Suggest a new feature for the game that will instantly make you Public Enemy #1

yeah I know…

Still doesn’t change my point ngl.

Leaderboard clans now get islands built for themselves, top 6, #6 in Bronze, #1 in Marauding. This will actively take away from development time.

Leaderboard titles are now based on flat Fame/Bounty requirements, and PVP-based Renown is now its own thing.

When fishing, there’s a 1/100,000 chance you fish up a sea curse which temporarily makes you a miniboss

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ships will now randomly turn slightly in bad weather or when hit by waves

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all on-screen notifications are also sent to the mailbox.

I mean that would only be bad if they somehow were able to leave the water, good thing that only happens 95% of the time

Type of shit vetex would actually add

or if you tried getting any diver badge

waves now have randomized heights and widths rather than scaling up or down.

With the addition of Dragons in the Dark Sea, I think it befitting that we have the storyline interact with them.

Thus, I propose that Iris eats a stupidly-named rock and (seemingly permanently) turns into a dragon as a sacrifice. This will later be reverted with no consequences or additional endeavors on our part at the very end of the storyline, completely robbing the act of all its emotional weight.

Later as in the very next quest, she won’t even be changed or be more powerful, and it’s shorter than a family guy skit.

your hud will now be hidden after half a minute of doing nothing

making the game good

So I had this idea for a complete revamp of Lightning Magic which would go along for overhauls of all the base magics from Arcane Adventures.

Charge

  • All attacks created for Lightning Magic now must select either Positive or Negative charge in the spell creation menu. M1s are always Positively charged.
  • Once a spell has a charge selected, all other spells made of that spell type must take on that same charge unless you want to swap all of them. (That is to say, if you have a x1 blast and a x3 blast, they both must use the same charge).
  • Positively charged lightning attacks consume less Magic Energy and are faster. They take on a lighter, paler hue and making a pitched-up noise.
  • Negatively charged lightning attacks consume more Magic Energy, and are slower and stronger. They appear more vividly colorful.

The Charge Meter

  • When a target has been hit by a lightning attack, a Charge Meter displays above them, changing with every hit.
  • If the first hit on a target is Positively charged, the meter moves to Positive. The opposite is true of Negatively charged spells.
  • If the target has at least either 25% Positive or Negative charge and is hit by the opposite charge, they receive the effects of a Neutralizing Shock, which deals damage equal to (the damage of the landing attack) • (x% • 2). So, for example, if the charge is 50%, the damage would be 2 times the normal damage of that attack.
  • If the Charge Meter is over 50% in either direction, the target is stunned briefly upon receiving a Neutralizing Shock.
  • If the Charge Meter is over 75% in either direction, the target dies if they’re not a boss or a player and their HP is less than 25% after the damage has been dealt.

Basically, when using Lightning Magic, you have a choice: do you want to intentionally restrict your moveset to try and get a massive payoff? Because the more you hit your target with one charge, the stronger the Neutralizing Shock will be, but doing so requires that you only use moves of a certain charge type.

Hitting the opponent with your entire moveset would remain viable too, it’s just that you’d now have another option. This design philosophy would theoretically carry over to the other redesigned magics to. Tbh, I don’t have many ideas for the others besides Fire and Wind, but gimme some time to cook and I’ll think up something.

Damn that’s just an infinitely cooler version of the polarity fist concept I came up with a while back…

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Lowkey I think we could go back to the 7 base magics if they all were this cool. It’d also put us on par with Fighting Styles.
I feel like Water and Earth would be big on interacting with their environments.
Light and Shadow could have a deception aspect to them, being obscurers and all.
More importantly, they could all get their unique Elementals back.
I use Glass and Acid, so you KNOW i want this.

Honestly, I was going to make a topic of my ideas, but scrapped it as I had almost no ideas for water and shadow.

My problem right now is that Arcane Odyssey’s combat system is so very shallow, and magics frankly feel like reskins given that your armor more or less decides your stats for you.

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… Should I go and make this a concept topic, complete with rudimentary mockups and sketches?

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this’d be a fire concept for a lost or ancient lightning mutation