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Disable mounts in dungeons

Discussion in 'General Suggestions' started by culpitisn'taword, May 3, 2026.

  1. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    Someone pointed out offhandedly in a Fallen Factory thread that their Wyvern allowed them to skip a parkour room. I suspect both Wyverns and Adasaurs can do this for many parkours. No mount should be summonable in a dungeon.
     
  2. Elytry

    Elytry No Thoughts Just Wynncraft

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    Counterpoint: Is there a single dungeon that benefits from having its parkour? Only the parkour in Fallen Factory and Time-lost Sanctum feels remotely coherent to the rest of the dungeon. Everywhere else it's just a weird interlude. Also this means Wyverns could do EO parkour. But if they change that... Why. Why did you make this thread?
     
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  3. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    I mean, presumably Dungeons will be good eventually. And there's always movement spells.
     
  4. GoopinGee83

    GoopinGee83 Travelled Adventurer

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    off topic timelost sanctum is the best dungeon in the game. Great design and build, good lore, a really cool and unique boss, the dungeon rooms SCALING to how many you've completed so far, the music, the parkour being fun, whoever made this, i hope ur family gets lots of presents for christmas u holly jolly dev
     
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  5. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    I really hope everything else gets updated to TLS' level. The theme is absolutely superb. Extremely evocative narrative on its own, which resonates with the whole theme of Time Valley as the ruins of the Olm, left behind as their misfortune and mistakes brought their civilisation crumbling down, with the only flaw being the lack of quest leaving our actions unjustified. It's great.

    ...Shame that the dungeon system it sits within is still terrible, though. Like, why do a dungeon? The rewards aside from XP are terrible, or brutally slow, and XP doesn't scale. The only ones that are really worth anything are the endgame ones.
     
  6. Melkor

    Melkor The dark enemy of the world

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    I support this once there aren't any dungeons where it feels reasonable to have. For EO at the very least, this is almost an accessibility feature.
     
  7. Spaghetti Man

    Spaghetti Man The Spaghetti Man

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    Frankly the problem isn't the mounts, the problem is the parkour. Parkour in Wynncraft is one of those extremely outdated things that they seem to be extremely hesitant to phase out due to it being "traditional" similar to Soul Points, consumable scrolls, or the old horse breeding system (granted there have been other pretty terrible excuses people made for keeping all of these in the game).
    At its core, dungeon parkour is literally just vanilla Minecraft parkour glued haphazardly onto a game that behaves absolutely nothing like Minecraft.

    Wynncraft is entirely designed around different stats you can use to craft your build including speed, jump height, and movement abilities, so basing whole sections of gameplay entirely around the default mechanics of vanilla Minecraft as if they're the same game makes absolutely zero sense at all.
    It'd be like if they added the modern combat system we have today while keeping mob health and damage values based on vanilla Minecraft regardless of level, in a game where 1000 health means nothing. That's a bit more hyperbolic, but you get my point. People shouldn't be expected to suddenly take off their armor just because the stats it gives makes outdated specific sections harder or even completely unplayable.
     
    Last edited: May 12, 2026
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  8. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    Well, they're still adding parkour segments to new quests, so I imagine they aren't planning to get rid of it.

    My build doesn't have enough WS modifications nor any jump height, so I don't notice problems too much, but I always wonder why I should bother at all when teleport is right there.