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Post by eldur(retired) on Apr 22, 2009 12:23:30 GMT -5
We are looking to extend the length of hours in the game.
It is currently set to 1 hour = 2 minutes.
This results in very speedy days and nights. Some have complained of starting a conversation at dawn and ending it at the next sunrise.
What we are looking to do is extend the length of the hour in-game to 15 minutes. This will mean that a 24 hour in-game day cycle will take 6 real life hours.
We cannot make this change blindly as it will have an impact on a few of the game mechanics.
Spells with a duration of 1 hr / level will last longer, so most won't be too concerned about that.
Resting will need to be changed. Our initial thoughts are to allow everyone to rest at the change of an in-game hour. (15 minutes r/l time)
The other options are to have 10 minute hours (4 real life hours per game day) or 5 minute hours (2 real life hour per game day)
Let me know what you think.
Nothing is set in stone. We value your input.
Thanks
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Post by DM Sir Carnifex on Apr 22, 2009 12:37:09 GMT -5
I like the idea of fifteen minute game days. It will give us a chance to actually develop plotlines without a year game time going by before we do the next quest. Also now a night time campfire chat will remain just that. And plus, that pesky Merchant League quest can be done easier when the day doesn't switch on you before you can reach the building (had that happen to me before!).
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Post by broham2 on Apr 22, 2009 12:57:44 GMT -5
I like the idea and would like to try it out. Who knows how well it will work until we give it a go? Unlike many things (nerfing feats, removing classes, adding items, etc.) this change should be easy enough to roll back if it is found to be detrimental to the PW.
If it's dark for say 12 of the 24 hours we are looking at blocks of 3 hours light/dark... that might be cool.
Also, if 6 hours is a day we would get 4 days/1 RL day.. 3 months to pass a year. That seems reasonable and a lot easier to play out once we get the server live and the years rolling out.
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joleda
Active Member
Posts: 238
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Post by joleda on Apr 22, 2009 13:06:13 GMT -5
The long day/night cycle sounds good to me.
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Post by psycho1976 on Apr 22, 2009 14:13:45 GMT -5
The longest day/night cycle sounded fine with me. One caveat though:
Could it be changed so that the resting/result of the resting is not implemented till you actually have finished resting. No idea how many times i have broken the rest due to misclicks and whatnot. As the system is,it is manageable, but when you increase the time between the resting a misclick can be death or boredom.
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Post by inquizitor on Apr 22, 2009 14:24:36 GMT -5
Concerning resting. I always kinda liked the PoTM system. You could rest every hour times your level anywhere you wanted to. Alternatively you could find a "safe area" to rest in an unlimited number of times regardless of that timer. Usually those areas would be rooms at the inn and so forth.
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joleda
Active Member
Posts: 238
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Post by joleda on Apr 22, 2009 14:58:47 GMT -5
The longest day/night cycle sounded fine with me. One caveat though: Could it be changed so that the resting/result of the resting is not implemented till you actually have finished resting. No idea how many times i have broken the rest due to misclicks and whatnot. As the system is,it is manageable, but when you increase the time between the resting a misclick can be death or boredom. This is a good point. Some game mechanics, such as when a new person joins a party, interrupts your rest. If the rest timer is long, then frustration will set in I'm sure.
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Post by fallzquick on Apr 22, 2009 15:01:53 GMT -5
will these times also slow the respawn rates of creeps? If so that would be great! I always found it silly that my rogue-like character would find a chest-room, kill all the creeps in there and before she could unlock/remove-traps on all the chests two creatures would spawn and attack me. just seemed funny.
All for the longer days! It would be great to have the rogue like character be able to RP hiding inn the dark without having to imagine that the sun didn't change every few steps.
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Jerick Silverkin
Active Member
Recovering from Karmic stun
Sharp pointy sticks... keeping enemies at bay since the dawn of time
Posts: 138
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Post by Jerick Silverkin on Apr 22, 2009 15:08:47 GMT -5
Went for 10mins/game hr.
Like longer days, but if it was night time for 3 hours... I think I'd suffer from seasonal depression, haha. 2 hrs seemed like a compromise to me.
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Post by tormaksaber on Apr 22, 2009 15:24:56 GMT -5
Voted 15 min days but I think serious consideration should be given to spell durations as well, instead of "Well, they'll just be longer."
At worst you see what breaks and fix it later.
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Post by eldur(retired) on Apr 22, 2009 15:26:28 GMT -5
Voted 15 min days but I think serious consideration should be given to spell durations as well, instead of "Well, they'll just be longer." At worst you see what breaks and fix it later. We have taken a look and the only spells effected are the ones with "hour" durations. The impact as a result of changing the duration on these spells is minimal. None of the other spells will be effected.
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Post by eldur(retired) on Apr 22, 2009 15:33:33 GMT -5
The longest day/night cycle sounded fine with me. One caveat though: Could it be changed so that the resting/result of the resting is not implemented till you actually have finished resting. No idea how many times i have broken the rest due to misclicks and whatnot. As the system is,it is manageable, but when you increase the time between the resting a misclick can be death or boredom. It looks like the script can detect if a rest has been cancelled but it may take a bit to get this working to address rest interruptions.
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Post by broham2 on Apr 22, 2009 15:36:03 GMT -5
Can't wait! Is this going to be changed with Beta 9 or are you looking to change it sooner? Also, with an even number it will be day/night for the same roughly 3 hour periods everyday.. anyway this can be rotated so that some people's playtimes (like mine ) aren't always day or always night? If not, I would still be cool with the change, just wondering.
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Post by merctroop on Apr 22, 2009 15:36:39 GMT -5
I voted for ten minutes in game/rl. As others have said in this post safe areas where unlimited resting can happen would be great. Might I suggest implementing a item that is sold by a PC that allows a PC to rest before timer ends. As evocation focused spell casters will be hurt by longer resting times. Forcing them to spend gold to rest prematurely seems like a good compromise at least to me.
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Post by eldur(retired) on Apr 22, 2009 15:37:10 GMT -5
Can't wait! Is this going to be changed with Beta 9 or are you looking to change it sooner? Also, with an even number it will be day/night for the same roughly 3 hour periods everyday.. anyway this can be rotated so that some people's playtimes (like mine ) aren't always day or always night? If not, I would still be cool with the change, just wondering. This will likely happen in beta 9 (although the rest interruption check may take a bit longer) The day/night cycle can be changed by a DM and will likely reset on server reboots.
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