Author Topic: about night in Yliakum  (Read 3097 times)

defender43

  • Hydlaa Citizen
  • *
  • Posts: 373
    • View Profile
(No subject)
« Reply #15 on: March 02, 2006, 02:10:37 am »
In English, please, Rerogo?
\"Impossible is in the eye of the beholder.\" -- Laredo Silverspring.
\"Huh?\" -- Crimsonn Draycko.

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
(No subject)
« Reply #16 on: March 02, 2006, 03:32:28 am »
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 :)
« Last Edit: March 02, 2006, 07:39:18 am by Karyuu »
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

defender43

  • Hydlaa Citizen
  • *
  • Posts: 373
    • View Profile
(No subject)
« Reply #17 on: March 02, 2006, 04:51:16 am »
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.\"
\"Impossible is in the eye of the beholder.\" -- Laredo Silverspring.
\"Huh?\" -- Crimsonn Draycko.

mbr

  • Traveller
  • *
  • Posts: 33
    • View Profile
(No subject)
« Reply #18 on: March 02, 2006, 06:33:27 pm »
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...

eggplantboy

  • Hydlaa Resident
  • *
  • Posts: 151
    • View Profile
    • www.myspace.com/eggplantboy
(No subject)
« Reply #19 on: March 02, 2006, 07:04:38 pm »
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.
eggplantboy, a.k.a. Egadolus Quell
have a gander at my music:
www.myspace.com/eggplantboy

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
(No subject)
« Reply #20 on: March 02, 2006, 08:02:37 pm »
I think that night needs to last a bit longer for such things to be truly enjoyable :)
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

dfryer

  • Veteran
  • *
  • Posts: 1070
    • View Profile
(No subject)
« Reply #21 on: March 02, 2006, 10:14:30 pm »
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.
Quidquid latine dictum sit, altum sonatur.

mbr

  • Traveller
  • *
  • Posts: 33
    • View Profile
(No subject)
« Reply #22 on: March 03, 2006, 04:58:19 am »
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...
« Last Edit: March 03, 2006, 04:59:51 am by mbr »

defender43

  • Hydlaa Citizen
  • *
  • Posts: 373
    • View Profile
(No subject)
« Reply #23 on: March 03, 2006, 05:51:00 am »
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.
\"Impossible is in the eye of the beholder.\" -- Laredo Silverspring.
\"Huh?\" -- Crimsonn Draycko.

mbr

  • Traveller
  • *
  • Posts: 33
    • View Profile
(No subject)
« Reply #24 on: March 03, 2006, 06:18:01 am »
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!\"

defender43

  • Hydlaa Citizen
  • *
  • Posts: 373
    • View Profile
(No subject)
« Reply #25 on: March 03, 2006, 06:22:54 am »
Yes, but if you run, maybe the rogue chases you. Or chases you until you run out of stamina?
\"Impossible is in the eye of the beholder.\" -- Laredo Silverspring.
\"Huh?\" -- Crimsonn Draycko.

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
(No subject)
« Reply #26 on: March 03, 2006, 06:31:39 am »
Quote
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 ;)
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

mbr

  • Traveller
  • *
  • Posts: 33
    • View Profile
(No subject)
« Reply #27 on: March 03, 2006, 07:06:37 am »
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?
« Last Edit: March 03, 2006, 07:07:56 am by mbr »

defender43

  • Hydlaa Citizen
  • *
  • Posts: 373
    • View Profile
(No subject)
« Reply #28 on: March 04, 2006, 03:15:34 am »
Most likely. They don\'t want to deal with the city guards.
\"Impossible is in the eye of the beholder.\" -- Laredo Silverspring.
\"Huh?\" -- Crimsonn Draycko.

mbr

  • Traveller
  • *
  • Posts: 33
    • View Profile
(No subject)
« Reply #29 on: March 04, 2006, 06:05:25 am »
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?