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Dungeons Improved Dungeon Shops (remove Fragments, Add More Cousumables)

Discussion in 'General Suggestions' started by Sg_Voltage, Nov 10, 2019.

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Is This A Good Suggestion

  1. Yes, I would support this system or a system like it

  2. No, I do not like this idea (Let me know why)

  3. Just remove fragments

  4. Just add more consumables

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  1. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    TL;DR Remove dungeon fragments, change prices and add more/new consumables. Feel free to skip all the details, but please read the last section as it’s really short and clearly shows off my idea.

    Thanks in advance, now let's get into it!


    The Problem

    While the fragment and token currency system for dungeons may have worked well back when there were only a handful of dungeons, now that there are over a dozen in the game I think it’s time to rethink how their currencies and shops work.

    As of now, there are 15 dungeons, but soon that will be brought up to 17, each worsening the problem with two types of currency for a grand total of 34 different currencies for dungeons alone. It’s frustrating to hold on to all of the fragments and tokens, confusing because they share textures and worst of all, there isn't a good use for most of the currencies anyways.

    After some thinking, I’ve found that two simple changes can be made in order to fix all the problems dungeons currently face; Unified Currencies and Consumables in Dungeon Shops.


    Unified Dungeon Currencies
    Simply put, each dungeon should only have one currency (each). As of now, fragments are nearly worthless as they have almost no use. Before tools were added, fragments could only really be used to buy dungeon teleport scrolls, and even after the addition of tools, once you have them all, there isn’t really anything else to do with them and the same problem exists.

    To solution? Remove fragments entirely. This solves two problems; It reduces the number of currencies by half and allows for every dungeon to have a unique texture, making each currency more identifiable from a quick glance.

    30 currencies is already too much and two more for each new dungeon is completely unsustainable. That’s an entire bank page for just dungeon currencies which is too much, especially since they have virtually no use and just take up valuable space. By cutting out the fragments, there would only be 15 currencies to deal with now and every new dungeon would only introduce one more.

    With fragments gone, the idea is for only tokens to drop. Instead of getting 3 fragments and a token, you would now get 2-3 tokens per run. I’ll elaborate on this more at the end, but for now just keep in mind that the price of stuff would need to change, so don’t think you just get double/triple what you get now.

    Of course, the added benefit to getting rid of fragments is the ability to give each dungeon a unique texture. As of now, every corrupt dungeon shares the same texture as the non corrupt version which is visually confusing, but by cutting the fragments, all the tokens could have unique textures. Most textures in the pack have corrupted versions anyways (Magma cream and slime, the black and white bones, eye of ender and ender pearl, ect…) So why not use them to represent the corrupt versions while also adding a little visual flair?


    Dungeon Shop Changes
    The next change, and probably the more important change, is giving each shop a larger pool of consumable items. Currently each shop has a large range of what I would call “relic items”; armor, weapons, tools and accessories which you only ever need to buy each of these items once. Since all these items take boss tokens, in the current system, once you have all these items the dungeon is worthless. Fragments have little to no use beyond tools and teleport scrolls are irrelevant if you never plan on going back to do the dungeon ever again. Basically, what we have now is a broken system where you only run a dungeon until you get a couple items from the store. There’s no incentive to run dungeons more than you absolutely need to and it’s a real shame because dungeons are one of the coolest parts of Wynn.

    So what’s my idea? Have two shopkeepers per dungeon; The Relic merchant and the Consumable merchant.

    The relic merchant is a lot like what we have now. They trade tokens for armor, weapons, accessories, horses and tools. Next and more importantly, the consumable merchant trade tokens for teleport scrolls, powders, XP scrolls and ingredients. Yes, you read that right, XP scrolls and ingredients.

    XP scrolls would be like the combat XP potions we have now, but they would be able to stack and would be for gathering and professions. As for ingredients, I don’t really know what they would be specifically, but it would make sense that you can, for example, convert a Witherhead’s rib token into a new 3 star ingredient with the same name.

    Another idea is to further push the idea of sister dungeons by splitting some consumables between them. Sister dungeons are dungeons like Decrepit Sewers and Infested Pit. They share the same tier of tools and they have nearly the same intended level. It would be cool if you could find powders at one and scrolls at the other, or maybe one has a higher tier powders where as the other has higher XP buffs. Maybe half the tools are cheaper at one dungeon so you need to do a mix of both to get the best prices. Either way, mixing it up a little would allow the dungeon shops to be a little more different, while also allowing each to have more reasons to be played and replayed.


    How The New Shops Would Look With Both Changes
    We’re almost done, I promise, but there’s still a little more to cover. The big question right now is how would dungeon shops look with both of these changes?

    First, and as I mentioned before, all the prices would need to change to be more in line with the new drop rates. To show off what I mean, here are some tables for the current shop prices and potential new prices for Fallen Factory;

    [​IMG]
    Rough idea of what the new Fallen Factory item shops might look like. Top is current system, bottom is new system

    As you can see, all the existing prices have gone up to account for the fact that you get twice as many tokens as before, but the chips also have a new use with the consumable merchant. Because FF is in Corkus, I figured instead of selling regular powders, it would make more sense to sell blank ones, and the prices are subject to change, but I think this clearly shows off how I think the system can be improved.

    I’m sure it’s taken a while to get through all this, so sorry about that, but make sure to vote in the poll and reply with any suggestions or feedback.

    Thanks,
    Volts :D

    Last Updated: Soon, hopefully!
     
  2. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Idk, I’m fine with the current system because I don’t hang onto old fragments anyway. I don’t see why anyone would want to hang onto dungeon fragments or even tokens for the low level dungeons once they reach high levels. Saving maybe a couple of tokens for a new class might be worth it depending on the dungeon, but not for EVERY single past dungeon.
    I also don't like how the number of tokens will now vary. It would be pretty annoying to do a dungeon 1 or 2 times more because I was unlucky, especially with long, high-leveled dungeons such as Fallen Factory. It nullifies the advantage of having no RNG involved for dungeon items compared to mob drops or chests.

    Even if you did horde every token and fragment, you still have a lot of bank space.
    Dungeons are meant to be optional anyway, and running the low level ones past a certain point isn't worth it, both in terms of items and xp.

    Overall, this feels kinda... meh. Besides the variance of tokens, the only real disadvantage would be putting time into doing it, but that's it. So I wouldn't really care if it was implemented or not besides that. I do like the consumables part of it though.
     
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  3. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    Those are some fair criticisms, and you make some good points. I really appreciate the feedback <3

    First, I kinda agree the 2-3 per run could be a problem. In my mind, I saw the third drop as more of a rare bonus drop, maybe 10-20% chance. That's why all the prices on the chart are double (or less) the original costs. The idea is that it takes the same or less runs to get each item than before. That being said, if the issue is consistency I can totally get behind having a fixed drop rate of 2 per run.

    With that out of the way, I disagree with the idea that dungeons are optional content. In order to get tools, you need to do half of the dungeons several times. the fact that you don't hold on to the tokens, not the fragments is the exact problem this would address. I'm not trying to make low level dungeons something you should want to do at a high level, instead I'm trying to push for better rewards for the runs you need to do. This system would make it so you don't need to do as many runs to get all the tools (for people who don't want to run the dungeons in the first place) and also offer incentives for players to keep running them on new classes after they already got a class to a high level.

    The idea isn't to take a level 80 into the level 5 dungeon to get loot, but it's to make it so the level 5 can actually spend the tokens they get on consumable goods to speed up the various leveling processes. The fact people either hoard the tokens/fragments or toss them means there's a problem with the current system. I shouldn't only be running a dungeon to get XP since for the most part, questing is faster (With the exception of CIB and CSST).

    I definitely could have made those points a little more clear in my post, so I'll make sure to add them in later. Anyways, in the end of the day, I'm the only one who can read my mind, so it's really helpful to know when I haven't clearly expressed my ideas. Thanks <3
     
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  4. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Your welcome. I forgot about how tools are only accessible through dungeons, so that's a fair point. I'll support it then.
     
  5. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    <3
     
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  6. StormKing3

    StormKing3 Famous Adventurer

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    I think it works fine as it is personally, the currencies are quite new anyway, like only 2 years old or so. I may agree that we should have one currency per dungeon and just change the prices, but I do not agree that we should do it this drasstically, nor do I agree with xp scrolls sorry :(
     
  7. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    As for the XP bonus scrolls, I was just sort of trying to come up with some new consumable, so I have no problem with agreeing that they might not be a great idea.

    First things first, as far as I know the currencies were added in 1.14 which came out a little over three years ago, so I don't know if I would still call them new, but I guess we can agree to disagree on that one :D

    As for the other point, can you elaborate a little more on what makes this suggestion such a drastic change as opposed to some other way of removing fragments? From my perspective, the problems are the inability to effectively use dungeon currencies and the pointlessness of having two currencies per dungeon in the first place. Personally, I feel when pointless mechanics exist they should either be given a purpose or removed, so I guess a solution to the problem could also be to just add some consumables (other than xp bonus scrolls I guess) and call it a day. At the end of the day, I get that this isn't a pressing issue, definitely nowhere near the level of scrap storage, but I still think dungeon shops and currencies deserve justice.

    Anyways, Thanks a ton for the feedback! I'll put a little more thought into potential rewards and update my post if I get any better ideas or if you've got some ideas I would love to hear them!
     
  8. SKZR

    SKZR Well-Known Adventurer

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    I think the actual system is good.
    Uuuh you forgot powders
    Ahah take a look at "WynnImprovements 2" (currently in work)

    Also, yeah there are a lot of currencies but you can just put them in your enderchest and use them on your next class or throw them.
     
  9. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    Thanks for the feedback <3

    I've never heard of WynnImprovements before, so I'll make sure to check it out! I've been looking for a good Wynncraft utility mod so thanks for the suggestion!

    As for the point about powders, the thing about powders and dungeon merchants is that only two of them actually stock them; Decrepit Sewers and Overgrowth Runes. If all the dungeon merchants had powders in exchange for fragments, and some ingredient in exchange for the boss token, I would actually be cool with it, but the problem is that as of now, only 5 (6 if you include the wisdom potion guy) dungeon merchants actually sell anything consumable, and it's only the really low level dungeons that have them. The three real endgame dungeons right now; CSST, FF and CIB all have one thing in common, and that's no use for any of their drops.

    As for throwing them away or storing them forever, if you're just going to do that then what's the point in giving the drops in the first place? I said something like this to StormKing, but if something exists and has no purpose, it should either be given a purpose or removed.

    Anyways, thanks again for reading through my massive block of text! Even if you don't agree it means a lot to me, so thanks <3
     
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  10. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    Bump 10char
     
  11. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    FF has good accessories, CSST has good boots and weapons (at least i heard it) amd CIB has nice stuff too.
     
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  12. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    Those all cost boss tokens though. The fragments only use in all three of those shops is for the teleport scroll. The entire point is that there's no reason to have two currencies if only one of the two is ever especially useful.
     
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  13. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Yeah, i totally agree that they should remove fragments.

    You said "any", thats what i reacted to.
     
  14. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    Fair point, I could have been more clear, so that one is my bad.
     
  15. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    bumperino 10char
     
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