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Swimming and pathfinding in Client Ext.

Posted: Sat Apr 28, 2012 8:10 pm
by rorax
Hey.


Just something to consider...

Client extension usually seeks the shortest path to the destination, it does not care if there are waters on the way so it can be dangerous.

Keep that in mind when you use it with a full plate + tower shield.

Re: Swimming and pathfinding in Client Ext.

Posted: Sat Apr 28, 2012 8:36 pm
by Basilica
If you see 'safe' areas that have deep water in the shortest path, it's probably worth posting about what areas are impacted.

Re: Swimming and pathfinding in Client Ext.

Posted: Sat Apr 28, 2012 8:41 pm
by dergon darkhelm
*hopes that his aboleth blubber breathing helmet still works* ;)

Re: Swimming and pathfinding in Client Ext.

Posted: Sun Apr 29, 2012 1:23 am
by Swift
Protip: Watch where you are going in game, rather than clicking your destination and going to get a coffee.

Re: Swimming and pathfinding in Client Ext.

Posted: Sun Apr 29, 2012 2:16 am
by Ithildur
Swift wrote:Protip: Watch where you are going in game, rather than clicking your destination and going to get a coffee.
+1

Please make the river/lakes on TSM's travelmap require swim checks so we can cvc lazy party leaders who cause the entire party to drown! :)

Re: Swimming and pathfinding in Client Ext.

Posted: Sun Apr 29, 2012 2:49 am
by Castano
Drownable water should be set to no walk. We're not here as builders to set traps for those who click walk.

On MS no DM will rule you drowned or make you make swim rolls unless you either (1) intentionally entered the water, or (2) ended up in the water due to an IC act such as being driven in by a monster, made to walk the plank by a pirate etc. I'm not sure what other servers do, but I think our rule is fair and in keeping with PnP.

Also I point out that using the keyborard to drive your PC spams the crap outta the server, so please click walk on MS - I promise you will not die, even if you accidentally end up underneath a ship staring at jellyfish.

And yes I know the ford across the Myrloch Vale river is buggy and makes you walk under water, it's on my to do list.

Re: Swimming and pathfinding in Client Ext.

Posted: Sun Apr 29, 2012 3:57 pm
by Veilan
So treasure-diving is not going to be a viable career for people with light armour and movement skills? Bah! :twisted:

Re: Swimming and pathfinding in Client Ext.

Posted: Sun Apr 29, 2012 6:18 pm
by Zelknolf
Come to BG. I'm gonna be working with Paazin to use the new swimming and some old statics to revive treasure diving and spear fishing.

Re: Swimming and pathfinding in Client Ext.

Posted: Sun Apr 29, 2012 6:59 pm
by Brokenbone
Neat. Can have a "guy on the shore selling waterbreathing* castings" for such a thing.

But as it may turn out he's an Umberlant, he might also throw a dispel into the water afterwards to knock off the spell. There's a concept for sea-bottom treasure!

*aware spell not implemented.

Re: Swimming and pathfinding in Client Ext.

Posted: Mon Apr 30, 2012 9:42 am
by I-KP
Castano wrote:Drownable water should be set to no walk. We're not here as builders to set traps for those who click walk.

On MS no DM will rule you drowned or make you make swim rolls unless you either (1) intentionally entered the water, or (2) ended up in the water due to an IC act such as being driven in by a monster, made to walk the plank by a pirate etc. I'm not sure what other servers do, but I think our rule is fair and in keeping with PnP.

Also I point out that using the keyborard to drive your PC spams the crap outta the server, so please click walk on MS - I promise you will not die, even if you accidentally end up underneath a ship staring at jellyfish.

And yes I know the ford across the Myrloch Vale river is buggy and makes you walk under water, it's on my to do list.
Glad to read this, Cast. Swimming and the possibility of drowning are indeed fine things to add to the richness of the game world, but with such appalling pathfinding of the like that NWN2 offers the potential for unintended click-death is too great (not to mention 50 yard lag sprints) - and who would intentionally click-die anyway - so making such zones "Are you sure?" seems sensible.

Re: Swimming and pathfinding in Client Ext.

Posted: Mon Apr 30, 2012 10:53 am
by dergon darkhelm
As the proud owner of a helmet of water breathing -

Is the ability to breath water now scrpited in too?

Re: Swimming and pathfinding in Client Ext.

Posted: Mon Apr 30, 2012 11:04 am
by t-ice
dergon darkhelm wrote:As the proud owner of a helmet of water breathing -

Is the ability to breath water now scrpited in too?
And if the item is now useful beyond a specific quest, I wonder if it's value is properly added for char wealth considerations... :twisted:

Re: Swimming and pathfinding in Client Ext.

Posted: Mon Apr 30, 2012 12:09 pm
by Brokenbone
System already has several spells that prevent or delay drowning. Full out waterbreathing spell isn't in, may come later. Water genasi benefit too.

Legacy quest items almost surely not part of design.

Value of an "always on" level 3 hourly spell item isn't possible to calculate in ALFA (we do not go to infinite or at will, though we do go up to 5/day) but that's a DM problem for whenever the "benefit" is of concern to them. Or if someone wanted to sell a maybe 0gp souvenir for a fortune, few of these are around. Arguably 27000gp if 360 * lvl 3 spell * Cast level 5 * 5 use/day. Five uses of five hours would cover 25 hours a day so yay?

Back to real topic, I'd had pc skirt the edge of a pond yesterday, was fine, path back must've been inside a swim zone and nearly smoked. Had a crash at my end on moment of seeing fail (coincidence or what?) rapidly logged back in hoping to be alive, and was, onshore in fact. So eh, will need to get used to it to not like, drown in a ditch someplace, hah.

Re: Swimming and pathfinding in Client Ext.

Posted: Mon Apr 30, 2012 3:34 pm
by Zelknolf
A reminder that you need to fail by five to go under water if there's breathable air on the surface, and will take 10 if doing so will keep you from going under (even if you do, you'll still live for a couple minutes moving -- slowly, granted -- along your path). The vast majority of bodies of water will simply restrict your movement: like in the real world, you mostly have to be worried about swimming through flooded tunnels and other confined spaces without breathable air, extremely-large bodies of water when you happen to be under unholy encumberance, or especially violent and turbulent waters.

Re: Swimming and pathfinding in Client Ext.

Posted: Tue May 01, 2012 2:21 pm
by DMyles
so if I saw a pond out in the open like the one on the road I could swim around in it for rp and not be worried about drowning? because I would always essentially take 10 to not go under ?