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Game Mechanics Randomly generated dungeons and items modifiers

Discussion in 'General Suggestions' started by Paladin1997, Mar 22, 2024.

?

Do you like idea described in this thread?

  1. Yes, I do.

    66.7%
  2. No, I don't. (Please, describe your findings)

    8.3%
  3. Other (Describe in comments please)

    25.0%
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  1. Paladin1997

    Paladin1997 Founder and owner of FlameKnights

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    Hey Wynncraftians,

    After discussing with my friend, I've decided to post my idea about revamping endgame PVE grinding content.

    From my personal view, as someone who has spent more than 1400 hours, I have these complaints about the current endgame.

    ======================= THE CURRENT STATE =======================

    I would categorize the current state of the endgame into four different sections:

    - raids & dungeons
    - loot runs
    - wars
    - professions

    However, I would like to focus on raids & dungeons in this thread as the other mentioned content is more suitable for specific types of players.

    In my opinion, PVE content (considering only dungeons and raids) is boring and lacks a clear purpose for grinding.

    "What's the point of grinding raids and dungeons when there aren't any more difficult challenges to tackle with the acquired gear?"

    "Here's my idea, inspired by games like Diablo and Path of Exile."

    ======================= MY SUGGESTION ===========================

    Concept idea ("UNNAMED")

    - The concept proposes randomly generated dungeons with pre-built rooms, offering players unique dungeon runs each time.
    - Inspired by games like Diablo and Path of Exile, dungeon modifiers would increase the difficulty of specific runs.

    - These boosts would provide higher rewards (including emeralds, ingredients, scrap, and valuable item drops) but at the expense of significantly harder challenges. Modifiers would enhance mob health, damage, spells, and spawn more difficult enemies.
    - Dungeons would scale with player levels, allowing for the option to boost them with special drops obtained from previous runs.

    MODIFIERS
    - Players can enhance the challenge of their dungeon runs by utilizing up to three slots dedicated to increasing difficulty. These slots allow players to insert craftable or droppable tokens obtained from previous runs, which serve to augment the difficulty level of subsequent runs.

    - Rarities (and example values):
    Unique - +50% difficulty, +10% reward
    Rare - +80% difficulty, +20% reward
    Legendary - +100% difficulty, +30% reward
    Mythic - +150% difficulty, +50% reward

    In the example above, with 3 slots at total, you could have up to +450% difficulty and +150% reward.
    Please, keep in mind these values are only example.

    ======================= CUSTOM ITEMS (DEPENDS ON ITEM SYSTEM) ===============

    "This all above is great but still, what's the point of grinding these dungeons?"

    - By implementing randomly generated dungeons, the gameplay experience becomes more diverse and less repetitive compared to traditional, static dungeons and raids. These dynamically generated dungeons offer unique layouts and encounters each time they are played, enhancing replayability and keeping the experience fresh for players.

    - Would be great to implement system similar to Shiny mythics but different in another way.

    UPGRADING STATS ON MYTHICS
    - In many games, players often desire customization options for their items. Introducing a mechanic where players can acquire the same mythic items as others but with different stats would add depth to gameplay and allow for more personalized builds. This would cater to individual playstyles and strategic preferences, enhancing the overall gaming experience.

    - This means, you could have same mythic by name as others but unique in other ways.

    ======================= PLAYING WITH FRIENDS ===========================

    - In various online games, players have the option to tackle dungeon content either solo or in a group.
    - Soloing dungeons provides a challenge that can be rewarding for players seeking a solitary experience or who prefer to progress at their own pace.

    - Conversely, group play allows for collaboration and coordination among players, enhancing the social aspect of the game.

    SPECIFICATIONS
    - Up to 4 players.
    - 5 slots instead of 3.

    ======================= THANK YOU FOR YOUR TIME =========================

    Thank you very much for your time reading this thread.

    If you have any ideas or notes to this idea, let me know in the comments.
     
  2. DrGREEN

    DrGREEN Remove daily reset tokens

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    I would love to see an endless dungeon in the game
     
    Paladin1997 likes this.
  3. xihuanchirenrou

    xihuanchirenrou Well-Known Adventurer

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    I personally wouldn't include raids in these statements because TNA provides easy-ish money, and TCC + TNA provide mastery tomes which are very strong items to have. They do have a clear purpose for grinding.
     
  4. Paladin1997

    Paladin1997 Founder and owner of FlameKnights

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    Hello,
    I consider this as simple answer for your quit.

    " there aren't any more difficult challenges to tackle with the acquired gear"

    Of course you can argue that you have tomes for guild xp but that's exception.

    It was meant in the global scale, that there isn't any more difficult challenges to do so there's no point to grind even raids.
     
  5. xihuanchirenrou

    xihuanchirenrou Well-Known Adventurer

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    Money money money money
     
    Deusphage likes this.
  6. Sir_Doomed

    Sir_Doomed Can't think of anything to put here

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    I feel like modifiers would be a cool thing to see in dungeons/raids, but they should be more nuanced than just flat stat increases. Stuff like "Enemies become stronger over time" or "Detonators spawn during active challenges" would be more interesting and provide even more variety to different pieces of content. You'd also be able to stack them for some fun challenge runs.

    Endless challenges would also be cool, but some form of meta-progression like the lootrun system would also be needed, because individual rooms would still eventually become stale.
     
  7. Paladin1997

    Paladin1997 Founder and owner of FlameKnights

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    Good point right here, or maybe some kind of random events for things you have mentioned.
     
  8. abdulhadi

    abdulhadi Newbie Adventurer

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    yes exactly
     
  9. Deusphage

    Deusphage but a beast Modeler Builder

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    Currently impossible. Spirits is kind of the best we can do with our current tech, but the only real "randomly generated dungeon" we could create would be an overglorified raid, where it picks a random room and sends you there to complete, and then sends you to another.
    ________________________________
    Believe me. I want to do a randomly generated dungeon. I have made so many concepts for stuff, but unfortunately it just doesn't work. Maybe sometime in the future our systems will enable us to do it, but as of present, we can't really make a randomly generated dungeon.
     
  10. ineedhelp

    ineedhelp You need help?

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    So you cant make a skyblock style dungeon?

    Because thats been done already, I assume it must be really difficult to replicate.

    Skyblock's dungeons were one of the few things i liked about that game
     
    Paladin1997 likes this.
  11. Paladin1997

    Paladin1997 Founder and owner of FlameKnights

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    Exactly what I was thinking too
     
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  12. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    No
    Not really, it just doesn't work because of how wynncraft works. Parts of the dungeon will become entirely unloaded, and unless the way the server lands and unloads stuff, that puts a roadblock in randomly generated stuff.
     
  13. Melkor

    Melkor The dark enemy of the world

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    Isn't this basically the non-open-world equivalent of what lootruns are?
     
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  14. ineedhelp

    ineedhelp You need help?

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    ah ok
     
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