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  <title>Ideas for Ascent Quest</title>
  <subtitle>Ideas for Ascent Quest as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://ascentquest.featureupvote.com"/>
  <id>brd_ox0y4ychkta6kra</id>
  <updated>2025-05-18T12:19:06Z</updated>
  <entry>
    <title>Language support / Localization</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/648104/language-support-localization"/>
    <id>sug_e1i246rsaeiscgk</id>
    <published>2025-06-13T09:17:42Z</published>
    <updated>2026-05-20T16:04:29Z</updated>
    <content type="text/plain">Here are the planned localizations. Alpha and part of the beta will most likely have only english, but we'll work on more over time.&#13;
&#13;
If you wish your prefered language to be added later, please UPVOTE in comments the language, or post it if you can't already find it (use search or ctrl+F), so we can see what languages are the most used in our community!&#13;
_____________________&#13;
&#13;
Voice acting / Dubbing :&#13;
- English&#13;
&#13;
Interfaces and subtitles (most likely to be dubbed first, if we have enough budget) :&#13;
- English&#13;
- French / Français&#13;
- German / Deutsch&#13;
- Spanish / Español</content>
  </entry>
  <entry>
    <title>Coloured spells/abilities</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/713104/coloured-spellsabilities"/>
    <id>sug_0zm0stqmm2dwlx2</id>
    <published>2026-05-21T20:27:24Z</published>
    <updated>2026-06-14T07:32:11Z</updated>
    <content type="text/plain">Simply an option to change the colour of the effects of your spells or abilities in order for them to feel more "unique". Could be as simple as a colour wheel or actual items found in the world to change their colour.</content>
  </entry>
  <entry>
    <title>codex - list of enemies, plants, etc</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/702455/codex-list-of-enemies-plants-etc"/>
    <id>sug_gajadwso1opkada</id>
    <published>2026-03-22T13:41:21Z</published>
    <updated>2026-04-19T13:36:23Z</updated>
    <content type="text/plain">basically its a list of the stuff you discovered.&#13;
&#13;
repeated interactions with one of the things in the codex give you advantages. for example enemies may not have an hp bar before discovering and interacting with them. but after interacting with them an hp bar will show. interacting with them more may show you weak points or tell you what element they are weak to. maybe also make rare item drops have a bigger chance&#13;
&#13;
interacting with plants will make them glow from far. and with repeated interactions it will increase the drop rate. interacting with them will also unlock new recipes.&#13;
&#13;
it could have its own skill tree with knowledge points.</content>
  </entry>
  <entry>
    <title>Depth of impact / Depth of wounds</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/698581/depth-of-impact-depth-of-wounds"/>
    <id>sug_gvuja7ds2nvjn4y</id>
    <published>2026-03-07T09:51:21Z</published>
    <updated>2026-03-07T11:33:35Z</updated>
    <content type="text/plain">I think we could add a feature that the deeper a weapon penetrates a mob, the more damage it does. So, if you hit a mob with the tip of a dagger, the damage will be basic, but if you hit it deep in the middle of the dagger, the damage will be critical, like a deep wound.</content>
  </entry>
  <entry>
    <title>Physical particle effect (on leaf and others)</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/698236/physical-particle-effect-on-leaf-and-others"/>
    <id>sug_ma9mtcpirjt2jzw</id>
    <published>2026-03-05T20:08:57Z</published>
    <updated>2026-03-07T11:29:28Z</updated>
    <content type="text/plain">so i cant get my eyes off those leaf particle effects in forests and i got a new idea that could make them more immersive. right now when you swing a sword right next to them nothing happens. the sword just goes through or near them without effecting its path. which is not realistic. instead, it would be great if it actually reacted by changing its direction, and speed based on the sword slash by doing some technical coding stuff that kero knows how to do</content>
  </entry>
  <entry>
    <title>Aim assistance when throwing stuff/health potions to your allies</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/697893/aim-assistance-when-throwing-stuffhealth-potions-to-your-allies"/>
    <id>sug_wua8z6i1gqvgfhd</id>
    <published>2026-03-04T06:00:32Z</published>
    <updated>2026-03-07T11:27:37Z</updated>
    <content type="text/plain">in middle of combat it might be a bit hard to hand something to your allies with all the hassle so instead you just gotta throw it at their direction and it will find its way to them.</content>
  </entry>
  <entry>
    <title>Movable weapon Points (9n Body)</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/690267/movable-weapon-points-9n-body"/>
    <id>sug_wdhhryrpjadoq7y</id>
    <published>2026-01-21T18:41:26Z</published>
    <updated>2026-01-21T20:14:38Z</updated>
    <content type="text/plain">The possibility to move the Base where ur weapon is equipped on Body&#13;
(For example, Out Points on the Back to pull swords Like in Anime)</content>
  </entry>
  <entry>
    <title>Lantern / Equippable light sources</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/686830/lantern-equippable-light-sources"/>
    <id>sug_0rwegpm6igtgktl</id>
    <published>2026-01-03T08:19:52Z</published>
    <updated>2026-05-20T16:23:12Z</updated>
    <content type="text/plain">Lantern, magic items or even armor part that produce light to better see in the dark and during night.</content>
  </entry>
  <entry>
    <title>Crafting Recipes Discovery + Quality levels</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/685851/crafting-recipes-discovery-quality-levels"/>
    <id>sug_4voepj9ijcprqtf</id>
    <published>2025-12-26T13:03:11Z</published>
    <updated>2026-04-20T10:51:16Z</updated>
    <content type="text/plain">When crafting professions such as alchemy, blacksmithing, leatherworking, etc., you must experiment with combinations to discover recipes. There should be a chance of losing materials, and the crafted items should have tiers (quality levels).</content>
  </entry>
  <entry>
    <title>5 moons</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/684909/5-moons"/>
    <id>sug_hu6yvz1g6dz9n4j</id>
    <published>2025-12-19T16:34:19Z</published>
    <updated>2026-05-20T16:26:07Z</updated>
    <content type="text/plain">We just have 5 moons instead of one.</content>
  </entry>
  <entry>
    <title>Player titles for achievements</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/684006/player-titles-for-achievements"/>
    <id>sug_4asvikroacjfyj4</id>
    <published>2025-12-15T02:50:32Z</published>
    <updated>2026-01-02T20:44:27Z</updated>
    <content type="text/plain">There should be titles for players that make big achievements, like being the first to kill a certain boss of the first to clear a super hard dungeon.&#13;
&#13;
Not only could this maybe help you identify those with rare titles but it would also give you some type of "aura" so others know not to mess with you since you have the rare title mercenary title!</content>
  </entry>
  <entry>
    <title>Damage on environment / vegetation caused by Swords, Fire, etc</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/683792/damage-on-environment-vegetation-caused-by-swords-fire-etc"/>
    <id>sug_joj6cbmtsta9j9x</id>
    <published>2025-12-13T19:52:31Z</published>
    <updated>2025-12-26T17:59:06Z</updated>
    <content type="text/plain">i would love to see long grass being cut by my sword mid fight or the bushes burning from a pyromancer (maybe it can cause a big fire that could damage others if the pyromancer was careless enough)</content>
  </entry>
  <entry>
    <title>Customizable crafted item attributes</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/682260/customizable-crafted-item-attributes"/>
    <id>sug_ku7fv5ilmj1cjfb</id>
    <published>2025-12-09T11:00:44Z</published>
    <updated>2026-05-20T16:26:47Z</updated>
    <content type="text/plain">For example trying a weird ore or mixing two and sacrificing sharpness for length or defence for durability when making the sword</content>
  </entry>
  <entry>
    <title>VR treadmill compatibility (Virtuix Omni One)</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/682180/vr-treadmill-compatibility-virtuix-omni-one"/>
    <id>sug_zmikb7udugya0yi</id>
    <published>2025-12-08T21:31:10Z</published>
    <updated>2025-12-09T10:33:28Z</updated>
    <content type="text/plain">Here is a link to the SDK Dev info page. https://docs.virtuix.com/</content>
  </entry>
  <entry>
    <title>Dynamic Weather</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/680281/dynamic-weather"/>
    <id>sug_hsvoca3tyubfthv</id>
    <published>2025-12-01T17:04:14Z</published>
    <updated>2025-12-01T17:05:32Z</updated>
    <content type="text/plain">Weather dynamically changing over time. Could also affect gameplay in several ways.</content>
  </entry>
  <entry>
    <title>VR tracking - finger/leg/eye - fullbody tracking</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/680195/vr-tracking-fingerlegeye-fullbody-tracking"/>
    <id>sug_d7qdf82u0bn4znv</id>
    <published>2025-12-01T03:22:32Z</published>
    <updated>2025-12-01T18:17:10Z</updated>
    <content type="text/plain">Hello, it would be neat if there would be integration of things like, eye tracking, finger tracking, and full body tracking for the people that have it, i don't have a couple of those myself, but it'd add more immersion to the game, though i always do hope that people with leg trackers don't just sit and play with them on myself unless there is a way to make them stand or actually sit in the game, don't really wanna see people floating around unless they get a hover chair or something under them if they do that lol</content>
  </entry>
  <entry>
    <title>Player Communication - limit instant messages from long distance</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/678699/player-communication-limit-instant-messages-from-long-distance"/>
    <id>sug_qgjicnggt6nvtrh</id>
    <published>2025-11-21T01:01:52Z</published>
    <updated>2025-11-22T10:58:58Z</updated>
    <content type="text/plain">To make in game communication more realistic, I think it could be a good idea to have local voice chat only, with in game mail being the main form of “Direct Messaging”. This would incentivize people to regularly go to their home to check mail or even the post office? To see if their friends have sent them and invites to party up or quest together or even meet to meet at a tavern to chat. If a player was out of town a courier could be payed to send the mail to them directly sort of like in Skyrim.</content>
  </entry>
  <entry>
    <title>Rare Enemies</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/675950/rare-enemies"/>
    <id>sug_mjve6j7qpreymhr</id>
    <published>2025-11-06T13:07:29Z</published>
    <updated>2026-05-20T16:22:18Z</updated>
    <content type="text/plain">I’d like to see a different variation of each monster that is only slightly different and is very rare. It would kind of be like a useful genetic mutation, like a goblin being 2 feet taller or something like that. Also the material (s) they drop are better than the ones they normally drop, the exchange being that they are stronger and harder to fight. The material doesn’t need to be different, it could just give like +3 extra strength or something when it’s made into gear, as opposed to the regular version. (Also I think Exotic enemies makes more sense as a name, but it sounds more boujee).</content>
  </entry>
  <entry>
    <title>PSVR2 - PC adapter support</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/675346/psvr2-pc-adapter-support"/>
    <id>sug_tfgcqpvsncu5jc6</id>
    <published>2025-11-03T14:18:09Z</published>
    <updated>2026-05-20T16:43:25Z</updated>
    <content type="text/plain">Could there be a possibility of the game recognizing the PC version of the PSVR 2 headset and controllers and displaying and recognising them in the same way they would be if you were playing natively on the ps5? Something that really suprised me was the fact that no man sky had issues when using the PSVR 2 adapter, because the game couldnt recognise the controllers, even though the game has an official PSVR 2 version. Official support for foveated rendering and eye tracking would be a godsend but Im unsure if thats possible on pc as its not officially supported?</content>
  </entry>
  <entry>
    <title>Focus on wildlife</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/675055/focus-on-wildlife"/>
    <id>sug_jppsrdnp70iec0y</id>
    <published>2025-11-01T12:25:14Z</published>
    <updated>2026-05-20T16:25:56Z</updated>
    <content type="text/plain">bringing more diversity in wildlife, not only deer and fish. These creatures could serve as earlygame enemies instead magical monsters.&#13;
&#13;
 some cool animals i would love to be included: foxes, wolves, bears, rabbits, sharks, snakes, insects, owls (birds in general), lizards, bats, raccoons, camels, turtles, crabs,  wild boars, beetles  and unicorns.&#13;
&#13;
it may seem obvious but i just wanted to add it here just in case</content>
  </entry>
  <entry>
    <title>Perception/stealth skills</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/672970/perceptionstealth-skills"/>
    <id>sug_46opzpefs1vfaxf</id>
    <published>2025-10-20T06:01:01Z</published>
    <updated>2025-10-20T19:01:45Z</updated>
    <content type="text/plain">You should be able to eventually upgrade your skills to unlock abilities like detecting enemies that are out of FOV, and also being able to listen/observe discretely (enemy or player). There should also of course be safe areas where these skills are nullified for privacy.</content>
  </entry>
  <entry>
    <title>Hidden items</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/672968/hidden-items"/>
    <id>sug_7ig9uukx5jilvxc</id>
    <published>2025-10-20T05:55:35Z</published>
    <updated>2026-05-20T16:20:22Z</updated>
    <content type="text/plain">I always found it so cool in SAO when Kirito would tell about some secret item he heard about somewhere. I feel like so items should make players explore usually avoid scenery in order to find quest items/rare items.</content>
  </entry>
  <entry>
    <title>Make it super hard to progress at a point</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/672967/make-it-super-hard-to-progress-at-a-point"/>
    <id>sug_ug4pevahpeaf7tp</id>
    <published>2025-10-20T05:52:02Z</published>
    <updated>2025-10-20T19:02:46Z</updated>
    <content type="text/plain">Eventually, the game will start to lose players, but you can limit updates by making enemies harder and areas longer to clear. I'd rather this game not burn up soon after it's peak like a lot of VR MMOs have been doing.</content>
  </entry>
  <entry>
    <title>3D telegraph attacks</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/671862/3d-telegraph-attacks"/>
    <id>sug_54fiibsnu3rw6oj</id>
    <published>2025-10-13T21:44:05Z</published>
    <updated>2025-10-14T16:06:52Z</updated>
    <content type="text/plain">you usually avoid normal telegraph attacks by just walking away from it but what if you could jump or crouch too to avoid it. for example instead of moving away from a swing telegraph attack you crouch which gives you a big advantage if you are a swordsman cause you are still in range of attack.&#13;
&#13;
  &#13;
&#13;
in lower body attacks jumping too early will make you mess up the timing and upper body attacks where you crouch you might be slowed which may put you in danger for a follow up attack. and maybe in high level enemies if you jumped/crouched too early that may make them change their attack type to the opposite so they can hit you (faint attack) &#13;
&#13;
 (i think those are good solutions to make the mechanic balanced)</content>
  </entry>
  <entry>
    <title>Item weight and gameplay around it</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/671405/item-weight-and-gameplay-around-it"/>
    <id>sug_l5rqsmsf9u9du3d</id>
    <published>2025-10-10T19:26:58Z</published>
    <updated>2025-10-12T10:59:31Z</updated>
    <content type="text/plain">Give items a weight, limiting the amount you can carry.&#13;
&#13;
Opens gameplay for cargo carts, that you can bring with you to the wild for extra storage.&#13;
Don't fill them all the way to the max tho thats gonna require multiple people to move or alot of strength.&#13;
&#13;
[Suggestion modified by Kerohan, initial was just about cargo but that doesn't make much sense without a weight system]</content>
  </entry>
  <entry>
    <title>Hidden Classes with Hidden Requirements</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/668627/hidden-classes-with-hidden-requirements"/>
    <id>sug_zue0jnt6injqxr7</id>
    <published>2025-09-26T21:40:51Z</published>
    <updated>2025-09-26T21:48:32Z</updated>
    <content type="text/plain">Well, it’s kind of a dumb idea, but I was thinking that maybe there could be hidden classes with requirements unknown to players to unlock them. For example, undead palidan. And the requirements could be to die to an undead, as a palidan, wearing rotten leather armor or something like that. And to make it relatively even, you can add both debuffs and keep requirements. For example : when in the sun you take damage and for the keep requirements, for relatively not much change classes it could be that you lose the class if you die 10 times with it, and for more powerful ones, you lose it if you die once with it. This can also be done with professions. Just an idea, hope someone likes the idea!</content>
  </entry>
  <entry>
    <title>Mastery system - Trials to evaluate player' skill</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/667363/mastery-system-trials-to-evaluate-player-skill"/>
    <id>sug_nzjtxbpjxnupnra</id>
    <published>2025-09-21T11:43:03Z</published>
    <updated>2025-09-25T10:18:10Z</updated>
    <content type="text/plain">The biggest problem with a system the only shows the the level of the player, is that you cant gauge the players actual skill level. Sure they have grinded for hours to get here, but that doesn't prove that they are actually good. &#13;
I suggest adding small trails around the map, as an optional quest, that will test the players skill level, regardless of if they are level 5 or level 50. These trails will come in different difficulties, and if you win you will have unlocked a mastery level in e.g. sword fighting. &#13;
Minor cosmetics could be unlocked, by having a high enough mastery in a skill, but the main goal would be to have it as a "badge of honor" showing other people, that you are not just another grinder, but also a skilled player.</content>
  </entry>
  <entry>
    <title>Crafting materials found on specific bosses/dungeons</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/663535/crafting-materials-found-on-specific-bossesdungeons"/>
    <id>sug_tyalvnrnvnzpnmr</id>
    <published>2025-08-31T14:00:50Z</published>
    <updated>2026-05-20T16:15:28Z</updated>
    <content type="text/plain">Add crafting materials that are only acquired from specific bosses or dungeons to potentially make stronger weapons, armour and consumables. This could allow for lower levelled dungeons and bosses to retain some form of relevance and to not be completed just because the story requires you to.</content>
  </entry>
  <entry>
    <title>Skills - Optionnal casting movement for optionnal effects</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/663050/skills-optionnal-casting-movement-for-optionnal-effects"/>
    <id>sug_apd0ufplfd6bdf6</id>
    <published>2025-08-30T07:08:54Z</published>
    <updated>2025-09-10T08:18:55Z</updated>
    <content type="text/plain">Doing a circle with your hand while summoning a fire ball make it summon faster, moving your hands to random certain points in front of you make healing overload</content>
  </entry>
  <entry>
    <title>Flying Mounts</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/655321/flying-mounts"/>
    <id>sug_bnmoeqrwwt2feou</id>
    <published>2025-07-18T09:58:28Z</published>
    <updated>2025-07-21T19:12:40Z</updated>
    <content type="text/plain">Would be epic to even have flying mounts. Ok i'm a bit biased here because my first proper VR experience was Eagle Flight back in 2016.</content>
  </entry>
  <entry>
    <title>World Events / Events affecting the whole game, not just one map</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/655251/world-events-events-affecting-the-whole-game-not-just-one-map"/>
    <id>sug_azarogxurh5ci3s</id>
    <published>2025-07-17T20:18:08Z</published>
    <updated>2025-07-17T20:22:42Z</updated>
    <content type="text/plain">For later stages i suggest something similar (scaled of course) to the legendary Ahn'Qiraj War Effort in WoW where all the players have to join forces and do a team effort in order to open a new dungeon or start a new phase. Whoever was lucky enough to take part of such an event will surely remember those uniqe adventures.</content>
  </entry>
  <entry>
    <title>Increase Chance for Players to Meet Again</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/654704/increase-chance-for-players-to-meet-again"/>
    <id>sug_xpyjokdfymgobbt</id>
    <published>2025-07-14T21:26:11Z</published>
    <updated>2025-07-15T10:13:30Z</updated>
    <content type="text/plain">Though instances may be required, we can increase the likelihood of creating social connections by pairing players with those that were most recently seen by them.&#13;
&#13;
This can reduce the number of "missed connections" and increase the chances of getting to know strangers e.g. passing by the same stranger many times and eventually striking up a conversation.&#13;
&#13;
The mechanic is simple. Each player has a list of players seen, along with the time that player was "last seen" by them. When choosing an instance for a player:&#13;
&#13;
1. pick the player that was seen most recently, is online, and not in a full instance&#13;
2. Add player to the selected instance&#13;
&#13;
Another option is to make the algorithm a bit more complex and prefer worlds with more recently seen people (up to 5)&#13;
&#13;
In order to provide full freedom for players to explore and meet new people, the above mentioned behavior can be the default with an option to disable it. e.g. Wandering = enabled/disabled</content>
  </entry>
  <entry>
    <title>heavier equipment when stamina is low</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/653428/heavier-equipment-when-stamina-is-low"/>
    <id>sug_kgf1add8vprg9rx</id>
    <published>2025-07-07T10:29:49Z</published>
    <updated>2025-07-08T16:59:58Z</updated>
    <content type="text/plain">swords/sheilds become heavier to carry swing around when your stamina is low (like the one in twd vr game)</content>
  </entry>
  <entry>
    <title>Scam products / Hidden item quality</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/652780/scam-products-hidden-item-quality"/>
    <id>sug_8yqucr5vfcfid8v</id>
    <published>2025-07-03T20:06:26Z</published>
    <updated>2026-05-20T16:25:10Z</updated>
    <content type="text/plain">being able to make low quality products and sell them without people knowing.&#13;
there can be a talent to see the quality of the products in a high level</content>
  </entry>
  <entry>
    <title>Chance to find other people loot in the exploration zones</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/651878/chance-to-find-other-people-loot-in-the-exploration-zones"/>
    <id>sug_xnwskxdzfjkly2q</id>
    <published>2025-06-30T20:11:09Z</published>
    <updated>2026-05-20T16:23:25Z</updated>
    <content type="text/plain">you will find thrown items as they were thrown, left from the player. (without junk ofc, only common till max rarity)</content>
  </entry>
  <entry>
    <title>Make the main story completely optional</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/650619/make-the-main-story-completely-optional"/>
    <id>sug_tv5cszqkvghlhzx</id>
    <published>2025-06-25T14:53:55Z</published>
    <updated>2025-06-25T14:59:14Z</updated>
    <content type="text/plain">The main story is completely optional if you don’t want to follow it, you don’t have to. Maybe my story is about becoming the greatest chef ever. That might mean traveling to Dargonath to meet with some dwarves to help build me a restaurant, or going on adventures with different parties to test and improve my cooking.&#13;
&#13;
Or maybe I want to become the greatest mage of all time, with the goal of learning and mastering every single spell, no matter how obscure.&#13;
&#13;
Etc., etc.</content>
  </entry>
  <entry>
    <title>Little or no teleporting</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/649916/little-or-no-teleporting"/>
    <id>sug_uy63gjylpomg6kn</id>
    <published>2025-06-21T22:02:54Z</published>
    <updated>2026-05-20T16:27:59Z</updated>
    <content type="text/plain">Teleporting all the time would make going through the Forrest’s and the wild kind of pointless. And it would be a lot more fun to have to work a little to get to where you want to go, even late game. Imagine u have a friend that lives in one city and you live across the continent, and right now you are on a cross continent adventure so you make a detour to your friends city to go see them! And then maybe you could spend the night with them instead of having to pay for a hotel :3. Also it would make an incentive to have to go through the wild and stop at smaller villages because if not people will never see those villages or want to go to them. I’m not completely against the idea of teleporting, maybe it would be ok if like the have one or two teleportation things but honestly I think it would be better just without it. &gt;~&lt;</content>
  </entry>
  <entry>
    <title>Ability to climb/ grab onto many things.</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/649343/ability-to-climb-grab-onto-many-things"/>
    <id>sug_i4c9uqzpsx25nyg</id>
    <published>2025-06-18T23:34:39Z</published>
    <updated>2026-05-20T16:28:27Z</updated>
    <content type="text/plain">So you can climb little mountains or be able to grab a wolf’s/monster head after you have killed it to show your friend or rocks on the floor or even flip a table after you lose a game, and a stunt like that could get you kicked out of the establishment hahahaha</content>
  </entry>
  <entry>
    <title>Death is serious / Lose something on death</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/649338/death-is-serious-lose-something-on-death"/>
    <id>sug_p9msq85ign6t889</id>
    <published>2025-06-18T23:14:47Z</published>
    <updated>2025-06-19T08:59:48Z</updated>
    <content type="text/plain">People shouldn’t go into a situation expecting to die but should never want to die by making g death serious. Could involve losing almost all of your stuff and gear and take money away from you</content>
  </entry>
  <entry>
    <title>Law enforcement / jail / ability to break the law</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/649269/law-enforcement-jail-ability-to-break-the-law"/>
    <id>sug_bynqybbhjupdlds</id>
    <published>2025-06-18T18:35:20Z</published>
    <updated>2025-06-18T19:40:19Z</updated>
    <content type="text/plain">You can get in trouble with the law by maybe unleashing disturbing magic throughout the town, arguing with someone, or even stealing from stores or people, this can result in jail time or a fine where you can try and escape and then be wanted which if you are able to stay wanted without getting caught or thrown back in jail for a while then you won’t be wanted anymore. There can be many different laws and things that you could break, but you should make it very bad for the player to break these laws so not everyone does it. Like stealing from stores and people shouldn’t be worth the risk unless you are good at it</content>
  </entry>
  <entry>
    <title>Voice spell casting or hand movement spell casting (for some spells)</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/649257/voice-spell-casting-or-hand-movement-spell-casting-for-some-spells"/>
    <id>sug_qnx6n3zgqufrunn</id>
    <published>2025-06-18T17:54:14Z</published>
    <updated>2026-05-20T16:10:04Z</updated>
    <content type="text/plain">Some spells might require you to just put your hand out and shoot a fireball or whatever while others (maybe more complicated or powerful spells) require you to chant words (possibly the language of Arkania) and other spells might require you to do hand motions. And if you mess up on the words or don’t do the hand motions correctly then it either won’t work or will be less potent. And this gets rid of the language barrier since it will be the language of the game.</content>
  </entry>
  <entry>
    <title>Money making with small jobs at lower levels</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/649096/money-making-with-small-jobs-at-lower-levels"/>
    <id>sug_wszwybzy7psixgc</id>
    <published>2025-06-18T03:01:49Z</published>
    <updated>2025-06-18T15:25:14Z</updated>
    <content type="text/plain">Adventuring shouldn’t pay well until you become more recognized with your guild and start to do very hard quests, (which would be more late game) anything before that should pay pretty bad. People should be able to get jobs, jobs that npcs sometimes do. So if you go to a fancy restaurant with your friend after a super long treck through the woods or defeating a super hard boss you could either find an npc taking your order or it could be another player who works there. Maybe some players could be guild receptionists, bartenders, merchants, work at for a black smith to repair people’s tools, the possibilities are endless. These jobs can help you pay for better tools, save up for a fancy new sword or maybe pay for swordsmen or sorcery school. Or maybe you are saving up to get something for someone special :)</content>
  </entry>
  <entry>
    <title>Quality of life movement / Crouch or sit from a button, not only from an actual IRL position</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/648899/quality-of-life-movement-crouch-or-sit-from-a-button-not-only-from-an-actual-irl"/>
    <id>sug_xmphyzdd2ndzbzv</id>
    <published>2025-06-17T06:01:08Z</published>
    <updated>2026-05-20T16:39:11Z</updated>
    <content type="text/plain">Being able to sit on anything using controls, or being able to crawl on the floor using controls, lay down, etc.</content>
  </entry>
  <entry>
    <title>Prioritize map size over content density</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/648422/prioritize-map-size-over-content-density"/>
    <id>sug_3jpyjmuve0ai11j</id>
    <published>2025-06-14T20:12:11Z</published>
    <updated>2026-05-20T16:29:54Z</updated>
    <content type="text/plain">Making the wild areas like Forrest’s, jungles etc very big and complex will add realism to the world and there should be an incentive to want to explore and walk through these large areas, whether it being going to a dungeon, for a quest or making it to another town, that’s why I think that teleportation should be limited to a couple main cities, same with limiting mounts. (This is one suggestion however the rest that I said it’s important for the suggestion to make sense)&#13;
&#13;
Edit from Admin - took the liberty to change the title, because almost everyone want bigger maps, the true question is map size versus content density.</content>
  </entry>
  <entry>
    <title>The fast carrier pigeon system / In game mail</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/648243/the-fast-carrier-pigeon-system-in-game-mail"/>
    <id>sug_4qwrb7kkn8mnoe1</id>
    <published>2025-06-13T20:54:48Z</published>
    <updated>2025-06-14T08:59:46Z</updated>
    <content type="text/plain">I want the player to be able to receive letters from friends, items or invitations in writing with a carrier pigeon, it will be very atmospheric, I think, but so that it flies specifically into the player's leading hand, and the player can open the parchment with the other hand) In addition, this bird flies very fast and will not fly away until you close it with parchment. Moreover, I think the bird can be made very cute so that the players like it and they enjoy looking at it as a kind of mascot)</content>
  </entry>
  <entry>
    <title>Flyers board / missions or quest board</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/647731/flyers-board-missions-or-quest-board"/>
    <id>sug_2w8t1ulrf5gci0q</id>
    <published>2025-06-11T19:10:26Z</published>
    <updated>2025-06-11T19:29:06Z</updated>
    <content type="text/plain">A board that contain daily flyers for help in missions sought by either real players or npcs.&#13;
&#13;
Humans asking for a specific help or materials.&#13;
&#13;
Daily npcs missions that offer xp and money and maybe legendary items depending on the difficulty of the mission&#13;
&#13;
The boards are scattered across the city and rated using skulls for how hard the mission is. &#13;
&#13;
Players would have to put the prize from their inventory from the start to make it fair for everyone. And the player later would decide if the prize is worth it or not.&#13;
&#13;
The flyer owner could leave the game with the flyer still being there and when he enter back the game he would get a notification if someone took the mission and they can find what they seek in their inventory</content>
  </entry>
  <entry>
    <title>Npcs limbs dismemberment while staying alive</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/647590/npcs-limbs-dismemberment-while-staying-alive"/>
    <id>sug_sgzqgmlwdvywjhz</id>
    <published>2025-06-11T06:49:51Z</published>
    <updated>2025-06-11T19:35:52Z</updated>
    <content type="text/plain">When attacking an enemy with a strong enough hit with a big enough weapon they may lose their limb if they had no armour. Which will give them a huge damage spike and make them enter a bleeding state. (Will be fun if they begged to keep them alive too)</content>
  </entry>
  <entry>
    <title>Head shock / Dizzy or stun debuff</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/647589/head-shock-dizzy-or-stun-debuff"/>
    <id>sug_hsfiwigzt234fwo</id>
    <published>2025-06-11T06:45:28Z</published>
    <updated>2025-06-11T19:26:26Z</updated>
    <content type="text/plain">Getting hit in the head with a blunt weapon make your FOV smaller with each hit. After many hits you get the dizzy affect which make you move and generate stamina slower. &#13;
&#13;
In the enemies side it can make their attacks slower</content>
  </entry>
  <entry>
    <title>Vision based behaviours / Blind debuff</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/647588/vision-based-behaviours-blind-debuff"/>
    <id>sug_2zzn11elniv9m6s</id>
    <published>2025-06-11T06:40:14Z</published>
    <updated>2025-06-11T19:24:16Z</updated>
    <content type="text/plain">A flash attack that make enemies temporarily have hard time using their vision (not completely lose it because that would be OP) which will make their slashes less accurate and hit the air more often, and have hard time keeping sight on their enemies. And in rare occasions they may mistake their allies with you and attack them. This should also blind the players if they didnt look away or cover their eyes. It can be a throwable gadget or a magic spell</content>
  </entry>
  <entry>
    <title>Competitive PvE Arena / Dungeon Leaderboards</title>
    <link href="https://ascentquest.featureupvote.com/suggestions/645725/competitive-pve-arena-dungeon-leaderboards"/>
    <id>sug_zm0rbjvhnv5dj1d</id>
    <published>2025-06-02T19:37:06Z</published>
    <updated>2025-06-02T19:53:09Z</updated>
    <content type="text/plain">A dungeon serving as an arena for combat contests.&#13;
It can serve limited time events, enemy waves, gathering spot etc.</content>
  </entry>
</feed>
