Proposal For Limited Underwater ExporationEDITED on 6/13/2017Yes, I am are that:
- ZOS devs talked about underwater content on an episode of ESO Live as an example of how much thought and effort go into new mechanics.
- Those same devs said that the fact that they were discussing it didn't mean that they were actively working on underwater exploration.
- The current public status of such content is in limbo with no plans to assign staff for its development.
I DO NOT think this should in any ANY WAY be a priority given the longstanding issues that need addressed in the game, especially considering that any underwater system would take a year of development from initial discussions to coding to adding in artwork and sound effects and the like. Nor is this just a request, let alone a desperate plea, to add underwater content. I would love it if this were added but I don't expect that to happen, at least not anytime remotely SOON™. This is simply a fun thread to consider what a realistic balance between what players might want in the game from underwater content and what would be workable in an MMO like ESO. If you aren't interested in the topic and this kind of "What if?" speculation, no worries.
You can view the prior dev discussion on the topic from May 8th, 215 in the video below, just past the one hour ten minute mark:
Theoretical Discussion About Adding Underwater Content By ZOS Devs
As for my thoughts and suggestions on what would make for a fun and workable system for underwater content, they are outlined in the following sections...
Basic Features (General Framework)If and when underwater content is ever introduced to ESO (and that is a *massive* "if"), which would be quite a long way off, the issue of what features to add is central. As per the armchair developer segment on the concept from the video above, lots of questions about movement, how to transition from swimming on the surface to diving and back up, whether abilities would work underwater and if so how they would be modified, whether weapons would work underwater and if they should add new types of weapons, and so on, are the start of the process.
On the forums or in chat or voice comm it is easy to think of how cool a system would be, especially a really nuanced system with lots of features. But the more code there is, and the more complicated it is, the more work it is for the players' computers and the servers to manage and process the game. Not to mention the added graphics files, sound files, and the like.
In brief: simpler is better.
A simpler concept is easier and quicker to design and can always be built upon later if new features are added. For ESO, the KISS rule ("Keep It Simple, Stupid") means that at base, your character would, in deep water, have some movement input from the controller device to dive and would have a brief animation before switching to the underwater view. Moving in three dimensions is tricky to code, but manageable as other games have done it. You would see new art in the landscape and have boundaries on all sides, the "walls" of the shore line and the floor of the lake or ocean and the transition zone of surface of the body of water.
That's it. You make a special controller input to indicate "dive" while swimming on the surface of a deeper water area, perhaps the same command you would use to dodge roll forward. Doing so, you would see plants, rocks, schools of fish etc, and you always then go back up to the surface. That is the most basic, essential form of adding underwater exploration to the game. Of course, even this would require a huge undertaking and lots of coordinated effort by ZOS. And, honestly, if this is *all* you could do, well, what would be the point? It would hardly be worth the time of the people involved when so much other content could be created that would be more fun and rewarding for players (and profitable for ZOS).
So, here are basic objects and activities that could be added without over-complicating things:
STATIONARY INTERACTABLES: ACQUIRING OBJECTS
These would include things you see while diving, like treasure chests and crafting nodes. The artwork would reflect the underwater theme, but the mechanic would be the same. If you imagine a radius of interactivity around a character, then when a character got close enough to objects like a chest or node and was "facing" it, an option would appear as on land to interact with the item and an appropriate animation would come up.
STATIONARY INTERACTABLES: PORTALS
These include holes, cavern entryways, doors, glowing magical gateways, and the like. These would function in the same way as the last category of stationary interactables, except that passing through them or clicking on them takes you to a new area.
NON-STATIONARY INTERACTABLES: NON-CHARACTERS
These refer to things like currents that move and can in turn effect the orientation and movement of the player's character but which are not sentient or alive.
STATIONARY INTERACTABLES: CHARACTERS
These are like the last category, but would include living things that can effect the orientation and movement of the player's character. Grasping vines that tangle the character, underwater creatures that grab or grapple with or use damaging attacks on the character, and other player characters.
BREATH/HEALTH SYSTEM
A timer and corresponding UI element like a shrinking meter or bar that lets the player know how long their character can stay underwater in a single dive before taking damage from lack of air.
While these basic features may seem obvious and not too complicated, the represent much more effort on the part of developers. So even really rudimentary forms of these features are a challenge and a time-sink. Therefore, the KISS rule applies to them as well. Examples of this, as well as how this could work into a DLC/base-game expansion worth the investment, are covered in the next section.
Content (Exploring, Hazards, Combat)Other systems besides the ones mentioned in the previous section would be necessary but that complicates a fun thread too much. Other systems may be desirable for realism (such as having movement speed reduced the heavier the armor a character is wearing) but may or may not be practical. Focusing instead just on the systems described above, a fun underwater experience can be constructed given sufficient time and resources.
EXPLORING: BEAUTIFUL AREAS, NEW CRAFTING NODES, NEW TREASURE CHESTS, NEW NOTES TO READ/QUEST STARTERS ITEMS TO FIND
It would definitely make sense to have old treasure chests and collectible mats underwater, along with cute, scary, disturbing, and stunningly beautiful scenes (skeletal remains weighed down on the bottom after having been tossed in when the person was alive, notes you can interact with like messages in bottles, wrecks of ships and ruins of lost villages and cities, etc). It would be important to have a clean base UI similar to the basic default of the no add-ons PC version, too. Wouldn't want to obscure the amazing view, unless you just felt like using excessive numbers of add-ons to clutter up your dive.
The mats would be unique with no counterparts on the surface. Some might be collectible in mid-depths, and other further down, perhaps even on the bottom (if that is reachable in the area you are diving). Potions of Waterbreathing could be introduced but the limitations of duration would still make diving deep a danger for most races. Thus while some mats may float or grow on objects in shallower waters, others would only be found in the deepest areas accessible to players. The value/rarity of chest loot would follow this same pattern. The rare items could include things like motifs, recipes, gear set pieces, crafting mats hard to find on the surface, and unique rares just for underwater chests.
So, right away, going underwater means exploring new areas to see the artwork and the lore tie-ins and to acquire items that are hard to get. That is a positive step in justifying all of the trouble and cost of a new feature like underwater exploration, but it isn't enough. I mean, for me, seeing the underwater vistas and the amazing detail to match places on land like Orsinium would be enough, but generally speaking for the larger player base, it would need more. Even if the notes found and other interactables offered new quests (which may be partially or fully completed in or out of the water), there needs to be something else, even with our KISS rule.
Access to new areas goes a long way toward making the new feature worthwhile. These new areas would not all have a constant drowning threat, as they could lead to places below the surface with breathable air, to other surface areas otherwise inaccessible, or to gateways to other planes. This could be used to expand old and new zones by adding additional places accessible only through diving. New and old maps could also have deep water areas opened up a bit for more space and exploration even if they don't lead anywhere else.
Limits to exploring could include dangerous mobs including but not limited to slaughterfish, the need to breath, and pressure changes at greater depths. No currently playable race would be able to go below a certain point without getting dizzy/having the screen go blurry when trying to dive below a certain depth (not all areas would go this deep). This gives workable boundaries to sculpting underwater areas.
HAZARDS AND PITFALLS: THE RISKS FOR THE REWARDS
Threats and hazards are important as well to give risk and challenge to the new feature and its associated content. Grasping plants or fungi, giant worms or large snakes that wrap around you, and the like would offer crowd control hazards like roots and in some cases active attacks. Other mobs could use attacks as well. Simple creatures may also cause snares, similar to what algae does when swimming on the surface.
Beyond creatures of various sizes and capacities, various things could cause currents that players have to swim against, or that may drag players along, perhaps into an area that's hard to get out of, perhaps right into a (pack of) mobs. In some cases, similar to the whirlpools in the Quickwater Cave delve in Cyrodiil, you may be pulled into a different area.
And all of these are set against the backdrop of the biggest hazard, the breath/air bar, a simple UI element that degrades over time. After reaching the last quarter your character takes mild damage over time, and this increases when the bar goes below 10%. If you run out of air, you drown. Argonians would have an advantage here, of course, but people aren't going to reroll Saxhleel just to avoid drowning. And there would be consumables and what not to make sure that while the breath bar isn't something you can totally ignore, it doesn't overshadow or spoil the fun of doing underwater content.
UNDERWATER COMBAT: PVE-ONLY OR PVE+PVP
My own preference, in conjunction with KISS, would be to start combat design with a very basic combat system with unarmed light/heavy attacks, a button combo to press to grapple with/hold and opponent, and a button combo (maybe the same one) to break free if you are being held. The latter could for PCs be the familiar left mouse button+right mouse button. This simple starter system makes sense as races not native to deep water wouldn't be experts at underwater combat anyway. Even Argonians mostly dive in their daily lives to catch fish or to evade danger, not to be underwater special forces commandos.
This simplest form of underwater combat works well with the basic hazard system already discussed. Grasping plants or fungi, giant worms or large snakes that wrap around you, etc, would be escaped by breaking free just like you would break free from any other crowd control effect. Simpler, weaker underwater mobs could be fought with light/heavy attacks, and more dangerous mobs would be avoided (again, a sense of risk and danger is important). In this version of underwater exploration it is all about PvE and maybe some very limited PvP. For example, if you successfully grab someone who is low on oxygen and health, you could drown them.
To add combat focused more in depth combat for either PvE or PvP, and therefore make the system more interesting and offer more to do underwater, abilities for your bar can be added. Trying to rework the existing land-based combat system, though, would be a mess. How do those existing abilities and weapons work underwater, etc, etc? Instead, it would make more sense to add a new skill line or two created specifically for underwater fighting. Just like you can pull out a little mini-crossbow type thing with Silver Shards and shoot someone on land, so too could you use that to automatically replace your weapon in the weapon slot. add underwater fighting moves and weapons via a skill line. In fact, it might work better to have two underwater skill lines. Again, *only* active abilities from underwater skill lines would be available while swimming underwater (relevant passives that don't requiring slotting a non-underwater ability would work, though). Experience gained while having these skills equipped would level them up. The abilities from these new skill lines could be layered on top of the simpler combat system just mentioned. For instance, if you are successfully grappled and held by either an enemy NPC or PC you cannot cast any ability.
One skill line might include active abilities like:
- single target ranged damage along a straight line with decent dps but a 1 to 2 second cast time (or a channel, or a cool-down); something like Snipe, maybe using a harpoon.
- close range spherical AoE damage with snare; damage and secondary effects would build over time.
- knockback to all enemies near the caster with a big bubble explosion; enemies might be facing any which direction after getting spun around and pushed back. If this were an ult it might have a morph that reduces the remaining air meters of affected targets by 50%.
and passive abilities like:
- increases swim speed by 10% for 6 seconds after killing an enemy.
- decreases an enemies chance of breaking free of your hold and increases your chance of breaking free from an enemy hold.
The other skill line might include active abilities abilities like:
- a temporary and very short swim speed boost (30% for 4 seconds) with something that block enemy sight in a small range for 1.5 seconds; the escape button, like a squid who squirts "ink" and swims away, but with something else instead of ink.
- a short-range heal with a spherical AoE for self and an ally with a modest burst upon casting followed by a HoT.
- a buff that greatly slows the air meter of all allies in range and boosts the chance to break free of holds.
and passive abilities like:
- reduce swim speed penalty underwater while wearing medium or heavy armor by 25%/50%.
- increases how long your air meter lasts by 25%/50%/75%.[/b]
The underwater skill line might include active abilities/morphs like:
- single target ranged damage along a straight line with decent dps but a 1 to 2 second cast time (or a channel, or a cool-down)
- close range spherical AoE damage with snare; damage and secondary effects would build over time.
- knockback to all enemies near the caster with a big bubble explosion; enemies might be facing any which direction after getting spun around and pushed back. If this were an ult it might have a morph that reduces the remaining air meters of affected targets by 50%.
- a temporary and very short swim speed boost (30% for 4 seconds) with something that block enemy sight in a small range for 1.5 seconds; the escape button, like a squid who squirts "ink" and swims away, but with something else instead of ink.
- a short-range heal with a spherical AoE for self and an ally with a modest burst upon casting followed by a HoT.
- a buff that greatly slows the air meter of all allies in range and boosts the chance to break free of holds.
and passive abilities like:
- increases swim speed by 10% for 6 seconds after killing an enemy.
- decreases an enemies chance of breaking free of your hold and increases your chance of breaking free from an enemy hold.
- reduce swim speed penalty underwater while wearing medium or heavy armor by 25%/50%.
- increases how long your air meter lasts by 25%/50%/75%.[/b]
There could would be five active abilities and a full set of passives that you unlock over time, like transformed werewolves. I'm not saying my list is has the only candidates for that skill line, I just wanted to give examples of a few of each for now though not dictate them. Might fill it out later and give them names and complete ability/morph details. Some abilities would cost/scale off of magicka-only, stamina-only, or even health. Some might cost one resource to cast and do damage based on another. Most or all would have morphs for either stamina or magicka that would really change how they are used and the value they would have in combat. But here is the fun part to add more build diversity: some or all would have different effects based on your class.
Just to repeat, some (or all of the abilities) would have secondary effects based on the class of the caster, just like some destruction staff abilities have differences based on whether its element is fire, ice, or shock. In this case the versions would be fire/heat/steam (Dragonknights), shock and/or maybe daedric energy (Sorcerers), darkness (Nightblades), and light (Templars), and ice (Wardens).
To give an example of how this could work, take that ability for to blind/distract enemies and get a brief speed boost to escape. For a DK, maybe it roils the water to osbcure the enemy view while doing a small AoE in the affected sphere. For a Nightblade, maybe it is like the octopus with inky darkness as well as adding a small snare. For the Sorc, a small stun with blurry vision. For the Templar, a refracting light that increases enemy miss chance.
The gear you have now would still work, though with potential movement penalties. So while there aren't as many things to slot on your bars underwater (which makes sense), there is still diversity of bars and builds available. As mentioned, consumables like Potions of Waterbreathing could be added as well or perhaps new gear to extend the air meter (a one piece bonus from a new 2-piece set maybe to offer this). Thus while you can't completely ignore your air meter, it isn't a constant burden.
A combat system like the one sketched out in rough detail here gives players something new but not burdensome. No need to put on special gear or manually change bars. When you dive your underwater bars are automatically swapped to just like that. Underwater combat strategy would be a little different than land combat strategy, but it would also be fluid and intuitive. If a new zone had PvP and diving available, the map could be designed to let players switch back and forth. Maybe you dive underwater to get away but someone dives in after you. Maybe you dive to hide (players underwater would not be visible to those on the surface). Lots of possibilities to play with. For PvE, areas with diving could add a whole new set of possibilities for delves, world bosses, public dungeons, and group dungeons. There would be plenty of new content that could be designed could be anywhere from 10% to 100% underwater.
Better With ESOI don't know much about other MMOs so I looked up underwater content in other games...
Archeage: special diving gear, video of diving/exploring/fighting trash mobs/treasure chest
https://www.youtube.com/watch?v=luNcDDsev24
Guild Wars 2: special gear upon diving, exploring underwater, no breath bar
https://www.youtube.com/watch?v=FPSZmt46Ba0
Rift: underwater questing and combat, no breath bar
https://www.youtube.com/watch?v=L8y1d0UMfek
Then I imagined them with ESO level/style graphics and a clean UI, a nice player-made underwater add-on, a breath bar that isn't an all-consuming worry but that you can't ignore, and the combat system outlined in the previous section. I pictured this superior version of underwater content in a PvP-enabled zone, and as part of or the whole of a delve, a world boss, a public dungeon, or a group dungeon. And it... was... *awesome*.
At the moment underwater content for ESO is the longest of longshots, but it would be truly amazing if done well. If you know any player (or dev
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) that should be tagged in this, feel free to add them. Thanks for reading.
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