Too Bright - Night Tactics

  • I have an HDR set and it's properly calibrated and I can tell you that when it's night and there are no lights it is DARK! Like I have to wait until the sun comes up a little to not fall again dark. I don't want to redo my set because it's the centerpiece of my home theater and it took forever to get it set right so a HDR slider in the game is something keenly needed!

  • @v**a-hombre said in Too Bright - Night Tactics:

    @arch-fable said in Too Bright - Night Tactics:

    What I meant is that I would be glad if the game had more meaningful content in it.

    So would I; but "darker nights" doesn't strike me as meaningful content. I don't see how it adds anything but frustration to the content that's already there. Just a speed bump to make everything take a bit longer.

    You only feel that way if you are too reward eccentric. Those who look at the content from an objective journey perspective sense its true value.

    The only possible interesting change it could possibly have is more sneaky ship combat, but one; I don't really do ship combat, and two; the frequency that you come across ships is so spotty, the times it would actually factor in would be miniscule.

    It would affect just as many aspects as a foggy underwater vision would all below sea level activities, on its own.

  • I think it would be crazy if at night your name didnt pop up in the dark. So the only way to id a player was under torchlight. Go on a ship turn off all the lights and ghost them.

    I never thought how cool darker nights could be until this post. It would add all new dementions to gameplay and would make the moon phases more important to planning voyages. Beyond that, it would help clever players escape from those following them.

  • @rattlyfob Glad you like the idea, there is another topic on these forums about removing the gamer tag to improve stealth tactics as well :)

  • @merlin-mav-k Perhaps they could implement some calibration at the loading screen to ensure everyone is playing to a similar setting to yourself.

    As it stands your at a disadvantage so darker nights for other gamers would be a good thing for you.

  • @v**a-hombre said in Too Bright - Night Tactics:

    @douglas-badger

    It's not a question of fear, but of annoyance. The only fear you'd have is from dying, and dying in SoT hasn't scared me since the alpha tests.

    Dangers from sailing would be from being ambushed by other ships (see above for why this isn't a worry for me), and from hitting smaller rocks that you couldn't see, which only results in a few more trips below to patch.

    Really, the main problem with darker nights would be making it harder to navigate the islands once you get there. And, like I said, it's doesn't inspire fear, it inspires annoyance.

    You'd have to make some major changes to how SoT operates to make super darkness anything more than a slightly frustrating inconvenience.

    Maybe your not afraid of dieing but every pirate is afraid of loosing their precious loot to another pirate vessel.

    Moon cycles, fog, darker nights, utilising lights and monitoring your surroundings there are obstacles which you consider would be an inconvenience. If there were no obstacles preventing you from completing quest missions, how long would the game keep players amused for?

    There are already complaints about the game feeling a grind, my thoughts were that if there are more challenges there would be more variety and different stories played out.

    Thanks for your contribution friend :)

  • @arch-fable

    ....... riiight.

    Flowery language aside, I think we're just gonna have to agree to disagree here. Nothing worse than a circular argument.

    @douglas-badger

    I'm all for stuff to make the voyages more interesting. The impenetrable night just sounded more like an annoyance. Obstacles can make for fun gameplay if implemented right, but they can also be just that; obstacles.

    Now something like fog I'd be a little more onboard with. A traveling fog bank, like the storms. Maybe even a cursed fog. If an island is in the fog, all skeletons that spawn are the dark kind.

    That way it can be utilized and avoided at your choice, rather than the more forced situation that super dark nighttime would be.

  • Interesting idea, devs could maybe even consider the use of some serious for etc also👍

  • Fog banks with greatly reduced visibility sound like a good idea. Perhaps they could be around the edges of the map to give pursued ships an escape chance.

  • @v**a-hombre said in Too Bright - Night Tactics:

    @arch-fable

    ....... riiight.

    Yes. Trust me. Been there and done that as well.

    Flowery language aside, I think we're just gonna have to agree to disagree here.

    I know. Just don't feel discouraged if you sense obstacles in your path. They all have their roles to play no matter how frustrated you get at them.

    Think of the current path we have as a shortcut to success instead. When devs implement new features, they implement necessary mechanisms that should have been there from the start. I know it's hard to convince customers this way, but the devs chose this approach, not us. Of course if they somehow didn't get enough time to properly develop this IP, that would make sense, but then again the pre-order mentality has that type of a outcome too, in a worst case.

    Nothing worse than a circular argument.

    There's no such thing as a circular argument, I wager. There are argumentation errors, true, but I doubt that there is anything that can truly turn the direction anywhere else than toward truth.

    The deeper a truth is buried, the sturdier the shovel we need must be.

  • @v**a-hombre said in Too Bright - Night Tactics:

    The impenetrable night just sounded more like an annoyance.

    Just a mere observation, but I don't think no one said the night should, would or could be impenetrable.

  • Some different opinions and interesting thoughts on this topic folks!

    My observation thus far is that most players would like to see Fog utilised more, especially in certain day / night cycles.
    But there is a divide on making the the night time darker.

    What are your thoughts towards using Fog at night to reduce the range of visibility rather than making the game actually darker? It's not exactly true to life but it could be a compromise. Lanterns could be used to increase the range of visibility, however the glow of lanterns could been seen through fog, so you would have to weigh up the risk of using them or not.

  • @arch-fable said in Too Bright - Night Tactics:

    There's no such thing as a circular argument, I wager. There are argumentation errors, true, but I doubt that there is anything that can truly turn the direction anywhere else than toward truth.

    You think the night thing is a good idea; I don't. And it doesn't seem like either of us are gonna convince the other. Neither opinion is the "truth", it's just different ideas of what is enjoyable.

    And impenetrable speaks to the spirit of the idea if not the law. The idea being that it would be nigh-impossible to navigate by sight and would require using the map.

    Which isn't a bad idea in and of itself, but having it forced on players for a third of their game time seems like difficulty for difficulty's sake, which I'm never a fan of.

    Now if it was a special area or event, then I could get behind it. For example, you have a map that leads to a treasure, but you have to sail through this extensive cave system.

    No sun or moonlight makes it almost pitch black and there are cannons and gun-toting skeletons lining the walls. Lighting the lanterns will let you see, but also causes the skellies to open fire on you.

    Then it's a balance between navigating with the map, lighting lamps long enough to see, but not long enough to get blasted. It's an actual game mechanic that enhances the experience.

    Just making night darker overall seems no different to me than the death tax or nerfing the voyage rewards. A cheap and artificial way of adding complexity to the voyages.

  • I would definitely have to disagree, for me at least, I keep the lights off when questing and I turn them on/rapidly flash them when I want to PvP. (Insert sea police vid here). At night, in areas without light pollution, it's actually pretty bright, because of the moonlight and/or auroras. The game was a bit dark in my opinion when I first launched it, so I just tuned up my monitor brightness slightly to compensate.

  • There isn't a brightness slider and playing at night irl the game is so bright.
    I hope there isn't a slider put in to make it so some people go for realism and darkness while others want to be cats so they never use their lanterns.

  • @douglas-badger I've been asking this for almost a year to no avail :( made few threads as well. Darker nights would result in some really cool co-op situations. Holding a lantern for a mate so he can check the map, or dig out a treasure would be awesome. At the moment, If you take out a lantern, you actually see worse.

  • @v**a-hombre said in Too Bright - Night Tactics:

    @arch-fable said in Too Bright - Night Tactics:

    There's no such thing as a circular argument, I wager. There are argumentation errors, true, but I doubt that there is anything that can truly turn the direction anywhere else than toward truth.

    You think the night thing is a good idea; I don't. And it doesn't seem like either of us are gonna convince the other. Neither opinion is the "truth", it's just different ideas of what is enjoyable.

    What is enjoyable doesn't necessarily mean there's no truth to it. To my knowledge these two are not necessarily mutually exclusive, but often very likeable pair. Surely a lightning strike may not be great to endure personally, but without them I would be much more frustrated on this specific planet. Perhaps they make some paths longer than others, but why look at it as something negative is beyond me.

    And impenetrable speaks to the spirit of the idea if not the law.

    Situational dependency refers not into anything impenetrable or otherwise we would always have to stay in the outposts or risk sailing without the benefit of our eyes. To be specific, we wouldn't even see to fill our tankards at outposts.

    The idea being that it would be nigh-impossible to navigate by sight and would require using the map.

    Not necessarily with just a map though, which we already have, but with other means as well.

    Which isn't a bad idea in and of itself, but having it forced on players for a third of their game time seems like difficulty for difficulty's sake, which I'm never a fan of.

    I can assure you that the only thing that relates to that type of a spec is the current reward system at the core of the game. The only difference is that this system tends to bloat gameplay more than just 1/3rd to my knowledge.

    Now if it was a special area or event, then I could get behind it. For example, you have a map that leads to a treasure, but you have to sail through this extensive cave system.

    The whole map pretty much holds a special event in place the whole time and multiple areas with more or less occasional occurrences, but moonlit sky is also an event in itself let alone to talk about all the stars. That cave system is a good idea too. It is destined to slow down some players, similar to the revisited lighting, but I see none giving you hardships for suggesting it. ^^

    No sun or moonlight makes it almost pitch black and there are cannons and gun-toting skeletons lining the walls. Lighting the lanterns will let you see, but also causes the skellies to open fire on you.

    If so, I would say that skellies are pretty intelligent and well coded up to this point. In case they cannot sense us, we're good though, but I have a feeling that they do sense us even without working enough lighting solutions; so when we sense where the blast comes from, we know where to aim.

    Then it's a balance between navigating with the map, lighting lamps long enough to see, but not long enough to get blasted. It's an actual game mechanic that enhances the experience.

    We are constantly working toward workable tactics and balance so this would not change no matter what devs introduce.

    Any other solution would work too. Question is how far they work for us and when they become a nuisance, but most of all when they become a burden enough for us to change the course. Some fail to sense the signs and some won't. Some get to teach while some get to learn.

    Just making night darker overall seems no different to me than the death tax or nerfing the voyage rewards. A cheap and artificial way of adding complexity to the voyages.

    Death tax was actually a decent idea. A great idea even when you think about it. Elaboration on how to fit it in would have brought us far as a community. Instead we seemingly shot the idea down on the spot without the slightest hesitation. However, this wasn't the reason they retracted it.

    Definitely would have enhanced the tactics around dying and finding more reasonable ways to drift to the ferry, but the reason devs didn't get it to work was due enough incompetence, too short timeframe and a huge workload. The idea in practise is nothing short of a miracle so the logical course of action is to focus on it within a lot longer timeperiod and less workload. It works with gold, but it doesn't have to be about gold necessarily. Devs could introduce the toll in some other form as well.

    What comes to simply nerfing gold amounts rewarded and cost inflation, you are absolutely correct.

  • @arch-fable

    Uh, yeah sure.... whatever you said.

  • @captain-surgee said in Too Bright - Night Tactics:

    @douglas-badger I've been asking this for almost a year to no avail :( made few threads as well. Darker nights would result in some really cool co-op situations. Holding a lantern for a mate so he can check the map, or dig out a treasure would be awesome. At the moment, If you take out a lantern, you actually see worse.

    I hadn't thought about holding the lantern for your mate to use a map and dig treasure nice idea that :)

  • Definitely not dark enough at times, I'd prefer reduced vision at night even if it was just fog of war.

    I'd enjoy searching an island in the dead of night with a lantern, especially if they made the day / night cycles change the creatures and nasty's you encounter different.

    Night times being scary like 7 Days to Die when the zombies are faster! thumbs up for Night terror :)

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