Forums » General Pantheon Discussion

Community Opinion - Do you like underwater content?

    • 1021 posts
    February 18, 2022 10:39 AM PST

    lotuss79 said:

    According to the February Producers Letter, you haven't even begun "Implementation of a swimming locomotion system including support for Z-axis movement, the creation of a new suite of swimming animations, and implementation of a water system."

    So i say, why not go big and throw in a few Trampoline Zones so you can "To Do: Implementation of a bouncy system including support for Z-axis movement, the creation of a new suite of bouncing animations, and implementation of a weightless system."

    If you add endless features, the game will appeal to Everyone!  

    This is kinda what I meant by my initial post.  Underwater controls and everything associated with it is going to be hard.  No ones done it right.  VR already has such a full plate and time is dragging on, to try to say, "We're going to make so much underwater content...blah blah blah." is insane.  It's almost upsetting that they want to push a new dimenions of the world, when so much of the world still needs so much work.  


    This post was edited by Kittik at February 18, 2022 10:39 AM PST
    • 220 posts
    February 18, 2022 10:53 AM PST

    i hope Pantheon do implement an underwater content or expansion area. You don't fight while you swim but instead swimming is only for harvesting, exploring, and fetching quest. Underwater content I hope would be swim down said lake, river, sea, or ocean to underwater cave, temple, magic shielded city, etc where there is air inside for you to quest, grind exp, harvest, etc. Because there's no water inside the cave you can run, explore, and fight monster.

    What I dislike about swimming is the lack of camera to zoom out far to see where I'm swimming and the clunky camera auto rotation. If I can zoom out far then swimming would be enjoyable. I hope the camera doesn't zoom back in automatically after awhile of zoom out.

    Please implement swimming into the game. Frozen tundra, desert lake, ocean exploration, a lot of idea can be added to increase Pantheon game life instead of "land only" content. 

    P.S.

    Please don't put a timer on my "air tank" it'll make swimming unfun if you do please add "swimming skills" increase breathing by +1 each time I lv up that skill so I can stay underwater longer.

    Edit: underwater content can come at a later expansion only because we're short on staff.

     


    This post was edited by AbsoluteTerror at February 18, 2022 10:55 AM PST
    • 363 posts
    February 18, 2022 10:58 AM PST

    Kittik said:

    This is kinda what I meant by my initial post.  Underwater controls and everything associated with it is going to be hard.  No ones done it right.  VR already has such a full plate and time is dragging on, to try to say, "We're going to make so much underwater content...blah blah blah." is insane.  It's almost upsetting that they want to push a new dimenions of the world, when so much of the world still needs so much work.  

     

    So your solution is to deliver an incomplete game without an aquatic biome? It's not insane or upsetting that they want to include a variety of environments.

    • 413 posts
    February 18, 2022 11:04 AM PST

    It sounds like folks are cool with Tranversing water, but not excited about fighting in deep water.  I totally get that.  VR has to be smart how they implemet it.  

    If there will be tools for climbing,  Grappling hook, rope etc.  then water should have tools as well. 

    If you have to climb to find secret places, then you should have to swim to find secret places.

    I remember that Jappa was fond of the game Subnautica, I have never played it myself,  I wonder if there are some cool concepts they can pull from that game?

    I think climbing is concidered a tranverse mechanic, Water should be as well.  wearing heavy and meduim armor should affect your skill at both.

     


    This post was edited by Zevlin at February 18, 2022 11:07 AM PST
    • 258 posts
    February 18, 2022 1:52 PM PST

    I would love to see new content like the zone from House of Thule raid event "Krakken". That boss was the BOMB to parse in!


    This post was edited by Arzoth at February 18, 2022 1:52 PM PST
    • 2644 posts
    February 18, 2022 2:43 PM PST

    lotuss79 said: According to the February Producers Letter, you haven't even begun "Implementation of a swimming locomotion system... " If you add endless features, the game will appeal to Everyone! 

    Kittik said: It's almost upsetting that they want to push a new dimenions of the world, when so much of the world still needs so much work.

    To be clear, Swimming and all the associated features have been part of the plan since the beginning. There's nothing 'new' getting added here.

    • 817 posts
    February 18, 2022 3:34 PM PST

    I normally dislike underwater combat.  Underwater combat is too often regular combat simply with a z axis and slower movement.  In DND I have learned underwater combat is where you are most likely to die.  I am a big believer in most weapons and spells not working well underwater.  It should put players at a huge disadvantage.  If we simply move slow and fight normally or close to normal it will not be under water combat, it will just be combat like everywhere else. 

     

    I like exploring under water.  So with that said I would prefer if underwater was more of a horror scenario.  Hide in the ship wreck until the monster leaves.  Swim for your life as the paranas chase you down.  If you don't have a harpoon like weapon you should reconsider.  You will have a bad time with your great hammer.  Allies on the shore, a boat, a raft, etc shoot at the kraken to get it to flee back under water, they dont fight the kraken in the water themselves because that would be suicide.     

    • 2138 posts
    February 19, 2022 7:55 AM PST

    Lets make water new, not realistic well a little realistic.

    whats cool about underwater: 1. heading one way and shooting/firing/casting another. Being able to cast/shoot while moving. The hinderence of having to stand stil while casting is removed (+1)

    2. All melee get sneak attack except when face-to-face (+ sneak attack modifier added whenever melee is underwater) +1

    3. faster than run speed buff travel (tarzan swinging through trees, but horizontal through seaweed) +1

    4. Eff-ed up mounts? the only mounts in game? the only reason someone would be tempted to role a race with so much negative racial innates and hated by all because in their underwater home town and anywhere where there is water they can faction up, aquaman-like- and get a ....seahorse. It's a lame mount, slows you down, but its a mount and its a ...seahorse. Comes when called, too but only underwater. Only male seahorse, and wont come if pregnant(rng). +meh

    5. design challenge: in a battle situation, do you move inthe world or does the world move around you? like does the horizon move like a scrolling backdrop- causing some disorientation. Or do you move in it. +$$$(not available)

    Seriously, you hate not being able to stop and fight, what would make you LIKE fighting in water? assuming the mechanics you are used to dont exist, as if you are recreating water phisics- yet STILL keeping some to be able to sell the point of "its underwater"

     

     

     

     

    • 417 posts
    February 19, 2022 11:35 AM PST

    I like the idea of underwater content but as many have said there are few games that actually make it enjoyable. If Pantheon can get it right that would be amazing.

    • 256 posts
    February 20, 2022 2:19 PM PST

    Typically, I don't enjoy underwater content. I love the concept and hypothetical implementations, but most games fail to make it an enjoyable experience. That being said, I understand that underwater content is part of VR's plans for Pantheon and I would love to see how it approaches this type of conentent. 

    As for what I would like to see
    1. Class and racial abilities that help deal with the challenges of aquatic environments.
    2. Functional combat mechanics (aoe targeting, hitboxes, etc)
    3. Unique aquatic mobs that make use of their environment during their encounter (krakens, sea giants, sirens, sharks...etc)
    4. Underwater ruins that can be explored/ flooded secret chambers in overworld dungeons. 
    5. Aquatic factions that offer special crafting reagents related to their environment.
    6. Shipwrecks and treasure chests
    7. Potentially underwater mounts depending on how vast specific underwater content is. 
    8. Boat and naval travel. 

    • 690 posts
    February 27, 2022 10:12 AM PST

    If you want a world full of adventure, with the lowest loading times, then you might as well make use of that water space.

    It's a shame it is so hard to get right, but if most content isn't underwater I don't think players will mind too much even if you get it a bit wrong.


    This post was edited by BeaverBiscuit at February 27, 2022 10:14 AM PST
    • 8 posts
    March 1, 2022 11:10 PM PST

    This is a tough one, I think underwater areas add a lot to a game. It gives additional areas to explore and immersion(why have a lake you can't swim in and go underwater? I hate when it just has you swim on the surface). EQ had some decent underwater areas but the Plane of Water and Kedge Keep... oof. Siren's Grotto, I liked this but it was a mixture. I'm probably in the minority on this. It was mostly deserted. I think a partial underwater but mostly not would be alright. Even underwater camping areas in zones but the loot would have to be worth the hinderance.  I enjoy the exploration of a game as much as the progression through levels so more areas. 

    • 69 posts
    March 2, 2022 10:37 AM PST

    I'm a big fan of underwater content (and surface water content!).  As an explorer type the notion that there wouldn't be anything worth discovering underwater really rubs me the wrong way, especially on a world with ancient civilizations, tectonic shifts, and magical creatures - the seas should be filled with plenty of interesting and dangerous things.  Ruins, shipwrecks, cthulhu, etc.

    Many of the problems people bring up have more to do with problems designing combat/movement for underwater content; not so much the concept itself, and yeah those are problems VR should solve.  But I'm not concerning myself with whether or not I expect them to resolve common issues with underwater content.  I'm concerned with whether or not I would like the concept of underwater content - if designed suitably; and yes - yes I would, very much so.