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Game Mechanics New Progression based Special Gamemode concept

Discussion in 'General Suggestions' started by EternalOne, Sep 25, 2025.

?

Do you like the gamemode idea? If so which proposal do you prefer?

  1. Yes, proposal 1

    50.0%
  2. Yes, proposal 2

    50.0%
  3. Yes, proposal 3

    0 vote(s)
    0.0%
  4. Yes, proposal 4

    50.0%
  5. No, all are bad

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

    EternalOne Well-Known Adventurer

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    I assume its way to much work but this is an idea I have had for months now... I just fear that this concept will just be seen as way to much tedium, to both play and create. So I have been thinking about how to mitigate these issues to make it work in a fun play-style.

    The inspiration of this gamemode primarily stems from 2 sources.
    1st is my own personal experience first playing Wynncraft 9 years ago, where progression was far slower and more gradual.
    2nd is the concept of progression servers in other MMOs, where the execution varies yet, the standard model of releasing updates one at a time, which wouldn't work for Wynncraft for many reasons.

    This gamemode is designed bring back the slower more gradual play-throughs for veteran players.
    Something akin to MMO progression servers but taking place within the modern version of the server.
    The idea behind this class is to require players to finish the majority within their level range before they can access the next level range.
    Mob grinding is designed to be non-viable in this gamemode.
    Professions would not be included in this game mode.
    Would be a separate 5th gamemode that could be toggled with ironman, craftman, hunted and hardcore.



    I have 4 proposals for this system. [I prefer the first 2]

    1. Progression would be changed to function around to segments of 5 levels.
    Every 5 levels your xp and level would be capped until certain requirements are met.
    Xp would also be changed to function differently instead of being a standard value there each piece of content would be worth a certain amount of xp points. [combat xp is removed and progress is gained from content completion only]

    Each category of content would be worth different experience values which give different progress for level ups.
    With mandatory requirements to reach the next level range, requiring certain quests, and all dungeons, and raids be completed to level up again.
    For example every 5 levels you would need to finish certain pieces of content to level up to 6-10.
    The value of xp is determined the contents level and type. Lower level quests give less content xp. [you could do more lower level ones to skip higher level ones]

    I proposed that roughly the required amount of content players need to complete to move to the next level range segment is about 2/3rds of the total content. [varies depending on how much xp each individual piece of content is worth] (about 2/3rds of the total xp value given in all level 10-15 content to reach the level range of 16-20)
    Content that gives xp would roughly follow something like this...
    (45% goes to quests 15% to dungeons and 20% to raids and 10% for world events and 10% for caves. (total xp each type of contents gives within every 5 levels)
    Mob grinding, and discoveries would not give xp in this gamemode, I think miniquests should not be included...


    2. Next but the simplest and gradual option is to remove combat xp entirely from all sources.
    Instead xp is only gained upon completion of content within the quest book.

    There is no level cap in this option but the xp from content is still measured in the same way.
    The difference is if you complete all the content available to you before going to the next level range you may reach level 7-8 instead of just level 6.
    This option is more gradual but may feel less guided and allow for players to skip major pieces of content. [or stuff like dungeons could be used to cap players levels... but that feels against the mindset of this approach.]


    3. This one is similar to the first option but instead you can gain xp from all content including killing mobs, but its capped until 2/3rds of the content is completed. Meaning you can level up traditionally but are locked behind content to reach the next level range. [I feel like this one is gating content instead encouraging players to take it slowly...] [but I felt like I should mention this possibility anyway.]

    4. Remove all xp from grinding mobs but boost all xp other sources to ensure that players can always successfully level up doing quests. [also would remove raid and dungeon xp past the first clear] [basically make it so grinding is unnecessary at any point and just follow along with the quests and stuff... (discoveries would only account for a minor amount of xp) [feels way to simple in my opinion]


    In the first 2 cases the requirement for the bonus level 106 would be total content completion excluding profession mini quests, and discoveries. For the third option it would be the same type of traditional xp grind... for the 4th I don't honestly know.


    Also while this gamemode concept may be self enforceable already... the same can be said for craftsman, and hardcore with both ironman options being mostly self enforceable. Only hunted is entirely non self enforceable

    Also some potential names for the gamemode:
    Sequential
    Progression
    Progressive
    Incremental

    Please give me any feedback you have regarding this idea. All criticism welcome, including regarding my tone in this post.
     
    Last edited: Oct 22, 2025
  2. Elytry

    Elytry Spitballer of the Architects

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    dear god there's an epidemic
    MODS!
     
    Last edited by a moderator: Sep 26, 2025
  3. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    silence clanker
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  4. Earthbrine

    Earthbrine The Dirt of the Realm

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    Why would you remove discovery XP? Without removing discovery xp, the content book alone is enough to reach level 105.
     
  5. EternalOne

    EternalOne Well-Known Adventurer

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    Only 1 option and its one of the 2 Im least fond of... I included it since someone mentioned it and decided it was best to mention as a scorched earth idea.
    But in hindsight I agree discoveries should be included... (but maybe only be like 5-10% of total xp obtained from all content)