Some thoughts regarding the new lighting system
itchyeyes
US Join Date: 2015-03-28 Member: 202669Members
I'm really liking the way the new lighting system impacts the atmosphere of the game. However, I've also noticed that it also dramatically effects the playability of the game at night.
I think players need more options for how to deal with darkness, both from night time, and from depths. As it is I'm finding myself just waiting out many nights in my base, since depending on where I need to be exploring, it's often completely unfeasible to do so in the dark.
First and foremost, we should have a bed option to build in bases that lets the player progress the game clock through the night (at a reduced food/water burn rate as well).
Second, more lighting options for construction, as base additions (I know the trello mentions one), handheld tools (perhaps as an upgrade to flashlight via the workbench), and as upgrade options to the seamoth and cyclops (a lot of early concept art showed a lot more lights on the cyclops and a buildable Spotlight attachment).
Lastly, I think the drop off on solar panel efficiency should be far steeper. It was already too generous before, IMO, but with the new lighting model, the efficiency is completely inconsistent with the available light. IMO, there should be an immediate 25%-ish penalty just for being under the surface of the water, and it should scale to 0 by around 75-100 meters.
I think players need more options for how to deal with darkness, both from night time, and from depths. As it is I'm finding myself just waiting out many nights in my base, since depending on where I need to be exploring, it's often completely unfeasible to do so in the dark.
First and foremost, we should have a bed option to build in bases that lets the player progress the game clock through the night (at a reduced food/water burn rate as well).
Second, more lighting options for construction, as base additions (I know the trello mentions one), handheld tools (perhaps as an upgrade to flashlight via the workbench), and as upgrade options to the seamoth and cyclops (a lot of early concept art showed a lot more lights on the cyclops and a buildable Spotlight attachment).
Lastly, I think the drop off on solar panel efficiency should be far steeper. It was already too generous before, IMO, but with the new lighting model, the efficiency is completely inconsistent with the available light. IMO, there should be an immediate 25%-ish penalty just for being under the surface of the water, and it should scale to 0 by around 75-100 meters.
Comments
I've not seen the new lighting yet but your description of the darkness of night underwater sounds not only awesome but totally realistic. Having spent time serving in the navy I've seen for myself just how dark it gets at sea, at night, when nowhere near land. It's pitch black. So under the water would be pitch darkness. I guess in real life divers would not see a thing in the night waters unless they had artificial light. They too would wait out the night.
I can't wait to see the official release with this lighting.