Arcane Odyssey Criticism Thread

Ruined armour pieces arent permanent, you can just repair them or leave and rejoin and they will be back to normal

Which reinforces the fact that it shouldn’t have been added, if it can be mitigated so easily, it’s as they say;

Then what the fuck is the point of adding it to begin with? :sob:

Artificially punishing players who play the game, e.g. hunting dragons. Identical situation for water poisoning, it punishes exploration despite the Dark Sea having been made for exploration.

Generalized it’s; Punished for doing X, despite X being the core activity.

I feel like armor ruining would be kind of cool if it was part of something like a crafting system (armor could be chosen to be broken down to smaller constituent parts to be reused for other purposes) and higher tier armors like sunkens and omen gear were immune to it entirely to emphasize their value

Seems a little bullshit that an ancient dragon is doing anything to a chestplate made out of the scales of a massive behemoth of a kraken but I digress

the story

oh my god the story

genuinely where do I even begin

morden iris and neviro get treated as our buddy pals despite them having maybe 20 minutes of screentime total

this isn’t saying I dont like them, I WANT to like them but they feel like they’re barely there half the time

let me talk about the way the story is handled in the eternal mines

it’s essentially an exposition section, and that’s okay! i’m okay with us having a little more insight about ravenna and whatnot

the issue comes with the break out, since before then, iris had vanished post sailor’s lodge, neviro had a minor appearance in cirrus island and NOWHERE ELSE and morden has gotten the death curse (which was something that was mentioned in fort talos so that’s not the issue) are all now together buddy buddies and we have NO idea as to how or why this happened

how are we supposed to find out about the events of what happened during the month or so we spent in jail?

VERY easy to miss notebooks on the ground in these specific locations which have

NO

indicator to them even existing in the first place

because EVERYONE knows the best way to tell the main plot is through loose notes that the player could just not find in their time playing! amnesia did it, so it must be a good system, right???

this could have been fixed by just having cutscenes that don’t follow the player’s perspective, say for example:

you wake up in the mines, do your thing, fall asleep, and you watch a cutscene of what was detailed in those journals rinse and repeat until the break out section

i cannot wrap my head around the design choice for this, the only feasible explanation is them cutting corners which is ??? yeah cut corners in the main story see how well that turns out in the end

anyways rant over i am extremely sleep deprived and i wanted to get that off my chest

i also dislike the wind row bandits, i feel like they could have done with a better name and maybe some actual inclusion in the story other than just them pestering you like neighbourhood bullies

also why is their fight in the story and why does iris just watch us get jumped by them why couldn’t she do anything

The balance team is focused on chasing some nonexistent ideal of perfectly balanced PvP rather than doing what they SHOULD be, which is making sure everything is fun.

How do you do this imo?

In this circumstance, massive sweeping buffs to literally everything. The affinities of every magic have been slowly drifting downward since release, the affinities of every stat have been doing the same. The bteam claims to put a bunch of thought into each and every decision, but if your job is to make the game fun and every single thing you do is met unanimously with “what the fuck” you have to seriously reevaluate how you’re going about things

Iris in specific is the least interesting of all, her story is done, it’s over, she gets attention for no purpose.

Neviro was literally one-shotted during the King Calvus fight, it would’ve been more interesting to see him fight, but code it so he WILL fall later in the fight in a manner that seems realistic[1]

the game is awful at explaining what occurs off-screen, and even when it tries to, it fails miserably by not showing a minor cutscene or even a still-shot of the scenario, leaving NOTHING for the user to make up.

I suspect the specific scenario you highlighted was made in such a way, where the writers fully expect the user to make up what happened on their own accord, which sure, can work out really well… just not when we’ve been with this buddy buddy squad for a couple hours with barely any interactions.

Epilouge villains in a nutshell, lore needed action, Wind-row bandits were created, it’s a cheap execution.

I suspect it was because Vetex was too lazy to create an NPC of her, despite her moveset already existing.


  1. Increasing damage as the fight goes on specifically to Neviro, until it just becomes too much, a scripted “natural” defeat ↩︎

The collective “chew out the AO dev team” thread is going wondrously so far

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A couple notes from the balance document, they don’t think when they perform changes, they over-generalize every single factor until it’s “fair” for PvE.

They butchered the current “best” way of gaining power; Lost Knowledge.
Your ability uses 2x more energy, your cooldown is nearly 2x, you gain a SMIDGE of benefit for something that takes getting to charting level 10 AND being lucky/strong enough for a Lost Chart.

It’s pathetic.

all i’m asking for is story cutscenes that are not in silas’s perspective is that too much to ask

I don’t know why, but it seems like the BTeam doesn’t understand that Metas will always exist in games, and it’s not something you can change.

You can’t simply get rid of the most efficient way to do things in “Do Things, The Game”, the second best thing will just replace it. So the end result is the BTeam going around this huge spiral of nerfing everything , everywhere in hopes of eliminating a “Meta” and then everything just combusts into flames and explodes. And then, somehow, 30 entire levels are entirely nullified after all the nerfs so the the power of the average player did not raise a single bit after such a tremendous increase.

Unfortunately, Vetex seems to be against that idea.

oooh so it’s shit on purpose! got it, ty

this wouldve been decent If the player character perspective actually had internal monologue, dialogue that isnt just a choice box but actual dialogue and a proper character rather than.Whatever we got

Me when I have no idea how to tell a compelling narrative and I’m too dense to realize that players don’t want to play a massive lore heavy game from a pointlessly limited first person perspective

Abhorrent story-telling.

Then, even the ONE situation where you see the curse cubes, did our character go into a dark room in the middle of nowhere with the curses? Because oohhh, you don’t want to show the player things that they shouldn’t knoww abouttt.

Vetex is being consistently inconsistent.

LMAOO yeah you’re right, only following his rules when he wants to ig

either that or elius put us in a domain expansion

He is trying to have cake and also eat it here, attempting to give “Silas” personality while also keeping this game a DevianArt Oc Maker. Which works horribly.

Silas got as much personality as a moist towelette :broken_heart:

How is it that KRIS DREEMUR, the SILENT protagonist of a 2D pixel game, is INFINITELY more interesting than AO’s protagonist