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#1 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 43
Rep Power: 1
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Not sure if this has been put up, forgive me if it has
When i was an old UO vet, after 5 years playing UO i then ran a server called Sapphire Nights, where i built the world and reprogrammed it to D&D style leveling etc. What im after is a feature i had on my server, where the day and night cycles were realistic ie: during the day you would need to eat and drink to stay healthy, during a hard days labouring or adventuring, whatever you plan to do in the game And at night you would need to set up camp and rest, due to it being to dark to see and travel and also to rest your weary legs. Sitting around the camp fire with friends, and eventually having to set up watches to keep your group safe from wandering bandits or monsters etc. Just a thought, there are many **Sorry posted this in wrong forum* Last edited by Jade : 14th July 2008 at 22:06. Reason: Wrong forum |
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#2 (permalink) |
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Member
Join Date: Apr 2008
Posts: 211
Rep Power: 1
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I like the idea, specially the part about having to set watches when you camp at night and that night is so dark you just have to stop but I'm not to sure how much "fun" it will be NEEDING to do this every time you play.
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Don't criticize what you can't understand |
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#3 (permalink) |
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Member
Join Date: Apr 2008
Location: Victoria, BC
Posts: 246
Rep Power: 1
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We've seen from the trailer that lighting is used in game, which means that night fighting or travel will not be impossible, just slightly more dangerous. I don't think it should be a crippling darkness anyways. People can see in the dark, just not as well as during the daytime, obviously. So, it only needs to be dark, not pitch black. But having this occur every night will make most people just not want to play. Instead of stationing watches, most people will just logout.
Which brings up another point of play schedules. What if you can only play during the night? You're forced to play in downright crappy conditions just because you have to work or do something else during the daytime? I think there should be a slight darkness at night time, but don't have it be an impenetrable blackness that you can't do anything in. Doing so would drive away players with more unusual schedules. |
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#4 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 43
Rep Power: 1
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Yeah i see your valid points, and totaly agree to them.
So after watching the trailer again it seems as thou it will have a very good balance. If you feel you can travel at night then be it at your own risk i guess |
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#12 (permalink) |
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 432
Rep Power: 1
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Day/Night Cycle:
A day/night cycle should accomplish several things. 1) The cycle should allow for the casual gamer to get a feel for both night and day and not restrict any player to an exclusive “life” of one cycle. It should also not hinder the “hardcore” gamer, but allow for smooth, immersive game play. 2) Day and Night should have different allowances. An example may be Lycanthropy or Vampirism, allowing for strength at night, but extreme weakness during the day. For game play, this could be dealt with as a “Curse”, something that should drive Players to desire a cure to the affliction. For most, this could breed a hesitation for combating Vampires and Were-creatures. Though, this could also lead to some interesting character developments. One can imagine some would enjoy the lifestyle of coming out at night, then cave-dwelling during the day time hours, utilizing mostly evasive tactics due to a weakened state. 3) Proper Day/Night cycles also allow for immersive effects in the line of “Cursed Lands”. One example may be a cursed cemetery, where the dead rise and roam during the night, then recede back to their resting place during the day. Another example could be a ruin that is empty during the day and haunted during the night. 4) Day/Night cycles also open up the possibility of utilizing Nocturnal creatures, creatures of nature that hunt at night and rest during the day. Again, deepening the immersion of the game.
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