Yes, I agree, the bots that continued to play the game after the disastrous launch do not complain in-game about not being able to swim. Imagine having bots complain about it in-game, that would be some smart coding !
And BTW the feedback (or “complaint” as you call it) is about walking under water, not about not being able to swim.
I govern a company of 75+ members with an active discord. since launch I have not heard 1 single person complain about not being able to swim. lots of people continued to play the game post launch, not just bots.
Yes, I guess you can ignore obvious problems about the game. Some people are more selective about certain aspects of a game and as you can see I am one of the million players that left the game after 200hrs in launch. I think it’s self explanatory where the problem is.
Not having swimming isn’t a problem. There’s literally anything else that matters more that actually has literal gameplay effects. Swimming adds nothing, it’s a waste of time at the moment.
No one cares about that… It has no effect on actual gameplay. No one is spending time in water unless they want to.
The animation team alone has much more things to worry about that effect actual day to day stuff. Let’s get those cleaned up before something else not adds no value
… He fell. His fault, same thing would have happened if he walked off a cliff. The players that stayed and actually play the game want more things fixed than having swimming
Ok, forgive me, it was a mistake posting a feedback for this game.
I will uninstall probably again when I get bored of chopping down trees, which is the last thing that I enjoy doing in this game… which BTW also visually bugs out sometimes (wrong tree object id selected most probably, which I am sure that can be fixed by any developer in a matter of minutes), but that’s a feedback that I won’t post because “there are more important issues that need to be solved first”.
Man, just imagine all the returning and new players, after the red the headline on some gaming news site: “New World safed! Swimming finally implemented!” We would be at 3x player numbers we had at release, in notime… At least!
So, I am going to say this for the last time. In this thread I proposed a simple workaround that any internship level developer could do in a week, an workaround which would make the game feel a bit less clunky.
This exact player mentality that you prove is why they are not doing any improvements in the game. Goodbye.
in your head you proposed a “simple” workaround. however a workaround is not having someone code a brand new feature into the game.
if any internship level developer could do it in a week, then do it yourself and forward them the code. of course that won’t work because you don’t know the current coding for the game to be able to properly implement it in a way that wouldn’t break everything.
Alright here is a game designers answer to this request. All animations will have to be fully redone to allow for underwater combat and swimming. If you are looking for just a swimming animation itself it takes some time and investment in, though not as much as redoing all the animations for water-based combat.
In short, the amount of work needed for this feature is just not worth the investment at this time, especially when we have more pressing matters that could ultimately decide the fate of the game.
Depending on the engine the code required for this is very little. They may just need to create code based triggers for the state machine. The question is more about how many animations need to be done and the server based code for it (if any).
I don’t see the need of any animation, The fatigue feature would take 5d (maximum) to implement + the debugging time but that’s QA job if they have a QA team. The only other problem is lowering water levels, which may or may not create some terrain issues. Of course this would imply doing my suggestion not actual swimming.
I really don’t see the need to create all this work just because of some water. The water and the slow mechanics provided are immensely good. They provide very tactical gameplay and realistic combat. This feature is insanely good for the game and pvp, it just needs to be implemented more frequently in the design of zone conquest (for example deep rivers that are between a and b nodes).