Story changes/ Overhaul (SPOILERS)

Story changes/ Overhaul (SPOILERS)
effort 4.941176470588236 17 quality 4.941176470588236 17 reasonability 4.611111111111111 18

Right off the bat I want to clear that this is not my original idea

I’m simply summarizing some ideas here that I really agree with. I was recently reading the forums for a bit when I stumbled upon This gem of a post/ collection of posts

The topic above (which I suggest checking out) more talks about another post/ idea which I heavily agree with which is an overhaul of the early-game story.

So basically summarizing what @WarmWater and @Crimsonpants said here:

Ravenna right now kind of sucks. And I’m not talking about the story arc or geography (infact Ravenna is my second favorite island so far :fr: ). I’m talking about in the story. Ravenna is painted as the big bad which they are, but we never really feel a sense of this besides maybe when you are captured in the mines. What I’m mainly talking about here is the order tab/ Ravenna’s connection to the order. When you first reveal who Argos is, you don’t really care, for all you know, he is just a random big bad who appears and who you have to beat. There is no sense of shock or really anything when you reveal who they are and there is well, no reason to… You never really interact or even HEAR about them besides the guard mentioning them, in which you already know they are the bad guy. Same thing goes with calvus. When you arrive in Ravenna, you already know that he is probably a bad guy, even more so in the Mines (which is probably my favorite mini-arc in Ravenna btw). You learn that Calvus is a terrible person but so what? You already knew that you probably had to take them down so there was no moral decision or shock there. Then you reveal who he is in the order and it is kind of the same as Argos.

What I am (and the people who I am mentioning) are suggesting is that We go to Ravenna early in the game. This would be in between Frost mill and cirrus island. Vetex himself is aware of how painful the level gap is but instead of adding more quests in frostmill and promoting exploration which YOU KNOW 90% of the player base doesn’t bother doing (yes even If it is really good), You can use it as time for the player to GO to Ravenna, and meet the people there. You could perhaps go there and bandits could be lets say invading Rasna or something. You help the army stop them and lets say You meet Prince Revon and become allies or something. This would be the perfect way to introduce Calvus, mention characters like Argos or you meet ellius/ lady carina and paint them in a Good light, which would also make you question Iris at the beginning since she is AGAINST Ravenna, making the second time meeting/ talking to Iris more interesting as you learn the horrors of the order, and feel actual SHOCK when you start to learn Ravenna’s connection to it. This would make it so Bosses like Ellius, Argos, Lady Carina, and Calvus feel like they aren’t just random big bad villians that came from nowhere who you have to beat. For Ellius’ case it can also make the decision to kill him or not more of a personal decision instead of based off of the player’s morals or if they just think it will affect the story.

Some other things I really want to bring up are:

I quite like this idea. If Ravenna was centralized, this idea would line up much better gameplay wise and would also make it so Vetex doesn’t have to add any fast-travel bullshit (because lets be honest nobody would want to sail to from Frostmill, to Ravenna, to the stepstones.

Very true. If Vetex is reading this and ever decides to follow through. I think he should definitely save this for FULL release, that way he can focus on QoL and the more important systems/ features. It would also be the prime to to release it because Full release will attract THE most players and the people who dropped the game at the start and didn’t experience the storyline get to experience a FRESH and newer storyline.

I feel like this could be improved upon. Maybe when you have no info on the character, they are a blurry and incomprehensible mess in their silhouette, but the more hints you find, the more that the resolution increases?

So yeah i really just made this as a somewhat-coherent suggestion topic link SavageWind requested so all credit goes to the people I mentioned. I encourage anyone who agrees with these changes to Vote so maybe vetex can see it and also check out SavageWind’s and CrimsonPant’s topics, as this is a more run-down’d version of it :nod:

21 Likes

Honestly its very sad that we already know what happens in the story because it would’ve been very cool if this Overhaul is how the story actually was.
Overall I feel like vetex should take notes about this to not repeat the same mistakes when the next story part comes (whenever that will happen).

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Yeah I do think it kind of sucks that we won’t really be able to replay the story and enjoy it like a new player would but I still would be great to draw more players in :frcryin:

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This sounds like a great idea, though like mentioned before a large problem with this is that early on in the story, you only have a rowboat and traveling that far all the way to ravanna will be a huge pain. Even if Ravanna was somewhere around sailors lodge, a majority of players will still be very unhappy with the distance needed to travel. Maybe add a story quest where you help out a captain and in return they take you to ravanna on their ship?

And suddenly a use for Ruby D. Roger appears…

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Could also fit into him being arrested at sailors, he could maybe drop you off there instead, start bragging like he already does and you need to bail him out.

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Rav was such a wasted island, its so big and gives that nostalgic bronze grasslands vibe from WOM, I love the island but its story is kind of medicore imo

Would greatly improve on the flow and dynamic of the story. I kinda doubt Vetex would be interested in a story overhaul this massive, but if it were ever to come to fruition the game would be a more cohesive experience.

The problems I see with making Ravenna more centralized is that the Grand Navy can look right up your ass since Silverhold is right next door. This can obviously be an issue for lore reasons so I think Ravenna should stay where it is. A possible fix for this issue is that when a player gets to a certain story part it will force you to buy a sailboat or something. This will be better so that players don’t go to Ravenna in a rowboat like a braindead idiot.

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if not restrained by lore reasons, maybe change the shape of the sea while at it

i know this is nitpicky but right now it’s just a giant rectangle that progresses top to bottom, wouldn’t hurt to mix things up a bit

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I feel like forcing something onto the player in order to progress isnt a good idea, the game isnt supposed to be linear and you should be able to choose how to get there.

A hint works too

Not going to lie this just supports my opinion that the story needs work so I’m just going to do a NPC and give it 5/3

But yea this brings some of the bigger problems of the story in a pretty good way

While at it there is WAY too much characters just telling us characteristics why not show off characters by their actions?

4 Likes

i agree

maybe when you beat iris and go back down to report to the mayor you see him talking to some ravenna soldiers about what happen, they recognize you as the person the mayor said he sent to fight iris, and sail you to ravenna to meet the nobles? that way you dont have to sail all the way there in an un upgraded sailboat that probably doesnt have cannons yet

itd make sense if frostmill had reported to ravenna since ravenna is protecting their island, and since its farther than redwake it makes sense that wed get there first

2 Likes

A great compilation of many peoples critiques and suggestions. Though a rewrite isn’t entirely necessary (Vetex can simply strive to improve things down the line), I can offer my two cents on how I would do it.

Now everyone needs to keep in mind, almost all the dialogue in the entire story would need to be rewritten. If all the characters knew you beforehand, then their familiarity with you would change how they speak with you.

So as @dogs said, talking to the mayor is our segway, but here’s how I would write it

Act 3, Ravenna Part 1 (Prelude to the Stepstones)

Having just saved Frostmill, the player would return to the mayor. After being told to talk to Elizor, the player returns to see the mayor, who is talking with a Legion messenger. He turns to the player:

"You’ve returned! Unfortunately I am in a tight spot right now. I was just informed that Ravenna was preparing to mobilize troops to come assist us- even the king himself plans to come. With the problem solved however, I feel it would be ungrateful to trouble King Calvus to come all the way here for nothing.

I hate to be a bother, and you’ve already done so much for us, but could you head to Ravenna and inform the king our problem was solved?"

  • I don’t know where that is

(Messenger) “It shouldn’t be hard to miss, Ravenna is one of the largest islands in the bronze sea. If you would like, I can help ferry you there on my boat, or you may find your own way there.”

  • I’ll go with you

The screen fades to black, a cutscene loads in where the player is given a grand view of Ravenna before landing at the docks. The messanger will load in, and tell the player to head to Ravenna Castello. “You can’t miss it, it’s the castle past the town square.”

  • I’ll go on my own

“It’d be good at least if you know the way to go. If you sail south-east from here, you can come across Palo Town. If you then head directly south, you will pass by Sailors Lodge and right after that is Ravenna. Can’t miss it. Do be careful not to sail too close to Fort Talos. As a military fort, the soldiers have orders to sink any unidentified vessel.”


In Ravenna, players go to the castle throne room, accompanied by the messanger so it makes sense they can get inside the castle. There, they will see Argos kneeling before Calvus, who is flanked by The Bronze Hound, his two children Carina and Elius, as well as Revon. We’ll do some foreshadowing here. The reason I want to introduce the bronze hound here is because it pins suspicion on him when you fight Elius, being as this character is Elius’ father.

“Julian has flown south. I expect he is over Mount Orthys right now and is making for the Nimbus Sea- Who goes there?” Argos would stand up to turn and look. “You barge into the royal throne of King Calvus Caesar IV.”

“Enough Argos, it’s alright. Step forward stranger, state your business, but do so quickly as I am in the middle of something important to the future of my realm.”

  • I am [Player Name]. I came from Frostmill to tell you the situation there is resolved.

“Oh? And do we have you to thank for this?”

  • Yes, I found and defeated a mage who was melting the ice.

“So your suspicions were correct, Argos. However, if there is truly no longer cause for any concern, then you have the thanks of the Ravenna Realm, and most importantly my heartfelt apologies. Frostmill put themselves under our protection, and yet it was a stranger who was first to come to their aid. I will travel there myself to apologize to the people for this failure. As for you, I say your deeds are worthy of reward. Why don’t you accompany me to the docks? I feel likes stretching my legs.”

“Brother…”

“Calm yourself, Revon. I am not some dainty flower who can be so easily plucked by an assassins blade. I only wish to talk with them, I’ll return to my duties shortly.”

Argos would stand, walking past the player. He would bow his head slightly. “Apologies for my outburst. The Business at Frostmill has had me on edge. I must take my leave back to Fort Talos.”
We know the real reason Argos is defensive is because he doesn’t want people to know he is heading towards the stepstones, or more importantly, he doesn’t want other people to hear his cover-up lie as that risks exposure.

The Bronze hound and his children would pass the player. “Then your highness, I will make for Palo town as planned to pick up the scent. Come along Elius.” Carina would say nothing to the player, only crossing her arms and shaking her head before leaving the throne room.

Finally, Revon would cordially greet the player. “It was good to meet you, and though I am sure you have had your fills of praise and thanks, you are truly deserving of it for what you did.”

  • I only did what was right

“Ha! We could use more people of righteous hearts like you in this world. Too many are self-serving.”

“On that we couldn’t agree more brother.” Calvus would walk past Revon, leaving the room with him. The player would then be teleported out of Ravenna Castello
(Alternative dialouge)

  • It was just a simple fight.

“Well simple to you, everything to the people of Frostmill.”

“Come Revon, I am sure they’ve heard more then enough praise for now.”


This is just a mock-up of how these characters could be introduced to the player. Now I’m not gonna go beyond this, it’s kinda rushed, on the spot work, but it gets my point across- you want to do all you can to endear the players to characters, even those they will perceive as evil.

All characters should have some qualities that make them enjoyable to know, even simple ones. Argos has a stoic nature but he’s loyal and honorable. Calvus here would appear to be a fair, kind king, and Revon a sort of worrywart.

This doesn’t give much, but it gives two alternatives to both the baron and high lord with the Bronze hound being a red herring as the father of Elius (who you will run into as a boss fight soon after, as well as make Revon come into the spotlight and build slight suspicions.

Like I said, this isn’t perfect, this is just a mock-up of how you would approach something like this, and something I do hope Vetex keeps in mind in the story moving forward.

13 Likes

I like this

Magnificent

@ThatOneGuy