Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Game Mechanics Variants of existing enemy mobs

Discussion in 'General Suggestions' started by Jstt, Jun 12, 2022.

Thread Status:
Not open for further replies.
  1. Jstt

    Jstt Well-Known Adventurer

    Messages:
    14
    Likes Received:
    26
    Trophy Points:
    48
    Minecraft:
    Wynncraft 2.0 will bring in many new ways to fight. Many new ways to customize your character. Many new ways to play the way you want.

    Sadly enough, the enemies you face from lvl1 to lvl104, stay the same(?).
    I would love to see Wynncraft bringing in new variants, new types of enemies to shake your experience.

    Currently there are 5 types of enemies (roughly):
    -Melee (Anything melee)
    -Ranged (Anything ranged)
    -Hybrid (Jumpers, both melee/ranged)
    -Boss (Raids, mini-bosses, etc.)
    -Structure (The Factory Boss)

    There are a lot of variants of mobs but there aren't many variants of interesting attack patterns across all the different mobs. Let's just take zombies. Currently almost all zombies in Wynncraft are either walking towards you, slowly. Or stand still and throw/spit on you.

    Here are atleast 15 different zombies we could have:
    -Running Zombie "Also known as the Sprinter"
    -Buried Zombie "Sprouts from the ground at any critter coming close"
    -Crawling Zombie "Slow but hard to spot"
    -The Infected "Green named NPC/enemy, turns zombie if you spend too much time"

    Special note: I would love to see a quest where you spend time with an infected citizen. Experiencing their infection from start to finish through a journey. Seeing them turn slightly more, every step of the way. The drama.

    -Biting Zombie "Lunges forward, if attack lands, won't let go. Obstructing vision, adds bleed"
    -Muscle Zombie "Throws other zombies in it's vicinity"
    -Spitter "Big and bulky, spits pools of acid that lingers on the ground. Ewh..."
    -Crying zombie "Runs away from the player. Often howling the words: "You're SO.. UGLY""
    -Spear Zombie "Throws a spear, duh"
    -Magma zombie "To leave magma pools where it walks. Fire damage on contact or to the extreme. When you get too close"
    -Drowned "Appear in water. Drag players deeper"
    -The Hulk "Big and bulky. Jumps high into the air, trying to land on the player. Has impact damage"
    -The conscience "Wizard turned zombie. Regained consciousness. Has similar skills to a player. The higher level of the mob, the more advanced it is."
    -Cannibal Zombie "Appears in large groups. This zombie is more athletic and powerful, yet cowardly. Devours other zombies to gain more power/health"
    -Champion "An absolute beast of a zombie. This zombie has a lot of skill with the sword. Having different attack patterns like big wide-open swings, stabs and can hit the ground to create an earthquake."

    Okay, most of them are bad and absolutely aren't finalized in the least bit possible. This is just what I got for zombies. I don't want most of the ideas above to be added but I do want more versions of the mobs we face to create more interesting gameplay fighting the forces of the corruption. What we have now works but it can definitely be expanded upon more. Especially now since we have more options for combat/parties than we've had ever before, once 2.0 is out.
     
    AlanGreyson likes this.
  2. Deusphage

    Deusphage but a beast Modeler Builder

    Messages:
    2,827
    Likes Received:
    4,591
    Trophy Points:
    207
    Creator Karma:
    Guild:
    Minecraft:
    Issue with adding more zombies is that that's the early game. Wynn Plains and Nemract enemies don't really have any spells or unique abilities because it's too dangerous for exploring players. The jungle, Gavel, and... the other area I will not name in case of spoilers are a lot more unique and boast spells to make them more challenging encounters

    Also...
    Movement wise there's:
    - Charge (Selects a destination, runs there, repeats)
    - Melee (Walks towards player via shortest way possible)
    - Crawl (More curved movements & pauses occasionally)
    - Hopper (Leaps like a slime does)
    - Stagnant (Does not move)
    - Follower (Follows behind Player)
    Attack Target:
    - Player (hostile)
    - Enemy (blue name)
    - Everything (Berserk AI)
    Attack method:
    - Ranged
    - Melee
    - Combination

    This could totally be done, and I think it would be cool for there to be more variety - kind of reminds me of Binding of Isaac where occasionally a Boney might spawn as a Black Boney or a Pooter as a Double Pooter.
    I also do think mobs should have access to more script spells now that the player has a whole sleuth of spells from the Ability Tree
     
  3. Daktota

    Daktota Daktota The Rock Enthusiast HERO

    Messages:
    334
    Likes Received:
    936
    Trophy Points:
    89
    Guild:
    Minecraft:
    As deus said, early game doesn't have many but later game areas have a decent amount of unique enemies. Especially silent expanse
     
  4. alexphilgab

    alexphilgab The Godsent CHAMPION

    Messages:
    291
    Likes Received:
    240
    Trophy Points:
    70
    Guild:
    Minecraft:
    I agree with the fact that mobs could have more combat diversity / more mob spells could be added. But I dont agree with adding a lot of variants to a mob (2-3 should be the max amount) + could you had a poll
     
    luckeyLuuk likes this.
Thread Status:
Not open for further replies.