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Ingame time

Posted: Wed Feb 08, 2006 7:01 pm
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?

Posted: Wed Feb 08, 2006 7:20 pm
by darrenhfx
http://www.alandfaraway.org/phpbbforum/ ... hp?t=25387

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

Posted: Wed Feb 08, 2006 7:25 pm
by Lusipher
I think its too quick myself.

Posted: Wed Feb 08, 2006 7:48 pm
by Blackwill
Oh my bad, I'll take it to that thread. I think this thread could need locking or removing then.

Posted: Sun Oct 29, 2006 7:19 am
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.

Posted: Sun Oct 29, 2006 7:26 am
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.