21 Aug 2006 at 15:48 - 44
A couple of things to concider with time cycles...
They could impliment a client side time setting, where it takes the system clock into account and applies tod accordingly. Although, that would impose a limit on parties where multiple time zones were affected and would most likely default to the party leaders time zone.
An IGT (in-game time system) running on rapid cycle (every 4 hours or less) becomes annoying after awhile, IMO, but i suppose it could be done fairly easily. Since right now there is no benefit (tatically) to time changes in game, it would be completely aesthetic. GW is completely instanced, so time changes and weather changes are only ever applicable per-zone/mission, taking place along a narrow timeline. If they do impliment time changes, I'd like to see an affect or tactical change, such as viewing distance limitations, an increase or decreased aggro circle, to hit ratio decrease/increase, movement rate changes, etc... And thats REALLY asking ALOT! Otherwise, it would be pretty pointless.
I think that the altered path/questing order offered in Nightfall is going to be a much more substantial change to game play over the time change options. They have made it sound as though the enviroment overall will be more affected by peoples choices in path for quests and mission. For now that will be ALOT more then what people are currently used to, throw in weather change affects and/or time cycle uninstanced affects and you're going to have a ton of really confused players.