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Old Jan 26, 2007, 07:56 PM // 19:56   #121
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In addition to the way the story line goes of course, it's all simultaneous, and has no place for night and day................lvl 20 Assassins or Rits in ascalon city proves that, so don't argue.
Maybe this isn't a world you you can adventure 24/7 with no sleep and no food? And of course, you're all human, so you can't see at night, and no one has room for a torch, which is why it's always daytime when you play.

Being a hero is exhasuting work, and all the mundane things last from just before dusk to just after dawn. There, explanation given, no go to wow, or morrowind, wherever the hell you people get these lame ideas.
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Old Jan 27, 2007, 02:35 PM // 14:35   #122
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Default Rotating sun = more addicting game?

Lightblade and Aeon_Xin had great points. Maybe the developers shouldn't bother. GW is realistic and great fun without a rotating sun.

Somehow I feel people get more addicted when the sun rotates. While leveling in a game where the sun rotated (WOW), I ran to my comp after work to quest while the sun shown and always migrated to the capital as the sun went down so that I could chat with my friends until late at night. I farmed in the morning before work as the WOW sun rose, too. Why go to a cold cafe for coffee in the dark anymore? It is like the summer days/nights when I was a kid, making the real world outside seem bleak. A rotating sun makes a world so realistic.

Maybe Anet doesn't want the game to be addicting like that. Too many people on the servers would be extra work for them.
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Old Jan 27, 2007, 03:45 PM // 15:45   #123
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We got a nice line between real life and the game.

/notsigned
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Old Apr 06, 2007, 02:59 AM // 02:59   #124
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i dont think that it should be day and night where you are i think it should be based on GMT time
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Old Apr 16, 2007, 12:36 AM // 00:36   #125
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I like this idea, I think it can be implemented in GW2. I would suggest ArenaNet do a study on when the peak time people in the world are playing GW. From there they can start the fictional clock at 12 noon GW time and have daylight last roughly 4-5 hours and nighttime last 1-2 hours. So if a player is online for more than 5 hours (depending when they logged in) they will have a chance to play majority of their time during the day.

They could also change the timezones based on what part of the map they are in. Such as having Elona's daylight last longer (6-7) hours and nights shorter (30 min- 1hr).

I like the idea of aggros being smaller and the mobs being changed to reflect the time. I also like the idea about the weather effecting the gameplay. These kinda randomness would help discourage farming. Especially if the mobs are twice as tough during the night and there are negatives from different types of weather.

This would also introduce cool things like torches at night (if your group has no fire elementalist). Tents to recouperate from the weather and mobs. Glow in the dark weapons from certain races.
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Old Apr 16, 2007, 12:46 AM // 00:46   #126
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wait for GW2.
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Old Apr 16, 2007, 02:21 AM // 02:21   #127
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A day/night cycle could be atmospheric. However, I wouldn't want a 24 hour based cycle. That was a complete pain in the neck in WoW. Australasian peak time was always night so I never got to see sunrise, sunset or well.. sun, period =)

A day cycle of less than 24 hours would work fine for me. Even if I did live in a more standard timezone, I wouldn't always want to be playing in the virtual evening as I'd not tend to be playing during the day.

Things like day / night and weather effects have always added immersion to RPGs for me. Here's hoping for GW2!
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Old Apr 16, 2007, 05:59 AM // 05:59   #128
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Quote:
Originally Posted by Thunderbolt300
This is something that's been mentioned sporadically on other forums but has never really gotten any true attention- and this has bothered me somewhat as well, being how the world of Guild Wars looks so awesome yet it lacks one rather essential thing to it that really brings out another look to Tyria- the addition of a day and night cycle. Morrowind, for instance, was very well known at the time it came out for amazing detail, and it was very evident in the day and night cycles, stars, the moon, and so on- something Guild Wars truly lacks.

This isn't just for atmosphere either:

Consider this for a moment, if you will. Each server runs on its own standard real-time day and night cycle- if it's dark outside where you live, it's dark in the game. Night in the world here is night in Tyria- and the same with day. Aggro circles would be smaller during night (allowing for stealth, which has been mentioned on other suggestion posts), and open up new approaches to some missions. Perhaps different monsters come out at night as well, or mobs are found to be "asleep?"

Possibilities for this are limited only by imagination. But it's something I'd really like to see in a future Guild Wars update.

As a designer note, and taking this from the experience I have as a computer scientist, I think it may be a bit difficult to do this, so it might be something to release in Chapter 2 (or even 3, if and when it comes out).
/signed!

That's a darn great idea. Infact have this feature individually for each National District. For us, we'd be sorta able to tell what time it really is for us. GREAT THINKING!
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Old Apr 16, 2007, 05:59 AM // 05:59   #129
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Quote:
Originally Posted by Thunderbolt300
This is something that's been mentioned sporadically on other forums but has never really gotten any true attention- and this has bothered me somewhat as well, being how the world of Guild Wars looks so awesome yet it lacks one rather essential thing to it that really brings out another look to Tyria- the addition of a day and night cycle. Morrowind, for instance, was very well known at the time it came out for amazing detail, and it was very evident in the day and night cycles, stars, the moon, and so on- something Guild Wars truly lacks.

This isn't just for atmosphere either:

Consider this for a moment, if you will. Each server runs on its own standard real-time day and night cycle- if it's dark outside where you live, it's dark in the game. Night in the world here is night in Tyria- and the same with day. Aggro circles would be smaller during night (allowing for stealth, which has been mentioned on other suggestion posts), and open up new approaches to some missions. Perhaps different monsters come out at night as well, or mobs are found to be "asleep?"

Possibilities for this are limited only by imagination. But it's something I'd really like to see in a future Guild Wars update.

As a designer note, and taking this from the experience I have as a computer scientist, I think it may be a bit difficult to do this, so it might be something to release in Chapter 2 (or even 3, if and when it comes out).
/signed!

That's a darn great idea. Infact have this feature individually for each National District. For us, we'd be sorta able to tell what time it really is for us. GREAT THINKING!
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Old Apr 16, 2007, 06:00 AM // 06:00   #130
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Sorry, just noticed a double post.
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Old Apr 16, 2007, 06:07 AM // 06:07   #131
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/signed aslong as the rotation period is less than 24 hours. I live in New Zealand, and if I continue to play my general play time, it will always be night for me, which = bad
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Old Apr 16, 2007, 06:17 AM // 06:17   #132
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I like the idea but I think it would be better if the cycles were in a 1/4 day pattern (its day for 6 hours then its night for 6 hours) or something.

/signed
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Old Apr 16, 2007, 08:27 AM // 08:27   #133
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I like the idea of day and night, but I don't think it should match our own day and night. This is a game world after all. And boy, I would really like to see Vehtendi Valley in the light! It's perpetually night there. I like the idea of monsters sleeping at night, or different monsters coming out at night. But I guess they'd sleep in caves in we have no access to, so we'd never find them.

I would also like to see weather changes. Sometimes in the Shiverpeaks the snow falls. But real weather changes would be fun throughout the game.

What would also be fun is if the weather affected your fights. It's harder to fight when there's a massive storm coming down, you'd slip in the mud and stuff. But I guess that would change the game too much.

Maybe they can stick it in Hard Mode.

Last edited by cyberjanet; Apr 16, 2007 at 08:29 AM // 08:29..
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Old Apr 16, 2007, 10:06 AM // 10:06   #134
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Quote:
Originally Posted by OhCrapLions
I like the idea but I think it would be better if the cycles were in a 1/4 day pattern (its day for 6 hours then its night for 6 hours) or something.
The problem with that is people like me who only play for 2 or 3 hours a night will be stuck in perpetual light or darkness. What you really need is something like this:

Full Cycle = 2(24/n) hrs, where (1 ≤ n ≤ 11) is an odd integer.

For an example, 2(24/5) = 9.6 hours, 4.8 hours of darkness followed by 4.8 hours of light. With that system, whatever period of real life time you play in you always experience alternating cycles. If Monday 7:00pm is light, Tuesday 7:00pm is dark.

If we are gonna see this it won't be until GW2 now though.
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Old Apr 16, 2007, 01:23 PM // 13:23   #135
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Currently, day and night are 'Faked' and only in some areas.

There are areas that change Sky and Lighting when you walk there.

You exit an outpost at day, and when you walk to a certain spot, the sky changes, the light goes down and even the moon may appear.

But, of course, if you walk in the opposite direction... hehe... time goes back (so slowly).

The great deal would have a 'game clock' that shows, your date (based on the missions you made, so different for each character) and the game time hour of the day in ingame time.
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Old Apr 16, 2007, 02:17 PM // 14:17   #136
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I think it should be based on FABLE. The time sediments occur every hr or so. Apart from D/N effects...Random Rain in some areas...and some flashes of lighting would make the game exilarating! I'd love it. One problem though.

Having a world sync would be near impossible. If only human technology was that advanced...
Still I like the current settings.

/notsigned
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