Enhanced Water Experience

Stuff you would like to see in the world of Eliatopia.
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Robby
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Re: Enhanced Water Experience

Post by Robby » Wed Jan 27, 2021 8:32 pm

This all would be pretty cool for sure! The only problem being this would probably be a decent bit of work, and I'm not quite sure where it would fit on the timeline of things-to-do. Currently the desktop version is right around the corner, then I'd like to add a handful of big content updates which will take several weeks, the next boss, plus the whipmaster hopefully not TOO far away, and mobile sometimes semi-soon as well. As well as a slew of other small features. So if I were to add this in, it'd probably be pretty far down the to-do list at the moment unfortunately, due to the amount of work it'd take and the slightly lower demand for it right now. =/

Flashlight237
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Re: Enhanced Water Experience

Post by Flashlight237 » Sat Sep 04, 2021 2:09 pm

Bumping because I think this should be brought back up again.

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JoMan2
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Re: Enhanced Water Experience

Post by JoMan2 » Sat Sep 04, 2021 5:38 pm

Wait whipmaster has been an idea from January? Sheesh
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cinos
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Re: Enhanced Water Experience

Post by cinos » Sat Sep 04, 2021 7:02 pm

Personally I'm not feeling the unique underwater skills, feels to me like a thing you'll learn for like one area and then never use again, PLUS if Kingdom Hearts has taught me anything, it's that underwater combat just takes away your skills and makes everything clunky...yeah, I'm gonna lean more torwards just being able to dive and use your skills that way, would certainly help with those mobs who get stuck in alion lake.
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Re: Enhanced Water Experience

Post by Flashlight237 » Sat Sep 04, 2021 10:17 pm

cinos wrote:
Sat Sep 04, 2021 7:02 pm
Personally I'm not feeling the unique underwater skills, feels to me like a thing you'll learn for like one area and then never use again.
Not if the water's deepened and not, like, a puddle or something.

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cinos
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Re: Enhanced Water Experience

Post by cinos » Sat Sep 04, 2021 11:38 pm

Flashlight237 wrote:
Sat Sep 04, 2021 10:17 pm
cinos wrote:
Sat Sep 04, 2021 7:02 pm
Personally I'm not feeling the unique underwater skills, feels to me like a thing you'll learn for like one area and then never use again.
Not if the water's deepened and not, like, a puddle or something.
Aight then, if you say so, fishing update 20XX
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Re: Enhanced Water Experience

Post by Flashlight237 » Sat Sep 04, 2021 11:42 pm

cinos wrote:
Sat Sep 04, 2021 11:38 pm
Flashlight237 wrote:
Sat Sep 04, 2021 10:17 pm
cinos wrote:
Sat Sep 04, 2021 7:02 pm
Personally I'm not feeling the unique underwater skills, feels to me like a thing you'll learn for like one area and then never use again.
Not if the water's deepened and not, like, a puddle or something.
Aight then, if you say so, fishing update 20XX
Hmm, yes, I sure love me some fish!

(Yes, I know you're being sarcastic, but adding fish in the game is just one more reason for deepening the water.)

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cinos
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Re: Enhanced Water Experience

Post by cinos » Sun Sep 05, 2021 1:13 pm

Flashlight237 wrote:
Sat Sep 04, 2021 11:42 pm
cinos wrote:
Sat Sep 04, 2021 11:38 pm
Flashlight237 wrote:
Sat Sep 04, 2021 10:17 pm


Not if the water's deepened and not, like, a puddle or something.
Aight then, if you say so, fishing update 20XX
Hmm, yes, I sure love me some fish!

(Yes, I know you're being sarcastic, but adding fish in the game is just one more reason for deepening the water.)
(I'm not being sarcastic at all actually, fishing has always been a pretty neat feature and I guessed a water area was gonna be the way to implement it)
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CrazyVanilla
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Re: Enhanced Water Experience

Post by CrazyVanilla » Fri Oct 08, 2021 1:24 am

An ocean biome is something I REALLY want. (Include fish and fishing too pls :D )

I have to partially agree with Cinos on the skills part though. I'm not at all against the addition of underwater-only skills, actually I think it would be great to have (as long as underwater combat remains a somewhat relevant thing as the game continues). Though I am against straight up removing the ability to use some normal skills while underwater. I mean, removing some of them that make sense such as magic breath sure, but a skill such as arrow hoard for example, I don't see why that can't be used underwater? Also I think archers should remain ranged as that's one of the key differentiating factors for the class, along with it being more reasonable to shoot an arrow than a gun underwater.

I am generally in favor of adding more and more runes / stones because I think its a really cool feature and allows for an expanded economy, so I like the idea of the Aether rune. The only disagreement I have with it, is not being able to be enchanted along side fire runes. While this makes sense logically, I will use the same argument I used for the Ice and fire rune discussion; It's awesome to build the "ultimate equipment", and with no way to remove runes from equipment, its going to heavily reduce the usage of specific runes. Equipment and enchanting is so expensive its not worth it to build up multiple weapons for different use cases, as it is we already have somewhat of an issue between the one and two handed weapons not really having different uses.

Side note: Not sure if this is implied, but the aether rune should only work underwater, with the fire rune only working on land, so neither rune "replaces" the other


And lastly, a suggestion from me;

The water breathing rune (feel free to come up with a different name lol). This rune, as can be inferred, allows you to stay underwater for a longer period of time before drowning. This is an armor rune, meaning it can be used to enchant the 5 armor pieces (including accessories). In fact, you'll need it on all 5 pieces for it to work, and the lowest level piece will be the effect level that is applied.

For example, you have a level 2 rune applied to your helmet, armor, boots, and accessory. Your pants however only have a level 1 rune applied. You will then only get the effects of the level 1 rune until you apply a level 2 rune to your pants as well. Similarly if your pants had no rune applied, you'd get no effect from the rune.
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Re: Enhanced Water Experience

Post by Flashlight237 » Fri Oct 08, 2021 2:44 am

CrazyVanilla wrote:
Fri Oct 08, 2021 1:24 am
An ocean biome is something I REALLY want. (Include fish and fishing too pls :D )

I have to partially agree with Cinos on the skills part though. I'm not at all against the addition of underwater-only skills, actually I think it would be great to have (as long as underwater combat remains a somewhat relevant thing as the game continues). Though I am against straight up removing the ability to use some normal skills while underwater. I mean, removing some of them that make sense such as magic breath sure, but a skill such as arrow hoard for example, I don't see why that can't be used underwater? Also I think archers should remain ranged as that's one of the key differentiating factors for the class, along with it being more reasonable to shoot an arrow than a gun underwater.

I am generally in favor of adding more and more runes / stones because I think its a really cool feature and allows for an expanded economy, so I like the idea of the Aether rune. The only disagreement I have with it, is not being able to be enchanted along side fire runes. While this makes sense logically, I will use the same argument I used for the Ice and fire rune discussion; It's awesome to build the "ultimate equipment", and with no way to remove runes from equipment, its going to heavily reduce the usage of specific runes. Equipment and enchanting is so expensive its not worth it to build up multiple weapons for different use cases, as it is we already have somewhat of an issue between the one and two handed weapons not really having different uses.

Side note: Not sure if this is implied, but the aether rune should only work underwater, with the fire rune only working on land, so neither rune "replaces" the other


And lastly, a suggestion from me;

The water breathing rune (feel free to come up with a different name lol). This rune, as can be inferred, allows you to stay underwater for a longer period of time before drowning. This is an armor rune, meaning it can be used to enchant the 5 armor pieces (including accessories). In fact, you'll need it on all 5 pieces for it to work, and the lowest level piece will be the effect level that is applied.

For example, you have a level 2 rune applied to your helmet, armor, boots, and accessory. Your pants however only have a level 1 rune applied. You will then only get the effects of the level 1 rune until you apply a level 2 rune to your pants as well. Similarly if your pants had no rune applied, you'd get no effect from the rune.
Cinos did have a point, we really need more water in general in order for all this to work. Hmm, although my decision to make archers melee-based underwater is more out of logical necessity than it is on game balance or QoL or whatever that is supposed to be. I can barely imagine anyone even trying to shoot an arrow underwater; heck I don't think there's any instance where anyone even bothered trying. At least a bullet can travel somewhat underwater; arrows... Nah, I don't think they're gonna get anywhere.

I personally think the whole "ultimate equipment" thing is insensible, partly due to the lack of logic behind it (Seriously, why would you put fire with ice? Fire melts that stuff and the melted ice would just put out the fire. At that point, you're just gonna turn into an Eliatopian wondering why babies die in washing machines trying to mix fire and ice together), partly due to how imbalanced the way things were set up both pricewise and from a gameplay point of view (monsters don't even resist jack, bearing in mind that weaknesses and resistances are one of the bare necessities in RPGs and MMOs), and partly because, well, let's face it. Fire's gonna be rendered useless in water and Aether would be rendered useless on land. Why the heck would you use Fire to grind Red-Leafed Dragons or Aether to grind Fernips? And yes, I already stated that Aether only works underwater and Fire only works on land.

And yes, a water-breathing rune for armors would be pretty cool, as would the use of poison runes to make equipment provide poison resistance. I am doubtful that the way written there would be executed too well, though. Could just be the limitation written, tho.

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