Besides, even according on your (baseless) complaints about the cliff-windows you absolutely do agree that the windows are bugged You simply seem to be confused as to which windows you consider bugged, but the fact remains that the windows of the palace are objectively bugged.
Exactly! And while I have little hope that they'll ever change the PDP's windows, it's important to be critical and assertive in identifying weak points in ZOS's housing quality control. Because if we just keep making excuses they'll just keep making the same thing over and over again as we sadly see with the new Elsweyr homes.Besides, even according on your (baseless) complaints about the cliff-windows you absolutely do agree that the windows are bugged You simply seem to be confused as to which windows you consider bugged, but the fact remains that the windows of the palace are objectively bugged.
Amen.
It's staring him right in the face in the screenshots that the actual window (not the light's shadow) does not light up on narrow windows and he refuses to acknowledge it. Some people are just stubborn by nature and can't accept when they're wrong sadly.
Objectively without trying to make explanations of terrain etc, these windows are bugged. I don't know why this guy is on a crusade to be contrary. It's in everyone's best interest to fix this issue with Dawn's Light.
Besides, even according on your (baseless) complaints about the cliff-windows you absolutely do agree that the windows are bugged You simply seem to be confused as to which windows you consider bugged, but the fact remains that the windows of the palace are objectively bugged.
Amen.
It's staring him right in the face in the screenshots that the actual window (not the light's shadow) does not light up on narrow windows and he refuses to acknowledge it. Some people are just stubborn by nature and can't accept when they're wrong sadly.
Objectively without trying to make explanations of terrain etc, these windows are bugged. I don't know why this guy is on a crusade to be contrary. It's in everyone's best interest to fix this issue with Dawn's Light.
I got round this in the main hall with 6 Varla stones from the luxury furnisher. It depends if you object to the blue light but it is possible to light up the whole room with careful placement of enchanted lights.
I got round this in the main hall with 6 Varla stones from the luxury furnisher. It depends if you object to the blue light but it is possible to light up the whole room with careful placement of enchanted lights.
That's an awesome picture! Although white it's nice that you made it work, I wouldn't consider that room 'lit'. The bottom third of it lit, for sure, but the galleries are pretty dark and the ceiling is in shadows as well which is a shame because the ceiling of the PDP is magnificent (it has intricately carved wooden inlays and gold trims)!I got round this in the main hall with 6 Varla stones from the luxury furnisher. It depends if you object to the blue light but it is possible to light up the whole room with careful placement of enchanted lights.
Imperial_Voice wrote: »Where in the seven hells did you get the dragon?
First of all I'm going to pat myself on the back because I actually read the whole thing *exhales* To tl;dr, many of your points are just a longer rephrasing of your earlier points without really addressing what others have written since, and could thus be considered beating a dead horse... but here we go.M'kay... This thing has devolved into baffling levels of silliness now, and the discussion has been derailed into nitpicking irrelevant details instead of discussing the actual original topic posted in the OP. But since you guys seem to like to nitpick things from your own subjective point of view, let's have another dance shall we...
Insisting on something not being bugged because no dev came forward to state that they are bugged is not very rational. Bugs don't start existing only when the devs acknowledge them, critical thinking involves looking at patterns, circumstances, prior evidence, and coming to a conclusion based on facts. Here, as well as in your argument about the semantics of darkness and dimness, you seem to split hairs about terminology.The only truly objective fact here is, that they use different rendering settings. And until the devs come out and say right out what the truth is, that is the way it remains.
You're saying more than that. You're actively arguing that that they shouldn't be changed because you convinced yourself that the current situation suits you, and you're making the judgment that other people's logical arguments are inferior to your own preference. You strongly assert that lighting them up would not make sense and you'll stand against it. So you're not just speaking generally, about there not being enough evidence, you're making claims yourself. As for evidence and reference, plenty of people gave you proof, myself included, but here we go again.Which brings us back to those windows... All am saying is that I do not agree on the assessment that they are objectively bugged, at least not without more convincing arguments supporting such claim. Or without giving a contextual frame of reference.
Your insistence that 'lighting all windows as the others are already lit and even the dark ones cast lightbeams' would make less sense than 'make all windows dark' is ridiculous, as no architect would cut out their wall just to place panels of glass that touch a cliff. On the other hand, lighting can exist inside cliffs - how do you know that the cliff isn't hollow for example, and has an opening that lets in sunlight just like the Colossal Aldmeri Grotto has? There you go, a perfectly logical explanation why they should be lit. And we can now return to the actual discussion that OP posted about: PDP being too dark, and many of its windows not lighting up when others do.To change things that do make sense, into something that does not, just because some other thing doesn't make sense. Sorry, will not board that boat.
No they don't. If the dark windows are of a 'different material' they shouldn't look identical to the other windows from the outside, but they are. They also shouldn't let in the same amount and intensity of lightbeams, but they do.They just represent different types of glass windows. [...]The narrow ones just look like dull thick colored glass. [...] Whatever the reason behind this, does not change the fact that both window types work just fine.
If the cliff is a consideration (you keep insisting that it would make sense for them to be dark) then no window on that side of the palace should let it light. However, all the front-facing ones should, whereas now they don't (because the bugged windows depend on their shape not their location). If the cliff is no consideration then all windows should be lit. As pointed out here and above, the current setup makes no sense either way.The fact that one also makes more sense give the location is just an added bonus, but not really inherent as to which material setting is the correct one. [...]In my view, there are perfectly valid and sensible reasons for keeping the lighting as it currently is in Dawnlight,
There is an obviously correct version though. The wide ones also aren't 'definitely too bright', they're in line with almost every other racial style window ingame. That's the default. Windows that don't light up are not the default, and windows that don't light up but cast the same lightbeams that the other windows of the same style do while those do light up, definitely doesn't make sense.My argument was, and still is, that the dim levels of light the place has as a default, actually do make sense for once.[...] To you, the bright ones may look like they are the obvious correct version, but all am saying is that to others, me included, the dim ones might look more plausible. [...] I might go as far as to concede that perhaps they are a bit too dark, but then again the wide ones are definitely too bright.
It's not that we didn't understand your points earlier. It's not that we didn't approach the issue from that angle. We did, we followed those thoughts to their logical conclusion and upon seeing that they didn't hold up to scrutiny, we discarded them. And despite claiming that you aren't trying to win an argument, you reiterated quite frequently that you claim that your preference makes the most sense while our arguments don't make sense and are 'derailing nitpicking' so I'll be tagging you anyway. @HymzirThis is not a debate that I am trying to win, nor am I trying to formulate an ironclad thesis on the subject. I'm just pointing out that things are not as black and white as some of you have painted, and that it is possible to approach this issue from a different context
Cool image, thanks for sharing! Although when it comes to discussing lights, the exterior has little do with it. The windows that line the top dome don't light up at all, even though there is nothing above the house and the loading screen also shows illumination coming from above. The different types of windows don't light up based on their shape, even when they're on the same wall. And the windows on the front of the palace, in the front-facing not cliff-facing rooms are equally dark depending on their shape. All that in addition to several outside windows not lining up with interior windows at all, or even missing entirelyFor a little clarity on what's behind the Main Hall, here's a view looking at it from behind. The structure to the left is Prince Hubalajad's main palace in Abah's Landing. You can see the spatial relation on the mini-map.
First of all I'm going to pat myself on the back because I actually read the whole thing *exhales* To tl;dr, many of your points are just a longer rephrasing of your earlier points without really addressing what others have written since, and could thus be considered beating a dead horse... but here we go.M'kay... This thing has devolved into baffling levels of silliness now, and the discussion has been derailed into nitpicking irrelevant details instead of discussing the actual original topic posted in the OP. But since you guys seem to like to nitpick things from your own subjective point of view, let's have another dance shall we...
Yes, because we are getting bogged down on talking about the way the window panes are rendered, instead of talking about actual light here. And I think that is the key here, the root for the disconnect in our thinking. We originally were talking about different things, and then ended up arguing over whether something can be considered objective within this frame of reference, and sort of got lost into that endeavor, without really saying anything meaningful about any of the actual topics this tread deals with.You also claimed that other people's points are 'baffling levels of silliness' and a 'nonsense tangent '. However, OP included the dark windows in the 'actual original' topic very clearly, so I don't see how the discussion is 'derailed into nitpicking irrelevant details instead of discussing the actual original topic.'
Insisting on something not being bugged because no dev came forward to state that they are bugged is not very rational. Bugs don't start existing only when the devs acknowledge them, critical thinking involves looking at patterns, circumstances, prior evidence, and coming to a conclusion based on facts. Here, as well as in your argument about the semantics of darkness and dimness, you seem to split hairs about terminology.The only truly objective fact here is, that they use different rendering settings. And until the devs come out and say right out what the truth is, that is the way it remains.
The windows of the PDP are some of the largest ever created. They aren't small at all compared to other races' windows which light up just as brightly (just as - ironically - the smaller windows in PDP light up brightly). And while not gigantic skylights, there are several windows lining the dome that currently do nothing. I also pointed out that the current lighting is contradictory and impossible one way or another so it's not 'fine as it is', and while you also agree that they use the same lightbeams you somehow dismiss the impossibility of your 'different glass' theory.The way Dawnlight is build, the number and shape and size of windows in that places, and the location where it is situated, all point towards it being rather dark and the light levels that exist there as a default do make sense. [...] Makes more sense than sitting inside the place trying to appreciate the light through small windows [...] There just isn't anyway for the sun to shine there like that. This is partly due to the cliff face, but also due to the orientation of the building. You'd need a large skylight for that to be possible. [...] It does not feature gigantic panorama windows or skylights.
I understood it, but then disproved it, just like you did. You acknowledge that the exterior doesn't match the interior. Windows are missing or don't line up. Entire structures are missing or are aligned differently. I'm not sure the scale of the interior is accurate either, tbh. This establishes that there isn't any way shape or form that the interior can match the exterior. For all we know, the doors of houses take us to a pocket realm of Oblivion that doesn't match the exterior shell and is free of the laws of physics. That would be far more rational at this point because it's a possibility, whereas interior-exterior matching is already impossible.And yes, I do keep bringing up the fact that it is surrounded by cliffs, because it is, and thus it makes more sense for the place to be dark. And at that point I was feeling rather frustrated that you didn't seem to understand that [...] Neither of the upstairs bedrooms exist in the exterior mesh, and most of the windows do not match with what is shown outside. [...] The windows are not objectively bugged, they are objectively stuck inside a cliff face. Buried in solid rock and the fact that they do not emit light makes a lot more sense than them permitting sunlight to pass.
You talked a great deal about ambient light and how the brightness of the windows isn't technically light, but then you repeatedly state that you have a strong preference regarding their brightness. So while not 'technically' light, even you agree that the windows' brightness contributes greatly to our impression of brightness and isn't irrelevant. Remember the gold/blue dress? Our brains interpret bright colours as light and darker colours as shadow, which is why games brighten up bits they want to illuminate. It's a visual shorthand. And it works, the same way putting highlighter colours on your face creates the illusion of light and shape, and the same way you're bothered because the brightness of the 'lit' windows translates as brightness, whether or not they emit light.I did not see that as a call to make the windows themselves actually emit light, since that is not how things work in this game. Nor a call to make them brighter, since that has no actual bearing on the light inside the place.[...] The thing is, I do not like the extra bright way the wide windows are rendered, [...] Personally I would prefer them to tone down the brightness of the wide widows, [...] I do not really care what color the window panes themselves are (though prefer the less brightly lit ones, [...] but then again the wide ones are definitely too bright.
It's quite possible. That's what a bug is, after all. There are also examples of the new Elsweyr windows doing the same thing (casting lightbeams while remaining dark while the others in the same room brighten up when they cast lightbeams). It's also quite possible that while the windows ended up that way due to a mistake not due to planning, they are aware of the bug, but do not intend to fix it due to policy or lack of resources. But when we're discussing how things currently are, and how they ought to be, intent seems to be on the bright side rather than the dark side.And I find it rather difficult to believe, that who ever made the place, did not notice the way those windows are rendered.
You literally started with making derisive judgments such as 'derailed' 'devolved' 'nitpicking irrelevant details from your own subjective point of view' to dismiss and devalue other people's points, screenshots and analyses, so you can't call me out on any 'snark.' However - albeit humorous - it served to communicate that even though I will be addressing individual arguments, you can rest assured that I read your entire post.Oh boy... Starting with a snarky side remark, never a good sign...
You're clearly aware that posting walls of text isn't conducive to getting a point across in a concise fashion. You even used a numbered list there, which everybody can tell you is easier to read at a glance on a forum than fishing for points in an essay. That was the point, to specifically cite your points instead of talking generally, as addressing things directly adds clarity. It is not a malicious tool of attacking you or whatever you perceived it as.In general, I see no reason to go point by point over everything everyone says. [...] but I guess that's where we are heading next [...] Forum posts are not really all that effective way to have debates,
That was the hair-splitting I referred to btw, I wasn't addressing stylistic choices. You were quite concerned with making semantic distinctions between 'darkness' and 'dimness', between 'lighting up' and 'brightening up while technically not emitting light'.And your comment about semantics is just more of the same. Using different words to avoid monotonous text is just a style of writing I like. [...]And even though ZOS seems to like dim lighting conditions as a default for homes, no place in this game is truly dark. [...] And you can see quite well inside Dawnlight Palace, even during the night, even without a single light source. The place is dim, but not dark.
Tagging someone on the forums, especially when directly replying to or at least extensively addressing what they wrote, is pretty common. Tagging is not an act of aggression and didn't warrant your indignant tone. It's not pettiness, it's common practice. Do you hear yourself? You seem to champion some sort of paranoid vendetta. And as I pointed out several comments back, my 'if you want your windows dark, nighttime will cycle around naturally' was in direct reply to your own suggestion that people should just use Culanda stones if they want things to be brighter. You can't stand behind the suggestion that people can easily just spend tons of money and a lot of slots on lighting yet be outraged when I suggest that it's easy to get darkness at no extra cost or slots.Having read your post, I literally went WTF? What are you talking about, and why are you tagging me with this? And are you really serious? Use the place only during the night? WTF?! [...]This lead to my "angry rebuttal" as you called it. And yeah, I was bit miffed for you having the arrogance for suggesting that I should only use the place during the night. [...]But no, you felt it important enough to go and tell me specifically that the windows are bugged. And that I should only use the place at night, so that you can enjoy your slot free sun during the day. I did kinda object to that idea. [...]An no... am not gonna tag you, since I am not petty with things like that.
Nice! Pretty similar to my own actually, we both seem to have used Clockwork Illuminators and Varla stones (I presume that's where you got the blue light from, plus some other more intense blue and purple items?) to make the water pop in contrast! I suspect you placed several concealed Culanda stones around the upper areas though, as my Clockwork lights didn't end up with that strong of a yellow tint by themselves.ZhugeKongming wrote: »
The windows of Dawnlight are not all that large. They are just tall and narrow. And they are recessed in the walls. Narrow windows means, that the the time of day they would lit up brightly, and let a large amount of light pass, is sorely limited. Since the amount of light is dependent on the relative position of the sun, and the angle of the rays of light hitting the panes of the window. And with a narrow window, the time those rays would pass clear through, without being intercepted by the windows framing, and the wall of the recessed space, is quite short. Thus limiting their affect on the overall amount of light available.The windows of the PDP are some of the largest ever created. They aren't small at all compared to other races' windows which light up just as brightly (just as - ironically - the smaller windows in PDP light up brightly). And while not gigantic skylights, there are several windows lining the dome that currently do nothing.The way Dawnlight is build, the number and shape and size of windows in that places, and the location where it is situated, all point towards it being rather dark and the light levels that exist there as a default do make sense. [...] Makes more sense than sitting inside the place trying to appreciate the light through small windows [...] There just isn't anyway for the sun to shine there like that. This is partly due to the cliff face, but also due to the orientation of the building. You'd need a large skylight for that to be possible. [...] It does not feature gigantic panorama windows or skylights.
And gettign the sort of light shaft in the main halls center structure, as is seen in the load screen, is not really possible without actual skylights. The structure is topped by a dome ringed by small windows, which are also slightly recessed into the wall. No way would they create a dramatic cascade of light.
No you have not. And yes it is. All you have shown, is that you have a different set of priorities as far as plausibility goes than I do. All you have shown, is that the everything in this game, is a compromise between what is possible and what the design calls for. This is not a bleeding edge of 3D technology we are dealing with. So yes, there are bound to be things that make less sense than others. But the things that are important to you, the things on which you rate sensibility of things, are not the same as they are for me. While you seem to be utterly happy to overlook the fact that the place is surrounded by cliffs, I do not. And while you take issue with different types of glass having the same cast light effect attached to them, I am not bothered by that. And that is all you have shown.I also pointed out that the current lighting is contradictory and impossible one way or another so it's not 'fine as it is', and while you also agree that they use the same lightbeams you somehow dismiss the impossibility of your 'different glass' theory.
As for the bug... Yeah, it's possible, even though I find it quite unlikely. However, the possibility of such blindness on the part of the devs, does not mean that it is objectively true. And that is all I really objected to. And the only reason I presented my original arguments, for it being a conscious decision, was to show why I do not agree on your statement that they were objectively bugged. There are other explanations for the thing, besides it being a bug.It's quite possible. That's what a bug is, after all. There are also examples of the new Elsweyr windows doing the same thing (casting lightbeams while remaining dark while the others in the same room brighten up when they cast lightbeams). It's also quite possible that while the windows ended up that way due to a mistake not due to planning, they are aware of the bug, but do not intend to fix it due to policy or lack of resources.And I find it rather difficult to believe, that who ever made the place, did not notice the way those windows are rendered.
The way I see that loadscreen is, that the narrow windows should be dark. As is shown on the left hand side of the image. And that perhaps the wide one's should be too, since the one in the right hand side is not particularly bright in that image either. There is also a huge amount of light coming from above, that is drowning out what ever level of brightness the narrow windows at the back have. And the only way to do such strong localized light in this game, is by using a localized light source. I.e. stick a bunch of Culanda stones up there or something. But ultimately it's just a loadscreen, a Phothospped depiction of an idea, not a factual representation of what is possible within the constraints of the engine.Raijindono wrote: »
Well... I knew that my personal preference was most likely going to be in the minority here, but it's still a battle I need to fight. It's important. Am invested. I am, however, gonna try to limit "colorful" word choices from now on. And did my best to edit this post to stay on target as much as possible. But some quips prolly still go through, since am only human.By the way, Hymzir, you would probably be touching more hearts with your rejection of the light and plea for (even more) darkness, if you stopped talking about dancing (which you have been doing throughout this thread) and getting on horses.
Aah, cool! I was wondering what that was - thought it might be the purple glowing achievement skull - so thanks for the info! How did you light up the wood in that yellow light btw? Is it some Culanda stone light bleeding over from a different room, or is just a cwc light placed from below it?ZhugeKongming wrote: »Yes we both seem to love those cw lamps
I use a bunch of cw chandeliers, and salt lamps for the purple tint
No, we do not have a personal disagreement. Apart from you taking the common practice of tagging and citing comments that someone wants to reply to as an act of aggression. What we're having - clearly can't speak for what you're doing but at least what I and the others are trying to have - is a factual discussion.No you have not. And yes it is. All you have shown, is that you have a different set of priorities as far as plausibility goes than I do. [...] While you seem to be utterly happy to overlook the fact that the place is surrounded by cliffs, I do not. And while you take issue with different types of glass having the same cast light effect attached to them, I am not bothered by that. And that is all you have shown. [...] Me and bluebird obviously have a persona disagreement hereI also pointed out that the current lighting is contradictory and impossible one way or another so it's not 'fine as it is', and while you also agree that they use the same lightbeams you somehow dismiss the impossibility of your 'different glass' theory.
Well... I knew that my personal preference was most likely going to be in the minority here, but it's still a battle I need to fight. It's important. Am invested. I am, however, gonna try to limit "colorful" word choices from now on. And did my best to edit this post to stay on target as much as possible. But some quips prolly still go through, since am only human.
But you know, I think you're right. I did let this this thing get too personal here. I suppose I wasn't as prepared as I though I was, about the amount, and directed nature, of the backlash, for coming out in favor of camp dark, ended up being. Guess am just gettign old, and cranky, and get riled when my words are taken out of context. Or when things that are not true are presented as fact...
Anyway, I still remember the discussions we had when the place was first introduced. A lot of people criticized it for it's lack of light even back then. And at that time, I think I was more in the camp light than I am now.
But after having lived with the place for over a year. Getting to know it's every nook and cranny, I've come to accept it for what it is. And come to prefer some of it's design choices that I may have opposed at the start. And lot of the things I originally objected to, make lot more sense to me these days. And thus my vote for camp dark.