MornaBaine wrote: »The day/night cycles is 6 hours, with 4 hours of daytime and 2 hours of nighttime. I absolutely HATE this. It should be an even 4 and 4. I have no idea what Zeni was thinking with this.
MornaBaine wrote: »The day/night cycles is 6 hours, with 4 hours of daytime and 2 hours of nighttime. I absolutely HATE this. It should be an even 4 and 4. I have no idea what Zeni was thinking with this.
yeah.. don't see the logic for that tbh xd 4 hours day and 2 hours night doesn't make any sence to me, 4/4 like real life seems more logic to me but hey ty for the answer ^^
ontheleftcoast wrote: »The Tamriel Day/Night cycle has always been like this at least since Morrowind. But from my observations I think your mistaken by the ratios. What you call 4 hours of "daylight" is, I think, dawn, daylight, and dusk all being grouped together. They are different and if you play a vampire your ability to slip into stealth will still trigger in the early dawn and late dusk.
b]Night Enhancements[/b]
To be honest, I had planned to have a section for Day Enhancements but I truly feel the day environments are just about perfect in Tamriel. The appearance of the sun, the movement of the shadows, and the skybox are all wonderfully designed and constructed. There is nothing I could imagine that would make the days of Tamriel better than they are. Well, except for fog removal, as mentioned above.
Opposed to day, night in Tamriel actually leaves quite a bit to be desired. There are a few enhancements that should be made to make the night play significantly different than the day in Tamriel.
- Darker nights: First and foremost, Tamriel needs darker nights, depending on the cloud cover.
- The current night brightness should be the setting for bright nights with clear sparkling skies.
- The darkest the night should be a stormy night with completely covered skies.
- Darkness should vary naturally from the brightness night to the darkest night, dependent on cloud cover.
While it would make sense for the brightness of the night to be effected by the phases of Masser and Secunda, I think it would be too much to ask to have both weather and moon-phase to impact the brightness of the night.- More dangerous night wilderness: To go along with darker nights, each and every citizen of Tamriel should experience more dangerous nights. Certain beasts, such as wolves, should be more abundant at night and there should be some night-specific creatures such as ghosts. This could be a way to introduce zone wide (or at least area wide) creatures.
Imagine a ghost that appears at night on the shores of Greenshade, we don’t know where, but legend has the ghost walking along the shore. The player can attack the ghost and kill it every night if they wish but then there are books and clues along the shore that gives the player clues as to what happened to the ghost and how to go about laying its soul to rest.- Towns shut down at night: With the justice system, it would amazing to have NPCs that go home and go to bed. Players, if they so desire, could break into homes and burgle homes and merchant carts throughout the night. To make up for the lack of NPCs in town there could be a heavier guard presence at night. There should be a couple of 24 hour merchants available, such as the Bartender, Outlaw Den’s merchants, Traveling Merchants, and Guild Merchants.
There was a thread that included these types of concepts from @Neizir that can be found HERE.- Two moon reflection: The fact that there is only one moon reflecting on the surface of the water when there are two moons seems like a gross oversight in the environmental design of ESO, especially considering the careful attention paid to the majority of the rest of the environment.
I made an independent thread about this HERE.
Day/Night Length Adjustment
The total amount of time it should take for one day/night cycle on Nirn should 10 of our hours. this would mean every Earth-day=2.4 Nirn-days. More on why later.
While the difference in length between the day and the night in ESO isn’t exactly unrealistic, ESO includes mechanics for Werewolf and Vampires that could involve more interesting night elements and, when considering the above suggestions for night enhancements, night should offer a completely different level of gameplay.
There are two options of enhancing the day/night cycle.
- Equal Day/Night Lengths: Adjust the length of day and night to be the same length of time, giving equal time for creatures of the day and creatures of the night. This would offer an even “fair for everyone” approach to the length of the day and night.
- Variable Day/Night Lengths: Dynamically adjust the length of the day and night to change over time. At one point the day is longer, then the day and night equals out, then the night is longer than the day. This would also be “fair for everyone” but over a long period of time.
I personally prefer the Variable Day/Night length concept as it would make it so players that have bonuses at night would have a period of time that they have an advantage and a period of time they have a disadvantage. Using this concept, the maximum difference between day and night should be 2 hours. This would allow the maximum different of a 10 hour day to be 4 hours day/ 6 hours night on one end and 6 hours day/4 hours night on the other.