Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Game Mechanics Professions Variation

Discussion in 'General Suggestions' started by Grugle, May 1, 2025.

?

Should this be implemented in a post-Fruma patch?

  1. Yes

    0 vote(s)
    0.0%
  2. No

    0 vote(s)
    0.0%
Thread Status:
Not open for further replies.
  1. Grugle

    Grugle RotS Enthusiast.

    Messages:
    123
    Likes Received:
    181
    Trophy Points:
    59
    Minecraft:
    Recently, I was playing old Pokemon games, and I noticed that there are a lot of mini games related to cooking, mining, and training. I loved the Gen 4 mining mechanic, and I think the sandwich/curry mechanics are unique. However, I remembered a dead MMORPG Minecraft server that includes these mechanics into their own profession system. It’s delightful to see these concepts actually work out in providing a fun way to level professions and gather materials.

    (I also realized how possible this concept is to implement, even with commands, which I want to work on for my own project)

    Anyway, I understand how difficult reworking professions is, and, I like that everyone behind World Events and some reworked gathering spots try to add more in gathering ingredients and improving the material grind. I want to propose adding special spots in the world, though, or adding them to specific prof spots, such as the rise of Quartron mine, or the NotG tunnels.

    I wanted to mention the mining idea, since it’s the one that would be the easiest to come up with and implement.

    It would be a mining mini game, where a large chest inventory icon would pop up, filled with stone, with the bottom row being housed to your pickaxe’s force levels: Low, Medium, and High. There would also be a small icon in the bottom left corner, this being the nodes integrity level. Depending on which level you pick, the power and radius of where you clicked would increase, with the integrity level going down matching the level. You would have 4 levels of depth to the mini game, that being stone, cobble, dark cobble, then bedrock. (Bedrock being unbreakable.)

    Depending on the area/node, there will be a cosmetic change of stone. So, if you were in SE playing the game, you’d be mining dark stone, dark cobble, dark concrete, to bedrock. Or, if you were in the ocean, it’d go Sand, stone, cobble, bedrock.

    A low level of force would have a small radius—a +—only digging through a single level of stone. The second level—medium— would be a diamond shape, increasing its radius by 1, breaking through 1 level of stone. The highest level of force would be 1 radius greater, making a large diamond shape, with its power breaking through 2 layers of stone, but only through the 3 by 3 center. The outside radius of that center would break through 1 layer.
    Your integrity level starts out at 15, with low taking away 2 point, medium 4, and high 6.
    Certain nodes would have higher/lower integrity, depending on the ingredients/materials they would produce, as well as the location.

    As you click, you’ll break through layers, slowly revealing more stone, but, occasionally, revealing an ingredient or material. Clicking on the revealed icon would collect the item, without breaking any stone around it. When an item is collected, no matter what level of stone it is found on, it would be replaced with a bedrock layer.
    (To add to the rewards, further, maybe special consumables for gathering, or UnID items could be found.)
    If your integrity level runs out, any items unclicked/any items covered by stone will be buried in a landslide, losing them and ending the game.

    I’m not sure how balancing would work with an idea like that, since cool downs could make this too busted for ingredient farming, especially since I believe it’d be best to use something similar to WE chest generation for this idea. Regardless, it’s a really cool idea, and, is actually quite fun to play in practice. It’s tough to make it boring, since it finishes so quickly, and, depending on the rewards, it could be really enticing as repeatable content.
     
    Last edited: May 2, 2025
Thread Status:
Not open for further replies.