Ingame time

Ideas and suggestions for game mechanics and rules.
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Blackwill
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Ingame time

Post by Blackwill »

It's a detail that has me wondering. Will time in ALFA2 pass as quickly as it does now in ALFA? Does it not pass too quickly? I get the feelings the days fly by a little too quickly atm.

How do most of you view this? Do you like the way time passes? Too quickly, too slow?
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

~The ALFAn Hazite.

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darrenhfx
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Post by darrenhfx »

http://www.alandfaraway.org/phpbbforum/ ... hp?t=25387

We've been discussing this in another section... not always easy to find stuff.
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Lusipher
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Post by Lusipher »

I think its too quick myself.
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Blackwill
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Post by Blackwill »

Oh my bad, I'll take it to that thread. I think this thread could need locking or removing then.
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

~The ALFAn Hazite.

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Blackwill
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Post by Blackwill »

Since this thread (http://www.alandfaraway.org/phpbbforum/ ... c&start=75) has been locked, I've still not found a conclusion of how Time will be handled in ALFA².

Can an Admin please give us a straight-up answer if this is either, undecided or decided on, and if so, which time compression.
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

~The ALFAn Hazite.

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Ronan
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Post by Ronan »

Most people want a slower rate of time passage, so I'm inclined to give them that. I'd say 9 minute hours, or 6.66:1 compression vs. the 8.5:1 we have now. Its a really easy thing to change, and the ACR is being developed so that it does not assume any set game:RL time ratio. So we can tweak it later if people don't like it.

Since time compression indirectly effects rest... In a static context, resting limits are a pretty clear "valve" on how much PCs can do per unit of RL time. So its basically a pretty good way to curb gain rates on PCs that lean more towards the farming side of the spectrum while not really touching the people who don't adventure all the time. Its also got other effects though, such as balance of casters, buffers, etc.

However, resting limits can also be lengthened independant of time, so they aren't really directly related.
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