Probably won't see it implemented, but if ANet wanted another way to go and a means to introduce new critters... day/night cycles. Have time pass, light and dark cycles, and adjust the critters (and your visual acuity) accordingly. Some creatures are nocturnal, some diurnal. Have the mobs you meet reflect this.
Granted, the bot/farmer may get peeved if they go on a run and the griffons are asleep in bed...
But it's a thought. Perhaps if the idea gets planted someone at ANet could kick it around.
Edit: Well, that's just great... there's a day/night post on the Sanitarium, although it doesn't cover nocturnal creatures.
Wouldn't this be interesting...
MSecorsky
Silmor
An important lesson to use Search before posting, you'd even get hints on which forum to post suggestions like this to. Win!
Teklord
Search spam is starting to over take Nerf-bat spam... not that either one is more lovable than the other.
Beyond that, cool idea. I like just about anything that adds more realism in a game.
Beyond that, cool idea. I like just about anything that adds more realism in a game.
Shinsei
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Wouldn't this be interesting... |
MSecorsky
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Originally Posted by Shinsei
... but it'd also be very interesting to see people use the search function.
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Edit: Although the day/night thing has been mentioned, there is no mention of separate creatures of the night, so to speak. That being the main thought behind the post...
Than
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As would an original thought or critique, I suppose. |
I'm always infavor of adding time/seasons/viariable weather to the game and effects cause by such things. Never though about differnt creatures for the differnt times though. Good idea.
Sagius Truthbarron
Yes, I would really like this; it would give more flavor to the PvE, making it more interesting to go to different zones and see what comes out at different times of the day
Arvydas
Nice idea... but then how would you do quests if you can only log in on a specific time? What about mission? I'd love to do a mission when everything is asleep
MSecorsky
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Originally Posted by Arvydas
Nice idea... but then how would you do quests if you can only log in on a specific time? What about mission? I'd love to do a mission when everything is asleep
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Quests... you can still do, you may just have to face different critters. I'm definitely NOT saying to follow our particular 24 hr clock, but something in game that would be more rapid. It could even work on the fact that each exiting of towns provides a unique instance... the time can be set random in those instances and progress as you go through it. If the quest monster is sleeping when you get there, bad luck, try later or time it better. Or wait.
Of course, then the return trip could provide a whole new batch of critters you didn't face on your way out, should you choose to walk back.
zwitterion
Awesome.
Usually the reason games don't do this is because producers get queasy at the thought of their content taking even the slightest bit longer than they'd like, and designing multiple lighting schemes for every map might take more than a "slight" amount of time. From a programming standpoint though, the lighting DOES change in maps to simulate passing clouds or overhead foliage so the engine would seem to support it. The only question is whether or not sky textures can be dynamically changed easily... anyway I guess my point is that GW SEEMS pretty easily able to technically support this, so it's just a question of balance and game design feasibility.
Usually the reason games don't do this is because producers get queasy at the thought of their content taking even the slightest bit longer than they'd like, and designing multiple lighting schemes for every map might take more than a "slight" amount of time. From a programming standpoint though, the lighting DOES change in maps to simulate passing clouds or overhead foliage so the engine would seem to support it. The only question is whether or not sky textures can be dynamically changed easily... anyway I guess my point is that GW SEEMS pretty easily able to technically support this, so it's just a question of balance and game design feasibility.