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Game Mechanics Professions Changes Suggestion

Discussion in 'General Suggestions' started by BillyBobJoe2756, May 18, 2022.

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Should Professions be Changed, and if they should be, changed to what?

  1. No, they are fine as is.

    9.1%
  2. Yes, BillyBobJoe2756, your suggestions are cool and you are a cool person.

    63.6%
  3. Yes, large changes are required, but different from what you said.

    18.2%
  4. Some changes would be nice, but smaller changes would be more welcome.

    9.1%
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  1. BillyBobJoe2756

    BillyBobJoe2756 Well-Known Adventurer

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    Minecraft:
    Hi I am a Wynncraft Player who recently came back to the game, and as a lvl 100ish player with not a ton of endgame content left to do, I decided to grind and level professions, because the idea of making gear and potions was extremely interesting to me.

    However it seems to me that Professions was pretty poorly implemented, as the leveling of professions seems to be just a grindy path that is very time consuming.

    I am a very broke player, as when I quit I wasted all my emeralds horse gambling, and so I don't use the trade market very often, but it is likely a possible, more expensive, method of leveling professions that are crafting based. But in this situation I won't consider the trade market, as I don't think that stx and stx of materials in order to level up is a super interactive and fun way to do professions.

    One of the problems that I see with professions it lacks a lot of creative freedom. I think the implementation of the usage of ingredients is super cool, and should stay at the very least similar to how it is now. However, woodcutting, mining, fishing, and farming are simply repetitive tasks that don't(as far as I can tell) offer any interesting content, and are just obstacles to crafting professions, and the leveling system just makes it incredibly inefficient if you are like me and broke, unable to buy materials en masse. If you wanted to do any crafting profession, you would need to simultaneously level up two other gathering professions in order to make the items to level up. To make professions as fun and interactive as possible, I believe that there shouldn't be a seperate massive time sink


    This leads me to believe that the gathering professions should be overhauled and instead of being a massive time sink, just allow players to collect whatever materials they like. There can be a leveling system to make gathering certain categories of materials faster, but shouldn't deny the acquisition of materials. In addition, it does make sense that it would be fun to do professions along with leveling up, even on your first runthrough of the game. So instead of having a massive time sink of a seperate profession, make the gathering of materials locked by combat level, or, if you want to be more on flavor, there can be a requirement of a certain strength or dexterity to be able to collect a certain resource(although the second idea is annoying, as it would lead to constant stat point resets). I think that the quality of the materials gathered could be effected by the level of professions as well, because it would reward someone for increasing the level of a profession.

    In terms of crafting changes, I said before that the ingredient system is very impressive and fun, but I think that it would be very interesting if it could have a similar situation for the base part of the armor as well. For example, have different types of materials have different effects, rather than have higher level materials just have higher base health and higher durability, higher potency, duration etc. The materials could have a relatively vanilla effect on the items, for example, using armouring, having some materials be optimized to give health, some might offer less health and increase durability, some might offer increased efficacy of certain types of effects by ingredients, like applying elemental damage increase is 15% more effective, etc. And allowing the base crafting ratios to be the same, (like 8 ingots to 4 paper for a chestplate), and just allow there to be a mismatch of materials, like 4 gold ingots and 4 silver ingots, and 2 birch paper and 2 pine paper. There could also be a heightened efficacy of a type of wood if all the same type if used for an incentive for that. This type of crafting would allow for more efficacy in ingredients and make it more interesting than just using the highest possible level materials. In addition, crafted items shouldn't only be based on the ingredients used. Having a higher profession level would increase the efficacy of the materials, instead of just allowing the use of different materials, and I think it would be very cool to have a chance to add random qualities based on the "personality" of the player, which can be based on gear they are wearing, what class they are, if they have done a ton of quests or secret discoveries etc, although that seems a little more strange as an option.

    Another option for having limits to what players can gather/craft with that wouldn't be a super tedious task requiring hundreds of hours of grinding would be to having quests that unlock a certain material, instead of having a gathering level requirement. It would add more lore to the usage and reasoning behind certain characteristics of the materials, and would allow people to better appreciate professions from a lore side of things, which is fun to me.

    In addition, from my biased perspective, so take this with a grain of salt, I think that it would be nice if there was a catch-up mechanic for overleveled players to gain profession exp. This idea could be implemented with or without the rest of the suggestions, but it is extremely annoying to be level 100 and go around cutting level 10-50 trees for hours and still not be able to make any useful on level items. So a proportional exp bonus based on the difference in level of combat and profession level would be very nice as a QoL change.

    This is all by a random Wynncraft Player who hasn't played for a long time, so it's possible that many of these are actually implemented and I just don't understand. If I am completely wrong, feel free to tell me, I won't be offended, and if you have any other suggetions or add-ons to this suggestion, then feel free to tell me.
    ________________________________
    Oh yeah sorry that the formatting is very bad, it's just a wall of text rn, I'll fix it if people actually care about the post
     
    Last edited: May 18, 2022
    kingslayer296 likes this.
  2. kingslayer296

    kingslayer296 Well-Known Adventurer CHAMPION

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    Minecraft:
    i was getting on today to suggest scrapping an item has a small chance to give a unique ingredient related to the scrapped item, but your ideas sound cooler.
     
  3. kingslayer296

    kingslayer296 Well-Known Adventurer CHAMPION

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    Minecraft:
    its really fustrating trying to play a Craftsman character and spending an hour trying to craft an item when i could spend 5 minutes to find a uncommon/yellow item that has better stats.
     
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