PlaneShift
Gameplay => Wish list => Topic started by: Cyl on January 01, 2006, 10:57:40 am
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Currently night is rather just darker day. This is a start maybe, but it would be a pity if this just keeps like that.
Night should have drastic effect on gameplay. Not only should the assortment of monsters change (There are certainly night/day active monsters, and of course that night active monster has some advantages over the usually non night active humanoids), it should also affect quests (some may be only gotten at night, and/or complete at night as well).
Also on longer journeys through wilderness, the need to camp at night could come up, considering that mainly most night active monsters would stay away from fire, rather than pressing on in which case the player could end up in an ambush.
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I actualy really like this idea...
Congradulations on being the first post in the wish list that I actualy like!
Anyways, maybe, for some of them, the spawns should just change...
For example:
Daylight: Rogues are in a camp with a few going around looking for stuff
Nightime: Almost all the rogues move out and try to surprise travelers...also leaving their stash unattended to!
Could be fun...
On another not...I hate you sig Cyl :P
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Excellent :) We just need the day/night cycles to be a bit longer, to allow animal and NPC changes. Y\'know what I\'d like to see? An NPC that walks around Hydlaa at dusk, lighting all the lamps/tourches :D Draweth nearer in the gloom, the twilight of the sun!
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Also characters could have advantages/disadvantages based on their race. Some races will already get nightvision in the future, like Elves and Diaboli, but also other stats could be affected by the day/night cycle. It would add more realism to the game where some characters hunt mostly in daylight and spend nights in cities and others go hunting in nighttime.
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All good ideas...
Here\'s the thing. We need lanterns that we can walk around with. That way, the nights can become darker. Near pitch black, even. That will allow for more dramatic differences between night and day, both graphically and interactively.
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Yes, we definetly need lanterns! Many caves and dungeons like sewers could become as dark as they should, finally.
One thing though. I was reading somewhere that due to Azure crystal nature it accumulates light from the day and thats why we can still see during night time. So, no pitch black, nor something close to it ever, please ;)
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Originally posted by Nikodemus
Yes, we definetly need lanterns! Many caves and dungeons like sewers could become as dark as they should, finally.
One thing though. I was reading somewhere that due to Azure crystal nature it accumulates light from the day and thats why we can still see during night time. So, no pitch black, nor something close to it ever, please ;)
The devs can change the history and setting as much as they want whenever they want. It\'s only a pre-alpha.
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And it is up to them to write history, not for us to propose something against known facts
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I really think that the night and lanterns are a really good idea, and i also think that the thing about rouges leaving camp and ambushing people is very cool, espesally if you can steal their money that is left at camp,
it would be great if we could go and do night runs and stuff like that.
very good idea
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I Agree. The lanterns is a great idea. but what would you have to buy? Just the lantern? Oil? Wicks? Lets here some ideas people.
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Originally posted by Sir. Um
I Agree. The lanterns is a great idea. but what would you have to buy? Just the lantern? Oil? Wicks? Lets here some ideas people.
The lantern could be created through item crafting, or through a quest held by NPCs.
It could be an item that, while equipped, acts as a mobile lightsource. It\'s condition decreases during the time it is equipped -- from 1.0, all the way down to 0.0. At that point, it no longer works.
Perhaps it can be \"repaired\", and its condition stat increases. Or it disapears from inventory, and must be replaced entirely. I think a lantern should be repairable, while something like a torch or candle simply disapears.
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well i like the idea a lot ofcourse, but since the lighting of maps in general is a huge issue in this game i really do think the the implementation of this idea won\'t be that easy. Just look a ojaroad with its bad lighting and after the recent update the sewers. If maps can\'t even be lit correctely from their fixed points of light then how can it ever implement the torches of the players. Remember to do this correctly you not only need to change the lighting for your own character but also for the other characters around you. ( you should be able to walk into another players circle of light and see just as well as he does without having to light your own torch. ) That asks for a lot of processing time, or a complete overhaul of the graphical engine. Both imho not things to go for. The game askes enough from a system as it is. And the graphics are one of the strong things of this game at the moment. They easily beat a number of commercial competitors. ( though they do have torches & correct lighting )
I think the best way is just to go with the current nightvision skill and let the races not having that just have a large drawback in dark area\'s. Just make sure that correctely lit maps are provided for the dungeons.
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How about a firelighting skill? You buy tinder and flint, and craft some fire with any old branch lieing around. that would take the realism and skill thing quite a long way, possibly too far. :P
The idea sounds great, i\'d love to be able to walk around with a nice dark cave over head. what would be really great is if we had small diamonds or fragments of the azure crystal scattered thorughout the cave roof, or fire flies and other bio-illumincent creatures walking/flying around so that we have a nice night sky/cave roof. Actually it would make sense that cave dwelling creatures like the clackeres would have either evolved feelers or their own built in lights.
I think the quality idea with the laterns would be great. The lit area can decline as the lamp and quality burn out. Then you could just combine your lantern with a wick and oil set that you buy seperately and have some more light. Maybe we could also include special oils that say act as insect repellants to chase away clackers and trepors if we want them, and also special laterns to work under-water when the lower levels are complete.
The NPC behaviour based on time is a brilliant idea. Harniquist already takes lunch breaks but he should also pack up and go home at night! He\'s a very dedicated blacksmith to stay up all day and night to tend his shop.
Another thing i just thought of would be for an NPC to come wandering out towards the plaza at various times and go busking, we will have a music skill after all.
I normally play with the speakers off, but i would turn them on if we had something like birds in the day and crickets at night.
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Wait a minute. If Yliakum is not lit by the star Solaris, our sun, but by a magic crystal how would night/day work?
[off topic, if you hit somebody over the head with a lantern, would it light them on fire? That would be funny...]
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I believe i\'ve said this before, but i\'ll say it again:
With the CrystalSpace engine, it is impossible to bind lights to the .sprs items are stored as
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In English, please, Rerogo?
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Rerogo means that the CrystalSpace engine which PlaneShift uses does not support lights binding to items, to create something like torches. I\'m not sure how right or wrong that is.
*edit* Evidently it\'s possible :)
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But I\'m sure that the devs are going to modify the engine to... you know... accomidate that sort of stuff? It would help the RP.
Instead of:
\"Hey, I can\'t see anything right now, it\'s too dark.\"
\"Yo just -fullbright N f dat duzn\'t wrk, ajust yr monitor n00b.\"
\"thX\"
You would have:
\"Hey, I can\'t see anything right now, it\'s too dark.\"
\"Do you have a lantern with you?\"
\"No.\"
\"Follow me, I know the way.\" *lights a lantern*
\"Thank you.\"
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Having specific NPCs and quests at night would be fun. Imagine trying to rescue a kidnapped person in the dark and fighting against a dozen improved rogues. Ambush strategy or chase and kill or whatever the players can come up with...
Also perhaps some plants/items that are only found at night?
Maybe the characters without night vision should have an added penalty of slower movement abilty at night...
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Howdy,
All this talk of the PS \"nightlife\" has me excited! I was thinking, since it may be hard to implement lanterns and the like, perhaps there could be a couple of locations where bomfires are lit at night. They could be lit by an NPC bard who tells tales of Yliakum by the firelight.
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I think that night needs to last a bit longer for such things to be truly enjoyable :)
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I think night would last longer if we had torches :)
There\'s some discussion of the feasibility but movable lighting can be very performance-intensive... hopefully this will exist in the next major version.
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So, what would be a good time length for one night? 4 hours? 6 hours? Don\'t forget. Having such extended and fixed hours might mean that some players (since we are from all time zones) might find it hard to play at night, or always playing at night.
But if we have alternating 4 hours morning and 4 hours night time then then perhaps something can be worked out... The number of quests per 24 hours might be a factor for players to look out for the events.
For RPG purposes, perhaps some NPCs should be sleeping at night, too. Would be odd if we find Hamquist at 2 am in the morning and trade with him without making him annoyed. :)
Edit:
Why not have light posts along the streets and glowing plants outisde? That should provide some light without worrying about torches. But might be like the sewers then...
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Spells of the Red and Crystal ways should light up areas near them.
And what if, if you\'re foolish enough to be hiking in the wild without a torch or campfire, ROGUES SPAWN BEHIND YOU and ATTACK YOU! That would make torches needed.
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Hmm... I suppose having the name/tag of the monster appear later when they are closer to you should be implemented. That way, you would be more careful at night. Having monsters spawn behind you? But you\'re moving most of the time... Perhaps the advice for night is, \"Don\'t stop moving and never look back!\"
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Yes, but if you run, maybe the rogue chases you. Or chases you until you run out of stamina?
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Originally posted by mbr
Hmm... I suppose having the name/tag of the monster appear later when they are closer to you should be implemented.
Labels already appear only at a certain distance. I\'m not sure if this can be user-defined already, but the basics are there ;)
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What I mean is, they should appear only when they are very close to you at night. This is to reflect that recognition is poorer at night compared to daytime. So you might be careful about anything you see, be it a bandit or another player...
Edit:
As for enemies chasing us, should they stop when you entered city gates?
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Most likely. They don\'t want to deal with the city guards.
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How about Ojaveda then? There are no guards there at the moment... And at night? Is there sanctuary within the walls? Should there be roaming rogues in the city or towns at night? What do you think?