Mastery suggestion: Underwater sonar

Mastery suggestion: Underwater sonar

in Guild Wars 2 Discussion

Posted by: BattleCat.2098

BattleCat.2098

Here’s the basics: I really, really love the underwater-bits in this game, but there just aren’t enough of it. So why not expand on it? I know a whole area set more or less entirely under water is just a dream, but can we expand on the zones we already have? Yes, I think so. And here’s how: Give us an underwater sonar as a mastery.

The sonar will function much like a PipBoy for you Fallout-fans, as in a small, wristmounted thingy you can use for various things like sending a soundwave (the “sonar”) to discover things, a small, explosive rocket and so on.

At level 1, you can use it to send out a small sound that will travel until it hits something, then bounce back to your sonar-device. This will tell you how far away the thing is, and how big it is. Think real-life ecco sounding for finding fish etc. But the sound here will be able to travel a short distance under sand etc, letting you find things you can’t see with your bare eyes. This can be “translated” to spawning things at random – even in old zones, as I said. That way, even old zones can be brought to new life with new treasures.

Later stages will obviously make the sonar device more powerful, so you can find things buried even deeper. Plus, it can also be send through solid rock to some degree, letting you know if there is anything behind it. And why would you want that? Easy. If there isn’t anything behind it, it means there is a cave of some sort there. And caves means treasure. Normal caves, ancient ruins, hidden pirate coves with zombie pirates, you name it. I’m thinking a small beeping-sound will be nice to tell if there is anything behind the rock, and if it is, the beeping could be faster the closer you get to the entrance. Then when you found the entrance, simply detonate a small, explosive torpedo to uncover the entrance, and have fun exploring.

This system can let you find things at random, so again, even old zones can have some interest in the underwater-sections. Plus, the caves can be spawned at random too, so you literally never know what you’ll find, and where you’ll find it. If each cave is instanced (a quick loading screen here, I think), the ocean floors won’t be covered in empty caves, either. Every player finds his or her own. If we already have individual crafting nodes, how hard can it be to get individiual caves and treasures?

On top of all this, the whole sonar-thing is a simple device on your hand, so there won’t be much need for more graphics etc. And, again, it can work in every zone, even the starter zones.

Mastery suggestion: Underwater sonar

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Posted by: Valento.9852

Valento.9852

That is a wonderful suggestion! Some people claim there is a difficulty with 3D perception underwater, so having a way to echo distance between mobs/places and the player is cool. Maybe somehow highlight mobs differently FOR THE PLAYER and the sonar echoes their positions? Then they could figure out how distant they are.

If carefully implemented, it could solve many issues.

Attempts at ele specs:
Shaman
Conjurer

Mastery suggestion: Underwater sonar

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Posted by: BattleCat.2098

BattleCat.2098

Highlighting mobs (even with an arrow pointing towards them) could be fun, but keep in mind it should not affect combat in any way. Masteries has to be optional. That’s why I want to use it to search for treasure, caves and so on. All that can be spawned at random (like dynamic events, even), but it doesn’t give anyone any advantages.

However, what they could do is give everyone a “mini-sonar” that highlights enemies when used. That way everyone has it, and it won’t do anything useful. We can still use a “real” sonar mastery to dig for treasure etc.

Mastery suggestion: Underwater sonar

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Posted by: Valento.9852

Valento.9852

Sonar could be improved with higher tiers, and this thing is already optional because it’s tied to underwater. Not everyone likes it. I love it, and it was a selling point for me (I’m too attached to movement fluidness).

Attempts at ele specs:
Shaman
Conjurer

Mastery suggestion: Underwater sonar

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Posted by: BattleCat.2098

BattleCat.2098

Yes, upgrading it will be very useful. I’m thinking the initial one can only find small things on the ocean floor, like a sword buried under sand and stuff like that. But later on, it will be able to penetrate rock to some degree, so we can find bigger things like caves.

Mastery suggestion: Underwater sonar

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Posted by: ham.8209

ham.8209

it would be so welcomed and use full if Anet upgraded the under water areas and add more stuff to it. as well as making what is there a bit more better. i find it fun to hop in one of the big lakes and just go all over the place . but wish there was more

Mastery suggestion: Underwater sonar

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Posted by: Monk Tank.5897

Monk Tank.5897

Or just add an underwater area with an underwater elder dragon..possibly Bubbles? I think the Quaggan using dolphins for sonar would be cooler. What if the Quaggan could talk to the dolphins but we needed them to translate. If i could talk to the animals..
https://www.youtube.com/watch?v=nvMcKbo0vYc