Day and Night (important)
There were differences between the events during the day & night during the last beta.
Night & day aren’t as easy to tell apart, if you are going by ambient light. However, the cycle is (currently) on a timer, as can be seen on the wiki:
http://wiki.guildwars2.com/wiki/Day_and_night
Some of us are hoping that they’ll make it easier to distinguish in game, using different lighting or differently colored mini map or … something.
1) Remove the timer.
2) Make night significantly darker.
-Near pitch-black when off the beaten path would be ideal.
—Night-vision mastery to compensate.
3) Make ambushes possible at night, but defined paths relatively safe.
4) Make night events more diverse (Enemies spread and attack multiple points one night, enemies don’t attack at all others, enemies mass and march by the hundreds on a large outpost with diverse defenses sometimes, and enemies lead feints on other nights)*
5) Have some events (some playable, some ambient) that occur at certain times/nights that are unrelated to the Mordrem assaults.
This is how night should be handled, IMO.
*While I’d prefer the dragon minions were mindless and didn’t use any real ‘tactics’, that ship has already sailed. :-\
A shame fun things could not simply be fun.
1) Remove the timer.
2) Make night significantly darker.
-Near pitch-black when off the beaten path would be ideal.
—Night-vision mastery to compensate.
3) Make ambushes possible at night, but defined paths relatively safe.
4) Make night events more diverse (Enemies spread and attack multiple points one night, enemies don’t attack at all others, enemies mass and march by the hundreds on a large outpost with diverse defenses sometimes, and enemies lead feints on other nights)*
5) Have some events (some playable, some ambient) that occur at certain times/nights that are unrelated to the Mordrem assaults.This is how night should be handled, IMO.
*While I’d prefer the dragon minions were mindless and didn’t use any real ‘tactics’, that ship has already sailed. :-\
I love this idea. +1
1) Remove the timer.
2) Make night significantly darker.
-Near pitch-black when off the beaten path would be ideal.
—Night-vision mastery to compensate.
3) Make ambushes possible at night, but defined paths relatively safe.
4) Make night events more diverse (Enemies spread and attack multiple points one night, enemies don’t attack at all others, enemies mass and march by the hundreds on a large outpost with diverse defenses sometimes, and enemies lead feints on other nights)*
5) Have some events (some playable, some ambient) that occur at certain times/nights that are unrelated to the Mordrem assaults.This is how night should be handled, IMO.
*While I’d prefer the dragon minions were mindless and didn’t use any real ‘tactics’, that ship has already sailed. :-\
+1
2) Make night significantly darker.
-Near pitch-black when off the beaten path would be ideal.
—Night-vision mastery to compensate.
While all the ideas you mentioned are good, this one is absolutely brilliant.
1) Remove the timer.
2) Make night significantly darker.
-Near pitch-black when off the beaten path would be ideal.
—Night-vision mastery to compensate.
3) Make ambushes possible at night, but defined paths relatively safe.
4) Make night events more diverse (Enemies spread and attack multiple points one night, enemies don’t attack at all others, enemies mass and march by the hundreds on a large outpost with diverse defenses sometimes, and enemies lead feints on other nights)*
5) Have some events (some playable, some ambient) that occur at certain times/nights that are unrelated to the Mordrem assaults.This is how night should be handled, IMO.
*While I’d prefer the dragon minions were mindless and didn’t use any real ‘tactics’, that ship has already sailed. :-\
+1 all day every day.
+1 all day every day.
+1 but as much as I would love this I doubt they would ever put it because you would have tons of people crying that they can’t see and blah blah blah even though it would add immensely to immersion, game play etc. They might as well just take the night cycle out of the game all it does is change the color tint slightly. Luckily things like reshade and gemfx let you make stuff darker but i’d still rather have them actually make it darker. They have a nice dynamic lighting system when it comes to torches and what not and it’s a shame that this almost never gets shown or used.
Eladan of Greenwood: 80 Ranger
Elemir Swiftblade: 80 Thief
Day and Night (important)
in Guild Wars 2: Heart of Thorns
Posted by: CD673141-975B-42E9-8500-F0FEFF861A7D
+1— This is an amazing set of ideas!
As far as a short-term fix goes, you could always invest an immense amount of time/effort/gold into crafting Meteorlogicus or Eternity , as they reflect the current day/night cycle.
The problem is what looks just light enough to see in but still be obviously night on one person’s monitor is completely black on another’s.
However, that doesn’t mean that they can’t add in more obvious ways to tell the difference.
I’m all for having darker and more treacherous nights, but they already stated that they will likely never make nights that dark because of the sheer number real life environmental factors that can ruin an experience like that. For example . . . desktop lamps, natural ambient lighting, etc. Yes, somemplayers could certainly shut off lamps or other lights sources they have control over, but this isn’t an option for everyone as it can exacerbate eye strain (trust me) or make it difficult for people with unlit keyboards.
I should think they could at least make it a bit darker than it is now, though. >.>