#Improving Wynncraft’s new player experience

1 messages · Page 1 of 1 (latest)

proud parcel
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This has been quite a long discussion in another thread, and im making this one to consolidate it and try to keep the discussion a lot cleaner. but basically, wynncraft’s new player experience is not the greatest. there is no in-game explanation for how most ID’s work, and theres nothing to teach players how to make a solid build, despite mythics and most good items being very easy to access now. currently the game is way too reliant on having players join the discord or a guild and ask other players how to do all of these things, when it should be in the game itself. i’m currently brainstorming ways to alleviate this issue that is more than just having a written guide somewhere in game. ill go into some of the suggestions in the thread below

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@late moon

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my current idea is this:

at the very beginning of the game, have players select between 4 playstyles, lets say u have like melee, tanky, spell spam, and pure dmg. itd then give u an optional mini quest and a recommended build according to that playstyle. the quest would be to go thru some caves in the starting area, where players are then guaranteed the items that are used in this recommended early game build. could be a complicated solution, but would at least get players used to matching certain ID’s to certain playstyles, and teach players that exploring caves gets u loot.

late moon
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The game should teach you the fundamentals at the very least. Guilds and community should teach you how to minmax, not teach you the very basic fundamental principles of the game.

1.) Spell damage scales inversely with attack speed so that damages aren't just objectively stronger on Super Slow attack speed weapons
2.) Intelligence and defense are disproportionately stronger as you get far more mileage with INT and DEF than you do with the other 3 skill points
3.) Not every legendary is good for your intended playstyle. You need to combine IDs that function well together like Spell dmg and Mana regen or mana steal
4.) Mana Steal/Life Steal procs PER enemy, and thunder powder special procs per enemy
5.) Certain archetypes are quite literally unviable at very low level, and other archetypes are unviable at very high level

etc etc etc. There's a LOT of fundamentals about the game that just isn't communicated to you.

rich silo
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<@&268142859327242242> this post is a MASSIVE suggestion

fresh kite
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i think that it could be phrased better so that it doesnt come off as a game suggestion

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also spells are very easy to understand if you just read the ability description

late moon
late moon
# fresh kite also spells are very easy to understand if you just read the ability description

Yes they are. But new players are not going to understand why spell shade is good, why trapper bolt slinger is strong, why battlemonk fallen is powerful, etc etc.

They don't have the intimate knowledge of the game and how the classes interact with each other that we do. It's far far easier for us to judge new players and say "how can you not realize this?" when we had the luxury of multiple years to learn

fierce ember
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i think the biggest problem in this aspect is the ids, like i didn’t learn how exploding worked until like 2 weeks ago lol

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i think generally speaking the abilities are explained well tho

fresh kite
fierce ember
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like you may not understand why exactly an ability is cracked, but you know what it does

late moon
zealous peak
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I think at the bare minimum, stuff like damage calcs should be explained

fierce ember
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i agree with the attack scaling tho that’s confusing. also did they change it from “200% of your dps” to “200% dmg”

late moon
# fierce ember i think generally speaking the abilities are explained well tho

My issue isn't with lack of explanation of spells, it's lack of explanation for how fundamental mechanics of the game work.

You don't half-ass teaching someone chess by giving them half the rulebook and saying "learn the rest the hard way". You tell them ALL the rules, and let them build upwards creatively from a strong foundation. a GOOD game teaches you fundamentals and gives you room to creatively express yourself

fresh kite
formal ice
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an early level guide most likely wont teach ppl how to make endgame mythic builds that actually do damage

fierce ember
fierce ember
formal ice
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it would be more useful to give them a build discord that tells them what items they need to put together

serene beacon
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maybe introduce them to female npcs earlier to invigorate them?

ripe pilot
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stuff could be discoverable and explained ingame more often, honestly (libraries are cool for that)

late moon
# fresh kite

This is better, yeah, I'm positive that they specifically added this because of the critique I'm mentioning now, but even within the past few weeks I had to tell every single new player I met that bigger damage base does not actually mean stronger spells

fresh kite
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thats kind of a reading comprehension thing but i do agree there could be a better job at explaining other things like less intuitive ids like mana steal life steal stealing exploding etc

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the thing is the large walls of text like the old powder manuals are just ignored entirely for the most part

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(by the general playerbase)

clever garden
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good idea for a youtuber video

late moon
late moon
fresh kite
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(also crazy how this isnt just a "make this do that" more of a "the game could do a better job explaining certain game mechanics")

late moon
# fierce ember what exactly do you mean by fundamental game mechanics? i’m trying to understand...

Stuff like mana steal and life steal, and how it procs per enemy/with powder specials, and other stuff the community already knows as a fundamental base.

Like how INT and DEF are the only stats that matter early game for survivability and damage (would you rather take 15% dmg bonus with higher STR or cast 50% more spells with higher INT).

There's other things I just can't think of rn, but i'm always surprised by what information new players are lacking. /itemlock is another one of those things, but that's not combat relevant

late moon
fresh kite
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and about whether or not this is a suggestion i think that its within an acceptable range where you can have a discussion without straight up suggesting things be added but if the topic changes later on i cant guarentee anything from other mods

proud parcel
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yeah i very much intended this thread to get the discussion going about how the game currently does not give any explanation for several vital mechanics in the game, and i think i speak for a lot of wynncraft players when i say i had no idea how most builds and IDs worked until i joined my first guild. a game should not be reliant on whether or not its players want to join the discord in order for those players to learn how to play the game

fresh kite
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also i know euouae is working on a guide to help newer players understand fundamentals of building/ability tree but its still wip i think

rich silo
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well okay jst making sure

proud parcel
valid yew
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But rn the game tells you nothing, explaining the absolute basics of how an MMO works is not handholding

fresh kite
# fresh kite

here that it mentions dps in both the spell and the weapon for you to make the connection although i do agree it could be said somewhere else to make it more clear

rich silo
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wynncraft suck at explaining stuff but first id rather quests be made more understandable

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i always have to go to some stupid wiki or video to find out how to do early-mid game quests

clever garden
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next bandwidth patch

hexed terrace
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I could not agree with this more as someone who has been trying to get my friend into the game, I feel like I have to go over so many things that the game doesn't teach you at all, it's nuts. Building is extremely subjective and there are so many items that I get teaching you which items to use is not a good option, but at least explain skill points and more impactful stats like damages and mana and health sustain. I see an insane amount of people around who just wear thrown together gear that does nothing for them sometimes even when the stats do match, but again that solution would be way too complex. I also know people are supposed to get pieces of the morph set throughout the game, but I feel like people throw the items out as they progress because they don't know what the set does or even what it is at all.

hexed terrace
fresh kite
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idk

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i dont normally do stuff in this channel thingy

sullen crag
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(Heyhey I am barging in I have been more outspoken about this than literally everyone else in this Discord server)

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(Mostly because a concerning amount of people assume that new players can think the same as they are which leads to the failure of putting themselves in the shoes of said players)

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(Probably idk I could be very wrong and all the times I’ve seen new players struggling was a hallucination)

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Sorry for being slightly salty about this I don’t usually act this way for most topics but jeez lousise

sullen crag
sullen crag
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if you just read the ability description
I think I found the problem

sullen crag
proud parcel
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i would fire react every msg of urs if my acct was still linked

sullen crag
proud parcel
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i would probably not fire react it then

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but yeah like this has gotten to be a huge issue for me too. ive come back to this game after getting rlly into a bunch of other games and becoming quite obsessed with game balance so now im just like MUST MAKE WYNNCRAFT GOOD

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jus makes me sad to think of how many ppl mustve quit this game before realizing its full potential simply because stuff isnt explained well enough ingame and they maybe didnt want to join the discord

sullen crag
proud parcel
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cuz honestly imo making wynncraft builds is rlly fun like i enjoy it more than making destiny builds, and i think anyone who joins this server should have the opportunity to get into them

rich silo
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yeah i sorry but i dont think wyncraft wants to u try and make the game better

proud parcel
sullen crag
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Lol

rich silo
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they just want u to be sheep and compliment them

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baa baa

proud parcel
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id try not to have a doomer mindset like that. when i care abt a game i advocate all i can for stuff i know can make it better

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a game truly dies when its playerbase becomes apathetic

sullen crag
rich silo
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hav you read the suggestions

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its just ppl try and make compliments into small suggestion

sullen crag
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Wdym

rich silo
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what i mean

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they ct dont care about us

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cause ct is ct we not ct

proud parcel
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i would very much like to keep the thread focused on the topic in the title i dont think a conversation like that has its place here

rich silo
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ok

proud parcel
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anyways purpleemerald i await ur analysis on everything thts been said here 👍

clever garden
rich silo
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it too much

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too hard for devs

late moon
late moon
ebon pollen
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I'm just curious because I don't remember having ever seen something like it

rich silo
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okay

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well how bout u ask dev then?

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u just champion rank u not special man,,,

proud parcel
# ebon pollen Do you have any examples of other MMO RPGs with a system similar to what you're ...

its not too similar, but destiny recently added a feature where u can go up to one of the main npcs and request a starter build, and it’ll automatically equip it all for you. obviously for wynncraft youd need a variation of this that actually teaches the player how and why that build works, but either way, i suppose its not uncommon for mmos to have systems in place to give newer players a bit of a boost when it comes to getting them on the same level as experienced players

hexed terrace
proud parcel
hexed terrace
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thank you edrod

rich silo
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sure man. he was talking to me though ask him same thing

proud parcel
fresh kite
clever garden
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Ctrl + B

hexed terrace
toxic gust
late moon
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But there's still so many players I've seen who think bigger base = more damage

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@toxic gust do you know how difficult would this be? Cause I don't know if this is a simple check or a whole new implementation of something in the code #1282840100350201907 message

toxic gust
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i dont know

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thats why i didnt respond

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for the main post's point i do think there are some things the game could teach better, but im not sure what a good solution would be

sullen crag
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(Unless you also count that as volunteering in which case)

frosty harness
frosty harness
hexed terrace
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so bigger avg dps does mean bigger damage right?

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(idk if I corrected you or proved your point LMAO)

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unless you're taking into account different classes and abilities/ability upgrades

fresh kite
supple yacht
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I've been petitioning to have an ID glossary in someplace official for a while now, and in fact brought it up again just a few days ago.

Some of this is just...reading comprehension? Like...people misunderstanding damage versus DPS, that isn't really something we can teach without physically holding the player's hands and explaining it to them like a kindergartener, but IDs?

Who the hell knows the mechanics of Thorns and Reflection without having been told?
Who understands Life Steal and Mana Steal being measured as X/3s and how it ties to attack speed without having an explanation given?
Who can guess what Explosion does until it happens, or how it deals its damage?
Who can understand why Attack Tiers don't go above Super Fast or below Super Slow even if you have enough tier IDs to go past those thresholds without being expressly told about it?
Who understands that Healing Efficiency only affects healing abilities rather than health-restoring IDs just by taking one look at it?
Who knows about the Loot Bonus softcap effects without looking up the forum post where it was revealed?
Would you assume that Knockback only affects melees at first blush?
Could a newbie tell me the difference between % and raw effects of any kind offhand?

I don't know if it'd be best put on the wiki, or on the main website, or ingame, or wherever or all of the previous, but a glossary of ID mechanics is something that's been sorely needed for ages.

summer geode
hexed terrace
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When I first started i thought the *s for whatever reason meant that those stats on the item would get better if you rerolled it

ebon pollen
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you try that once and learn that it doesnt

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and eventually you figure it out

high lance
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teaching players about complicated building probably isn’t the best idea

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when you realize the new target audience has no attention span

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and only lives for tiktoks and whatever

pure cipher
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Honestly, I would like to see some more quests that teach you how to profession stuff and craft stuff. There's quest where it's like: "get this tool to farm this thing and give it to me" but doesn't explain the use of farming this stuff as you give it all to the person (like the ragni chef or sailor guy from underwater.) I know professions and crafting are more side content, but at least it would be nice to see them given some early game attention to pique players interest.

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Of course the state of such content is unfortinate.

chilly apex
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I feel like the elemental mastery quest should dive into purpose of ids as well

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like RoL 3 style dialogue that explains the purpose of every ID

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and then you get a quiz on it

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if you pass, you get double quest rewards

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if you fail, the dialogue restarts until you can pass

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they shouldn’t be hard questions, but they should require reading at least a little

bold dome
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I feel like elemental mastery does a lot already, moving it across other quests would be better

torpid crypt
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I finally dragged my friend off of hypixel skyblock into wynncraft, so he was used to just using whatever had the highest numbers. He went fallen on his first playthrough because I told him its the archetype that does the most damage (or at least it's designed like that). Fallen is an awful archetype for a first-time player and he was annoyed at how easy it was to die, combined with soul points being a thing, and he would have quit if I didn't show him paladin.

He didn't even think there was a reason to read the abilities, especially of other archetypes, since he thought they just increased damage.

Wynn should absolutely have some kind of tutorial or explanation of what it is, besides "the largest minecraft MMORPG"

bold dome
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A tutorial for "read text to see what thing does"...

torpid crypt
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You completely misunderstood

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The point of my message wasn't that Wynn should tell players to read

bold dome
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How can wynn tell players to read if they wont read

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Like unless you get big flashing text in their face saying "read text now" they likely won't see it or notice it/remember it.

torpid crypt
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Again, that's not what I'm saying

bold dome
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Okay. Ig what I mean is the game already pushes you towards realising what your abilities do(from your example) by having said mechanics need you to play around them instead of just selecting them and ignoring them

bold dome
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Which was the issue that appeared(wow who woulda guessed)

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if they would of looked into the nodes and archetypes themselves to figure that out maybe they would of seen that fallen had that survivability loss and paladin provided tankiness.

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I don't think it's the games fault here

austere hedge
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i feel that expecting a new player to read up on all nodes and see what they do is not something most people would do, i reckon a npc that explains the three archetypes of your chosen character in broad terms would help people make a more well informed choice without needing to study for their wynncraft phd

elfin nymph
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rather than an npc, why not just try and integrate archetype descriptions into the ability tree?

austere hedge
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i feel like descriptions integrated into the ability tree will likely be more missable than an npc which is a lot less missable

shell cipher
lavish bone
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Erm

shell cipher
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mystery

elfin nymph
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lmfaoooo

proud parcel
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idk i think the whole thing i think needs to happen is that we cant just have a quest with a quiz or JUST a guide explaining everything. the quest with a quiz is a decent idea, but i feel like if players get frustrated and mess up the quiz a lot when they just wanna be done with the quest, theyre gonna associate all the stuff they just learned abt ID’s with the annoyance they felt doing the quiz. and the ingame ID guide is i think the bare minimum of what this game needs cuz honestly theres so many ids that i feel like not even experienced players understand. i just think that this game also needs some kind of way to give new players some way of interacting with these ID’s, showing them how they feel to play with, teaching them what ID’s work well together, and even stuff like how just because a piece of armor has a negative stat doesnt mean its bad. all of these experiences feel necessary for players to learn to make builds on their own without any help from community members. currently, i dont think thats possible

austere hedge
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i would read this as getting abilities that do not help you survive making it high risk but letting you do a lot of damage, i would not read it as it having abilities that would make it actively detrimental to my survival

frigid viper
shell cipher
vague dagger
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Some sort of early-mid game quest (maybe around the level you unlock your first red node for each archetype) I think could help a lot when it comes to getting newbies to understand them. There doesn’t need to be an explanation to how the entire archetype plays but at least a general explanation and free ‘player litmus test’ with it at a more conceptual and vibes level

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It would provide a nice foundation for the players to explore them further as they level em up

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The tutorials for the core game mechanics just need to be more interactive, if said tutorials even exist at all

regal roost
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if you didn't have this previous knowledge idk if it would read that way at all though

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so it could explain it better for sure

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even if it was explained better with an NPC with the new dialog options, and not through that menu

austere hedge
regal roost
austere hedge
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not even so much as that, i feel they might think it's just damage and no defensive strengths but it is imo not clear on it having active defensive detriments

lavish bone
elfin nymph
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never personally had any issues w archetypes

lavish bone
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Ofc ofc I'm just trolling in a feedback thread a little

regal roost
shell cipher
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it is a proven fact the average wynncraft player is illiterate

austere hedge
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fair enough

formal ice
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it feels like even if you took an hour to verbally explain or demonstrate to someone how they should build they wont ever understand building unless they've actually used a recommended build. because recommended builds require certain spell patterns, casting speed (probably wyntills spellcaster), casting order, a specific ability tree, etc. This gives them an understanding of the niche yet unexplained elements of how abilities, IDs, and archetypes work. In summary, you can either start with the problem or start with the solution and let them solve the problem in reverse order

toxic gust
chilly apex
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fair

toxic gust
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i think you really need to wait till maybe lv30 at least for something like that

late moon
late moon
frosty harness
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I mean u said devs

late moon
toxic gust
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i mean.. technically, yeah?

late moon
# frosty harness I mean u said devs

I consider content team devs too. Not necessarily programming, but they're still developers of the game. Would you not consider artists and asset drawing on the dev team?

We may just have a different definition, but for me "Dev" refers to anybody on the team who is actively developing the game in any way

shell cipher
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except that "developer" is a specific position in the wynncraft environment and confusion can arise extremely quickly if you confound it

late moon
# frosty harness No

Yeah then it's just a difference of perspective. I'll be more clear next time but I meant the content team as a whole

formal ice
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dev and content team pretty big difference

late moon
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And then "admin" are people who have administrative powers but don't actually provide anything to the game like ideas or models or anything. They just manage the players

frosty harness
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Developers are who make code stuff and the game ct only use fake javascript and add normal content

formal ice
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i guess thats okay but content team can't bring stuff into the game without dev

late moon
formal ice
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i mean there might be a few devs who care about the content that goes in

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but i dont think its an argument that coming up with the ideas is nowhere near the difficulty of actually implementing them

proud parcel
# formal ice it feels like even if you took an hour to verbally explain or demonstrate to som...

hard agree. thats kinda the basis for my idea towards the top of the thread. i think showing players what certain builds look like for certain playstyles is potentially one of the best ways to teach them what these builds look like later into the game. theyll get used to stuff like, mana regen lets u get back to casting spells faster, raw health regen helps u be less reliant on potions, walk speed helps u evade close range attacks. theyll be able to feel the effects of these IDs rather than just reading about them, and as they progress through the game theyll keep an eye out for items with similar ids. it would very much help if this stuff is available ingame to read if players want, but that cant be the only solution, there needs to be some sort of active way for new players to learn how builds work

high lance
untold lintel
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do weapons show their dps or is that a wynntils thing?

shell cipher
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oh my

formal ice
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in my opinion*

weak zenith
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i agree with what lex said

faint mirage
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the new players are mad about losing their hive items...

proud parcel
# formal ice yeah i mean you could probably remove every quest in the game and replace it wit...

yeah i get that but then it kinda gets a bit complicated cuz like… how r u gonna teach this stuff without just telling the player exactly what build to equip and saying “cast these spells in this order thumbs up.” itll show them what a good build looks like but then they barely have the knowledge to replicate it. i think a halfway point between what ur suggesting and something more vague like an ID guide could probably help. maybe you have like whats in my suggestion, where players find the items to assemble a recommended build and can learn what a decent build looks like from there, but you also group in some general knowledge abt like “recommended ID’s” for different playstyles idk

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and yeah maybe like lex said, u dont have this super early game, u maybe introduce it at like lvl 40ish where theres more items with ID’s that feel like theyre doing something

formal ice
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somewhat probably yeah

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main issue is orchestrating it in a way that wont confuse someone and wont take years to explain/tons of coding

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can let ct cook ig

proud parcel
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yeahhh very true. as always it depends on whats possible to code

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but ueah ig u have to do it vague enough to where ur not just word dumping but also active and descriptive enough so that its knowledge ppl will actually absorb

pure cipher
faint mirage
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most things just arent explained well

formal ice
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quests are explained better than ids xd

heavy pond
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ID's are either common sense or
What the hell does this do?

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All of the % stuff tends to fall in to category.
And thorns and reflection are weird in that you think thorns would be like how it is in vanilla minecraft.
All damage is given back, but wynns is just very picky

torpid crypt
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whats the difference between CT and dev? what do you even call a singular member of the CT?

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Content Teamember?

pure cipher
formal ice
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ct without dev is like fish without water

bold dome
sullen shoal
hexed terrace
regal roost
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Where would this npc even be? Why would the information for the spells be somewhere not in the place where you unlock the abilities?
shrugy "even if" doesn't imply its my favorite solution. each idea presented in both this thread and the other one all have their own challenges on paper and i dont think any of them are "better" or "worse"

late moon
bold dome
regal roost
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if all you do is dump a bunch of info into a menu, you are making that menu bloated and contributing to information overload. it's a fine balance to reach

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others in the thread have discussed that expecting new players to read (and, more importantly, understand) everything from the ability tree is already iffy at best, there have also been discussions about overloading new players being a problem, too. so adding all of that info into a menu that is already arguably a lot for a new player to take in, is not going to help, imo

hexed terrace
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Faster weapons have lower base damage than slower ones, but because their attack speed is higher the base melee dps is the same, but the spell dps is the same too since slower, higher base dps weapons scale negatively with spell and faster, lower base damage weapons scale positively with spell, the spell multiplier for different attack speeds is how many times you can attack per second iirc

high lance
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if there is one thing id say its useful for more emphasis on the weapon dps part, since its all sort of gray text, a lot (most new players i know) completely ignore it, since they just look at ability, look at description, and just ignore the dark gray text

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its even more confusing when element conversions come into play, when people might wonder why their pure air damaeg weapon started doing earth damage

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maybe in elemental exercise quest mention spells not just melee

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and how those elemental conversions, and just conversions in general work

high lance
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hmm

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i haven't played it in quite a while so maybe i haven't seen it yet

supple yacht
high lance
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nice !

supple yacht
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like. an entire section is devoted to saying "elemental conversions exist"

high lance
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if you skip the dialogue you don't need to know

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although most new players will still have attention span by that level

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hopefully at least

valid yew
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Although understandable

supple yacht
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wiki typo, he says "does not use that element by default"

late moon
hexed terrace
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the avg dps is the same for melee and spell scaling unless you have like attack tiers or spell/melee damage %

bold dome
# regal roost if all you do is dump a bunch of info into a menu, you are making that menu bloa...

Who said it had to be a info dump. It could be making the information there more concise and accurate too. +you can always have the detail in fine print and have larger more noticable parts of it give less detailed concise ideas of stuff. Though tbh abilities really arent that complicated to understand because youre only getting them once per 3 levels. Just have better summaries for the archetypes with extra info in small text maybe

regal roost
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one sentence likely won't be sufficient when it already isn't sufficient. the entire point of the thread is you need to explain more things (or existing things in better detail). more things or more detail means more words, not less. if you need to add a paragraph to explain something effectively (which is probably necessary), it becomes an info dump... and as discussed previously that menu is already pretty dense for a new player as-is. concerns were expressed previously on whether not new players read (and understand) the info that's already there. so adding more to it is risking it being even worse.

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the problem is deeper than just the archetypes being explained badly. this issue isn't isolated to that and that's what the thread is about. one sentence here nor there won't fix the real issue at all

edit: to reiterate I'm also am not saying you "can't" add it to the ability tree anyway. just that I think it has downsides which are worth keeping in mind, like everything else shrug which is normal. issues like this rarely have one good answer.

hexed terrace
regal roost
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hide and seek fr

heavy pond
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i'm surprised compass just doesnt have a dictionary for ID

sick lark
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You know new players would probably have a much better time if they could more reliably get gear around their actual level instead of either knowing every single piece of gear that exists for any stat distribution at level or completely reinvesting their stats every 8 levels or so

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Much as I'd like to tell people to freestyle it early on there's a sparse amount of items everywhere below level 80 that can fully match a build within 5 levels of each other

shell cipher
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..........................caves..............................................

willow meteor
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i totally agree with this thread, its not a problem of handholding, its a problem that theres so much that could be explained or done that isnt
for example:

  • fully back the idea of an Identification dictionary
  • compass damage values are STILL wack, which is rly bad because thats what most new players use to gauge how well they're doing
  • way spell damage is displayed in compass is pretty unintuitive for a new player as well as inconvenient to read (no avg value?)

wynncraft has made a few changes that have made this much better, such as the "Base DPS" value on weapons, but there definitely could be some more that could be done

opal dirge
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id also like to point out again every time this stuff comes up that the game makes like 0 attempt to tell you about the fact item ids have rolls

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the closest is in tutorial when you use the item identifier which isnt actually a tutorial about rolls its a tutorial for identifying items

ripe pilot
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that 70% to 130% thing is pretty something

sullen crag
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Apparently the beacon points to the broken bridge or smth so they just walk past

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A bit off-topic but please have the game force the player to identify the Tosach before the quest can progress further

late moon
sullen crag
#

This was their first class, I checked their profile

#

They just joined the server minutes ago

late moon
polar moth
#

the concept works as a game, it just doesnt work for wynncraft

late moon
#

If it was, I think relying on the community for stuff like that would be more valid

polar moth
#

yeah

polar moth
#

games that do use this concept successfully usually use it as a core mechanic, like rainworld

storm maple
#

I agree that the more obscure stats need to be explained more, I have been playing Wynn for 6.5 months and i still don’t fully understand how spell damage is calculated or how exploding works.

chilly apex
#

and television did the generation before

late moon
chilly apex
#

ah, what about youtube

late moon
late moon
# chilly apex ah, what about youtube

I've been specifically watching videos that are 30m or longer, usually documentary videos, because I don't like how TikTok and current media has worked to shorten people's attention span, and I am actively trying to work against it by having myself get used to longer media again

late moon
# chilly apex read that again

Watching TV for long periods of time ≠ doom scrolling because you can't stay focused on a single topic for longer than 2 minutes

chilly apex
#

yep

#

there we go

late moon
#

I'm just tired

chilly apex
#

it’s fine dw, the statement just completely undermined your point

polar moth
#

it's certainly not universal though, just a general trend

bold dome
#

Especially when that "statistic' is vague, varies across conditions and unspecific

hexed terrace
#

Someone really hijacked the thread to tell us vine and tv are comparable to tik tok...

proud parcel
#

the improving the new player experience thread turned into the improving ppls attention span thread

#

my real intention all along

formal ice
#

ppl are forgetting that wynncraft is a game, not a manual for an engine build. if mechanics cant be explained implicitly, then you can't expect someone to read information.

formal ice
bold dome
#

It's just that the base required mechanics for gameplay should be implicit

#

Anyway what do new players not understand about archetypes/ability tree anyway

ebon pollen
#

But yea I honestly think it's fineeee you just have to read yep

formal ice
elfin nymph
#

is build making and dealing damage not extremely intuitive though?

opal dirge
#

eh

elfin nymph
#

as long as you're not playing to minmax there's really no issue with building

heavy pond
#

i mean seeing as how %'s are never explained.

elfin nymph
#

though i do agree there's an issue with ids not being very well explained

bold dome
#

I don't think there's anything wrong with the game being more complex than the average audience expects

willow meteor
#

i think the issue i have with how the game treats this is that its often just wrong with how it relays this information to the user
as mentioned above, compass damage values are still incorrect, damage holograms are very wack and tend to override other damage holograms, both of which are issues that are deceptively transparent but can and will actually lead new players astray
when the only source of knowing exactly how much damage you do is a third party website (wynnbuilder) that ALSO tends to be wrong and outdated sometimes (with no fault of the developer, simply just a result of the various quirks of the system) and doing one singular hit on a combat dummy, which you have to place in a housing island, I think there's a problem

sick lark
#

Yeah, I don’t think new people are looking to the compass desperately trying to figure out if their damage is fine. Even I forget it’s there and do alright largely throughout my playthroughs. Min/maxing is an endgame activity since it’s only a major roadblock at the very tippy end of content .The only thing really matters through most of the game is not having horribly underleveled gear, using your spells effectively and making sure you’re investing your skill/ability points. Ability tree could be given a simplified auto invest mode or a recommendation highlighting certain nodes based on what you picked previously since most of your power is locked behind it and it’s your most complex progression system to contend with

sullen crag
#

Do new players even know the compass stats exist?

#

I recently met someone who didnt even know where the ability tree button is despite being shown it in the tutorial

#

And if new players would rather take a screenshot of the entire compass menu and ask others to help them find the button instead of spending five seconds to look around the GUI do you really think a large chunk of them would go through the effort to explore the panel’s items

#

Okay talking about this now I just realized that I’m lumping all new players into being as blind as this guy

#

Disregard what I just said

bold dome
#

Okay but tbf new wynncraft players are like the most braindead audience ive seen in a video game(exagerration)

austere hedge
late moon
proud parcel
#

yeah thts genuinely exactly what it is

#

and the question is how do u get an audience like that to understand something as complex as being able to make your own build, without relying on guidance from the community

frigid viper
formal ice
#

wynncraft isn't intuitive. it takes discernment to find out what is and what isn't intuitive within it. blaming the player demographic is probably the least constructive thing that can be said here.

proud parcel
#

oh im not by any means blaming the demographic. im saying that the game needs to be doing better to explain very vital knowledge to its new players. right now, its basically assumed that people will figure it out on their own or join the discord and ask people there, when thats not sustainable at all.

#

the whole point of this discussion is how to take vital game knowledge, like how to make a build, and shift instructions on that ingame rather than solely relying on the community to explain it. and, how do you shift it ingame without just making a written guide that will make new players’ eyes glaze over (rightfully so).

#

the best concept weve come up with so far is trying to work in an active demonstration of how certain ID’s work so players can feel the effects for themselves, rather than them just being numbers that the player has no way of knowing what they mean. an active demonstration of how something like mana steal works will always be far better than just making the player read about it

fresh kite
elfin nymph
#

i think an id dictionary + an explanation on how ids work is all that really needs to be added

#

build making is intuitive once you understand what ids do

proud parcel
# fresh kite gonna be so for real you just cant accommodate to every single clueless player, ...

i dont think his point was to say we should be accommodating to every single person who doesnt know how to read their menu, i think it was more to show an extreme end of the demographic we are working with. there are plenty of new players who are coming into wynncraft as their first mmo and we cant be expecting them to have the same levels of common sense as veteran players have when it comes to making builds and understanding ID’s and other mechanics/stats. if people can come into this game and not understand things that ARE explained, how can you expect those same players to understand things that ARENT explained??? once again, players should Not have to join the discord in order to learn how to make a build. such a vital part of playing this game should have at least SOME sort of explanation ingame. i have some vague concepts in my msg above for how this can be achieved aside from just having a written guide that players might not absorb the info from.

bold dome
#

Except the point of guides and community is sorta to accomodate for that audience/help players get deeper into the mechanics. You do not need a amazing build to get through stuff until late to endgame, and by then you should at least have learned about it. Imo I don't the players struggling is an issue unless its an extreme, because thats sorta the point. You struggle with something, you learn from that and improve. It is part of the process(in terms of build making and mechanic learning)

#

and people not understanding explained mechanics is sorta an extreme and what the community and guides exist for I think

#

things in the game don't need to be completely explained, just the required and main mechanics and functions be intuitive and learnable

#

Which I do think some parts of the game are lacking in

sullen crag
#

In the case of caves a single one in King’s Recruit isn’t really like
The way to go

#

Doesn’t help that the King’s Recruit cave doesn’t even look like the modern 2.0.x-2.1 cave so players won’t subconsciously connect the two even if they remember that they did a cave in the tutorial

bold dome
sullen crag
sullen crag
bold dome
#

You gradually space them out further and further

#

though doesn't it spam "you have ability points unused" in chat when you have them(though it seems to be ignored a lot)

bold dome
#

I still think a design that makes the player engage with the mechanic to remind them would be better

sullen crag
#

Anyways I do have some ideas in terms of integrating the concept of caves in a way that new players will slowly internalize them, but it’ll require the addition of them across a couple of earlygame quests

#

Particularly past level 15, because level 1-14 is still way too early for the player to even worry about loot

bold dome
#

the issue with taking the tower as a cave quest is it uses one of the few caves WHICH ISNT A CAVE. So the player doesnt have that association

sullen crag
#

Gear is absolutely not an issue for them at that stage

#

Oh btw on an unrelated note

#

May I suggest a slight alteration to the Decrepit Sewers quest?

#

Since Witherhead’s leap attack is specifically designed to be unavoidable for at-level players without the usage of the movement spell, how about have both the quest and the dungeon revolve around that concept?

#

As in, the concept of both introducing the player to the existence of their class’ movement spell along with a second reminder of the ability tree post-King’s Recruit

#

Have the forced red circle again, this time during the Sewers of Ragni quest

#

Assuming the player hasn’t already unlocked their movement ability, this will show up

bold dome
sullen crag
#

After that the Reaper boss will be their first actual tutorial on avoiding attacks that can only be evaded via movement spell

bold dome
#

then it actaully pays off in the boss fight, with the 2.1 reworks the bossfights and dungeons feel a lot more detached

sullen crag
#

After that, have parts of the dungeon play out similarly with mechanics that require this

#

And then finishing off with Witherhead, who adopts this same concept with her attacks

bold dome
shell cipher
bold dome
#

Like they werent the funnest mechanics but the way they were integrated worked really well

bold dome
shell cipher
#

the points are like... fine, as you said the game is basically stuck to your ear screaming about it, and it's not difficult to just splurge on whatever looks good(not that people really take the time to read descriptions...) but yeah there is a lot to be improved around the game heck lemme try to think of something that's problematic real quick uhhh uhh uhhhh

bold dome
#

quests people dont do quests. (some do but a lot of people still just run around and kill mobs)

sullen crag
#

I want to give Witherhead her bow back

bold dome
#

Give witherhead a bowsword to stab you with

shell cipher
#

yeah i was thinking a better way to encourage players to do quests could be important, don't have any direct ideas though

#

...y'know it'd be neat if horses were explained literally anywhere(unless i'm unaware of a giant infodump ternaves villager), at least before those get phased out of the game as they should

supple yacht
#

until I finally got fed up and changed it, the enemies that spawned in the areas you could close off with the pressure plates held the tokens you needed to collect in order to progress, and the rest of the enemies in the room were so scarce that you had to rely on them to progress. holding the pressure plates punished you by forcing you to wait

bold dome
late moon
heavy pond
#

Completely making that change useless

supple yacht
#

uh. run that one by me again, what happens now

heavy pond
supple yacht
#

...all the mobs are spiders, what

heavy pond
#

only the humanoid ones do and there's no way to block their spawning

supple yacht
#

...yes??? that's the point???

heavy pond
#

But the pressure plates don't block them.
So you can freely block the pressure plates to make your life easier and not get punished for it.

heavy pond
#

I mean like this
"holding the pressure plates punished you by forcing you to wait"
they no longer do punish you.

supple yacht
#

used to be
-spiderlings which dropped tokens spawned in the nooks and were blockable by pressure plates
-arachne spawned scarcely outside, so blocking the pressure plates made the room take too long

I changed it to
-arachne now spawn at a more reasonable rate and number
-instead of spiderlings you have the high-damage, fast-moving Snapjaw Spiders which drop no tokens, so blocking the pressure plates is good

supple yacht
#

the fact that the mechanic we were teaching punished you for using it was a bad thing.

heavy pond
#

was that also when you changed the boss fight to the totem thing?

supple yacht
#

fairly sure those were separate

#

that also wasn't me, that was lumi

heavy pond
#

yeah i've never liked that totem change. I didn't realise you made them more common, but i think your change alone would of been fine.

#

I need to re-do infested pit actually. Since they removed that now right? Or am i misremembering

sullen crag
#

Congratulations it took a full thirty-six minutes before the first in-game tip showed up on-screen
What a productive experiment

#

God I really need to make that forums suggestion that turns game tips into the fourth boss bar cycle amongst the territory, guild xp and curent bombs

clever garden
#

apply for command blocker already

proud parcel
#

i was also thinking abt another thing thts like slightly more interactive than just having an id guide that players can choose not to read

#

but like if a player identifies an item with an id that theyve never seen beofre they will get a popup in chat that they discovered a new id and they can click on it to get a little info on tht id

proud parcel
#

also 36 minutes is crazy

shell cipher
proud parcel
#

well thats if a more active solution doesnt work. ive suggested ways to incorporate buildmaking/id’s into a quest format earlier. also lol itd be better than what the game currently has which is no explanation on ids unless u go to the discord or the wiki

sullen crag
#

Grinding mobs was this guy’s first thought in methods of getting gear

ebon pollen
#

you get your first loot in the game from a chest in a cave tho 😭

sullen crag
#

When they do the cave in King’s Recruit or the tower in Taking The Tower they can as just as easily assume that those are quest areas and the chests are just quest rewards

#

Not that those pieces of content are prevalent throughout the entire game

left compass
#

I mean during the late game there are spots where you can grind mobs just for gear

bold dome
#

Again with the tower thing why did they choose the one cave not a cave

bold dome
left compass
#

Or I ment to say early

#

there isn't any for late game

#

pretty sure the highest it goes is lvl 30?

bold dome
#

Idk selvut said they'd keep adding them over time so there's probs more

left compass
#

I don't think ive come across any around lvl 40-50

#

at least that I know off, it would be crazy with LB gear on shaman

toxic gust
#

i agree it doesnt introduce caves super well

frigid viper
#

I note that the cave used in the tutorial is a bit unstandard compared to the actual caves
has no standard name
no combat
and interactive objects, which aren't particularly prevalent in early caves beyond token systems

sullen crag
#

The worse part is not that it doesn’t look like the standard content book cave, even if that is technically an issue

#

The problem is that it appears way too early into the game to be used as an attempt to teach players about caves

#

This is the period of time when the average new player doesn’t know anything about the game yet

#

They’re still getting used to the look of the game along with all the combat mechanics that they’re going to be dealing with like two minutes after

#

Compared to fighting, which I should mention the game requires them to perform the moment they step out of Ragni, none of them are going to remember about the random cave right before the bridge

#

They’re not going to internalize it
I bet half of them don’t even remember that cave exists

#

The point is, way too early to try to teach the player about caving

clever garden
#

rework The Stair into a cave pls, with the signature holograms and obvious entrance

sullen crag
#

In my personal opinion, the perfect point of progression to begin to introduce the player to the purpose of caves and their prevalence is roughly at the point where the player begins to struggle under the weight of underleveled gear

#

With a direct issue to relate to and a ready solution given to them at their general time of need and desperation, the idea of caves being said solution to “need better gear” will be drilled into their heads far more effectively

#

This is merely just a suggestion, and a half-baked one at that, but an example of a theoretical quest that achieves this would be something like AJB, where a powerful enemy is artificially impossible to beat with the player’s current setup

clever garden
#

Remove all <lvl10 pants from the game and then have the player be arrested on entering detlas and be forced to cave for them

sullen crag
#

returning from their failure, the player’s dialogue option to whoever is accompanying us can quite literally be as direct as “I think we might need better weapons”/“gear in order to defeat this enemy”

#

At that point, the whole spiel about the existence of caves across levels and what they give the player and how to access them via the content book can be done then

#

Perfect stage of progression, perfect time, perfect problematic situation

clever garden
#

Ehh not a fan of streamlining it that hard, i liked the content book usability more

sullen crag
#

Not too early into the game, and orchestrated right at the moment when the player needs the caves’ purpose in order to minimize the clashing of other instances where the player is busy learning about other aspects of the game

clever garden
#

I dont like how forced it sounds, caves can already be very exciting to do if the player tries a few and gets cool lootboxes, they dont need to be told how to get gear, just given a taste of caving

#

But the player isnt really directed to use the content book for caves

sullen crag
#

Well, the quest I mentioned does direct the player to do caves via the book

#

Hopefully if done correctly it can encourage the player to seek out more of the book’s caves post-quest

clever garden
#

Taking the tower could do that instead of the marker

sullen crag
#

Okay, first off, please don’t use the tower as an example cave lol

#

It’s a psychological thing
It’s kinda better if the cave is like, you know, an actual cave

clever garden
#

It is

#

Also the tower doesnt have a cave hologram, just like the first quest

#

And making the first cave longer, but easier, with 0 ranged enemies will help avoid traumatizing people

late moon
clever garden
#

Can you still equip tosach without identifying it

sullen crag
#

It’s a box

clever garden
#

yeah when you equip it it looks like a box on your head

sullen crag
#

How do you equip it
It’s not a player head

clever garden
#

easily.

frigid viper
#

very carefully

willow meteor
#

become the tosach

polar moth
#

thats why they snap to your helmet slot if you shift right click them in hotbar with no helmet on

sullen crag
#

Player heads have a resolution of 8x8 pixels, unidentified boxes can’t be them

polar moth
#

if they are not player heads then the behavior of unid boxes is very strange to me.

  • when shift clicked from the hotbar, they attempt to go to the head slot (vanilla behavior of head slot item). wynncraft then tries to prevent that because they arent identified
  • when right clicked form the hotbar, they attempt to swap with the currently equipped armor piece (vanilla behavior of equippable items). wynncraft then undoes it because they again, arent identified
sullen crag
#

Check the tooltip

#

F3 + H
To verify

opal dirge
sullen crag
#

I’m not even asking for changes to cave loot they are legit just actually really good for leveling up

#

I’ve created several new classes and cave loot and quest rewards are always enough to get me from level 1 to 103

sullen crag
#

Moment

high lance
#

isn’t /class hidden in like a whole two messages that are so long they instantly get pushed of screen

sullen crag
#

Step 1 wait like 15-40 minutes

#

Step 2 roll some dice

sullen crag
sullen crag
torpid crypt
#

dear god

#

maybe with all the cool legendary gear its doable

#

but I doubt thats the case

sullen crag
#

They apparently wanted the xp bonus of their current gear

#

And were a bit reluctant to let the bonus go

torpid crypt
#

Wait till they learn about adventurer set

#

And rarity rings

sullen crag
fresh kite
#

guys how do I exit the building

tacit spear
#

go thru the front door

royal stone
#

What's a door?

left compass
#

Just go through the empty spaces, yeah there is a bar but just go under

sullen crag
clever garden
#

join dude

ebon pollen
supple yacht
clever garden
#

the guild!

supple yacht
#

what guild

clever garden
#

[DUDE]

supple yacht
clever garden
#

dude are you for real

supple yacht
#

I'm the realest dude to ever be sicknasty in the house dude

clever garden
#

counterpoint: you're a figment of my imagination

supple yacht
#

If you really think that dude I think you should be hangin out with some different dudes who'll respect a dude's inner monologue and feelings

#

dyou think it's dudely to downplay a dude's feelings dude

#

like, dude

clever garden
#

if only there was a group of dudes like that, a guild perhaps

supple yacht
#

yeah dude that's what I mean but you gotta tell me the guild dude

clever garden
#

its aeq!

supple yacht
#

oh,dang dude, I just remembered I'm already in a guild. sorry for stringin you along dude

clever garden
#

cut those strings dude, be free

supple yacht
#

I just did dude. I was the free one, I just did my dude dirty by stringin you up

clever garden
#

this you

tight crystal
sullen crag
#

Which is far more believable and entirely different from missing out on dialogue or the game literally telling you to go to a guy right beside you on two different separate occasion

#

I've met players who didn't know how to use the bow and were wondering why the bow uses right click while all the other weapons used left click solely because they didn't play Minecraft before

#

Which I can entirely understand, in a completely unironic fashion

sullen crag
sullen crag
#

: ( (the sequel)

sullen crag
#

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

polar moth
golden kite
#

This just feels like a thread making fun of stupid people

polar moth
#

to name a few:

  • using chat to type commands is something a person who doesnt play on minecraft servers would do
  • finding quests from a quest book is not something all mmorpg players would necessarily think to do
  • grinding xp by doing quests is just a completely non-standard method of levelling. neither minecraft nor mmorpg players would expect this
late moon
#

They don't always play RPGs or even know what that is