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Dungeons New Dungeon Idea For Gavel

Discussion in 'General Suggestions' started by Kuba, Dec 18, 2015.

?

Is it possible and would you use it?

  1. It's worth the effort, I would do it all the time!!

  2. Good, but it should wait a while longer after Gavel, maybe 3-5 month before they start?

  3. No, nobody would use it, it would take too much time.

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  1. Kuba

    Kuba Well-Known Adventurer VIP+

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    Before everyone starts going "Stop rushing them! they just made Gavel, let them take a break!!" for 2 reasons.
    1. no matter who you are, you want more content, and they know that, they will always keep working, even when you think they're taking a break, the builders, mods, hybrids, and gms are all working hard on keeping the server going and evolving to our expectations.
    2. On the other hand, I'm not asking them to put this into wynncraft right away, Grain mentioned that they will be doing followup updates on gavel, adding in endgame quests and dungeons. This post is just a suggestion, they do not need to suddenly put a large amount of attention to this.

    So now that we have everything clear about this post, the actual dungeon...

    Dungeons have been strait forward, clear once and memorize-able, but not under this system. I'm suggesting a maze based dungeon, now I know right now, you're all thinking "people will post maps and videos of how to complete it!" but you can only do that if the dungeon is always the same, I would say, keep the dungeon simple, with just square walls, maybe have vines growing on them for a nice effect, but have it all be randomly command block generated, lots of maps already have randomly generating mazes that change every time a new group enters. I don't think these should change every time someone enters due to lag, but probably changing daily, with a "one entry per day" system, now for the actual gameplay.

    When the first person enters the maze that day, it will randomly generate, causing some lag on the server, but this will clear within a few seconds. all paths will look the same, high walls with vines on them with some form of lighting. Now for the real challenge, mobs will be spawning inside of the maze, they will not be as strong as the ones in toa, and these floors won't have a boss on the last one. The maze will probably be a good size, probably the size of Detlas or Ragni for each floor. the maze will have multiple floors, connected by a staircase(telleporter) to the next one. Probably there will be 10 custom floors, the 10th one being larger then the others. The maze would have a minimum of 1 path that works, being chosen from a mix of 10 preset paths, the surroundings of the paths would be random, making it impossible to tell which of the 10 paths it is. (thanks to Plasma Dragonite for making the point of a possible cut off from the door)

    Now for the real challenges, while I did say the mobs won't be as strong as in toa, and they won't get much stronger on each floor, probably only on the 10th floor. But they will be large in numbers, so a mage will be very useful when going. Another challenge that would be useful, would be traps, simply giving an effect to people in the area (slowness, poison, set them on fire, wither, or god forbid nausea) and the trap would agro mobs in a larger area, making the group need to work hard to get away from them.

    So, now you're wondering about why people would even want to, because it would be a challenge, and it would change every time. groups of 3 to 10 players will all team up to get the loot, and when they don't win, they try even harder to get it the next time, now that I mention it, loot. There could be hidden rooms on the floors, maybe 1 each, with a tier 3 loot chest inside, but the top is the main goal, at the end of the 10th floor you will find a loot chest that would be valued as a tier 4 loot chest that when you right-click gives you the items instantly and telleports you out. By telleporting you out, people can't sit there and farm loot and it would not need to despawn, giving all members an equal amount of loot.

    So, this is my idea of a dungeon, it would take a long and hard time to code, would break quite a few times, and would need to be redone a few times, but now with Gavel coming out, we all know what the WynnCraft team is capable of, and I'm sure that this team will only keep growing. So as I said at the start of this post, this isn't meant to be made right now, this is just a suggestion, I wouldn't expect a dungeon like this to even come within February, but when it is out, even high lvl players would want to do it, because it would keep changing and always have an adventurous feeling to doing it.
     
    Last edited: Dec 19, 2015
    iCreativity, Moss and ShadowMage1 like this.
  2. BlahBlah161616

    BlahBlah161616 Light Theme User

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    *20 people join dungeon*
    *Server Crashes*
     
  3. Kuba

    Kuba Well-Known Adventurer VIP+

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    it would make no difference if 20 join or 1 joins, it would be generating the same area at the same time, no increase or decrease, so the lag would always be minimal.
     
  4. Plasma~

    Plasma~ Antishitposter

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    Seems good. Just one thing--
    Don't you think it could sometimes generate without an exit?
     
  5. ExtremeGamer78

    ExtremeGamer78 Just a normal Dragon boy.. VIP+

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    In the GM doc. Doesn't it say in caps that GMs do not put mazes...
     
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  6. Kahsol

    Kahsol Local Serial Liker CHAMPION

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    i'd love to see the saltiness of those who spend hours in a maze like that
     
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  7. --

    -- The world's most popular Minecraft server

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    As mentioned before, the GM document says explicitly not to implement or design mazes. I assume this is because people would get frustrated and it wouldn't be fun.
     
  8. tdbulldog

    tdbulldog Wynncraft Beta Tester

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    I'd support this, except for the mazes. I'm almost 100% sure that Salted REALLY hates mazes. "They are the devil"
     
  9. King_Wasabi

    King_Wasabi Meme Lord

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    One of the reason that mazes are NOT to be added is because it can actually be practically unsolvable. Even simple mazes have many, many possible paths.

    Another reason is after about 10 mins of maze wondering people would get annoyed and then want to get out but they can't because it's a maze and mazes are the devil.
     
  10. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    The GM doc specifically says no mazes. The closest things in Wynn to mazes that I know of are probably the Emerald Labyrinth and the Mansion in Mansion Delivery. And those are hardly even mazes

    So yeah... NO
     
  11. Kuba

    Kuba Well-Known Adventurer VIP+

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    Lots of people have designed randomly generating mazes using command blocks before, the possibility of it not generating an exit is like saying that your spell didn't use any mana, it wouldn't happen.
     
  12. Plasma~

    Plasma~ Antishitposter

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    What I mean is, it could happen if you didn't add some sort of algorithm that always guaranteed a clear path to the finish.
     
  13. Kuba

    Kuba Well-Known Adventurer VIP+

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    I probably should have mentioned this in the full post (i'll add it now, thanks) but it would most likely need to have multiple options of a specific path, probably having around 10 set paths for each floor, but other then the paths it would be fully random, and by having them all look almost identical, there would be no way to cheat a way into knowing the path.
     
  14. AtomicMan3

    AtomicMan3 Travelled Adventurer

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    Wynncraft does not use command blocks because of lag
     
  15. Gustaf

    Gustaf Veteran or something HERO

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    Actually they will introduce the use of command blocks with Gavel because of the insane performance improvements that has been made.
     
  16. Kuba

    Kuba Well-Known Adventurer VIP+

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    I don't plan on them adding this any time soon, it's just that all the dungeons currently are repetitive and very linear, you complete them once and it's done. This would let adventurers do the dungeon over and over again and still enjoy it. The Wynncraft team hasn't added the dungeons in for Gavel so hopefully they can work on something similar to this setup for the followup updates.
     
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