1 year has passed, we can still walk under water

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.

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Again, not about swimming, the post is about not letting players walk under water like in fracking Runescape.

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

Please, watch this: Is New World good? | Water #shorts - YouTube . Does this feel like a finished game that released in 2021 ?

… 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”.

yea the game has problems, but not being able to swim is NOT one of them.

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!

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I’d bet it would be 4x.

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It’s not that, I would love to have swimming, but right now it takes the furthest backseat we can give.

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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.

Again I think we all understand that sentiment, but any time given is time taken away from another intern level fix that’s more important.

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.

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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).

Yes and I don’t suggest to get rid of the slow mechanics, it would work just the same only that the water level will be lower than the shoulders/hips. They already have the breath bar, they can reuse that somehow and start the “breath” trigger sooner and then replace the name with “fatigue”.

That level of water does not imply a significant slow like deep water does. That is very important and key to that concept.

All this talk about water when mage is near unplayable and feel like crap, and so many other issues that need to be addressed. I’d rather my class gets fixed first so i can play the game.

It could be deep water effect with water that has lower level than the player head… Anyway, I guess you are right, there are more important issues that need to be addressed. :slight_smile: