New Arts system:
I’ve never understood how they present these “arts” as non-conform (i.e. they are created by people who never interacted with the goddesses or the Class Masters curriculum).
So how do they explain receiving them from the goddesses lottery after Moringponia died or as rewards from the Saalus clergy for protecting the holy torch from monsters?
If I had made the system, I would’ve gone so far and actually put clues in all these books around the whole world of TOS. There are so many ruins, tombs, monasteries with libraries they made and yet they don’t do the natural thing and make it a discovery content where the community actually has to research on it but instead make it rng drops that make no sense whatsoever.
Basically every single map nowadays is just empty with a lot of monsters.
I remember the post of the 2019 developers roadmap for 2019 where they wanted to expand on the expedition & discovery aspect of the game (even archaeology was mentioned) and yet the very best content to do that kind of thing [and the reason why it wasn’t discovered until now] was turned into another RNG treadmill for no reason other than save time to work on more meaningless grind content.
Discovering and learning arts should be part of the exploration part of the game so you can actually make use of all these meticulously designed maps.
Goddesses:
The thing I don’t understand about the world is how the goddesses work. They say during the mainquest that they lost their power by the demons stealing them, and that they need to hide till they regenerate their power. However, the player, who obviously has divine energy himself, cannot do anything to help them.
The worst part is that even the Clerics don’t even attempt to help. Why can’t they go to their altars, restore them, sacrifice some items and before all, pray?
Why doesn’t this game have a prayer mechanic where you can dedicate your devotion to any goddess and help her regain her divine energy?
I’d like to see the Clerics recovering the goddesses, and once they’ve done enough, the goddesses will become able to be called upon by their loyal Cleric followers to grant miracles and other effects[of course,just for the Clerics, not for the other class trees].
In the same way, the other trees should have similar auxiliary systems, with the Swordsmen bonding with the knights and delving into their lore, the Scouts bonding with the thieves and going through ruins explorations for hidden truths about the past, Archers bonding with pioneers & heroes on the front like Pajauta to learn about how the great cities fell, and Wizards researching on the Pandemonium of enemies with their colleagues, revealing who is behind everything, besides Giltine.
Every class tree path should be different, branching off and deepening the lore and understanding of the world while offering unique support options inside and outside the battle system.
At the end, the player should be granted a profound knowledge of the lore, an auxiliary call option that requires dedication [i.e. the Clerics collect relics and pray to the goddesses, the Swordsmen train the royal knights, the Scouts scout ruins and make maps, the Archers hunt beasts and gather monster information and the Wizards collect books and other clues on the enemies plans] and through that,
a casual but enjoyable gameplay mechanic that helps with both character- and world building.
