Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Changes in gathering system

Discussion in 'General Suggestions' started by RinK, Jun 11, 2026 at 5:18 AM.

  1. RinK

    RinK Travelled Adventurer

    Messages:
    23
    Likes Received:
    15
    Trophy Points:
    17
    Minecraft:
    This suggestion is inspired by one i saw on discord forum.

    gathering is boring and needs to change, but we need to keep some of its hastle. One reason it’s boring is that every type of gathering uses exactly the same system.

    Here’s my proposal:

    Fishing should be available even while on a boat. When you cast your line toward a node, you’ll be prompted to click at random intervals; successfully clicking will advance your progress slightly. (Progress would increase automatically and successful clicks would advance progress further similarly to the skill checks in Dead by Daylight.)

    Mining can stay as it is. Or can require consecutive clicks to advance progress.

    Woodcutting would remain largely the same, but a GUI consisting of a bar and a metronome-like ball moving back and forth would appear. By clicking rhythmically when the ball reaches the center of the bar, you could speed up the woodcutting process.

    Farming remains the same, but nodes take a very long time to regenerate (as they should). Instead, you may occasionally drop seeds, which can be planted in the farming plots added to the housing island (similar to the mount feeder GUI), allowing you to harvest crops over time. While this may feel like a special exception for farming, in reality, farming—unlike mining or fishing—should require consideration of sustainability rather than simply collecting resources.

    Also, the gathering system as a whole can be said, to deal very incontinuous damage, and you can collect resources once HP is reduced to 0. So rounding errors can make the process feel faster or slower. Damage should be dealt more continuously and shouldn’t be affected by rounding errors like it is now.