Mimic King said once that flying mounts seem to be an incredible task to do.
I personally understand it because you need to get sure to seal of places where players are not allowed to be and the enviromental artists need to do more work (some regions that normally wouldn't accessible to players need to be build). Also it would show technical limitations of the game (like extremly small or tube like areas).
But what about gliding mounts? They can't gain on high. It only goes downwards. Which mean players still wouldn't be able to get to a mountain top only to experience that nothing is there, or falling through the floor.
Platypus wielding a giant hammer, your argument is invalild!
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Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
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http://neverwinter.gamepedia.com/Tenser's_Floating_Disk
Flying (vertical) Mounts are absolutely not possible with this game engine.
The engine only supports 2D Maps.
Even when you go up or down stairs you are really only moving horizontally.
Interactions and effects are always 2D.
Look at Protector's Enclave or Cragmire's Crypt maps, for example.
Despite going up and down many flights of stairs, you never walk BENEATH a section of map above you without loading a new instance. It is 2D.
I am Took.
"Full plate and packing steel" in NW since 2013.
Also there are already effects in the game that let you fall slower. For example the "magical dust pillars" in spellplague.
> That would mean the engine doesn't support jump and falling down stuff including falling damage. And the falling damage doesn't include the time "in the air" (animation, like in some other games).
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> Also there are already effects in the game that let you fall slower. For example the "magical dust pillars" in spellplague.
No. Falling effects are essentially display illusions. You are not actually moving out of combat range of any mob 1 ' horizontal from you.
The map is flat in regards to combat hit-boxes and area of effect.
The engine cannot make vertical "layers" of AoE or hit boxes.
Try this: Climb on top of a very high object anywhere... try the towers in River District... and use an AoE of any kind.
It will affect everything beneath you no matter how high you climb... because to the game engine you and everything beneath you are occupying the same space.
A flying mount 100' in the air will interact (take hits, take damage, get CCed) with everything on the ground beneath it as if it were on the ground.
If you fly 100' over a mob AoE you will still be hit. You would be knocked down every time you flew over a mob. It would make no sense.
I am Took.
"Full plate and packing steel" in NW since 2013.
For example, if you are falling with your mount a buff is applied that lets you fall slower and give you more control while doing that (basically emulate the gliding). While this buff is active you gain another buff (or it is implemented in the first one) where monsters doesn't get aggro if you get close to them. That doesn't count for monsters already have aggro on you.
There are a number of games that have successfully introduced flying into the game after initial release, so it is doable.
Typically those games allowed flying in a limited number of zones initially, then more zones were made flyable as time permitted.
I really miss flying. Flying around in the world is great fun.
Even then, the engine and how the game renders is the biggest reason we will never see flying mounts. It is not impossible for them to add flying mounts but it is so incredibly unlikely that it might as well never be brought up.
I can't say whether the damage issues discussed in this thread are a problem or not but I can say the render engine utterly fails at larger or distorted distances. Back in the good old days it was pretty easy to climb around protector's enclave and that showed how easy things broke. The screen would flicker, the textures would break, you would see holes in the terrain.
You don't have to go far for this to happen and being able to glide further than most creatures fall would likely have the screen flickering occur. It definitely would open a lot of ways to get to places they previously walled off as well. There's a good chance of it even giving an advantage to getting past certain parts of the map.
As cool as it would be I think the safer option from the developer standpoint is to not have a difference between mounts.
EDIT - Finally Found a video!
There ARE a number of maps in which players run over or below areas in which there is combat and it makes sense that it doesn't extend far in the Z's so you don't suddenly get hit by an NPC's AoE melee attack 50 feet below you or even the dragon breath aimed at players far beneath you.
I simply don't think it is worth the headaches it will cause because at the end of the day the game was meant to have mounts that stayed near the ground both on the engine side and gameplay mechanics/design.