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Underwater Zones

AmatheAmathe Member LegendaryPosts: 7,630
There have been some really good underwater zones in many games I have played, including EQ. Hopefully they will also appear in Pantheon.

Water lends itself to a breathing mechanic, which then can be used in other types of zones too (such as The Grey).

Has anything been mentioned?  

EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

Comments

  • ste2000ste2000 Member EpicPosts: 6,194
    I think they intend to make few underwater zones.
    I don't particularly like them, I just find annoying the underwater combat mechanics.
    I very much prefer semi-flooded areas with some underwater content, but not a fully submerged area.

  • SinistSinist Member RarePosts: 1,369
    ste2000 said:
    I think they intend to make few underwater zones.
    I don't particularly like them, I just find annoying the underwater combat mechanics.
    I very much prefer semi-flooded areas with some underwater content, but not a fully submerged area.
    That is one of the reasons I like them. Such zones tend to have a lot of baggage that makes them less than ideal, but if you learn them, get good at playing in the environment, it becomes an excellent place to run with groups without much contest. Kedge Keep and Sirens Grotto were the perfect zones for this, they were a nightmare for some people and made for some excellent zones to take a group and have free reign on a lot of the mobs in the zone.
  • ste2000ste2000 Member EpicPosts: 6,194
    I guess that's one way to look at it.

  • AmatheAmathe Member LegendaryPosts: 7,630
    ste2000 said:

    I very much prefer semi-flooded areas with some underwater content, but not a fully submerged area.
    Swamps are good too. And marshes. But have you tried, for example, the underwater zones in GW2? They really did a nice job on them. 

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • ste2000ste2000 Member EpicPosts: 6,194
    Amathe said:
    ste2000 said:

    I very much prefer semi-flooded areas with some underwater content, but not a fully submerged area.
    Swamps are good too. And marshes. But have you tried, for example, the underwater zones in GW2? They really did a nice job on them. 
    Funny you said that, because when I said I hated the underwater zones I was thinking exactly at GW2.
    It is just not for me, but I am fine with them in the game it offers variety, which is always good.

  • AmsaiAmsai Member UncommonPosts: 299
    I dont care one way or another as long as its interesting and as long as it doesnt severly gimp a class (bard comes to mind cuz music requires air). Also no wonky underwater controls. Make good controls or dont bother.


  • AmatheAmathe Member LegendaryPosts: 7,630
    Amsai said:
     music requires air
    I was going to debate this and cite a contrary example, but I got nuthin. 

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AmsaiAmsai Member UncommonPosts: 299
    Well the devs said that there would be both vocal and hand-sign spells. And while I have no problem believing a sorcerer or enchanter could do that. Its a bit hard to imagine a bard doing hand gestures instead of music or song but im probably over thinking it and getting off topic so ill stop.


  • SinistSinist Member RarePosts: 1,369
    edited December 2015
    Amsai said:
    I dont care one way or another as long as its interesting and as long as it doesnt severly gimp a class (bard comes to mind cuz music requires air). Also no wonky underwater controls. Make good controls or dont bother.
    Nah, you don't need air. Think about what music is (ie waves) and then think about waves as they travel through different substances.


    Ever sing underwater? Notice how you can still hear variation in the waves?

    Now certainly that would change the manner in which those waves travel when in water, which would be very cool if environment changed how some bard spells worked, similarly to how for instance a D&D lightning bolt would change how it worked underwater (ie become a point blank AoE).

    Hey Brad, are you guys considering changing how some abilities work in different environments? Could be a nice little layer of adaption to fit in line with things.
  • DullahanDullahan Member EpicPosts: 4,536
    If they do underwater zones, piercing should become the most powerful melee damage. You should also need to avoid lightning. Just sayin'.


  • AmsaiAmsai Member UncommonPosts: 299
    I definitely see what you are saying Sinist. But even if that were the case now I see it not working due to it distorting the magic lol which actually could give some amusing effects now that I think of it instead of just not working. Talk about a misfired spell. Oops I meant to haste you with that song but instead I slowed you. Etc. On a more serious note its magic so it works is always ok with me as well.

    And yes the team has mentioned a couple of times how different environments would effect spells accordingly. There was even runes or some such to mitigate such effects (only for Prime abilities) according to last months info dump about the Living Codex. If someone could link it...... i csnt cuz my android fails.....


  • ZarriyaZarriya Member UncommonPosts: 446
    Amathe said:
    There have been some really good underwater zones in many games I have played, including EQ. Hopefully they will also appear in Pantheon.

    Water lends itself to a breathing mechanic, which then can be used in other types of zones too (such as The Grey).

    Has anything been mentioned?  


    Yes - here is an excerpt from their FAQ:

    Will there be underwater zones?

    Yes. In fact, one of our playable races, the Dark Myr, is an underwater race. It is important to note here, however, that while the idea of exploring underwater areas and discovering ‘atlantean’ ruins is a compelling one, many implementations of underwater content and gameplay in other MMOs has left some gamers with a negative impression. We are confident that we can provide compelling and fun underwater zones as well as an interface and ability to move underwater that is not frustrating. Additionally, our goal of having underwater zones is not only to provide a different feel and atmosphere, but also to create areas where different tactics can come into play. Underwater exploration and combat is more of a 3D experience, since you can be attacked from any direction, including above you and below you. Some good examples of this are the Battle Room from the book and movie Ender’s Game and the combat in the nebula between Kirk and Khan in the original Star Trek 2 movie, where Kirk outsmarts Khan by attacking from above using his familiarity with 3d space to his advantage.


    https://www.pantheonmmo.com/game/faqs/#q46

  • AdamantineAdamantine Member RarePosts: 5,094
    Vanguard defnitely had a lack of underwater content, so thats something to look forward to.
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