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Why do I want a day/night cycle?

-Intended to track time for weekly debt payments, will be able to toggle that off at character creation. Slowly ramp up over time to a maximum. Failure forces you to work at the inn or something, not a game over.

-Allow night events when sleeping in town.

-Properly track addictions.

-Have temporary fetishes and sensitivities go away slowly if not aggravated (gaining more of that type) for a day? 

-Mild character schedules and changed between day and night, probably just town npcs, and be very simple, like Elena being at the guild during the day, and the bar at night.

-The store, inn, and church will  probably  be open 24/7.

-Not cumming for an amount of time based on virility will give you a temporary blue balls perk .

-Would require you to sleep/rest eventually or suffer increasing stat penalties of some kind.  Probably make insomnia potions stave off the initial effects, but do nothing against later ones?

-Have some backgrounds change between day and night. Like the forest.

-Status effects/boons that last for a day, or even a week. 

-Allow better spacing and timing for some quests and events, like Jora’s progression.


Also for those worried about this impacting their mods, don't really worry too much, time is a bit weird in Lucidia, saying now that there are some locations perpetually locked in day or night. The entire continent is a bit dream like, and time can flow oddly.


This is more of an opinion poll, as I may not go with the winner based on design preference and needs.

But please do provide feedback on the idea and your opinions on the matter.

Pick all of your favorite options.


Personally I'm leaning towards either the 2  segment system as its simple and very self explanatory. Day and night will probably be the only accounted differences for schedule changes and events, for the sake of my sanity. All other time names (noon or midnight) would basically be just for flavor.


Hours and minutes is another option, but I don't really think it’d be worth the effort to implement? 


A shoddy example of what i mean by ticks would be {[][][][][]}{[][][]} with each inner brackets being a tick in day then night.

UI would be like a sun and moon in the corner or something?


This system is intended to be implemented during the npc system update after the caverns.

I doubt all functionality that I listed will be in initially.



Comments

Anonymous

Sincerely? I believe a 2 segments system would be the best and most efficient one. That way you can plan things ahead more clearly and not have to plan for five or four segments at once. Would make things easier while still achieving a more immersive feel.

Anonymous

strict day/night works best, as variety does not always equate to quality, but having a day/night cycle would allow for new types of events to occur. Keeping it to 2 segments also keeps the learning curve from being too high. Ultimately, a large number of people who play/will play this game will be doing so with dicks at the ready, and you don't want the learning curve to be too high or else risk turning those people off from the game.

Jyri

Day and night seems best as i dont like missing content because i didnt appear at an event trigger at the exact millisecond of the exact day.

Anonymous

2 segment day/night cycle sounds the best, anything else is just flavor. How is the time going to actually pass though? I hope it’s not going to be a super tiny amount of time for every combat action, screen opening or going to a shop, I’d prefer set numbers for entire encounters or scenes, with no passing of time for eg. going to the bar unless you actually work or sleep there. I like the idea though, could be used to unlock new stuff only after a number of days (counted from the start of the game or from some event), eg 5 days after you defeated a monster she gets stronger and ambushes you the next time you go into the wild, new shop items or side quests unlock after xx days, survive until dawn/dusk while random monsters attack you, something you have to deal with only starts happening after some time, a side quest has to be done in x amount of time or you have to start over etc. No hard time limits that make you permanently fail something of course.

Mors

while a 2 segment would be easiest i'd rather have a 4 segment day, even if it may just be "flavour". it would help with the immersion of the world and it would be a bit jarring if we went from sunny day to utter darkness with the flick of a button. Personally I would make it Integral to the town, with the shop and guild opening in the morning and closing in the afternoon/early evening, as it would allow oneself to become part of this world a bit more rather then staring at it through the windows with a faulty lightbulb.

Anonymous

My suggestion would actually be three segments of Day, Evening and Night. This way you can have NPCs be at work during the Day, visit the bar or do other personal interactions in the Evening, and be asleep at Night.

Anonymous

Will there be some sort of a 'wait' function to pass time for players hoping to get to a day/night segment?

Anonymous

Binary day or night works best. This game isn't a survival simulator, so having an exact time isn't necessary. Plus MGD is very deep with character interactions already, we don't need to meet so and so at 8pm for some lewds. Simply walk the mountain at night to encounter so and so is simpler and better.

Tribe

2 segments no doubt. Just need it to add more day/week functionality as you mentioned. Voting up the blue-balls (Virility/200 per segment,, 1=blue-balls 2=hair trigger) . Sleep events (simple dream descriptions) that track recent happenings and fetishes. Please consider throwing in some hard mode mechanics for daily debuffs and Ironman with autosaving on sleep/defeat with no church and preferably no fetish caps. Thanks for the poll.

Anonymous

I'm probably in favor of two segments with ticks to indciate the passing of time... possibly four segments for visual flavor. Unless there are enough different mechanics to justify having more times of day, I'm not sure I see the point in coding extras. If there ARE, of course, that's another matter entirely...

Silentwatcher

I think we have a problem of flawed choices here. I definitely prefer, of all the options available, 2 segments, day and night, to play. However, I think 3 segments, day, night, and deep night, are best. With two of those being periods of play, and one being a period of time where you can either choose to rest, or do something else, giving yourself sleep deprivation penalties, or where things can be done to you that might interrupt your rest.