Multiple water levels & sizes and High object count?

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ezze
Posts: 513
Joined: 21 Nov 2013, 13:20

Re: Multiple water levels & sizes and High object count?

Post by ezze »

Lets see, are those the points?

- OpenMW does not need that,
- It is to hard for the OpenMW team resources to do that.
SquireNed
Posts: 403
Joined: 21 Dec 2013, 22:18

Re: Multiple water levels & sizes and High object count?

Post by SquireNed »

I'd argue mostly on the A; even if implementing dynamic, physically modeled water is possible and feasible, it's not worth the performance hit on run-time nor the incompatibilities that might come from having it be an optional feature.
ezze
Posts: 513
Joined: 21 Nov 2013, 13:20

Re: Multiple water levels & sizes and High object count?

Post by ezze »

I don't know, perhaps some nice quest can come from it. However, personally I find little use to everything more than classic Game Master sentence: "Water enters from somewhere, its level slowly goes up... You have little time!"

Of course followed by players stating "We are argonians, we breath water as well as air..." and the Master continues as nothing happened: "besides, the water has a weird smell too, you are not sure it is safe to breath!"
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Okulo
Posts: 672
Joined: 05 Feb 2012, 16:11

Re: Multiple water levels & sizes and High object count?

Post by Okulo »

ezze wrote:Of course followed by players stating "We are argonians, we breath water as well as air..." and the Master continues as nothing happened: "besides, the water has a weird smell too, you are not sure it is safe to breath!"
If all else fails: "Rock falls down, everyone dies."
ezze
Posts: 513
Joined: 21 Nov 2013, 13:20

Re: Multiple water levels & sizes and High object count?

Post by ezze »

Ahaha... the idea was pushing the adventure, more than killing everyone but it works too.
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