[SPAM] RE: [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?

Dana V. Baldwin dbaldwin at playnet.com
Fri Jan 7 18:53:16 CET 2005


John Buehler wrote:
> Dana V. Baldwin writes:

>> Most of our players absolutely hate night. It makes fighting
>> terribly difficult and as a resyult we have modified our time
>> cycles to make the day:

>>   50% daytime
>>   25% dusk and dawn
>>   25% night

>> Damien, do you find an aversion to night by the PvPers in
>> yourgame?  Do others?

> I'm curious.  If most of your players absolutely hate night, why
> do you retain?  Is it because there are some players who like it?
> Would your game suffer if you completely took out darkness and
> just had a period of dusk, immediately followed by dawn?  Or if
> you just had varying heights of the sun, where winter has a lower
> sun and summer has a higher sun?  That is, no longer even have
> dusk and dawn.

We retain night for several reasons but primarily that there is a
sub set of operations that are best accomplished at night, even when
it is a short night cycle. Also the "Attack at Dawn" is fundamental
to a simulation based on WW2.

The balance is providing the cover that night provides while not
making the impediment so great that most players will prefer to
bypass it and take a break. We're looking at bringing in the fog at
night (currently at 1km) for ground units and incresing the ambient
light to full moon like status. This should provide the effect of
concealmant without having the need, or benefit of, gamma cheating.
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