Dynamic Gliders

That would be neat too. I keep bringing up GW2, but it is the game that has all this already. Their gliders have a skill tree that will let you do neat things with em. Can’t go back up without an updraft, but you can slow down, speed up, etc. Heh, and everyone gets a glider by default.

Do you remember that Chromie & Eternus questline for the bronze oathstone? that part where you speed along dodging enemies and such? Or racing around the arena in Maldraxxis? Iʻm thinking that extra speedy ground mounts would be like that, takes some planning and needing to pay attention but totally possible to get to your destination without crashing into scenery every 3 seconds.

I am sure they have data on how many times people using Yak Fur have hit things or fallen off cliffs to work into any “Dynamic Running Mounts.”

A lot of people will eat it up and say it is better than Skyriding.

i mean, letting yourself run out of stamina is a 100% skill issue.
Although I wonder how would ground mounts passively regain stamina?
Like those mana sabers in leigon, the less you change direction, the more energy you gain?

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You’ll have to stop and let your mount eat plants and grass along the way and stop to get drinks of water.

Won’t have anything to do with skill, just if there’s anything to eat or drink along the way.

If other players have been down that path and it’s all been eaten then you are just out of luck.

edit: did I mention toilet breaks for your mount? Going to need to let them go potty every once in awhile also.

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You got my vote.

The yak fur also has no control over the speed you travel at, it is an entirely different situation.

The best place to look for an example of what it’d be like is in Guild Wars 2, which is where dragonriding was also copied from.
The mounts are not very difficult to control, like people are afraid of, with the exception of the roller beetle, which is just one of the options, intended for wide open terrain. Most of them, however, don’t even go all that fast, but rather just have more natural physics and behaviors regarding slopes and momentum, with different abilities depending on your mount

WoW doing the same for ground mounts that they did with flying mounts would mean it’s only as fast and out of control as you make it. With the traits of all the major ground mounts of gw2 in 1 package.

For some reason, people seem to be under the implication that dynamic ground mounts would be like flying a rocket ship that’s strapped to the ground, but that’s really not even what the inspiration wow is taking it from does.

Besides when they use their abilities or gain slope momentum, really all they do is travel at a regular mount speed

Honestly, If i could get my skyriding dragons to poop on other players as i fly overhead, id never stop doing that.

data is data…

I know this thread is supposed to be about the gliders, and just sorta fell into dynamic ground mount discussion instead, I’m gonna do a quick little summary of what dynamic ground mounts would mean since some people have misconceptions on what it would mean, due to what skyriding is.

First, skyriding is an adaptation of gw2’s flying mounts, which are very fast and had a higher element of skill to use.
The ground mounts in gw2, by contrast, were mostly not as fast, and have a lower skill demand. To explain it in WoW terms, here’s what adapting gw2’s ground mounts to wow, similar to how they adapted their flying mounts, would most likely play like:

With no ability use, your mount will travel at roughly regular mounted speed on flat terrain, and it’s turning would just be ever so slightly slower like how turning while skyriding is compared to static flight.

Downhill, your ground mount will slowly pick up more speed, and lose some turning speed, and uphill your mount will slowly lose speed, but gain turn speed until you reach standard flatground pace. You will be able “ramp” off of sloped surfaces and catch air as the physics now account for momentum

You have a “boost” ability like surge/whirling surge that gains a lot of speed, but deteriorates down to standard flatground speed over time unless going downhill

You have a “drift” ability that lets you turn faster at high speeds while still retaining that speed

You have a “brake” ability that slows you down for when you’re going too fast to manage in the current environment.

And your jump ability would likely be something swappable (like whirling surge/lightning rush) between a charged up vertical jump that can scale higher cliffs, or a hold to sustain horizontal jump that can cross wide gaps.

Again, all of this, for the baseline, is just normal mounted speed. Nothing too crazy or hard to control

data that is not applicable

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