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Progression "Post"-game Questing

Discussion in 'Feedback' started by AcadeeAlkana, Nov 30, 2025 at 6:07 PM.

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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    I've heard from people here and there, as well as casuals, express displeasure that Quests are designed for their level range and no-when else. The sentiment made me spit out the following walls of text, because it got me thinking about my own experience under their perspective.

    There's lots of Quests to do and you often outlevel the flat values they give if you insist on playing them. If you stay in an area and do all the Quests there, you just...Lose time you could've spent doing better Quests.

    You CAN fix this by just playing them for fun, but at that point you're getting less relevant rewards for it and just burning time. The issue is really that they're just not worth playing unless you enjoy spending time getting into, uh...One-off stories or a series of events which aren't really, well. Relevant or heard about or interesting to most of the people on the Discord. Wynncraft also presently has no main storyline which these Quests could be offering to be in the background of. The Quests are good WORLDbuilding, but Quests very rarely connect to each other or connect different Regions together in my 4 years of on-and-off playing Wynncraft. (Please prove me wrong with an example so we have a good example of how that particular problem can be fixed.)

    TL;DR: Quests are great for playing at-level for their EXP and rewards, but you're encouraged to just move on.

    Another "fix" would be the autism / nerd approach of playing them so you can log down what Quests would be efficient for leveling your other Classes through them (since they're made to be POSSIBLE by any Archetype, but clearly not made for every Archetype, so a "route" through the game which makes it as easy of a curve for one playstyle as possible)...

    ...But something tells me that's kind of an extreme measure for playing an MMORPG.

    So, I do HAVE a few ideas for solving this. Just gonna throw 'em out here:
    Basically, a toggle to activate reversed Raid Scaling: the higher level you are, the weaker your stats become to match the strength of the enemies and contents in the Quest. (Or vice versa, where enemies' stats are scaled up to match lategame.)

    You can make it so, when a character hits Level 100, they can opt-in to start back at Ragni and make the entire world WAY harder, but also amp up the rewards to match. It'd be a spectacle for newer players, as well as an incentive for lategamers to go Questing again. I'm sure there's a handful of people who'd HAPPILY return to the game if there was this option to soft-reset outside of just booting up a new Class, because some people LIKE the endgame's items, gear, Ability Trees, and gameplay, but DISLIKE having no scaled-to-them Quests or content left to do.
    Y'know the Corrupted Dungeons? Do that, but for Quests. The "How" is simple:
    • The Content Team picks and chooses Quests from Levels 1-70 which can be given Ascended (or Prestige) versions
    • Prestige Quests aren't longer - they're just stronger. (Rewards and EXP are scaled up to match Level 80-104 standards)
    • If you want, this is also a great time to remake or polish the Quests that are being given Prestige versions (if you don't wanna, you can also just leave their base version and/or their Prestige version as-is for preservation/easy content reusage)


    • Optional: make these Quests require a consumable to access (from the usual Lategame activities), this way you can stretch out this revisited content for player retention (gamers, ofc, call it "dailies / having things to do")
    The benefits of reusing Quests for lategame content is pretty simple: Squeezing more fun and playtime out of older contents which are already made seems like a no-brainer.

    It may inject more Emeralds into the economy, but you could also just...Not give Emeralds as rewards? Or do, it'd be fun to see a bunch of people feel inclined to willingly spend more Emeralds on Mythics and endgame content. It's an incentive for people to either refine their builds further or justification for trying to build alternate playstyles, which I hear is something some lategame players want anyways.
    This would be a "bandaid" fix which could...Prolly make Wynncraft money!

    Quest Boosters can be given daily by Ranks and usual daily activities. What they do is simple:
    • Makes the Quest startable if you're 5 or less Levels below the requirement
    • Scales your Damage & HP up or down to match the Quest's enemies
    • If you're 10 or more levels above the Quest's, multiplies the Quest's EXP reward to match your current Level range.
    • Right Clicking with a Quest Booster opens a menu for Quests within Level range of a Boost.
    This also has a different niche than throwing EXP Bombs at the thing; because those are for COMBAT, and they're also for an entire group of players, not a singular player looking to use items at the same tier as Mob Totems to enjoy the game more. And as such you can change how it works to be more profitable (i.e. make each Quest Booster only scale your selected Quest closer to your Level...By 1 Level per Quest Booster used, to make the intended use of the consumable throwing multiple Boosters at each Quest. It's also an extra thing for the economy which can potentiall hook casuals, who would probably prefer Questing over grinding out Caves, Raids, and Dungeons to level.)

    Business is business, after all.

    I personally really enjoy Quests, btw. They're a great system to have, I just wish I could look at and play them more.
     
  2. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    We aren't even going to consider adding the first two for, many years. Way too early suggest when the main story isn't even complete
    (Also why would adding a new piece of content where you get to repeat the same quests you've already played be in any ways fun? The amount of criticism on having to repeat some quests on new characters overshadows the desire to "do them at level" potentially a thousandfold...)
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    In general though, the issue you bring up seems like an incredibly niche one. If you decided to level up instead of doing all the quests in that level area, then that's what you decided to do. You can set your guild XP to 100 to block yourself from getting experience from mobs if you please, but this isn't really a problem that needs addressing -- and if it was, it'd be with something simple as opposed to the third idea, which I don't really feel like would be a good addition, regardless of the reasoning
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    The worst you get for doing a quest overleveled is just ... defeating the mobs and boss (if there is one) potentially faster than normal, and maybe a moment of slight incongruity where the game treats you as weaker than you are.
     
    Last edited: Nov 30, 2025 at 10:20 PM