Some small QoL changes/additions

Some small QoL changes/additions
effort 5.0 4 quality 4.666666666666667 3 reasonability 4.75 4

This is a collection of (somewhat) small quality of life changes and additions, which would improve the player experience.
I totally didn’t just search up things that annoyed people about the game and then came up with ways to fix those, how dare you accuse me of doing that

Washing basin buildings

Everyone knows the pain of wanting to take a picture but there’s a bunch of dirt built up on your character.
The solution? Change the wooden structures (I think they’re supposed to be outhouses?), which can usually be found near towns, by placing a washing basin (similar to the brig one) inside, and make the doors actually open if the player is trying to get inside. The washing basin should clear all layers of dirt when the player interacts with it, as opposed to the 2 layers of dirt that the brig variant removes.

This way the player can quickly get rid of dirt accumulation which would result in a lot less complaining about the dirt feature.

Boss drop pity

Bosses are meant to be a challenge, which tests your strength and skill in the game. The player is meant to learn when to punish the boss’ attacks and when to dodge them.
The main annoyance with bosses is farming for their drops.
Most of the bosses have a pretty decent drop rate for their items, especially when compared to other games, but the relatively long respawn cooldown and the part where the player can sometimes beat the same boss 20 times in a row and still not get a drop, just makes farming boss drops a boring slog. The player should be rewarded for being able to defeat bosses reliably, without dying themselves.

The fix I’m suggesting for this problem is inspired by a different roblox game called ‘Shadovia’. That game has a system where, every time you kill a boss and not get a specific item, the drop chance for said item is increased until it drops. This would obviously be a little too good for AO.

Instead, every time a player kills a boss in a successive streak without dying, there should be 1 added to the numerator of the fraction (for example, 1/10 → 2/10 → 3/10 with successive kills). This way, the more the player defeats the boss, the more likely they are to receive a drop. This would also, in the case of a base 1/10 drop rate, give a guaranteed drop after 10 successive kills without dying.
If the player does die, or leave the server, the drop rate will be set back down to the base value.

NPC shop additions

Currently, most static NPC shops are quite underwhelming. Sure, some are useful, but most of them just don’t sell anything useful outside of items which used to belong to other players.
So here are a few other suggestions to make some shop NPCs a bit more interesting.

  1. Redwake and Shell island shipwrights should both sell sea monster hunting attachment blueprints.

Reasoning: Redwake has a whole culture around hunting sea creatures, so it simply makes sense to have them sell the attachments. Shell island has the sailor style quest, which requires the player to kill sea creatures. Allowing the player to buy the attachment blueprints at the same island would encourage players to actually use the attachments, instead of simply using a gun or magic to deal with them.
Also it would make getting a specific attachment way easier, since the player would not have to rely on RNG to get it from sealed chests.

  1. Armourer NPCs should sell weapons. The NPCs will be able to sell a total of random 5 weapon types. 3 old variants, and 2 regular variants. This is true for the Bronze sea armourers. Further seas should sell weapons in the same ratio, however with higher tier weapons instead.
    Kingdom island armourers should sell their kingdom’s weapons instead of regular weapons.

Reasoning: It gives more purpose to armourer NPCs outside of them just being an easy way to get iron armour. It also allows weapon classes to more reliably get the weapon types they are looking for, instead of having to rely on RNG or trading.

  1. Selling items to their respective NPCs should give the player their full value.
    Currently, whenever the player tries to sell anything besides reagents, they don’t get the full galleon value of the item they sold. This makes selling items feel weird, because it makes the player think that they’re losing out on potential value of said item. It is also odd that every NPC accepts the full value of reagents.
    To make selling items feel more ‘correct’, NPCs should only pay the full price of items that suit their profession, and pay 40% less for items that don’t
    Below is a list of the NPC types with their respective items.
  • Armourer → Weapons + armour pieces
  • Fishmonger → Fish!
  • Tailor → Accessories
  • Alchemist → Potions + reagents
  • Builder → Blueprints
  • Ship builder → Built ship pieces + repair hammers
  • Food merchant → Uncooked food + meals

Reasoning: this would encourage the player to sell their items to the respective merchant, and would give said items a larger chance to get back into circulation through the merchant reselling feature. (At least, I think that’s how that works)

  1. Alchemist NPCs should sell basic reagents and basic catalysts.
    Sometimes, certain lower tier reagents can be harder to farm than higher tier reagents. (for example cloudstone, volcanic ash or arcane salt)
    This is just kind of odd, considering higher tier reagents are better but should be more difficult to get.
    Low tier catalysts are usually quite easy to get, so it would make sense to add an easier way to get more of them quickly, but for a small price instead.
    This would encourage people to get more into brewing potions, since currently it requires quite a bit of farming to really get started with making decent potions.

Reasoning: it’s an easier way to get low tier reagents without having to sail across the entire sea for some specific ones, and would make rarer low tier reagents easier to get.

Increase the EXP rewards for tutorial quests

Quite self explanatory.
It simply doesn’t feel good to only get <100 exp from mandatory tutorial quests while you’re on Cirrus island or at Sailor’s lodge.
Yeah, they are supposed to be quests which teach you about something, but they just feel kind of worthless and annoying for people that already know about the mechanics that they are trying to teach the player.
The quests (except the cooking one) would feel more rewarding, and would probably have more impact on the player if they gave way more exp

Drawback visual effects

Currently, whenever a player uses an attack while they have drawback, one of their limbs begins to turn red along with a couple other visual effects. This would be perfectly fine, if it wasn’t permanent (unless you reload your character). This is a quite big turnoff for drawback for a lot of people, because permanent red limbs just looks bad.
This is why the red limb effect should slowly fade if the player isn’t in combat. It would work similar to the scratch mechanic where over time, it slowly returns your character to normal. The timer should be about 30 seconds per ‘layer’ of drawback, meaning it would take about 2-3 minutes to completely return to normal, if the player doesn’t use other attacks during that time.


Thank you for reading this!
Please leave some feedback (if you have any) or potential additions in the replies.

(but first I will go to bed, good night!)

4 Likes

if boss pity were added, the rates would need adjusting accordingly

buy red apples, green apples, white mushrooms and brown mushrooms
have max cooking skill
cook and use diversity
sell for more than you bought the raw ingredients for

also you should probably not forget the gem merchant

I’m completely in agreement with every single one of these ideas except for being able to sell items for more than they’re worth currently to respective merchants. It would very quickly become abusable in many ways, especially if said merchants sell the ingredients that you then use to make an item and sell it back to them. A commerce overhaul update including functionality for the auctioneer wouldn’t be a half bad idea though. All the other QoL changes are total no brainers and I don’t know why they aren’t already in the game. I mean who likes farming 15 minutes on average per boss item?

Removing the drawback effect is a Must for any drip you run with drawback.

Similar to what Alex up here says I agree with everything you suggested minus the idea of having to sell your items to the respective merchants but for a different reason:

Having to sell items to their respective merchants sounds like a chore.

Its nice being able to sell everything for whatever value with my only limit being how much that whatever NPC can pay me back. Having the economy built around looking for each merchant individually when I am not even looking to make that much money but to throw away my trash sounds annoying rather than anything.

But yeah I liked everything else on the list.

yeah, fair enough. It kind of already exists in the game with the gem guy at Sameria.
so maybe it isn’t a great idea to extend the entire value system to food merchants with meals. (also it is kind of weird that they would buy meals tbh)
but I think that having it for the other npc classes is still good, because it’s just weird that the galleon value is literally only for trading.

I don’t think you understand the suggestion completely. you can still just sell whatever you want to any npc, but you will only receive 60% of the total galleon value unless the item corresponds with the type of npc that you sell the item to.
for example, you could sell a prometheus acrimony (which is a reagent) to an armourer, but you would only get 60% of the total value of the item, while you would get 100% of the value if you sold it to an alchemist.
besides, it wouldn’t be that much of a chore, considering nearly every town has at least 1 of every shop npc.
it gives the player 2 options, they can either spend a little more time trying to minmax their profits from selling items, or they can just sell everything at one npc but get a little less money.

I did understand that the first time minus the part you suggested a full 100% return. Maybe I did not phrase my original reply accordingly since I did imply you cannot sell to whoever so I apologize for that.

When I said having the economy built around looking each merchant individually I meant it from a game design perspective. If you are going to let a player get the full return from items instead of 60% two things happen:
-Coins become more common in game since players can get them easier
-Players who understand this have an incentive to sell to the correct merchants.

The first case is a game economy balance case.
You plan the entire game around knowing players already get X amount of coins doing X activity and suddenly you change it so that selling items to merchants suddenly goes from 60 to 100. Which can translate to 66% more coins than before (which is a massive amount).
Obviously a lot more goes into the middle so the actual coin increase a player that would interact with this system gets is less but still that is more coin a player gets overall and already I believe there is too much coin sources for players. I had more than once tried to trade someone with a fairly high amount of coins to them refuse because money was worthless to them they wanted to trade item vs item.

The second is psychological to the player.
Any new player that would not know this would maybe or maybe not be at a disadvantage but it certainly would not bother him at all what he sell and to who. The moment he realizes how it works then he gets two choices in his head just as you pointed out. Make the effort to sell everything individually or continue selling everything in a spot knowing they are losing money by doing so.
From a game design perspective I feel its a HORRIBLE choice, either you force the player to do a chore or you make players live with the insecurity on their head that others are getting more money than them because they are doing a chore they avoided. Its a psychological chore sure but a chore nevertheless and all unintended chores damage the integrity of a game that is meant to be fun.

I still hate the suggestion. If you want to sell things for 100% I prefer and find a lot more convenient to sell it for 100% on a single spot rather than splitting it out even if they are all in the same island because that is still annoying having to mentally track everything and not all islands have all traders. That is not the case of your suggestions you want to reward players that take their extra time to find the right trader I still think you are rewarding for something that is annoying and should not be introduced in the first place.

If you still insist then I would reduce the sell value from 100% to 65% on selling to the right merchant maybe even 70%. If the percent of extra coins gained from selling is something as low as 10% or 20% then it might not damage the game experience for new players and older players alike to a degree that is harmful.

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