Suggestion: Which game time to real time ratio do you prefer
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Re: Suggestion: Which game time to real time ratio do you pr
I don't think the time is carried over when the server resets. So when the server actually resets, it'll shuffle the day/night ratio cycle.
You might get "all night" a couple days in a row... but that's probably the most you'd see in a continuation.
You might get "all night" a couple days in a row... but that's probably the most you'd see in a continuation.
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Re: Suggestion: Which game time to real time ratio do you pr
As long as there is either a random variable for D/N cycle on resets, or a tie-in to real life time with the longer game-day cycles, I agree. If there isn't, than there is a chance it would be all-day all the time with scheduled resets and crashes. This last sentence assumes that it defaults to "day" on server start up.Selande wrote:I don't think the time is carried over when the server resets. So when the server actually resets, it'll shuffle the day/night ratio cycle.
You might get "all night" a couple days in a row... but that's probably the most you'd see in a continuation.
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Re: Suggestion: Which game time to real time ratio do you pr
Implement a simple counter that counts the number of resets and set that count to the hour of the day when the server resets. Is that possible in the engine?
The 1st reset starts the game time at 01:00.
The 2nd reset starts the game time at 02:00.
...
The 23rd reset starts the game time at 23:00, which is 11 pm.
The 24th reset starts the game time at 00:00.
The 25th reset starts the game time at 01:00.
....
The 1st reset starts the game time at 01:00.
The 2nd reset starts the game time at 02:00.
...
The 23rd reset starts the game time at 23:00, which is 11 pm.
The 24th reset starts the game time at 00:00.
The 25th reset starts the game time at 01:00.
....
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Re: Suggestion: Which game time to real time ratio do you pr
I"m against tying server time to real time (like 1:1), because that would mean that many people will end up playing at the same IG time of day without having a choice in that matter.joleda wrote:Implement a simple counter that counts the number of resets and set that count to the hour of the day when the server resets. Is that possible in the engine?
The 1st reset starts the game time at 01:00.
The 2nd reset starts the game time at 02:00.
...
The 23rd reset starts the game time at 23:00, which is 11 pm.
The 24th reset starts the game time at 00:00.
The 25th reset starts the game time at 01:00.
....
Longer hour duration would make level 1 mages more durable, which is a good thing. 5 minutes per hour feels unfairly short, so something longer than that would be good - 10 or 15 minutes per hour. Just not 1 IRL minute = 1 in-game minute.
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Re: Suggestion: Which game time to real time ratio do you pr
If there's no crash the server resets every 9 hours, so time changes anyway!
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Re: Suggestion: Which game time to real time ratio do you pr
I still don't like the idea. There should be a way to play day and night regardless of the GMT time at which I login. Current time speed allows that.Thorsson wrote:If there's no crash the server resets every 9 hours, so time changes anyway!
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Re: Suggestion: Which game time to real time ratio do you pr
I agree a 1:1 ratio would be way too long. More like 1:4 is the sweet spot in my opinion.NegInfinity wrote:I"m against tying server time to real time (like 1:1), because that would mean that many people will end up playing at the same IG time of day without having a choice in that matter.joleda wrote:Implement a simple counter that counts the number of resets and set that count to the hour of the day when the server resets. Is that possible in the engine?
The 1st reset starts the game time at 01:00.
The 2nd reset starts the game time at 02:00.
...
The 23rd reset starts the game time at 23:00, which is 11 pm.
The 24th reset starts the game time at 00:00.
The 25th reset starts the game time at 01:00.
....
Longer hour duration would make level 1 mages more durable, which is a good thing. 5 minutes per hour feels unfairly short, so something longer than that would be good - 10 or 15 minutes per hour. Just not 1 IRL minute = 1 in-game minute.
One hour nights as we have now are simply not enough. For some characters night plays a big role in their rp. For example if you want to rob people on the trade road you likely wouldnt do so during daytime. At the moment you just have one hour to do it and if you rob one during the last 20 minutes of that hour the rp will go into daytime which is just weird.
There are more examples like Sharrans or if you bring your drow to the surface. I remember a while ago there was an event at darkhold where i went with my drow and it just felt silly that day and night switched like four times during the whole thing. I mean most people probably dont have much of a reason to care because it doesnt matter to their characters but for some characters it is quite important and has a big effect on the rp.
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Re: Suggestion: Which game time to real time ratio do you pr
I wasn't referring to a 1:1 ratio! Adding an hour to the game time, after a reset, keeps things dynamic. If someone always logs in after a reset, their character will always experience the same game time.
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Re: Suggestion: Which game time to real time ratio do you pr
How exactly would they be doing that? Server resets every 9 hours (assuming it didn't crash, dm didn't reboot it, etc). There are 24 hours per day. So server will reset at every hour of day at some point.joleda wrote:I wasn't referring to a 1:1 ratio! Adding an hour to the game time, after a reset, keeps things dynamic. If someone always logs in after a reset, their character will always experience the same game time.
I wouldn't want any kind of sync with RL time of day. However, server could instead save the time before reset somewhere. That would make more sense.
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Re: Suggestion: Which game time to real time ratio do you pr
... Sorry. 

Last edited by joleda on Tue Apr 19, 2016 3:42 pm, edited 1 time in total.
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Re: Suggestion: Which game time to real time ratio do you pr
Try not to act this way towards people on the forums, alright? This kind of stuff can be a real mood killer when someone is about to log on....joleda wrote:...
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Re: Suggestion: Which game time to real time ratio do you pr
I am just going to lock this thread if it devolves into personal attacks.
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Re: Suggestion: Which game time to real time ratio do you pr
I just think it is imperative most long lasting spells are doubled or tripled in time, so people wont feel rushed. (meaning not the round/CL spells, but minute/CL spells). Sometimes it is hard to sit and chat in a dungeon when you know your spells are about to run out. RP or death is not a good environment for RP.
I am leaning towards 6:1... ..four hours feels about like a full day to me, and 6:1 allows two full days per reset.
I am leaning towards 6:1... ..four hours feels about like a full day to me, and 6:1 allows two full days per reset.
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Re: Suggestion: Which game time to real time ratio do you pr
My issue is this: My character may have darkvision, but I (the player) can't see for **** during the night cycle. I have mild night blindness and it apparently is triggered by the way nwn2 displays night time. Therefore, i would totally hate nights to be so much longer.
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Re: Suggestion: Which game time to real time ratio do you pr
have you tried adjusting the game's Gamma setting?Kanada wrote:My issue is this: My character may have darkvision, but I (the player) can't see for **** during the night cycle. I have mild night blindness and it apparently is triggered by the way nwn2 displays night time. Therefore, i would totally hate nights to be so much longer.
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