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World Solving Quest Items Taking Up Bank Space

Discussion in 'General Suggestions' started by anonymousness, Jul 23, 2020.

?

Should something like this be added?

  1. Yes, everything you said makes sense.

    4 vote(s)
    66.7%
  2. Yes, but with some changes (please describe them in the comments).

    2 vote(s)
    33.3%
  3. No, this system would not work (please explain why).

    0 vote(s)
    0.0%
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  1. anonymousness

    anonymousness Well-Known Adventurer

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    Anyone who has played Wynncraft for enough time knows how much bank space quest items take up in your bank, and how glitchy /fixquests can be, filling your inventory with items you can't use and can't get rid of, and I can't imagine how annoying quest items must be for ironman players. However, I think I found an original solution that doesn't cause any new problems.

    Basically, instead of having quests reward you with quest items on completion, they should give you access to a shop that sells these quest items, or some way of getting these items. For example, completing ice nations could allow you to access a shop that sells an untradeable climbing helmet (it could replace the refinery since that has no use now anyway), or you can recraft a helmet of legends at a special crafting table in Garull's cave. That way, you can get rid of the items if they're clogging up your inventory, but you can't abuse that system, since you will need to re-earn the quest item. It might take a bit of work to rework all quest items such that they integrate smoothly with the world.

    Now, you might ask, can't this be exploited by buying a bunch of items on one class, then using them on all others without completing the quests? Well, we already have quest restrictions on some equipable quest items, why not do the same for other items? For example, you won't be able to give Maltic's letter of rec to Kelight without having completed the quest. Trying to do so will display a message similar to the one that appears when you try to equip a helmet without having completed a required quest, and the items themselves will have a tooltip similar to those of quest helmets.

    tldr: Turn each quest item into a shop to prevent them from clogging up inventories.
     
  2. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    This could solve the problems to some degree, but...

    Firstly, I just don’t think it would fit in the Wynncraft world and there would be weird filler merchants everywhere, but that's just my opinion. It could also spoil the end results of some quests.

    Secondly, I would have to go back to all these locations to get these items. I think it's more worth it to just have a climbing helmet in your bank for all classes to use than going to the Ice Islands every time I want to go to Maro Peaks. This would be too much effort for the player.

    And thirdly, I don't think the amount of quest items is a problem. At one time they usually take up max. 10 spots of bank space, and that isn't too much of an issue at all in my opinion.
     
  3. burble

    burble dragon fruit go roar VIP+

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    If I read OP's suggestion right, you could still have the climbing helmet in your bank, but you could throw it out if you wanted and get it back without having to do the quest on another class. I probably have three climbing helmets in my bank by now, and as an item hoarder, I need all the space I can get.


    They take up quite a lot of space, IMO. I've done /fixquests before and five items, none of which will fix the quest that I did /fixquests for in the first place, get dropped into my inventory, five new items that I can't throw away. I use the /fixquests commands often, and if I get 3-5 items each time, those items quickly add up. I don't think OP's suggestion is perfect but I definitely see where they're coming from.
     
  4. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    I meant that I would rather have a climbing helmet take 1 slot of bank space than having to go to Ice Islands to grab and later discard the helmet every single time just for one more bank slot, but I guess that's up to personal preference.

    But yes, you are right about not having to do the quest again and this system would work well for that.

    Looking at it now, the system could function well ingame, but it should be a bit less fetchy in my opinion.

    You can easily get rid of the /fixquests items by putting then in the crafting grid and filling your inventory with items and then closing the inventory. I don't see quest items piling up in my bank that much.
     
    Last edited: Jul 23, 2020
  5. Greedus

    Greedus Knight of Wynn VIP+

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    Now I'm having flashbacks to my first play through with my mage and thinking that the untradable items you get at the end of the quest, like the mummy's armour piece, were quest items and storing them in my bank.
     
  6. burble

    burble dragon fruit go roar VIP+

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    Someone told me getting rid of quest items was against the Wynncraft rules so I just never did it.
     
  7. anonymousness

    anonymousness Well-Known Adventurer

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    Maybe then you could get the reward when you complete the quest and have a shop as a backup to make it less fetchy? Just a thought.
    Yes, but that strategy is a bit quirky, since it actively exploits a glitch, and if you get rid of an item you will need, you need to do /fixquests, which may or may not solve the problem while filling your inventory with junk you can't get rid of.
    ________________________________
    1. You're right, that is a problem with my suggestion. However, it might be one of those changes that's so big that it seems like it ruins the whole immersion, but it can be made to work (kinda like the 1.19 refining system), so I'm sure there's some way to integrate it well with the world, even if it involves adding new mechanics to the game. Even if it does break the immersion, I think that's a better problem to have than items clogging up everyone's banks.
    2. You need to have completed ice nations to get the climbing helm, but when you complete it, you get one, so you end up with a bunch of climbing helms that are useless but that you can't get rid of. You can delete a class or use the crafting grid method, but many new players don't know about these (they're glitches after all) and they somewhat ruin the immersion of the game.
    3. Having once had a page full of quest items after having spammed /fixquests, I have to disagree with this statement.
     
    Last edited: Jul 23, 2020
  8. m_visser

    m_visser Travelled Adventurer HERO

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    My initial thought on this is that it can indeed be really handy to have some way of getting quest items without having them take up space in your inventory/bank. On the other hand I don't think the solution would be by creating a small store like structure next to every quest that would give you a quest item. I will add here that I'm not experiencing any issues with having to many quest items in my bank, so I can't really relate to the problem, just think the solution is handy and could be handy to others.


    The reason why I think this is because it's just unrealistic to the max. For example, you get a bowl from Yahya after finishing his quest, if you'd put an merchant next to him selling the item it would kind of lose the feeling as if he actually ate from it and discarded the bowl which you then collect. This isn't the only case where it would be weird if you can just get the item from a merchant.

    I think what would make this idea a bit better is if there'd be a semi more centralized place where you could get the quest items back, I know this brings up the point of spoilers being ingame although this would already be the case if merchants would be added to every single quest npc that would give you a quest item.

    Of course there's also the way of making the quest items free on completing the quest (which is kind of the case with /fixquests anyways), you'd be able to click on the npc that rewarded you the quest item in the first place and then they'll just give you the item again, this seems like the best option to me, simply because it doesn't clog up the world with unnecessary merchants, yet it will still allow you to just throw the items away.
     
  9. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    this statement kinda doesn't work because firstly you spammed /fixquests, and secondly you show a solution in the post below.
    You're correct, they are glitches and can somewhat ruin the immersion, but a merchant with an infinite amount of Sayleros' Brother's ashes ruins it more. How about the developers fix /fixquests giving useless items instead?

    This suggestion is a solution that could work, don't get me wrong (you responded to my messages in the opposite order so just making sure), the only real problem I have with it is the unrealistic merchants.

    The fetchiness comes from if I want to save space by not keeping any quest items in my bank, I would have to go to all these places again to get them, multiple times in some cases. Because of this I would rather have them in my bank. Losing a few spots of bank space is less trouble than going to the Ice Islands every time I want to go to Maro Peaks, but I guess that's up to personal preference.
     
    Melkor likes this.
  10. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    This, definitely this. Fixquests, if it worked properly and if they added a way to trash quest items without glitches (a simple confirmation would probably do tbh) would be perfectly fine, and a merchant is really weird imo.
     
    burble likes this.
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