Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Wind
Freehug
Member, Alpha One, Alpha Two, Early Alpha Two
Ive seen many videos of the environment looks great but I feel its missing something.Ive notice some of the plants,trees moving ,will you be working on this in the future
Leaf Fluttering in Wind
Fallen Leafs
Sand storms
Leaf Fluttering in Wind
Fallen Leafs
Sand storms
0
Comments
So we should have wind in the overall world, as far as minor things like leaf fluttering I would guess it would come with the overall wind mechanics but couldn't be certain.
I'm not expecting such a complex naval system where you have to take wind direction/speed into account. I'm more expecting a "hold forward to go forward" kind of approach!
I honestly wouldn't even expect that much in Ashes, as most players in Archeage didn't even know about the difference.
Some of the most nervous moments I've ever had while gaming came from those damn cargo runs for charcoal. Sometimes your number is just up. ya know?
It would heighten the skill ceiling and tension during PvP and trade route encounters for sure. I really loved having wind affect the sailing content in Valheim, if any of you are familiar with that, so I hope the end result echoes that part of their system to some extent.
I'm going to be honest when I saw the video that got me nervous on how it will do with other players.
Here's a video if anyone dont wanna search it up.
https://www.youtube.com/watch?v=iYN5PWlST4Q
If there are lakes large enough to sail on, the wind should impact there just like on the ocean.
On land: Varied wind speeds (same for oceans, of course), but winds up in the mountains ought to routinely be stronger than on the plains. Wind ought to vary with weather and season - when a fall rainstorm blows in the wind ought to pick up. Perhaps most importantly, wind should impact missiles. If you shoot an arrow a long distance into a crosswind, the arrow should move downwind realistically so you have to adjust for it in your aim. If the wind is behind you, the range and force of your arrow increases. If you are shooting into the wind, just the opposite.
I would guess that wind won't impact most magic spells, except perhaps ones which use physical objects like dust, rocks or water.
I would argue against this. In a real life situation, you can determine wind direction and speed much more easily through feeling, rather than in a video game where you can only see its effects on the environment (and maybe your clothes if you have enough cloth on them) and from a relatively distant third person view at that. The environment will never display full realism in wind effects, so even that's a poor measurement in itself. In the last weather update, the wind system did show an array of speed and displayed general patterns, but not well enough for a player to make split second decisions about wind impact on missiles.