Has Vetex lost his passion for AO?

Curse users can sail through the Dark Sea, Curses cannot; They just glide through its border until they reach a Sea Cluster. And if we go by what might happen in AO, Averill does his sailing around 10 years later after AO would’ve ended, so the Dark Sea would’ve dissipated a lot by then.

…but the sea clusters are separated by the dark sea entirely..? how does it glide only at the border and arrive at another sea cluster…?

10 years for a global magic pollution problem to dissipate, i don’t think it would have gone down by that much in only 10 years

Like, floats through mid-air above the Dark Sea then descends down on a Cluster.

ohhh so you mean they dont travel through the dark sea but above the clouds? ic ic

Probably dissipated enough to not be an agonizing hellhole of eternal torment for the average Curse user, maybe it just became… bearable.

im pretty sure it is already “bearable”


not unless you give me uncapped ao and dark sea slipstreams

TGR 2 is what we need

thank you scandium for articulating everything my amateur developer brain was trying to say

we need remastered wom

the great reset :face_holding_back_tears:

ACU (arcane cinematic universe) is getting a reboot

nah but if i ever get my hands on the world of magic map i might learn how to build in studio just to finish it :cry:

the giant continent concept was such a cool thing and its 100% more interesting then sailing through an empty ass ocean

I really am not sure what GameEventService is, as it’s not listed in the documentation anywhere nor is an actual service on Roblox, is it an off-platform API? As I stated in my own message, it’d be significantly easier to use AnalyticsService for such case, as it’s a literal one-line method call and directly integrates with the create page.

I would like to say this, to hopefully alleviate worries of scope creep- every ‘major’ feature for AO is ‘in the game’. Not completely finished, but there should be no more large scale features from scratch. The only thing that will come from now on is more story, more spells, weapons etc- everything will be ‘expansions’ to what already exists.

That being said, there are some glaring issues I have, as a tester, with certain approaches Vetex can take. Primarily, that until something is added for ‘testing’ no feedback will be accepted on it. Armor Breaking is my example. Not a single tester was excited for it, and Vetex kept telling everyone that until its in the game and finished that our opinions were moot because we didn’t know how the finalized version would look.

This, as I discussed with Tobi in dms, is incredibly inefficent for game design. The whole team was saying not to add it. Some were afraid it would kill the fun of the dark sea, others hated the idea of having to repair gear, others worried new players or people who only play like once or twice a month would get frustrated or confused as to why their gear broke, and some like me just thought it was totally unnecessary and a waste of time and effort.

The goal, in the end, was to ‘prevent people from camping the dark sea 24/7’. Essentially, force people to end their expeditions and not just sail to new places over and over- but as I spoke with Tobi, there was a PERFECTLY good alternative to this: The Ship. Your ship in AO is not as easy to heal as yourself, and even with the best, most resilient builds, the dark sea wear and tear will eventually force you out.

Alas, this was kinda buried by the most vocal testers who were just screaming at Vet about armor break in general.

Where am I going with all this? Well, its not the first system of its kind to be added. Armor Break is just one in a line of features that were added, impact gameplay in a minor way that only serves to inconvenience the player, and most importantly bloats the game.

Now, I am not 100% in agreement with Tobi that there are too many features in AO. I just think they are always half-baked. Either they come out buggy, or poorly balanced, sometimes both.

For example, Forts are cool, but when they dropped they had SO many issues. Why? Because Vetex decided to work on and add them a few days before a major update dropped which left little to no time for Quality of Life Testing let ALONE bug testing.

All in all, I just think things need to be given more time but they just aren’t. And that results in compounding work to fix bugs, finish features, etc.

i think vetex could benefit by doing what the derelict dev does

sometimes features u want just dont work well and either need to have a rework or be deleted

Sadly, the deletion of features entirely is just not gonna fly in AO behind the scenes. Vet would rather ‘sell the solution’ so to speak (add soap to combat invasive ‘dirt’ and ‘water poisoning’ mechanics).

Vetex: Add feature not a single other person wants cause people haven’t actually seen it yet
Everyone hates it
refuses to remove it even after everyone has seen it
Instead add a item designed to combat the universally hated mechanic
People still hate the feature anyways and vetex starts to ignore all further complaints from everyone

also the dark sea, why did vetex suddenly make the tornado’s start dealing % damage? it’s magic, he is starting to defy his own lore

Just make the flat damage increase per dark sea range, or like multiply the flat damage per extra range or smth (x1 x2 x3 etc:) this could also be done for all dark sea weather events in general since it is supposed to be more dangerous the further out you go

don’t make it a stupid %, that just makes it feel like i didn’t actually get any stronger (if it was smth where the % got reduced the higher my level was however, it could be more “tolerable” would still despise it though)

about the whole armor break thing i honestly wouldnt mind it in the slightest if the item was something you could put in your HOTBAR instead of having to manually open your inventory.

would still hate the feature

but i would hate it a decent bit less