

Day\night Cycles
#1
Posted 28 March 2016 - 11:11 PM
#3
Posted 28 March 2016 - 11:22 PM
dervishx5, on 28 March 2016 - 11:13 PM, said:
My guess is because people hate the shifting light cycles.
Only because certain maps already have shite sight-lines and seem to always drop at dusk on top of that (River City, Forest Colony, looking at you).
If they'd increase view distance on the thermal imagers, it wouldn't be a concern. I don't like having to crank the gamma up to stay competitive, but I do it because everybody else does it and I have no in-world item to level the playing field.
#4
Posted 28 March 2016 - 11:34 PM
They change too fast and the game freezes and stutters on the major transitions between day/night (otherwise the game runs pretty smoothly) also the shadows look really ******* weird when they move so bloody quickly.
Edited by Juodas Varnas, 28 March 2016 - 11:35 PM.
#5
Posted 28 March 2016 - 11:34 PM
I think time of day and weather should be random for each match, but not shift during the match itself.
#6
Posted 28 March 2016 - 11:37 PM
Sjorpha, on 28 March 2016 - 11:34 PM, said:
I think time of day and weather should be random for each match, but not shift during the match itself.
River City would still be night time about 80% of the time.

#7
Posted 28 March 2016 - 11:41 PM
#8
Posted 29 March 2016 - 12:05 AM
Sjorpha, on 28 March 2016 - 11:34 PM, said:
I think time of day and weather should be random for each match, but not shift during the match itself.
Why do you think time was sped up? Maybe all the planets we play on just have really really short days

But yeah I agree.
Edited by dario03, 29 March 2016 - 12:06 AM.
#9
Posted 29 March 2016 - 12:44 AM
Having the maps be visually playable is also extremely important. The night and infra vision modes for the game are in need of a lot of work, and some of these maps have been designed so that you cannot actually see well in any visual mode.
The new Grim map seems to be excellent in this regard - above all else, the visibility is great
Having the collapsible trees on Emerald is also a major improvement, I so much prefer to clear out certain areas to have clear lines of fire.
So yeah, the switching day night cycles messes up the visibility - increasing player stress by reducing playability, in spite of being an otherwise cool visual effect.
#10
Posted 29 March 2016 - 12:54 AM
Yeonne Greene, on 28 March 2016 - 11:22 PM, said:
Only because certain maps already have shite sight-lines and seem to always drop at dusk on top of that (River City, Forest Colony, looking at you).
If they'd increase view distance on the thermal imagers, it wouldn't be a concern. I don't like having to crank the gamma up to stay competitive, but I do it because everybody else does it and I have no in-world item to level the playing field.
I don't agree with 'everybody else does it' excuse.
#11
Posted 29 March 2016 - 01:41 AM
Yeonne Greene, on 28 March 2016 - 11:22 PM, said:
Only because certain maps already have shite sight-lines and seem to always drop at dusk on top of that (River City, Forest Colony, looking at you).
If they'd increase view distance on the thermal imagers, it wouldn't be a concern. I don't like having to crank the gamma up to stay competitive, but I do it because everybody else does it and I have no in-world item to level the playing field.
"everybody else does it" is false, and not even valid
fundamental problem with this is the mentality, unfortunately promoted by game design
people worry more about being "competitive" than playing the game
play the game, get good at it... but why do people constantly have to try and abuse the ever-present gaps in the design and implementation? its like people cant even compete on even ground anymore
#12
Posted 29 March 2016 - 01:51 AM
Edited by LordNothing, 29 March 2016 - 01:52 AM.
#13
Posted 30 March 2016 - 11:20 AM
#14
Posted 30 March 2016 - 11:24 AM

#15
Posted 30 March 2016 - 12:12 PM
Scanz, on 30 March 2016 - 11:20 AM, said:
though it does make me wonder if every planet in the inner sphere is an oblate spheroid. im not even sure planets can stay together spinning that fast.
you want dynamic, what about destructale bridges and road blocks. perhaps blow up a building's base and have it fall over and block an attack lane. what about map events. think terra therma would be more fun if the cauldera errupted every 3 minutes or so and flooded with lava. what about a low gravity rock spinning fast enough to have 3 day night cycles in a match, and have it switch from extreme cold to mech melting heat. yea thats what i want in terms of dynamics. map hazzards need to be a thing as well.
what we have is a tech demo at best. it doesnt really change enough to matter, and it looks stupid doing it.
Edited by LordNothing, 30 March 2016 - 12:17 PM.
#16
Posted 23 July 2016 - 02:10 PM
The dynamic shift is also annoying.
I want to play MWO, not grope in darkness... or be forced to use a very short range grainy NV.
Cant see to maneuver, cant see anything at range. Meh. Just let us wreck mechs plz.
#17
Posted 23 July 2016 - 04:59 PM
#18
Posted 23 July 2016 - 05:19 PM
dervishx5, on 28 March 2016 - 11:13 PM, said:
I hate shifting light cycles ... the fast ones anyway, like every map that has it. PGI should just chose a time of day and stick to it.
Thunderbird Anthares, on 29 March 2016 - 01:41 AM, said:
fundamental problem with this is the mentality, unfortunately promoted by game design
people worry more about being "competitive" than playing the game
play the game, get good at it... but why do people constantly have to try and abuse the ever-present gaps in the design and implementation? its like people cant even compete on even ground anymore
Where have you been? Video games are serious biznez these days.

LordNothing, on 30 March 2016 - 12:12 PM, said:
though it does make me wonder if every planet in the inner sphere is an oblate spheroid. im not even sure planets can stay together spinning that fast.
you want dynamic, what about destructale bridges and road blocks. perhaps blow up a building's base and have it fall over and block an attack lane. what about map events. think terra therma would be more fun if the cauldera errupted every 3 minutes or so and flooded with lava. what about a low gravity rock spinning fast enough to have 3 day night cycles in a match, and have it switch from extreme cold to mech melting heat. yea thats what i want in terms of dynamics. map hazzards need to be a thing as well.
what we have is a tech demo at best. it doesnt really change enough to matter, and it looks stupid doing it.
Because a dynamic and destructible environment is much harder, silly. Plus, it is not compatible with the MVP -- Minimally Viable Product -- design process.


Edited by Mystere, 23 July 2016 - 05:28 PM.
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