Inventory Revamp & Crafting

Inventory Revamp & Crafting
effort 5.0 2 quality 5.0 2 reasonability 5.0 2
Background on this suggestion

Arcane Odyssey has had an inventory bloat problem for the longest time. I’m sure nearly all of us have been or know someone who has had their computer brought to its knees for a few seconds upon opening their inventory. While there have been additions to help the player get rid of these never-ending sources of lag, they all fail to address the root cause of the problem.

We get TOO many damn items.

So, I’ve written up this suggestion to fix the problem at its root: getting too many items of little to no value at the max level (without screwing over lower-level players).

Step 1: Remove All Cloth/Armor-Type Items from Chest Lootpools*

*with a lot of exceptions

This part of the suggestion is pretty simple. For a large majority of items, think titanium gear, warlock jackets, basic weapon types, and basic accessories; they should all be removed from the lootpool. Now I could sit here and type out everything that should be taken out, but it’s easier to say what should stay. I’ll probably miss some things.

  • Amulets of all kinds
  • Sunken Gear
  • Arcanium/Fighting/Oracle Gear

Step 2: Item Blueprint System

Now of course, we can’t just get rid of all these items and not add a way to get them; that would be silly. Instead of getting copious numbers of an item you’ll probably never use, save for making a new outfit. Now, when you open chests, you have a chance of get an item template added to what i’ll call a template book, which goes in your menu along with the other books (duh). You can fill it out by opening chests.

Step 3: Crafting Items

Now, with all of these templates, you’ll also need materials to craft them.

I think it’s best to just keep it stupid simple with these.

  • Metal Plate
  • Cloth
  • Leather
  • Yarn
  • Metal Ingot (haha minecraft)

Basically any chest item should be boiled down to a number of these materials. You get 4 different items that you can stack tons and tons of to craft basically whatever (in their undyed versions, dyers have to make money).

Then, with your template and materials in hand, you go to the blacksmith/tailor/armorer, depending on the item, and ask them to craft it for you.

You’ve now solved basically all of the inventory bloat problems. AO has by reducing everything down to basic materials.

Likely Questions

But what about treasure charts?

Seeing as we’re probably never getting modifier essences, I say have treasure charts stay as is when it comes to gear that can be modified. If it can’t be modified, remove it from the lootpool.

But what about X item? Can you craft it?

There are too many for me to think of all of the cases, so I’ll just answer in the comments.

4 Likes

archrono yearns for others to suffer in fishing grind confirmed? (/j)

So basically it’s going to work like Athena’s pages? (e.g. you get a blueprint and it’s saved so you can craft at a shipbuilder later)

Yes. Precisely.

No, I don’t, but sunken crafting has already been shot down so i’ll take what I can get.

I’m not keen on the idea as, personally, crafting mechanics feel really overused in RPG games and are rarely executed well. It usually just gives room for a boring and forced grind worse than before. There are already a lot of potentially interesting mechanics that vetex has absolutely botched and butchered[1], I don’t want for a new addition to be something early game players are forced to deal with.

And early game is my main concern here. Endgame players won’t even have to interact with this mechanic much, as their builds will largely stay intact inbetween updates. But freshies, instead of opening chests and equipping best armor, will need to go through the process of crafting which, though it may turn out good, is at high risk of being horrible.


  1. stealth talent, spirit content, pretty much entire dark sea, animals, armor breaking, profession leveling ↩︎

1 Like

This isn’t even proper criticism; you literally just said “it could be bad and that’s bad” :sob:

Right…

To rephrase this:

  • How do you plan to make this mechanic one used even by endgame players who have their builds sorted?
  • How do you intend for this mechanic to feel unique and not just another generic RPG crafting system?
  • What would the process entail to make it not feel obnoxious but meaningful and rewarding?
  • How will the player be able to check which item they should work towards crafting?

Keep in mind reasonability is also a rating category. If you properly defined the exact process of crafting something like leather armor, perhaps you could change my mind.

1 Like

sure lol

They won’t, outside of maybe vanity. Crafting is meant to benefit earlygame as anything endgame likely won’t be craftable.

That’s a ridiculous take; there’s no point in reinventing the wheel of a crafting system. Unique ≠ Good.

Huh? You collect materials and click a button to turn them into an item. This seems to pre-conceive that this process is obnoxious when it’s intended to alleviate inventory bloat.

Did you read the suggestion…

This is reasonable

Step 1.

Open chest, get leather armor template + random materials. For this system to work properly, materials have to be common, essentially overtaking the previous chance of an item from a chest.

Step 2.

Check template requirements in the menu.
Leather Armor [Lvl 10] - 4 Leather, 2 Cloth

Given this is a low-level common item, it barely takes anything to craft. You’re able to get the required materials in 3 minutes of opening chests.

Step 3.

Talk to a tailor and get leather armor crafted for 10 galleons.

I don’t see how this fixes the issue with item quantities. Instead of 1 titanium armor you now have lets say 10 titanium ingots, which would be more items? Crafting can also be very confusing for newer players, just take Minecraft recipes for example and how people struggle to remember them. It also makes opening chests feel less rewarding and exciting since they’d all drop one of a few crafting ingredients, especially for newer players who have no idea what to do with the materials they got.

the idea is that the materials would replace the items in the loot pool so you can just craft what you want rather than getting everything

Say I want Titanium leggings, I can just craft it from 10x titanium ingots, rather than opening chests hoping I don’t instead roll iron helmet, iron bucket helm, iron gladiator helm, iron sallet helm, one other iron thing I forgot, steel helmet, steel bucket helmet, steel gladiator helmet, steel sallet helm, one other thing, titanium helmet, titanium bucket helmet, titanium gladiator helmet, titanium sallet helm, one other helmet I forgot, Iron Armor, Iron Leggings, Steel Armor, Steel Leggings, or Titanium Armor.

It would add a lot more novelty to the vanities if I had to craft them myself rather than having my inventory as the designated waste disposal plant for thousands of items from the bloated loot pool I’ll never use or care about

1 Like

see this guy gets it

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