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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Michaelh139 on April 17, 2011, 09:03:59 am

Title: Night Time/Day Time Dangers.
Post by: Michaelh139 on April 17, 2011, 09:03:59 am
Alrighty, this has been suggested to an extent before:  http://fodev.net/forum/index.php?topic=9410.0

I am now going to go very in-depth to this.

Of course, naturally, daytime would be safer, Night time would be more dangerous.

At 600-1799 (Day Time)  The world would be relatively the same as it is now, normal molerats, normal old radscorpions and raiders, etc.

Welp that was easy, but here comes the hard part.

At 1800-599 (Night Time)  The world outside of towns would be Much harsher than it is now.  Every animal is faster strong etc. at least by about 2x.  Creatures that weren't around at daytime now roam much farther and broader at night, looking for something or someone to eat.  (Desert stalkers sighted around ncr.  Super mutants spotted around San Francisco, etc)

And as discussed in the thread I put here, (Link at top) visibility should be cut short, only 2/3? For everyone everywhere except people with the Night person trait.

as I understand night mechanics aren't even appliable or something yet, so this is just food for thought really.
Title: Re: Night Time/Day Time Dangers.
Post by: avv on April 17, 2011, 10:36:36 am
This would rock in some sort of dungeon - instance type of map where players would spend enough time that a chance of nightfall was likely. Somekind of ruined city that swarms with dangerous beings during night time. The explorers would face the challenge to get out before night or face a long night full of battle.

But for encounters it'd be nothing interesting. So what if the molerats were a bit meaner, everyone would just run away like always. Encounters are good as nothing if the encounterer doesn't care. Even worse would be if the encounters became so dangerous that they couldn't be avoided. Players might just go like "Night time? Time to go afk or do something else outgame"
Title: Re: Night Time/Day Time Dangers.
Post by: Lizard on April 17, 2011, 11:56:35 am
Speaking of Night Person, the night time shouldn't be harder, but more different to play. Let's say, in the night, you are easier to spot by DeathClaws, because the sun and heat are dulling their senses, but at the same time, you have better chances to get away from raiders and you get a sneak bonus at night, while also your FoV is reduced.

Cautious Nature perk could get more useful, too.
Title: Re: Night Time/Day Time Dangers.
Post by: vedaras on April 17, 2011, 12:24:12 pm
i actually like that :>  But if it will make newbies harder to travel from one place to another we encounter same old problem. Too little content in towns to stay in them for longer.
Title: Re: Night Time/Day Time Dangers.
Post by: Badger on April 17, 2011, 01:51:52 pm
But for encounters it'd be nothing interesting. So what if the molerats were a bit meaner, everyone would just run away like always. Encounters are good as nothing if the encounterer doesn't care. Even worse would be if the encounters became so dangerous that they couldn't be avoided. Players might just go like "Night time? Time to go afk or do something else outgame"

Yeah, I agree with this. Encounters bring nothing to the game. Nothing besides mountains of 50% deterioration gear and 10mm ammo, at least.
Title: Re: Night Time/Day Time Dangers.
Post by: Michaelh139 on April 17, 2011, 09:24:36 pm
Well, I would honestly change the travel system entirely.  So that this could be more ... appliable.

I would make walking from towns, you would have to actually walk, like in other mmos, rather than sit at a map and stare at a red + sign make its way to wherever.  You would have to actually be careful in this case, rather than go "oh, more supermutants with rocketlaunchers and lasers, time to leave." 

However, if you had a car, it would be exactly the same as it is now, travelling on worldmap when driving a car at increased speed.
Title: Re: Night Time/Day Time Dangers.
Post by: Graf on April 17, 2011, 09:44:46 pm
Good ideas, Michael, though as I remember I saw some of them on fonline.ru. I see nothing bad in it, because in my opinion, servers should exchange valuable ideas and it's good that we have someone for these purposes.

Also, as I understood, in the last post you're talking about of the open world without of the global map? I really think that it's a good idea and actually it is already particularly implemented for a test server called Rampage, made by the author of Fallout Online Grow (which isn't released yet, though). There will be an OBT soon, so everyone can come and test it out.

Moreover, if open world will be implemented someday, it would open a new feature possible to implement: driving car not as a sign on the map, but really driving it, just like it was in Fallout Tactics.  This feature is supported by the engine and will be implemented soon in that project (http://www.fonline.ru/forum/showthread.php?t=19755).
Title: Re: Night Time/Day Time Dangers.
Post by: Surf on April 18, 2011, 02:02:18 am
Having a "worldmapless" travelling requires a fuckload of mapping, looks shitty as the map looks too flat and takes a mass of computer ressources. I see not a single reason why this should be implemented, and will most likely never happen on 2238.
Title: Re: Night Time/Day Time Dangers.
Post by: RavenousRat on April 18, 2011, 02:16:04 am
A bit offtopic, just interesting, I though a bit, devs said it's out of engine to make day/night affect to hit%, but isn't it a problem to make "Night Person"-like trait automatically added to every character from begining (of couse make it invisible in character sheet if possible) and simply make it work like Sharpshooter perk, which will modify your FoV and bonus to hit during night and day? Like +0 PE to hit and +0 PE for FoV during day and -X PE to hit and -Y PE for FoV during night.
Also if it's possible to make it work in some locations like caves, just add some variable in perk(or trait, whatever) conditions. This way all characters will have reduced FoV and %to hit during 18:00-6:00. Night person trait can be reworked that you partly ignore it, but have some other penalties during day, this way, if TC (or other popular player interaction stuff) going during game night, it'll have different playstyles. Night vision stuff can remove that perk from character or add anti-perk that will work the same way, but +X and +Y to PE during night to compensate it, so, for example holding FN FAL NV in main slot will give you night vision perk, so you can snipe people at night and kill them from where they don't see you!
Title: Re: Night Time/Day Time Dangers.
Post by: Surf on April 18, 2011, 02:42:43 am
That's a nice workaround RavenousRat, there are functions already checking if it's night or not, I don't know when Cvet plans to add "real night time", maybe it could be considered inserting (your idea I mean).
Title: Re: Night Time/Day Time Dangers.
Post by: Michaelh139 on April 18, 2011, 03:23:25 am
Having a "worldmapless" travelling requires a fuckload of mapping, looks shitty as the map looks too flat and takes a mass of computer ressources. I see not a single reason why this should be implemented, and will most likely never happen on 2238.
Do you mind commenting on the suggestion itself then?
Title: Re: Night Time/Day Time Dangers.
Post by: Graf on April 18, 2011, 09:45:13 am
Having a "worldmapless" travelling requires a fuckload of mapping, looks shitty as the map looks too flat and takes a mass of computer ressources. I see not a single reason why this should be implemented, and will most likely never happen on 2238.
Actually, making a lot of similar maps wouldn't require much time, because maps generator (http://www.fonline.ru/forum/showthread.php?t=19670) could be used. Also, with using of streaming technology (which, unfortunately isn't implemented in the engine) huge world map wouldn't require a lot of system resources.

There's a whole bunch of the ideas that can actually lead the game to the better future :) Here's a few of them:

1. Using that kind of "worldmap" will finally remove staying over the city and waiting until the enemy will enter. There will be no way to appear from nowhere and disappear after everyone is killed.
2. If the cars will be implemented the way they were in Tactics, it will make the travel entertaining, while now it's just waiting until "+" sign will reach "O" sign.
3. There also could be "real caravans", which is actually moving from one city to another
4. Defending the base could become a reality with adding protection to the bases (which doesn't have it)
5. ...there's more, just imagine the open world in fallout universe...

I really hope that some of developers will participate in Rampage's OBT and will make something similar here.
Title: Re: Night Time/Day Time Dangers.
Post by: Lexx on April 18, 2011, 10:33:33 am
I don't think such thing will ever happen. It would require a lot new graphics for mountains and hills and whatnot, so that the maps don't look extremely flat.
Title: Re: Night Time/Day Time Dangers.
Post by: Graf on April 18, 2011, 10:47:49 am
I don't think such thing will ever happen. It would require a lot new graphics for mountains and hills and whatnot, so that the maps don't look extremely flat.
If that's the only problem, that stops you from making this step, then we probably could use graphics made by the guys from NMA. If you need help with it, I can talk to them and gather all these scenery graphics.
Title: Re: Night Time/Day Time Dangers.
Post by: pistacja on April 18, 2011, 10:56:48 am
So you say I'll need to walk 300 km of 50meter long maps?
Title: Re: Night Time/Day Time Dangers.
Post by: Lizard on April 18, 2011, 11:15:38 am
Well, well, how would you implement bases on such megamap, then? Just everyone will be able to find them, not to mention the tents. And how about roundbased combat option? Global roundbased hell?
Title: Re: Night Time/Day Time Dangers.
Post by: Surf on April 18, 2011, 11:52:18 am
Not even to mention that you won't ever find anybody on the map. The idea is just unconvient and bound to fail. How anyone can think this might be "good" boggles the mind. Just try to play Arcanum without worldmap travel and without looking at a map to see where next location is. Enjoy wandering around for hours untill you arrive in a place you didn't even want to visit.Admire the beauty of dull and boring random generated maps while you click click clicK!
Title: Re: Night Time/Day Time Dangers.
Post by: Michaelh139 on April 18, 2011, 12:37:54 pm
Well, well, how would you implement bases on such megamap, then? Just everyone will be able to find them, not to mention the tents. And how about roundbased combat option? Global roundbased hell?
Well bases could easily be made like TLA bases, where you need to supply energy to keep a forcefield up, and tents you could do just what you do now, just keep em invisible except to owner.
Title: Re: Night Time/Day Time Dangers.
Post by: Surf on April 18, 2011, 12:57:24 pm
And how would you be able to *find* your tent in a huge worldmap? Stumble upon 2948209809 other tents till you find yours? Did you even bother to look at a HUGE map of in fallout or think about it for a moment? It's just bound to fail and a horrible idea.
Title: Re: Night Time/Day Time Dangers.
Post by: Lexx on April 18, 2011, 01:19:14 pm
Well, I see no problem here. Ever played Arcanum? It combines both, an endless gameworld for direct travel and normal worldmap travel. The problem is to make the big map to look and feel good.
Title: Re: Night Time/Day Time Dangers.
Post by: Surf on April 18, 2011, 01:20:53 pm
I compared it to Arcanum before. I was assuming that you DONT have a worldmap picture where you cant see where you are at the moment.
Title: Re: Night Time/Day Time Dangers.
Post by: Graf on April 18, 2011, 01:46:46 pm
Pip-Boy does have an automap function, so if this megamap will be implemented, why not to put there a map which all of us are used to see, just to compare where are you now.

People, try to imagine how awesome it could be! Nobody said, that it should be 300km long. It could take the same time as now, to travel from one place to another (it's not hard to calculate the necessary distance between one place from another), but it could be much more interesting than staring at a moving point and looking for a faces among the mountains in the world map during it. It's a "real" travel after all! Or at least much more real, than what we are used to see.

P.S. Maybe some moderator will move all posts related to this "megamap" to a separate thread?
Title: Re: Night Time/Day Time Dangers.
Post by: Surf on April 18, 2011, 01:50:35 pm
Regardless how I turn it left and right, I dont see any "awesomness" there as you described. It only means adding unneccesary work and the removal of yet another feature what made fallout a fallout game.
Title: Re: Night Time/Day Time Dangers.
Post by: Graf on April 18, 2011, 01:55:45 pm
Regardless how I turn it left and right, I dont see any "awesomness" there as you described. It only means adding unneccesary work and the removal of yet another feature what made fallout a fallout game.

Well, I can only advise you, and all people here to try out the Rampage sever. Maybe you'll get a bit my vision of it, when you play it.

The problem is to make the big map to look and feel good.

If no one will start it in a month or so, I'll start making it.
Title: Re: Night Time/Day Time Dangers.
Post by: Michaelh139 on April 19, 2011, 12:27:42 am
I compared it to Arcanum before. I was assuming that you DONT have a worldmap picture where you cant see where you are at the moment.
you seriously thought that?  I figured it was a given.  Insane much? :P

And how would you be able to *find* your tent in a huge worldmap? Stumble upon 2948209809 other tents till you find yours? Did you even bother to look at a HUGE map of in fallout or think about it for a moment? It's just bound to fail and a horrible idea.
I did mention they would work like they do now right?  Only you could see your tent, only you could see your base, and if you invite someone to base then they could see it automatically given the correct coordinates to it of course.  

(And... I think some people are gonna enjoy this, with the Scout perk [or whatever perk it is], if you tag someone and follow them to their place, you could be able to see it for as long as you stay.  This won't be overpowered, because #1, you can only see it as long as your there, once you leave you forget where it is.  And that's pretty much it :).)     Yeah I know this is already done but it would be much more interesting if it took a perk + you would have to slowly follow them and try not to get spotted.  ROLEPLAY AND SKILL PEOPLE!