Difference between revisions of "Water"
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+ | Water is a key factor in Beasts of Bermuda, and has a much greater effect than one would initially expect. Ranging from the Ocean to Freshwater Lakes, water has a severe impact on gameplay, and it is very important for players to understand its necessity. | ||
+ | |||
+ | ==The Difference Between Freshwater & Oceans== | ||
+ | |||
+ | There are two types of water on the islands of Bermuda. Freshwater; found in rivers, lakes, and ponds, and Saltwater; found primarily in the ocean and in underwater caves. | ||
+ | |||
+ | ===Freshwater=== | ||
[[File:Water5.jpg|right|thumb|400px|border|Freshwater Lake]] | [[File:Water5.jpg|right|thumb|400px|border|Freshwater Lake]] | ||
− | + | Drinkable water can be found in lakes, ponds, and rivers. | |
+ | |||
+ | Typically, it’s a light blue/green in color (other than rivers, which have a similar coloration to the ocean), and can be detected through sniffing (default keybind: ‘C’). Drinking from freshwater sources is the only way players can fill their [[Thirst|thirst]] meter. | ||
+ | |||
+ | ===Saltwater=== | ||
+ | |||
+ | Saltwater is not drinkable, and can be identified through its wavy surface and navy blue coloration. | ||
+ | |||
+ | As stated before, saltwater can be found primarily in the Ocean. The ocean divides a user's path between islands, and this underwater paradise is home to our aquatic creatures; the [[Mosasaurus]], [[Kronosaurus]], and [[Elasmosaurus]], and offers temporary homage and resources to our semi-aquatics; the [[Lurdusaurus]] and [[Icthyovenator]]. | ||
+ | |||
+ | The ocean thrives with seaweed and aquatic life, however it is a very unfriendly environment for land creatures, who experience the [[Status Effects|Thalassophobic debuff]] from swimming in it. | ||
+ | |||
+ | Underwater, the ocean is relatively clear—so long as you swim near the surface. The deeper you go into the ocean, the foggier and more dangerous it gets, as it becomes easier for deep-dwelling aquatics to launch an ambush on unsuspecting swimmers. | ||
+ | |||
+ | ==Water Mechanics== | ||
+ | Water has multiple mechanics surrounding it to encourage player migration and a seamlessly changing environment. These consist of Drowning, Oceanic Tides, Water Drainage, Water Cleanliness, and Water Boredom. | ||
+ | |||
+ | ===Drowning=== | ||
+ | |||
+ | Should a non-aquatic creature stick its head underwater, it is at risk of drowning, and must monitor its Oxygen levels. | ||
+ | |||
+ | Oxygen levels are dependent on the creature, typically lasting longer the larger they are (with semi-aquatics being the outlier, capable of holding their breaths for up to a couple of minutes). | ||
+ | |||
+ | Once a creature loses all oxygen, they begin to drown. While drowning, the player will lose 15% of their health every 1.5 seconds until they’ve either died, or surfaced and breathed in the air. Fully aquatic creatures are in fact capable of drowning, however their air meter is similar to a land creature’s thirst, and they drown in a much slower fashion. More details about [[Aquatics]] can be discovered on their dedicated page. | ||
+ | |||
+ | ===Oceanic Tides=== | ||
+ | |||
+ | The oceans are constantly moving in this game. Every hour, the oceanic water levels are [https://en.wikipedia.org/wiki/Sine_wave sinusoidally] shifting to simulate tides. | ||
+ | |||
+ | The maps are typically designed with the tidal system in mind, granting more immersive gameplay with pathways to other islands exclusively appearing during low tide, and vanishing when water levels are high. Similarly, some caves are only available during low tide, granting more exciting exploration for players who wish to investigate otherwise unreachable locations. | ||
+ | |||
+ | During extreme weather, the tidal pattern may shift and the ocean levels rise significantly—resulting in horrific floods and forcing players to higher ground, while giving aquatics free roam of the islands. | ||
+ | ===Water Drainage=== | ||
+ | Over time, fresh water sources can be drained. | ||
+ | |||
+ | Fresh water can drain depending on how much is drank from the given source. The smaller the water source and the larger the player is, the faster it drains. The source rekindles over time as it rains, however, long periods of time without rainy weather can result in server-wide droughts. | ||
+ | ===Water Cleanliness=== | ||
+ | Water becomes dirtier the more it is drank from. | ||
− | + | Fresh water sources begin as “very clean”. This can be detected through sniffing a water source (default keybind: ‘C’), and seeing a deep blue scent cloud. The more users who drink from a water source, the sooner it will become dirty; indicated through an on-screen prompt that explains its dirtiness, and through the scent color of the water sources. A fresh lake will smell blue, whereas a slightly dirty lake will appear green, and the dirtiest will appear brown. | |
− | + | Very clean water will supply users with water satiation. The dirtier it is, however, the less satiation it will give. If a water source becomes extremely dirty, it will provide negative water satiation. | |
− | + | ===Water Boredom=== | |
+ | Over time, repeatedly drinking from a water source gets increasingly boring for your creature. | ||
− | + | From gaining water satiation from new water sources, to losing water satiation and bias from the old and boring ones; visiting new locations will overall improve your creatures health. | |
− | + | ''(Page written by KittenNoodle.)'' |
Revision as of 18:23, 8 December 2021
Water is a key factor in Beasts of Bermuda, and has a much greater effect than one would initially expect. Ranging from the Ocean to Freshwater Lakes, water has a severe impact on gameplay, and it is very important for players to understand its necessity.
Contents
The Difference Between Freshwater & Oceans
There are two types of water on the islands of Bermuda. Freshwater; found in rivers, lakes, and ponds, and Saltwater; found primarily in the ocean and in underwater caves.
Freshwater
Drinkable water can be found in lakes, ponds, and rivers.
Typically, it’s a light blue/green in color (other than rivers, which have a similar coloration to the ocean), and can be detected through sniffing (default keybind: ‘C’). Drinking from freshwater sources is the only way players can fill their thirst meter.
Saltwater
Saltwater is not drinkable, and can be identified through its wavy surface and navy blue coloration.
As stated before, saltwater can be found primarily in the Ocean. The ocean divides a user's path between islands, and this underwater paradise is home to our aquatic creatures; the Mosasaurus, Kronosaurus, and Elasmosaurus, and offers temporary homage and resources to our semi-aquatics; the Lurdusaurus and Icthyovenator.
The ocean thrives with seaweed and aquatic life, however it is a very unfriendly environment for land creatures, who experience the Thalassophobic debuff from swimming in it.
Underwater, the ocean is relatively clear—so long as you swim near the surface. The deeper you go into the ocean, the foggier and more dangerous it gets, as it becomes easier for deep-dwelling aquatics to launch an ambush on unsuspecting swimmers.
Water Mechanics
Water has multiple mechanics surrounding it to encourage player migration and a seamlessly changing environment. These consist of Drowning, Oceanic Tides, Water Drainage, Water Cleanliness, and Water Boredom.
Drowning
Should a non-aquatic creature stick its head underwater, it is at risk of drowning, and must monitor its Oxygen levels.
Oxygen levels are dependent on the creature, typically lasting longer the larger they are (with semi-aquatics being the outlier, capable of holding their breaths for up to a couple of minutes).
Once a creature loses all oxygen, they begin to drown. While drowning, the player will lose 15% of their health every 1.5 seconds until they’ve either died, or surfaced and breathed in the air. Fully aquatic creatures are in fact capable of drowning, however their air meter is similar to a land creature’s thirst, and they drown in a much slower fashion. More details about Aquatics can be discovered on their dedicated page.
Oceanic Tides
The oceans are constantly moving in this game. Every hour, the oceanic water levels are sinusoidally shifting to simulate tides.
The maps are typically designed with the tidal system in mind, granting more immersive gameplay with pathways to other islands exclusively appearing during low tide, and vanishing when water levels are high. Similarly, some caves are only available during low tide, granting more exciting exploration for players who wish to investigate otherwise unreachable locations.
During extreme weather, the tidal pattern may shift and the ocean levels rise significantly—resulting in horrific floods and forcing players to higher ground, while giving aquatics free roam of the islands.
Water Drainage
Over time, fresh water sources can be drained.
Fresh water can drain depending on how much is drank from the given source. The smaller the water source and the larger the player is, the faster it drains. The source rekindles over time as it rains, however, long periods of time without rainy weather can result in server-wide droughts.
Water Cleanliness
Water becomes dirtier the more it is drank from.
Fresh water sources begin as “very clean”. This can be detected through sniffing a water source (default keybind: ‘C’), and seeing a deep blue scent cloud. The more users who drink from a water source, the sooner it will become dirty; indicated through an on-screen prompt that explains its dirtiness, and through the scent color of the water sources. A fresh lake will smell blue, whereas a slightly dirty lake will appear green, and the dirtiest will appear brown.
Very clean water will supply users with water satiation. The dirtier it is, however, the less satiation it will give. If a water source becomes extremely dirty, it will provide negative water satiation.
Water Boredom
Over time, repeatedly drinking from a water source gets increasingly boring for your creature.
From gaining water satiation from new water sources, to losing water satiation and bias from the old and boring ones; visiting new locations will overall improve your creatures health.
(Page written by KittenNoodle.)