Considering the features that arcane odyssey currently offers, the sizes of servers, the lack of community involvement with the story (it’s client-sided and linear), and the lack of persistence; I can confidently say that Arcane Odyssey -according to the least defined definition (not the nothingburgers) of the acronym ‘MMORPG’- is not an MMORPG, but more of an ORPG (O standing for Online).
I know.
12.5% chances to find a remnant of acheron (assumption) that absorbs your magic and gives you another on any island of the dark sea’s fifth range (still easier than getting acrimonies).
He says these would continued to be added every 100 levels at an increasing price implying there’s gonna be multiple gamepasses
it is kinda scummy. but also most people playing this game will never ever come in contact with this product since most people don’t make multiple files unless they are really dedicated, so idk
I mean the average person sure, but most players are forum members who have made multiple slots. It doesn’t really feel fair that dedicated players would have to pay for a real nice quality of life feature like this.
Also @Saiju are you writing a novel or sum down there lol
Condensed it down and not leave it as a complete wall.
The totally not a novel or essay
They way i interpreted the entire thing is that caters to people that have more than 10 files and don’t feel like lvling the 11th, 21st, 31st file they have from 0 to 140 again. (I have yet to do all of my WoM files. .)
All it seems to do is make your file lvl 100, drop you off before the start of the Ravenna storyline, and tells you gl from there.
All you have is stuff given at Dawn Island, the free sailboat if you didn’t have one, and whatever the tutorial quests gave you maybe.
Otherwise you’d likely still have to:
- Get Edward
- Get Enizor
- Get Ship crews
- Farm up to a Caravel and beyond
- Do world changing events (Sky Pumpkins, Munera Guarden, Wheat Farm, etc.)
- Do FS quests.
- All the Island/side quests
- Exploration tasks
- Farm items cause you effectively don’t have anything in your inv aside from the stuff everyone gets by default, and whatever you looted/picked up at Ravenna.
- etc.
Which seems fairish outside of waiting for 20 fish to show up when trying to get Kenton. Spawning in at Ravenna, Last location before the end of the Nimbus Sea Storyline, etc. is pretty neat.
Beats dealing with the slowish repeated pace of lvl 1-93 and then having things pick up at 100-140.
For the increasing price every 100 lvls aspect, my interpretation is where it’d likely function similarly to how +1 File steadily increases in price. Whether it’s a 1 time purchase, where it’ll update the starting lvl as you complete Sea Storylines for newer files is up in the air.
But it’s looking unlikely given wording for now, and he’ll most likely extrapolate the details further when the time comes maybe.
Ex:
-
You finished Bronze Sea Storyline - “Starter pack” shows up for like 75-100 robux for new files of yours to start off at lvl 100 from now on.
- If you don’t buy it, it’ll stay the same until you complete Nimbus Sea Storyline.
-
You finished Nimbus Sea Storyline - Starter pack gets updated for 100-125 robux now with new files starting off at lvl 200 if you haven’t bought it before.
- If you don’t buy it, it’ll also stay the same until you complete Vimir Sea Storyline.
-
You finished Vimir Sea Storyline - Shows up once more but at 125-150 robux for new files to start off at lvl 300 if you haven’t bought it before.
- Then if you don’t buy this one it repeats onwards like the previous 2 till lvl 600 or smth.
Though this does pose a question for those who have bought the earlier iterations.
Will the upgraded versions have a discounted price if you bought the previous ones?
Say you bought the Bronze Sea version at 75-100 Robux, then the Nimbus Sea version comes up. Would you have to pay the new full price of 100-125? Or would you just pay 25 robux to have it upgraded for your newer files?
I.e
- lvl 100 - 75 to 100 Robux.
- lvl 200 - 100 to 125 Robux
- lvl 300 - 125 to 150 Robux
- lvl 400 - 150 to 175 Robux
- lvl 500 - 175 to 200 Robux
- lvl 600 - 200 to 225 Robux.
#s are purely as a placeholder of course, it could be every 50 for all we know
Where someone could buy it at lvl 600 and someone who bought it since lvl 100 would both pay the same total amount of 200 to 225.
Instead of the person who bought the lvl 600 starter pack paying 200 to 225 Robux. And not where the person who bought it at lvl 100 has to pay 825 to 975 Robux or less to get to lvl 600
Hopefully it’s the former and something along the 250-400 range, since it’d be in line with the other existing gamepasses.
(I know i’m missing Lazy animation don’t judge me.)
N-No. . . Nothing of the sort at all, i have no idea what you’re talking about.
As for a way to make this into a built in QoL feature for lvling up files quicker without needing to resort to the Starter pack.
A To1 but a series quests is one potential way of doing it, but this would involve several questions:
- What type of quests?
- How and Where would these faster progressing quests show up?
- Are there incremental spots/sections completing the quest(s) would leave you at or none at all?
- I.e Cirrus, Sailor Lodge, Talos, Ravenna, Windrow, etc.
- Or send you straight off to Ravenna/Windrow, Sameria etc.
- Will the quests and amount of them change depending on how far ahead you’re skipping to?
- I.e trying to skip off to Ravenna, Sameria, etc.
Some things that came to my mind, you don’t need/have to think about it or answer.
Though i feel this approach makes things a bit more complicated when compared to the solution of making early game quests give more XP and or be shorter.
Kenton could really relax on needing 20 whole fish . .
For other options listed in this thread,
- Cutscenes and dialogue being skippable if you’ve seen them before works.
- Adjusting XP and length of quests for early game would be nice/neat.
- Vetex has done this before in the form of removing repeatable quests and boosting their XP amount.
- The XP boost similar to how we had in WoM after beating a Storyline for a new file is another option.
- Though this would have to shut off after reaching a certain point, say, Ravenna since Nimbus isn’t finished. Then once Nimbus is finished it stops at the last to 2nd to last Chapter or whatever last important part of the story.
- Concerns for anti-cheat flagging people with this approach is smth to think about but could be worked around.
Alrighty that’s all my thoughts and ideas on the Starter pack thingy. Otherwise overall it’s neat thus far and hopefully it’s like my discounting total price approach. .
We’ll just have to see if Vetex gives further details/extrapolates more on how the process will go.
Totally not a novel or essay at all and didn't spend the last hour+ writing this.tl;dr this is essentially a feature intended to make the already easy lives of whales even easier.
Honestly there’s the possibility of even having both
Buying the gamepass if your really lazy or just doing these to1 quests that are harder but are free and make progression easier
I’m fond of the idea of calling them legacy quests which obviously wouldn’t be available until you finish the storyline once
Heck I’d be cool if it was even a boss rush thing where you just fight the games bosses back to back to gain levels fast or something
As for the type of quests I still feel like the storyline should still be played it’s just the level gaps I’m concerned about
Fixed the Gif.
Yeah, i was going to mention fighting the Story bosses aside from whatever point you’re cutting off from.
I.e
If you’re skipping to Nimbus last to 2nd last chapter, you’d fight bosses including Calvus up to that point. Or if you’re skipping to end of Bronze Sea, you’d fight all the bosses but Calvus.
i believe there was a suggestion somewhere to give a like 10% xp multiplier per max level file (e.g. if i had 14 max level files i would gain 2.4x xp on my 15th, unfinished file)
Flare also made a suggestion where gem,cooking, and brewing progress transfers on all slots after finishing the storyline which would be nice
maybe when the game is finished if you have a maxed stat, every sea you complete adds to your skill by 1 level (cause theres 6 levels)
“vetex needs to find a way to introduce more content, not more grind”
that’s exactly what he’s trying to do RN, sure it’s taking him a while but you have the full option to play a different game if you find the game lacking in content, cuz AO will never be finished in the short time people are expecting it too.
“yes. but the difference between time consuming and having content is enjoying the time consumed, its not fun to grind chests forever to get a stat reset, and its not fun to go through the story for the 10th time.”
How else do you suggest Vetex to bypass this? it’s would be very easy for me to say the same or even suggest an idea but it’s deffienetly not easy to implement
For the way AO is built, the game needs to be either RNG based or SKILL based, but obviously every casual is gonna frown over skilled, and here you are complaining about RNG.
game’s like these will always have time dependent features due to having a vast number of features and huge number of playstyles.
Mainly because the game also has a leveling feature.
“I mean for the player to MAKE the quality jewels.”
I understand that the start jewels kinda suck, but as i said, the system’s progression is built over a time from begginer to endgame
again, if you wanna make them without trade limitations then you can easily max out the progression with a little bit of grind
personaly you can max out gemstones easily with musgravites and painites while using bones or other common reagents
“so why is it okay for jewelcrafting to have this limit on what the player can make?”
This does not make sense, you can make any potion or gemstone as a beginner
you just get them at less effective, and this issue can be easily tackled. this is pointless yap
They are too ignorant honestly, I’m yet to find a meaningful argument.
other then the skill based grind boost, I don’t see anyone else bringing up any points that make sense other then “I will cry about a minor issue because the game dev should cater to my needs”
(Man im on reply pause, Id comment more, but most of the negative responses are entirely ignorant)
(if your ass doesn’t wanna grind then play a non grindy game that gets you into action quickly, a class dependent game with story will always have time requirements, stop pretending like your required to pay because you aren’t)
yea something akin to this system 100% should be the way to do it, you can even make it lore-friendly by fusing it with some trial by Poseidon b4 he dies
That’s not really the case for potion brewing or food, though. With those, the only difference in the crafted item’s effect is duration. You can’t do that with a jewel. Regardless of the ingredients you use, you’re going to get miserably bad stats until you’ve grinded it for a while.
Cry about it then? As i said, Vetex made it VERY easy to max them and trading is a thing
people allow you to get maxxed gems for 150-100 galleons each and Galleon grinding is made VERY VERY easy currently
Most of the issues you highlight are not issues at all, especially when they aren’t pay to win or are too easy to deal with. this comes from someone who solos the game and doesnt bother much with trading and other people