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World Add Introduction Quests To Cities (and other stuff)

Discussion in 'General Suggestions' started by Mardeknius, Jun 23, 2022.

?

Which (if any) of these problems need fixing?

  1. Too many enemies

    0 vote(s)
    0.0%
  2. Lack of main questline

    12 vote(s)
    66.7%
  3. Lack of introduction quests

    9 vote(s)
    50.0%
  4. none of them wynncraft is a perfect game and nothing can be done to improve it

    4 vote(s)
    22.2%
Multiple votes are allowed.
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  1. Mardeknius

    Mardeknius Knight of Blood Item Team

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    Hey everyone!
    So recently I was talking to a friend who I tried to introduce Wynncraft to. He said that his overall experience of the game was positive, but there were some serious issues. Without going into a whole rant about this, I'm going to boil it down into a few key points.

    1. The enemies can be overwhelming.
    This is an understandable issue - wherever you go, there are mobs. This means that, when adventuring, you're going to spend most of your time fighting and less of it actually being able to do stuff. Personally, I don't have any great solution to this, as the mobs are a quintessential part of Wynncraft, but if anyone can provide one, that'd be awesome to hear.

    2. The lack of a main questline.
    All of the quests are side quests (yes, yes, Wynnexcavation and RoL and stuff exist, but they're really just extended side quests). Honestly, this might be fixed at some point, and there are probably threads already out there.

    This final one is the reason I made this thread, the most important one in my opinion.

    3. The game is pretty confusing.
    Whenever you enter a new area (speaking from personal experience here, other people might think differently), it's pretty disorienting. Sure, once you do a few quests you get to know the area, but until that point, you don't really get the "theme" of the area, lorewise and stuff. Yes, quests like The Hidden City exist, but even those aren't explicitly pointing out that they're city-introduction quests, and, as such, might get skipped.
    I propose that quests are added to cities (or maybe just areas in general), that in some way clearly show that they're introduction quests to those areas/cities, so that you get the "lay of the land", as it were.
     
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  2. Deusphage

    Deusphage but a beast Modeler Builder

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    too many enemies???
     
  3. Daktota

    Daktota Daktota The Rock Enthusiast HERO

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    I don't think there's too many enemies, there's plenty of space between them and running away is a viable option, the main place where this might happen is nivla forest but most areas you can easily run past or kill off the mobs.

    I agree with the second point, but I would say the current quests do a good job of explaining the world already.

    I think exploration-wise, we have the map if you get lost so I don't don't that's a issue. The visual designs of areas and quests are MEANT to give you the lore and feel of areas, that's their point. As well as discovery lore, which does give lore and info about the area, there's also citizens around which talk about how the areas going, as well as secrets which give more major lore.

    You get the feeling of area when you enter from the design, find more general info from the discovery and maybe npcs, get the lore from quests, and go even deeper with secrets.
     
    Last edited: Jun 23, 2022
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  4. Samsam101

    Samsam101 Star Walker GM

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    I would honestly argue that there is a main questline, the war of the realms quests. The quests aren't marked together though and are often in their own questline:

    • King's Recruit
    • Mushroom Man
    • Creeper Infiltration
    • Maltic's Well
    • Grave Digger
    • Cluck Cluck
    • The Corrupted Village
    • Wynnexcavation site A
    • Wrath of the Mummy
    • Ice Nations
    • Bob's lost soul
    • Wynnexcavation site B
    • Realm of Light 1 - The Worm Holes
    • Wynnexcavation site C
    • Realm of Light 2 - Taproot
    • Realm of Light 3 - A Headless History
    • Temple of the Legends
    • Wynnexcavation site D
    • Realm of Light 4 - Finding the Light
    • Aldorei's Secret Part 1
    • Reincarnation
    • Aldorei's Secret Part 2 (2.0)
    • Realm of Light 5 - The Realm Of Light
    • Fantastic Voyage (2.0)
    • A Journey Beyond
    • A Journey Further
    • A Hunter's Calling
    A lot of weird ones are on there since they're required for Temple of the Legends. Temple of the legends isn't really main story but I count it because I think fighting the corrupter of worlds is a big part of the player's story. A lot of quests on here teach you about the nature of the War of the Realms or feature Bob stuff, which is important as Bob seems to be one of the main characters in this story. If these quests had some special mark on them for being big to the story or something then it might work for the "no main story" issue as it would give the player something to look forward to.
     
  5. SuperTheFlugel

    SuperTheFlugel Battle Monk Enjoyer CHAMPION

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    There are is no such thing as to many enemies in wynncraft. The diverse enemies make this game feel more special than fighting the same mob over and over again. Though enemies could use a few new spells and AI update to make them a bit more of a challenge.
    Wynn does lack a bit of a main storyline at the start of it but mid game to endgame with realm of light and other questlines there are plenty of quests put together to form a larger story. I think a storyline about working as a wynn soldier and dealing with Bakals forces coming back would be cool. We could meet Aladar and Tasim and maybe even Ragnar being the main npcs throughout that questline.
    I think areas are fine and I would be more annoyed if entire areas of the map were locked behind quests. The current quests in the area generally set up a good mood for the area they are in to me at least.
     
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  6. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    For 1, I think the best way to look at Wynn is it's basically a Dynasty warriors MMO, having a lot of monsters is the point because just fighting a single enemy or small groups of them isn't nearly as fun as multihitting a dozen of them at once and watching them explode. Really, the solution to this is to just use teleport scrolls or to get a fast horse since you can generally ride through even the most monster infested areas before they spawn in.

    For 2, it's easier said than done because the question becomes what is a main quest really? Most endgame areas are at least somewhat gated behind some sort of quest already so it can't just be a gating quest and early game progression is so fast any kind of quest gating early areas would just be a pain in the ass. The other issue is rewards, other MMO's like MapleStory use main quest lines to gate character progression but Wynn doesn't have anything like that and without it, they would just be mandatory quests for the sake of having them which is pointless. More reoccurring characters would be good but shoving them into a singular story would go against a lot of what makes the game good.

    Finally, for 3, I kind of agree but at the same time, one of the key aspects of this game is exploration so having a quest spell out everything for you the moment you walk into a new area sounds pretty lame to me. I have problems with the quest system for that same reason since you can see every quest from level 1 which is just weird and definitely contributes to the confusion so my solution would be to hide all quests for an area until you enter a city and talk to a sign post NPC. Getting back to the point though, the single worst part of any quest IMO is Call of the Envoy I when you get walked around Corkus, even though that's probably my second favorite city it's just tedious and adds nothing.
     
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  7. Mardeknius

    Mardeknius Knight of Blood Item Team

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    yeah I think I've been convinced that the first one is no longer a problem

    On the second one, however, I see your point. I get that mandatory quests for no reason wouldn't be great, but right now nothing the player does really influences the world in any meaningful way (AHC aside, but that quest is strange).
    If, perhaps, at a high level, there were more quests where the player actually fixes some of the big issues in Wynn (like, fighting the corruption in a more direct way or smth), that would be better imo (and with Gavel, maybe somehow fixing the Villagers' greed - this province has less of a problem cause NoL already kinda does that since once you beat Orphion it kinda deals with the decay) - Corkus does this well by having you beat the Big Bad of the province when doing FF, but the Wynn questline really just feels unfinished cause there's no resolution to the conflict.

    About the third one, yes, that part of the Envoy is kinda annoying, but the quest as a whole does a BRILLIANT job of introducing you to the province. More quests like that would be nice.
     
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  8. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    I agree Wynn is missing its resolution but that resolution is Dern so it'll be here eventually. Hopefully. I do agree that Wynn feels really unfinished though since the ultimate area, the Silent Expanse is literally just a road to nowhere.

    I also agree CotE does a great job of introducing Corkus but we also already have that kind of quest for a lot of areas, if you're just wanting more large story quests I'm totally down, I just don't like trailing quests and couldn't support more of them lol
     
    Last edited: Jun 25, 2022
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  9. Daktota

    Daktota Daktota The Rock Enthusiast HERO

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    I think having a npc talk to you about the province is kinda boring, I like using visual storytelling in the builds. Lets take detlas for example, firstly is big and looks important, you can see it's quite packed together so theres probabaly a high population. From quests you can tell theres a wide range of citizens that live there and discovery lore tells you how it's a trading town, having a annoying dialogue dump about places every time you enter a major town feels over the top, when it's already done with discovery lore. Another one: nemract, you don't need a quest you can already tell it's not in a good position, it's wooden and messy, vines growing over the rotting wood, you can see many docks that ship out crates to the sea, which establishes it's trading. You read discovery lore which explains how it recieves frequent attacks and the secret build upon that. Now for the general are you can find abandoned homes, showing that this isn't a safe place to live. You see many sailors there, and npcs talk about the threats that challenge their town. First quest shows you about how many port sailors come here for drinks, as well as the seaskipper and other quests show the history of the area. Ancient nemract is a stone ruin, you can realise with the name and location that this was the shining town of nemract before it was attacked, as shown in the dungeon quest. Theres more I could go over but I really think we don't need that many introduction quests.
     
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