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Game Mechanics Journeyman Special Gamemode

Discussion in 'General Suggestions' started by EternalOne, Nov 21, 2025.

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Is this idea any good?

  1. Yes

    2 vote(s)
    100.0%
  2. No

    0 vote(s)
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  1. EternalOne

    EternalOne Well-Known Adventurer

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    (Copied from my discord suggestion post)

    Now that the latest patch killed /GU xp stalling, I bring up this concept again, as its no longer self enforceable.

    I propose adding a 5th special gamemode which removes traditional combat xp entirely from all sources, instead changing levels to revolve around content completion.(Can be toggled with Ironman, Craftsman, Hardcore, and Hunted.)

    This gamemode would be called Journeyman, its main mechanic is that xp/progress for levels is only gained by completing activities within the content book.


    Its designed to slow down ones level progression, throughout the game, by adding challenge through limiting, the speed players can both level up, and use new gear.
    This should help encourage players to explore every part of the server, encouraging players to build proper setups for lower level content.
    Slowing down the early game rapid completion speed, bringing back a slower form of gradual progression, for veteran players.
    I think that this could offer an experience similar to the MMO progression servers, which have inbuilt progress and level gating.

    This gamemode would entail that a player must finish the majority of the content around their level, before they can progress, to later content. With the player being required to complete roughly 2/3rds of all content within a 15 level range, being the equivalent of 15 combat levels traditionally. (If you did all content within the level range it would would be worth ~20/21 levels.)


    The xp value a piece of content is worth is determined in the following way.
    1. Lower level content gives less xp than higher level content.
    2. Determined by the contents level and type. (based upon difficulty and length and time to complete)
    3. Repeatable activities only rewarded xp once.

    The overall distribution of xp based upon content would vary depending on the level range
    (the following below is the distribution of xp from 1-105)
    But from 1-105 would be ~35% of all xp going to quests, ~15% to world events , 13% to dungeons, ~10% for caves, ~6% for boss alters, ~5% to raids, ~4% lootrun camps, ~4% for territorial discoveries, ~3% for secret discoveries, ~2% for world discoveries, and ~3% for slaying mini quests. (killing mobs gives 0%)
    (raids and lootrun camps would increase proportionally xp wise, as more of them are added)

    (This roughly serves as the estimate for every level range, but would have content not available within it excluded) (for example raids and lootrun camps would be excluded from all xp distributions, until level 55 and 85 respectively)
    The bonus level (106 currently) would require the player to have 100% content book completion, excluding profession mini quests.


    The 2 main issues with this concept are.

    1. Meta stalling for certain raids, to play optimally like how /gu xp was used previously...

    A. I propose that stat scaling in raids is disabled after its first completion, since that leads both to stat scaling abuse and undermines the intended play style of this gamemode.
    B. However the time commitment to do this would be far greater, as you cant just spend like an hour grinding, and instead must focus on completion)
    C. Although in the case of the Notg you could probably power level over a dozen classes in the same amount time it would take to reach level 55 on this class.
    D. I like the haunted suggestion change which would also serve as a means to bypass this recent /Gu xp change.

    2. This is kind of self enforceable, through /gu xp 100, but...
    A. Not entirely anymore, since xp gained cant repeatable content cant be mitigated.
    B. The content team doesn't seem to like it being used intentionally like this.
    C. The progression would still be different. (Some level ranges require nearly all content being completed, or lack the required xp meaning you need to grind raids and dungeons)
    D. Why should you be forced to use a guild command to slow your progression.



    I would like to thank the person who suggested the name journeyman but they have deleted their message so I can't tell who I should credit.

    If you have any feedback or criticism please let me know.
     
    Last edited: Nov 22, 2025
    Tzelofachad likes this.
  2. Deusphage

    Deusphage but a beast Modeler Builder

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    I don't feel like it being hard to do the thing that wasn't wanted is a good enough reason to effectively allow it
     
  3. EternalOne

    EternalOne Well-Known Adventurer

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    Thats true... (but I also said that level scaling should perhaps be removed after the first raid. since your meant to complete a wide amount of content and not just repentantly play through stuff)
     
  4. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel

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    Or just…journey man characters can’t contribute to gxp? Why wouldn’t that work?
     
  5. EternalOne

    EternalOne Well-Known Adventurer

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    It might not be clear but this is to prevent people from staying at level to meta grind raids.
     
  6. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel

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    The point of the change was to stop people from grinding raids for guild xp and staying the same level forever right? So making Journeyman not be able to contribute to gxp and have the raids only give xp once solves that
     
  7. EternalOne

    EternalOne Well-Known Adventurer

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    That was only part of the reason. The main reason was that level scaling allowed people to get very powerful dealing insane amounts of damage, clearing raids at very quick times.
     
    Deusphage likes this.
  8. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel

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    I see