Also, like others have said, why the fuck negate nighttime malus? Seriously, its a debuff due to the natural world and makes combat much more dynamic b/c its not always a perfect situation for people.
"Makes combat more dynamic"
half the time me and other snipers are just saying its total bullshit during PvP. Now I see nothing wrong with adding a scope to negate this if it will be rare. It will be sort of like a legendary weapon where taking it will be risky.
This right here is why I'm 100 percent okay with it. It gives other weapon types a time to shine, b/c during the day the current meta seems to be teams of snipers hitting diff limbs and causing something like 200+bleed. Even if you make it ultra rare, we have types like Hellmoi who is seemingly always online grinding to get shit. No matter how rare you make it, something that negates snipers nighttime malus would absolutely wreck nightfighting IMO.
i dont agree on this , gameplay is same at night and at day ingame because mechanics doenst change during that only your field of view gets rekt and thats all , i would even go so far to say that weapons with the ability to ctrl burst are in night OP . because like i said everything else in terms of gamemechanics stays the same and u can easily hexshoot some hex that is outside the field of view but still in your field of effective range which probably means that the enemy cant even see from where the bullets comming from , moreover your sniperchar doenst have this ability with a singleshooting weapon ... still some critical singleshot weapon build can pick one of many strong pistols out to shoot something thats in range . so in the end this nighttime fov limitation is nothing more than annoying to atleast 90% of players (if not even more) . also devs should keep in mind that Perception in classic fallout game doesnt describe only some imaginative characters ability to see something , it was meant to describe all possible senses as far as your imagination goes . just as reminder even fallout 1 and 2 had something similar ingame which just reduces your chance to actually hit a target at nighttime , but not such stupid field of view limitation (and theres a reason for that) .
also not to mention wicked calculation for nighttime field of view reduction , which does calculate four eyez trait scoped weapon trait field of view bonus as malus (which isnt even logical or realistic) .
to me atleast tunnelvision in a game which uses a hexsystem is already annoying as fuck since u got so much dead angles which doenst sound bad in first moment but when u look close at it then u realise that it is retarded in a game which uses a hexagonal mask for movements , moreover in combination with not updating fov while tunring your char makes this even more pain ... not to mention dead angles again in terms of aimed shots especially when your goal is to hit the eyez ... which isnt really possible with your max eff range because of huge dead angles and the lovely hexagonal system .
so in the end you got 2 annyoing features for what ?
nighttime field of view reduction for realism with unrealistic calculations ?
or
tunnelvision for realism but unrealistic circumstances like not updating fov in combination with the non existent possibility to have a straight line due to dead angles and the engines hexagonal system ?
or they juts there to troll us or or or ...
to nerf a whole character class in night
which doenst even make sense since there are better tools and ways for balancing purposes ...
so im just analyzing and questioning .
also back to realism and field of view in real life i can see as far in night as in day only thing which makes it different is the available light still the ability on how far i can see doesnt change anatomically because my eyez doenst shrink in real life in night , so you would make field of view ingame if u want to make it realisitic dependant on all surounding lightsources which is impossible with that engine ... in end this whole thing doenst make sense in AoP ...
also your meta assumptions is totally wrong , you ever heard of daytime night stuff ? which is called smoke ? atleast its realistic and there are other ways to play the game then just as a sniper ... from what i see snipers character idea is to max its range while it suffers at close range fights due to perks , traits and special options (yeah thx to whoever created the SPECIAL system , atleast he wasnt dumb ... tim cain :* ). why even nerf this more with stupid nonsense features which arent even connected with the special system directly .
you could also ask why there are no other "timeframe" dependant nerfs for close range builds or any other non ranged chars , like -% BTH at daytime becasue sun is too close and blending you if enemy wears an armor which is made out of shining parts % even higher ... so this game can become finally some real timewasting stupid game where some basic timeframe function determine what build is more effective , why this game even does have the special system when we can go this way ? yeah im serious and seriously this whole nightime , tunnelvision stuff is bullshit big BULLSHIT .
its really a straight nerf to just that one character class , it would be ok if it wouldnt be so . but in the end it is and really i dont want to encounter this "nah lets wait for 5 minutes till it turns day" while playing the game any time soon or after wipe , its already really big BULLSHIT and action is hard to find already without this forced wating time , so yeah its most stupid change ever ... atleast to me . i always imagine that some of the devs played too much bad zombie games and thought yeah this is cool . fuck that serious ... your game is based on some cloned pen n paper game conversion engine , shit like this wont work here unless you change the code and change the relations like high PE wont make your fov malus that big in night and low PE would make it bigger but then again it would be already the same like having low fov with low PE or high fov with high PE , atleast it would be much more fair in terms of not taking the sniper class range thing while fov reduction would still be there in terms of "realism" you could easy use some linear function for that with some common PE value form snipers as a starting value (for example maybe 10 as max PE and then scale it down from there on dependant on what u wanna archieve) ... to me it really looks like just somebody had some non existeng thoughts on already existent relations from gamemechanics in general on mind and (a) bad idea(s) were just impletended becasue someone thought it would be cool without giving a fuck because its not like that sniper weapons are that imbalanced atm like tehy were at the beginning of the season start or that u can instagib someone alone like u can do easy with other close range stuff.