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Dungeons Fixing Charon's Fight

Discussion in 'General Suggestions' started by Aya, Aug 2, 2020.

?

Do you like the idea?

  1. Yes

    6 vote(s)
    35.3%
  2. Yes but some aspects could be tweaked

    6 vote(s)
    35.3%
  3. No but I like some of the ideas

    3 vote(s)
    17.6%
  4. No

    2 vote(s)
    11.8%
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  1. Aya

    Aya Very Serious Gensokyo Journalist

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    We all know the issues with this fight, Graken is the only good troop, and beating the fight consists of just spamming Grakens and hope they do the job, if you don't spam them you are locked until you die
    So I'm here to solve this issue
    First of all, the idea is good, you are the commander who decides who goes into the battlefield and you can also occasionally go into the fight to aid the troops

    The issue is the execution, with the main issue being what I've mentioned before, every troop is weak except for Graken, who you can spam and will win the fight for you

    So to fix this, first of all, we need to rework how the fight works
    1. Add a system that gives you points over time to summon troops with
    This idea is simple, instead of a cooldown, make it so you can accumulate points to summon troops with, and replace the pressure plates with buttons (or even an NPC but NPCs can get double inputs and send more troops that you actually want to), this way there is no cooldown and you can spawn multiple troops quickly, also not using the pressure plate inmediately after the cooldown is over wont be a punishment
    This way, if the enemies start becoming overwhelming, you can always try playing more defensive, saving forces and fighting the enemies yourself trying to control their growth so when you spawn your new wave of troops, they take care of them, complementing the game's main combat system with the troops gimmick

    How will it be displayed? I thought of two possibilities
    1. Replace coordinates (not sprint bar though because the idea is that you also need to fight at some point) during the fight and show them there
    2. Remember the second hand slot added in 1.9? Well, we will use it there, the number of points will be there, it should look something like this upload_2020-8-3_2-6-12.png
    This way you have a clear way of knowing how much points you have to spend on the troops
    The ways to obtain points are the following:
    1. Over time (1 point/2 seconds)
    2. Killing enemies

    2. Reworks to the troops
    Note: I have no way of testing this so it might be unbalanced but I'm doing my best to make them reasonable
    Also the "Speed: Player's" means the vanilla player's speed, the number afterwards is the walk speed bonus the troops would have

    We now have a new system to work with
    So here is the thing, the issue with troops is that they are all Brawl Ganondorf (AKA really bad) and Graken is Brawl Meta Knight (AKA really good)
    So let's rework them
    Player's troops

    Point cost: 12
    Extra: You can only have one at once
    Health: 5000
    Damage: 700 neutral damage
    Speed: Player's +15%
    Purpose: Hero-like troop that can deal with anything, while still having limitations
    Point cost: 8
    Extra: They are the target priority by enemy troops
    Health: 3000, +100 thunder defense, -100 earth defense
    Damage: 50
    Speed: Player's -25%
    Purpose: Tank
    Point cost: 4
    Health: 900
    Damage: 450 thunder damage
    Speed: Player's +20%
    Purpose: Crowd control and being a crowd itself
    Point cost: 9
    Health: 1300
    Damage: 700 earth damage
    Speed: Player's
    Purpose: Tank killer
    Point cost: 7
    Extra: Instead of being a melee troop, they will have bows that can shoot from the distance
    Health: 600
    Damage: 275 air damage
    Speed: Player's
    Purpose: Variation in the ways to deal damage

    Charon's troops
    Note: Due to the player's health being way lower than these values at level 24 (averaging 300-750), the player should take 25% of the damage the troops actually deal, to avoid getting one-shot
    Extra: They are prioritized by the player's troops
    Health: 2500, +100 thunder defense, -100 earth defense
    Damage: 100
    Speed: Player's -25%
    Spawn timer: 9 seconds
    Purpose: Tanking
    Amount of points on kill: 6
    Health: 800
    Damage: 475 thunder damage
    Speed: Player's +25%
    Spawn timer: 3 seconds
    Purpose: Crowd control and being a crowd itself
    Amount of points on kill: 3
    Health: 1275
    Damage: 650 earth damage
    Speed: Player's
    Spawn timer: 6 seconds
    Purpose: Tank killer
    Amount of points on kill: 4
    Extra: Instead of being a melee troop, they will have bows that can shoot from the distance
    Health: 525
    Damage: 250 air damage
    Speed: Player's
    Spawn timer: 6 seconds
    Purpose: Variation in the ways to deal damage
    Amount of points on kill: 3

    So while you have your points, Charon will simply have a timer for each troop that summons them periodically, just like the current fight
    However, each troop has an individual timer, unlike the current player's troop, meaning that at second 3 a slayer will spawn, and then at second 6 a warrior will spawn, instead of the warrior spawning at second 9

    The way to kill Charon should be the same, overwhelm Charon's troops and let them kill him
    However...
    Health: 18500
    Damage: 800 neutral damage
    Speed: Player's
    Spawn timer: None
    Purpose: Dungeon boss
    Charon will behave differently, instead of just standing there, he will be a troop, the counterpart to Graken but much stronger due to Graken being able to revive during the fight

    The way the fight should go should be like this:
    At first you have almost no points, so you enter the battlefield and slay some enemy troops to gather points, once you have gathered lots, you start summoning your troops to deal with the enemy's, while the enemy troops are distracted, you either kill them to summon even more troops or to inflict damage to Charon

    Of course this might require a bit of rework on the pre-boss dialogue with Graken, as he claims you can just sit there and send the army in, but I think my idea of how this fight should go is more fun than what we currently have

    It is 2:50AM at the time I post this and I have to head to bed so I'll probably check the thread during the morning to rework some aspects such as balancing or some idea reworking
    Also due to the hour I've written this at, I might have rushed a bit some ideas due to a lack of time, I'll fix those in the morning as I've said
     
    Last edited: Aug 3, 2020
  2. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    I'm not sure how will that work. Enemies tend to have a set damage value and use that, unless a few (hundred?) lines of code are added to specifically quarter the damage the player takes from the enemies.

    Other than that, it's a good suggestion that makes the fight more interactive.
     
  3. alproy

    alproy Well-Known Adventurer HERO

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    Good Idea, however i still think They should just change a bit the minions of Charon into forcing you to actually using others (like swarm type that force you use the slayer, assassins that spawns in the back of the room giving adventage to the defenders, tank foe that weak to earth enough to make you choose the earth soldier, etc,)
     
  4. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Absolutely agree!

    Afaik the server runs on 1.8
     
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  5. Aya

    Aya Very Serious Gensokyo Journalist

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    Wait
    What
    ________________________________
    Well a few lines of code should be able to make "If enemy hits X, the enemy deals 100% · Damage, if enemy hits [Player], the enemy deals 25% · Damage"
    I don't program so I don't know how long would that be in Wynncraft's programming language, all I know is that it should kinda look like that in human language
    I guess?
    Yeah I was short on time but I should do elemental weaknesses too
     
    Last edited: Aug 3, 2020
  6. Samsam101

    Samsam101 Star Walker GM

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    no it runs on 1.12
    go to the toxic wastes and look at the glazed terracotta for an example
    the server also literally says that it is 1.12
    if you try to play on 1.8 i'm pretty sure it doesn't work

    also yes to this suggestion except graken should prioritize charon
     
  7. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Then how can you play on 1.9?
    It is only internal (because performace).
     
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  8. Aya

    Aya Very Serious Gensokyo Journalist

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    You can't play in 1.8 though

    Can someone who knows what version the server runs at tell us what version the server runs on so we know what can be done and what can't be done?
     
  9. Samsam101

    Samsam101 Star Walker GM

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    almost 100% sure its 1.12
     
  10. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    almost 100% sure its 1.8
     
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  11. Aya

    Aya Very Serious Gensokyo Journalist

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    Well it doesn't matter, if the 2nd hand slot idea doesn't work, we got the 1st idea to work with
     
  12. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Or title bar
     
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  13. SLScool

    SLScool Well-Known Adventurer

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    By that logic, it is 1.13 because the Lutho's Domesticated Kantyrs make dolphin sounds. Alternatively, because the commands use 1.8 syntax, the server is on 1.8. By a third kind of (humorous) logic, the server is on 1.19 and will update to 1.20 soon (TM). But I'm pretty sure, like Samsam101, that it's 1.12 (actually, I think it's 1.12.2). I can't remember a source for that information, though.

    I don't think Charon's fight deserves to be the one use of the off-hand, so I'm currently against having the counter in the off-hand. I prefer idea #1.
    #1 here is going to account for the vast majority of points. Since there will be several seconds between each kill, the 1/kill will have a very small effect compared to the 1/second. If the player gets 1 kill/5 seconds, then it equates 1.2 points per second, which is only a slight increase from 1 point per second in exchange for the work of killing an enemy. I recommend increasing the points per kill, and have it vary from one mob to another (e.g., Scout is 15, Warrior is 20, Slayer is 60, Defender is 450--those numbers are in no way balanced, but you get the idea).
     
  14. Samsam101

    Samsam101 Star Walker GM

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    thats what i meant lol
     
  15. Aya

    Aya Very Serious Gensokyo Journalist

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    Sounds good
     
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