[MUD-Dev] Time Theory
David Kennerly
kallisti at tahoesnow.com
Sat Mar 16 20:02:51 CET 2002
Mats Lidstrom wrote:
>From: "Anderson, David" <david.anderson at tfp.com>
>> From: Mats Lidstrom [mailto:mats.lidstrom at torpet.ac]
>>> From: "David C.Z. Wacks" <david at dreamzion.com>
>>>> I am toying with the idea of keeping ticks for events
>>>> (healing/combat/etc) but using real time to synch mud time. so
>>>> 1 day=day
>>> The downside of that is that since most people got a couple of
>>> hours a day to play they will always experience the same stretch
>>> of time in your MUD. If your MUD is on the other side of the
>>> globe from me and I log in when I'm home from work I always see
>>> the nighttime/early morning in there.
>> 3. 24 hours = a real life day. Basically what you're saying, so
>> you can say January the 15th at 5pm, and it will match up
>> exactly with the real life date/time.
> Since I'm a believer in keeping it simple this is the method I'd
> use. Just add or subtract your tz difference and you're set for
> your meeting. Then just run the day/night changes 4 times a day
> and call them quarters so you could actually just say "December
> 24:th, third quarter" to pinpoint an event.
There are two player needs:
1. Variety of solar experience.
2. Easy player appointment scheduling.
Has someone combined these following configurations?
Game Sun Period = 1 hour;
Game Date = Real Date;
This satisfies both needs without introducing a problem. Many
players don't care about an inconsistency between time (e.g. 1:30
p.m.) and sun period (e.g. Sunset).
Sun Period = 1 Hour
I say "Sun Period" (sunrise through sunrise) instead of "Day" to
prevent confusion between scheduling (a date) and solar-dependent
events (day/night events).
Sun Period (every hour):
Sunrise 0:00
Noon 0:15
Sunset 0:30
Midnight 0:45
In crontab format:
00 * * * * Sunrise
15 * * * * Noon
30 * * * * Sunset
45 * * * * Midnight
This is convenient to remember and decreases wait-time for a sun
period trigger, such as a quest that only occurs at midnight.
One could then test the exact day-night ratio and adjust as desired.
For example: if most players prefer 85% daylight (instead of above
50% daylight), shift above schedule to: 00, 25, 50, 55.
Game Date = Real Date
Scheduling meetings for groups of players (guild, village, world) is
best done through real-world dating. Of course the real-world has
time zone problems. So be it. In the real-world many have to
schedule time-zones with others in other time zones. This is more
reason not to burden the player with yet another conversion to
remember.
All time-dependent effects, such as spell durations, are listed in
real-life time. Poison lasts 5 minutes. End of explanation. While
a protection spell that lasts 1 hour is lasting through a complete
sun period, again, many players don't care about this inconsistency.
David
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