Day / Night

Started by VanillaPudding, August 24, 2010, 05:04:52 AM

Previous topic - Next topic

VanillaPudding

Hours 20 - 5 are currently considered night, and hours 6-19 are daylight. Adjusting this to be more realistic for us sun hating subraces and perk-takers might be cool! :D

I also noticed that the nightrisers aren't following this trend themselves and show themselves on both sides of that spectrum that is considered daylight for players with light sensitivity, in which case maybe it's a bug?

Dr Dragon

Really I liked the underdark because day and night did not matter simply because it was the underdark it made the days seem much more realistic then the whole so many days and nights in 24 hours that we currently have.

Snoteye


Echigo

I'm in favour of 24/7 darkness

pewpew
meth

Egon the Monkey

I for one welcome our new Drow overlords and look forward to returning to a server where night creeps, and app races that got a huge boost by becoming fairly dispel-proof from the SR change, don't have to put up with the Glowing Ball of Sunshine Pain, rather than finding some nice shadows to skulk in.

Anyway, the Archipelago's somewhere near the equator on Faerun. Hours of daylight sound fine.
Counted them up wrong ignore me.

Twelve

respectfully disagree with OP.  Leave it as is.  
 
Agreed with equator = longer days.

Yalta

From a balancing perspective the long daylight hours even up slightly, the massive boost that Underdark races with SR now get via dispel-resistance.
 
And Egon's point on longer days in the tropics also makes sense.

ExileStrife

Tropics don't get longer days....their days are the most balanced throughout the entire year.  As you go towards the poles, that's when the days get off-balanced, i.e. northern Alaska having 24 hour days/sunlight during the summer and 24 hour nights/dark during the winter.

Yalta

yes thats right isn't it... I will blame it on being tired after a heavy one yesterday >_>

Egon the Monkey

Hmm. yeah. Counted the hours up wrong. I stand by my original point, which is that strong app races deserve glaring and painful weaknesses that should be exploited against them, to balance out the sheer level of power they get and make a point of RPing. Drow hate sunlight. Werecreatures should be terrified of silver.

LA has never seemed to me to be much of a drawback, when you consider the number of people for have, for example, hit 7-8 on werecreatures. You're lower level,  but you have the power of a higher level. This means you can destroy the low level quests for supplies, in order to hit the high level ones for XP.

VanillaPudding

Quote from: ExileStrife;196257Tropics don't get longer days....their days are the most balanced throughout the entire year.  As you go towards the poles, that's when the days get off-balanced, i.e. northern Alaska having 24 hour days/sunlight during the summer and 24 hour nights/dark during the winter.

^

LA functions just like it should and balances out the subraces quite well. A broken day / night cycle hardly has anything to do with it and fixing it doesn't grant them any more power as a race, just more time to function normally.

QuoteYou're lower level, but you have the power of a higher level. This means you can destroy the low level quests for supplies, in order to hit the high level ones for XP.

Outside of Lycans this doesn't even apply to any of the currently acceptable races. Maybe lizardfolk before, but when is the last time you saw one of those? Do some spell resistance calculations before spouting off random stuff about DESTROYING QUESTS and you might notice that even against a full group of mages in a quest (doesn't exist) they aren't that powerful.

Egon the Monkey

[Erases all memories of questing with Naga's Drow and his instructions to "just aim the fireballs at me"]
You don't need 10/1 DR to wreck a mid level quest.  Having more oomph in acquired gear and abilities than your average L6'll do it, and 50% chance of missing a spell from an equivalent level caster is nasty. I'm not speaking from personal experience here, obviously, but from the number of app PCs I've known to reach normal character levels.  Drow are tolerated by Old Port rather than being Kill On Sight up here, so nothing wrong with sunlight being a problem IMO. Light Sensitive PCs shouldn't be able to function normally in the day. It's rather the idea. It's not like plenty of quests aren't indoors, unless I'm wrong and some "indoor" ones are lit up.

Kotenku

^^^^^ Egon, the latter part of your post is kind of missing the point :Z. The suggestion isn't to lighten the light sensitivity penalty, it's to alter the day/night cycle to provide a better gameplay experience. What do standard races have to lose from this suggestion? (

1.) This is an extremely trivial change to make. Arguments against it on the basis of "waste of time" will make no sense.

2.) Days were shorter in the early stages of EfU:A. The Cycle was adjusted when it was realized that the prevalence of Nightrisers and the low level of PCs at the time made the server exceptionally difficult at nighttime - and therefore less enjoyable as a whole.

3.) Given the current state of things, many people who play Light Sensitivity characters prefer to log off during daytime hours, rather than put up with the (substantial) penalties. I consider this a problem with the Gameplay, more than an issue with the people who are getting the subrace (although that's part of it, I'm sure.)

If people are logging off the server for (20PM(the beginning of night) - 6AM = 14 hours * 27 RL minutes = 378m/60 =) 6 hours 18 minutes because they find it too difficult to have fun, then I think there's a strong case for changing the cycle.

Staring Death

You knew what you were applying for. It would be similar to whining because you got FD'ed when playing a monster character. It's all part of the challenge.

Twelve

I think the same will happen with "normal" PCs if you change the ratio of day to night.  Walking the wilds or sewers is already difficult enough at night as it is, for your average 6th level PC.  And it makes sense for those characters to seek the relative safety of the Colony / Docks / Exiled Camp / etc during that time, but overall that is a minimal amount of time.  
 
Lengthening the night, is (I fear) helping less than 5% of the server, at the expense of the rest of it.  If people are seriously logging off during the day time because of that perk - that seems kind of bush-league.  Nobody logs off when they get "cursed" or energy drained.  Do they?