#I wish they would open 2 servers day and night
1 messages · Page 1 of 1 (latest)
Make majority of night maps good first
It would be great if the game was as popular as at launch. At this point, dividing player populations even further seems like shooting yourself in the knee.
if only night maps were designed properly
man gets used to it.
isle night is beautiful
Isle night peak
Night maps are fine, they're the same as day
the issue is that not everyone SEES the same night. Make them actually pitch black and gamma settings literally wouldn't matter
TLDR: add more contrast to night maps. Make darker areas pitch black and lighter areas brighter on purpose
I would also love a 24/7 night maps server
the main problem with night maps is poor visibility. This mode encourages rats and punishes active players. Problems with visibility can still be somehow corrected by adding additional lighting sources such as street lamps and lights inside buildings, as well as night vision devices. But the main problem remains - in most cases you just can't see/understand where you are shot/killed from.
Night maps may have their own vibe and charm, but statistics show that in multiplayer shooters they are not desirable. In all games where there is a possibility to play night maps, this option is very unpopular. If there were enough BBR players willing to play 24/7 on night maps, such a server would exist....
Developers fix the grass because there is a problem when the player's model blends with it and it's on daytime maps. so...
with the new weather system, you'll have a different constrast on the map every time. On a devcast photo the same Sandysunset can look nice and warm as it now, or as gray mess during bad weather. And what will be at night under such conditions, it`s hard to imagine.
Nah nah, it's not poor visibility
That's a misunderstanding
It's unequal poor visibility
Not everyone is as blind as everyone else
Everyone SHOULD be unable to see in dark areas and able to see in light areas
The logical fix would be more contrast between the two imo
would need lighting system beyond a simple global one like it is now, and artificial light sources beyond that.
making some spots brighter, others darker by changing the contrast, you're not solving anything. Players will avoid the bright areas and hide in the darker ones - that's what everyone would do. And making dark areas even darker makes the gameplay even worse. Going from dark zones to light zones will be equal to suicide.
That's how it is currently though, it just depends on monitor brightness
That's why I'm asking for this. You can either see practically perfect with nvgs anyway
Or only some people can see anything with them off
that's the paradox, that's what I'm trying to say. The problem with night maps is naturally poor visibility. How do you improve visibility? - Use night goggles, then everything will look clear and green. But then why do we need night, when its just day in green filter?!
Or you can change the brightness, gamma and contrast inside the game that the night would look like in the movies: everything is bright and visible 3km deep = literally the same daylight but in a dark blue filter. So why would you use the night goggles? + people with better monitors and rooms without windows will have an advantage.
That's why night is not popular, everyone is in unequal conditions, all lot of random deaths - simply no one wants to lose because of it.
That would require oki to open up server applications again which… we’ve been asking for half a year now
Maybe one day who knows
Ratting/camping happens in BBR regardless of time of day, the fact that a map is on night mode doesn’t change much on that regard
People will just use NVG on maps that are “too dark” to counteract the sight issue, (everyone is at a disadvantage, not including those that use the gamma/brightness tricks because thats an oversight iirc) and maps that have good lighting on night (isle, namak, frugis, etc.) just simply don’t suffer from that period and usually play similar, if not the exact same, to their day time counterparts