Dark Sea Water Poisoning should be changed

Dark Sea Water Poisoning should be changed https://forum.arcaneodyssey.dev/uploads/default/original/4X/6/c/d/6cde63d667dadd382a21839d4e4bd536be32ab44.png
effort 4.5 2 quality 4.666666666666667 3 reasonability 5.0 4

Proposal

Water Poisoning should be fundamentally changed or removed.

Possible solution.

If Water Poisoning needs to be a feature of the Dark Sea, it could be reworked in a sense that doesn’t seem unfair.

If you stay in the water, e.g. swim, it should show a bar that increases overtime, once its full it immediately ticks down and applies Water Poisoning, if the bar ticks up whilst the user has the water poisoning effect, then it’ll either apply a burst of % damage, or bump the tier up by 1.

The water poisoning from the rain will remain, however the rate of gaining the bar level is decreased significantly. In this sense, the functionality will remain but will give the player visual notice on if they should wash up or can survive an island exploration without needing to.

The gain rate should be increased per range, I am unsure of how much, but it should be a noticeable amount.
EDIT: The gain rate should be reduced on a global basis when the user is in combat, possible by 50%?

A possible visual mock design of the bar, located possibly beside the player’s character?

Details/background on your proposal

The Dark Sea is a dangerous place with a bunch of dangers you can avoid most of the time, waves you can steer away from or brace against, same with tornados. The issue with water poisoning in this architecture is that it’s either absolutely nothing if you have cover or soap to clear it or absolutely run-breaking.

I can’t count on one hand more times I’ve been in serious trouble from Water Poisoning just because I can’t find cover or have a convenient bar of soap on me.

Therefore, changing it on a basis that makes it mildly interesting rather than what’s equivalent to a mosquito in Africa[1].

Reason to add/change

It’s a “feature” to stop the player from exploring, when the entire purpose of the Dark Sea IS to explore.
It’s literally a tick that tells the player to “Return to the ship or use a soap to remove this effect that came from nearly pure RNG.”


P.S: This suggestion came to me when I died after winning a duel against a level 300-400 Atlantean, it’s just absurd that I can survive that, but not some pesky magic polluted water.


  1. Maleria ↩︎

1 Like

Quick tip, if you don’t have soap, tailors sell it for 10 drachma a piece in bulk

I am aware; however it is still a feature to halt exploration, soap is just a way of basically making it redundant.

soap exists to solve two things that only piss people off

  • dirt accumulation
  • water poisoning

water poisoning, if not removed entirely, should be a meter of some kind which would be visible to you and increase very slowly, giving you the effect if you neglect to bathe or take cover for too long

6 Likes

Dirt accumulation at least isn’t deadly…


That is specifically why I said;

For I know it can be a good feature, but if the process of changing it makes it turn out worse, then it should just be scrapped entirely.

Yeah. I was just throwing around an idea for what exactly it could be reworked to.

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Now that soap exists, yeah I don’t really see a reason to keep water poisoning at all. Before soap, you could argue it had a ‘purpose’, essentially forcing you back to your ship or something; a bad purpose but it was something.
Don’t see vetex changing his mind though.

3 Likes

Water poisoning is just there to be annoying, especially when it appears at the most inconvenient time, like when you are initiating a Flight. Since any damage taken interrupts the ability and puts it on a long cooldown if the damage is taken while flying, you just plummet down with both of your air movement charges used up for the flight itself.

You didn’t offer any solution to fundamentally changing the mechanic, but it is so detrimental that it barely matters, just remove it

2 Likes

Sorry, I wrote this in the dead-middle of night, I had forgotten an actual solution.

2 Likes

Honestly? Yeah, making the player aware of when the mechanic will affect them is the best solution. Dark Sea is already notoriously hated for its punishing rng, it needs consistency in at least something

2 Likes

It also enforces consistency regarding other effects.

Thermo Fist’s heat is a bar showcasing a value.
Health, Energy, Stamina and experience is a bar showcasing a value.

Water poisoning seems like a feature that was added by a developer that didn’t know the consistency rules of the visuals of back-end values.

There is still one thing to be addressed. How do we know the water poisoning can even be measured via a bar? It could just be a dice roll on when you get the effect, and all the lore explanation for it may not be present in the gameplay.

I believe more that it is dependant on pure chance, and not at all on your actions

By reworking it.


I do believe it does use the random dice roll, possibly increasing the chance based on if you are in the water(?). It should be reworked to be a number value in the back-end from 0 to 1.

Fair enough. Also, make its gain slower while you’re in combat

I find it sad that the community has reached a point where we’ve stopped pushing back against Vetex’s atrocious design decisions and just accept them, saying “oh, let’s make them less annoying” rather than “god, please remove this”.

Unfortunately, the worst part is that you’re probably doing the thing more likely to happen.

3 Likes

Vetex is far too stubborn in his ways to fall to community backlash, unless the backlash is really heavy.

Water Poisoning is a niche feature that only occurs in the Dark Sea, most people don’t go there and even when they do, they use soap or hide under cover.

It’s a flawed feature that Vetex can not see the issue(s) of, and it’s really pissing me off.

i think the change should be removing water poisoning but vetex likes his games with bad design so i don’t see this happening

2 Likes

Hence why I unfortunately gave a possible solution that minimizes the jank.

When he refused to budge on an issue as simple as tanning and dirt accumulation (I recall those were some of the first controversial changes that weren’t related to the balance team) we all knew that it was pointless to keep kicking and screaming about stuff

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Yeah, you could say that. IF THE FRICKING COVER WORKED HALF OF THE TIME.

1 Like