Many threads in here have talked about the night time being too light compared to the day time. I agree with that and they really need to make the night-day difference more visible.
Also, there should be some changes in the world too because of the night time.
1 ) there should be light pillars in the towns and on more circulated roads but no light pillars in forests, lands, mountains, etc
The landscape visibility in places without light pillars should be really tighten up to very close so you will not be able to see the horizon. Let’s say you could only see at a distance as long as in the zoomed in mini-map is at smallest square.
Also, the mini-map colors should change during the night time from green and brown to light blue to dark blue and the player’s torch radius shown in day time colors (see below at no 3)
2) there should be a lot less NPCs moving around in towns during the night time and possibly different looking NPCs as vendors in towns and explorable
If they want to keep the same NPCs they can put them in a sleep emote and when you click them they would say something like: “Hmm, (yawn) what do you want? Take what you want and leave the money here, I will go back to sleep (snore)”
3) players should carry a light torch tool that will auto-light up during night time to make the close zone around them brighter Also, there can be more types of torches for which the brightening zone will vary.
Torches will have minutes remaining instead of consuming the tool. The merchants will sell “oil” “lamp oil” “batteries” for refilling the torch light time
Refilling the torch will not be mandatory like having the gathering tools is not required either, but they will make the night brighter for those who want it.
(to give a better idea of this, imagine the HoM rewards “flaming sword” and “flaming gloves” which give a light zone around characters)
NOTE: the torch will not be a visible item on the character, but it will just give a brighten up zone around the character. Also, the consuming the time of a torch will stop during the daytime, and the minimum buy-able time for the torch will be at least 75% of the whole night time – if the in-game night has 45 min, the minimum time bought for the torch will be 30 min.
4) events should vary depending on night / day cycle more on the foes that are involved in the event than the event mechanic itself
Expl:
In Eds’s orchanrd in Queensdale, in the day time we have
“kill spiders”, “Kill Spider Queen” and “pick up the apples”
but in the night time we could have
“kill the bats”, “kill the Bat Queen” and “protect the orchard from the bandits stealing apples”
EDIT:
5) foes in the explorable could change in two ways: totally new foes that can be seen only during night time or the same ones but in a sleeping animation
It is night so all wild animals / foes are sleeping. during night time, and they can be gathered into more close distances as they would be in a pack leaving wider spaces in-between these packs
Aggro-ing one foe / animal will wake up the whole pack, making the night experience either more dangerous, either more avoidable depending on the players approach
Ezpl related to Queensdale:
During night time, there should be more wolves, bears, raptors, bats, harpies and very few deers, stags, moas and NO cows in the Bar Curtis Ranch (cows are not roaming in the fields in the night, right?)
The spiders, will be in the trees not on the ground during the night time.
The moas will all sleep together in one spot
All stone elementals will be piles of rocks not roaming around around the Dam
etc
If you have other ideas of making the night different from the day, please add here but do not focus only on the night darkness issue which is already implied as requested by many players already.
(edited by Ronah.2869)