Feedback talk:User/Neithan Diniem/Movement Through Water
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I like it. They had it in a way back in post-searing Ascalon, but there was so little 'water' there, it didn't really factor in, and the monsters who were in it were stationary to begin with.209.216.174.90 05:51, 15 December 2010 (UTC)
- Your meaning the "tar" effect? Yea, that is in part what helped spark this idea. I make mention of it (slightly) in the suggestion, as this idea can apply to any body of liquid they put into the game. Water, Tar, Sewer water, Fruit Punch... whatever. Each map could be tweaked to give differing resistance towards the player. Perhaps there is a blessed water that also increases movement speed?--Neithan Diniem 05:55, 15 December 2010 (UTC)
- As far as I know Guild Wars 2 will use Havok as its physics engine, which would possibly allow them to define the viscosity of a fluid and as such, have it effect the movement of a character, or any object through it... I guess capes and cloth objects would also behave differently in liquids too, though I doubt they would implement it to that extent though. It would make the idea of having a weight map a little easier (I think) as the physics engine would calculate the resistance of the fluid and adjust the character's speed accordingly. It would also allow a character to move faster whilst swimming through a fluid than if they were waist-deep in it, as they are more streamlined, so less resistance. Jarak 23:55, 16 December 2010 (UTC)
- Didn't know that they could be using the Havok engine. If so than this idea could very well be possible already, if they just set it up that way. I hope that is the case, but never the less, I stand by my suggestion ^^.--Neithan Diniem 01:39, 17 December 2010 (UTC)
- I think I may have come across the wrong way; I like the suggestion very much and it would add a more tactile feel to the movement of your character, which can often feel... detached? So I would really like to see this feature in the game - I wasn't trying to say the idea was bad atall :P , just that there might be an easier way for them to make it work with their existing technology - if they add the feature in any way though, it would be good :) Jarak 13:54, 17 December 2010 (UTC)
- Didn't know that they could be using the Havok engine. If so than this idea could very well be possible already, if they just set it up that way. I hope that is the case, but never the less, I stand by my suggestion ^^.--Neithan Diniem 01:39, 17 December 2010 (UTC)
- As far as I know Guild Wars 2 will use Havok as its physics engine, which would possibly allow them to define the viscosity of a fluid and as such, have it effect the movement of a character, or any object through it... I guess capes and cloth objects would also behave differently in liquids too, though I doubt they would implement it to that extent though. It would make the idea of having a weight map a little easier (I think) as the physics engine would calculate the resistance of the fluid and adjust the character's speed accordingly. It would also allow a character to move faster whilst swimming through a fluid than if they were waist-deep in it, as they are more streamlined, so less resistance. Jarak 23:55, 16 December 2010 (UTC)
If you want realism in the game, how about you suggest to remove magic? 90.200.129.122 22:26, 18 December 2010 (UTC)
- I mean realism in the fact that it adds immersion to the game, not that I want them to throw out something fantastical. This is a Role-Playing game set in a fantasy environment, not some dimensional realm where everything we know about how the world works is thrown out like trash. Honestly now though, how was that comment helpful to dispute or approve my suggestion?--Neithan Diniem 02:02, 19 December 2010 (UTC)
Again, great idea. Seeing this idea implemented in GW2 will be an awesome little bonus if they do actually go for it. Good luck! --Silverdawn 10:32, 29 January 2011 (UTC)