OK… so… this is pretty much impossible now with buy to play but I wrote this a few weeks back and was still mulling over the details. Since I don’t feel much like putting any more effort into it I figured I would just post it and have at it.
There are many that feel ESO is sorely missing underwater environments. However, this is part of a much larger issue of how ESO handles large bodies of water and how players interact with that water. Below is an overview for a Water Overhaul suggestion that will add quite a bit of needed depth to ESO…. Pun completely intended.
There are Four main components of the below water overhaul:
1: Surface Tessellation Variations
3: Buoyancy & Drag
2: Underwater Environments
4: Water Combat
Surface Tessellation Variations
The surface of the bodies of water in ESO is quite beautiful but the lack of variation makes water seem quite boring. Mostly, the surface of water should act as it does in many other MMOs and produce bow waves as a player or NPC moves through the water and concentric ripple waves when a player jumps in and out of the water.
Additionally, large bodies of water (lakes and oceans that the player can swim through) should have waves of varying intensity depending on the weather. If there is a storm above, there should be a disturbance below. It would also be nice if the more tumultuous the water, the slower a player is able to swim over the waves.
Buoyancy & Drag:
Currently, boats and ships sit like buildings and do not have the feeling of being in the water. Ships should rock and sway with the water. Smaller boats should react when a player jumps into them by momentarily oscillating up and down. Adding buoyancy to watercraft would go a long way in creating believable and compelling ships and boats in ESO.
Additionally, Horses should be able to swim in water but that might be more a mount issue than it is a water issue.
Each armor piece could have a new value of Drag value added to each armor piece. Heavy armor pieces would have a higher Drag than light armor. The Drag values of each piece of armor could add up to the Total Drag, which determines a player’s base swimming speed. Using this system would allow players to shed armor and swim faster. A player who is going to spend a considerable amount of time in the water may want to simply go without any armor whatsoever to minimize their Total Drag.
Underwater Environments
An often requested feature for ESO is the ability to swim underwater. Underwater environments have been prominent in both MMOs and TES games, so the exclusion from the game seems like a gross oversight. Once the mechanics of underwater swimming are added to ESO, the various underwater environments around Tamriel could be added over time. Not every single swimmable body of water needs to have a fully realized underwater environment as soon as the system is released.
Obviously, every race but the Argonians should have a breath meter when underwater. Special potions, enchantments and skills could increase the length of the breath meter and could even provide water-breathing much in the same way as other Elder Scrolls games.
Underwater environments should offer Material Farming, Treasure Chests, Entrances and Enemies.
New materials should be added for
- Chitin and Morag Tong Motifs
- Water based Enchantments (including water breathing)
- Water based potions (including water breathing)
- Water based provisioning (Slaughterfish stew)
Treasure Chests should be a prominent part of underwater exploration. Both visible and buried treasures with maps should be included. They could be found in shipwrecks, hidden in reefs, or just out in the open. This doesn’t mean that treasure chests should be the only means of item discovery. There could also be wardrobes, desks, dressers, boxes, and barrels from shipwrecks along the ocean floor.
Entrances to underwater caves and delves could lead players to waterlogged dungeons and pirate hideouts, leading to new quests and storylines.
Just as on land, there should be water-based enemies for the player to battle. Slaughterfish schools should approach and attack the player, just as they do now, but they should be a visible swarm that the player can attack. Of course, the battle would be futile and the swarm would be a never-ending onslaught, but it would be fun for a player to see how long they can survive! There could even be a leaderboard for the number of Slaughterfish killed.
A few enemies should be able to follow the player into and out of the water, such as Land Dreughs and Crocodiles.
Pets shouldn’t swim underwater with the player but should act the same way they currently do when a player goes swimming.
Each zone should have a water based Area Boss with an achievement for killing all water-bosses. In fact, the underwater achievements should treat the underwater areas as their own “zone” so the player must travel the breadth of Tamriel to complete all tasks and retrieve achievements.
Water Combat
While I believe water combat is needed I don’t think the combat should be as fully realized as it is on land. Combat should be more difficult in the water and should have the following issues/limitations:
- Hot-bar skills shouldn’t be available while in the water, with the exception of the AquaBorn skill tree (proposed below)
- Attack speed is reduced 50% while in the water
All players should have access to the AquaBorn world-skill tree. All players should be able to swim atop and below the water. Since Argonians have an advantage, because they can breathe underwater, they should have a disadvantage that all other players do not have, a defense de-buff while in the water.
AquaBorn Skill TreeULTIMATE:Amphibious Assault: The ability to select an enemy on the shore and launch from the water to attack the enemy.
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Amphibious Sneak: Attacks from the water are always undetected
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Amphibious Impact: Knocks the enemy down when attacked
ACTIVE: Water Dash: A fast sprint through the water. (Stamina draw)
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Dash Attack: Dash causes damage to those in the way
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Quick Dash: Dash is 50% faster
Aqua Rush: 50% Increased attack speed for 10 seconds (Stamina draw)
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Rush Attack: 25% Increased Damage for 10 seconds
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Extended Rush: Additional 5 seconds of increased attack speed
Current Pulse: An attack that creates a forward pulse current, damaging the target (Magica Draw)
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Undertow Pulse: Draws the target to the player
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Pulse Drown: A 50% breath reduction on target
Flowing Salvation: A bubble that encompasses the player, restores breath %100 and heals player 50% (Magica Draw)
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Salvation Pop: Pulse that damages enemies in a specific radius surrounding the player
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Salvation Burst: Pulse knocks back and temporarily stuns enemies in a specific radius surrounding the player.
PASSIVE: Surface Stroke
- 50% faster surface swimming speed
- 25% faster surface swimming speed
Sub-Surface Stroke
- 50% faster underwater swimming speed
- 25% faster underwater swimming speed
Aqua Attack
- 25% faster attack speed while in water
- 25% faster attack speed while in water
Deep Breath (Argonians do not have this available since they do not have a breath meter)
- 25% longer breath holding
- 25% longer breath holding
Iron Scales (An Argonian ONLY skill)
- 25% decrease to the defense debuff
- 50% decreate to the defense debuff
Adding underwater environments and combat could literally add worlds of play to ESO. Players could spend hours treasure hunting or simply exploring. No matter what the system or how robust the environments, underwater exploration are a must for the future of ESO.
Thoughts?