Tier 4/ Tier 5 gale potions should remove tornadoes they hit

Tier 4/ Tier 5 gale potions should remove tornadoes they hit https://forum.arcaneodyssey.dev/uploads/default/original/4X/b/7/4/b74c4fd895e163a0326d5117f9a056ad32fd911c.jpeg
effort 4.0 2 quality 4.666666666666667 3 reasonability 4.461538461538462 13

Tornadoes. We know them, we’ve seen them everywhere, and frankly, they’re kind of annoying and we can’t do anything about them. So what if we could do something about them now?

Proposal

Tornadoes should be able to get cleansed by Tier 4 / Tier 5 gale throwable (burst/nova/essence/aura) potions that explode in their radius.

The radius that should affect the tornado should be the damage/vertical tumble radius of the tornado when you get close to them.

Details/background on your proposal

Tornadoes are pretty notorious in the game. At best, they force you to play the entire game in the rain while you’re close to them, but at worst?

…I think you get the point.

Reason to add/change

Letting players disperse tornadoes gives use some way to counter tornadoes that spawn on top of a location that players need to go to, such as a chart location or story location, would be much appreciated. Currently, tornadoes just show up and wreak havoc before they decide to disappear.

Maybe dissipating a tornado should send a server-wide message about the destroyed tornado? Maybe when a player destroys a tornado, they temporary fall damage immunity as to not get killed if they get swept up by the gales?

5 Likes

Gotta love it when one of these fuckass things spawns on my boat and I gotta wait 20 minutes for it to leave

If we can clear fog we can clear these too, why stop at tornadoes? Tide potions should be able to clear whirlpools as well

1 Like

It’s not a perfect fix (I’ve seen them covering Redwake of all places), but it’ll still help the problem.

I feel like it should be any tier of Gale potion, though. If there’s a tornado preventing early-mid game progression, needing 5 aeroplast might make you shit out of luck (not sure of current market value for them).

anything but this current situation

it would honestly be better if tornadoes were made much less common occurrences in the war seas, but this would be nice in the dark sea when some random ass light tornado stops me from leaving the island for what feels like an eternity

they also need to spawn far away from player ships so that they can reasonably be avoided

Literally anything please it’s so bad bro

I guess, but I think the better solution is to make some serious limitations on where a tornado can spawn, instead of requiring the player to make a consumable potion nobody uses.

I say this because you know Vetex will regard this as “fixed” if he implements this and therefor won’t actually fix the tornado spawns afterwards.

5 Likes

anything to nerf tornados

Joins game
Enters a server
Screen finishes loading
I’m sky high cause a tornado is hanging out on top of the spawn location

This lowkey made me laugh, and this is highly relatable. A tornado spawned RIGHT ON TOP OF ME in the dark sea, and right as it did a KRAKEN ALSO SPAWNED. (There was one run where I had 3 krakens in 10 minutes… third one was a bugged giant kraken that grabbed my ship 3 times and I ended up getting thrown off the ship cause of the sudden acceleration after I killed the last one…

Actually, no, I changed my mind—this isn’t acceptable as a solution at all. I’m sorry, but, thinking about it more, this idea which will only encourage the implementation of further mechanics for countering nuisances and actual problems by having the player be forced to inconvenience themselves further.

Cool concept, but it’s way too in-line with Vetex’s problematic “ohh, it’s be cool” mindset. These things need to go—they don’t need a band-aid work-around.

3 Likes

My suggestion would be to simple make (naturally-spawned) tornados unable to spawn within 200 studs of a ship that’s been stopped for more than 10 seconds, or within the same distance of a player spawn point.

3 Likes

one time while i was fighting caesar TWO tornadoes spawned on top of his arena

then while i was progressing a file i couldn’t leave fort talos because a tornado was blocking the entry

i don’t even know how this made it into full release

Maybe if tornadoes were to damage a player in spawn protection/spawn shield, they should immediately despawn.

I’d frankly trust a change to tornado spawning logic more than auto-despawns. And it wouldn’t fix the issue of said tornados being close to spawn points, but not quite overlapping them.

1 Like

I’ve once spawned in the Nimbus sea(by sailing from the Bronze sea there), and there was just a tornado there.
I’ve also experienced Dark sea tornadoes spawn directly on, or very close to my ship.
I personally think that tornado spawns should just be adjusted, with maybe the ability to destroy them with a gale 3+ potion.

Vetex, don’t fumble the fixing of tornadoes, we know you’re able to, but please don’t

I just hate tornadoes.

This is able to be optimized significantly by using spatial queries[1] and detecting for CollectionService tags, e.g. If any Parts within the spatial query Part List has the tag “NoWeatherHazards”, then… don’t spawn it.

.Touched is inconsistent at best, Raycasts are a ray, you’d need a lot more to check an area.

Though, I am unaware of if AO uses any spatial queries, as per the outdated Trello:
image


  1. This method allows to check for parts in a sphere radius (There are alternatives such as inBox or inPart); Documentation ↩︎

1 Like

oh absolutely

hate it when a whirlpool just blocks off some important boss
for example this one time when silverhold got hit by a giant tornado which didnt go away after like 3 hours
or when calvus castle entrance got blocked off by a tornado

why stop there, make tier 6 tide potions clear the ocean entirely