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The typa end game content that never gets boring

Discussion in 'General Suggestions' started by Gale_Wind, Dec 23, 2024 at 5:57 AM.

  1. Gale_Wind

    Gale_Wind Newbie Adventurer CHAMPION

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    Just like the title says, I want that end-game content that doesn't get boring (too quickly - because everything does with enough time). My issue with raids is although they are very replayable, doing them too many times in too short of a time period they can get very repetitive. You can quite quickly get each level of each raid down to a routine and sure it's still fun, it just gets tiring, becoming more and more of a chore than a fun activity. Although my Wynncraft addiction is strong enough to where I will likely not hit burnout for a long long time, I know many users that have been or are currently in burnout for this game. I know it's unavoidable with any game really but it could be nice minimising it where we can:

    Idea 1:
    What I'd love is some simple endless gamemode to play when I'm sick of raids (as that's the main shorter form replayable content for end-game). This could very well be one big arena, mobs spawn every wave, you have a time limit per wave and a boss spawns every 5 waves. As waves progress onward, enemies scale with it. All enemies and bosses are just reused, like some bosses could be raid bosses or other bosses scaled up to make the implementation of this a lot easier, but at least it's a different pace to raids which would give something refreshing to alternate between. Healing per wave would also be nice.

    I will note, it would be much preferable that these enemies scale quickly as to not consume hours of your time reaching as far of a wave as possible. Many other games do this and it makes endless game modes so unpleasant as one run will get stale after about 20 minutes. I don't think Wynncraft needs another gamemode that consumes time over effort as that's practically what lootruns already are.

    Idea 2:
    Playing into the replayability PVP provides, it would be nice to see a gamemode or two that matchmakes PVP matches for you without having to do the whole /duel thing, ensuring you find new and different opponents each time. It could be as simple as a party finder thing where you can queue up to duel somebody in a large arena, or an even cooler idea (that would work better in conjunction with the last) being a 4v4 battle, party v party. Heck if that goes well why not throw in a last-man-standing or king-of-the-hill gamemode too.

    I don't believe these are too hard to implement but they'll definitely give endgame players something to do when they're bored, something I'd absolutely love to see in the game. With how each player's build and playstyle will vary it'll definitely keep things fresh with each battle you do.

    __
    If any of you guys have any other simple end-game content ideas I'd love to hear them in the comments of this post!

    [I think my first idea was decent but I've never cooked as hard as I did before writing that second one]
     
    Elysium_ likes this.
  2. Stonefriend

    Stonefriend Well-Known Adventurer CHAMPION

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    #1 sounds like something to add to legendary island
     
  3. Gale_Wind

    Gale_Wind Newbie Adventurer CHAMPION

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    That could work, I think it would be far cooler having bigger bosses though, like the raid bosses involved with squishy swarms in between. idk
     
  4. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    All content is boring with enough repetition.
    ________________________________
    Idea one is lootrunning but no 100 challenge cap
    Idea two would be terrible with how PVP currently works. All combat either lasts 4 hours because it's Olympic, Idol, Guardian, Monster, or Warp, or last 2 milliseconds. PvP is not really balanced for matches, it's more of a "drop down and assassinate someone"
     
    Sar likes this.
  5. Gale_Wind

    Gale_Wind Newbie Adventurer CHAMPION

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    I don't think idea 1 is similar to lootrunning at all saying the matches are far shorter, include larger bosses and require no travelling. It's far more convenient, combat intense and short in exchange for less rewards.

    Idea 2 I think you're right that the game isn't balanced for PVP, but what's to say we can't do like what Pokemon does and provide preset builds to select from, made to be balanced in DPS and defence which you are forced to use depending on the archetype you play, allowing each match to be perfectly balanced as all things should be. Sure it would take away the build-making aspect from such PVP matches but at least there's nothing to complain about when losing a battle
     
  6. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    I think it was just pitched in a way that felt too similar to lootrunning. I've wanted to make a wave grind piece of content for a while, but Wynn combat on its own isn't really fun after the 10th minute of doing it straight. Ultrakill's cybergrind works because the combat is fluid and always fun to play with, there's enough going on and you have enough options that it just works out. Wynn combat you're kind of doing the same thing over and over again-- it'd be like doing cybergrind with only 1 weapon & 1 variant
    ________________________________
    This doesn't really fit into the server. This is like a seasonal mini game disconnected from everything else.
     
  7. Gale_Wind

    Gale_Wind Newbie Adventurer CHAMPION

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    I can't lie I would have to disagree about combat. I genuinely think it's the most enjoyable part of it, what keeps me hooked. It's so enjoyable switching between builds, trying out different archetypes, and different playstyles, mastering the combat, its techniques and such. Some archetypes, in particular, are super immersive, like shade, I love how you constantly have to think about the enemy's back, juggling knives and marks and ensuring you dodge when out of vanish, trying to minimize that time out of vanish as much as possible. End-game content wouldn't need to exist if it wasn't for how fun its combat is, as most of it revolves around grinding through combat. I do agree that especially with some archetypes you are just repeating the same steps which for a while can get repetitive, but that's the fun in trying other archetypes and playstyles. Plus, with how well made the bosses are, mostly the bigger ones like in raids, you'll never be bored as the tides turn constantly and you have to stay aware of what they're doing at all times with plenty of time to react, unlike the smaller player sized ones.

    About the minigame thing you mentioned too, I don't quite see why you think this, not necessarily that I wouldn't agree had I more of an explanation to try and understand, but I do believe that both ideas will fit in decently with end-game content. Sure with the solution provided for balancing the latter is minigame-like, but that tends to be what end-game content becomes as a matter to make them replayable. Pacman and Snake aren't games you play through once in your life and drop for the rest of it, you keep coming back or at the very least play a few rounds before the end of your session, allowing you to decide how much of it you want to play. Similarly, those who want to play Wynncraft always have these extravagant "minigames" to return to when they want something to do or get bored of the main content they could be doing. Fromsoftware wouldn't be making NightReign if it wasn't for the fact that these "minigame" type stuff weren't so much more replayable than linear quest-based content that once you finish once don't really love as much doing it again. Alongside this, it allows PVP to better function which as mentioned before will always get something new to occur with each match making it just as interesting no matter the amount of times you run through it. It shouldn't be awfully hard to implement, especially if it would be planned to have a test run for it with temporary assets where you could experiment if such content would be worth it or not based on the testers' enjoyment.
     
  8. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel HERO

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    Look up Wizard Fortress
    If you weren’t around
     
  9. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    This isn't what you'd get from an endless mode, unless your intent on switching your build in the middle of combat. There wouldn't really be a reason for the player to change their gear or loadout if what they have is the best they have, and enforcing build switching completely takes away the agency of the player's equipment and ability tree.
    I get what you mean, and I didn't mean to say that combat is boring all around, what I'm saying is boring is when you're doing the same few inputs over and over while moving around some enemies until they die, and then starting over again with new ones, for however long you do the endless mode for. There isn't enough choice on the player's side to make fighting continually fresh, unless every enemy part of the content somehow bridges that gap in their own. The reason Ultrakill's combat is able to work in an infinite, endless mode is because of the sheer amount of things you can do in any given moment. You dramatically alter what you're doing frequently to deal with a wide array of situations, whereas with Wynncraft combat you focus on a single cycle to run till your target is dead
     
    Tzelofachad likes this.