The hecate essence problem and a potential rework

The hecate essence problem and a potential rework
effort 4.666666666666667 3 quality 4.333333333333333 3 reasonability 3.4 5

Addressing the Hecate shaped elephant in the room

I feel like we all know where this is going

Hecate essence is… to put it simply… not sustainable in its current iteration. It’s too RNG dependent and such inconsistency makes it either an absolute cakewalk or an irritating probability nightmare. With the possible implementation of Hecate shards as well, the demand and need for essence will skyrocket as players will want to change their magics to be able to mutate into the correct ancients and losts they want, however, if nothing changes with how the essence manifests in the game environment, that could seriously damage AO’s reputation and replay value as the game could be deemed quite literally “too grindy” and gatekept, creating a cascade of negative effects, such as a drastically raised PvP entry bar, a more divided community through sweats who’ve grinded and got lucky and casual players who aren’t as fortunate, and much more. This topic is a proposal to try and fix Vetex’s narrative of keeping the hunt for Hecate essence as a “miserable” experience while ensuring that it remains fair and balanced for the playerbase.

The problem with 1/12

Hecate’s current mechanic is that it has a 1/12 chance to spawn on a randomly generated island in the far reaches. It cannot spawn on pre-set islands like volcanoes or siren rocks. On paper this seems fine, but in practicality, the fact that Hecate essence is a non-guaranteed spawn on specifically just randomly generated islands presents a very troublesome predicament. Siren rocks and volcanoes seem to be part of the same spawn pool as islands are, and thus when they appear, they are seen as nothing more than dead weight and wastes of time in the far reaches, which is a flaw in its own right, though not the main point of discussion for this topic. This means that the generation of Islands is made artificially more scarce by these vectors, which makes Hecate essence thus significantly rarer to find, and that’s not accounting for the types of islands which can spawn. Some islands are literally too tall or big to feasibly explore, and if the essence spawns on an island like this, pretty much all players will never actually see or use it due to how impractical it would be to scale every massive island in the far reaches. This added layer of nuance exponentially increases the difficulty to find Hecate essence, and thus, makes the initial 1/12 chance feel a lot less forgiving.

What’s the big fix?

Vetex has openly stated that he wants Hecate essence to be an intentionally grindy and insufferable experience (While that’s an absolute affront to how actual game content should be made, given that games are supposed to be fun, I digress). This mentality means that we cannot make a simple, one and done change such as a pity system or “island notification” function. It still needs to have a degree of “bullshittery” to it that will allow this change to satisfy both the player’s needs and the developer’s vision. My proposal is simple, and while it does lean more into a “pity” based change, it’s far less consistent and set in stone, though it does drastically help improve the player’s chances.

Hecate Essence remains an exclusive far reaches+ phenomenon that spawns only on randomly generated islands. Volcanoes and Siren rocks adding an added layer of randomness in the equation for this example actually help preserve the initial vision that Vetex wants. However, the math behind Hecate’s manifestation is changed in a way that makes it far more likely to appear the longer someone looks for it.

Hecate, in terms of percentages, is currently roughly and 8% chance to spawn on a randomly generated island. This change will make it so this value starts significantly lower, being a pitiful 2% that effectively means almost nothing will appear on the first island, and gradually increasing by 2.5% per island, capping at a 50% chance to appear. This retains the “miserable grind” aspect of the feature while rewarding the patient and persistent with far better spawn rates.

In order to force players to explore the first island, the chances of Hecate spawning will not increase unless the player walks on and explores a generated island for at least 10 seconds. Once an ingame variable has verified the player explored a given island for 10 seconds, the percentage increases. The percentage can never decrease unless the player dies or leaves the server, ensuring that islands which are too difficult to explore are not punishments but rather optional means of boosting chances or being avoided.

Some final thoughts on this

It’s not a perfect fix, I’ll admit. There’s probably a few issues with this that I don’t see, and I’d appreciate your guy’s feedback on this change. I want to satisfy both parties in a way that creates a (mostly) harmonious compromise to ensure that AO’s future grinds will remain difficult but not disappointing. Hecate essence deserves to feel less like a gamble and more like a well earned prize after a true odyssey. Thanks for reading

sorry but vetex said he wants us to be MISERABLE, ez ban

Project moon fan read the text challenge (impossible)

It doesn’t follow vetex’s exact vision so therefore it’s automatically ignored

He’ll definitely listen to the ‘’making it 2%’ part, at least.

i like this. rewards being brave and skilled enough to explore further

this isn’t miserable because it has Hecate pity
sorry but if you want this suggestion to be accepted, remove the pity
and I never read

I don’t think 50% is necessarily pity it’s just increasing the likelihood of it spawning

I’ve been baited gang :pensive_face:

1 Like

1/2 too big, it has to be 1/200

While I do like this suggestion, I doubt Vetex would ever consider it.

Mostly because anything related to making Hecate Essence easier to obtain is a vetoed suggestion (do people look at those anymore?). This would, in fact, make it easier to find.

Falk why are we rating bombing :wilted_flower:

Because it’d make Hecate Essence overall easier to find, which has been stated to not ever be happening.

I dunno man this is the same developer who said we wouldn’t get more iframe bosses but here we are with Jared Ivory or whatever he was called

As of now, it’s marked as a vetoed suggestion. Even if he goes back on his word a lot, this is one of the things I doubt he’ll change (he really needs the 2k from the magic reset product).

I believe Hecate shards won’t be like Hecate essences, as in they won’t be grindy.
(I however may be wrong)

All that’s known is that they will be gotten from sea-based activities at level 300+. Nothing is said about the chances of getting one

Might make a separate suggestion that’s solely about removing/reworking atlantean brigs because they’re so annoying and don’t make any sense function wise either

yes.

If you do not have your own opinions, please refrain from parroting.

I sincerely doubt that anybody but vetex (and you apparently) care about this being veto’d.
People are going to ask for it to be changed until it is because, as a mechanic, it is beyond ass.

If vetex is mad that people are mad that he intentionally made it as shit as feasibly possible specifically to make people mad, then boohoo I don’t want to hear somebody cry about a problem that they not only made, but are fully capable of fixing at literally any time.

I do have my own opinions on this and I have expressed them before. Hecate Essence is a shitty experience for no damn reason. Almost everybody can agree on this.

I only brought that up because it’s breaking the rules of the suggestions category. You can’t suggest things that are veto’d (then again, it’s not like anyone enforces those rules here nowadays). Also, as fair as the suggestion is, it is unreasonable to expect it to get added given previous statements.