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 Changes to the Day/Night Cycle

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Realistic or accelerated Day/Night cycle?
Realistic(Current setting, 24 hours)
21%
 21% [ 4 ]
Accelerated(possibly 1 hour)
79%
 79% [ 15 ]
Total Votes : 19
 

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Bizzclaw
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PostSubject: Changes to the Day/Night Cycle   Fri Jul 18, 2014 8:37 pm

So as most of you have probably noticed, in PNRP there is actually a subtle Day/Night system. It's completely dynamic and matches up with the real time of the server's clock. You may notice that the clock on your HUD corresponds with the time of day in the server as well. Now since it's in real time, it takes 24 hours for a single cycle to complete. The reason it's like this is because I like things to be realistic, and it never made sense to me how in most games the earth was somehow spinning at an accelerated rate causing the days/nights to be shorter. Despite this, it is still a game, and I started thinking of ideas of how to make night time actually affect gameplay. Of course if it did, it would stop being a simple aesthetic feature and would require re balancing and changing it from a 24 hour cycle to something much shorter. Now, what exactly I'd do? I'm not sure, but there's a lot of things I could do, and it might feel a bit more dynamic, even if it doesn't really make sense from a scientific standpoint. I'm still however uncertain, so I'm going to put it to a vote here on the forums. Feel free to post your opinion on this matter, give me ideas/suggestions about what to do with nighttime and please, by all means, vote.
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killroykills

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PostSubject: Re: Changes to the Day/Night Cycle   Fri Jul 18, 2014 8:52 pm

6 hours day and night cycle?
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Bizzclaw
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PostSubject: Re: Changes to the Day/Night Cycle   Fri Jul 18, 2014 8:53 pm

for anything shorter than 24 hours, just vote for the accelerated option in the poll.
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Tactical Bacon

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PostSubject: Re: Changes to the Day/Night Cycle   Fri Jul 18, 2014 8:58 pm

A bit cheesy, but more mob spawns in the night with more dangerous NPCs?

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XennonKalosh

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PostSubject: Re: Changes to the Day/Night Cycle   Fri Jul 18, 2014 9:01 pm

Sounds like a good idea. It would definitely create the subtle change in scenery that people want from, as an example, map changes, although you can't clear the plate of idiots with out the dipping sauce.

As for a suggestion, if you want to keep it realistic like, you could make a minute 12 seconds, an hour 12 minutes and a full day (according to calculations) could be 4.8 hours long.

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PostSubject: Re: Changes to the Day/Night Cycle   Sat Jul 19, 2014 1:14 am

I like the idea of Accelerated, because alot of people can only play at night and if it actually effects game play to much it might not be fair for the people who can't get on at the day.

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PostSubject: Re: Changes to the Day/Night Cycle   Sat Jul 19, 2014 10:19 am

I agree with Mushroom. The idea of accelerated time will get players who play at night, a chance to play when it is day on the sever instead of the whole time at night. He also has a point that some players do come on a night because that is the only time for them and see night sky for a long while and not day makes them feel left out on the day version of the map.

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PostSubject: Re: Changes to the Day/Night Cycle   Sun Jul 20, 2014 7:30 pm

Accelerated seems like the better choice. I also agree with Tactical Bacon, there should be different enemies and maybe events that will only appear at night.
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PostSubject: Re: Changes to the Day/Night Cycle   Mon Jul 21, 2014 3:29 am

for the purposes of testing, I've changed the time system to run 20x faster. The In-Game day is now 72 minutes long. Let me know what you guys think.
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mathew95597

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PostSubject: Re: Changes to the Day/Night Cycle   Mon Jul 21, 2014 6:52 pm

Well I like it. There is a bug though....when it hits around 10PM, it is still dusk and continues till 3PM...don't know if anyone else is experiencing that or maybe that is my screen.

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PostSubject: Re: Changes to the Day/Night Cycle   Fri Sep 19, 2014 11:19 am

Fixed. That was an annoying one indeed!
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