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World Fruma Ideas

Discussion in 'General Suggestions' started by Dyredhead, Jul 15, 2020.

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Do you like this suggestion or not?

  1. yea i love it

    16.4%
  2. i think its good but needs some changes

    67.3%
  3. i think its whatever

    7.3%
  4. i dont like it

    9.1%
  5. i hate it

    0 vote(s)
    0.0%
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  1. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    So mabey then just change those quests or either redo them completely, instead of substituting it with fruma.
    ________________________________
    Yea i understand why they did it but it ia still cannon lore for fruma so it suggest that that area fruma is for lvl 25.
     
  2. That_Chudley

    That_Chudley Wynncraft Addict HERO

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    I think that Fruma will have two different level ranges within it.
    The first will be roughly level 60+, then the next will be high level quests, so roughly 105+.
     
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  3. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    That's a very interesting idea that could work
     
  4. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    I mean i guess i just have a hard time seeing how to do that.
     
  5. That_Chudley

    That_Chudley Wynncraft Addict HERO

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    Maybe the main section of Fruma (with the Monarchy in as well as surrounding areas) is level 60+ and then there could be a zone or two further into Fruma (A rainforest or mountains etc. idk) which could be level 105+. Perhaps it could only be accessed through some kind of quest.
     
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  6. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    ye i get that its just that there would need to be a story / lore reason for this which i cant think of right now.
     
  7. Rothboy

    Rothboy Well-Known Adventurer

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    Overall very good suggestions. I think many of them could be incorporated into the game if the CT plans for fruma are still on the scratch.


    About this discussion of Fruma’s level range. I think it could work having 2 level ranges. In corkus for example, when you first go there, the government try to make it seem that Corkus is all right, not wanting you to know about the bad parts. I think lvl 60 Fruma can be like this, with the Fruman government granting you very limited access to the country, and only to the good areas, not letting you go on the poor and oppressed zones and keeping many secrets from the player. Then, at lvl 100+ you receive a quest that has to do with Fruman monarchy, that, for all we know, can be more powerful than the se beasts.

    Although suggesting a way to implement 2 level ranges, I disagree tho on letting Fruma be a mid level range area. Gavel has too much space and too much potential, and the lvl 60-80 will get too crowded with content if some gavel rework comes in in the future. I believe fruma should be a level 100+ area, because the endgame is what is most starved for content. I dont believe corrupted dungeons are a mistake, i believe they were a good temporary alternative to fill the need of dungeons on higher levels, but i dont think they make any sense at all. I hope they add gavel dungeons, there is mo much potential there.
     
    Last edited: Jul 19, 2020
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  8. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    100% agree. i would implement dungeons in gavel to give more stuff to do in those level ranges and keep fruma 100 / 104 +. though the way you suggest the 2 level ranges be done is also an interesting idea. the thing with corkus tho is that it isint a big level jump for all the places, it starts at 80 and goes to 90. but if we do this for fruma it would be almost a 20lvl jump and it would feel weird to suddenly cut fruma off for that many levels just to reintroduce it back.

    i can see why people dislike the corrupted dungeons since they dont feel new and thus are a little cheap since they are basically reskins of the existing dungeons. thanks for the input!
     
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  9. Pally

    Pally Former Titans Valor [ANO] Owner HERO

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    I love the idea of Fruma being a high level area, and I agree with the fact half of fruma will be 60+ and the other 100+

    I believe the questline will start at level 60+, with you happy to see your homeland and work in there again, helping its citizens. From the outside Fruma looks like a really happy place, because you only see what they want you to see. At around level 70-80, you start to hear rumors of people being beaten, dragged away, etc.

    At around level 90-100, you participate in a quest where you see the guards drag off someone and force them to become a soldier, like we see in the tower of amenisa quest.

    This triggers something inside of the player, and from there you have 2 branching choices to go off of.

    With the 1.20 update thread salted posted earlier, it said new features would come to the game, so why not branching off questlines?

    One of them will give you the option to side with the queen, and let the suffering keep going on, while the other side will allow you to go against the queen, freeing those in suffering and sending them to Corkus or the Wynn Province. cementing yourself as a hero for the people, or an enemy of them.
     
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  10. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    regarding the branching questlines im kinda atempting that with the 2 diffrent endings in my a new hope quest where you can go either to the queen or the rebels to finish the quest and you get different rewards
     
  11. Rothboy

    Rothboy Well-Known Adventurer

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    This is exactly what i think. I dont dislike it as a temporary solution, but this temporary already lasted too long. Also, branched quests are soo good, they are what most make me feel like im really the character, really makes it feels like its a real experience.
     
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  12. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    good to know!
     
  13. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    This is a question for everybody regarding the branching quests! Would you rather have the quests have different chooseable endings or have the same quest be done 2 different ways that you can pick. so here are some examples:

    A. basically what i did with the quest A New Hope where you can choose 2 different people to end the quest and get different rewards based on that. this has already been done with the quest underice

    B. Another more complicated way of doing branching quests is where you have the same quest but can be done 2 completely different ways based on who you start out with. so using the A New Hope as an example the way this would work is if for example the quest started with either you going to the queen and working against the rebels or staring with the rebels and working against the Queen.

    C. If you want to go another level deeper you could intertwine the two choices where the first quest is done with choice A and then based on what / who you choose to end the quest determines what quest you are able to do for choice B.

    The only major issue for me with branching quests is that they cant be too exclusive and they must make logical sense as well as they must have an almost equal split in terms of rewards.. i understand that people can have different playthroughs to experience both "paths" but someone shouldint be forced to playthrough a path and then be disappointed with the result and then wish they has chosen the other path meaning that 2 things must happen during the quest. 1: the rewards must be equal in value and not be completely one sided. 2. during the quest there should be hints as too what the reward is so that the player isint surprised and thus disappointed. these dont have to be annoyingly obvious like a npc litterly saying if you do x then ill give and unidentified x of level range x - x and such. it can be more written into the dialogue so like the npc can say: ill reward with great riches if you pick me or ill reward you with immense knowledge if you pick me.

    sorry for the rant hopefully it isisnt too confusing. do tell me if you need clarifications.
     
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  14. Rothboy

    Rothboy Well-Known Adventurer

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    I think I prefer the first one, where you can do it only once. I think that it woudnt be good to be able to get all rewards a quest has to offer. I would like to see more alternative endings on one quest tho. From what i recall, underice, An Iron Heart and Aldorei Valley have 2 different endings each, and Grookwarts quest has several paths. I would like to see a quest with an intermediate amount of paths, maybe 4: 2 main lines depending on how you start, plus 2 different endings for each main line depending on how you finish.

    Example: you can either start working for the queen or for the rebels. If you start by the queen, you will have the option to change sides or stay. If you stay you get a good fabled, if you change you get another good fabled. If you start with the rebels, in the end the queen will try to persuade you to join her, if you betray the rebels you get many emeralds and if you stay with them you get lots of xp.
     
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  15. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    i feel like mabey sticking to 2 and mabey maximum of three paths as it could get confusing fast.

    also personally im highly against what you said where people can pick a side but then "change their mind" for example by picking the queen but then betraying her. this doesint encourage picking well because its like at any point you can decide oh well i dont like this ima just do all this work for the queen and at the last moment choose rebels cause why not,, but thats just me. it basically lets people do and pick stuff with no consequences making the choices feel less real and thus people care less then.
     
  16. Rothboy

    Rothboy Well-Known Adventurer

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    hmmm, maybe i wasnt clear in the idea. The ending and the path would be different if you chose the queen first and then betrayed or if you started with the rebels or finished with the rebels. All the stages of the quest would be different, even the final one, killing the queen, could be different. For example, if you stood by the rebels all time, you could have two blue npcs to help and the boss would be the queen with no minions, since you already weakened the government by your previous actions. If you chose the queen and than betrayed her, the rebel movement would be too weak to provide any help, and the boss would be enraged queen and would have fruman soldiers as minions. The rewards could also be different: if sticking to the rebels, the pendant of the just, and if you started with the queen you could receice the ring of the hero (sry about the names lol). They would also have stats resembling the trait the player showed when following a certain path.
     
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  17. Dyredhead

    Dyredhead Well-Known Adventurer HERO

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    that could be an interesting way to implement it
     
  18. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    I would switch it.
    If you chose the queen first, she would trust you at first and have no minions. If you were with rebels, she would be prepared for you
     
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