A 60 second potion isn't going to make it fair for a melee character that has to deal with hours of pitch-black darkness. The character would have to be constantly popping potions, or like i mentioned before, carry a torch and be forced to use a 1h weapon. It doesn't seem fair that they would have to use a potion - which costs money/ingredients - every minute in order to fight and explore in the darkness, as opposed to a mage who could simply cast the spell. If you really wanted a viable alternative for melee characters you'd need a nighteye potion that lasted minutes, not seconds. But it would break the alchemy system if you could make all potions that long, and it seems like a cop-out to only let one type of potion last longer than the rest.
It's enough to last during a combat.
You use torch while traveling and potions during fights.
Simple!
Also, mages will need to fuel themselves with magicka potions in case they wish to constantly keep night-eye on.
Only Khajiit have an actual advantage in darkness.
And you don't need to constantly spend money on night-eye potions since you can simply sleep until Sun comes up (even though that would kinda give money more purpose since it's piss-easy to earn it in TES).
In previous games, night and darkness had no purpose at all.
I just wish for them to have some gameplay value.
Still, casual players like you don't want it since they want things to be easy and not have any challenge like most of modern main-stream games don't.
Having to carry a torch or use night-eye would make things interesting. An option to drop a lit torch would make two-handed weapons viable at night.
The torch should light up a good area if you have it, though... a lot of the darker nights mods for Oblivion and Fallout have wimpy torches that take the fun out of exploring at night.
Lighting up a torch should attract monsters, but maybe scare away certain enemies such as wolves?
The torch should light up a good area if you have it, though... a lot of the darker nights mods for Oblivion and Fallout have wimpy torches that take the fun out of exploring at night.
Lighting up a torch should attract monsters, but maybe scare away certain enemies such as wolves?
Of course, torches should give better light and throwing a torch on the ground during battles and then picking it up latter would also be a good thing.
There are way to make realistic darkness playable and enjoyable.
Plus, fighting with a torch isn't that bad of an idea since I think it's been confirmed that blocking with torch can result in enemy catching on fire!
Doesn't nirn have like a bazillion moons? I'd say it's pretty bright at nights outside unless it's cloudy.
As for dungeons darkness etc, why not?
(but not like tomb of giants in dark souls: http://www.youtube.com/watch?v=UTMYKTGMqKY )
As for dungeons darkness etc, why not?
(but not like tomb of giants in dark souls: http://www.youtube.com/watch?v=UTMYKTGMqKY )
I thought it was only two. :shrug:
Still, while it's true that one can toss arguments how TES darkness is light because of it's many celestial bodies, I still don't think that there is a good reason for dungeons not being realistically dark.