Real time & prolonged missions
#1
Posté 23 avril 2016 - 06:57
As for missions I imagine being what the game is all about we'd be in the field quite extensively so would a camp system like that in Dragon age: Spanish inquisition be returning? I for one would welcome a tweaked version of this, being able to have camp sites that act as hubs would be great. Sit around holographic campfires and get to know your team and their history, converse with hq only to hang up on them.
Would a day/night & campsite hub systems be something you all would enjoy?
#2
Posté 23 avril 2016 - 07:00
I really, really, really hate day-night cycles. I hate them the way I hate "open-world" in Bestheda games: it just screws up the scale. The game in theory has things that happen in actual real time - how fast characters move, etc. But then it also has this completely incoherent super time that measures how fast the e.g. the sun moves. It's nonsense.
- Monica21 aime ceci
#3
Posté 23 avril 2016 - 07:11
I really hope that time in another galaxy isn't measured in terms of an earth solar day/night cycle or years measured in terms of earth's orbit around the sun either. There is a real opportunity to really "mess" around with our rather humancentrc ideas about the passage of time... I hope they get more imaginative about it than they did in the ME trilogy.
- Teabaggin Krogan, Tatar Foras et Scarlett aiment ceci
#4
Posté 23 avril 2016 - 07:12
I really hope that time in another galaxy isn't measured in terms of an earth solar day/night cycle or years measured in terms of earth's orbit around the sun either. There is a real opportunity to really "mess" around with our rather humancentrc ideas about the passage of time... I hope they get more imaginative about it than they did in the ME trilogy.
How, though? The day-night cycle already does that one, because it's a faster passage of time vs. our internal clock.
#5
Posté 23 avril 2016 - 07:21
If we had day/night cycles, they would be different for each planet. It might be interesting, but I'm not sure exactly how. Generally, the cost of dynamic world shadows i.e. performance loss, inconsistent lighting (which can hurt the artistic cohesion), etc. isn't worth the novelty of time passing. I'd rather they just stick to one ambient light level that most complements the environment and leave it at that.
Sit around holographic campfires and get to know your team and their history, converse with hq only to hang up on them.
Sit around a on a likely hazardous (and not air-filled) planet in stuffy armor rather than our furnished ship or the Mako?
- sjsharp2011 aime ceci
#6
Posté 23 avril 2016 - 07:25
How, though? The day-night cycle already does that one, because it's a faster passage of time vs. our internal clock.
You never thought it odd that species across the entire Milky Way galaxy (some who live for human centuries) clocked the passage of days and years the same as earth days and years (which are based on earth's rotation around Sol)?... and even though the citadel had no day/night cycle at all? Would human's in Andromeda even have the means to determine what solar year it is (having no more references like satellites to "set" a clock properly to earth's current time)? It's safe to assume that planets probably do exist in Andromeda that rotate as earth does but it is unlikely that they rotate at the same speed and are the same distance from their suns as earth. Other planets probably don't rotate and, therefore, do not have a day/night cycle. It seems unlikely to me that time would be measured by the various species across a galaxy in the same ways everywhere... so, one of the "adaptations" humans would have to make is to reconsider how we go about measuring the passage of time in various "relevant" ways.
- Khrystyn aime ceci
#7
Posté 23 avril 2016 - 07:32
You never thought it odd that species across the entire Milky Way galaxy (some who live for human centuries) clocked the passage of days and years the same as earth days and years (which are based on earth's rotation around Sol)?... and even though the citadel had no day/night cycle at all? Would human's in Andromeda even have the means to determine what solar year it is (having no more references like satellites to "set" a clock properly to earth's current time)? It's safe to assume that planets probably do exist in Andromeda that rotate as earth does but it is unlikely that they rotate at the same speed and are the same distance from their suns as earth. Other planets probably don't rotate and, therefore, do not have a day/night cycle. It seems unlikely to me that time would be measured by the various species across a galaxy in the same ways everywhere... so, one of the "adaptations" humans would have to make is to reconsider how we go about measuring the passage of time in various "relevant" ways.
Yes and no. I think it's a necessary contrivance to save the authors time from inventing all sorts of alternative time keeping systems and then keeping track of them. And at the same time, saving me time from learning a bunch of arbitrary time tracking systems.
While I agree with you in the abstract about how this helps to develop a setting and adds to a great deal of richness, I don't necessarily object to it not being done purely out of convenience as a development point.
But that doesn't answer my question. How do you actually think this feature could be pulled off?
#8
Posté 23 avril 2016 - 07:40
Yes and no. I think it's a necessary contrivance to save the authors time from inventing all sorts of alternative time keeping systems and then keeping track of them. And at the same time, saving me time from learning a bunch of arbitrary time tracking systems.
While I agree with you in the abstract about how this helps to develop a setting and adds to a great deal of richness, I don't necessarily object to it not being done purely out of convenience as a development point.
But that doesn't answer my question. How do you actually think this feature could be pulled off?
Having "cyclic" natural phenomena (not just light) occurring at vastly different rates in different missions... e.g. tides, storms of various types, changes in the flora and fauna. "Warping" missions so that time lapses at different rates at the "home" base as opposed to the mission locations.
I do agree with your comments about it being a "convenience" to keep our current time measurement; but I found it rather lame to just basically change AD to CE and continue on with our current system in the ME Trilogy when they devised something a little more elaborate for Dragon Age.
#9
Posté 23 avril 2016 - 07:50
Huh? Nobody said that aliens used the same days as humans. Where'd you get that idea?You never thought it odd that species across the entire Milky Way galaxy (some who live for human centuries) clocked the passage of days and years the same as earth days and years (which are based on earth's rotation around Sol)?... and even though the citadel had no day/night cycle at all?
The Citadel does have a day-night cycle on the Presidium level, of 20 hours with a six-hour night.(Edit: those are Galactic Standard hours, not Earth hours.) Not very relevant to the rest of the game, since both Normandys are human-built and human-crewed vessels, and would naturally maintain an Earth-standard 24-hour day.
Similarly, there is a Galactic Standard calendar, but the Alliance hasn't adopted it for internal use. It'd be ridiculous to assume they would have by Shepard's time.
Since the GSY is based on an average of the solar years of the asari, salarian, and turian homeworlds, even after humanity is made a Council race the whole system would need to be adjusted.
That's just silly. We've been basing time on atomic clocks for decades.Would human's in Andromeda even have the means to determine what solar year it is (having no more references like satellites to "set" a clock properly to earth's current time)?
Well, duh. Planets in the MW rotate at different speeds too. It's in the Codex and everything.It's safe to assume that planets probably do exist in Andromeda that rotate as earth does but it is unlikely that they rotate at the same speed and are the same distance from their suns as earth. Other planets probably don't rotate and, therefore, do not have a day/night cycle. It seems unlikely to me that time would be measured by the various species across a galaxy in the same ways everywhere... so, one of the "adaptations" humans would have to make is to reconsider how we go about measuring the passage of time in various "relevant" ways.
So what? Any time keeping system would be arbitrary. What's the reason to change from one arbitrary system to another arbitrary system?
It might make sense in the Andromeda context, but we'd need more data about how integrated the races are.
- duvey85, legbamel, Gothfather et 1 autre aiment ceci
#10
Posté 23 avril 2016 - 07:57
If we had day/night cycles, they would be different for each planet. It might be interesting, but I'm not sure exactly how. Generally, the cost of dynamic world shadows i.e. performance loss, inconsistent lighting (which can hurt the artistic cohesion), etc. isn't worth the novelty of time passing. I'd rather they just stick to one ambient light level that most complements the environment and leave it at that.
Sit around a on a likely hazardous (and not air-filled) planet in stuffy armor rather than our furnished ship or the Mako?
As would I tbh.
#11
Posté 23 avril 2016 - 07:58
I do agree with your comments about it being a "convenience" to keep our current time measurement; but I found it rather lame to just basically change AD to CE and continue on with our current system in the ME Trilogy when they devised something a little more elaborate for Dragon Age.
Um... Bio didn't invent the CE change. That's standard usage in academia right now.
- legbamel et Gothfather aiment ceci
#12
Posté 23 avril 2016 - 07:58
I really, really, really hate day-night cycles. I hate them the way I hate "open-world" in Bestheda games: it just screws up the scale. The game in theory has things that happen in actual real time - how fast characters move, etc. But then it also has this completely incoherent super time that measures how fast the e.g. the sun moves. It's nonsense.
Yeah, who cares about day and night cycles, it's not like there's potential for new tactics and/or mechanics, enemy encounters, gorgeous visuals, ect.
- Hanako Ikezawa aime ceci
#13
Posté 23 avril 2016 - 08:12
Yeah, who cares about day and night cycles, it's not like there's potential for new tactics and/or mechanics, enemy encounters, gorgeous visuals, ect.
But there probably wouldn't be any of that. Mass Effect isn't going to be a stealth game where visibility greatly affects gameplay, and a day night cycle is more likely to cause worse visuals. BioWare would need to tone down the shadow/light rendering quality to accommodate dynamic light casting, and more importantly, it's difficult to guarantee that every single planet will always look good at every point in its cycle. BioWare also wouldn't have time to make various day/night encounters per planet if there were more than maybe a handful of planets (and they allege that there will be 100s).
#14
Posté 23 avril 2016 - 08:19
Don't really want this. Making my character sit for 24 game hours did nothing but give me a chance to get up and take a leak.
#15
Posté 23 avril 2016 - 08:23
But there probably wouldn't be any of that. Mass Effect isn't going to be a stealth game where visibility greatly affects gameplay, and a day night cycle is more likely to cause worse visuals. BioWare would need to tone down the shadow/light rendering quality to accommodate dynamic light casting, and more importantly, it's difficult to guarantee that every single planet will always look good at every point in its cycle. BioWare also wouldn't have time to make various day/night encounters per planet if there were more than maybe a handful of planets (and they allege that there will be 100s).
Hence why I said potential.
We know very little about gameplay, so there's always room to speculate.
#16
Posté 23 avril 2016 - 08:28
I do not want this feature. I personally have never played a game with a day to night cycle and felt it added anything to the game. Mostly it is just me waiting around until a mission unlocks due to a store opening or something. Not fun.
#17
Posté 23 avril 2016 - 08:30
I do not want this feature. I personally have never played a game with a day to night cycle and felt it added anything to the game. Mostly it is just me waiting around until a mission unlocks due to a store opening or something. Not fun.
That is a fair point, especially for shops, kiosks, weapon dealers, wanted posters.
Quite annoying if you don't have the ability to advance time.
#18
Posté 23 avril 2016 - 08:31
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Bio / EA wants to show off the candy capabilities of their FB3 engine. So, with that said, I expect the Mako to set down in snow, rain and icy planets. I doubt we will explore a planet with a day/night cycle. However, exploring a moon or land in the dark side of the planet is a possibility. Massive cave exploration is another proposition and here, too, we'd be in the dark.
What I'm hoping is for Bio to show us some true environmental damage capabilities of the engine. Set off some C4 equivalent charges to blow off secure doors, for example.... DA:I almost had it.
#19
Posté 23 avril 2016 - 09:27
What if in the day, the sun is scorching and it makes it difficult to travel on foot, but at night all the flora come out of hiding (if they stay in the sun's rays they will burn up) and decorate the planet in all the wondrous colours in the spectrum.
Or picture during the day gorgeous mountains in the distance, but at night you can barely see that far ahead without aid, but the night sky is magnificent (see some constellations or even interesting moons).
I think BioWare would be doing a huge injustice to themselves if they didn't utilise a day/night cycle in Mass Effect.
- Hanako Ikezawa, BraveVesperia et Khrystyn aiment ceci
#20
Posté 23 avril 2016 - 09:31
No thank you. Already suffered enough with gta
#21
Posté 23 avril 2016 - 09:39
Would a day/night & campsite hub systems be something you all would enjoy?
Most definitely yes. I am so glad you have raised this topic. Excellent.
I'd like to see a camp used (on 2-3 missions) as a drop site to replenish supplies, for covert tactics, and as an overnight place for a squad discussion before moving out at daybreak. The squad beds down for the night, fade-out to black, fade-in to day break, then head out. We don't have to wait for the passage of real time.
Edit: A camp is also useful as a backdrop for the protagonist and the LI to spend some quality time and conversation together, as a respite during a dynamic duo mission or assignment. Not a sex camp, but a friendship-bonding point. They could talk about their personal backgrounds, the mission, and life in the new galaxy. There is so much that we could learn about our characters, and we can make some choices too.
- mopotter et KamuiStorm aiment ceci
#22
Posté 23 avril 2016 - 10:04
Yeah, who cares about day and night cycles, it's not like there's potential for new tactics and/or mechanics, enemy encounters, gorgeous visuals, ect.
Not to mention good old fashioned immersion. I love day/night cycles. I know they're a vidya game convention and are not 'realistic', but they make an environment feel alive to me. That said, we're in interplanetary space, where time cycles would theoretically change with every planet we land on. And with so many diverse planets, it would be a monumental undertaking. Perhaps our base planet alone could incorporate it, since in theory our visits during exploration might be comparatively brief.
- mopotter aime ceci
#23
Posté 23 avril 2016 - 10:38
I would rather just have the different locations use different amounts of lighting. Sort of like how Hissing Wastes is always night in DAI, or even getting back to ME1 days where they uncharted world's had their own flavors for atmospheric phenomenon.
#24
Posté 24 avril 2016 - 04:29
1:48
This video kinda confirms the day/night cycle.
#25
Posté 24 avril 2016 - 04:43
Yeah, who cares about day and night cycles, it's not like there's potential for new tactics and/or mechanics, enemy encounters, gorgeous visuals, ect.
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Unfortunately, Bio / EA might care. EA is proud to have the FB3 as their standard rendering engine and showing off eye candy seems to be the current fashion statement. To that end, Mirror's Edge recommended PC hw is 16GB system memory and 3gb+ of graphic ram.
Expect landing the Mako on different terrain, weather conditions and day/night cycles. I hope the night ones are few and far between.





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