To combat night vision

Thoughts on the further development of Haven & Hearth? Feel free to opine!

To combat night vision

Postby Marsdarth » Sat Aug 04, 2012 2:07 pm

To combat night vision, at night, or in caves your perc*explore could be severely lowered, and your field of vision at night could be severely reduced based on your perc*explore*intel or something.
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Re: To combat night vision

Postby sholto10 » Sun Aug 05, 2012 4:13 am

but could that be influenced by your day/night beliefs slider? :?:
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Re: To combat night vision

Postby ApocalypsePlease » Sun Aug 05, 2012 4:37 am

Firstly, I don't think night vision is the biggest concern Jorb/Loftar would be having right now with custom clients, but I'll address flaws I see anyways.

There are difficulties lowering field of vision I'd assume with the current system in a way which custom clients can't combat, but besides that the way you're basing how it's affected by stats is bad, since that really alienates newer players who haven't been able to gain serious FEPs. Why should a fresh noob have to suffer if he starts during the night? You need to think of how this affects all tiers of players, and the way you're suggesting this isn't

sholto10 wrote:but could that be influenced by your day/night beliefs slider? :?:

Well then what would the alternate benefit for day be? And how would this relate to caves at all?
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Re: To combat night vision

Postby Marsdarth » Sun Aug 05, 2012 8:18 am

"Baby blue eyes"

Things like candles or torches could reverse the affects.
I know this won't be implimented any time soon, but in the next world I would like to see the day/night cycle actually matter
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Re: To combat night vision

Postby ApocalypsePlease » Sun Aug 05, 2012 7:30 pm

Baby blue eyes disappears as soon as you preform any action.

The day/night cycle doesn't matter too much right now (past helping drain hunger by removing shp and letting it recover), but that isn't an excuse to modify the bonuses as you're suggesting (there needs to be an equal opposite benefit for going full day).

And as I said before, out of all the crap in the custom clients Jorb/Loftar have bigger things to care about than night vision, it's really not that big of a deal.
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Re: To combat night vision

Postby DDDsDD999 » Mon Aug 06, 2012 12:12 am

I would be disgusted if the current personal beliefs were still in the game in world 7
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Re: To combat night vision

Postby mvgulik » Mon Aug 06, 2012 2:44 am

Think that would be World 2.o (or else I would call it 6.2 :P )

Anyway. Dev's should make night (and day) special effects that are to beautiful to be turned off.

... Coming from someone that played Q3A in bare visual mode. Darn pro-players ;) ...
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Re: To combat night vision

Postby meus » Mon Aug 06, 2012 6:07 am

Night/ day does matter currently. There's the visibility range and the health regen modified by the belief, so if you're a hunter in example it will affect you.

Someone using a custom client to avoid night's vision penalties shouldn't complain that there's no night, should he :D
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Re: To combat night vision

Postby ImpalerWrG » Tue Aug 07, 2012 12:52 am

Sounds like a good idea, if nigh/day cycle is to have any meaning it needs to be an actual tangible stat-based effect rather then just a Client side display effect. Really that same logic applies to any kind of game-play effect you want, if it's done Client side it's just plain moot no matter what it is. Client side displays are fine so long as their not being relied on for game-play, and are serving only decorative purposes.

Also considering how fast the day/night cycle in game is I don't see how this would be disproportionately harmful to any player group, new players can't detect much of anything immediately anyways, and the use of torches/candles as a counter measure makes a lot of sense. I've heard that Salem is already moving in this direction making light sources a mechanical effect rather then just Client side lighting.
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Re: To combat night vision

Postby ApocalypsePlease » Tue Aug 07, 2012 1:20 am

The day/night cycle lasts 8 real life hours, I don't know the exact duration of night, but it's somewhere between being equal to day, or slightly shorter I'd reckon.

And about Salem: the "darkness" and all those mechanics within Salem forms a much more intricate system than just lighting effects, it ties into a different system completely with different objectives in mind.
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