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World Different Types Of Mob Totems!

Discussion in 'General Suggestions' started by GiraffeMemeLord, Nov 19, 2016.

?

Do you like my idea?

  1. Yes! +1

    1 vote(s)
    10.0%
  2. Maybe +1/2

    7 vote(s)
    70.0%
  3. No! +0

    2 vote(s)
    20.0%
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  1. GiraffeMemeLord

    GiraffeMemeLord Has Crab AIDS HERO

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    Totems are a fairly new addition to the set of perks donators get. They are simple and easy to use. Place one down and everyone within its borders shares the love experience. At the moment VIP gets 2, MVP gets 4, and Hero gets a whopping 6! Maybe we can diversify these totems and add new kinds!, sort of like bombs.

    The Loot Totem:
    -Represented as a melon instead of a pumpkin
    -Will double the look droppings from all mobs spawned from it
    -Lasts five minutes, same as a regular xp totem
    -Same model, but made out of birch wood instead of oak

    The Bounty Totem:
    -Represented as a hay bale in the totem menu
    -Will not affect mob spawns, but will make mobs drop triple everything
    -Lasts three minutes, less time for more reward
    (-) Reserved for higher ranks?
    -Same model, but made out of hay bales instead of oak

    Horde Totem:
    -Represented as Netherrack in the totem menu
    -Triples mob spawns, halves their experience payout
    -Lasts four minutes
    (-) Reserved for VIP+?
    -Same model (shocker I know), but made of Netherrack instead of oak

    Junker Totem:
    -Represented as a dirt block in the totem menu
    -Doubles mob spawns, but triples drop rates for junk items (rotten flesh, bone meal, etc.)
    -Lasts six minutes
    -Lasts longer than a regular totem, but at the price of increased crap
    -Same model, but made out of dirt instead of oak

    And lastly, all the effects of these totems would be shared with anyone who is in range! These would be available to anyone who has purchased a rank. Instead of getting the same kind of totem everyday, players could get a variety of totems. This could create some very interesting parties in my opinion. As always criticism is appreciated, feel free to point out any problems and loop holes. Lots of Love -GML
     
  2. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius

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    I think this is a really good idea considering we have different bombs, and only an XP totem, however I do have a bit of feedback for it:

    Loot Totem - I like this idea, but the problem with this (Really, with all of these totems*) is that, if it follows the same rules as XP totems, people will get incredibly salty if someone uses a loot totem and prevents them from using an XP one (Which, currently, is used for brokenly OP XP grinding). If you can place this with XP totems however, I don't seem much of a problem.

    Bounty Totem - In concept, this is a good idea, technically halving the possible spawnrate that other totems give for the triple payout, however this simply breaks the system even more. If someone were to throw an item and XP bomb, depending if the bonus was additive or multiplicative, you could have people AFK grinding 5x or 6x the XP payout, which is an insane amount. If we take the demons in the demon cave for example, which give shall we say 1500xp (I don't have anything definite), you could have hordes of players AFK grinding the mobs and getting either 7500xp or 9000xp per kill. Combine this with the cosmic armour set, which doubles xp per kill, and you could have people either getting 10500xp or 18000xp per kill. This would break level grinding to the point that everyone and their grandma would be getting to level 100 and 101 every day. It's a nice concept, but it would break absolutely everything. (And I didn't even cover DXP weekends)

    Horde Totem - The fact that this halves xp for the sake of triple spawns means that everyone would simply default to using the normal XP totem. Nobody wants to be gaining less experience, even if the mob spawnrate was tripled, you're only getting 50% more xp.

    Junker Totem - Anyone who placed this totem down would become the asshole of the party. Nobody wants more junk items, nobody, and the fact the people would be tripling the amount of junk items, making inventories fill three times as fast with useless items would mean that the totem would be fairly useless in favour of better ones.

    * - If you were to let players place these totems down within the same range of each other, you could have players gaining the XP share and better spawnrate, double items, and triple everything, which is utterly broken. However, if you were to only let one type of totem be placed down, it would generate a lot of salt if someone puts down an item totem in an XP grind party.

    All in all, I think the idea of different totems is a good idea, just what the totems do needs to be tweaked a lot.
     
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