Through some discussion on other threads there have been some desires regarding the darkness of ESO’s game world that has come to light. (pun intended).
TL/DR
ESO could have more dynamic environmental light levels with tools and skills that can be used to cope with the darkness.
Immersive Darkness
Some players would like to have darker environments in which to play while other players do not want to have mechanics such as torches forced upon them. There can be mechanics introduced to support both types of players and would allow players to switch back and forth between the two types of play styles.
First and foremost let’s address the environmental light levels. Many players feel as if the overall darkness levels within ESO are entirely too high. Players are able to navigate and see it the darkness without much effort in ESO and a decreased light level would increase immersion and would enhance some of the gameplay mechanics.
For the purpose of this concept, the current levels of darkness are to be considered the measuring stick of the brightest it should naturally be at night.
As suggested in my
Environment & Weather Systems Overhaul Concept thread, the over-world lightness levels could be governed by the weather.
- If it’s storming and raining, the light from Masser and Secunda cannot shine through, making it difficult to see.
- If it’s is overcast, the moons of Nirn peek through the clouds to gently light your way.
- If the night is clear the moons shine bright and you can see the path before you easily.
Dungeons and delves could be the areas in which most heinous of the darkened environments are experienced. The light levels of some existing and new dungeons could be lowered so players without illumination assistance would have difficulty.
Radiant Night Vision
Every player that wishes to not use any illuminators should be able to do so, but this decision should come with some consequences. With the exception of specifically designed dungeons and delves, all players should be able to make their way in the dark. A radius of dull illumination should surround the player. As the player moves, the illumination should fade and the radius should decrease. The faster the player moves the more quickly the radiant night vision should diminish. Once the player stops or slows it should take a moment for the character’s eyes to reacclimate to the night by the radius and the illumination increasing.
The radiant night vision of a normal player who is walking under a clear night sky should be very similar to ESO’s current night illumination. A player that sprints at full speed in the dark without any illumination would find themselves running blindly, unless they are under a clear night sky.
Radiant night vision would effectively encourage players to act more carefully while it's dark out and they are not using illuminators.
Night Eye Ability
Khajiit, Vampires, and Werewolves should all have an innate Night Eye ability that enables them to see more clearly in the dark. This is not an activated ability and activates when the illumination of an area is under a certain threshold.
- Khajiit: +50% Illumination / +25% Radius
- Vampire: +40% Illumination / +20% Radius
- Werewolf: +30% Illumination / +15% Radius
Night eye should cast a dull gray light into the dark making everything illuminated appear in a sort of gray-scale.
Khajiit’s Racial Passive
Stealthy could be changed to:
- Night Stalker
- 50% visibility at night (as outlined above)
- Increases Damage done while in stealth by 3%
Illuminators
The darkness could also be kept at bay by using any of the following:
- Torches: Consumable item varies in illumination, radius, and duration. Casts natural light to illuminate the night.
- Magelight: Cast-able Mages Guild Skill, casts a piercing white light into the darkness. The greater the skill the greater the effect.
- Almalexia’s Enchanted Lantern: A trophy that creates a blue light that washes into the black abyss.
- NightEye Potion: Consumable, higher quality increases illumination, radius, and duration.
- Ring of the Night-Eye: Special rings which can grant Night Eye when worn. +20% Illumination / +10% Radius.
- Weapon Enchantments: Elemental weapon enchantments should also be able to fight back the darkness, but none as effectively as the lowest quality torch
- Frost: Casts a soft blue glow around the character
- Fire: Casts a warm yellow light across the ground
- Shock: Casts a stark white light into the darkness
The most natural light available should be through the torches. A player using multiple illumination methods wouldn’t have a combined illumination effect but would instead see the effect which takes precedence.
Nighteye<Magelight<Almalexia’s Enchanted Lantern<Torches
Torches and Night Eye Potions would both be bought from merchants and through the Crown Store while Rings of the Night-Eye would only be purchased through the Crown Store.
Torches would be the most powerful of all the illumination methods and Nighteye would be the ONLY illumination method which cannot be seen by other players.
A current discussion on torches can be found here:
http://forums.elderscrollsonline.com/en/discussion/155836/the-need-for-functional-torches
Thoughts?
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That's right...
Horse.
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