I would assume it works the same way the conditionals do in the powershift macros. Areas are marked as flyable/outdoors/indoors/swimming
This is my all-purpose powershift macro to give an example:
What I don't like in the new system is that, usually, flight form is cancelled when interacting with something, while travel form is not. So sometimes, if the objectives are in a small area I just move between them in travel form so I won't have to recast it, even in flyable zones./use [indoors,noform,nocombat]!Cat Form;[swimming]!Aquatic Form;[form:1]!Bear Form;[form:3]!Cat Form;[form:6]!Moonkin Form;[noform,nocombat,noswimming,flyable][form:7]!Swift Flight Form;!Travel Form
Also, like all automated systems, it's prone to break on any bug it comes across. Raid not flagged properly? Travel button throws errors etc
I can stop you there slightly. This system is in the game already, allbeit not as it was originally formed. The Sky Golem! It has a ground-walking function like a normal gound mount. Hit the space bar and out come the propellers. Hold space, gain altitude and the hatch closes, wings fold up. Dive the in water and these small elbow propellers move it forward like a submarine. While it won't give underwater breathing and faster swimspeed, the animations were kept in. In beta it had a fully-functioning underwater mode. It was nerfed for being... lets face it, too good.
I believe this was originally the test for the new travel form function. Meaning that it should be able to work with little difficulty. As for any errors, if any appear I'm willing to wager they will be graphical.
You're confusing animations with mechanics, Teebone. All things you describe the sky golem as doing are merely animations. That's nothing like what Travel Form does.
Yeah, but that code has been in since vanilla. The code that actually makes us switch between forms is the one that is likely to break, and that has no connection to the Sky Golem.
WTF would this be any more likely to break than current flying mounts? Running on the ground with mount activates "ground form", jump automatically activates "flight form". Each "form" for these mounts has different characteristics (animation and movement speed). This shit already exists. The only difference with the new Travel Form is sticking aquatic into it. Just consider the change in animal model to be part of animation.
EDIT: And don't mounts already automatically change their movement characteristics when you go into water?
Last edited by Aquamonkey; 2014-06-26 at 09:28 PM.
Water is simply a debuff for slower movement. Mount animations don't really compare to forms because a mount is made to perform differently in different environments. Forms on the other hand are separate entities and each one does not have the abilities of the other.
It's one of those changes that are neither good or bad, with some advantages and disadvantages, but belong to the changes that give meaning to " Why change it if it isn't broken?"
Most keybinds involve the combat forms anyway and you will still need a powershift macro to remove snares/roots from travel forms, so for the majority of the people this accomplishes absolutely nothing, besides removing the aesthetic choice.
It's more likely to break because it actually does more. It's a huge difference whether you just play a different animation or actually change to a different buff upon entering water. If it broke on the Sky Golem, all that would do is show the wrong animation. If it breaks on Travel Form, we end up not getting the benefits of Aquatic.
It's a massive difference from a programming perspective. Sky Golem always has a flight speed. Ground form doesn't, only Flight, and only Aquatic has a swim speed. Sky Golem merely animates its single model differently depending on the medium you move in. Travel Form actually changes to a different model for each. If things get messed up, you might end up turning into a Stag in midair, or suddenly fly around underwater and loose your waterbreathing.
Mounts always have the same movement characteristics. Your swimspeed doesn't change when you enter water, only the mounts animation.
Did it really change, or did the Sky Golem just have a swim speed buff and Water Breathing by default?
Though the water breathing would be impossible to test, since you have no way of telling while outside water.
The biggest problem with the new Travel Form on beta is that you literally can not do anything without manually exiting Travel/Flight/Aquatic form. You can't cast Moonfire, you can't cast Rejuv, you can't shift to another form, and using those abilities doesn't just auto drop Travel form like it does on live. You actually have to manually get to caster form first.
No, just Travel.
On live, with or without that option checked, if you are in Flight Form (or Travel Form) on the ground and hit a mob with Moonfire, you drop directly into caster form. The only thing that option does is, if you are flying, if the option is unchecked, you can't cast spells that would dismount/drop you. With the option checked, and you Moonfire something in the air, you drop to caster form.
On beta, no matter whether or whether not you have that option checked, you can not exit travel form by casting a spell or even by shifting to another form. You have to exit travel form manually before you can do ANYTHING.
Oh jeez, just when I thought it couldn't get more annoying.