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PSU: My god! What's that devouring your leg?
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2012-03-03, 09:31 PM | [Ignore Me] #196 | ||
Second Lieutenant
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I'd like a 4-6 hour long day (24 hours, so time compression of 4x to 6x) That way, one good session will be a complete game day.
Also, moon phases to mix up the darkness to "gloom" So, put the full moon to full moon cycle on a IRL week long schedule. This way, peak times (friday to sunday) can have close to full moon brightness at nights so that all the weekend warriors (you all know they are going to be the ones complaining most about the darkness) can have nights that you can still see in. The serious players are more likely to log in during the week and also want darker nights. so... win-win? |
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2012-03-03, 09:34 PM | [Ignore Me] #197 | ||
Captain
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But that's boring. What if you want to play during the day sometimes?
Earlier in the thread it was somewhat concluded that 7 hours is the optimal time. It gives a decent amount of day time and night time is one go and fits into a week. This means that throughout the week the 1 hour you may get to go on will be changing from day/night/sunrise/sunset. |
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2012-03-03, 09:39 PM | [Ignore Me] #198 | |||
Staff Sergeant
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3 day hours, 3 night hours, 30 minutes of the dusk and dawn transitions. Sounds good to me. |
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2012-03-03, 09:56 PM | [Ignore Me] #199 | |||
Second Lieutenant
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Nobody mentioned anything about my phases of the moon idea? Like? Not like? 6 hour game days gives 28 game days per real life week... Making it pretty bloody close to a lunar month per week. Seems to me like we're arguing about if a 2mm rock is "gravel" or "sand" So I'm not gonna post in this thread anymore. |
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2012-03-03, 11:49 PM | [Ignore Me] #201 | |||
Colonel
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Meanwhile, if you increase it by just one hour, at the same time tomorrow the in-game time will be three hours ahead. Eight doesn't work as well, five might be too short and nine is probably too long. Last edited by Vancha; 2012-03-03 at 11:59 PM. |
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2012-03-04, 05:37 AM | [Ignore Me] #202 | ||
Corporal
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Uhm, the problem with people allways playing at night ingame is an easy one to solve:
Only half a planet is dark at any one time... EDIT: not saying that it should not vary day by day, but its not going to be a massive problem if the devs implement the day/night cycle well in relation to the multiple contenents in the first place. Last edited by Seagoon; 2012-03-04 at 05:38 AM. |
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2012-03-07, 08:40 PM | [Ignore Me] #208 | ||
I'd not mind it being really dark. Like, 0-15% illumination. Every now and then throw some 80-90% illum from stars/moon, but mostly... dark. With a night-vision implant... or Flintstones vitamin, or whatever the fuck they're doing to implants (which is dumb... put that shit back the way it was).
It's really stupid to try and pawn off the idea that here we are fifty fucking thousand years into the future and there's only purple-dusk for night hours instead of night. Although really, with the red-name-equals-bad-guy system, especially with those Google Earth red markers over everyone, there's no point in having night vision. Just look for the "you are here" marker and shoot below it. |
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2012-03-07, 09:43 PM | [Ignore Me] #209 | ||
I'm not sure how this is a surprise. They'd shown screenshots of night time before. And as I think I may have mentioned, this is not the kind of game where they could get away with a really dark night. It's dark enough to be nice and atmospheric and give some usefulness to night vision, but not so dark to shut down gameplay or force the use of nigh vision or whatever. It's exactly what everyone should have expected from a game like this.
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2012-03-07, 11:03 PM | [Ignore Me] #210 | ||
Delta Force: Land Warrior handled darkness very well, and it was made in what, 1999? 2000? But it required you to have your NVGs on, or you'd be fumbling about waiting for some bad guy to start shooting.
I can see that being a turn-off to the average FPS guy. But I wouldn't mind it at all. |
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