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Old 2012-03-09, 06:36 PM   [Ignore Me] #16
MonsterBone
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Re: Night - not dark enough?


Darkness better not be 50% of the time. Hopefully 10% of the time at most.
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Old 2012-03-09, 06:38 PM   [Ignore Me] #17
DayOne
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Re: Night - not dark enough?


Originally Posted by MonsterBone View Post
Darkness better not be 50% of the time. Hopefully 10% of the time at most.
If it's a lunar cycle it will get gradually darker then gradually lighter.

We will have one night of the darkest and one night of the lightest then everything else in between.

EDIT: Also it's possible that cloud cover and/or weather, fog and rain etc., will have an impact on how dark it is.

Last edited by DayOne; 2012-03-09 at 06:40 PM.
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Old 2012-03-09, 06:38 PM   [Ignore Me] #18
NewSith
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Re: Night - not dark enough?


Originally Posted by MonsterBone View Post
Darkness better not be 50% of the time. Hopefully 10% of the time at most.
Stop being subjective. I mean it.

That aside, night can't last for 50% of day cycle.
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Old 2012-03-09, 06:44 PM   [Ignore Me] #19
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Re: Night - not dark enough?


I like the blue, but it might be a bit too saturated. Reminds me of the typical Hollywood trick of using a blue filter over the lense to mimic night in low budget movies. At any rate Forgelight is certainly looking very distinctive, which is something SOE probably wants to help seperate them from the droves of UE3 based games.

Last edited by CrystalViolet; 2012-03-09 at 06:48 PM.
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Old 2012-03-09, 06:47 PM   [Ignore Me] #20
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Re: Night - not dark enough?


I know why everyone is calling for darker nights and stuff, because they've probably got images of spec ops missions in pitch black lit by nothing but headlights or glow sticks or something, which sounds awesome.

But the reality is, really dark nights are a tactical and balance nightmare. The only way I can see it working is if all roads and bases are lit, so at least there's the impression that wild areas are truly pitch-black. Think about the kind of advantage people specialized in infiltrator classes will have if there's total darkness? And yeah, what about the people taking advantage using exploits to make things brighter somehow for themselves?

And then there's just the fact that the large majority playing for extended periods of time in darkness are going to get frustrated or annoyed somehow. It used to get dark in Ishundar in PS1 I once recall, but it was changed because people kept complaining all the time.

I think the problem comes in that the style of play would have to change at night, and yeah, it'd be focusing more on stealth and spec ops missions and big battles would probably be harder to sustain - but people logging on will just want to play like they normally do. So will it create a situation where people are logging off or switching continents when a pitch-black night falls over a battle?

But yeah, I trust the devs will get it right

Last edited by texico; 2012-03-09 at 06:48 PM.
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Old 2012-03-09, 06:49 PM   [Ignore Me] #21
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Re: Night - not dark enough?


Originally Posted by CyclesMcHurtz View Post
If you look at the night time parts, you'll see the moon was up.
If you watch closely you will also see that the shortly after sunset is significantly darker than the rest of the game, likewise to just prior to sunrise.
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Old 2012-03-09, 06:53 PM   [Ignore Me] #22
Bags
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Re: Night - not dark enough?


Originally Posted by Graywolves View Post
If you watch closely you will also see that the shortly after sunset is significantly darker than the rest of the game, likewise to just prior to sunrise.
Yeah I saw that.
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Old 2012-03-09, 07:16 PM   [Ignore Me] #23
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Re: Night - not dark enough?


Yeah so far I can't imagine headlights, flashlights, or wall lights have any real benefit in that amount of moonlight. I wanna see it night, cloudy, no moon
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Old 2012-03-09, 07:25 PM   [Ignore Me] #24
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Re: Night - not dark enough?


Forget outside, what about inside. If I blow that gen is it going to get pitch black with possibly a few emergency lights coming on here and there?
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Old 2012-03-09, 07:55 PM   [Ignore Me] #25
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Re: Night - not dark enough?


Originally Posted by CyclesMcHurtz View Post
If you look at the night time parts, you'll see the moon was up.
Nice!

we need some footage with the moon down..
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Old 2012-03-09, 07:57 PM   [Ignore Me] #26
Synapses
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Re: Night - not dark enough?


Originally Posted by RavenUSC3 View Post
Forget outside, what about inside. If I blow that gen is it going to get pitch black with possibly a few emergency lights coming on here and there?
That would be kind of a neat thing to see =P
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Old 2012-03-09, 08:23 PM   [Ignore Me] #27
Tapman
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Re: Night - not dark enough?


Higby discussed the lunar cycle and the weather a while ago on the forums, I think that there will be plenty of dark nights.

Watching the gameplay video with the night fighting, I would like to see the base lights that cover larger areas be vulnerable to being destroyed and repairable.
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Old 2012-03-09, 08:26 PM   [Ignore Me] #28
VioletZero
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Re: Night - not dark enough?


Since it is pretty, I'll give it a pass.
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Old 2012-03-09, 08:32 PM   [Ignore Me] #29
Warborn
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Re: Night - not dark enough?


Originally Posted by MonsterBone View Post
Darkness better not be 50% of the time. Hopefully 10% of the time at most.
It was ~45 seconds between when Higby entered the command that sped up the day/night cycle for it to get from what I guess was morning to evening. And night time lasted about 15 seconds at that point. So I'd guess it's something like 75% day, 25% night.
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Old 2012-03-09, 09:41 PM   [Ignore Me] #30
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Re: Night - not dark enough?


Does anyone else remember several months ago when they told us there were at least 2 moons?

We've been over this about lunar phases before interesting to see them in action.
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