Alternative solutions to Water Poisoning

Alternative solutions to Water Poisoning https://forum.arcaneodyssey.dev/uploads/default/original/4X/1/3/6/13619bb69f79fea67747ce46f2d31aa60aec832d.png
effort 4.0 2 quality 3.0 2 reasonability 3.0 2


Remember these guys? I already did a tiny suggestion, where I went through every member of the Team. Here it is.

But, one member in particular was receiving far more negative feedback than others, him being the Water Poisoning. Back then, I stated that the mechanic is not salvageable, and must be removed entirely. I still stand on that, but, as a guy who listens to the community, I had to come up with a rework, since people wanted it to stay, for some reason.

Dark Sea should be difficult, and there are ways to make it such, but RNG-dependant forced difficulty mechanic is not the way to do it.


I made this topic, so people could gather all their rework ideas there, and we could discuss them to polish the change further. In all, we made two separate concepts of how to make Water Poisoning not (or less) obnoxious.

Concept 1: PoI (points of interest) locator.

This one was made by me solo, and I just gonna copy and paste it there.


(Cooler than mine) Concept 2: Add a meter.

The most common solution to the problem. People don’t like the mechanic appearing at the most random moments, completely unpredictable. So, just remove the RNG - easy, right?

As a base, here’s a meter. The effect now ramps up linearly, instead of getting rolled for every 20 seconds or something. Also, Soap’s gone now. No more invalidating a game mechanic with a click of a button at any moment.

For the meter to start filling up, you need to be exposed to the rain. Swimming in the sea doubles the gain speed of the meter. Bathing in your Brig always clears it instantly, and standing under cover passively lowers the meter.

The speed at which the meter fills up scales with the range of Insanity the player is in.
Insanity 0 - Water Poisoning doesn’t exist (like it already does currently)
Insanity 1 - the meter takes from 9 to 12 minutes to fill up, and you only need to stand under cover for 10 seconds to clear it. Why is it random? I don’t want players to use a stopwatch, its boring and ruins immersion.
Insanity 2 - the meter takes from 7 to 10 minutes to fill up, and you need to stand under cover for 15 seconds to clear it (not 13 and 2/3, thank you).
Insanity 3 - the meter takes from 5 to 8 minutes to fill up, and you need to wait for 20 seconds under a roof.
Insanity 4 - the meter takes from 3 to 6 minutes to fill up, and you need to waste 30 seconds (40’s too much) for it to clear.
Insanity 5 - the meter takes from 10 to 15 seconds to fill up, and you can’t clear it under any cover. After all, this area shouldn’t be explored at all, but the player must still be given some time to exit it as soon as they notice they ventured too far.


Now, for how that meter affects the player. Multiple warning signs will appear, before Water Poisoning becomes dangerous. The stuff that happens is quoted above. The constantly refreshing effect with a short duration is there in place, so the player can hop under cover and get rid of it immediately, since the meter will drop below 100%.

Also, at 80% of the meter, this will happen. Should prove useful. When the meter does reach 100% however, the incoming damage will have to ramp up from 5% to 100% during a 60 seconds-window. Water Poisoning’s current DPS is considered 10% here. Yes, this is much more threatening, but you are given so many warnings - if the meter actually gets to 100%, that is on you. Dark Sea is a hostile place, tickle damage doesn’t suit it.


Extra stuff

God Souls will prolong the time the meter needs to fill up by 10% each. I didn’t apply their effect to the damage, since prolonging the timer is more beneficial. Just a small buff rewarding those who explore, should be fair.

Beast Defense decreases the damage of Water Poisoning, but I am not giving the exact stats here. Dragonblood Ritual will increase the players’ Beast Defense, so why not.

Islands should receive more cover spots. Some rare small openings in walls with Prismatic Geodes and chests in them aren’t enough, and trees don’t grow everywhere. Fishing in the Dark Sea shouldn’t be a race to the Brig and back every few minutes. Just scatter some rubble on the beaches that counts as cover or something.

The Brig should count as a cover spot. Simple as.

Add more events to the Dark Sea, maybe even one that replaces Water Poisoning with something much more dangerous. Just having Waves Colliding as the only event that can happen is boring. This part is barely related to the suggestion, you lot can ignore it.

Alright, that should be it. For those who didn’t want to see Water Poisoning shot dead in the bronx 13 and 2/3 times in the back alley, here you go.

2 Likes

Take my vote, too bad vetex will never listen.

I need a Tl:Dr
My attention span is not long enough to read allat
still gets my vote tho

This is a bane of my existence

Solution 1: important thing appears - you get Water Poisoning for 5 seconds as a ping about its spawn.

Solution 2: Water Poisoning gets a meter which fills up faster, the further in the Dark Sea you are, and has many red flags on the way to it.

2 Likes

Man, these “team immersion” topics are getting annoying. I dont belive things are going to change.

30 were brave enough to speak out, but not to do the action. 900 weren’t brave enough to even speak out, or just didn’t care at all, since they aren’t staying on the forums for AO at all - they’re just here for the chatter with others, after quitting AO. I do honestly believe I am doing a good thing by making all these suggestions

I don’t want to just give up on this stuff.

Small misconception most people have.
Water poisoning doesn’t roll randomly, it rolls every time you are inflicted with ‘soaked’.

If you’ve ever fought a water magic atlantean, you’ve probably had it inflict water poisoning on you constantly throughout the fight.

1 Like

You say this while being completely unconstructive and spreading unnecessary hate.

Yeah, and the Dark Sea has constant rain that soaks you. So, basically, it rolls randomly

Correct, but that also means that all the other soaked inflictors, like being in the sea, water magic effects, and whatever else will dramatically increase your chances of being hit with it.

This is why you don’t get water poisoning often when you go in and the rain bugs out.

But what about chugging down tide potions?

That’d probably also do it, never tried that though since that’d be stupid lol.

Don’t remind me of what we lost… Rainless Dark Sea was truly beautiful, and they fixed that bug!

Anyways I actually like the idea of having to deal with an environmental effect that’s there because the place you’re in is completely inhospitable so you have to manage that.
(think heat buildup in a desert or running out of oxygen in space)

Water poisoning in its current form is unsalvageable and sucks ass but if it were reworked into something along those lines then yeah that’d be cool.

Imagine generalizing an entire community to just the forum. I have several friends in the game with both 3k 2k 1k, 8k, 700 hours who have never even heard of the forums, and I wouldn’t recommend it. I guarantee they are more loyal than some on this forum. I don’t think loyalty is determined by chat, but by playtime.

Your argument is to turn my argument against me, which adds absolutely nothing to your response.


Getting back to the topic, I know that not all the points are bad, but for God’s sake, as I said, it’s intentional friction!

If those people aren’t on the forum, I have no way of gathering their opinions to improve my suggestions. Especially with Roblox’s latest age verification additions. They have something else to say about Water Poisoning? Sure, bring them here, I am always open to discussions.

Vitality route also was a core mechanic of the game, and some people can currently argue that it didn’t need to be changed, as the iteration of Spirit that we got is a mash of Magic and Weapons without its own identity.

And I didn’t totally remove it (unlike the first time)! It is still there, still threatening, and even more so, with the added side effects. It just lost the RNG factor that players hated, and it is now visually clear when the mechanic is going to become a problem

That’s a good point, but I myself have never heard anyone mention the rain; the only times we go there are to kill the omen. But you did you point clear.

Yes, but from the beginning it was an incomplete mechanic, explicitly, the dark sea is also incomplete but it’s a different context.

And it’s at this point that I need to apologize; I hadn’t seen that part properly, so I apologize. The topic is about alternatives, and you did promote one, but there are so many things with higher priority right now. But that doesn’t invalidate part of my mistake.

“Mention the rain“? You mean, the Rainless Dark Sea bug I brought up? Nah, this is just my personal grudge, the devs aren’t to be blamed here much. They did their job - the bug existed, and they patched it. I just miss the views that opened out there, on the islands covered in sunlight.

And it still is incomplete

Hey, I need people that oppose my ideas here! What is the point of a discussion, if everybody agrees with one side only?

No, I was talking about the rain itself. None of my travel companions find the rain unpleasant; in a way, we all see beauty in it, in the concept. The eternal rain, in a way, artistically represents melancholy.

:cry:

Now that’s constructive. But I don’t want to stay on the forum anymore today, I’ve already spent too much time there, but the discussion was fun.

I liked the idea of ​​the meter, so I don’t think the topic deserves a negative review. Besides, it obviously took effort to write, and a large group of people find the mechanic annoying, so it’s reasonable to want to try and change it.

Its called calling you out on being a hypocrite.