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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
[Suggestion] Small improvement to point lights
Snekkers
Member, Alpha Two
I must commend Intrepid Studios for making the nights darker, a decision that was indeed a step in the right direction, and I appreciate that they listened to player feedback. However, with the darker nights, a new concern has come to light—one that I believed should be a relatively straightforward fix and could significantly enhance the nocturnal ambiance. The issue in question pertains to the lanterns in the village; currently, their emitted light is nearly negligible, and what little light they do produce is dense and doesn't spread naturally, lacking the realism one would expect in such an environment.
If we examine other games, it becomes evident that they excel in portraying nighttime lighting. I genuinely hope to see Ashes of Creation elevate its nocturnal atmosphere to match or surpass the standards set by these games. Wishing you a wonderful day!
If we examine other games, it becomes evident that they excel in portraying nighttime lighting. I genuinely hope to see Ashes of Creation elevate its nocturnal atmosphere to match or surpass the standards set by these games. Wishing you a wonderful day!
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Comments
A bigger range of light esp. under the Lumen system with evenly distributed lighting calculations would be the way to go.
I don't want fully enlightened environments with mere torches...
There are natural limits in our heads to that.
Look at the Red Dead Redemption picture that's too bright and the Resident Evil remake looks too bright too. If there isn't a full moon all the time I won't buy that.
Also, the blinding effect of dark and bright contrasts should be everywhere.
I like how Intrepid does that already. They just have to put more lights and a little more range on them.
Our fellow rogues and other sneaky folks out there want to be unseen in the nightly back alleys right?
Where is the sense of danger when everything is as bright as day at night...
OFC there should be ways to illuminate the path you are heading, with portable lanterns, torches, caravan lights, fireballs, etc.... so much night content from guarding to ambushing and night active creatures roaming the wilderness... "Never go into the forest alone at night", I always liked that quote.
You are right, that's why I put the best example (It's actually LEGO: Fortnite) at the top. I think that is perfect example of light should be handled at night in ashes. I don't expect village to be bright, but I want to see the light from lanterns.
Its not insane bright, village would still be darkish.. but imagine going through the village with lights like that and also imagine seeing those lights in the distance.. so good
is that a real life pic or is there some lightroom cc on it? i have used torches and they dont illuminate that much. ive also used gas lamps and lanterns and id say they look like nothing on the pics you posted. if anything, those pics seem artificial, but it is kind of necessary so people can actually see the game xD
im not sure if its photo or artifitial stylied to be photo, but light light from the torch is achibale if you have strong torch.. and probb some filters in photoshop, nevertheless, it looks good, ashes should aim for something similar
yeah it looks good. but you gotta make up your mind. are we going for realism or believability? id say believability > realism. things would also be very difficult to see if we had lights exactly how they were in real, unless u have a lot of them like in the city pic.
we go for anything that looks authentic. So light spread should look authentic, amount of light should be balanced to make it look good and be usable.