Expansion on the Rival feature

Expansion on the Rival feature https://forum.arcaneodyssey.dev/uploads/default/original/4X/6/4/8/6481dcd5b4b81de0598d0d1725d196ec52837492.jpeg
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Hey there, I wanted to share here a suggestion regarding an existing game concept that I find really interesting, but I feel does not get a proper introduction. The rival system is, from what I’ve played, very unique. It contributes to both character customisation and worldbuilding, and is a neat way to farm treasure charts that does not feel grindy. As such, I decided to try and give it an introduction in the storyline, that would encourage new players to engage with it.


Main Idea:

When a player starts the Iris the Anomaly story quest, a level 20 criminal NPC will spawn in one of the multiple new dedicated spawn locations in Frostmill island, between the frost brigand spawn area, and the Iris spawn area.

(If more than 3 players have the quest at the same time, the associated NPC’s spawn is queued)

This NPC will aggro onto the player, forcing them to kill it. When the NPC is killed, he will say a dialogue expressing his will to take his revenge, with an emphasis put on his name. The quest will update so that no quest NPC associated with that player can spawn anymore, and it is considered as if the player had killed a bounty board NPC (adds one to the rival metre)

When the player reaches level 40, this criminal will appear on wanted boards, at level 45, only the player will be able to hunt him. Their poster will also appear with a crimson glow around it, when selecting it, a caption will read “You recognise a familiar foe”. Just like Evander, they will occasionally try to hunt the player, he can also sail the bronze sea using a caravel. Killing them once again (no matter whether you get his bounty or not), will add another level to the rival metre. Then, a hint will pop up, explaining that if the player wishes to make this criminal his rival, he should hunt him again, and if he does not, he can simply hunt another. A more lengthy explanation will also be included as its own page in the guide book. if they are not killed before the story is further completed, their level will be increased to one slightly higher than the player’s.

  • After completing Chapter 2 - Part 17: The Order’s Hideout (2), their level will increase to 65

  • After completing Chapter 3 - Part 24: Escaping the Dungeons, their level will increase to 85

  • After completing Chapter 4 - Part 30: Mysterious Bloodline, their level will increase to 105

Story dialogues will also hint at your rival, in order to lead new players to the bounty board

  • In the dialogue in Chapter 2 - Part 1: Ravenna’s Secret, Ren will mention he felt the player was being followed, through his sensing

  • In the dialogue in Chapter 3 - Part 2: Order Rumors, Morden will advise the player to be wary of a wanted criminal sailing in the Sailor’s lodge proximity, mentioning their alleged name (the same one as the player will have seen on Frostmill island).


Extra:

If this concept is to be added to the game, including the ship pursuit part, I believe it could be neat to have the criminal keep doing this when they becomes your rival, however I do understand the issues and annoyances that would come with it.


Pros:

  • Like I stated in the introduction, I think that this feature is a great showcase of the game’s attention to detail, its showcase to new players could probably help with retention, at least to some players.

  • These newly upgraded criminals could also provide a challenge for lower level players.

  • Most importantly, if you keep the rival the story has assigned you, which I believe is what most would do, it develops your character within the game itself, and opens up the possibility of references to this rival, or even entire side quests dedicated to them.

Cons:

  • This could feel overwhelming to some newer players, though that could be compensated by level balancing.

  • When creating new slots, this would act as more of an inconvenience.

  • Dialogues would require quite a bit of work in order not to feel tacked on.


Thank you for reading this, I’m open to any and all questions and precisions. If you have criticism, I’m very much open, and looking forward to it, however do make sure to make it constructive, thanks !

1 Like

This is kinda similar to the suggestion I did a while ago

Here it is

Kinda similar to a suggestion I made a while ago, but idk about forcing a certain NPC as a rival. Some builds are better than others, so some players may be stuck with a rival that is extremely easy, while others will get an extremely unfair one.

I’m not forcing it, it only necessarily sticks around for the two first kills, which you can finish while he’s at a very manageable level still

This would also take away the ability to choose your rival which would be a minor inconvenience

If I understand this correctly, the main point of this change should be to integrate our rival, or at least his presence, in the main story, correct?

Still, I believe that there are better ways to accomplish this.
For example through a quest similar to the basic combat and the cannon fist ones.

The main point that I don’t agree with is that of having a random NPC imposed on us without choice.

At least personally, I spent quite a bit of time before choosing my rival, considering various aspects such as build, weapons, style/background, ecc.

So, personally, like the idea of introducing the rival into the main story, be it with actual appearances or references, but would prefer if it was implemented in a way that left us the choice of who exactly this rival is.

Also, but this is a more personal opinion than anything, don’t really like how hurried the introduction of the rival is.

At least from my pov, a random criminal has no reason to suddenly spawn in the middle of a collapsing iceberg, attacking us on sight and then proceed to swear a blood feud to us, vowing to hunt us across the war seas.

Seems quite a waste for the background/introduction of a feature that will accompany us through the entire game.

If I may extend a suggestion, please consider something like:

  • complete the bounty hunting quest of the cannon fist mentor
  • you are warned of the dangers of the bounty hunting activity, such as earning grudges of individuals, especially if confronting them multiple times
  • explanation of the rival system is given
  • from this point onward IF the player made a rival there will be changes (not everyone may want to make one, given that in the future things like one’s rival attacking the player base/claimed islands have been said to be planned to be added)

no, it is not. It is a way to introduce the rival mechanic to new players by adding a couple pieces to the story

he could be the leader of that bandit gang we venomously destroy for seemingly 0 reason besides information

i like the suggestion’s method, but there is probably a better way, maybe adding another quest at ~80-100? 20 feels too early for a rival

1 Like

Me omw to take out my rival for a date:

New quest: Holidays in Venice

What happens to all the currently pre-existing level 69420 skibidillion rivals tho?

They remain as such, completing the quest would disable the NPC spawn for the player so this would only apply for new files

Okay sweet

Boyle wrath continues…

This isn’t meant to hinder already existing save’s gameplay, but rather showcase the feature to new players

good stuff

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