Feedback:User/Neithan Diniem/Movement Through Water
Movement Through Water | |
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User | Neithan Diniem |
Categories | Mechanics |
Walking or through water, you know what that's like, right? While you walk, in shallow water its a relaxing stroll, while running; a splash-fest. Deeper in walking becomes a trudge, and running is an awkward thing to say the least. Once you reach deep enough water though, your body becomes free from the ground and you can swim easily through the water. However, in Guild Wars 1 your character was strangely unaffected by the presence of this viscous liquid; no change in speed at all. Why not change that?
Liquidation[edit]
Simply put, the theory would have this effect be quite easily implemented. Im not saying we go the way of the old tar spell, as that doesn't have dynamic change. As far as my understanding goes, a weight map could be used within all bodies of liquid to provide a movement buffer, be it reduce or increase, based on the depth the character proceeds into it. The "color" of the map would be utterly translucent at the shoreline, as you go deeper, the color would gradient become opaque. As it does this, the character's movement would be hampered until they reached the depth where they could swim. Once there, they would be limited by whatever movement restrictions or limitations that Anet has placed.
Pros and cons[edit]
- The biggest question would be "Why bother?" I say, "Why not?" The idea adds realism to the game; Now you, and other things, must move through the water as physics allow. Personally, I find that when games go for realism, they become a more immersive game. I can "live" as my character better.
- It expands the tactical importance of bodies of water. Now you must think about how you can use water to give you an advantage in a fight, as well as how it may hinder you. Luring a foe through water, or perchance tar, would cause the foe or foes to become hindered, giving you more time to punish them in whatever way you've concocted. Where as if your running away, you may want to steer clear of that river there, as you may find your ranged-foes can catch you in a tight spot.
However...
- How Anet has developed movement through 3D space while underwater is not known. A (2D, generally) weight map idea could conflict with any such underwater passages if the weight map was not aware of that extra dimension. How can this be avoided? I don't know... yet. Is it still possible? Yea, but maybe in a different way than I described above. Its all in how they have set it up so far.
So the idea sounds logical, at least bluntly. If it works, hey, we get a bit more realism and more tactical options during combat. Sweetness. If it doesn't? Well it certainly wont be the straw that breaks the camel's back. The game would most defiantly live on unaffected by the absence of liquid physics. Its existence, or lack thereof, all depend on how the developers approach it.
Thank you for reading, and if you have any comments, suggestions, or critiques, leave a message on the Talk page. Ill promptly respond as quickly as I can.