+1 to OP
To add a bit to the discussion (SINCE I AM KINDA FORCED TO WAIT ON STADIA GRRRMBL) , I haven't played patch 6 yet (Stadia ...) but from what I've read they actually made the whole light system 'dynamic' , I also saw a lot of posts where people complained about everything being too dark in patch 6.

I'm no dev but (since i am forced to contemplate the game rather than playing it, yeah stadia, did I tell you already?) wouldn't that mean that they can change the settings for each light-source per area - or even globally - to reflect changes from morning to dusk to night ? Wouldn't the perfect solution be to not look for the best middle ground between the allegedly too dark light of patch 6 and the pre-patch 6 too sunny atmosphere, but instead branch the light development into a sunny and a darker (dusk , night or whatever) light theme and use either long or short (2x short = 1 long) rest buttons to switch between the two light modes, perhaps even adding an automatic switch between dark/light after x-amount of time in-game (It exists in-game but isn't used for many things, right ? or is there no time mechanic implemented at all currently ? ). I think the NPC routine argument doesn't hold as everything is there already, it would simply mean placing the existing NPC's elsewhere and changing their models activity (e.g. instead of standing somewhere, the smith is sleeping on a bedroll near his forge). Routines would be nice but not even necessary (you could also 'wake up' a sleeping NPC , which wakes them up and just makes the NPC stand and switch to the already existing dialogue/cutscene with appropriate light theme).

Originally Posted by Montiness
why?
Another drawback would be the restictive vision of characters without dark vision.


Yeah sure, isn't that exactly the purpose of darkvision ? Namely providing a competitive advantage to characters/parties that have it compared to those that don't ? Simply adding a 'group darkvision/infrasion' button like in the old BG games would also solve this issue from a QoL player perspective (aka if you select group darkvision, you only need one character in the party to 'see things with darkvision' on the player map, but for attacks, saves, and other rolls, the characters still roll according to if they can see in the dark yes or no). So no, not convinced, actually the opposite, if there is no D/N in the game I see little point in devoting dev resources to darkvision specific mechanics, they could simply re-name it to 'subterranean-clearvision' or 'genetic-headlight-torch' as it only applies to inside spaces and has no real connection to these races affinity to the night or undark.

Last edited by SerraSerra; 26/10/21 09:07 AM.