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Major Ids For Ingredient Gathering

Discussion in 'General Suggestions' started by Spyhy, Jul 8, 2020.

?

Is it a good edition?

  1. Yes

    3 vote(s)
    30.0%
  2. No

    6 vote(s)
    60.0%
  3. Double drop should be a major id

    6 vote(s)
    60.0%
  4. Double drop should be normal id

    0 vote(s)
    0.0%
Multiple votes are allowed.
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  1. Spyhy

    Spyhy Well-Known Adventurer

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    Minecraft:
    First of all, a Major ID I would love most to have is "Convertor" (ring)

    Convertor: Turn emeralds into emerald blocks and emerald blocks into le in your inventory automatically

    This is the one I would most love to have out all of the major ids that will be added. Also our economy has too many mythics and no raw le, this is the main problem in the economy right now, so convertor that makes emeralds u throw away turn into useable emeralds is an insanely good fix for this problem. You cant say you were never sad that you had to throw out emeralds because your inventory was full. This would fix it.


    My second Idea for major id is "double drop" (necklace)

    Double drop: mobs drop double

    The catch is tho, that the item will have massive -lb, like -100 to -200 lb min to balance it out, might be a good idea for a a mythic accessory that instead of giving you amazing stats, it gives you a major id with bad stats (you can also make it into a dugeon shop item). It would be a fair, but if you dont think it is, turn it into a normal id for items, like 10-100% to drop double items. (also if you are saying that there is already a lootbomb for double drops, there is also the exp bonus id (for combat exp bomb) and soon there will be gathering exp bonus (prof exp bomb), so its not unfair at all)


    If these get added, it would make for a nice major id accessories build for ingridient gathering

    (Ring) Old keeper's ring: Greed
    (Ring) Shop keeper's ring: Convertor
    (Bracelet) Vindicator: Magnet
    (Necklace) Harvest: Double drop
     
    Last edited: Jul 8, 2020
  2. anonymousness

    anonymousness Well-Known Adventurer

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    A lot of people have suggested something similar to converter, and the problem with that is that loot runners would then be able to store so many emeralds at once that it would cause massive inflation and actually break the economy. Something that might be more balanced is the ability for it to store a small amount of emeralds, like 2-3 EB, then be emptied later.

    As for double drop, it's an interesting concept, but seems to be too much of a "numbers game", since it effectively increases lb by 100, so if would either be very overpowered or underpowered, depending on how much negative lb you add and the lb of the player in question. What make a lot of items successful are the trade-offs that they offer in stats that are hard to compare, which makes the items more multi-dimensional and able to be used differently depending on the context, so something that might work is a decrease in melee and spell damage (I'm thinking 40-50%), or maybe even a decrease in movement speed + higher second spell cost, both of which indirectly decrease the rate at which you can gather ingredients by lowering the rate at which you can kill mobs, but also aren't directly comparable to lb and provide some nuance to the item that makes it easier to use in more circumstances.
     
  3. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    Oh, good Heavens, look at the time! It is time...
    to crash Wynncraft's economy!
    In all seriousness, this has been suggested too many times, and I'm pretty sure the next time it gets suggested, it's going to get the same exact response, either paraphrased or verbatim: "Not going to happen."

    There are very good reasons for this, not limited to these two:
    1. Makes Lootrunning a cinch. Lootrunning involves inventory management as much as good luck. This also makes Emerald/Liquid Merchants obsolete, as people will just buy that item and begin compressing like madmen.
    2. Makes grinding a cinch. See above.
      1. In addition, it gives more slots to store ingredients in, if pouch is full already.
    As for the other one,
    Double drops is fair enough, but then you run the issue of ingredient/item inflation. Since the same item can drop twice (and I've found two Mythics from mob drops before Loot Quality was even a thing in the primordial mess of jumbled spaghetti code), it can result in "stock market crash" as there will be too much supply and very little demand. Also, LB food exists, so the -LB from that item is going to get easily countered by the consumables.

    Iteration #2 of the item should mostly be limited to Ingredients, to prevent double Mythic drops from happening, no matter how rare they are. And a soft/hard cap, perhaps?
     
    Saya likes this.
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