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Game Mechanics Mixed Bag of Suggestions

Discussion in 'General Suggestions' started by Fevix, Feb 25, 2025 at 2:20 AM.

  1. Fevix

    Fevix Newbie Adventurer HERO

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    Minecraft:
    I know I'm new, but hear me out please. I realize that being new means that I don't have nearly as much experience as the rest of you do, but I still have some major stumbling blocks in this game that I feel could be smoothed over:

    Inventory Management
    Currently, there's way too much clutter in the inventory. The Ingredients Bag is a great start and massively cuts down on it, but it still sucks having to juggle many similar items. Then there's the fact that four of our already-limited inventory slots are taken up by accessory slots, and it all means we need to CONSTANTLY return to cities to sell stuff, or offload items. Found a SUPER stuffed treasure chest? Literally can't fit all that loot in your inventory if you tried.
    • Keyring: Holds all the dungeon keys, negating the need to travel back to a bank to retrieve keys when you decide you want to do a dungeon. Potentially a Corrupted version exclusively for Corrupted keys (though I haven't gotten to that point yet, so I don't know how "easy" it is to just kinda have a ton of these)
    • Scrollbook: Holds all of your warp scrolls. Scrolls already share charges and cooldown, this would just make it so you can always warp to any of your "known" warp points as long as you have a charge. No need to juggle multiple scrolls if you want easy access to multiple towns.
    • Powder Pouch: Self-explanatory.
    Overabundance of combat
    I feel like this one is going to give me a lot of flak, but I REALLY don't like how constant combat is. I have ADHD and playing this game just makes me feel way overstimulated from the constant need to be on your toes at all times. Even inside cities, where the guard golems just seem to ignore most of the enemies so they can just walk in and eat your face as you're trying to identify/sell items.
    • Make it so enemies simply cannot path into cities. Either improve the AI for the golems so they don't just stand there as enemies attack them or walk past them, or simply set cities as exclusion zones for enemy targeting, or make players inside cities "Protected" like they are when looting chests or in dialogue.
    • Offer dedicated skilling areas. We already have to worry about durability on our tools, and now we have to just stand still while we harvest materials, meaning enemies can eat our faces (which knocks us away from the interaction point, interrupting the harvest). I do NOT like having to constantly fight for my life just to get enough materials to make a bow that's 20 levels below me. If I could just harvest materials without needing to worry about enemies, that would be great.
    Finally, I'd like to suggest a rework to one of the class skills. I'm an Archer, and the Fire Creep ability just feels like a waste of points. All too often, I'll hit an enemy that's too close, and literally won't light any blocks on fire. Or, I'll be aiming at something too far, and it'll light like 3 blocks in front of me on fire, then nothing, despite the field being open. Every now and then, I'll get the 'perfect' arc, and light a glorious, long swathe on fire, but more often the Fire Creep just feels insanely underwhelming.
    • Fire Creep should attempt to ignite, say, a 10 block long path in front of the user, regardless of aiming height. This would make it MUCH more consistent, and would mean that you could actually plan around it slightly.
    • Alternately, change it to a Fire Bomb, igniting an area around where it hits, which I feel would be much more in-line with the ability, while still being consistent.
    • I feel like a small audio cue wouldn't be amiss for when it recharges, too.
     
  2. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel HERO

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    imma address these one by one
    there is definitely an issue with the inventory system, and many solutions have been proposed. First, it is important to rememner that the inventory size SHOULD be limited. Returning to cities is a key gameplay loop component. However, the three features you suggested have already been suggested and currently in debate.
    yes yes yes
    no no no. The whole challenge of professions is fighting. It's intentional sorry.
    idk i dont play archer but sounds good ig
     
  3. Fevix

    Fevix Newbie Adventurer HERO

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    Minecraft:
    I'm definitely not advocating for infinite inventory, and I'd still like these additions to be actual items like the Emerald Pouch.


    I disagree, the whole challenge of professions is in the long cooldown between resource node spawns. Fighting should not be a mandatory part of resource collection, and if it is, then resource nodes themselves should have a chance, on harvest, to spawn a resource mob. This makes the fighting integrated into the resource collection loop much better than "Enemies wander into the resource collection areas at random" The enemies I'm fighting die when I sneeze in their general direction and are, at worst, a mild annoyance thanks to the hurt sound and getting constantly knocked back 10 blocks by an enemy that's 1/4 my level.
     
    Last edited: Feb 25, 2025 at 12:33 PM
  4. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    There's already "dedicated skilling areas", and good out-in-the-wild prof spots often do not have mobs spawn nearby