Sarkgp wrote: » It could even affect the corruption system by making karma accumulate slower at night, this would make the night scary due to the number of possible PK's and the strength of the mobs.
Heartbeat wrote: » Hopefully night time feels legitimately dark, rather than just how some games do it by putting a grayish looking film over everything and calling it dark. ly.
CROW3 wrote: » I’m a huge fan of dark nights, but there are some legitimate concerns on how this would work in an mmo. Gamma settings being one, player accessibility (ADA) being another, and third being the ‘I don’t want to stare a black screen’ response. The biggest question for me is how to balance darkness between the server and client configuration. I’m not an engineer, but I’d be fascinated to see how the team would approach finding a solid compromise. Love the ideas about mobs changing with night cycles, different buffs / debuffs.@SongRune - valid point in the Bard. I imagine the mage would probably be in that boat too. But there’s a part of me (unfortunately not a small part), that sees the other side of the coin - night provides advantages to players that set an appropriate ambush. Dark nights also provide cover for gatherers and caravans. There are a number of potential tools for players that could help mitigate the darkness - spells, varying sizes of lanterns, light emitting pets (like a giant lightning bug), and - my favorite - different spectrums of vision. I think the big dependency is what level of server/client darkness is possible…
Mattchoo wrote: » Put me in the category of preferring a distinct day/night cycle with significant changes to environment and visual changes by players required such as spells or torches to allow adventuring at night. I would also like to see different mobs out after dark that require different tactics/challenges for players to overcome.
SongRune wrote: » A lot of people in this thread have mentioned problems with night-time visibility limits, but no-one has mentioned what is by far the largest one: They have a major effect on game balance, and hit some classes much harder than others: As a Bard, if I see you coming from 20 seconds away, I start the fight buffed and we have a fair fight when you attack me. If I see you from 5 seconds away, I just die. Bards are balanced around having their buffs active. If I have time to see an attacker coming and buff myself, I am significantly stronger (i.e. actually equal to that attacker). If I don't, I have to fight without the significant buffs my class is balanced around having. I'm all for a real, good cosmetic day/night cycle with lighting effects, but I need night to not nerf my class specifically. Sure it'll hurt everyone a bit, but Bard by nature has to spend time buffing in advance in order to match the other classes power. Stopping me from doing that is a major nerf.