Nov 30, 2006, 08:46 AM // 08:46
|
#81
|
Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
|
How would this improve the game?
|
|
|
Nov 30, 2006, 08:49 AM // 08:49
|
#82
|
Frost Gate Guardian
Join Date: Jun 2006
Location: Singapore
Guild: Ordo Chaotika
Profession: W/Mo
|
Quote:
Originally Posted by Zui
How would this improve the game?
|
Better immersion into the world is one thing I'd sign this for. It's also possible that such dynamic environmental changes can help to provide more possibilities to skills/features in the future.
|
|
|
Nov 30, 2006, 08:57 AM // 08:57
|
#83
|
Pre-Searing Cadet
Join Date: Nov 2006
Location: london
Guild: Daemons fury
Profession: D/N
|
you could use the night and day idea to change the monsters that appear, eg some appear in the night and some in the day, so the player has to go out at different times to get the items they want, also i love the scenery, i think the artists have a gift i could stand on a clif and look out and see the landscape, i wish i could see the twinkle of the towns and outposts in the dark along with the sunrise/sunset on the horizon.
|
|
|
Nov 30, 2006, 01:21 PM // 13:21
|
#84
|
Forge Runner
|
It doesn't add anything to gameplay. Even more, GW is story driven. What would happen if you entered Riverside province at high noon. Sneaky night attack?
And mobs must never change. The point of the maps is that they are exactly repeatable every single time. It may seem strange, but that's a very important rationale behind map design. Using this aproach allows players to master an area without getting nasty surprises. This applies to all the mob spawns, including random pop-ups.
This is just one of those things that games must have in order to feel right, and experience has shown that over and over. Every game that used spawn randomization had to revert to static or semi-static spawns sooner or later.
|
|
|
Nov 30, 2006, 02:13 PM // 14:13
|
#85
|
Wilds Pathfinder
Join Date: Sep 2005
Location: Room V
|
It would be cool if explorable areas had this implemented, but for missions I think it shouldn't be in effect. Would add a nice feel to the game overall.
|
|
|
Nov 30, 2006, 02:16 PM // 14:16
|
#86
|
Krytan Explorer
Join Date: Apr 2006
Guild: Currently Looking...
Profession: W/Rt
|
/signed
Great idea, would make my character feel a little more human. Plus i am definately for the change of monster during day/night that would be incredible. Imagine re-doing some of the old prophecies missions during the night with random monsters. Great.
I know this may sound crazy and a little unfeasible. But imagine the possiblity of this on PvP, where each team could have a torch bearer, and the rest of the map virtually dark. The opposing team cannot see your stat bar unless you are within some kind of light. Stealth maps ftw!!!
|
|
|
Nov 30, 2006, 02:19 PM // 14:19
|
#87
|
Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
|
Good idea, nothing better than taking shadowmere to the imperial city at sunrise... oops wrong game
|
|
|
Nov 30, 2006, 02:31 PM // 14:31
|
#88
|
Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
|
I would say yes to having night and day in cities/outposts, however the story does require certain maps to be either day or night for the story to take place in. And have you thought about the dark maps like the Kurzick forests? How would people see?
|
|
|
Nov 30, 2006, 04:05 PM // 16:05
|
#89
|
Frost Gate Guardian
Join Date: May 2006
Guild: The Ka-Tet of Gilead
Profession: Mo/W
|
Quote:
Originally Posted by Crom The Pale
And have you thought about the dark maps like the Kurzick forests? How would people see?
|
Flashlights
anywaz, i think this would be nice, not sure how it could work out but if it could id welcome it
|
|
|
Nov 30, 2006, 04:12 PM // 16:12
|
#91
|
Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
|
The main proble are the landscape shadows.
They are not dinamically created. They are 'painted' like another texture.
So how would you make the sun move in the sky without changing those maps?
Hm... without those landscape shadows it's easy and possible, with them...
Adding day and night would be a problem.
|
|
|
Nov 30, 2006, 07:06 PM // 19:06
|
#92
|
Pre-Searing Cadet
Join Date: Nov 2006
Guild: Revenge And Death Always
Profession: W/Mo
|
Very hard coding, that's for sure, but it would be amazing.
And maybe implement lamps along paths in explorable areas. Then we could see
And weather as well, that would be amazing. That would make guild wars real, make it come more alive.
/signed
|
|
|
Nov 30, 2006, 07:41 PM // 19:41
|
#93
|
Frost Gate Guardian
Join Date: Aug 2006
Guild: [DoA] - The Darknights of Ascalon
Profession: R/
|
This already has an official thread. Search Button FTW....
http://www.guildwarsguru.com/forum/s...ad.php?t=83090
In any case, I still like the idea. Though the effect on the missions would be interesting. As someone said about Riverside Province, high noon sneak attack?
|
|
|
Nov 30, 2006, 07:52 PM // 19:52
|
#94
|
Wilds Pathfinder
Join Date: Feb 2006
Guild: No guild
Profession: A/E
|
nice i like this idea but i have a feeling Anet won't do this..? do they? they didnt even listen to us while were complaining about the storage so why bother?
anyways /signed for nothing.
|
|
|
Nov 30, 2006, 08:29 PM // 20:29
|
#95
|
Ascalonian Squire
Join Date: Nov 2006
Location: U.S.A.
Guild: Bittersweet Agony [Rose]
Profession: R/
|
/signed
I like the idea of it having it on its own timeline though, I'd hate to always be playing at night.
|
|
|
Nov 30, 2006, 10:50 PM // 22:50
|
#96
|
Lion's Arch Merchant
Join Date: Sep 2006
Location: Returning after a 50 month break. Hi.
Guild: None
Profession: R/
|
/signed for a sensible time cycle, eg 4 hours = one game day
|
|
|
Dec 01, 2006, 12:15 AM // 00:15
|
#97
|
Academy Page
Join Date: Nov 2006
Location: Oklahoma
Guild: Lair Of The Red Dragon
Profession: N/E
|
/sign
BUT this would encourage more nightplay just because of smaller aggro circles. Runners would play at night because it would make their job easier. Questers would rather play at night to get exp faster without slowing down for nasty agros ect. but i'd still love it
|
|
|
Dec 01, 2006, 12:41 AM // 00:41
|
#98
|
Academy Page
Join Date: Sep 2006
Location: wouldn't you like to know..
Guild: none
Profession: Mo/
|
/signed
there could be certain large quests that could only be completed at night and if you dont complete them by dawn you fail, could be fun
|
|
|
Dec 01, 2006, 12:59 AM // 00:59
|
#99
|
Banned
Join Date: May 2006
Location: I run conjure assassins in Hero Battles kthx
Guild: me talk lyke dis bcoz ylke evr1 else do lyke ok?
Profession: A/E
|
I think it would be cool to walk around Tyria with torches lighting my way...
Edited by Faer: Every time someone says to add auctions first, a forum moderator shoots a baby.
|
|
|
Dec 01, 2006, 08:12 AM // 08:12
|
#100
|
Walking Wiki
Join Date: Nov 2006
Location: Isle of Medication
Guild: Visitors from Aranna [VFA]
Profession: Me/E
|
If a day/night cycle is introduced, then the same monsters must appear in the same places, regardless of whatever time of day it is. My main rationale behind saying this is because some of us have jobs, college, and/or social lives that prevent us from playing at certain times of day. If we can't play at the times that monsters and their drops/experience are the most ideal for our characters, then we suddenly become disadvantaged compared to those who have more free time to play.
What I like about this game is that it allows everyone to play on a level playing field, and everyone has exactly the same opportunities. If adding a day/night cycle does anything other than add an extra cosmetic visual effect to the game, then it would go against that.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 05:48 AM // 05:48.
|