Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
How DARK do you want the "Dark of Night" to be?
I've played a few RPG's where the idea of nighttime was 2 to 3 times brighter than the full. moon. This has me thinking, what should the darkness of night, instead of being the same... vary with the phases of the moon and heavens in Verra? Will there be phases of the heavens even in Verra?
Full Moon = Standard MMO overly bright but enough dark to give the concept of night
Phases of moon = Corresponding percentage of darkening compared to the full moon
New Moon = Think dark, way out in the country, only the stars to light you (and maybe an occasional aurora) hardest phase to find things.
OR
perma bright night, no moon phases: aka "lemme grind on my monster mats, screw nighttime"
Full Moon = Standard MMO overly bright but enough dark to give the concept of night
Phases of moon = Corresponding percentage of darkening compared to the full moon
New Moon = Think dark, way out in the country, only the stars to light you (and maybe an occasional aurora) hardest phase to find things.
OR
perma bright night, no moon phases: aka "lemme grind on my monster mats, screw nighttime"
0
Comments
Within a couple of days it gets annoying having to use a torch and look silly like a firefly.
I would like it if inside most forests it was really dark. This would make forests very interesting to be in. Scared of dark forests? Get a torch and go in.
I would like it if inside caves (not underground areas), it was really really really dark.
In real life if never gets so dark you cant see anything, our eyes adapt.
Are we reading without light? No.
Do we need a torch to walk on a clear and opened path? No.
Do we know who is on the road if they don't have a torch? No.
In this case it could be fun to go dark or go home. Is that shadowy thing running towards you a player or a creature? Better attack it just to be sure..
I do like the considerations given to thick canopies or being underground, outside of bio-luminescence those places should be dark.
That's your burden kid, nothing was to said to warrant such a response.
Summer you can handle easily without light sources and would be the optimal time for discovering.
Autumn, winter and spring require a light source if u want to go wandering in the woods at night. When theres snow the visibility is a bit better. Daytime lasts only a few hours near the polar circles during autumn and winter.
What I think is more important than that is what the light sources will be and how you gain them.
Will light sources be perks from quests, crafted, light magic from religious node, wizards fire magic trapped in a jar, fireflies..?
I also hope that various abilities exist to help with night time visibility. Glowing effects, magical lights, improved nightvision, etc.Maybe as simple as including equipment like a torch.
Imagine Tulnar have improved nightvision, for example, because of living underground for so long. So for a Tulnar it doesn't seem to get quite as dark as it would for a Human. There is thematic precedent for Elves or Dwarves to have something similar. Heck maybe even rangers do too.
Or a Mage/Summoner/Cleric can create magical floating lights that illuminate the area or have glowing auras/pets etc.
There could even be the possibility of spells/effects that do the opposite too! Make it darker and harder to see.
Keep in mind, with action combat, visibility is crucial to accuracy. If a Mage/Rogue or similar class can make flickering shadows all over the place, it'd be one heck of an advantage.
I hope they make the whole range of lighting from dark to super bright. And hope there is a variety of effects that interact with it.
"Darkness also functions as a really interesting environmental obstacle, and we’ve had some happy accidents in the office to move us in this direction. How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch."
https://www.mmogames.com/gamearticles/interview-ashes-of-creation-on-building-their-virtual-world/
I for one would love darkness mechanics and multiple ways of addressing them (potions, magic, torches etc). But I like a lot of the ideas mentioned here, the effects of darkness and its interaction with light does not need to be one dimensional.
I do really think in dungeons/caves there should be some lighting mechanics (for some dungeons/some parts). I personally like the idea of having to prepare for a dungeon experience. Making sure you have torches, the right equipment, sufficient resources to repair gear in case you die too much or similar mechanics where you can invest/prepare for a nice dungeon crawl experience.
My experience comes from Skyrim where I modded the nights to be realistically dark.
Full moon and clear skies? you can see pretty decently.
Cloudy weather at night? good luck without a torch.
This paired with a dangerous world, created some really cool gameplay moments and choices. How much gear do I bring with me? do I risk to travel at night?
I got some really exciting moments when being ambushed by wolves standing on a rock and just trying to guess which directions they where coming from while I was at 10% health. What made it even more awesome was there was thunder storm going on, so small flashes gave me little hints on the exact location of the wolves.
However, that was in a single player game where I modded a lot of survival mechanics into it, which blended well together.
Ashes is different it is a MMO, So I would just stick to what IS stated, try it and see how it pans out. If it works and adds to the game play and immersion then iI am all for it.
If it just turns out to be annoying and a arbitrary obstruction chuck it out of the window.
But in my opinion it does warrant at the least testing.
Here are some screenshots, of different variation of intensity affected by weather conditions, sadly don't have an example where it is clouded/raining in the night, but you would not see anything anyway :P.