I originally made a thread awhile ago talking about various aspects of the game that I liked and didn't like since the introduction of Gavel and the 'new' item system. I never finished the thread and let it get locked because I simply had other things to do and a new update was going to come out anyway. Here is a link to my previous thread that I never finished. I'm going to try to re-ignite this topic because I feel like Wynncraft needs feedback more than ever. Well, I'm going to start now... I remember back in the good ol' days when I enjoyed Wynncraft the most. Their were less items and simpler builds, a more simplified identification system, guild wars that I enjoyed fighting in, riding players and pets, etc. Wynncraft had its charm back then, but I believe it has lost quite a bit of the charm that it once had. I'm no longer really interested in it too much and I haven't played much lately, which is very disheartening. Please forgive me if I get anything wrong. *ahem* The Spell System Ah, Wynncraft. Oh how I wish the spell system was better. I'm simply sick of the current system. Alright, every class has four and only four spells. Each spell has 3 grades, with each grade being better than the last, and that's it. Each spell gets stronger once you reach certain levels... and that's it. No room for improvement. No new spells. No new grades. Everything is just boring. Spell 1 Grade 1: Level 1 Grade 2: Level 16 Grade 3: Level 36 Spell 2 Grade 1: Level 11 Grade 2: Level 26 Grade 3: Level 46 Spell 3 Grade 1: Level 21 Grade 2: Level 36 Grade 3: Level 56 Spell 4 Grade 1: Level 31 Grade 2: Level 46 Grade 3: Level 66 and... that's it. No more growth in the spell system past that point. It's dead Jim. We still have like 39 to get to the current level cap of 105 (excluding 106 as the bonus level). This spell system probably (or, well, did) worked when the level cap was 75, but we are way past that point. If we absolutely have to keep the current amount of spells and can't learn brand new ones, why not have something like this: Spell 1 Grade 1: Level 1 Grade 2: Level 16 Grade 3: Level 36 *Grade 4: Level 61 **Grade 5: Level 91 Spell 2 Grade 1: Level 11 Grade 2: Level 26 Grade 3: Level 46 *Grade 4: Level 71 **Grade 5: Level 101 Spell 3 Grade 1: Level 21 Grade 2: Level 36 Grade 3: Level 56 *Grade 4: Level 81 **Grade 5: Level 111 (Unobtainable right now.) Spell 4 Grade 1: Level 31 Grade 2: Level 46 Grade 3: Level 66 *Grade 4: Level 91 **Grade 5: Level 121 (Unobtainable right now.) The level difference between Grade 1 spells and Grade 2 spells is 15 levels for every spell. Likewise, the level difference between Grade 2 spells and Grade 3 spells is 20 levels. So using that information, I added Grade 4 spells to this list, with the level difference between Grade 3 and Grade 4 spells being 25 levels. This pattern would repeat as the level cap increases, with Grade 5 spells having a 30 level difference between Grade 4 and Grade 5. I'll leave it up to the staff to determine what the new Grades of spells do. Speaking of brand new spells, why are we only limited to 4 spells? Why can't we have lots of different spells, each doing their own thing? They don't all have to have a mouse click sequence. Perhaps we can have swappable spells, where we can only have 4 bound at a time. I think I remember NPCs and other things having spells that the player doesn't have access to, even though I recall that many more spells exist... in lore only. What if we can learn different spells, some restricted to some classes, and others could be used by everyone. Perhaps some spells can be useless and just for fun, while others can be useful in certain situations. Why do we not have items or a way to increase our Mana? Couldn't this capacity increase naturally by leveling up? We could have had the "Great Spell Update" or something, but no... individual spells and the spell system have only ever had minor changes, but nothing amazing. A world of possibilities exists! Why not take advantage of it, Wynncraft Devs? I'm sick to death of the current system. What about Professions? Should they exist only for crafting items? Why not integrate them into other other mechanics, such as the combat and spell system? Endless possibilities. Alright, what about we talk about items next? The Item System & RNG Section 1: Regular (Not Crafted) Items First of all... THANK YOU FOR MAKING ITEMS WITH SKILL POINT IDs STATIC! THANK YOU CONTENT/ITEM TEAM! :D Now that that is out of the way... let's talk about items. Bugs: Items still dropped undyed for whatever reason. Most Set Items, such as the Nether Set and Adventurer Set, are supposed to drop or be identified and dyed with color. Even Salted himself acknowledged this in one of his (now deleted) livestreams and said that it would be fixed in the future, but this still hasn't been fixed. Heads with skins also still break. Why is this still a thing? ugh. Bugs aside, I kinda miss the whole essentially-one-set-of-armor-ruling-the-meta-thing pre-gavel, but I'm glad that they added more items to the game. What I don't like is the sheer amount of RNG that this game has. I love that Skill Point IDs are now static, but why stop there? Two builds with the same set of items can still be vastly different simply because the negative effects, if any, can be too strong or the positive effects can be too weak. This still leads to items, especially Mythics, to have completely different prices because some NPC said it is after paying them. I'm sick of one item being GODLY and another item of the same name being complete trash that no one wants to buy but is still expensive anyway. It's simply just too ridiculous and completely unhealthy for anyone. My original suggestion that I posted on the previous thread: "Here is an idea to think about: Item Identifiers or whatever they are called now have a higher chance of giving better IDs depending on the area. Items identified in Ahmsord will be, on average, better than items identified in Ragni/Detlas/etc." It's alright, I guess... but I prefer my new suggestion. Here is my new suggestion: Static IDs for... every single ID, not limited to just Skill Point IDs. *Shock* You're crazy, Thunder! You would be screwing over the economy and everyone! Thousands (erm.. hundreds.. a couple dozen?) of players would hunt you down and kill you IRL for this! All that money buying GODLY IDed items or rerolling would have been wasted! Blah blah blah. Alright, here me out. Hahaha... I understand that Wynncraft has to have some RNG, but the amount that it has now is simply ridiculous. There is RNG for actually finding an item, what type it is, what rarity it is, and all of its identifications when identified. It's great that Wynncraft added Loot Quality IDs (finally), but I think that it isn't enough. So what are the good things about making every ID for an item static? 0.) Hopefully less work for the Item Team in the long run. (and perhaps less complaining about nerfs/rebalances? 1.) Players now would only have to hunt for the items themselves, not the IDs attached to them. 2.) Bad/Meh/Trash IDed items would be equivalent to Good/Godly items. Powders probably wouldn't affect anything much since they are static anyway. 3.) Items that left the Market just because they were rare and frequently desired if they had good IDs but undesired because of bad rolls and/or a high reroll count can make their way back into circulation. 4.) Likewise 'Godly'/Good IDed items can be bought and sold easier because they shouldn't have enormous price tags of stacks of LE anymore since they would be the same as any other item of the same name. 5.) Players no longer have to worry about getting disappointed for getting bad rolls. 6.) This should lead to better player experiences in the long run. This wouldn't be limited to just Mythics. Fabled, Rares, Uniques, Set, etc. items will all be affected as well. The Cons of doing all of this this? Well... 1.) Players who had 'godly' items before would probably be upset that their items are no longer 'special' or have much value. 2.) It would harder to 'get rich quick' simply by finding a Mythic, or the effect would be considerably diminished. 3.) Due to this change, rich players might be unwilling to part with a lot of their stacks of emeralds. I can't really see many downsides of doing this, so I look forward to some feedback. Edit: Salted replied! :D 4) "This is the one I disagree the most with. The loot drop system is carefully made to create a specific experience and randomized IDs are part of that. Here's how it works (on average, it's different for everyone)" - Salted Read Salted's Post to know more. I acknowledge that you desire every player's experience to be different, but at what cost? I suppose reducing the ranges of IDs could be a possible alternative, as some IDs on some items could have huge ranges. Section 2: Crafted Items & Professions I really loved the idea of Crafted Items and Professions in general, but I feel that the current systems lack enough depth in the design. I would prefer that rolls from ingredients to also be static, like the previous suggestion, but it might be better for them to follow a different approach. So, what is this different approach? Growth. This idea is pretty simple and straightforward. As you level up your profession, say Woodworking for example, you would be able to work with the ingredients you found and have a higher and higher chance to get the best out of the ingredients you found. With great experience comes great rewards, as they say. At the max level you probably can get the best IDs guaranteed out of low level ingredients, but probably still struggle with getting perfect crafting rolls with higher level ingredients. It still would require a bit of luck, but it would make the player feel a bit more in control. With the diverse amount of ingredients that we have, Crafted Items can feel a bit more special as your efforts would actually mean something. Although I can't be bothered to level up my professions simply because the leveling system is really slow right now, especially the Gathering and we've yet to get items with Gathering XP Bonus. Maybe these systems can be expanded upon in other ways as well... Edit: Another option could be to introduce item leveling, but I'm not sure how that would work. Guilds I feel that guilds right now are boring and lifeless. I miss the pre-gavel days... I don't have any good suggestions for these, sadly. The Marketplace It's just not good enough, in my opinion. I want to list a whole bunch of things, but I simply don't have the space/slots to do so. Lots of rares and uniques that I've been getting might be useful to another player, but I simply don't have the room to list everything. That alone makes me sad. Ugh. Perhaps we can get a solution for this? Lower level items don't really get much love. Blacksmiths Perhaps all the items sold to Blacksmith can make there way back into the Economy somehow? Maybe have a separate thing similar to the Marketplace feature? I don't know. I just know a lot of items that a player might find useful are just... exchanged for a really low amount of emeralds... :( Section is a work in progress? Have to cut this thread short. Ran out of steam. I would love to hear your thoughts on these. Maybe even discuss your experiences about Wynncraft down below. Maybe I can get some better ideas.