More Random Ideas

More Random Ideas
effort 5.0 4 quality 5.0 4 reasonability 4.0 4

Similar to the previous thread, not much else to say

XL Fishing Overhaul (basically just Fisch but in AO)

Fishing Minigame similar to Fisch[1]

The minigame will display rarity through the question marks color when you first catch the fish (matches normal rarity color system)

Rarer fish will be harder to catch, any modifiers to them (via bait/imbued/giant/etc) will not affect it, only rarity

A sound effect will play when you hook an imbued fish, maybe also sparkles on the moving fish bar in the minigame.

Rod stats-

  • Lure - Makes fish bite quicker and increases the speed of the progress bar in the minigame (combination of the Lure Speed and Progress Speed stats in Fisch)
  • Strength - Increases Control Bar size and possibly makes the fish not move around as much (Combination of the Control and Resilience stats in Fisch)
  • Item Chance - Increases chance of higher rarity items
  • Rarity Chance - Increases chance of higher rarity fish

Rods may have “passives” similar to Fisch, where they could do different things (such as catching giant/massive/imbued fish more often, making the minigame easier, etc.)

Possibly a “Hunt” feature like in Fisch where every so often a certain rare fish will spawn in and you have to go to where its at to catch it, limited to 1 or 2 players per hunt depending on the fish.

Maybe even more mutations[2]

Overall this gives fishing much more of an identity to the game by making it more enjoyable and possibly allowing special locked content to be added to it later down the line, such as enemy/boss spawns via fishing like in Terraria (blood moon enemies/Duke Fishron). It could even be used for puzzles by having areas that unlock with specific fishing loot-pool items.

Profession Levelling Overhaul

Levels become way easier to get and in turn give Skill Points to unlock certain upgrades in an upgrade tree relating to the profession. Certain items could be locked behind certain levels and special abilities can be unlocked through specific parts of the tree. This makes it so that there can easily be new things added to professions rather than requiring an entirely new milestone.

Each skill tree would start out from a central node that unlocks the ability to do the profession, and then there would be different branches (not mutually exclusive) with different bonuses exclusive to that branch. Fishing branches, for example, could be based on the base rod stats (So a branch for innate lure speed, strength, and maybe universal luck that can act as either item or rarity chance depending on whichever one the rod has, or just their own branches for either)

This also allows more profession in general to be added as a new UI could be introduced rather than continuously adding onto the left-side UI.

Essentially, makes professions more unique compared to other systems in game and makes them easily expandable.

Merge Continue and Servers Button in Menu

Like the title says, make it so when you press “Continue” you get the selection of seas, and when you click on a sea it brings up the server menu for that sea specifically, with a “Quick Join” button for convenience. It’ll have servers that friends/clan/guildmates are in at the top with icons of either avatar or the clan/guild logo and there would also be an icon indicating whether the server is a clan server or not.

Armor Passives

Certain pieces of equipment may have special passives (Such as a flipper leg accessory that makes you swim faster) or sets having set bonuses (like a diving set that gives +100% innate water breathing but -50% swim speed), though for balance they could give less stats.

Sea Monster Changes

Only really had an idea for Obolus so for now it’ll just be him but-

Obolus will no longer show its health bar unless it is attacked, and (im not sure how but) it will be changed to attract players towards it without them knowing so that it can be scary.

Also may as well copy my idea for a flying whale substitution as well

Discussion involving changes(?) to flying whales - #8 by Keiko

Exclusive Skill Re-Obtainment Method

Blacksmiths will now be able to give you exclusive skills given you do not have them in your inventory and have the applicable weapon.

This is for 2 reasons, first is to combat scammers who remove exclusive skills from weapons (like rising tide from sunken sword), second is to help players when new skills get added to existing weapons (currently seen with the new white eyes tooth skill being added). This would not be unique moves, only exclusive, so not stuff like crushing judgement or roar of glory since those can go on other weapon types. Only exclusive skills.

Smaller Misc Ideas (ones that don't need a detailed explanation)

Weapon Renaming - Simply an ability to rename a weapon, would be editable in the skill area.

Allow spawning sharks with blood potions with pvp off

Bring back the weekend events

Remove the +10 skill requirement on 3rd and 4th slots

Allow us the ability to toggle 5th skill slot being an ultimate art

Enchantment now gives the user the same buff as an aura would do on top of the added bonus of buffing allies, and the buff given to the user increases with the amount of allies buffed to a max of 1.25x aura stats with 3 players (each giving about 8.33% increase).


  1. For those that don’t know; in Fisch when you cast out your rod, you see buttons that say “Shake”. When you press these buttons, a fish will hook onto your rod quicker. As for the actual minigame, there are 2 main bars. The first bar is where the minigame takes place. A vertical line with a fish icon will move around this bar and your job is to move your own horizontal bar (called the control bar) on top of the vertical line. When you are on top of the fish, the second main bar, named the Progress Bar, will increase and when the fish escapes your control bar, the progress bar will decrease. This bar starts at 25% at the beginning of the minigame and dictates whether or not you catch the fish. When it reaches 100% you get the fish, when it reaches 0% you lose the fish. Rarer fish typically are harder to catch, so you cant just get the most luck and speed as you want or else you may not be able to catch anything. ↩︎

  2. Imbued could act as a Shiny/Sparkling Equivalent
    The 4 mutations from magic bait would be able to stack with imbued
    More mutations in general
    Weight is separate unless a specific mutation involving weight is considered
    Some mutations could be locked behind certain rods, would be really useful for puzzles later or as a good reward from things like events. ↩︎

3 Likes

yes please

idk if set bonuses would be nice, i’d rather just armor pieces had passives, the whole point of armor in this game is to mix and match them.

1 Like

i love all of these (i especially really want the profession levelling overhaul) but im pretty against the idea of set bonuses since i think they limit build variety

Rather than set bonuses, it might be better if the passives were spread and shared across the entire set. For example, maybe each Sunken set piece could give a stacking +33.4% chance to inflict Soaked/a higher tier of Soaked (if the attack already applies it). Sure, each piece would still synergize with each other, but you’d still have more freedom to mix and match pieces

true but it could offer more variety for armors such as having an armor set with relatively mediocre stats but with a strong (yet somewhat niche) passive that would carry it

though, this could also just be done with equipment passives (imagine quiver giving extra ranged damage with bows or something)

also my reasoning is moreso like, build variety atm is purely based on stats (all “minmaxed” builds are the same, they’ll use either heavy dragon armor or a mix of sophragos and omen/sunkens because those are simply the strongest sets in the game), whereas it could be like “well you’ll have significantly less stats than this guy, however your thunder spear will be faster and do more damage with elius set”

maybe it could be like a 1/3 pieces 2/3 pieces 3/3 pieces different milestone things like in other rpgs

like 1/3 could be soaked on every attack

2/3 could be longer soaked status effect

3/3 could like give water affinity stuff so if you had like fire magic it would do steam or something (just spitballing like i usually do)

1 Like

The ideas are cool but im unsure about the set bonuses/armor passives (Build making is already decently complex). Also wanted to comment on how you divided the set bonuses so ill put it here

How i would divide the set bonuses

Most sets have 4-5 items in it, so ill use that instead. Might also be smart to make the special passives not be for every armor set (or just have pure stats as set bonus for the common and uncommon ones) as it would otherwise cost way too much time for items no one uses

1/5 of the set no benefit (having it reward something would encourage extreme amounts of minmaxxing for passives)

2/5 of the set rewards the passive (not fully)

3/5 of the set improves the effect (you have enough equipment slots remaining to the point the build is always a certain way, meaning even without the other two the build would have some strengths and some weaknesses)

4/5 and 5/5 should have way less of a impact, so nothing, pure stats or just a extremely small passive to account for that fact the build by then would probably be a gimmick

Also perm gel on sunken would invalidate blood diseases a bit but dont think it would

did a little bit of changes to the passives/set bonuses tab due to feedback, not sure if i 100% addressed all matters but i changed it to milestones like i said in post 5 (doesn’t count for first accessory because of elljamz making a good point)

One issue with this in the context of Sunken is that it’s one of the best armor sets in the game, giving a good amount of substats and defense. You suggesting this would lock a good portion of the playerbase out of it (Heat magic users) because the armor would be actively working against them, which would cause them to lose out on an optimal item.

water affinity would give them steam, but i can see the concern so there should definitely be a toggle to whether you want the set bonus or not (afterall, steam is just rebranded fire magic, which some heat magic users may not want primarily plasma ones)

as for soaked status, negative synergies dont apply to self so it wouldnt decrease their damage

i think u ruined it with this
forced to not use an armor bc it doesnt synergy with ur spec is buns

1 Like

removed set bonus part and added a new part

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.