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Concerning the 24h day&night cycle, imagine if exploring...

Role_playerRole_player Member Posts: 33

I've seen that the game has got a 24 hours day and night cycle(in gameplay) and thinking at that I think it opens some interesting opportunities to develop, find the way to discover, unlock or make a sort of path with evil undead forces in which you can then, after a lot of hard quests PLAY a VAMPIRE CLASS with some special abilities that are usable only by night like transform your CH in a bat or maybe in a cloud of fog and so on.  As well we can unlock a WEREWOLF CLASS...it couldn't be fantastic? Of course in the daylight those abilities are no usable or at least less powerfull but in favor of the darkness and full moon...!!!

 

SKYRIM has already done something like that if I remember well and I think it's a good thing to copy!

 

Any thoughs about other interesting things or gameplay mechanics to introduce with the day&night cycle?

Comments

  • munx4555munx4555 Member Posts: 169
    Sounds like you are looking for ESO :P
  • tawesstawess Member EpicPosts: 4,227
    Originally posted by munx4555
    Sounds like you are looking for ESO :P

    No... what he is looking for is The SIMS 3... Get it cheap in the Origin store.

     

     

    This have been a good conversation

  • kyssarikyssari Member Posts: 142
    Anytime I hear about day/night cycles in MMOs the first thing that comes to mind is Kithicor Forest! That place was so deadly and scary at night back in the day it was awesome! For those who aren't familiar with it from the original Everquest during the day it was a forest filled with low lvl mobs and even a small elven outpost with merchants and such. At night however all of these low lvl mobs despawned and the entire zone was overrun by a literal army of high level undead, officers and all (some of which were even for epic weapon quests and took a lot of people to take down), making it extremely dangerous if you got caught in there at night time and weren't extremely careful.
  • MorclaveMorclave Member Posts: 13
    Originally posted by Role_player
    Any thoughs about other interesting things or gameplay mechanics to introduce with the day&night cycle?

     

         Kithicor Forest, bud.  Kithicor Forest.  It better be there.

    Always a pleasure.

  • StilerStiler Member Posts: 599

    I really hope it's not 24 hours, that is SO annoying and it makes some people (like those that work and only get to play at night) stuck in a same time every bloody day.

    The day/night cycle needs to be much shorter, 3 1/2 hours, something like that, so it's rotating and people get to experience the different times the game has.

  • wizardanimwizardanim Member Posts: 278

    I would love to see some mechanics that are different for day/night.

    With that said, I am not sure how they would incorporate day/night into the lower layers of the world.  It seems that all of the underground areas would be blocked from the sun.  Seems like there is a lot of content down there.  So how would we tell day vs night? A watch?

  • KarteliKarteli Member CommonPosts: 2,646

    EQN won't have EQ1 level darkness, unfortunately, in the open world.  Just in specialized instances using their Procedural tech in the underworld. solo / or with a group .. meh

     

    It could exist in non-starting areas, but the language suggests it's only for special high-tiered places (last sentence of the SOE reps quote below). meh

     

    Part 1 of the EverQuest Next Q&A Panel, Including Transcription

    Aug 4, 2013

    http://www.eqnextfans.com/news/25317-part-1-of-the-everquest-next-q-a-panel-including

     

    In EQ, night and day was a real big thing. If you were a Barbarian and couldn't see at night, you literally needed a torch to get anywhere. Also, obviously, mobs changed in the world. You've shown off Forgelight, we've seen how nice it is, you've shown us the night and day [cycle]. Can we expect races to have different provisions and that kind of stuff or is it going to be...


    You touch upon a really interesting subject, and that's the pitch darkness of the original EverQuest game. I can tell you straight away that that sort of thing - the pitch darkness - is a bit of denial of service. People who absolutely couldn't see and couldn't play, couldn't continue. You will not see it in our game. Starting, entering the game, not being able to move around, not being able to see anything... No. However, the use of darkness to exploit mood, situations, to bring out emotionality and fear... effectively a changing day/night cycle that is absolutely real where you can adventure in the darkness, you can go underground and it is extremely dark, maybe pitch dark in places you go... but not in places that you start. Hugely important to us, the need to carry a torch and a light source - hugely important to us, but not to the level where you are not going to be able to play the game in the areas where you expect to be able to.

     

    A shame really.  EQN is getting dumbed down so badly from the original believable world that was EQ1.  Night in EQN is going to be as mysterious and scary as WoW's nighttime  :/

     

    As for Vampires, would they actually fit into Norrath?  Blood suckers exist in fantasy .. but coffins, turning into bats, seducing others / turning others into vampires .. hmm .. maybe a more watered down Vampire like in Twilight might go unnoticed.

     

    .. and there is no moon visable when in the underground .. so ..

     

    Granted there is a huge amount of double talk going on at SOE, all over.  I'm not sure they know what they will end up with.

     

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • wizardanimwizardanim Member Posts: 278
    Originally posted by Karteli

    Part 1 of the EverQuest Next Q&A Panel, Including Transcription

    Aug 4, 2013

    http://www.eqnextfans.com/news/25317-part-1-of-the-everquest-next-q-a-panel-including

     

    In EQ, night and day was a real big thing. If you were a Barbarian and couldn't see at night, you literally needed a torch to get anywhere. Also, obviously, mobs changed in the world. You've shown off Forgelight, we've seen how nice it is, you've shown us the night and day [cycle]. Can we expect races to have different provisions and that kind of stuff or is it going to be...


    You touch upon a really interesting subject, and that's the pitch darkness of the original EverQuest game. I can tell you straight away that that sort of thing - the pitch darkness - is a bit of denial of service. People who absolutely couldn't see and couldn't play, couldn't continue. You will not see it in our game. Starting, entering the game, not being able to move around, not being able to see anything... No. However, the use of darkness to exploit mood, situations, to bring out emotionality and fear... effectively a changing day/night cycle that is absolutely real where you can adventure in the darkness, you can go underground and it is extremely dark, maybe pitch dark in places you go... but not in places that you start. Hugely important to us, the need to carry a torch and a light source - hugely important to us, but not to the level where you are not going to be able to play the game in the areas where you expect to be able to.

     

    A shame really.  EQN is getting dumbed down so badly from the original believable world that was EQ1.  Night in EQN is going to be as mysterious and scary as WoW's nighttime  :/

     

     

    I can see benefit to not having the surface or starting areas be pitch black.  I like the fact that the underground areas and later areas will be pitch black.  Starting out not knowing what is going on with no sense of direction or idea how to solve the problem is probably what they are trying to avoid.

  • ignore_meignore_me Member, Newbie CommonPosts: 1,987
    They were asked about weather and said they would explore implementing things like snow falling and accumulating. Dave Georgeson and Steve Klug kind of gave each other a mirthful smile.

    Survivor of the great MMORPG Famine of 2011

  • camphor1camphor1 Member Posts: 19
    Originally posted by Karteli

    EQN won't have EQ1 level darkness, unfortunately, in the open world.  Just in specialized instances using their Procedural tech in the underworld. solo / or with a group .. meh

     

    It could exist in non-starting areas, but the language suggests it's only for special high-tiered places (last sentence of the SOE reps quote below). meh

     

    Part 1 of the EverQuest Next Q&A Panel, Including Transcription

    Aug 4, 2013

    http://www.eqnextfans.com/news/25317-part-1-of-the-everquest-next-q-a-panel-including

     

    In EQ, night and day was a real big thing. If you were a Barbarian and couldn't see at night, you literally needed a torch to get anywhere. Also, obviously, mobs changed in the world. You've shown off Forgelight, we've seen how nice it is, you've shown us the night and day [cycle]. Can we expect races to have different provisions and that kind of stuff or is it going to be...


    You touch upon a really interesting subject, and that's the pitch darkness of the original EverQuest game. I can tell you straight away that that sort of thing - the pitch darkness - is a bit of denial of service. People who absolutely couldn't see and couldn't play, couldn't continue. You will not see it in our game. Starting, entering the game, not being able to move around, not being able to see anything... No. However, the use of darkness to exploit mood, situations, to bring out emotionality and fear... effectively a changing day/night cycle that is absolutely real where you can adventure in the darkness, you can go underground and it is extremely dark, maybe pitch dark in places you go... but not in places that you start. Hugely important to us, the need to carry a torch and a light source - hugely important to us, but not to the level where you are not going to be able to play the game in the areas where you expect to be able to.

     

    A shame really.  EQN is getting dumbed down so badly from the original believable world that was EQ1.  Night in EQN is going to be as mysterious and scary as WoW's nighttime  :/

     

    As for Vampires, would they actually fit into Norrath?  Blood suckers exist in fantasy .. but coffins, turning into bats, seducing others / turning others into vampires .. hmm .. maybe a more watered down Vampire like in Twilight might go unnoticed.

     

    .. and there is no moon visable when in the underground .. so ..

     

    Granted there is a huge amount of double talk going on at SOE, all over.  I'm not sure they know what they will end up with.

     

    Dude Really? hell everquest lore if you exclude the pantheon has 4 big players that were connected to everything mayong mistmoor, kerafyrm, and the bayles/thexs (alright limiting it to 4 is an exsaggeration) Mayong was a vampire, a BAD@SS vampire.  a vampire is only like 10% of his persona, but more then that hes a crazy mad scientist with no apparent goals other then making chaos. hes like the freaken joker of the eq universe. he made hybrid races, married a dark elf left her at the alter leaving her a sociopathic x girlfriend from hell and if i remember right was somehow involved with the sealing of the sleeper. (that last one might not be right checking on that. 

  • GrayKodiakGrayKodiak Member CommonPosts: 576

    Isn't there already a vampire like day walking race in EQ2?

    Also, day night was one of the things I liked, that was actually shown about the SOE event, the terrain seemed to change nicely from one extreme to the other, maybe not SKYRIM with CLimates of Tamriel mods extreme but nicely...

     

    anyway putting a light source requirement ANYWHERE in the game would be more than 100% of MMO's in the last 5 years have bothered to do. It would be nice if the forest/jungles got a bit darker at night that the starting areas though..if the engine allows for separation of above ground areas like that.

  • KarteliKarteli Member CommonPosts: 2,646
    Originally posted by GrayKodiak

    anyway putting a light source requirement ANYWHERE in the game would be more than 100% of MMO's in the last 5 years have bothered to do. It would be nice if the forest/jungles got a bit darker at night that the starting areas though..if the engine allows for separation of above ground areas like that.

    Agree, that would be a huge step forward once again .. but if done correctly .. night needs to be dark, it simply needs to be black... pitch black (except for a limited proximity around the toon, expanded by a light source).

     

    Because if it's not, then it's just an annoyance, where someone in darkness will just /sigh and go into their graphics settings to pump up gamma, making the world bright again.  Then turn it back down at dawn.

     

    At least then werewolves might be practical :-)   .. nobody ever sees werewolves to tell others .. because they are already tonight's meal ... in complete darkness ..

     

     

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • arbacusarbacus Member UncommonPosts: 41

    I think some of these devs never got the pleasure of experiencing things like memorizing your way through parts of a zone where there was simply no light in eq1 it wasnt punishment it was pure epicness.

     

    Any of you remember having to memorize your way around big parts of surefall glade or blackburrow-everfrost entrance to name a few spots. I had so much fun doing this sort of thing I would repeat it just to do it. It also made ultravision buffs from some classes feel valuable or lightsources like lightstones, lanterns and fire beetle eyes fun to obtain. Remember in a nighttime zone seeing the glowing willowisp or fire beetle and thinking hey that could be useful to navigate a dark area. Then in pvp bagging the lightsource to be harder to spot or chase in dark areas in early EQ.

     

    Also want to point out gw2 did have dark areas in some of their jumping puzzles I loved going through these over and over(even without the provided torch) because there is just somehting about being able to conquer the darkness that made it a great adventure.

    image
  • Role_playerRole_player Member Posts: 33

    To answer some of you above about SKYRIM, no I'm not waiting it, I'm just saying that vampirism and licantropia were 2 good ideas for me if directly connected to the day&night cycle...maybe consider it like a disease with time limits and penalties as well as the restrictions about race and classes that devs are discussing at the round table.

    Even if I can agree that the starting areas need to be no dark places to be functional I still remember the fear to go further step by step with pitch black and only a torch in one of the last games I played that was Dark souls, it was amazing and a very big challenge too! (different games genre I know)

    That said, I will be very pleased to see something I've red in books like "Dragonlance" in which there are the moon phases (doesn't matter if the night isn't thru black) in which in a specific time/moon/night/alignment conditions you can use better a skill or cast a higher level spell or transform in a werewolf etc. maybe this special abilities could came from the gods you choose during the creation of your character before you begin to play (lore).

    At the end, I mean, make all those conditions above mentioned mean something interesting and if connected to each other satisfying some pre-requisites, let then the player do a special action/power in order to improve game mechanics/strategy and fun!

     

    Thank you all for your thoughs

     

  • AmarantharAmaranthar Member EpicPosts: 5,852
    Originally posted by Role_player

    I've seen that the game has got a 24 hours day and night cycle(in gameplay) and thinking at that I think it opens some interesting opportunities to develop, find the way to discover, unlock or make a sort of path with evil undead forces in which you can then, after a lot of hard quests PLAY a VAMPIRE CLASS with some special abilities that are usable only by night like transform your CH in a bat or maybe in a cloud of fog and so on.  As well we can unlock a WEREWOLF CLASS...it couldn't be fantastic? Of course in the daylight those abilities are no usable or at least less powerfull but in favor of the darkness and full moon...!!!

     

    SKYRIM has already done something like that if I remember well and I think it's a good thing to copy!

     

    Any thoughs about other interesting things or gameplay mechanics to introduce with the day&night cycle?

    OP, I'd love to see moon cycles and stars affect some things in the game. A full moon could grant different powers to a werewolf, or more powerful effects. And star alignments could make for similar effects for good or evil aligned characters.

     

    Once upon a time....

  • KarbleKarble Member UncommonPosts: 750
    Originally posted by wizardanim

    I would love to see some mechanics that are different for day/night.

    With that said, I am not sure how they would incorporate day/night into the lower layers of the world.  It seems that all of the underground areas would be blocked from the sun.  Seems like there is a lot of content down there.  So how would we tell day vs night? A watch?

    They had a simple function in the game chat. You just type /time and it displays in game time and real world time. That way if there was a specific event in the game that happened on a schedule at specific times we as players could easily keep track of it.

    On Luclin there was no time, no day or night...no real timed schedules. I enjoyed the timed content on Norrath though.

    I seem to remember some quest or area that actually put a debuff on players. This had no time limit and the only way to get rid of it was to talk to a specific npc who gave you a potion to get rid of it. I think it turned you into a monster or werewolf of something. 

    I also hope they make it hard to see at night or in fog. Maybe re-introduce the need to carry fire beetle eye, wisp lantern or other means of lighting the area around characters. Also spells will help with this, certain races will have extra vision abilities as well.

  • Quazal.AQuazal.A Member UncommonPosts: 859

    The day an MMO comes out and says "we are having a full day / night cycle" and the game has effects on this will be the day i sign up on day 1

     

    Would love to see a day be 18hours, so in effect every 4 days of game time would be 3 days in OOG time, this would allow everyone where ever they are on the planet to sample the different times of day

    To take it further the moon would cycle over a 14 day period, so different moon cycles would darken the nights until new moon when almost pitch black. During this phase certain events take place or certain skills become more powerful 

    Also would create a possible mini career building / crafting items that would be helpful at nights, as a previous poster said lanterns etc that have limited time use (say 2 game days) etc

    But back to my original point, would love the game (or any game) to have full on day/night cycles 

    This post is all my opinion, but I welcome debate on anything i have put, however, personal slander / name calling belongs in game where of course you're welcome to call me names im often found lounging about in EvE online.
    Use this code for 21days trial in eve online https://secure.eveonline.com/trial/?invc=d385aff2-794a-44a4-96f1-3967ccf6d720&action=buddy

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