I really like the sound of dynamic weather. I hope that is is possible to get lost in a sandstorm!
Night and Day
#26
Posté 04 juin 2014 - 04:16
#27
Posté 04 juin 2014 - 04:23
They said there's rain, blizzards, sand storms, etc. It was said during the panel thats towards the top of this page
That's fine, but I wouldn't call that a dynamic weather system unless it can occur in the same area at multiple points in the game. For instance, if there is one rainy area in the game world that stays rainy throughout the entire course of the game, then the weather is not 'dynamic', but is area-specific.
I guess what I'm saying is I would like a full-fledged day-night cycle that covers the whole game world. Hopefully we hear more specific details on that soon.
#28
Posté 04 juin 2014 - 04:39
That's fine, but I wouldn't call that a dynamic weather system
In PAX demo it's raining at the start of Crestwood area, then it stops. So yeah, it's dynamic.
#29
Posté 04 juin 2014 - 04:40
Like the desert being locked to always being under the Sun, when it would be so awesome to wander in it at night? Yeah... Hopefully, a day/night unlocker mod comes out for the PC.
The western approach was already shown at PAX during night.
#30
Posté 04 juin 2014 - 04:48
I would really like a Day & Night cycle too. I'm sure it will be beautiful being able to experience the sunrise and dawn in the beautiful world of Thedas.
#31
Posté 04 juin 2014 - 05:00
I would really like a Day & Night cycle too. I'm sure it will be beautiful being able to experience the sunrise and dawn in the beautiful world of Thedas.
They did say the at certain times during the story the time will change from day to night so I'm sure we will see the sun rise and set a few times ![]()
#32
Posté 04 juin 2014 - 05:20
Play Dragons Dogma and you'll change your mind. You'll also stock up of lantern fuel too after you run for your life the first time lol
I'm playing this right now and the day/night cycle is awesome. I ran out off lantern fuel in a forest once and only my main pawn had a lantern. Was awesome running around in the dark fighting stuff. Until I ran into a drake that I do didn't see until I got right up next to it lol. The wings flew open and it took off into the darkness out of lantern range, then just fire everywhere lol.
Adds so much to the game because the dynamics of just traveling from day to night.
- Falcon084 et Araceil aiment ceci
#33
Posté 04 juin 2014 - 05:34
Play Dragons Dogma and you'll change your mind. You'll also stock up of lantern fuel too after you run for your life the first time lol
That just made it more annoying. I'm stuck playing 50% of the game at crappy visibility. Great.
- Statare aime ceci
#34
Posté 04 juin 2014 - 05:42
That just made it more annoying. I'm stuck playing 50% of the game at crappy visibility. Great.
I thought it was cool. You did procure a lantern right? It illuminates things ![]()
- Torayuri et Araceil aiment ceci
#35
Posté 04 juin 2014 - 05:51
Most of the time, it just amounts to waiting. Waiting for quests to start, waiting for shops to open, waiting for prostitutes to come out, waiting for it to be daytime so I can actually see what I'm doing, etc.
And it's not any more realistic. Time always moves at a rapid pace with a continuos day/night cycle, so you end up taking two hours to cross a parking lot. A two-minute cutscene ends up taking six hours.
- In Exile, SelectMongoose et Maraas aiment ceci
#36
Posté 04 juin 2014 - 06:01
One area doesn't remain rainy, it goes on and off. You have to remember these areas are complete opposites from each other, you're not gonna have rain or snow in the western approach. Weather isn't the same in the dad as your traditional fantasy worlds.That's fine, but I wouldn't call that a dynamic weather system unless it can occur in the same area at multiple points in the game. For instance, if there is one rainy area in the game world that stays rainy throughout the entire course of the game, then the weather is not 'dynamic', but is area-specific.
I guess what I'm saying is I would like a full-fledged day-night cycle that covers the whole game world. Hopefully we hear more specific details on that soon.
#37
Posté 04 juin 2014 - 06:55
Maybe modders can find a way to mess with the light source or something. Yeah, too bad it isn't, makes the chance of it coming true even slimmer.
Some guy created a night-time mod for BF3 by removing all global illumination. So it is not impossible.
#38
Posté 04 juin 2014 - 06:59
I thought it was cool. You did procure a lantern right? It illuminates things
The latern has a tiny AOE. Don't get me wrong, it was a good feature for night events. I just think this fast switch between night and day cycles is a crap feature, because I don't like gaming at night.
#39
Posté 04 juin 2014 - 07:06
I have to admit I am a bit confused, based on what we have heard the developers have said that the time of day is locked for quest purposes/ locked for area, but when they were showing off the Pax gameplay a while back and took...Griffon Wing Keep?...when they cut back to the game play it was day. I am also mildly curious to see how this whole system works because if its quest based not sure that makes a whole lot of sense, but if its locked by region...why did the time of day change for the Demo?
#40
Posté 04 juin 2014 - 07:29
I have to admit I am a bit confused, based on what we have heard the developers have said that the time of day is locked for quest purposes/ locked for area, but when they were showing off the Pax gameplay a while back and took...Griffon Wing Keep?...when they cut back to the game play it was day.
I believe it works kinda like DA2, but maybe (they haven't said that explicitly, iirc) without manual switch. So, for example, you can't assault the Fortress of Adamant, that fortress from Pax, during the day. Much like you can't thwart the Qunari occupation during the day. But for the purpose of exploration the areas are locked like the Wounded Coast of Sundermount were.
- SelectMongoose et Al Foley aiment ceci
#41
Posté 04 juin 2014 - 09:14
I have to admit I am a bit confused, based on what we have heard the developers have said that the time of day is locked for quest purposes/ locked for area, but when they were showing off the Pax gameplay a while back and took...Griffon Wing Keep?...when they cut back to the game play it was day. I am also mildly curious to see how this whole system works because if its quest based not sure that makes a whole lot of sense, but if its locked by region...why did the time of day change for the Demo?
I believe it operates based on story progress in a region.
For example lets take the desert:
Start) Day light, you adventure around for a bit, find some stuff. You establish the Inquisitions presence and send some agents out to begin opening up the Keep for assault.
Keep Assault Phase) Night time, the keep is now assaultable, but you can still do other things. Once you assault the keep and succeed...
Post Keep) Day time, the keep is yours and additional options to expand the map open up
Clear an area) Night time again, the map expands and more quests open up
It'll probably be a bit more complicated than that, but generally I think we will 'turn in' an important mile-marker quest and day/night will shift. Or depending on the region weather will shift. Thats what I got from disjointed pieces of information from various interviews and panels.
#42
Posté 04 juin 2014 - 09:18
I believe it operates based on story progress in a region.
For example lets take the desert:
Start) Day light, you adventure around for a bit, find some stuff. You establish the Inquisitions presence and send some agents out to begin opening up the Keep for assault.
Keep Assault Phase) Night time, the keep is now assaultable, but you can still do other things. Once you assault the keep and succeed...
Post Keep) Day time, the keep is yours and additional options to expand the map open up
Clear an area) Night time again, the map expands and more quests open up
It'll probably be a bit more complicated than that, but generally I think we will 'turn in' an important mile-marker quest and day/night will shift. Or depending on the region weather will shift. Thats what I got from disjointed pieces of information from various interviews and panels.
That actually makes tons of sense. Like tons and tons of sense.
It will be an interesting way to do quests though to not have a real time or simulated **** between Night/ Day but you can only do certain things during one or the other. But, I really like the idea actually. You meet an objective on your journal, and it shifts, might be a bit confusing at first but hey, we should work throgh it.
#43
Posté 04 juin 2014 - 09:37
I don't get why they couldn't do both?
Many mmo's do this, where they have a day/night cycle but certain areas where they wanted to convey a certain atmosphere they alter the time of day/weather when you go into that area.
#44
Posté 04 juin 2014 - 09:39
I don't get why they couldn't do both?
Many mmo's do this, where they have a day/night cycle but certain areas where they wanted to convey a certain atmosphere they alter the time of day/weather when you go into that area.
They don't have an mmo budget for one thing, and for another the day/night cycle doesn't add as much atmosphere as a specifically crafted environment does.
#45
Posté 04 juin 2014 - 10:05
(It won't embed with a time-stamp, 45:20) No day/night cycle, but the weather system is in place.
I'm on the fence about day/night cycle tbh. On one hand it definitely adds to the game, making it feel more alive and dynamic. On the other hand the time-scale always feels off, and if you set it 1:1, well, what is the point anyway. So maybe the game will be fine without it.
I think if done correctly it can be amazing for not just the reasons you mentioned but also atmosphere. Dragon's Dogma is my favorite example. I don't know many games with a dynamic day/night cycle that was done so well. The game almost completely changed at night and went from an epic adventure RPG to feeling like horror and survival at night. Enemies changed and you could barely see in front of you based on how strong your lantern was. It was a truly unique experience that I wish more games would take advantage of.
Another game that comes to mind is DayZ but apparently everyone but me hates night in that game. Am I the only one who finds games simply incredible when they're able to make their gameplay change based on day/night cycles? Seeing black silhouettes around me as I crawl through high grass and hear zombies moans all around me at night. Or see SoS signals from a fellow gamer in a lighthouse. Or seeing a bandit throwing flares all around his hideout that can be seen miles across the island just to lure me into a trap. Oh yes, day/night cycles can have an incredible impact on your experience...
#46
Posté 04 juin 2014 - 10:13
I think if done correctly it can be amazing for not just the reasons you mentioned but also atmosphere. Dragon's Dogma is my favorite example. I don't know many games with a dynamic day/night cycle that was done so well. The game almost completely changed at night and went from an epic adventure RPG to feeling like horror and survival at night. Enemies changed and you could barely see in front of you based on how strong your lantern was. It was a truly unique experience that I wish more games would take advantage of.
Another game that comes to mind is DayZ but apparently everyone but me hates night in that game. Am I the only one who finds games simply incredible when they're able to make their gameplay change based on day/night cycles? Seeing black silhouettes around me as I crawl through high grass and hear zombies moans all around me at night. Or see SoS signals from a fellow gamer in a lighthouse. Or seeing a bandit throwing flares all around his hideout that can be seen miles across the island just to lure me into a trap. Oh yes, day/night cycles can have an incredible impact on your experience...
They're annoying because there's no horror element. You're an unstoppable killing machine. All that happens is that your LOS becomes crap and you can't see where you're going after you slaughter some mooks.
#47
Guest_JujuSamedi_*
Posté 04 juin 2014 - 10:17
Guest_JujuSamedi_*
I'm guessing it is an atmospheric design decision?
#48
Posté 04 juin 2014 - 10:18
They're annoying because there's no horror element. You're an unstoppable killing machine. All that happens is that your LOS becomes crap and you can't see where you're going after you slaughter some mooks.
No horror element? I think it's the opposite, actually. It's nothing but horror because you have to move around slower and observe your environment more. I was chilled to the bone scared to walk through fields deciding how I would approach some situations. You have to be willing to sacrifice certain items just to get light. Do you hold a weapon or a light source? The only thing I can say that I remember being really bad in DayZ was the NVG goggles. That was absurd because people would camp the night servers with them and just snipe everyone. The thing about DayZ's night is they weren't all pitch black. They were more realistic than some gave credit to. It all depended on the moon and what kind of weather was in the server. I actually was able to navigate using the stars in one server. Now that's an experience in itself. Some servers were had brighter settings at night where you could see better. I don't think people give enough credit where it's due for such a unique experience, IMO.
Are you talking about Dragon's Dogma? I disagree there too. Can't tell you how many times I ran into some random giant Ogre who absolutely crushed me because I couldn't see him coming.
#49
Posté 04 juin 2014 - 10:37
I think if done correctly it can be amazing for not just the reasons you mentioned but also atmosphere.
You could be right, but we're gonna get our fair share of darkness in those glorious new caves anyway. They even hinted at sneaking around enemies here, if I understand correctly. They're not doing day/night cycle this time around, but Darrah has said that it's interesting and maybe they'll look into it next time.
#50
Posté 04 juin 2014 - 11:03
I think if done correctly it can be amazing for not just the reasons you mentioned but also atmosphere. Dragon's Dogma is my favorite example. I don't know many games with a dynamic day/night cycle that was done so well. The game almost completely changed at night and went from an epic adventure RPG to feeling like horror and survival at night. Enemies changed and you could barely see in front of you based on how strong your lantern was. It was a truly unique experience that I wish more games would take advantage of.
Another game that comes to mind is DayZ but apparently everyone but me hates night in that game. Am I the only one who finds games simply incredible when they're able to make their gameplay change based on day/night cycles? Seeing black silhouettes around me as I crawl through high grass and hear zombies moans all around me at night. Or see SoS signals from a fellow gamer in a lighthouse. Or seeing a bandit throwing flares all around his hideout that can be seen miles across the island just to lure me into a trap. Oh yes, day/night cycles can have an incredible impact on your experience...
The difference is those games were designed from the ground up to include night and day as an integral part of the game. DAI certainly isn't (and never was) going to go that far in that direction. Those elements are cool in games where it has a huge impact on gameplay, but in something like DAI I don't see it having anywhere near as big an impact. Even in Skyrim the most impact night had on me was a very occasional werewolf and much, much more frequent use of the wait functionality when I wanted to sell crap. (How much time have we spent staring at the hours ticking by on that wait screen waiting for shops?)





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