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A number of Dungeon suggestions

Discussion in 'General Suggestions' started by culpitisn'taword, Sep 8, 2024.

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  1. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    I have assembled a number of suggestions about the dungeon system. Unsure if all of them are viable or good.

    Random Layouts for Corrupted Dungeons Specifically
    CDs would operate like raids; a number of rooms within the dungeon's theme, only some of which you will see in a given playthrough. In a raid, you have 1-3 rooms for each level, and 3 levels plus the boss. A room that can appear as the first room will never appear as the second or third. I propose that CDs do not use this system and simply pull from a pool.

    More roguelike elements could be added by allowing you to take detours, increasing the number of rooms you need to clear in exchange for additional rewards (such as more boss fragments, Forgery chest pulls, or a chance at certain special items).

    Corrupted Timelost Sanctum would generate its random rooms upon entering the main room; you would still be able to pick the order of room clear.

    Reduce Item Costs
    Nobody is running Sand Swept Tomb 5 times to get an item. Most of the time, dungeon items are not worth it for that much time and effort and key cost, and by the time you get them, you may have already outleveled them. Caves are a much more efficient source. So I suggest cutting the item costs. Pretty simple.

    LI-Style Forgery Items
    Forgery items could be somehow modular (although I doubt Wynn's item system supports it) or upgradeable. In this case, you buy the item from the CDS shop and can level it up at each following shop, like the LI items. Items would diversify at least once, ideally several times (perhaps once at CIB and once at CGG to parallel horses), enabling you to have an item which you can continually improve as you level up or build to your level in one go.

    Unified Forgery Key
    Either outright replacing the 8 keys or existing as an alternative, the Unified Forgery Key allows you to do a full Forgery run using only 1 key. The key lets you access the dungeons one time each. You can craft it using a number of runes; Nii, Uth, or Tol (no rune mixing). Az is not included since it is lower level than the Forgery. The UFK should be cheaper overall than dealing with the 8 broken keys.

    Alternatively, remove corrupted dungeon keys and broken keys altogether and replace the cost of entering dungeons with a simple rune expenditure.

    Keyring
    As an alternative to the UFK, add an additional pouch on top of the many existing pouches which holds dungeon, corrupted dungeon, and broken dungeon keys. Saves space, organises better, and is yet another 'Add X Pouch' suggestion.

    No More Fragments
    Remove the Dungeon Fragments, and replace their functionality with just the boss items. They seem pretty extraneous.

    Downtime Reduction
    Some people on the Discord complain that there's too much downtime in CIB; enemies don't spawn often enough, walls don't drop fast enough, and generally there's time when they are not doing anything. I don't know all the cases where this is a problem, but I suggest going through the dungeons, finding all the cases where you could feasibly be twiddling your thumbs waiting for something to progress, and clearing the downtime issues there.

    Loot Bombs Buff Dungeons
    Having an active Loot Bomb would, under this suggestion, result in the effect applying to the dungeon clear rewards (the falling items and your fragment gain). If I clear Decrepit Sewers under a Loot Bomb, I will get 2 ribs and 6 fragments.

    Corruption Level
    Currently, clearing a corrupted dungeon makes the others harder, effectively equalising them in difficulty. I will term this the Corruption Level (it is at 1 when you are clearing your first dungeon, and 8 in the final one). As far as I am aware, as the Corruption Level goes higher, the stats of the dungeon enemies just go up. I suggest that boosting Corruption also causes the dungeons to get more complex; paths will be blocked, walls will fall in, parkours will become harder, the enemies will attack differently, and the dungeons will deteriorate and become more hostile, similarly to how Timelost Sanctum's chambers become more difficult.
     
    Last edited: Sep 8, 2024
  2. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel

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    Guild:
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    Random Layouts:Maybe
    Reduce Item Costs:Sure
    Li Style:Sure
    Unified Key:NO NO NO
    No more fragments: Absolutely
    Downtime Reduction:sure, yeah
    Loot Bombs:ok sure why not
    Corruption Level:MAYYYBEEE
     
    Last edited: Sep 8, 2024
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  3. Bwitty03

    Bwitty03 Famous Adventurer

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    This just seems like a worse version of a keys pouch. Outright replacing single keys with this is a terrible idea that would be excessively punishing and expensive for anyone other than an experienced endgame player doing full forgery runs, and anyone doing full forgery runs is already getting escalating rewards, they don't need an escalating discount as well (especially considering the 3 or so different discounts you include here)
     
  4. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel

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    oh yeah

    i dont know why i was excited about this

    this is actually a bad idea
     
  5. BlueTheSniper

    BlueTheSniper i makea da builds CHAMPION

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    Who's gonna tell 'em
    I can agree with this if all Dungeon Merchant rewards are adjusted appropriately
    ________________________________
    Ideally the Forgery Chest would just be reworked into a Reward Chest

    Falling items are outdated and they can despawn or fall in fire/lava, etc.
    More importantly it's mostly junk. The rewards would need a wild improvement
     
  6. Elytry

    Elytry Spitballer of the Architects

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    call me lucky but ever since I got a mythic from the CUR falling items im never gonna ignore them again
     
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  7. Elysium_

    Elysium_ Skilled Adventurer

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    Hopefully it would be, but I hope it doesn't become a silverbull related chest like everything else. Raids and lootruns are enough in my opinion xD
     
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  8. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    The basic gameplay concepts of Silverbull make sense, I just wish that the lore wasn't, you know, completely nonsensical.
     
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  9. Elysium_

    Elysium_ Skilled Adventurer

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    yeah. like how silverbull people somehow made their way into literally dern (tna) lmao, and have turned saving the world from province-ending threats into a business with reward chests. it's pretty silly, but the ct knows about it and, iirc, might change it in the future (if i am remembering correctly)
     
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  10. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    It's just for gameplay
     
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  11. DrGREEN

    DrGREEN Remove daily reset tokens

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    They could do to make raid keepers more epic though. Give em their own models possibly
     
  12. Cashtron527

    Cashtron527 Well-Known Adventurer

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    Would be really cool if dungeons had a reward chest
     
  13. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    The thing is, it comes off as Silverbull being stuck in a doorframe between Gameplay and Lore, because although it doesn't make sense if it is in lore, it also has, you know, a giant building, with a number of NPCs talking about Silverbull's Syndicates, and it has common aesthetics and such...

    Well, Silverbull is mostly on the Gameplay end, but it's a little confusing.
     
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