Yeah, because having NPCs who all behave the same at noon or midnight is so atmospheric.Atmosphere, like one of the most important things in a Rpg
Bad trolling, Bubbles.
Torment 2 doesn't have a day/night cycle either. If anything, the industry seems to be moving away from day/night systems.
So wait, Mazisky. Do you want a simple, nonsensical visual-only day/night cycle that doesn't affect gameplay for "atmosphere", as you implied when you said it's just "lazyness" for them to not turn on their dynamic lighting system? Or do you want to double NPC dialogue, add a complex system of AI routines to dictate NPC schedules, increase busywork for players by adding timing obstacles to simple tasks such as inventory management, and enforce the "atmospheric" behavior of "Where's the 'rest for 16 hours' button?"
I don't know many games that utilise it, which is a shame. I guess it's considered too constraining for players, I think Sawyer had brought up the "we want players to experience as much content as possible" argument somewhere when asked about quests dependent on time of day.I can only think of one quest in Pillars that actually made use of day/night. Worth it? Not from a quest design perspective, but I do like the added atmosphere.
Can't answer the question, huh? You don't even know what you want.So all the rpgs developers in twenty years of gaming that featured only visual day\night cycle in their game added that feature only because they had money and time to waste i guessSo wait, Mazisky. Do you want a simple, nonsensical visual-only day/night cycle that doesn't affect gameplay for "atmosphere", as you implied when you said it's just "lazyness" for them to not turn on their dynamic lighting system? Or do you want to double NPC dialogue, add a complex system of AI routines to dictate NPC schedules, increase busywork for players by adding timing obstacles to simple tasks such as inventory management, and enforce the "atmospheric" behavior of "Where's the 'rest for 16 hours' button?"
Can't answer the question, huh? You don't even know what you want.So all the rpgs developers in twenty years of gaming that featured only visual day\night cycle in their game added that feature only because they had money and time to waste i guessSo wait, Mazisky. Do you want a simple, nonsensical visual-only day/night cycle that doesn't affect gameplay for "atmosphere", as you implied when you said it's just "lazyness" for them to not turn on their dynamic lighting system? Or do you want to double NPC dialogue, add a complex system of AI routines to dictate NPC schedules, increase busywork for players by adding timing obstacles to simple tasks such as inventory management, and enforce the "atmospheric" behavior of "Where's the 'rest for 16 hours' button?"
Then again, if you go visual only, you have disappointed players like Alienman (and me) who would say, this is feeble, if you're going to do it at all I at expect some gameplay impact. So this isn't about some no-brainer "basic feature" like you said - there's a huge spectrum between no cycles and full-on detailed simulation. Maybe they just didn't want to do the cheapest crappiest version of day/night possible, like you seem to be suggesting.Full scheduled would be the dream, but even only visual it's still a lot of added value in terms of atmosphere and general feeling. It's not the cycle itself, it's more about having nights environments alternating to daytime for having a special feel on some locations.
professional RPG developersbg2 did that 16 years ago, what's wrong with these people?
Maybe they just didn't want to do the cheapest crappiest version of day/night possible, like you seem to be suggesting.
To get back to the topic at hand, who wants to play a Divinity: Original Sin 2 arena session on Wednesday 14th at 10am PST (6pm GMT, 7pm CET)?
https://www.rpgwatch.com/forums/showthread.php?p=1061412288
Are you surprised? I wouldn't want to be humiliated by mind2x either. Because there is obviously no contest here about the winner.The annual Watch/Codex match is on for next Wednesday, and the Watch still needs a champion. They tried to find one among their backers, but that didn't work out. Now they've opened up the position for anybody who's interested:
To get back to the topic at hand, who wants to play a Divinity: Original Sin 2 arena session on Wednesday 14th at 10am PST (6pm GMT, 7pm CET)?
https://www.rpgwatch.com/forums/showthread.php?p=1061412288
It would be absurd if a site with nearly 50,000 monthly visitors couldn't find one single person to fight mindx2, right?
I still have an account there. Should I go in as a ringer? I'd be ideal for throwing the match since all I want to do is make my own PCs fight each other anyway.The annual Watch/Codex match is on for next Wednesday, and the Watch still needs a champion. They tried to find one among their backers, but that didn't work out. Now they've opened up the position for anybody who's interested
Then again, if you go visual only, you have disappointed players like Alienman (and me) who would say, this is feeble, if you're going to do it at all I at expect some gameplay impact. So this isn't about some no-brainer "basic feature" like you said - there's a huge spectrum between no cycles and full-on detailed simulation. Maybe they just didn't want to do the cheapest crappiest version of day/night possible, like you seem to be suggesting.Full scheduled would be the dream, but even only visual it's still a lot of added value in terms of atmosphere and general feeling. It's not the cycle itself, it's more about having nights environments alternating to daytime for having a special feel on some locations.
Yeah, and I get why that would be more atmospheric, but then again this is a classic "expense of gameplay" solution. I want to sell these extra suits of chainmail I looted from those hobgoblins, but the merchants just went home for the evening. Now I have to either find an inn to pass the night, or (if I'm lucky) I can activate the "wait here for 16 hours" button. So it's either meaningless trudging or - even worse - throwing roleplay completely out the window. Both "solutions" do more to take me out of the game than a darker palette does to suck me in.I'm kinda in between. I would of course prefer full simulation like the Gothic, Risen and so on, but if that can't be done just basic night and day cycles would be enough, just for the flavor. They could always just remove merchants and such when it turns to night. I find it a lot better than permanent rain and night like outside the first town in Original Sin.
I'm kinda in between. I would of course prefer full simulation like the Gothic, Risen and so on, but if that can't be done just basic night and day cycles would be enough, just for the flavor. They could always just remove merchants and such when it turns to night. I find it a lot better than permanent rain and night like outside the first town in Original Sin.