Too Bright - Night Tactics

  • Hello Folks,

    I've seen some players complain the game is too dark.
    For many it's not dark enough!

    At the moment one of the first things you do is switch off the lanterns. What's the purpose of the lanterns if your just going to switch them off (they need a purpose)

    If you've ever sailed on a ship at night, I can tell you that unless the moon is out, you can't even see your hand in front of your face.

    When night falls players should become dependable on their mapping skills and the lights they use on their boat. It's dangerous to sail at night (Hence the reason light houses were invented).

    At night time the game should become difficult and dangerous.

    If your a skilled Pirate this might be a tactical opportunity, or if your frightened of the dark, now is the time to find a seedy tavern and sink a few ales.

    Fog of War at night should increase above and below water - And water should always be darker than out of water which it currently isn't.

    I would like Night time to bring fear and danger, turn off all the lights your going to have to depend on the sound and maps. Put your lanterns on you'll see rocks approaching but your also showing the other pirate ships where your location is. Nasty Pirates could even trick others by holding their lanterns up in rocky areas to lure ships to a watery grave.

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  • Totally Agree with this, the game is much too bright and you can sail safely at night even with your lanterns off.

    Doesn't seem to be any purpose having Lanterns, I would like to see the more fog of war and danger at night - 1 vote from me

  • I think lanterns need to be a bit brighter tbh and the rest darker. If you look in the decks of a galleon at night the lanterns don't really illuminate a lot. Maybe I'm just being fussy...

    I do agree with the OP though, upvoted.

  • It's a game. Gameplay is more important than realism.

    The purpose of lanterns is to identify newly spawned ships or to appear as if one is a newly spawned ship to others.

    What you want sounds more like a sailing simulator than a fun party game.

  • @sanni said in Too Bright - Night Tactics:

    It's a game. Gameplay is more important than realism.

    Gameplay is always built on realism. Question is how far it is taken.

    The purpose of lanterns is to identify newly spawned ships or to appear as if one is a newly spawned ship to others.

    Player given purpose at least. I don't think it was ever considered this way by the devs. I think they simply put some lanterns there and wanted to see what players did with them.

    What you want sounds more like a sailing simulator than a fun party game.

    It already is a sailing simulator partially.

  • @arch-fable Thanks for the support your quite right it is a ship simulation of sorts, you could just point your ship where you wanted to go and move their if it was meant to be a "fun party game", they've made it so you have to use the wind and work together, so my point is that at night time I'd like to see the difficulty increase, which yes is true to life.

    And regarding the dark, If you have a good calibrated TV like our Friend PersonalC0ffee here then there's probably a purpose for using lanterns, but it's a little unfair on them if they are having trouble seeing but another player with the brightness turned up can spot them a mile off with all their lanterns off.

  • Great ideas! I love it, bring the dark.

  • Same basic problem in being able to clearly distinguish a docked ship with an island right behind it - just pops right out making it virtually impossible to sneak around without the whole world seeing you.

  • "Put your lanterns on you'll see rocks approaching "

    So ship lanterns are used for increased visibility?
    It's a little-known fact that during the piracy era, they had powerful beam lights to illuminate surroundings.

  • @haydnsym45 Exactly that, isn't being crafty and sneaky half of what being a pirate is all about?

  • @lucky-monkee Yes that's it use the lanterns to ensure your safety whilst sailing, but simultaneously making yourself more visible to other ships.

    It forces players to have to make the educated decision on what you think is the safest course of action.

  • @douglas-badger as far as sarcasm goes, ship lights are used for visibility for other ships. Nothing else(some were for decoration as well), illuminating rocks or other objects require a rather powerful beam of light.

    Currently, ship lights are like a sore thumb if they are on during the night. So I see no issue there. There are no more uses for them anyhow.

  • Nah.

    Searching islands at night for skeletons and landmarks is tough enough. Having the game grind to a halt while I wait for morning doesn't sound too appealing.

  • @douglas-badger I noticed this also, the night being too bright. I always wondered why the night was this bright, which made lanterns pointless except putting a beacon on your ship for other players. There should be a brightness test when you start the game for you to match so you can play the game as intended. I personally would like to see a very dark night, even with the moon out. The moon should only cast a faint glow outside. Inside, it should be extremely dark.

  • @fragmania13 said in Too Bright - Night Tactics:

    Totally Agree with this, the game is much too bright and you can sail safely at night even with your lanterns off.

    Doesn't seem to be any purpose having Lanterns, I would like to see the more fog of war and danger at night - 1 vote from me

    Fog would be freaking awesome.

  • @sanni said in Too Bright - Night Tactics:

    It's a game. Gameplay is more important than realism.

    The purpose of lanterns is to identify newly spawned ships or to appear as if one is a newly spawned ship to others.

    What you want sounds more like a sailing simulator than a fun party game.

    Disagree with this. Gameplay would be more fun with darker nights, not less fun. Think of the stories.... "On a drunk and dark night....."

  • I agree that there is untouched potential when it comes to features. Then again there are some points I rather would like devs to be careful enough to address in case it comes to that. One feature actually, a specific one.

    When it comes to the clarity of the water, I am afraid of getting myself into something I cannot trust my eyes at. If I was actually blind, I would be more fortunate in this issue of mine, but since I am blessed with eyes, I do enjoy clear water more than such depth that can only allow me to see so far.

    So if we could have 'best from both worlds' here instead so to speak. The decent depth below would inherit relatively steep curve of vision and hidden treasures a plenty, for those with proper tools to seek, while clear water near the surface and surrounding islands gives some angle to us to ease our fear.

    Moonlight affection is a particular feature I would gladly wish to experience in the darkest of night.

  • @douglas-badger said in Too Bright - Night Tactics:

    @arch-fable Thanks for the support your quite right it is a ship simulation of sorts, you could just point your ship where you wanted to go and move their if it was meant to be a "fun party game", they've made it so you have to use the wind and work together, so my point is that at night time I'd like to see the difficulty increase, which yes is true to life.

    I love working together, particularly this way, and soloing is as satisfying as well. Not just true to life, but to experience the moments that we otherwise might not experience at all.

    And regarding the dark, If you have a good calibrated TV like our Friend PersonalC0ffee here then there's probably a purpose for using lanterns, but it's a little unfair on them if they are having trouble seeing but another player with the brightness turned up can spot them a mile off with all their lanterns off.

    This is indeed an unfortunate thing to experience. One's fortune beyond a realm becomes the misfortune of those within.

  • @Douglas-Badger I'm gonna burst your bubble right here and call you out for a liar.
    you've never sailed at night if this is your perception of it.
    truth is, you've never been away from a city at night, you've never been out in the country or in the plains far from city lights, far from brightly lit highways.

    Sure, if you go in a room without lights and close off every bit you can't see your nose, but let me tell you one thing:

    THE SKY IS BRIGHT.
    stars are bright.
    the moon is VERY bright.

    sure, maybe below decks without lanterns on it is dark, and that's true in the game too, but outside? I've seen my own shadow in a moonless night, purely from the light of the milky way. What you want is artificial, and in no way realistic.

  • Sir Ravi is right. I've lived in the desert in Arizona about a hour from the nearest city (Tucson) and the only time it is ever dark at night is during cloud cover. I will say you can't see as far as you can during the day but anything that needs to be seen within range can be seen no problem.

  • @sir-rhavi said in Too Bright - Night Tactics:

    @Douglas-Badger I'm gonna burst your bubble right here and call you out for a liar.
    you've never sailed at night if this is your perception of it.
    truth is, you've never been away from a city at night, you've never been out in the country or in the plains far from city lights, far from brightly lit highways.

    Sure, if you go in a room without lights and close off every bit you can't see your nose, but let me tell you one thing:

    THE SKY IS BRIGHT.
    stars are bright.
    the moon is VERY bright.

    sure, maybe below decks without lanterns on it is dark, and that's true in the game too, but outside? I've seen my own shadow in a moonless night, purely from the light of the milky way. What you want is artificial, and in no way realistic.

    Your not bursting any bubble, I posted this topic to discuss adding something for players to use tactics in game. You Sir have been Rude for no reason and made statements about someone you know nothing about. If you don't agree that's fine with me.

    Can I just clarify that I said "If you've ever sailed at night, I can tell you that unless the moon is out, you can't even see your hand in front of your face" I live in a temperate zone, it's frequently cloudy and unless "THE MOON IS OUT" you can't see your hand in front of your face. If the "Moon isn't out" the stars are not likely to be either.

    If the Moon is fully out in game, without a cloud in the sky I would agree that the visibility can be increased which contributes to using the weather and visibility to your tactics.

  • @blackenedred-sg said in Too Bright - Night Tactics:

    Sir Ravi is right. I've lived in the desert in Arizona about a hour from the nearest city (Tucson) and the only time it is ever dark at night is during cloud cover. I will say you can't see as far as you can during the day but anything that needs to be seen within range can be seen no problem.

    Not arguing with you mate, i'm sure when the sky is clear in the desert it is very bright at night, it's also very bright at night in area's where it's snowed.

    You agreed that you can't see as far, would you be happy with the FOG of war increasing at night when the Stars are out?

  • @douglas-badger

    I really like this idea!

    Particularly the fog or mist drifting across the water at dawn or dusk, especially in certain areas. I well remember as a child, sailing through quiet fog laden waters where you could hear the fish breathing almost.

    I notice there are definitely times of day in certain regions where visibility is already limited, but to have this would really add to the atmosphere.

    I think that if depth of darkness were managed carefully, those nights without a moon or with only a sliver of moon could be inky black, I've got visions in my minds eye of ships docked at islands during this time giving pirates a chance to explore the land with their lanterns glowing. The dark/fog can also provide a certain degree of safety as well as being a cloak for more stealthy activities.

    Anything that helps to add variety to game experience is always very welcome in my view.

  • I love that idea,

    bring me the dark :3

  • @katttruewalker Thank for the feedback :) I started thinking about it because our sloop carrying precious loot was being stalked by two ships working together, we deliberately aimed ourselves at the most foggy area a storm. That got me thinking about tactics using the day / night cycle and different varieties of light, fog, visibility.

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

    Nah.

    Searching islands at night for skeletons and landmarks is tough enough. Having the game grind to a halt while I wait for morning doesn't sound too appealing.

    You don't have to. Staying at an outpost until dawn was stated as an option.

  • @katttruewalker said in Too Bright - Night Tactics:

    @douglas-badger

    I really like this idea!

    Particularly the fog or mist drifting across the water at dawn or dusk, especially in certain areas. I well remember as a child, sailing through quiet fog laden waters where you could hear the fish breathing almost.

    I notice there are definitely times of day in certain regions where visibility is already limited, but to have this would really add to the atmosphere.

    I think that if depth of darkness were managed carefully, those nights without a moon or with only a sliver of moon could be inky black, I've got visions in my minds eye of ships docked at islands during this time giving pirates a chance to explore the land with their lanterns glowing. The dark/fog can also provide a certain degree of safety as well as being a cloak for more stealthy activities.

    Anything that helps to add variety to game experience is always very welcome in my view.

    Well said. ^^

  • @arch-fable Yeah, grinding the game to a halt, like I said. Having to sit on my boat or at an outpost waiting for dawn is not compelling gameplay.

  • @v**a-hombre It wouldn't have to grind to halt unless you were too frightened to sail at night. And if you were frightened you could switch your lanterns on for a little bit of increased visibility.

    The idea was not to prevent players from sailing, but to promote skill navigating when visibility is less.

  • @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.

  • In their current capacity, the lights offer little in terms of added visibility, while offering the major downside of making yourself visible literally as far as the eye can see. Ships with their lights on really, really stand out, and I don't feel like the perceived benefits of having them on outweigh the risks of attracting attention.

    Turning your lights on is a good way for those looking to PVP to attract attention though.

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

    @arch-fable Yeah, grinding the game to a halt, like I said. Having to sit on my boat or at an outpost waiting for dawn is not compelling gameplay.

    I welcome anything that takes me away from the grind since grind is always about bloating content; endless repetition without purpose. There's no replay value in a bloated content coz time is invested purely to repetition.

    I don't mind farming content coz it means the seeds we sow will yield crops in the end, especially for the sake of another player or an important lesson. Something meaningful either way.

    Plain grind is just about taking and not giving. ^^

  • @arch-fable

    Sorry, but I have no idea what you're trying to say here.

    All I know is I'd rather just be able to do the tasks than have to choose between doing the tasks with a handicap or sitting on my tucus for 5-10 minutes.

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

    @arch-fable

    Sorry, but I have no idea what you're trying to say here.

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

    All I know is I'd rather just be able to do the tasks...

    We would still be doing our tasks nonetheless. Nothing essentially changes except the game would be able to dish out a greater array of depth in a form of changing situational challenge levels, to which we can answer based on our adapting competence.

    ...than have to choose between doing the tasks with a handicap or sitting on my tucus for 5-10 minutes.

    Currently the game is about grinding or farming the environment.

    Difference is that the first one wastes our time and makes every addition into the game feel like keeping us away from the goal of the grind. This feels so because the grind gets more tedious the higher our reputation gets and adding content that further postpones the goals from becoming reality adds to that unimaginative struggle.

    Farming is the opposite. It is about the experienced journey, not time saved related to the rewards wanted by oneself. Farming is sowing performed for the joy of others, not ourselves. Hence the opposite issue is drawn: shortage of meaningful content.

    The first one is about oneself, which is important to understand and provide too, but taken too far will make the content feel even shorter than it really is. This is why the core system needs to change too. However, going from an extreme to another never fixes issues, to my knowledge.

    If you feel like this suggestion would only make your grind worse, you are perhaps right, but please try to question the grind as well as the idea here. This way you may understand which variables truly have a greater impact to your satisfaction.

    Sometimes the culprit to our fears is closer than what we have learned to sense.

  • @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.

    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.

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