Hatham wrote: » TheDarkSorcerer wrote: » I somewhat agree here. You can keep actual content out of the water for now. But attention to detail is still just as important as on land. I will still expect underwater creatures both friendly and unfriendly swimming around at launch. I will still expect the same level of detail as on land when it comes to corals, rocks, sand, fishes swimming by and overall underwater environment at launch. As far as content such as underwater dungeons/raids maybe even cities or nodes. That can wait. why would they not have accounted for that already? - if they had planed and pathed out a scope for the project they would have accounted for water/underwater and underground content in advance.
TheDarkSorcerer wrote: » I somewhat agree here. You can keep actual content out of the water for now. But attention to detail is still just as important as on land. I will still expect underwater creatures both friendly and unfriendly swimming around at launch. I will still expect the same level of detail as on land when it comes to corals, rocks, sand, fishes swimming by and overall underwater environment at launch. As far as content such as underwater dungeons/raids maybe even cities or nodes. That can wait.
Dizz wrote: » If intrepid can't make underwater combat exactly good as combat on land I can accept less underwater contents. Like GW2 and ArcheAge both have on underwater contents and underwater combat but both not good as on land, for exmple in GW2 skills base on ground target just have to be rework again and again to able to find a barely okay way to use it in underwater combat but still some is simple can't use it in underwater combat. But if you make skills specific for underwater will be too much learning price for players to jump into underwater contents, and how GW2 tweak how their ground target skills use differently underwater is already make learning price high enough. And to me if underwater combat is not good don't even bother make something like contents like make players fight boss in underwater dungeon building with no water, it's lack rings of the link between surface and dungeon.
TheDarkSorcerer wrote: » Hatham wrote: » TheDarkSorcerer wrote: » I somewhat agree here. You can keep actual content out of the water for now. But attention to detail is still just as important as on land. I will still expect underwater creatures both friendly and unfriendly swimming around at launch. I will still expect the same level of detail as on land when it comes to corals, rocks, sand, fishes swimming by and overall underwater environment at launch. As far as content such as underwater dungeons/raids maybe even cities or nodes. That can wait. why would they not have accounted for that already? - if they had planed and pathed out a scope for the project they would have accounted for water/underwater and underground content in advance. I think OP is saying it's waste to put all dev resources on it now since most players will be on land anyways. Which is somewhat true. But If they already plan on having most underwater content available at launch, that's awesome!
BaSkA13 wrote: » Like others have said, it's not scope creep, it's a stretch goal. I actually don't think Ashes has had much, if any, scope creep in the last few years. Personally speaking, I look forward to all the underwater (and above water) content, everything ocean related is very appealing to me. I honestly cannot wait to be able to play Sea of Thieves but in a persistent game. However, if they need to postpone some or all of the underwater content to a few months after launch I guess it's fine, although I'm pretty sure they'd rather delay the launch than delaying Kickstarter content.
CROW3 wrote: » Hmm… does drowning elves count as underwater content? That’s a vanilla ‘must have.’ 😵
Ryozo wrote: » Yep. Not everything has to be there at launch.
Warth wrote: » Naval Content =/= Underwater Content @ChipsAhoy007
Warth wrote: » Dizz wrote: » If intrepid can't make underwater combat exactly good as combat on land I can accept less underwater contents. Like GW2 and ArcheAge both have on underwater contents and underwater combat but both not good as on land, for exmple in GW2 skills base on ground target just have to be rework again and again to able to find a barely okay way to use it in underwater combat but still some is simple can't use it in underwater combat. But if you make skills specific for underwater will be too much learning price for players to jump into underwater contents, and how GW2 tweak how their ground target skills use differently underwater is already make learning price high enough. And to me if underwater combat is not good don't even bother make something like contents like make players fight boss in underwater dungeon building with no water, it's lack rings of the link between surface and dungeon. I personally dont believe that there should be dedicated, class based underwater combat at all, as underwater (as well as flying) combat is usually scuffed as hell. For every PvP related activity, the Ships you dive underwater from will suffice. For PvE type things, you might as well just give the player an harpoon with a couple of skills while diving.
Dizz wrote: » Warth wrote: » Dizz wrote: » If intrepid can't make underwater combat exactly good as combat on land I can accept less underwater contents. Like GW2 and ArcheAge both have on underwater contents and underwater combat but both not good as on land, for exmple in GW2 skills base on ground target just have to be rework again and again to able to find a barely okay way to use it in underwater combat but still some is simple can't use it in underwater combat. But if you make skills specific for underwater will be too much learning price for players to jump into underwater contents, and how GW2 tweak how their ground target skills use differently underwater is already make learning price high enough. And to me if underwater combat is not good don't even bother make something like contents like make players fight boss in underwater dungeon building with no water, it's lack rings of the link between surface and dungeon. I personally dont believe that there should be dedicated, class based underwater combat at all, as underwater (as well as flying) combat is usually scuffed as hell. For every PvP related activity, the Ships you dive underwater from will suffice. For PvE type things, you might as well just give the player an harpoon with a couple of skills while diving. I don't know if I can express myself enough, if contents involve water or ocean are just on ships and boats and combat in water or underwater combat is not good or less good than other games that tried to make combat in water or underwater combat good, it will be a big disappointment, no matter how good the ship battle is it just a vehicle battle and the link is weaker to players. To a mmo the idea you said is not enough and it just barely acceptable because people usually don't expect content heavily connect with water and they can easily understand the contents on/in/under water are hard to create and be good, if that for PVP and PVE contents the minor tweaks you mentioned are enough to do on/in/under water combat and contents and if Intrepid really do those contents like you said with those minor tweaks only I can barely accept it but its will be boring as hell in my opinion or maybe I will just ignore it and focus on land contents.