Arcane Odyssey Suggestions: QoL/Adjustments/Additions/Misc

Arcane Odyssey Suggestions: QoL/Adjustments/Additions/Misc
effort 5.0 4 quality 4.0 2 reasonability 4.0 1

To the readers: A lot of these were made during my first few slot progressions (3, to max level with awakening). I feel as if Combat ones are more controversial but those are the least important.
General Adjustments/QoL. Obviously the entire list being added anytime soon is unreasonable, but over time (spanning months, is more reasonable if the developers even like some changes).

  • The spawn rate of Sharks should increase if you have the Sailor Style Quest obtainment quests.
  • After reaching your first awakening, gain a “randomizer” toggle when creating a new slot. Randomizes certain aspects of progression for enchanted gameplay purposes.
  • Banking System, a NPC store that lets you store items and galleons in your bank. This is ACCOUNT WIDE, the main purpose of this is to let players transfer items across slots without having to ask for a friend or have an alt account. The amount of galleons you can put in your bank scales heavily with your Fame/Bounty. And there would be a fee for storing items, as well as only 8 items stored at a time, (same amount as trading slots)
  • Fort Talos Stealth Section should utilize the free-running mechanic.
  • Lower the player count to 15 (so clans still work).
  • Spawn Toggling/Camp Marker: if you are in grand navy or assassin syndicate you should be able to toggle spawning at their respective bases or your story based spawn. Camp Marker spawning should be able to be placed anywhere and save across severs.
  • Recommended and required levels should be removed for all other slots after you unlock your first awakening. How this would work for future level cap raises?You do one run through to the new level cap through the story fully with recommended and required levels, then it gets removed once more for your other slots. ONLY Awakenings would have a permanent required level lock (for obvious reasons to prevent abuses). THIS COULD BE A TOGGLE-ABLE THING
  • Increase the XP given by the following: Cooking, Bounty Hunting, Fishing, XP gained on hitting enemies (bring it closer to WoM levels then whatever abysmal value it is now)
  • AND/OR, add an Inn system that lets you set an inn at other islands and spawn there unless changers.
  • Damage and Scaling of Magic and Strength spells/skills should be visible on the spell creation UI.
  • Add build specific adjectives to skill name customization. With “Arcane” being unique to Savant.
  • You should be able to view your magic or fighting styles’ stats (speeds, damage, blocking power, size) in the magic or strength UI. A display of the same stats when you first pick a magic.
  • Killing a boss’s mirage should not give you notifications like “Killed a High Lord of Order of Aesir”. Very annoying.
  • Reduce the low temperature probability or add a cooldown to how often the notification can appear. Freezing’s notification pops up every 7 seconds while playing the game, especially at frostmill. I don’t think the player needs a reminder that they are fold every 7 seconds
  • Visuals for the area taken by placing a Sealed Chest and Cargo (in order to help the player optimize their ship space for these type of farms)
  • Completing all of an islands exploration tasks will grant you a map marker OR eternal log pose/compass type item. If using the map marker then it would have a limit of 3 in use at a time unlike WoM’s 7.
  • Certain unlocks (like the proposed eternal compass idea above) should be account wide, meaning they unlock for ALL your slots. A valuable lesson learned by the Deepwoken community.
  • Add back Map Markers (in general, not as an unlock as suggested above) either one above or this one
  • After your first awakening, you’ll unlock a “legacy notifications/tutorial tips toggle”. This disables all notifications that don’t get disabled by the existing toggle like Temperature, Spell Unlocks, Carrying Items Screen Ui, Tutorial Tips at the start of new slots.
  • Following up from the one above, give us the ability in settings to reduce the amount of UI at any given time on our screens beside the basics (Bars, HP, Items, etc).
  • Let us toggle the fame/renown/bounty increase notification. You hit a pirate ship and it appears, meaning you can’t see your cannonball slots for a few seconds, minor annoyance.
  • Add a Toggle for skills being automatically created when reaching stat requirements. It can be annoying at times.
  • Adjust/Rework the running, walking, carrying item, and falling animations, they look out of place, and clunky.
  • Speaking of out place, rework the visuals for the (E to interact) and (Q to hold item) , they look like ones from generic anime games/GPO, maybe it’s the default from Roblox but the font of AA and WoM’s e to interact fit the artistic theme of the games and was less intrusive.
  • Holding W while at the helm of your ship while in control should automatically toggle the sails
  • -Optimize/look into the tutorial screen’s performance, despite playing on graphics 1 the tutorial still has poor startup. (I play on a low end laptop.
  • Add Server Lists, and allow players to sort it using the following: Server Age, Player Count, and Region.
  • Instead of resetting infamy on Release, add a seasonal infamy leaderboard and legacy infamy. Legacy infamy will be used to determine tiers for clan building and other perks related to clans. Seasonal Infamy would be related to the leaderboard, and potential rewards for being top (insert number) by the end of the season. A season could be four months or whatever.
  • Add back infamy on player kill
  • Add a multiplier to clan infamy gain that lowers or increases the infamy gained per person based on member count. Allows smaller guilds to reach leaderboard, and limits large guilds from quantity over quality’in their way up. Multiplier would have a cap ofc to not fully punish people in large guilds.
  • Add a “skill rating” to clans, this rating can go up or down based on the following: Clan Wars Won (future content), Clan Bases captured/destroyed, Player Kills (enemy clans), Enemy clan ships sunken, this skill rating could factor into the infamy multiplier to further push the idea of quality of quantity.
  • Mastery should save: If you go Fighting Style A (max mastery) to Fighting B, but then change your mind and switch back to fighting style A, it should keep its mastery level.
  • Add more hair customization options every now and then OR just let players utilize a catalog search ID to set their hair1 and hair2 at tailors, similar to other games. If doing the latter, some ID black lists would be required to prevent players from using certain questionable or inappropriate hairs.
  • Camp Marker should be placeable on any island, not just wild islands. As well as save across severs.
  • Deckhands that spawn on Redwake and Frostmill should have requirements in general
  • Deckhands should actually fight in combat/maybe limited to higher level deckhands.
  • Tutorial Tip about using…. A compass, maybe even a lesson in cardinal directions, the community needs it.
  • A way to toggle hotbar auto fill/ and save hotbar placements as a result. Can be annoying to see ur hotbar fill with miscellaneous items like apples or shells.
  • Equipment Favoring, prevents you from selling items at merchant and from people trying to request a trade for them. Items favorites can be toggled.
  • You should be able to carry multiple Sealed Chest and Cargo at once if you are a Berserker (Strength Route).
  • This one is really minor, but I feel like some, maybe most people who agree that the backpack and inventory buttons are too close and you end up pressing the wrong one.
  • Ability in Settings to toggle your hotbar being filled up with backpack items.
  • Add tool slots in the backpack UI that would allow you to equip tools your hotbar and allow them to stay there.
  • Boat Despawn Timer and speed up the despawn process if you died and no other player was near your boat.
  • Add a Weapon UI to the Information Menu next to Strength, to allow weapon hybrids and warriors to have some degree of name customization, a better display of their weapons skill requirements (shift over the weapon is kind of annoying), and change hot keys for weapon skills.
  • Pressing M2 while clicking on a weapon in your inventory should display its skills.
  • Adjust Early Game Progression, perhaps adding a quick, short, segment of the story that takes you to Palo Town or Elm Village from Levels 20-40, the most “bandit beating” part of AO is definitely 20-40 and it definitely turns newcomers off from the game. Especially in this climate of people being even agree on what a bandit beater is and isn’t too. I’d take this a step further and have the first Jaw Pirates quest (Clearing them out) just be one singular bandit and have Estrid say some ironic, meta comment about bandit beaters but I digress.
  • The bar under your class title “Apprentice Warlock”, should display your build’s stat in percentage form if you mouse over the bar and/or each colored part of the bar. Helpful so you don’t accidentally go over the perfect limit for build classification. (I had to wipe a max level Savant slot that got turned into a Warlock at max level cuz of this).
  • You should be able to lock your stats to a certain number in the character build UI. Say you make a character and want to do 130/120, you’ll be able to input a stat limit. This limit can be removed or changed at any time by the player but it’s good to prevent issues where new players mess up there builds by singular stat points. (RIP LUMI).
  • Your class title, and charging effects and potentially second awakening should be entirely dependent on your first awakening after it’s obtained: Reason: Originally I was going 100M, 100S, 50W “savant”, I managed to get savant awakening at level 121, totally unaware this planned build actually ends up being a warlock at max level, so I essentially had lost the cool charging effects (the only reason you go savant currently).
    Boss-Related:
  • Increase the difficulty of the following bosses: Cerynx, General Argos, Lady Carina. After dying to Lord Elius for the first time and seeing that notification saying that bosses would get more difficult from this point on, I thought I was in for treat. But only King Calvus gets to the same level as Lord Elius interms of difficulty.
  • Boss Pity, 1 in 30 kills.
  • Rework Alpha, the Windrow Wolves Bandit Leader into a mini boss with a unique drop like Architect Merlot. He’s a waste currently, especially spawning at an endgame island (and remote island that really has no purpose beside story content). A unique, wind based arcanium weapon similar to Triasta of Bronze.
  • Boss Fight Arenas/Locations should have increased durability and play into environmental gimmicks better: Example. Breaking the pillars Lord Elius stands on occasionally will debuff his speed slightly. Another example. The ceiling should show signs of breaking by his 2nd Phase. Whenever Argos does his pulling in AOE move, he would pull in nearby crates, barrel, gunpowder barrels, and debris from the ceiling. So they player would have to dodge debris as well. Stuff like this- paired with a difficulty increase to some bosses would be amazing.

Combat-Related:

  • Remove end-lag off Parrying, decrease startup for blocking. Parrying should allow you to use a airstep/leap again, and recharge your air movement stacks.
  • Parrying an attack should give you an air movement recharge, and allow you to use air step/ magic jump again.
  • You shouldn’t be afflicted with any status affects if you are blocking as a vitality hybrid.
  • All vitality hybrids and Warden should get a blocking power buff.
  • Each class/route should have innate blocking power, innate blocking power would be scaled with other sources of blocking power (I.E fighting styles, shields. Warden with the highest, mage with the lowest. This is a partial nerf and a partial buff.
  • Reduce Savant 2nd Skill unlocks from +80 to +60.
  • Increase Seismic Slash’s damage/or damage scaling.
  • Lower Vindicator’s skill requirements by 20, so you can use devastate at 250 Weapon Stat.
  • Increase Dash Stamina cost in combat, it NEEDS to feel more like a resource, the dash change done pre-release is like a drop in the bucket. If you want to be Usain Bolt you should have to invest into agility for that. Agility should reduce dash stamina cost as well as increased distance if it doesn’t do this already
  • Increase the cooldowns on the following skills slightly: Blast, Beam, Shining Cycle, Piercing Gale, Aura
  • Tone down/add Intensity scaling for Aura. Apparently Focus scales off intensity not sure if aura does. Intensity should a go to investment for Aura to be as good as it is now.
  • Damage on hazards should have partial intensity scaling. Instead of the percent based. This is a partial nerf but a buff if you invest into intensity.
  • Increase Spiraling Fury speed slightly.
  • Add another spell/fighting style skill slot specifically for Blocking. Allows the player to change the hotkey for blocking and animations. This spell slot can’t be deleted, and can be upgraded/side graded with rare techniques.
  • Defense, Power, Attack Speed, and Attack Size; currently the most used stats. The current Armor stat numbers are NOT balanced. You can have good damage, good AoE boost, and good defense; balance is in shambles out the window. King Calvus and Lady Carina’s armor set should give LESS power then Sorcerer’s armor currently it’s actually more/almost the same. Now, slightly decrease attack size given by King Calvus’s set. For a 1/10 (or .10^nth power, n number of items you are using from his sets, it equals Sunken Armor in the size category (1/2000)^nth, Attack Speed does NOT feel anywhere near as effective as an investment of size currently. Whether it not the formula/scaling for atk speed is bugged for most moves is TBD. Attack Speed could arguably use some sort of buff, not directly buffing the armor stat numbers but making the scaling better.
  • Possibly add diminishing returns on certain raw stats (not specifically Armor stats, just overall). The math behind a 1.25x size boost with a spell shape, a 1.20x+ base magic size, and 80+ attack size is already an issue at level 125, imagine this at lvl 250 when everything is scaled up. :worried: after a certain cap of your original size (2x? 4x?) you’ll gain less returns.
  • Attack Speed should reduce endlag on skills/spells and blocking/parrying.
  • Certain magics (could be done for all but ideas are needed) ultimate art spells should affect the environment similar to how they did in Arcane Adventures. This would be far weaker then their natural occurrences, for balance and lore reasons alike. The time these areas last and the size of them scales off the ultimate art’s tier AND intensity.
    Whirlpool-Wind, Boxing

Tsunami-Earth, Metal, Iron Leg, Water, Sailor Style

Scalding Area “enemies take light damage being in this area of the sea” imagine being in a really hot sauna. If created with Magma, a large obsidian platform would be created with boiling vapor around it instead of just boiling water vapor above the ocean: Fire, Plasma, Magma, Thermo Fist

Electrified Area: Lightning, Knocking Fist

Corroding Zone “deals light damage overtime to ships and players, and decreases fish rates in the area/ maybe unique fish drop perhaps: Acid, Poison

Glacial/Frozen Area- creates large glaciers and decreases enemies temperature in the area: Snow, Ice

Sedimentary/Debris area, containmated parts of the sea with sediments, decreasing HP Regen over time in this area”. Logical for this is that these particles are in your lungs, harming respiratory actions. Ash, Sand, Glass, Wood

  • Snow and Sand piles should debuff speed/dodges.
  • Water puddles should have a possible slippery mechanic.
  • Water puddles should be able to be frozen over if hit with snow or ice.
  • Frozen Water puddles would mimic the glacier’s as frostmill slipperyness and cause the player to skid (a lot less tho for balance purposes)
  • Ice should create frozen ground on impact, which have the same affect as frozen puddles/ice on the floor irl.
  • Intensity would increase the slippery mess of these gimmicks.
  • Agility-scaling and Intensity-scaling weapons.
  • M1’s should not move you unless you are holding a directional input, currently makes M1’ing annoying in pve.
  • Reduce the energy cost of using aerial m1s slightly, increase the range or adjust the hitboxes of M1 somewhat to make them more reasonable to use in combat.
  • Pressing M2 with a weapon (or fighting style) should preform a short lunge, allowing you to follow up with aerial m1. (Think of a heavily nerfed version of Exiled and Lord Ellis’s lunge into M1s)
  • Landing 3 aerial m1s preforms a down slam into the ground (similar to what Lady Carina does/the AA down slam visuals with the character getting impaled into the ground for a few seconds)
  • Possible Two-Handed / different Weapon Stance mechanic for Warrior and Knight? Just a thought for a later time.
  • Sinking enemy clan (from cannons alone) ships should give infamy. Added with some method to prevent alt account clan farmings. Cooldown perhaps idk
  • Lower health should grant speed debuffs to prevent people running away at low hp. Agility has counterscaling against this low HP speed debuff.
  • Killing players in clans on contested islands should give more infamy.
  • Health added from armor should be colored in blue on your HP bar, this should also be visible to enemy players as well. Reason: Looks cool + acid might get some armor penetration type buffs according to the balance document
  • Originally on the balance document there was ideas for some magic changes but seems like someone scrapped it so:
    Explosion: Gain a slight AoE boost for charging spells. 10% Attack Size buff at full charge.
    Shadow “and grace from your enemies” Drained should either slightly slow HP regen or slightly slow Energy regen. This effect is unique and does not cut into plans for Darkness “wither” status affect. ALSO/totally optional: decreases luck (increased chance of getting stuff like old boots/clown noses from chests and fishing) ALSO/ totally optional: does 5% more damage during the day
    Earth, Wood: Applies “Bruised”, a speed debuff that slows down dodging, high jumps, and airstep/leap. Both would still apply Bleed (perhaps a weaker version).
    Light: Holy(?) better name: After
    X amount of hits, a pillar of light will strike down on your enemy. Pillar is predictable with a react-able windup. Additional/also: 5% more damage during the day. neither replaces Blind.

Wind, Metal, Cannon Fist, Iron Leg: Concussion, if wind hits an enemy into a wall or does 33% or more, you confuse the enemy, slightly obscuring their vision. Iron would cause a concussion at 20%. I really wanted to say wind gets bleeding but there’s that one image of Vetex saying “yeah I start bleeding when it’s really windy outside” from 2016 so. Concussion makes you more susceptible to other blinding status affects (increases their duration slightly ) so something like metal sand would would be a thing. (Does not replace bleeding status affect on said magics/styles)

Ice, Snow: Frostbite (does not replace Freezing/Snowy) After landing X amount of hits, you’ll proc Frostbite, which slows down stamina regeneration for X amount of seconds (scales of up with intensity)

2 Likes

that’s a lot of words, 5/5 effort at least

lots of agreeable things are said here.
then you said to add back infamy on kills.

1 Like

Hot take:

Infamy gain from islands should be heavily nerfed and infamy gain should be increased.
Cant wait for sensing to come out so that the guy I’m chasing down can’t try and hide anywhere lol

Please separate these suggestions into categories and post them separately. Nobody is going to vote for this since there is such a large mishmash of ideas of different types and quality. I skimmed through it and while most of it went over my head, there are a few that I remember.

  • Anything that is related to transferring items though save slots/account locked items is probably fine.
  • Some of them are about trivializing navigation with markers for example (it was stated there somewhere). I think navigation is fine currently, only change I would add is having your quartermaster call out islands in the fog (togglable).
  • Some of the suggestions are about improving repeat playthroughs. I have completed the story on two save files, a good rep paladin and a bad rep warlord, so I’ll give my two cents on playing the game again. I think these ideas need to be elaborated on, because “randomizer” is quite vague (but intriguing!). But early game should be sped up and the areas that work best on a first one should be modified (fort talos, stepstones, prison sequence, etc, although stepstones story is garbage first run anyways (order of aesir is fine tho)).
  • Cooking shouldn’t get more xp. Cooking is already grindy as hell (the hunger bar is also flawed imo but thats for when I get suggestor role), I would suggest letting you cook meals for npcs so cooking is more fun.
  • The stuff about repeating notifications are fine.
  • I don’t care about clan drama so I don’t have anything to say about those suggestions. But I’m curious about other peoples opinions.
  • Camp marker saving is a great example of a suggestion thought up in one second without much thought. What if there is already a camp there? What if that area is destroyed? I understand why it exists, but more thought should have been put into some of these.
  • Some of these are minor QOL or tiny details that would be cool, like Beserkers (60% str) being able to carry multiple sealed chests and cargo. I suppose these are fine, but it might be a case-by-case thing.
  • I don’t really know what to think of the entire combat section. They are mostly cool effects, such as piles of snow nerfing dashes; mainly cool ideas to make things more unique. They probably will throw off the balance but I won’t deny that they are cool. I will give my general thoughts on some recurring themes.
  • There’s a few things about buffing vitality hybrids with blocking and a bit of status effect resilience. I think this is cool. Maybe the exact suggestions are imbalanced but the general ideas are nice.
  • There’s a few things about accessory and armor stats. The main idea is that stats such as intensity and agility are underused and need a buff. Fair enough. Also some cool ideas there such as agility and intensity weapons.

Overall, there are a lot of cool ideas, a lot of questionable ideas, a lot of not very thought out ideas, and a lot of ideas that are those small details that add up, with a good dollop of QOL. I would be interested in seeing multiple suggestion posts that split these up so people can vote and discuss them individually. I think the new magic and fighting style effects at the bottom would be interesting for discussion.

2 Likes

I’ll condense them and separate them into categories of likeness when I get the time, then repost as individual suggestions. Thanks.

This is quite the long list, I feel like there’d be more benefit in breaking this up into smaller groups with further elaboration instead of just dumping everything together since mass suggesting is pretty hard to vote on and a lot of ppl prolly won’t read through all of it. Gonna go through some of em just to give my thoughts though

I do like the idea of being able to store items between slots, a very convenient feature

Cooking can be spammed dozens of times in a row (hundreds if u have enough ingredients) so i feel like that could be abused, bounty hunting and fishing sure, hitting enemies meh it’s lower than it was in wom because in wom there was only like 2 or 3 ways of getting exp compared to all the ways in ao

yeah

Yeah

sure

i don’t really think this is needed, maybe completing exploration could be tied to the inn system instead

only thing that comes to my mind for this to apply to is titles since some of those are per file (bronze sea explorer) which is pretty unfortunate

Not really needed traversal isn’t that complicated

Yeah

i prefer it being tied to bounty hunting as it is rn

ig i could see this

The whole reason for mastery is to incentivize sticking with one fighting style instead of constantly swapping

would be convenient, i feel like the cross server saving part could be hard to implement though

pretty sure the main reason they don’t rn is cause of performance issues, a tester has mentioned that it’s something vet has considered working on in the future

yeah

planned

seems like a pretty weird perk

only feels that way cause people ignore the signs that this portion is meant for exploring other islands, multiple quests on frostmill at this point lead to other islands and you get notifications every couple levels that new quests are available at different islands, should be a sign that there’s more to do than beat bandits like it’s gpo

could see this being useful

Not gonna go through these since combat suggestions in suggestions are auto-declined, you can discuss them more in this thread

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