The NathanNapalm video gave me an idea.
If climbing in Pantheon is a skill and endurance can increase.
Would learning to swim (under water or not) be another thing where endurance can be linked to? Possibly in relation to swimspeed.
But, another idea would be to have currents in the water (river/oceans/underwater tunnels). These could push against a player swimming forward. Currents pushing you forward, backward or pulling you downward.
This could bring another 'soft' treshold where only players with X swimskill and Y endurance are able to proceed and continue in certain areas.
It doesn't require an actual barrier like a wall or such. So considering the environment and how that is designed, you could still have open areas and a far reaching line of sight. In my book, they aren't actual barriers, but rather a more organic way to link players of different levels within 1 area. So in a way, this would reach out to the demand of players wanting to revisit old zones or new players running into veterans without competing on each others turf.
Taking this even further, the current can be so severe, that one could take damage. If you push through your endurance, you might get hurt as you keep moving on. The more you push beyond your endurance limit, the more damage you take. If you stop swimming forward to recuperate your endurance, the current will push you back. Another addition would be that streams can have different currents, so if you don't watch out, the current might push you into a section of a tunnelsystem you didn't intend to.
Watercurrent isn't a new thing. But implemented in the above mentioned manner, is something I haven't heard VR talk about.
What do you think about this? Is this something too difficult to implement? Would you expect such a thing to be in the game, since they've designed something more extensive with climbing and endurance already? Would you dislike or like such 'invisible' tresholds.
Barin999 said:The NathanNapalm video gave me an idea.
If climbing in Pantheon is a skill and endurance can increase.
Would learning to swim (under water or not) be another thing where endurance can be linked to? Possibly in relation to swimspeed.
But, another idea would be to have currents in the water (river/oceans/underwater tunnels). These could push against a player swimming forward. Currents pushing you forward, backward or pulling you downward.
This could bring another 'soft' treshold where only players with X swimskill and Y endurance are able to proceed and continue in certain areas.
It doesn't require an actual barrier like a wall or such. So considering the environment and how that is designed, you could still have open areas and a far reaching line of sight. In my book, they aren't actual barriers, but rather a more organic way to link players of different levels within 1 area. So in a way, this would reach out to the demand of players wanting to revisit old zones or new players running into veterans without competing on each others turf.
Taking this even further, the current can be so severe, that one could take damage. If you push through your endurance, you might get hurt as you keep moving on. The more you push beyond your endurance limit, the more damage you take. If you stop swimming forward to recuperate your endurance, the current will push you back. Another addition would be that streams can have different currents, so if you don't watch out, the current might push you into a section of a tunnelsystem you didn't intend to.
Watercurrent isn't a new thing. But implemented in the above mentioned manner, is something I haven't heard VR talk about.
What do you think about this? Is this something too difficult to implement? Would you expect such a thing to be in the game, since they've designed something more extensive with climbing and endurance already? Would you dislike or like such 'invisible' tresholds.
All of this will likely be in there. EQ, EQ2, and Vanguard already had a seimming skill that could be "leveled up". They've also talked about pressure being an environment and certain races having an innate passive against it due to their race being aquatic in its origins.
Barin999 said: "But, another idea would be to have currents in the water (river/oceans/underwater tunnels). These could push against a player swimming forward. Currents pushing you forward, backward or pulling you downward. This could bring another 'soft' treshold where only players with X swimskill and Y endurance are able to proceed and continue in certain areas."
It seems quite reasonable to assume they might have areas that could have a water current pushing you in a direction that could need to be overcome with your swim skill/speed. .
They may also add in Acclimation into the mix as well. Wind Shear is just an Air Current, and so is almost the same thing as a Water Current... so maybe they expect your acclimation to Wind Shear to help against water currents too. This seems plausible and actually could be a thing. So you may need both some acclimation to Wind Shear, as well as a certain swimming skill in order to overcome a Water current to safely fight in a specific underwater area.
Joppa once explained to us that the game will sometimes make you deal with more than one type of Acclimation at the same time. For example, in an underwater environment you may have both Anaerobic (lack of Oxygen) and Pressure (all that water pushing down on you) at the same time, and you will need to mix and match your Acclimation Glyphs to make sure you have enough protection from both Atmospheric effects. Perhaps they could weave in some Wind Shear atmosphere in as well by applying it to both Water currents as well as Air currents. So maybe the very hardest underwater raid bosses will be found in places where you need all 3: Anaerobic, Pressure, and Wind Shear protection.
Especially since it's very likely that we will be able to obtain special gear/items that will grant some sort of 'underwater breathing' effect that will help you avoid the Anaerobic part, thus freeing up your Acclimation glyphs to dealing with the other 2; Pressure and Wind Shear.