Day/Night

Forum for suggesting changes to Salem.

Day/Night

Postby dinoxx7xx » Fri Mar 27, 2015 3:13 pm

Hi.
I have one more idea and I hope you like it :D

What about Day/Night system.
New skill: Old Lantern Making, Street Lamp Making.
Materials needed to craft Old Lantern: 4 bars of any iron, Glass and Candle.
Materials needed to craft Street Lamp: 7 bars of any iron, Glass and Candle.

When night Is in Boston that Street Lamps work every time when is night.

I hope you like my idea.
:)
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Re: Day/Night

Postby Argentis » Fri Mar 27, 2015 3:39 pm

A Day/Night cycle has already been proposed multiple times now and most them are more fleshed out than that. Please use the search bar.
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Re: Day/Night

Postby Scilly_guy » Fri Mar 27, 2015 3:43 pm

This has been talked about several times before, the main reason it isn't implemented is because it often gets switched off in clients because it is more of an annoyance than it is worth. Even if you had different things available for foraging and different animal spawns it still would get switched off. To a certain extent there is a light and dark change, but it is static, it is 100% bright (0% dark, however it is measured) in providence and darkness increases as you head away from civilisation.
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Re: Day/Night

Postby TotalyMeow » Fri Mar 27, 2015 4:49 pm

Indeed, a day/night cycle would be difficult as we already use light/dark for a purpose. And because people like to alter the light in clients. Though that sort of thing might end with this next patch. ¦]
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Re: Day/Night

Postby Thor » Fri Mar 27, 2015 4:52 pm

TotalyMeow wrote:Indeed, a day/night cycle would be difficult as we already use light/dark for a purpose. And because people like to alter the light in clients. Though that sort of thing might end with this next patch. ¦]


You monster.
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Re: Day/Night

Postby Dallane » Fri Mar 27, 2015 9:11 pm

TotalyMeow wrote:Indeed, a day/night cycle would be difficult as we already use light/dark for a purpose. And because people like to alter the light in clients. Though that sort of thing might end with this next patch. ¦]


YES!
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Re: Day/Night

Postby Heffernan » Fri Mar 27, 2015 9:43 pm

TotalyMeow wrote:Indeed, a day/night cycle would be difficult as we already use light/dark for a purpose. And because people like to alter the light in clients. Though that sort of thing might end with this next patch. ¦]


id love having a watch at the top telling me the time ingame and use a few day/night circles per real day, so we have more uses for torches etc..
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Re: Day/Night

Postby Yes » Fri Mar 27, 2015 10:26 pm

Night could have a debuff on the growth of potables, black bile regen, more activity of more dangerous animals and monsters, possibility of missing your attacks
Buffs: a study table with a lit candle at night could lower the inspiration cost when used

Still doesn't seem too needed.
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Re: Day/Night

Postby Mr_Bellflower » Fri Mar 27, 2015 10:56 pm

Or just copy H&H's as been suggested a countless amount of times. It really is pointless having a day night timer as light already has an effect in game. A timer in general, basic 24 hour clock, would be appreciated though.
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Re: Day/Night

Postby dinoxx7xx » Sat Mar 28, 2015 12:01 am

Yes has good idea too aadd that if you want.
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