Darkness

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Re: Darkness

Postby theTrav » Thu Oct 15, 2009 4:30 am

1 - Increase the resolution of the default client. Most people have 1024x768 screens these days you could go at least that big.
2 - Increase the radius of current light sources to at least double their current range, have the old range deliver bright light and have a falloff for the remaining radius, so you get bright centers and large areas of semi-light
3 - Add a cheap, but large and long lasting stationary light source such as a bonfire, or maybe wooden candle holders

doesn't help hunters and travelers much, but would make a big difference for settlers.
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Re: Darkness

Postby Hamel » Thu Oct 15, 2009 4:39 am

Jackard wrote:Add "bonfire" construct that has large radius and lifespan but costs wooden blocks.


I still stand by my suggestion that normal fires should behave like kilns, in that they should be refuelable. There should also be the option to fill them beyond their normal twenty minute lifespan.

In a more general reply, I think buffing night-vision would be the best solution to the problem.
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Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
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Re: Darkness

Postby sabinati » Thu Oct 15, 2009 6:10 am

make perception let you see better at night
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Re: Darkness

Postby Laremere » Thu Oct 15, 2009 5:59 pm

I agree with having lighting sources have a farther range. Have burning time be based on quality.

The following items would be nice as well:
  • Candle Holders you hold in your hand.
  • Lamp oil
  • Hand held lamps that is a container for lamp oil that when lit slowly uses up the lamp oil.
  • Build-able Lamps that take glass, have a large amount of lamp oil that can be held, and can be lighted or extinguished. Would have a large lighted distance, and would be useful for lighting towns on dark nights.
  • That torch stand you showed eons ago but have yet to implement.
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