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Old 2011-07-26, 10:42 AM   [Ignore Me] #1
NewSith
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Two Questions of "Day and Night"


So...
1. What druation of 1 auraxium hour in-game is going to be set?
2. Will there be a proper night like in:



Edit: here are some pics to strengthen my point:







Last edited by NewSith; 2011-07-26 at 11:00 AM.
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Old 2011-07-26, 10:49 AM   [Ignore Me] #2
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Re: Two Questions of "Day and Night"


Id hope they have hemispheres so its night on one side of the globe and day on the other. Also Id like to see it be in 8 hour increments just because if its day at 8am est (actual american time zone time not game time) time one day the next day itll be night in that part of the world at 8am est. Just because I work third shift and during the week do most of my gaming in the morning. I guess it wouldnt really matter though as long as half the globe is day and the other is night. That and 8 - 12 hours of real life time gives you plenty of time to conduct operations in whatever setting you prefer for the mission.

As in real life without proper nightvision it would be stupid to conduct any night time operation and i also believe that all vehicles should come equipped with IR or black and white thermal imaging, except for buggies and such like that.

Last edited by cashfoyogash; 2011-07-26 at 10:56 AM.
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Old 2011-07-26, 10:55 AM   [Ignore Me] #3
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Re: Two Questions of "Day and Night"


1: I think you mean how many hours will the day/night cycle be because knowing how long an hour is in game is useless without knowing how many hours are in an Auraixan day. Answer is that they haven't set it yet and probably won't be able to tell us until beta is actually out.

2: Smed talked about how shadows are done really well in forgelight. This indicates that the engine can probably handle the extremes of light to make a proper night. However, I doubt that unless they add night vision we'll be seeing something that dark.

I'd love to see a difference in the intensity of day/night based on where you are on the planet. So the nights wouldn't be as dark near the poles and you could literally chase the sun across the world. That would be the bee's knees, I can also see things like dawn air raids happening by chance and making the world that much more real.
That would kick ass.

Edit:
Well that's what I get for taking an extra 6 minutes to post. Glad to see I'm not the only one who likes the idea of a realistic night.
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Last edited by Captain1nsaneo; 2011-07-26 at 10:58 AM.
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Old 2011-07-26, 11:02 AM   [Ignore Me] #4
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Re: Two Questions of "Day and Night"


Originally Posted by Captain1nsaneo View Post
Edit:
Well that's what I get for taking an extra 6 minutes to post. Glad to see I'm not the only one who likes the idea of a realistic night.
Im positive we are not the only two that would love to see night and day be a part of the world.
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Old 2011-07-26, 11:06 AM   [Ignore Me] #5
NewSith
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Re: Two Questions of "Day and Night"


Originally Posted by Captain1nsaneo View Post
1: I think you mean how many hours will the day/night cycle be because knowing how long an hour is in game is useless without knowing how many hours are in an Auraixan day. Answer is that they haven't set it yet and probably won't be able to tell us until beta is actually out.
If you ver used /time in PS1 you'd surely know According to PS1 auraxian day is 24 hours. But 3 auraxium minutes = 1 RL minute. That means that we have 3 auraxium days in one RL day.

Yeah, Imma geek, I know..

EDIT: LOL we've been fighting for almost quarter of century...

Last edited by NewSith; 2011-07-26 at 11:09 AM.
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Old 2011-07-26, 11:31 AM   [Ignore Me] #6
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Re: Two Questions of "Day and Night"


Not only is there /time but also an alarm clock function! I only played with it once though and I don't think I got it to work. Eventually I just used a kitchen timer to set how long people had to get on a gal before take off.

If we're counting beta we've passed 25 years but if not we're at 24... and I'm still not BR40! Good observation.

There's been talk on the forum before about night time and how some people didn't want to have to stare through green tinted vision for half of their game time. There was also comments on how awesome controllable headlights would be. I'm in the second camp, the Ant has some great headlights that I've always wished that they worked.
Ooo! Flail rounds lighting up courtyards on impact turning night into day... ok, I'm drooling now.
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Old 2011-07-26, 11:37 AM   [Ignore Me] #7
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Re: Two Questions of "Day and Night"


I like how the green tinted vision looks in halo reach, its purdy.
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Old 2011-07-26, 12:15 PM   [Ignore Me] #8
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Re: Two Questions of "Day and Night"


Only if we get to see AA tracers crisscrossing the sky at night. Explosions, aircraft you can hear but can't see, infantry trying to advance into blackness with only the muzzle flashes of people trying to kill them to guide their way.

Mmm.... And maybe the targeting laser might be used for more than painting the vehicle spawn pad for artillery!
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Old 2011-07-26, 12:31 PM   [Ignore Me] #9
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Re: Two Questions of "Day and Night"


The best would be if the day night cycles were 23 or 25 hours. This would give the game world a realistic feeling, but would mean that over the course of about 2 weeks, would be completely flipped, and after another 2 weeks would return to normal. Any day night cycles such as 6/8/12 is going to cause every area (assuming its hemisphere based so that half the world is light and half is dark) to always be in the same 4/3/2 times of the day at the same time every day. If you work a very rigid schedule, and you really like X continent, if we have a 12 hour cycle, its always going to be one of two time. But if we have a 23 hour cycle, than over the course of roughly two weeks you're going to experience every time of the the day from midnight, to dusk, to morning, to noon, to evening back to midnight.

There was a another thread about day night cycle and a lot of people seemed to be in favor of super super super short, 1-2 hour cycles which I think is absolutely ridiculous and absurd. It should not be possible to experience 4 days worth of day/night in the course of a battle.
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Old 2011-07-26, 12:39 PM   [Ignore Me] #10
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Re: Two Questions of "Day and Night"


Originally Posted by PsychoXR-20 View Post

There was a another thread about day night cycle and a lot of people seemed to be in favor of super super super short, 1-2 hour cycles which I think is absolutely ridiculous and absurd. It should not be possible to experience 4 days worth of day/night in the course of a battle.
Agreed, it would have to be long enough to conduct a military operation.

Also about the moonlighting. In an open field you could see great but have you ever stood in a thick brush in the middle of the night? Even with the moon out it is still hard to see. But i think SOE would make it so those who prefer to not use NV could still function.
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Old 2011-07-26, 12:58 PM   [Ignore Me] #11
Bruttal
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Re: Two Questions of "Day and Night"


I would vary much enjoy Dark nights and think that some kinda night vision would be cool. i dont know if i really want it in the game. if all vehicles towers and bases had lights then it should be enough light being created from 1000 people to really make a well lit area
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Old 2011-07-26, 03:42 PM   [Ignore Me] #12
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Re: Two Questions of "Day and Night"


Time for me to link my usual picture for these threads...


http://www.oblivionmodwiki.com/images/3/38/80nights.jpg

That is, ideally, how dark I'd like nights in Planetside to be (it looks better full-sized). Imagine being able to look up in that picture and see the silhouettes of galaxies floating across the sky, or the light show that pulsars and gauss rifles would create as NC and VS fought each other from opposite ends of the path...

There could be night vision "goggles" or scopes (scopes would be cooler in my opinion, as well as give people a reason not to use night vision 100% of the time at night), but they absolutely, positively mustn't be the green grainy crap from other shooters. Be it a thermal effect, darklight or something else, anything would be better than...well, the green effect used in the original poster's video.

Last edited by Vancha; 2011-07-26 at 04:00 PM.
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Old 2011-07-27, 05:52 PM   [Ignore Me] #13
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Re: Two Questions of "Day and Night"


Originally Posted by Chaff View Post
If a Gen is blown at night, would it not be pitch-black indoors ? I think yes.....it SHOULD be.
Good luck getting the facility to pass inspection with no emergency lighting. :P


Originally Posted by Vancha View Post
Time for me to link my usual picture for these threads...


http://www.oblivionmodwiki.com/images/3/38/80nights.jpg
It is impossible to see anything in that picture. The only thing that would do is necessitate a night vision mechanic, which then does nothing but turn the game into a crappy green color.

Or everyone would pump gamma and contrast.

I could agree with this:


Especially if you could get flares for grenade launchers(and perhaps engineers could set up flare launchers)
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Old 2011-07-27, 06:05 PM   [Ignore Me] #14
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Re: Two Questions of "Day and Night"


.
CutterJohn:
"Good luck getting the facility to pass inspection with no emergency lighting"




I was wondering if anyone would bust me on that....maybe the emergency backup lighting would be only 25% of normal. Or,.....nevermind....
.

Last edited by Chaff; 2011-07-27 at 06:08 PM.
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Old 2011-07-27, 07:56 PM   [Ignore Me] #15
basti
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Re: Two Questions of "Day and Night"


Not the first thread about day and night, let me just link you another one.

http://www.planetside-universe.com/f...ad.php?t=36470

But dont get that one out of its grave. just get some more ideas, or whatever, i dont care, just do something cool.
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