Active Accessories

Active Accessories
effort 3.333333333333333 6 quality 2.833333333333333 6 reasonability 1.857142857142857 7

You all know about Accessories. They kinda buff us, give us some gear stats and stuff.

How do they basically work for us, players? Well, we just put them in our equipment as they give good stats for us, and then leave it there for the end of times. And they always give us that buff. Just let it rot thousand times or be struck by Lightning, it will still give you some buffs because “Yes”.

In this Suggestion i’ll try to make an idea of how Accessories may be fixed to not be an endless buffing thing in your inventory, and make an idea of Active Accessories.

How to change accessories

As I already said, Accessories currently are just items which will rot in your inventory till the end of times just because we, players, use it for stats. It feels good, but AO is that kind of a Game where you have Hunger bar, so why not?
In my opinion, Accessories must have some kind of a durability bar. If it reaches 0, the accessory breaks and we gotta repair it, either without spending money as a criminal or having a really big fame, or waste some money on it.
Broken Accessories give only 25% of their full potential.
How can be they broken? I assume that most Accessories can be broken by being damaged with magical attacks like Spirit Blast. This would damage the Accessories and shatter them eventually. This adds up some activity in your inventory and makes Accessories not an indestructible thing which always buffs you for your entire life time.
Yes, i’m pretty sure MOST people would hate me for such a Suggestion, and i’ll be honest - I agree with them. But Accessories MUST have some kind of an activity in your inventory in General other than just giving you some stats. But is there any alternative way?..

Active Accessories

This is one of the alternatives to this.
The Active Accessories. Accessories, which not only give you some gear stats, but also can be actively used, which means they HAVE their OWN abilities.

For example, let me make this:

“Acolyte’s Dagger”
A dagger made for sacrifices.
Can be used anytime by clicking a special button, which will inflict you Bleeding and take 10% of your HP, but increase your Walk speed by 30%…
And etc.
Active Accessories in overall would give less stats, but they have their own special ability which will have a great impact on the fights and stuff in overall. Those Accessories can be very unique because the amount of special effects they can give is almost infinite!

That’s probably it. It may improve Accessories in general.

HOW MANY SUGGESTIONS ARE YOU MAKING

3 Likes

I don’t think we need to be playing minecraft in ao

A lot. I just got approved as a Suggestor and i’m a writer. I have too much inspiration, Lol.
I’ll probably stop for now, though :sweat_smile:

Meme edit: Ten thousand suggestions.

I don’t think this is really gonna be minecraft, at least because it’s Roblox.
Also, I already said that there may be alternative to this by making Active Accessories and Minecraft has none.
I’m not gaining ideas from other games, I MAY just take a little bit from them but mostly I write it all by myself

I don’t think this is entirely reasonable. Accessories are made to just give stat boosts, and armor repairing is practically a useless feature that would only annoy players. Players shouldn’t have to actively maintain their accessories.
Active accessories also do not make sense nor do they have reason to be made. A new keybind would just be annoying, and there are items such as potions and foods that already fill the purpose of buffs.

1 Like

Pretty cool, but would be yet another keybind I have to memorize.

Noted

This is a mechanic in a game where it doesn’t belong. You remember the old idea for Injuries, in which they’d occur after fighting for too long and force you to do passive activities for it to heal? It sucked because AO is primarily a PvE game, and it can be hard to avoid at times. This is just that, wearing a differently-colored suit.

1 Like

in a game where people hate having to do ‘maintenance’ (eg: dirt and tan), do you really want to add more pressure?

1 Like

At least dirt and tanning are benign, at the end of the day. This is actually harmful to the player, functionally speaking.

2 Likes

Absolutely not.
This isn’t a feature that can be easily ignored like Hunger (which can easily be filled at any time even mid-fight) and would only cause problems and riots.
Say someone gets ganked after killing their rival, and the only thing that gives them ANY chance of winning, their armor set, suddenly stops giving stats mid-fight.
Do you not see the problem with that?

1 Like

Yeah no, reasonable

There is a reason as to why only an extremely small minority likes the hunger mechanic.

Aside from that, having special accessories give abilities doesn’t really fit Arcane Odyssey. Armour is there to increase your stats and this would be a majour change in the design of the game. Is Arcane Odyssey supposed to feel like Critical Adventure?
This would be a nightmare for the balance team as well. Some abilities could be stronger depending on their utilisation, something that would make the gap between META and non-META builds widen even more.

I do, obviously.

In overall yeah, bad idea, but it’s not like I can time travel and redo this suggestion, so i’ll just keep it for now i guess

minecraft + pilgrammed collab
aside from that i think i’ts preaty cool, tho

the durability is kinda of eeeeugh… but if you could like repair it with magic, hammers, soul energy, big strong beautiful manly muscles, when out of combat and with a button, that would make some accesories with higher durability stronger than some with lower durability. Per example: a titanium helmet lasts considerably longer than a sunken iron helm, although beeing way less EP efficient

active accesories could be very varied and sound very interesting if implemented correctly

I do not want durability, let me use max size builds without having to pay whenever a random person kills me (all the time)

2 Likes

Ultimate art: Repair Magic: Repair Hammer!

zero effect ever

I’m not opposed to having equipment items with unique effects, but I would not want them to compete with accessories for equipment slots. I’d say have a “trinket” slot that provides a tool in the backpack to use an active effect. It could provide some interesting build decisions if done right.

As for accessories, accessories are fine as is, the player is already engaged with accessories by acquiring them and deciding which ones to use in a set. They don’t need to be fed galleons to be interesting.

1 Like

me when the perfect armor set i gathered, enchanted, and got perfect jewelcrafting for has a fucking stroke mid-fight rendering my entire kit useless until i pay 3 quintillion gals: