We have discussed it before but there hasn't been a thread dedicated to it.
The mechanics for torches already exist in game. The /torch emote produces a torch that is functional. A slight tweak to the radius and intensity of the torches and they will be ready to go for dungeon delving. To accommodate this, darker nights and darker delves would be a good idea.
Torches should be acquired through the following means:
- NPC Merchant
- Looted from containers
- Pulled from sconces
- Crown Store Torch Pack
Torches could eventually be added as a Craft-able item but this wouldn't be necessary. Other Elder Scrolls Games didn't allow Torches to be crafted so ESO could follow suit. There could be different torches of differing quality.
Torch Qualities
- Duration of flame
- Radiance of flame
Torch Types
- Junk: Radiance the same as the current Torch Emote. 60 second duration.
- Normal: Radiance twice as powerful as Junk Torch. 60 second duration.
- Fine: Radiance twice as powerful as Junk Torch. 150 second duration.
- Rare: Radiance twice as powerful as Normal Torch. 150 second duration.
- Epic: Radiance twice as powerful as Normal Torch. 300 second duration.
- Legendary: Radiance twice as powerful as Rare torch. 420 second duration.
Torches packs purchased from the Crown Store should be those of Legendary quality.
Illumination duration would be total time used, so if a player puts the torch away for any reason, the timer pauses. This could be supported by torches that have been used at all being converted to "Used Torch" with a consumption bar similar to an enchantment. Once consumed completely, the torch disappears. Players would want to keep a small stack of torches on them and when one torch is used up, a new torch is auto-equipped in its place.
Torches should be able to be equipped as a one-handed weapon. This way, a player could wield a sword and torch, a torch and shield, or just a torch by itself.
The bottom image would be the Legendary Torch.
Thoughts?
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.Night eye should cast a dull gray light into the dark making everything illuminated appear in a sort of gray-scale.
- Khajiit: +50% Illumination / +25% Radius
- Vampire: +40% Illumination / +20% Radius
- Werewolf: +30% Illumination / +15% Radius
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?
Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...
Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...
Why would lighting have to be handled server-side? Better to transmit a single boolean flag indicating if a torch is enabled or not, one extra bit (not even a byte) of character update data included for when a torch is turned on or off or a new player arrives in the vicinity. All the grunt work to handle / display the lighting is handled by the client's GPU and CPU.
Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...
Why would lighting have to be handled server-side? Better to transmit a single boolean flag indicating if a torch is enabled or not, one extra bit (not even a byte) of character update data included for when a torch is turned on or off or a new player arrives in the vicinity. All the grunt work to handle / display the lighting is handled by the client's GPU and CPU.
Using the word boolean doesn't make you a programming expert.
Also it has to be handled server side because it would be dumb as *** if it was client side. I'm holding a torch and it illuminates the area around me, but for another player they just see me holding a torch for no reason? Umm no.
A new player arrives in the vicinity... so like, thousands of updates per second again? You don't make any sense
Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...
Why would lighting have to be handled server-side? Better to transmit a single boolean flag indicating if a torch is enabled or not, one extra bit (not even a byte) of character update data included for when a torch is turned on or off or a new player arrives in the vicinity. All the grunt work to handle / display the lighting is handled by the client's GPU and CPU.
Using the word boolean doesn't make you a programming expert.
Also it has to be handled server side because it would be dumb as *** if it was client side. I'm holding a torch and it illuminates the area around me, but for another player they just see me holding a torch for no reason? Umm no.
A new player arrives in the vicinity... so like, thousands of updates per second again? You don't make any sense
You're right, using a word like boolean doesn't qualify me as a programming expert, but 30+ years of active software development in a variety of industries including 3D massively multiplayer game development does.
The single additional bit of data is relayed through the server, transmitted only when a player arrives in the vicinity, or when they enable or disable their torch. The server does not have to do any lighting calculations, all it has to do is transmit one additional bit of data when required. Why transmit that data thousands of times per second? That really makes no sense in terms of an efficient implementation.
More to the point, show me an MMO where player updates are executed on a frequency of thousands of times per second. Most MMOs are lucky if they go for 50 updates per second, and that's only for true twitch-combat. The majority have player updates set to a frequency of between 10 and 20 per second.
As for your statement about players seeing you holding a torch for no reason, well if they've received the data indicating that you're holding a torch then the client already has everything it needs to add a light source to the scene graph.
TheShadowScout wrote: »I think @Gidorick has said it all - almost.
Everything stated, with one small alteration - I'd prefer to see torches in the costume/disguise slot instead of having them as one-handed weapon. As in, equip them there, walk around with torch, start combat and drop the torch to draw your fighting weapons, having it slowly fizzle out on you on the ground, then light a new torch once combat is over.
Oh, and the different qualities made as different methods of illumination. Torches. Candle lamps. Oil lamps. Petroleum lamps. Enchanted glowstones. Etc.
But I -always- loved the darkness in TES games, where you had dungeons that were actually difficult to navigate without torch... and here in ESO, that is sadly reserved for the lightless oubilette only, much to my disappointment...
Molag_Crow wrote: »@Gidorick I love how we can just summon you to such a topic without the need of a dark anchor
I had been thinking to make it involuntarily "drop". Turning from a "costume slot equipped" per "auto-unequip" to a "spell-like AoE light effect" on damage taken - and like many such spells AoE, only one could be active per player, and any new one placed will cancel the first one if its still running...I love the concept but would be worried about the resources needed. If torches are able to be separated from the player them the system would need to see torches as another "entity". Having anything exist when dropped in an mmo is tricky because of the possibility of people dropping a whole bunch just for kicks n grins.
Now, if the torch remained in the costume slot after you drop it, until it dies, that might work.
TheShadowScout wrote: »I had been thinking to make it involuntarily "drop". Turning from a "costume slot equipped" per "auto-unequip" to a "spell-like AoE light effect" on damage taken - and like many such spells AoE, only one could be active per player, and any new one placed will cancel the first one if its still running...I love the concept but would be worried about the resources needed. If torches are able to be separated from the player them the system would need to see torches as another "entity". Having anything exist when dropped in an mmo is tricky because of the possibility of people dropping a whole bunch just for kicks n grins.
Now, if the torch remained in the costume slot after you drop it, until it dies, that might work.
ESO should have equipable torches ( just the previous TES titles) one of my favorite features in elder scrolls, I really want this to come to ESO.
I just want to be able to walk around the world at night and through delves with a flaming torch in my hand lighting up the area good as I go.
I have been posting this request since launch please make it happen ZOS, anyway you can.