What do you dislike about AO, and how would you change it?

oh fuck right
clans
uh

they were a mistake

Iris should have been a berserker / fighting style user

we have a magic user ( Morb ), a weapon user ( Neviro), and… another magic user

just give her upgraded version of thermo fist or smt

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Funny enough, I don’t care for the gameplay as much as I do for the storyline. And although it’s decent, I see room for improvement. The characters could’ve been fleshed out more as well as some general improvements on the dialogue and the story itself.

One day I wanna make a document analyzing this thoroughly, pointing out it’s strengths as well as flaws

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no prob :+1:

The island building, Redwake, New Palo Town and Shell Island are the only three currently well built islands. Mango smaller than a boat, Ravenna is 80% boring mountain, Othrys is Othrys etc…

Islands are either too small, or when they are big they are empty

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change deckhand obtaining requirement and the entire renown system cuz those arent the best content for sure

I share your perspective. Although the game’s storyline is undoubtedly ambitious and solid, there are certain aspects that, in my opinion, could be improved.

One issue I personally noticed is the abundance of lore heavy and dense dialogue. While it doesn’t bother me much, I can’t help but feel that there is more telling than showing. A prime example of this is when we learn about the history of Ravenna and Wintervile while trapped in the mines. Although the story is tragic, I found it difficult to feel genuine sympathy or investment in what was being conveyed. I firmly believe that incorporating a flashback sequence with visual art depicting the events could greatly enhance the impact of this crucial moment in the narrative. By showing us what happened to Wintervile, instead of merely telling, the emotional resonance would be significantly heightened. Akursius Keep does a good job at this, but because it’s an optional island, not everyone will have been to it before reaching the end game or understand it’s importance.

I also agree that the characters could stand to be more fleshed out. In my opinion, it would be fascinating to have character-specific questlines for each of the main characters, allowing us to delve deeper into their identities, motivations, personalities, and so on. For instance, a quest involving Neviro that hints at his tragic past and how it’s affected him as a person could help make his confrontation with Calvus more impactful and have emotional weight/payoff. These quests wouldn’t need to be excessively long, but they should contribute to characters development, potentially advancing their arcs within the main story or providing self-contained narratives that let us know them better .

I must confess that my investment to most of the in-game characters has primarily been fostered by the wonderfully diverse and expressive fan art created by the community. Its just nice seeing our main cast of characters depicting as genuine people interacting with one another, something I want more of in game. More down time with characters, or even more dialogue options like a Bethesda NPC would be nice. Windrow is one of the few moments where the crew is together and I loved the dynamic. I just wish prior to it, the relationships were built up more.

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I’m not a big fan of the reliance on shark hunting tools, especially as a heat magic user. Maybe this will be improved on with better versions of the tools, but for now it’s kind of a pain to wait for them to circle my boat and then have to let my boat take damage and deal with the weird circling AI.

The large amount of lag I get compared to basically any other roblox game. I can run most other games at medium-high graphics while also have other things in the foreground & background, but in AO I need to close discord, Spotify & all chrome tabs just so that I get above 10 FPS on graphics setting 1.

Unable to permanently set spawn after completing the story. I think this would be a great feature, there are so many islands with a lot to offer when trying to explore the bronze sea so being able to set your spawn on a populated island’s inn would be massive. While the camp is useful in situations where you’re on the move through Wilderness islands, the fact that you can’t set your spawn on any story island (essentially most populated islands) is kind of a letdown. Inns for the wins.

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While I like the idea of hunting attachments, I wish they also damaged npcs. While I get they are for hunting, it would be dope to be able to use them in other situations making them more useful and less hyper specific. They can damage ships which is a plus, but I’d love to be able to use them to take out npcs and players. Even if this would be super situational, being able to do it would be better than not at all.

I also can’t say I Iove the reliance of shark hunting attachments. It can be a little tedious hunting sharks with them, and it’s much faster to use our own abilities to kill them, but at the cost of little to no reward. I like the idea of them, but it sucks that we are forced to use them to get items, especially if you just don’t like using them and it’s sometimes buggy (although I’ve found it’s a lot better now).

I wish the performance was better too. I’m fortunate enough to have not have encountered many issues when I run the game, but I know it’s a real pain point for a lot of players. Not sure why performance chokes with AO while other games run perfectly fine but hopefully things will get better over time. I know that sucks but the game is still in early access so performance and bugs are a guaranteed issue.

Like all communities, PVPers in AO are constantly the loudest bunch, despite making up (by my estimates) 25% of the playerbase or less. I’m not saying that it’s wrong to occasionally humor them and make some PVP balancing and some features, but we really need some QoL for people who don’t enjoy jumping random players just to raise some numbers.

Unpopular opinion: AO’s combat is pretty meh. Every single change a player can make to themselves besides blast amounts, shapes and the one lost spell are literal stat changes. No magic actually feels all that unique, they’re all just values with a rarely relevant status effect slapped on. I’ve considered several ideas for magic changes, which I may be making a proper suggestion for at some point. Hopefully this time I won’t just get the barely mentally functional imbeciles of the community spamming “never cook again” in the comments.

Finally, the storyline’s not exactly the best written in history. The player does way too much running back and fourth, all for characters that most of us don’t care about. Look me in the eyes and tell me you give a crap about Iris’s father, heck, many of us barely even care about Iris. And most of the bosses just come completely out of nowhere. It was fine with Shura, but we don’t get a proper sense of dread when everyone pops into reality like your college assignments and flies away like aforementioned assignment’s deadlines. I think the player should have gone to Ravana much earlier and have gained the chance to talk to Elius and Carina, along with hearing soldiers talk about Argos.

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that’s facts ao art community doing the heavy lifting for player investment here with all the dope fanart

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Honestly I don’t really have an issue with islands. I think adding more diverse forms of side content to islands could help but other than that I don’t think islands need to always be super massive, especially when most of our time in game will probably be on the ocean. In fact I kinda wish there were more smaller islands scattered around the map in-between bigger islands. But bigger more detailed islands would be super cool, and while I can’t give specifics, I’d definitely say future islands is something to look forward to. :wink:

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I agree and love the artists for what they do, but I think many of the characters here are being practically carried by artists more than by their actual character. They’re like the original trilogy Princess Leia—integral to the plot and presumably an interesting character, but does rather little overall on-screen (oh hey, look, it’s Iris).

That’s why I loved wom

Fr, I love what artists create and how they interpret the characters. Hopefully we learn more about them in the future.

I’m a big fan of AO, I’ve clocked like 300 hours on 5 or so different builds and I’ve recommended the game to literally everyone I know who I think would enjoy it

which is why it sucks so hard to see the majority of the people I rec the game to drop it after one or two level locks, the game can be a grind for new players because they’re just sludging through the same repeatable quests because they have no idea how else they can gain xp

the issue is balancing the freedom you give your players with the story as well as giving them enough player agency to decide when they want to move on from certain islands, my ideal solution for this would be to remove the story level gates as well as removing any quest you can take multiple times and buffing the overall xp gain from every quest in the game, as well as buffing the amount of xp you get from other sources, this will make the game experience feel less ‘‘bandit beatery’’ as 60% of the playerbase just repeated a single bandit beater quest to level up,

doing this will encourage ‘‘exploration’’ in the sense that players won’t feel the same dull grind as before because they defaulted to doing the same quest over and over again, it’ll feel more rewarding and less like a chore

on top of that a quest list (one that starts empty with small hints on where to go to start the questline) that slowly gets filled up as the player progresses and finds/completes these quests and would nudge them in the right direction as well as give them a sense of progression as they make their way through the game for the first time, just a list of things they can do to show them their options would work wonders in terms of player retention

the game isn’t a bandit beater but people need to be shown that, show the new players how many options they have to level up in a more obvious way and then let them decide how they want to progress in the way that looks the most interesting to them

Going to have to agree with everybody on Deckhands. I hate it, there’s no point to lock a whole feature behind a PvP wall. You should just be able to purchase them with Galleons instead.

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I agree that lvl locking isn’t fun. Forcing players to stop and grind instead of naturally encouraging them makes the player feel like they have no choice. If a player wants to try and take on something that is a higher lvl, let them.

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I’m gonna have to play alot of AO before truly knowing what I dislike, but rn the fact that Boxing is just a worse Thermofist besides a bandaid block buff being slapped on is just sad.

Boxing is by far the most atrociously designed method of fighting vetex has made, it can be useful but it’s so all over the place with its “point”.

It’s not the fastest fighting style, does the least amount of damage, has mediocre size, has a gimmick that’s useless 95% of the time, and for some reason two foam gloves block better than legs of steel.

Please vetex just atleast make Boxing the fastest fighting style