[Story Spoilers] Let's Talk about @WarmWater's Story Suggestion

on another note, though.
excuse me what you’re a leader how can you not post in suggestions lol.

It’s something you have to explicitly apply for.

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well yea but I’d expect that to be packaged in with being a leader.

Carina fr said “Yo you killed my brother, prepare to die!”

Meanwhile us:

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Leader is basically buffed regular, we can’t post topics in categories we don’t have the role for (art category, etc)

Tbh Vetex should consider this, and at least take a look at this. There should be some build-up to the characters.

on it :fr:

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I love how this has the support of 75% of the forums.

I believe thats because the other 25% don’t know about it.

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done

thank you but i’d also say that you shouldn’t refer to it as overhaul or else that’d make it look like something too big for vetex to do

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it’s already a lot of stuff, too

damn that is cool

yeah location and the general linearity of the bronze sea are big technical barriers
also, carina spawns in the middle of ravenna plains, along with every endgame player

Fuck it might as well continue my undead revive shinanigans.

I kind of agree. After completing the story, Frostmill and Redwake feel like setups to things which barely come, and I think giving us a storyline about the Nobles and why to give a shit is good. However, I feel as if Vetex wants us to see Revenna as this force and powerhouse that must be feared, which is why it’s saved for the end. Granted the end is the best part but still. Hell even as a side quest to make the level 40 roadblock more barrable, like having Revenna military folk come in to investigate your shinanigans post-Iris and bandits. I don’t really mind it in it’s current state, but yeah, you have a point, the Order in general would heavily benefit from not being as linear.

Actually this may be off-topic but the game suffers from feeling really linear is general despite having many locations which incentivise otherwise. Sailor’s Longue for example, it’s filled to the brim with sailors and such, but we end up following a breadcrumb set out by the story. While I honestly don’t mind as it’s cool buildup, it feels wrong. I think the game could benefit greatly from not “forcing” you to explore and have you encounter new areas by complete accident, maybe even with their own little side quest for us to give a shit about them.

Honestly I don’t mind it being linear but it makes the world feel wasted you know? Early game towns felt less like places and more like oversized XP bundles.

I mean it’s not quite possible to accidentally stumble on something since you can’t get lost with the player marker

could you like, make a machine that activates a spell when you die and then you get revived??

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