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Server Time Ratio

Posted: Sun Feb 14, 2016 12:00 am
by *PenguinNinja
Curious to know what it is. Is it 2 IG hours per RL hour, or 3 to 1, ect?

Server Time Ratio

Posted: Sun Feb 14, 2016 12:00 am
by *Ceremorph
It's 1:1.

Server Time Ratio

Posted: Sun Feb 14, 2016 12:00 am
by *PenguinNinja
Ouch. Really? Sounds hectic.

Server Time Ratio

Posted: Sun Feb 14, 2016 12:00 am
by *Ceremorph
Wouldn't one minute equaling one minute be the opposite of hectic?

Server Time Ratio

Posted: Sun Feb 14, 2016 12:00 am
by *PenguinNinja
Not really. I find realtime servers to be very meh, honestly.

Server Time Ratio

Posted: Sun Feb 14, 2016 12:00 am
by *MadPorthos
Why? I mean, yes some servers who say that one hour of realtime is a day or somesuch, but it's always artificial. If players say they want to part to go shopping and then they will meet again tommorrow to go back to fight in Minarous, they'll do their thing and if half an hour later they are done buying and selling stuff, they'll say "It's tommorrow" already and go back to adventuring.

So what does the time really matter. Heck, you have on Sigil the ability to go though a portal and claim that on the other side you spent two weeks resting and training as you "take a level". It's neither hectic nor slothly, pace is pace and there are really I think no systems out there negatively effected by time... most all the spells in the game last considerably longer due to real time, which is a significant advantage.
Having a faster time tick rate server over, or in certain places if that's even possible, only really makes a difference if someone is paying attention or there were some mechanics or dynamics that actually took time, like natural healing (not regeneration), or crafting or enchanting. Imagine if when you activated the enchanting scripts and provided the materials and gold, the script put you into a sort of animation sequence of bobbing, weaving and animations. If you didn't let the full time pass, you'd lose your gold, items and not create the enchantment you wanted.

Suddenly then, time rates like a 1:1 would matter. Having places where time passed faster would have value too, like certain planes where you could summon enchanting benchs or workshops and make something faster. But again, that's not the reality of this server or the game systems in place. So quick or slow, hectic or not is all subjective and really... meaningless.

Server Time Ratio

Posted: Mon Feb 15, 2016 12:00 am
by *WhenWizardsWar
IMHO time on any rp server is completely irrelevant. Rp servers move at the speed of plot. If it benefits the plots for sigil to experience a months time in just two irl weeks then thats what matters. Again just my opinion.

Server Time Ratio

Posted: Mon Feb 15, 2016 12:00 am
by *Ceremorph
IIRC, the choice was made to stay at 1:1 for the purpose of durations.

Server Time Ratio

Posted: Mon Feb 15, 2016 12:00 am
by *MadPorthos
As good a reason as any. Durations.

I suppose though if DMs wanted to say, move the month up to the date of a special festival or event, they should have a tool to do that... a sort of time jump capability, for those who do care about the listed dates. Can youse guys manage this, or is that something not easily within your grasp? I feel you probably could make a tool to do so, to advance or even 'oddly' to reverse the calandar/reset it eariler - if it would help for story.

Server Time Ratio

Posted: Mon Feb 15, 2016 12:00 am
by *Mr_Otyugh
1:1 ratio was chosen for duration and sanity reasons. It's easy to comprehend without needing to make excess calculations. If anything realistically time in game should go slower compared to reality considering how long typing can take in comparison to talking.

And although I'm yet to come across a lore supported plane where time would travel in different ratio for the purposes of perception of time rather than just bodily functions being affected, such as Astral. There does exist, albeit rare, the school of chronomancy... but that comes with its own hazards too.

Relative time on sessions is necessary for sanity as well. Great heroes don't suddenly leave in the middle of quests because food is ready. Or decide to stand idly for fifteen minutes while player is AFK. But at the same time having every character act by their own calendar and timeline, so 1:1 isgood general rule when strangers get mixed.