Being wrote:
@Pharazon
First let me reassure you that I agree it would be better to have true night. But I also agree with Ryan that I'm going to want to play on an even playing field.
I keep bumping into problems with the 'reduced draw distance' idea, even though it is elegant in most respects.
At night if there is a campfire a mile off I am going to see it clearly, even though it is over 120' away. If I move and I pass some sort of object between me and that distant campfire it will occlude the view of the campfire.
If I am in a great hall in a dungeon and a sconce of oil is lit in a distant hallway I'm not only going to see that lit sconce but also the shine off the polished table, the glimmer of the utensils on that table, I;m going to see the seams in the flagstone paving the floor of the hall and all are farther than 120' (and some closer).
If I am outside at night and there are stars in the sky I will be able to see the sillohuette of the mountain as well as the fir trees.
It won't work to simply not draw what is beyond 120'.
Okay now that we are on the same page :) I think these are good points but first I can't think of a game right off that will show you a campfire over a mile away.
I think you are more in the realm of realism, which I would love to have myself, but I don't think is possible even from much larger companies with much larger bank rolls. I think the solution is to get the "feeling" of the night correct as best that you can with as much realism as you can within the bounds of the engine and the system.
For example you could potentially use "set pieces" of terrain to handle some of what you mentioned. A town way off in the distance is a known point so are the mountains beyond that. You wouldn't necessarily need a draw distance greater than your immediate vicinity to draw that as it is almost a background to your immediate area. So potentially two layers. the not quite so detailed background of mountains, and large set pieces and then the rendering of your immediate surroundings of trees shrubs, overturned carts, etc.
I admit handling campfires, assuming you can create them adhoc and are not known points, would need more thought to a decent solution. But that's what game companies are for. I am but one person so I definitely don't have all the answers.
But overall it should be possible to create a more real night than currently exists in the MMO space (lets face it there really aren't night cycles just less bright times of day) in PFO. It won't be completely real or observe every rule of the real world but it should be a step beyond what we have and we are already suspending disbelief for those.
--Pharazon