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My Opinions On The New Sp System (and Some Semi-related Things)

Discussion in 'Wynncraft' started by Neptium, Aug 24, 2016.

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  1. Neptium

    Neptium Spicy VIP+

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    First off, why didn't I just post this in one of the currently existing threads about the SP system? Well, I think my post would be incredibly long and a tiny bit off-topic if I do decide to so I think it would be better for me to post a new thread.

    --------------------------------------
    Random Questions about the SP system that someone hopefully can answer

    What happens if we say I died in Maro Peaks and then lose my Climbing helmet, would it be gone? Will quest items not be affected by this? (Highly doubt it will)
    Will the %drop chance also affect armor we wear?

    ---------------------------------------
    My Opinions on the Subject

    Key things to note: RNG = Random Number Generator, as you guessed it, its the randomness of something. (I don't really know how to explain it ;-;)

    And I just can't stress enough that core mechanics that are based on RNG is ok if it's in a card/board game (including some of the computer games too!) but not in a MMORPG.

    Most people would not even dare even if it's a 3% chance, want to lose their items so the new SP system effectively now makes people worry when their SP reaches 5. So effectively, it shortens gameplay sessions (yay?)
    I'd rather not let the RNG gods decide what I'll lose if I died when I have less than 5sp or even 10sp for that matter. So even a 0.000001% chance of losing a mythic bow at death (I don't have any Mythics) I wouldn't take it.

    All of these won't really matter to me if there is a fixed time where people can get their items back (which there isn't) and that the items can't be picked up by other people until a certain amount of time.

    Of course, I have never tried the system yet but it seems like we got most of the details of the system from the changelog and posts in it.

    -----------------------------------------
    How about a different death penalty system?

    I have never really developed any game or played that much MMORPG, so this may turn out to be more of an opinion but who cares.

    Just did some not so extensive research and the more popular MMORPG games like WoW do not have a "losing item penalty". Of course it depends on the game and what and how it is. But the question is, how harsh can a death penalty be in Wynncraft before it starts becoming unenjoyable or does not add much to the game.

    In this article: The old system kind of resembles a full-body looting but require you to die more. The new system doesn't really resemble any. It seems like the most suitable thing for Wynncraft is either #7 or #8. Even #3 or #6 would be an interesting concept that someone else mentioned in one of the threads. Actually, even implementing a no death penalty system and that the penalty is that you just have to walk back to that area could be okay aswell.

    After I wrote everything, the last part seems to be more appropriate on the "Suggestions page" but the update didn't even come out yet so....lets not think about it


    EDIT: It seems like some people has just glossed over the whole thread and be like "oh em gee another one of dis stewpid sp rants ughh stahp it" Can the people please read the first 2 sentences I said, it would be somewhat off-topic if I post it in either of the threads.

    Any mistakes in spelling, grammar or out right wrong information, please tell me.
     
    Last edited: Aug 24, 2016
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  2. Arreme

    Arreme Veteran, Learning Game Design VIP+

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    U guys are breaking too much the spine. The update has not been realesed yet and we know very little how this will be. I sugjest to stop making this posts as is just a waste of time as nothing is still stable.
     
  3. Neptium

    Neptium Spicy VIP+

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    I know. But it doesn't mean I can't display my opinions about the change. I don't really hate the change, like I said in my thread just maybe, if I can get my items back without it disaappearing because of chunk unloading I would be fine with the change. I also do not understand how something being "stable" have anything to with the system/feature promised.

    EDIT: We actually know most of the things about the new system, we know the exact chances for items to be dropped, we know at what soul point range would it start affecting us so I think that covers 90% of what the system does.
     
  4. Jumla

    Jumla Head Developer/Founder of Wynncraft Staff Member Admin Developer HERO

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    No. Quest items will never drop.

    Correct.

    Yes it will. Armor is an item just like anything else.

    I want to emphasize that the reason we implemented this new system is so that players never lose their inventories (which makes them want to quit the game), while still making dying something that you want to avoid. We've made lots of subtle changes in the math to make it very hard to lose items that you are actively using (so it'd be very rare to lose a mythic bow at death, for an example). In the end, this change is meant to encourage challenging gameplay while preventing devastating deaths.

    There actually is! Your item is protected, and only you can pick it up for 20 seconds after it drops.
     
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  5. Neptium

    Neptium Spicy VIP+

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    Thanks for the quick reply, but would the items disappear if the chunk unloads still?
     
  6. Zelefant

    Zelefant wizard fortress will return one day HERO

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    One time, i knew where my death point was, and i was really close, and no one was around. When I got there, nothing was there, is there an explanation?
    (This was before Gavel so idk)
     
  7. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    no one was around so the chunks unloaded and your items got deleted
     
  8. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    this is THE THIRD THREAD we've had.
     
  9. Neptium

    Neptium Spicy VIP+

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    Thanks for the info, still not sure how I feel about dropping Mythics. 20seconds, feels pretty short to me. But other than that (except about item despawning when chunks unload) the system would feel like a welcome change to me.
     
  10. eeveelution

    eeveelution Wynn Veteran/OG VIP+

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    How about having a corpse spawn which would function the same as the dropped items do now but it wouldn't despawn when unloaded? I'm not sure if a non-unloadable entity is possible though.
     
  11. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    Doubt it, although I think that would be a decent system, barring the fact that you have to run naked through fields of enemies andohgod'namflashbacks
     
  12. Devourer

    Devourer Lava Warrior VIP+

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    You never have lost quest items on death, so we never will.
    The thread does so 'identified items', though it seems that identified items have a very small drop chance.
     
  13. Neptium

    Neptium Spicy VIP+

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    That's a interesting system. But then, what happens if someone else was there? Can they possibly kill it...etc

    I do not understand the first part of your 2nd sentence, I do know that they have a 3%(I think) at death when at 5sp.
     
  14. DirtyDoge

    DirtyDoge Master Procastinator HERO

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    I actually had an interesting discussion about chances and stuff like this.
    Like, when the weatherman says there is a 10% chance of rain, there's still a chance, but people think that 10% is small enough that it won't happen. That doesn't matter if it rains though, and in the end, the weatherman will still get yelled at.
    Same with this system, even if the chances of losing a mythic is low, it doesn't matter to the person who lost it, and they'll still post a thread about it.
    I hope I made sense, I have a talent for not making sense ._.
    TL;DR: There's always that .3% or whatever, and that .3% doesn't matter to the person who ended up losing their mythic.
     
  15. Devourer

    Devourer Lava Warrior VIP+

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    I forgot what I was trying to say, but basically, identified items are the rarest items to drop, which means you likely won't drop valuable items.
     
  16. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    Our items despawn when we die and drop them, so this changes nothing.
     
  17. Toasted Asian

    Toasted Asian Toasty VIP+

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    I still feel paranoid if I reach 5, hell in probably the unluckiest person in Wynn and i still don't want to lose all my items again.
     
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  18. Chocobutter

    Chocobutter Well-Known Adventurer

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    Mobs that will most likely one shot me aside, how am I suppose to reach an area where someone might actually die within 20 seconds of any town?
     
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  19. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    It doesn't even matter, your items despawn when they drop anyways.
     
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  20. Neptium

    Neptium Spicy VIP+

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    It seems like I deleted to much of "my hate thread" when I was writing it so I'll just give the summary of what I deleted:
    ---------------------------------------

    The new SP system:
    Tedious
    Shorter Gameplay Sessions
    Punishes players for playing the game (Using scrolls & resetting skill points)
    As if the re-identifying won't be an emerald drain enough.

    -----------

    There is no Risk vs Reward here, just "risk." So no, it isn't "challenging," it make's us go AFK more often and who's to say? Maybe some people don't want to lose emeralds and stop at 8SP.

    So the solution to avoid devastating deaths is that now, you have a chance of having a devastating death? What?!

    Why is there even such a big risk? It is because most items almost instantly despawn and if not, they will be taken by other players almost instantly (20 seconds is not enough). Not even a slight chance of getting them back.

    --------------------------------------

    One question, why even choose this way? Why punish players by taking their items? Why not some other death penalties? Like the one I mentioned in my main thread.
     
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