level corrupted mobs in the 30-40 block wide cavern to push the corrupted away from the door, allowing it to be opened.

    The very end of the cavern will be a large chamber with the root of the spike going through it. Players will need to use ice bombs and magical TNT to destroy the root of the spike. This will cause the spike aboveground to collapse, and the corruption in the area to be pushed back. The corruption's hold on the area will be completely destroyed.

    Other

    Ice bombs will be a rare drop from mobs in the Nesaak frozen area.


    Magical TNT will be produced in the same way as the Corrupted Village quest, although the ingredients will be harder to find. Unstable corrupted ore will be found at mining areas in corrupted regions, and will explode in 30 minutes after mined. Refineries to stabilize corrupted ore will be found in most cities. Incendiary fluid will be created by taking corrupted water and refining it in a city. Water will only become corrupted when an area has stayed corrupted for at least a day, so you will need to brave extremely high level corrupted mobs to get it.

    Possible Problems

    1. The builders will have to build a corrupted version of everything in the area of Wynn, to avoid this I suggest making a script that will automatically replace certain blocks with corrupted variants (such replacing stone with netherrack, dirt with a random pattern of netherrack, soul sand, and obsidian, stone bricks with random patches of obsidian). This would also make the corruption look different every time it spreads to an area, but that leads to the next problem, which is
    2. Server performance. This system would probably put a lot of load on the servers if it's implemented, so I'm not sure if it's viable.

    Ending

    Possibly, a similar system to this could be implemented for the decay, and for whatever has distorted the landscape in the Silent Expanse.

    Edit: Since this would still mess with new players, maybe move the roots of corruption to a new, high-level area.

    Edit 2: NPC armies/guard golems would attack corruption mobs if the corruption got too close to a city/path, so the corruption would be kept out of low-level areas.
     
    Last edited: Jun 28, 2020
    Pally and StormKing3 like this.
  2. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Ok, you aren't talking about the base server, right?
     
  3. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    someone is going to hide a root inside ragni and people will wonder for weeks why are there zombies spawning in the city killing new players
     
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  4. StormKing3

    StormKing3 Famous Adventurer

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    Holy moly this would be amazing, but really difficult / almost impossible to implement
     
  5. [object Object]

    [object Object] Well-Known Adventurer

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    Possibly if the corruption gets too close to a city/path, the NPC army/guard golems will attack corruption mobs and push it back
    ________________________________
    Yeah, the TPS would become negative...
     
  6. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    you made a thread about overhauls and therefore you are violating my intellectual property

    in all seriousness this would be cool but its not what wynncraft is about and would make more sense for some kind of minigame
     
  7. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Can you answer me please?
     
  8. [object Object]

    [object Object] Well-Known Adventurer

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    Sorry, I am talking about the base server but this would be almost impossible to implement, and would put too much load on the servers.
     
  9. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    And it would ruind the "all players can play the same game". Some would come into peace and some into nearly ruined world.
     
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