Hope. Story

Do you think that the story (earlier parts) could change? Because I do. One of my biggest hopes is a Palo Town segment, where you try and find Morden after hearing about his whereabouts from the cargo trader, and find Kenton instead. Frostmill’s level cap usually kills new players’ interest, zo it’d probably help.

What are your hopes?

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I am still praying the frostmill story gap will be filled with a segment where the Ravennan nobles and royalty invite you to a feast to thank you for saving frostmill, this would help make Elius, Carina, and Argos feel less like random nobodies who exist for us to fight

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Palo Town chapter that has you do a few errands for the locals that teach you the basics of potionmaking, jewelcrafting and treasure hunting, build up on Iris’s personality and introduces lord Elius and lady Carina as well as mentions general Argos as friends who then turn out to be your enemies

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Just more “filler” content/quests to flesh out certain places and characters
I’d love to have a segment in the ravenna arc where you just go around, do some chores and learn what people think about calvus and stuff, maybe you could incorporate a little festival to learn a bit about their traditions and such. maybe then the player might feel a little more impacted by what happens later in the ravenna storyline

Also more filler content would help with the constant ‘this is a serious story’ feel. you only really get a relief moment at the end of the bronze sea story, which makes everything before it kinda blend together (at least for me)

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Yeah, actually! Ravenna has always felt rushed to me. Spending about a week there and pushing back the story so Ravenna is in Carnevale (october) would be a great way to slow things down.

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Damn, you’re right. Ravenna even has a festival in canon with Carnevale, but we’re probably never going to see it happen since Ravenna’s part of the story is (for the most part) done and dusted now.

This sounds familiar.

Jokes aside, yeah, I think this would be an awesome addition. Both for storyline and for player experience purposes.

honestly i’d hope to change like 2/3 of the entire story since there are REALLY weird moments as of now

I believe that to criticize art is to point out what it wants to be, not what I expected it to be. So I will try my best not to change too much of the story.

I would like to change the Frostmill arc being instead of helping Ravenna directly and remove the resident felt something weird from Ravenna, instead it would be a warm welcome and find our help to be useful, and we be seen by Ravenna as an honored guess. It would be make use of Ravenna being seen as friendly, and as said by AwesomeOS, we can see these nobles looking like a chill person until you soon discover their dark secrets. Add that when we visit Ravenna, it’s Carnevale, and show all the glory and beauty Ravenna has to offer to contrast the dark and sinister work under the shadow.

Inspired by Assassin’s Creed: Black Flag and Rogue, I would like to add ship combat and some exploration activities such as diving, bounty hunting, cooking, jewelcrafting, potion brewing ,and treasure charts in general being integrated from the story instead of side quests and being locked in a forced story requirement to progress.

Similar to how Shay from Rogue learned to captain Morrigan for the first time and could be how we find the Order of Aesir symbol before we climbed to Stepstone. A diving story where we get to learn how to brew a water breathing potion and dive to find something important, kinda like how Edward swims into a shipwreck looking for the medicine Blackbeard is looking for. And a moment where we learn about treasure charting, looking for something that could be important for the plot, kinda like Edward following with what Kidd’s is doing but instead with Iris or Morden. The potential for characterization and scenario they get into is limitless.

All of these suggestions I typed can be a good way to give the story some padding as well a the necessarry needed characterization for our main gang the story force us to care rather than making them grow off screen. This is also why I hate the war armor design for Iris and Morden, not because it’s bad but it felt unearned and all of a sudden these people just gets better because they trained while we off screen with our own thing and these people is also better?

I also want to add that AO is not using environmental storytelling and using the environment as a set piece for the story to it’s maximum (Makrianaos is an exception, not the norm). I felt so disappointed with Skyhall not using the beautiful scenery and set with the story, we could’ve had a lot more interaction with the Skyhall gang there.

All of these suggestions I typed could be a good way to give the story a good transition between scenes instead it being a slideshow as well as the needed characterization for our main gang the story forces us to care rather than make them grow off screen. This is also why I hate the war armor design for Iris and Morden, not because it’s bad, but because it felt unearned and all of a sudden these people just got better because they trained.

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my only complaint about frostmil’s storyline is why the fuck do we decide to go after iris at the end

that’s a neat idea but i think vetex always wanted ravenna to be a late story island big reveal typa thing, so that would never happen

also i think having ravenna nobles like elius in a party right before we get to cirrus which is where we meet the order makes no sense since realistically he’d probably be at djin ruins waiting for orders to leave the sky islands

all of the things being suggested here are really good ideas, i think! i’d love more mid-game stuff in general, honestly.

‘cuz the player character… cares, i suppose? they’re following whatever leads they can to help people; that’s kind of what all the dialog really is overall; “doing my best to help people/make things right!”
(sorry if that sounds snarky! i don’t mean to be rude)

yeah but that’s not really told until windrow, which is 2-3 chapters later…

idm lol

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It doesn’t have to be set in Ravenna, they could be in Frostmill as an accountant or some other plausable thing before setting up on Cirrus. This way, we can have Ravenna looking like some chill country and felt their “presence” until we dig deeper into the story.

yeaah. i feel like the dialog/intentions are kind of one dimensional? i love this game and the overall story, but our character feels kinda… flat? it’d be nice to have more dialog in general, and more in depth dialog as well. i hope that we’ll see some cascading effects from our choice to kill elius or not at some point, too.

I think it’s the fault of Vetex trying to write a self insert character that’s essentially a blank canvas, but it could also be his fault at info dumping plotpoint way too quickly as well.

This is an utterly stupid motivation though, it’s literal lord Protagnious Heroicon

You don’t desperately chase someone in hopes of helping them after they tried killing you, the player can’t be blindly doing good for the sake of it being good

I mean, for fuck’s sake, Leviathan is a broken woman who lost everyone around her and just wants to be left alone, yet we have absolutely no qualms about killing her and skeddadling away

this could happen as long as it doesn’t involve elius, ig. any noble works, hell even carina
actually maybe elius does work because the frostmil story ends at october 1st and we reach cirrus at october 17th… but it would be pretty lame if we met this dude at frostmil then a few story parts later he’s revealed as a boss working for a secret order

yeah! the character is really blank. i… i suppose i don’t mind too much? ‘cuz i just headcanon in my own stuff for the most part, but the story definitely falls flat when it comes to the player character tbh. no offense 2 mr vetex

True, it doesn’t have to be Elius, Carina, or the noble we know. We could’ve just know them as high ranking figure, probably close to the noble