Hypevosa on 10/4/2013 at 17:49
Quote Posted by zombe
Right. Besides swimmable water i hope the AI gets also sensitive to the acquired smell one gets from various kinds of "swimmable water" aka sewage.
Not completely joking here though - it could benefit the immersion by offering more non-linear gameplay.
* use the watery trench to get in safely, but with lasting stench penalties - vs some other route that has a better guard coverage.
* use the watery trench to navigate - destroying susceptible loot (paintings or whatever) carried at the time.
... etc
Still, any kind of water should have quite enormous penalties if dipped into (non concealable foot-tracks for quite some while + based on the water quality makes you very detectable ... in fact ... very hard to ignore :eww: + movement speed penalties to account for all the soaked in water + dripping sounds).
Yeah, do not care whether there is any swimmable water as i, as the protagonist, would stay the f*** away from it.
With all the swimming he does I always assumed everything he had was waterproofed in one manner or another, including his loot sack.
However, that would not save him from stench problems.
SlySpy on 10/4/2013 at 18:14
I sincerely hope they do reimpliment swimming into the game, if only to add more depth and multiple paths into the mix. I still liked TDS, but it would have been better with some swimming paths in it. I believe I heard that the reason why it wasn't included was because some guy made it ridiculously hard to impliment when he hacked the Unreal Engine for TDS. Eidos Montreal has had 4 years on this game as opposed to the constraints Ion Storm Austin had, so hopefully in that time they were able to properly impliment some good swimming mechanics.
If they do impliment it, I hope splashing in water alerts guards like the previous games did. I think you should also be encouraged to swim more slowly in areas near guards in order to be quieter, much like on land.
jtr7 on 10/4/2013 at 23:24
In a world with health potions, asbestos cloth shouldn't be a problem. In a world with alchemy, and normal magic, where the only touchy situations come from putting technology and magic together, some water-proofing shouldn't be farfetched, just not as perfect as it's been.
zombe on 12/4/2013 at 00:50
True enough.
Swimmable water would be nice for extra non-linearity of approaches (assuming they would bloody use it for that and not just as part of mandatory path to mandatory/optional target), but for me - just not terribly important. That does not mean i would say no if the devs would ask whether they should assign some time to implement it - just that if they told that i can get either that or for example rooftop-exploration then that "swimmable water" thing would get a No! before they got to the end of their question.
Justice01 on 12/4/2013 at 04:31
Um, Yeah... Hope I'm not responsible for this thread.. If so, apologies to SE..
jtr7 on 12/4/2013 at 04:37
Hahahaha! What? I wouldn't think you were. The gist of it is hoping past mistakes are rectified. It is not impossible that TDS's design might be taken as the winning-est formula. :cheeky:
FenrisUlf on 12/4/2013 at 23:28
LOL! That made my day. Am still laughing! :joke:
hahahaha
I do like having water around for swimming. Especially in areas like cragscleft and bonehoard where the swimming was mandatory to get to other areas.
Was always fun leading hammerites out into the water and having them die in the tunnels :)
jtr7 on 13/4/2013 at 01:55
Just build a complete City, in fiction/narrative or for interaction, with a coastal city's infrastructure and industry and economy with the addition of alchemy and elementalism and necromancy in every day situations, especially a city with a big friggin' River running N and S, splitting The City in half, at a spot on the globe subject to Summer, Fall, Winter, Spring cycles, etc., where the land has been built up through volcanism, attacked every several decades or centuries by a nature guardian capable of causing earthquakes. Why's that so hard?