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Game Mechanics Accumulative Aspect Grinding

Discussion in 'General Suggestions' started by Heros_sacrfise, Dec 2, 2024 at 1:02 AM.

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  1. Heros_sacrfise

    Heros_sacrfise Travelled Adventurer

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    Aspect grinding takes away my soul
    After the new 2.1 rekindled world update aspects has been a HUGE part of the Wynncraft experince.
    The nerfs to many weapons and class abilities makes aspects a curial component when it comes to damage and survivability.

    However, when grinding for aspects it is extremely difficult to get any mythic aspects. After doing so many raids I feel like a robot. I HAVE to take all the gambits if I plan on getting a mythic aspect. After a while raids loose its "fun" prospect and is just a mind numbing grind like professions. Since aspects are so important late game, you are forced to grind raids.

    Most importantly, no matter how many raids you have done there is always the same chance you will get a mythic aspect. I do not know the exact percentage, but it is quite low.

    Two ways aspect grinding can be accumulative:
    First, increase the chances of higher tier aspect, if a player completed more total raids.
    It could be a linear graph with a reasonable hard cap. For example, the X axis is the total raid completed, and the Y axis is the chances of mythic aspect.(first image) The chances of a mythic aspect cannot exceed a hard cap. The only technical problem might be running different numbers for each player when they open raid reward chest, but wynncraft already records the data of total completed raids for each player, so just plug that into a function every time the reward chest is opened.

    This way players know that the more raids they do, the higher chance they will get good aspects. which greatly boosts their motivation.

    But there is a problem with this system. Just like the wealth gap in late capitalism, the more grindy players will always have more aspects than the less grindy players.

    OR
    The second option, which is better in my opinion:

    Is raid points

    For each raid a player complete they gain a certain amount of "raid points". Then they can go to a shop to exchange those raid points for aspects. (probably a merchant in the silverbull company near Cinfras) This way there is an accumulative reward for doing more raids and the player can exchange the aspect that they want.

    I also think that there is already enough gambling mechanics in Wynncraft, so this can be a breather where the player knows that if they do enough raids they WILL get the aspect they want. This is more stable than praying every time you open a raid reward chest to get a good aspect.

    Like sometimes I FINALLY get a mythic aspect, but is is not the one I wanted and is relatively useless, I feel like I wasted all my time.

    The amount of raid point per completed raids, and the cost of each aspect should be decided my professionals on the Wynncraft team to make sure it is balanced and cannot be abused.

    Just some addons to this: The player gets more raid points the more gambits they take, and/or they are higher on the leaderboard for damage, tank, and heal(but this is not advised because the counters are kinda not accurate). I also understand that the devs want diverse gameplay by pushing players to different raids through randomly placing aspects in there. To avoid the raid points system disturbing this, it can be so that only the aspects in this week's raids are purchasable, and each raids give different raid points. This way players can't do a bunch of Grootslang and buy a aspect from the TNA pool.

    Final thoughts:
    This will not disturbed the market based economy of wynncraft as aspects are not tradeable.
    Overall I think a accumulative raid experience will motivate a lot more casual players to do raids, and have a more stable way to get Aspects.

    (My idea probably has many flaws, feel free to point it out)
     

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    Elytry likes this.