I honestly think one aspect of the game that could enhance the overall experience is the addition of tavern’s on each of the citizen islands. (Citizen island example) (Must have a population with citizens)
Why?
By adding taverns with tavernkeepers and purchasable rooms, players would have a place to spawn and recover. This would not only add to the convenience of the game but also provide a much-needed break for players who may have been selling cargo or grinding for extended periods of time.
If a player dies, they may have to start from their camp or respawn at the last story spawn and those could be potentialy very far away. However, if there were an tavern on the island, the player could respawn at the tavern and continue their journey without losing too much progress or time.
Reasoning
Dying in the game can be frustrating, but having a tavern on each island would provide players with a convenient respawn point. Taverns could be staffed by unique and interesting characters, each with their own stories to tell. By adding taverns to each island, the game would feel more varied and interesting, with different taverns to explore!
Conclusion!
With the addition of taverns on each of the citizen islands would greatly enhance the experience of Arcane Odyssey. It would provide players with a place to respawn while creating more dynamic spawning system within the game. I strongly encourage the vetex to consider implementing this feature, and ecourage forumers telling others about the idea as it would help spread the word and add interest as well as generate excitement and engagement to the idea!" (Feel free to ask me questions!)
Tiberia(Building next to bounty board) (Name ideas)
The Rusty Anchor
The Cauldron
Hammer and Anvil
Bronze Lodge
The Buckle
The Ravenna Roost
Shell Island
100% agree with this suggestion. This would make the end game so much better too, imagine being able to spawn anywhere else and actually see your character’s look without automatically being slapped in the fact with the hood and cloak of Ravenna.
YES! This suggestion has been echoed so many times before, and for good reason. It would improve the gameplay experience by such a large margin. Please Vetex add this.
I would add that Sailors Lodge definitely needs a tavern. Hell, it’s already a tavern anyways, just without the functionality. Maybe Redwake as well just for consistency, though I doubt anyone would use it. And this will really stretch the suggestion but maybe one at Munera Garden, mainly because it’s more central than Ravenna but it also helps PVPers.
It’s not specified whether or not bad reps can use taverns, but since most NPC’s don’t talk to bad reps I’d assume that they can’t use taverns either. To add some stuff for bad-reps, there should be a criminal tavern at Whitesummit. I think it would be fine since assassins spawn there anyways, and I haven’t heard anybody complain about that. Maybe there should also be one at Forest of Cernunno for bad reps. There’s already a shipwright there and the cultists are actually neutral as a bad rep (though Cerynx is still hostile). So it might make sense lore-wise for a bad-rep tavern to be there? Either way, a tavern at FoC would be very convenient for bad-reps since it’s quite central. And I’m going to assume that bad-reps can use the tavern in the poor district of Ravenna.
I remember making a suggestion about allowing you to place camps anywhere once the story was done and this is so close to what I wanted I’m vouching for it