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

This post is now for suggestions we want to see, since it seems this is the only place vetex checks for ideas on what to add

every item in the game has a “weight value” added to it, once the player goes over a certain number that they can carry they get slowed down (ivar 1st phase injury levels of slow).

str related builds can carry more stuff

boats can carry items too as a bank but gets slower if you go over its carry capacity.
sealed chests/cargo/gunpowder put on the boat also have a weight value that works similar to how cargo can let the boat go over the supply limit

Make cargo, gunpowder barrels and sealed chest and stuff also do this also when we carry Neviro while escaping it also does that and also the items in your inventory also effect this so you need to sell them or store them in banks oh yeah drachma should have weight in gold

Weapons now have durability like armor to make the game more “immersive!”

Weapon Durability

using m1s and, using skills will lower the durability. M1s lower the durability by 0.1%, while skills lower it be 0.5% with ultimate arts lowering it by 1%.

at 75% durability weapons will now become “dull” and will have 75% of their affinities

at 50% durability weapons will now become “rusty” and will have 50% of their affinities

at 25% durability weapons will now become “ruined” and will have 25% of their affinities

at 0% durability weapons will now be destroyed and be deleted from your inventory

old weapons will cap at 75% durability

rusty weapons like the rusty zweihander, rusty claws, and rusty morning star will cap at 50% durability.

ruined weapons like the ruined fulmenor, and ruined sifenya will cap at 25% durability.

in exchange these weapons will still have their full affinities, but will start losing a percent of their affinities below their maximum durability.

Repairing weapons

In order for weapons to be repaired. They must be given to a blacksmith because who tf repairs their weapon with a repair kit.

When repairing a weapon an unskippable cutscene will play where the blacksmith repeats the process of heating the weapon, hammering it, then putting it in water to cool. This repair will cost 50% of the weapons value and will set the weapon to the next durability level (EX: ruined → rusty)

For weapons that have their durability capped to lower percentages it will just repair 25% durability.

This cutscene take 5 minutes, you will be fully vulnerable and be able to be killed during the cutscene. Leaving the game or being killed during this will reset the weapon back to its previous state.

Addition of wandering blacksmiths and levels for blacksmiths

With this addition blacksmiths will now be assigned levels. These levels will determine the success rate of repairing a weapon.

This rate is calculated by (blacksmith level/weapon level)

All blacksmiths in the Bronze sea will now be level 0 - 50

All blacksmiths in the Nimbus sea will now be level 50 - 100

There will also be wandering blacksmiths who can be levels 50 - 500, but can very rarely spawn and charge 1.5x-5x more than regular blacksmiths since they feel entitled.

Sir Garen can repair your weapons at 100% success, but it will cost 10x more and you must be in a guild or clan with 100k+ reputation or infamy.

Having an unsuccessful repair has a chance of lowering your weapon’s durability by 25% or a even lower chance or destroying your weapon entirely.

Conclusion

With the addition of armor durability. Weapon durability should also be considered for better immersion in game!

Thoughts?

festthefestivefest-morgone-jones

i think the 5 minute cutscene and the blacksmith levels is enough to make a grown man cry

fighting style mentors now retaliate if you steal too much food from them (if applicable) or destroy the area around them, flinging you off the island or blasting you with a grab attack.

souvella is 1.5x larger when she throws you off goso jungle

Big woman…?

Strong big woman…?

magic and spirit builds now shrink slightly in 1% increments with each stats milestone unless toggled otherwise in settings

Using your magic over a long time wears out its durability until it breaks, you have to look for hecate essence to repair it

I think armor should break if it takes a heavy physical impact from like a big monster or something because it’s not immersive that it doesn’t do that. that would improve the game. also vanity metal armor should make this happen less often for some reason

When repairing armour you need to complete a minigame, depending on how well you do you could spend fewer repair kits than average

but if your ass at the mini game you might make it even worse instead

strength and weapon builds can now use shovels to fling clouds of dirt and debris at enemies to blind them.

spell and technique scrolls now have mastery levels like fighting styles, with each milestone buffing customization and stats of similar moves, or allowing you to add their properties to other spells/techniques. (i.e. shots buffed with array having minor aim assist). like fighting styles, you will also lose all mastery if you forget the spell/technique.

jewels can be used as reagents in potions.

Okay, I have a confession to make: I haven’t been keeping up with the Arcane Odyssey Trello. And when I saw your comments on adding durability and stuff, I just thought “come on, at least try to make something original”.

Now, I return from the Arthub, and uh…

Vetex, dude, come on man…

reality is often disappointing

placeable food platters and cauldrons will now quickly rot when left out in the dark sea’s rain.

you can now hit cauldrons to explode across a small area and apply the effects of its contents for an extended period of time