Was kind of bored in the shower and thought of ways to make the game even more immersive, I call this the immersion update. Tell me what you guys think of this idea and whether they’re immersive enough to be added in the game.
Immersion Update Draft
Weight armor stat now increases fall damage, stamina consumption, and makes it hard for you to swim up but swim faster when going down alongside currently reducing your dash movements and high jumps.
Not using soap to clean yourself for a total of 30 minutes would now make your character emit green smoke and flies would fly around you.
Getting burned by a dragon’s breath accumulates “Burn Scar”, a new neutral effect that changes your character’s body into light red with marble texture, overriding your skin tone and blood disease skin effects.
Cleaning yourself with soap also accumulates “Skin Irritation”, a new negative effect which gives you slight damage each time you clean after getting skin irritation and also turns your skin tone a slightly red hue from your skin’s color. This effect will disappear in 5 minutes.
Carrying sealed chests and cargos now slowly accumulates “Muscle Fatigue”, a new negative effect which damages you once if you’re still carrying something and renders you unable to carry anything for 30 seconds. You can use healing potions of any tier to remove the effect.
New rotten flesh item which can be sold, eaten, or cooked but gives poison. This can be obtained by killing human NPCs or letting fish rot in your inventory.
If you reached 0 hunger for 5 minutes, your character would start drooling and occasional stomach growling sound effects to indicate being hungry so badly.
Surviving fall damage without softening your fall now accumulates “Movement Disability”, a new negative effect that renders you unable to move until your health is back to full. You can use healing potions of any tier to remove the effect. Your character would either be lying flat on the ground or sitting to show that you’re trying to recover.
Drowning would now also show a lot of bubble particles going up from your character, to show other players that you’re drowning.
Turning your ship would now also accumulate “Sea Sickness”, a new negative effect that reduces 5% of your energy and your character would show a throwing up animation, this can be lowered by not turning your ship. You can use healing potions of any tier to remove the effect.
Getting damaged from cactuses and sea urchins would now show spikes impaled on your character. The color would depend on the cactus and sea urchin.
Drinking a lot of smoothie would accumulate the “Freezing” status effect.
Continuing to eat way above your energy capacity would have a 10% chance that your character will throw up, reducing 25% of your energy.
Getting hit by natural lightning strikes would paralyze your character until you reach full health.
Repairing your ship using supplies would show textures of “Boarded up” holes of your ship. This texture can be removed if you ask a shipwright to repair your ship instead.
Catching sharks or colossal squids using your fishing rod would now have their model damage players by 10% of their health upon contact, similar to touching cactuses.
If you have more than 50% of the current drachma cap, you would now have increased weight which goes up the more you go above the limit.
This is a way to reduce inflation without having to directly nerf anything related to drachma obtainment.
Looking at the sun for more than 10 seconds would show a purple spot on your screen for 10 seconds. You can use healing potions of any tier to remove the effect.
You can carry player corpses to prevent them from spawning, this would however render you unable to use tool abilities such as fighting styles, magic, relic, and weapons. You can also carry humanoid NPC corpses but this would still let them spawn if they’re a respawning NPC.
Cooking food now has a “fresh” state where eating it would have 150% of the energy and its status duration. The “fresh” state would be removed if you rejoin the server, this is to encourage cooking and eating food immediately to get bonus effects.
Damaging clan/guild cannon, mortar, and defense wall builds would now show damaged textures to indicate its health.
Shooting cannons or mortars using the whole side of your ship would briefly slow down your ship. This would not happen if a player uses your cannons individually.
This is all that I thought of but feel free to add more immersion ideas in the replies!
its funny because like a fifth of these aren’t even that bad, like the drowning bubbles, or getting hit by the giant fish for comedic value, or the spines in your character
Yes, they can see you drowning, but what are they supposed to do with this information? There isn’t much way they can help, and this assists gankers more, who will now know this person can’t fight back. I can’t have gankers receiving any benefits in their miserable life they don’t even deserve living.
Vetex doesn’t even check the forums anymore . However, testers can see this thread and suggest them to Vetex directly though this is pretty much incomplete so I started with sharing the idea first.
Honestly that’s fair, but it won’t help the gankers that much. Besides going by that logic, any new content will help them, so vetex may as well just stop updating. On the other hand, it’s funny and a neat feature, which is why I like it.
Every 10 minutes of sailing you get an effect called Scurvy which progressively does more damage. The only way to remove the effect is to eat an orange.
if player is being struck by natural lightning for enough times (let’s say 99 times total or 9 times in 1 hour), they might be able to built an resistance to such events (bye bye intimidating ancient lightning strikes of evilous dark sea!), decreasing damage from nat. lightning by 20% for each threshold (so 99 lightning hits for 20%, 198 hits for 40% in total, 297 - 60% total, up to 99%)
eating poisonous food or raw meat can built up better digestion if you manage to survive said food, so if you accidentally or “accidentally” ate poisonous and drug mixed food, it would be a better choice to drink it up with respective healing pot and antidote (if, antidote will ever be added), increasing tolerance to untasteful meals
enviromental factors like cactuses, boulders, or even bad weather are all build up a resistance to such harsh enviroment (lightning, lava, tornado, tsunamis and whirlpools aren’t part of it cuz they are pretty much elemental ones), oh, and also sea sickness, fatigue and etc. also are included into factors
being in cold or hot enviroment increases tolerance to specific temperatures, either being able to survive hottest of the blazing sands or being able to stand up in the coldest of windy peaks, even going so far to take less damage from touching lava or getting frozen solid just cuz wind is a bit cold… However it’s more difficult to build both resistances at the same time, as you’ll have to constantly switch between extreme heats and extreme chills in quick successions
percantage damage from animals, beasts and dragons can be decreased through adaption, so more often you experience percantage damage from living beings (or animate/undead beings, whatever) you’ll take less pale percantage damage… so can get up to crit but not crit
you can build up strength to resist waves, tsunamis and whirlpools
experiencing strong winds, tornados and overall air pressure let’s you maneuver better in situations when they occur
looking at the abberation every now and then let’s you to calmly see it without your eyes being all ouchie and owie, but the higher level you have easier it’d be to do
… btw resistance to damage, being able to damage more, stamina, energy and etc. counts towards levels and leveling up, so i aint doing part where you adapt to slashes, magic, blunt, etc. cuz you already do that… technically… quite bitter but sweet to think about such symphony
you can improve your lungs by constantly swimming, drinking the uh… air potions and going deep into the sea, which can also decrease stamina consumption while swimming! slight increase towards swim speed (also towards ascension and descension)
drinking debuff potions builts up resistance to said debuff in exchange for decreasing restistance to opposing debuff, so drinking blindness potions makes you stronger against light but weaker towards shadow. To build up resistance to physical phenomenons, you have to drink harming or bleeding potions, depending if its blunt or slashing/piercing attacks
dying far too often can make you briefly deny death and thus surviving fatal hit, leaving you at 1 hp, regen is disabled unless you kept dying at which point you’ll get bonus regen which increases with more deaths you had
you can get adapted to injuries, decreasing their severity and duration if not fully negating them, as bonus take slightly less damage the less health you have idfk
its quite immersive considering we are at WAR seas and either we adapt to enviroment or we die trying… isn’t this is what we do when surroundings are so harsh to us?
and uh… on second thought… maybe adapting is way too magical for arcane odyssey…
Ohhh adaptation actually sounds like an interesting mechanic, though I feel like it won’t be executed well in this game since there are players that plays this game way too much. That would add onto a huge disparity for veteran and new generations of players.