Suggestion: Which game time to real time ratio do you prefer
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- grymhild
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Suggestion: Which game time to real time ratio do you prefer
based on Selande's poll
Which game time to real time ratio would you prefer?
Edit:
for clarity, this poll is for ig server day/night cycles, not for changes to the campaign date progression, which is currently a 1:1 ig day to real day. (anyone wishing to change that are encouraged to start a seperate thread)
Which game time to real time ratio would you prefer?
Edit:
for clarity, this poll is for ig server day/night cycles, not for changes to the campaign date progression, which is currently a 1:1 ig day to real day. (anyone wishing to change that are encouraged to start a seperate thread)
Last edited by grymhild on Wed Dec 02, 2015 6:33 am, edited 1 time in total.
- Ithilan
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Re: Suggestion: Which game time to real time ratio do you pr
I voted 4:1, I think it is crucial that it is not a 1:1 cycle, even if that is better for immersion, simply because the playerbase represents so many time zones and each and every one of us should be able to experience all the aspects of a daily cycle on our given characters.
Hope I posted in the right topic this time.
Hope I posted in the right topic this time.
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Re: Suggestion: Which game time to real time ratio do you pr
I'm all for 1:1.
As long as it's closer to 1:1 than the current time, I'll count it as a step in the right direction. More steps are better than fewer steps. The current system with 12:1 is simply waaaay too much - especially when we, from a timeline perspective, we're going with a 1:1.
Personally, the enjoyment of my roleplay is not affected by the time of day or whether the sun is up or not. It's affected by the people around me - and that won't change
It would make sense to me though that my character has a certain set of routines that only allows her to be available at the same time of day, most every day. All the off-screen stuff would be far more organized and sensible.
The same goes with making meeting arrangements. If we decide to hold a meeting tomorrow, then 12, 6, 4, or 2 days won't have to pass ingame for our meeting tomorrow is to be held. It would be one day! Meeting times could all be made from an ingame standard, when someone says a time then there's no doubt what time they mean.
Several turns of the sun and moon won't pass while our character remains awake. Have you tried going 12, 6, 4, or even 2 days without sleep?
As long as it's closer to 1:1 than the current time, I'll count it as a step in the right direction. More steps are better than fewer steps. The current system with 12:1 is simply waaaay too much - especially when we, from a timeline perspective, we're going with a 1:1.
Personally, the enjoyment of my roleplay is not affected by the time of day or whether the sun is up or not. It's affected by the people around me - and that won't change

It would make sense to me though that my character has a certain set of routines that only allows her to be available at the same time of day, most every day. All the off-screen stuff would be far more organized and sensible.
The same goes with making meeting arrangements. If we decide to hold a meeting tomorrow, then 12, 6, 4, or 2 days won't have to pass ingame for our meeting tomorrow is to be held. It would be one day! Meeting times could all be made from an ingame standard, when someone says a time then there's no doubt what time they mean.
Several turns of the sun and moon won't pass while our character remains awake. Have you tried going 12, 6, 4, or even 2 days without sleep?
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- Ithilan
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Re: Suggestion: Which game time to real time ratio do you pr
I do understand your perspective and though I agree with it, I must admit that I loathe doing anything but RPing during in game nightly hours, despite dark vision, light spells and what not, the dark is really hard on my eyes and thus id hate having my entire play time set at that hour.
From an IC perspective my Selûnite would be overjoyed by a perpetual night making her goddess visible for such extended periods of time, but after a while even that would get boring, or worse yet id only see sunlight because im not in the nocturnal timezone?
Nah 1:1 really wouldnt work with such a diverse player base, even if it is the most immersive.
From an IC perspective my Selûnite would be overjoyed by a perpetual night making her goddess visible for such extended periods of time, but after a while even that would get boring, or worse yet id only see sunlight because im not in the nocturnal timezone?
Nah 1:1 really wouldnt work with such a diverse player base, even if it is the most immersive.
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Re: Suggestion: Which game time to real time ratio do you pr
While my preference would be 3:1, 4:1 is still far preferable to what it is now.
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- grymhild
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Re: Suggestion: Which game time to real time ratio do you pr
right! I think I understand what might be confusing...
so currently the way things are set up right now is that we have a 12:1 day/night cycle of the the server itself, ie 5 real min per game hour
however despite the server's accelerated clock, our campaign calendar still only progresses at 1:1 time ratio - ie, one ig day is real day
this mixmatch is a little confusing requires some double-think, and while I'm not completely clear on when and why the decision was made, it allows a few different things
1) it allows players from different timezones to experience both day and night cycles, instead of being locked into perpetual day or night
2) it allows players' pcs who aren't able to play every day,
to experience and rp the passage of time
3) it makes at least a small (but ultimately insignificant) nod towards the fact that our server zones in theory represent a much larger area than is represented on the maps, and distance = rate(velocity) x time ( or time = distance / rate). I wont try to get into all of the math, but even at our current very fast ig time scale, PCs are able to travel great distances in a very short time. it gets more than silly and immersion breaking when you think about that part of it very much - and fully talking about that is its own topic and beyond there scope of this thread.
...
what I believe these suggestions are about, is changing ig server day/night cycle speeds, not changing campaign calendar progression - which should probably be its own thread.
does that make sense? (and please let me know if I'm wrong!)
so currently the way things are set up right now is that we have a 12:1 day/night cycle of the the server itself, ie 5 real min per game hour
however despite the server's accelerated clock, our campaign calendar still only progresses at 1:1 time ratio - ie, one ig day is real day
this mixmatch is a little confusing requires some double-think, and while I'm not completely clear on when and why the decision was made, it allows a few different things
1) it allows players from different timezones to experience both day and night cycles, instead of being locked into perpetual day or night
2) it allows players' pcs who aren't able to play every day,
to experience and rp the passage of time
3) it makes at least a small (but ultimately insignificant) nod towards the fact that our server zones in theory represent a much larger area than is represented on the maps, and distance = rate(velocity) x time ( or time = distance / rate). I wont try to get into all of the math, but even at our current very fast ig time scale, PCs are able to travel great distances in a very short time. it gets more than silly and immersion breaking when you think about that part of it very much - and fully talking about that is its own topic and beyond there scope of this thread.
...
what I believe these suggestions are about, is changing ig server day/night cycle speeds, not changing campaign calendar progression - which should probably be its own thread.
does that make sense? (and please let me know if I'm wrong!)
- Thorsson
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Re: Suggestion: Which game time to real time ratio do you pr
Good point; 2:1 would be similarly problematical for most of us, so I voted for the next best thing, 3:1.Ithilan wrote:I voted 4:1, I think it is crucial that it is not a 1:1 cycle, even if that is better for immersion, simply because the playerbase represents so many time zones and each and every one of us should be able to experience all the aspects of a daily cycle on our given characters.
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- Deathgrowl
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Re: Suggestion: Which game time to real time ratio do you pr
1:4 or 1:3 seems to be the best.
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- Duster47
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Re: Suggestion: Which game time to real time ratio do you pr
Just to be clear, is the point of this pole to determine if the Server's Community (player like us) are OK with accelerating IG time to be four-times RL time? So one RL-year = four IG-years.
It this the point of this thread?
It this the point of this thread?
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- Steve
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Re: Suggestion: Which game time to real time ratio do you pr
I'm pretty sure the point is to lesson the number of day/night shifts experienced IG, in relation to a RL 24 hour period.
It would not affect the current paradigm of 1 RL day = 1 IG day. Can I get a witness?
It would not affect the current paradigm of 1 RL day = 1 IG day. Can I get a witness?

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Re: Suggestion: Which game time to real time ratio do you pr
Steve wrote:I'm pretty sure the point is to lesson the number of day/night shifts experienced IG, in relation to a RL 24 hour period.
It would not affect the current paradigm of 1 RL day = 1 IG day. Can I get a witness?
To reitirate grym:
ROLEPLAY hours= 1:1 real time
MECHANICAL hours: X:1 real time
We are trying to decide what ratio mechanical hours should be compared to roleplay/real time hours.
All this would affect would be how often it is night-time while you are on the server, the weather (finally fewer periods of rain) and spell durations (these spells already last forever after level 6)
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Re: Suggestion: Which game time to real time ratio do you pr
The current ratio/timeline of the server is 1:1, that's not what's being discussed - though I can understand the confusion. I might have added to that, by using it as an example in my own postDuster47 wrote:Just to be clear, is the point of this pole to determine if the Server's Community (player like us) are OK with accelerating IG time to be four-times RL time? So one RL-year = four IG-years.
It this the point of this thread?

The point of this poll is to reduce the cycle of days on the server. Currently 12 days passes on the server, every time one day passes in RL. As in, in game the sun sets and rises twelve times - every second hour.
I hope that helped clarify what's being discussed?

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- Lux
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Re: Suggestion: Which game time to real time ratio do you pr
I would love to see this change. The fast cycle has been a pet peeve of mine for a while.
I voted for 4:1 because I think that a spell duration of 1 hr / lvl should last longer than one lasting 10 min / lvl.
I am in favour of 4:1 (one in-game hour is 15 min) as well as 3:1 and 2:1, but not as much 1:1 for the same reasons Ithilan stated.
("So why are you always only out during night, hrm? Are you a vampire?")
I voted for 4:1 because I think that a spell duration of 1 hr / lvl should last longer than one lasting 10 min / lvl.
I am in favour of 4:1 (one in-game hour is 15 min) as well as 3:1 and 2:1, but not as much 1:1 for the same reasons Ithilan stated.
("So why are you always only out during night, hrm? Are you a vampire?")
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- Thorsson
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Re: Suggestion: Which game time to real time ratio do you pr
I feel that as some obviously aren't getting it, I should explain why 2:1 is bad.
1:1 you're always on at the same time if you play at the same time each day. With 2:1 you're likely to be at two different times, so maybe you play 4 hours at 20:00, which happens to also match server time every 2 days: then you'll either play 08:00 to 12:00 or 20:00 to 24:00 each day. 3:1 seems the lowest value that gets you a decent range of playing times; arguably 4:1 is better, but at that point you are getting close the territory when 10 mins per level spells last longer than those of 24 hours (which happens at 5:1).
1:1 you're always on at the same time if you play at the same time each day. With 2:1 you're likely to be at two different times, so maybe you play 4 hours at 20:00, which happens to also match server time every 2 days: then you'll either play 08:00 to 12:00 or 20:00 to 24:00 each day. 3:1 seems the lowest value that gets you a decent range of playing times; arguably 4:1 is better, but at that point you are getting close the territory when 10 mins per level spells last longer than those of 24 hours (which happens at 5:1).
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- grymhild
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Re: Suggestion: Which game time to real time ratio do you pr
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