Time flies when you're.. (Poll on reducing time compression)
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Time flies when you're.. (Poll on reducing time compression)
Should ALFA run a 2-week trial of a 14-minute game-hour?
There has been some discussion of changing the rate at which time passes on ALFA's servers. While we have maintained a seven-minute game-hour over most of ALFA's prodigious lifespan, it's always had drawbacks from an RP standpoint. Many of the features of the ACR with regards to resting, healing, and spell restoration were made to counteract some of the factors that made a short game-hour necessary.
The proposal on the table is to double the length of a game-hour from 7 minutes, to 14 minutes. This, if it carries broad support, would run for a trial of 2 weeks, from May 14th - May 31st. At or near the end of this trial period, we can gather impressions and decide whether to go back to the tried-and-true 7 minute hours, or stick with the 14 minute ones.
Some of the ramifications, for clarification:
[here, all references to minutes and hours are real-life (RL) time, while game-hours and game-days refer to in-game (IG) time as measured by the servers.]
1. "Offline resting", by which you arrive in the module with some amount of natural healing and spells fully prepared, would occur after 5.6 hours offline, rather than the current 2.8 hours. This also means the amount healed (1 HP/level/game-day rested) would be halved. A mauled 5th-level fighter logging out at midnight (RL time) with 15/60 HP, then logging back in at 6 PM (RL) the following day would be credited for 3 game-days healing, to 30/60, rather than 6 game-days of healing, for 45/60 HP.
2. A PC resting ingame (for renewal of innate spells, healing, etc) would have to wait another 5.8 RL hours to rest again (one game-day) instead of 2.8 hours.
3. Sunrise/sunset in-game would still be offset from real-life time. If you logged in at 18:00 (RL) after work monday, and found that it was also 18:00 onserver, you would have to wait 2 hours and 45 minutes (RL) until 20:48 for sunrise onserver. The next night, on Tuesday, logging in at the same time (after work, 18:00 RL), it would instead be 00:52 onserver, with a bit more than 1 hour (RL) until server-sunrise. This keeps members with set hours from perpetually playing during the world's nighttime (or daytime).
4. Spell durations. Hour/level spells would effectively be doubled in duration (Mage armor, False Life, etc.) as they will now last 14 RL minutes per caster level. This should encourage more RP on quests and outings, and less OOC impetus to hurry on to the next encounter before buffs wear down. Minute/level and round/level spells would be unaffected by the change (most of the 1-2 combat style buffs are in this category)
5. Effective capacity of spellcasting per session. Given a theoretical 3-4 hour action-packed playing session (of the sort that likely very rarely happens in ALFA, logistically speaking), PCs could use all of their spells, rest/study/pray etc, then use all their spells a second time, before having to contend with the 5.6 (RL) hour delay. Under the normal 7 minute game-hour, they would be able to work a third batch into the 3-4 hour session as well.
6. Respawn rates. [addition] As Teric points out, spawn points tend to refresh based on an (often randomized) number of game-hours. Doubling the length of the game-hour would also result in slower respawns of mobs (unless or until a server team rebalances their module to compensate, opinions will likely vary from team to team with regards to this.)
7. RPXP. [additon] The accumulation of script-awarded XP for active player client use would be unchanged by this. The number would remain 15 xp / RL hour. Increments would accumulate just as they do now (once every seven minutes RL), you'd just see 2 per game-hour instead of one.
Overall, this change makes RP surrounding being at certain places at certain times more manageable, and helps prevent a discussion over breakfast from lasting until sundown. It stretches certain spells' effectiveness, but reduces the ability of casters to use more than one or two full complements of spells per session. It reduces the availability of NPCs which spawn based on hours of the clock, but gives more generous windows in which to arrive "on time" for narrow time appointments.
I think the relative benefits merit a trial run, but I certainly don't mind things the way they are, either. The change is a tremendously simple one to achieve technically, and as we already treat the passage of time in an arbitrary fashion, it should be easy enough to try out with the Live servers. Please vote for one of the options below, the poll will run for 3 days, at the end of which a decision will be made whether to run the trial.
[edit: restated the poll question, and added point 6]
[edit: added point 7, re: RPXP]
There has been some discussion of changing the rate at which time passes on ALFA's servers. While we have maintained a seven-minute game-hour over most of ALFA's prodigious lifespan, it's always had drawbacks from an RP standpoint. Many of the features of the ACR with regards to resting, healing, and spell restoration were made to counteract some of the factors that made a short game-hour necessary.
The proposal on the table is to double the length of a game-hour from 7 minutes, to 14 minutes. This, if it carries broad support, would run for a trial of 2 weeks, from May 14th - May 31st. At or near the end of this trial period, we can gather impressions and decide whether to go back to the tried-and-true 7 minute hours, or stick with the 14 minute ones.
Some of the ramifications, for clarification:
[here, all references to minutes and hours are real-life (RL) time, while game-hours and game-days refer to in-game (IG) time as measured by the servers.]
1. "Offline resting", by which you arrive in the module with some amount of natural healing and spells fully prepared, would occur after 5.6 hours offline, rather than the current 2.8 hours. This also means the amount healed (1 HP/level/game-day rested) would be halved. A mauled 5th-level fighter logging out at midnight (RL time) with 15/60 HP, then logging back in at 6 PM (RL) the following day would be credited for 3 game-days healing, to 30/60, rather than 6 game-days of healing, for 45/60 HP.
2. A PC resting ingame (for renewal of innate spells, healing, etc) would have to wait another 5.8 RL hours to rest again (one game-day) instead of 2.8 hours.
3. Sunrise/sunset in-game would still be offset from real-life time. If you logged in at 18:00 (RL) after work monday, and found that it was also 18:00 onserver, you would have to wait 2 hours and 45 minutes (RL) until 20:48 for sunrise onserver. The next night, on Tuesday, logging in at the same time (after work, 18:00 RL), it would instead be 00:52 onserver, with a bit more than 1 hour (RL) until server-sunrise. This keeps members with set hours from perpetually playing during the world's nighttime (or daytime).
4. Spell durations. Hour/level spells would effectively be doubled in duration (Mage armor, False Life, etc.) as they will now last 14 RL minutes per caster level. This should encourage more RP on quests and outings, and less OOC impetus to hurry on to the next encounter before buffs wear down. Minute/level and round/level spells would be unaffected by the change (most of the 1-2 combat style buffs are in this category)
5. Effective capacity of spellcasting per session. Given a theoretical 3-4 hour action-packed playing session (of the sort that likely very rarely happens in ALFA, logistically speaking), PCs could use all of their spells, rest/study/pray etc, then use all their spells a second time, before having to contend with the 5.6 (RL) hour delay. Under the normal 7 minute game-hour, they would be able to work a third batch into the 3-4 hour session as well.
6. Respawn rates. [addition] As Teric points out, spawn points tend to refresh based on an (often randomized) number of game-hours. Doubling the length of the game-hour would also result in slower respawns of mobs (unless or until a server team rebalances their module to compensate, opinions will likely vary from team to team with regards to this.)
7. RPXP. [additon] The accumulation of script-awarded XP for active player client use would be unchanged by this. The number would remain 15 xp / RL hour. Increments would accumulate just as they do now (once every seven minutes RL), you'd just see 2 per game-hour instead of one.
Overall, this change makes RP surrounding being at certain places at certain times more manageable, and helps prevent a discussion over breakfast from lasting until sundown. It stretches certain spells' effectiveness, but reduces the ability of casters to use more than one or two full complements of spells per session. It reduces the availability of NPCs which spawn based on hours of the clock, but gives more generous windows in which to arrive "on time" for narrow time appointments.
I think the relative benefits merit a trial run, but I certainly don't mind things the way they are, either. The change is a tremendously simple one to achieve technically, and as we already treat the passage of time in an arbitrary fashion, it should be easy enough to try out with the Live servers. Please vote for one of the options below, the poll will run for 3 days, at the end of which a decision will be made whether to run the trial.
[edit: restated the poll question, and added point 6]
[edit: added point 7, re: RPXP]
Re: Time flies when you're.. (Poll on reducing time compression)
I am happy to try this out. I've certainly had breakfast conversations last well into the afternoon before. As this is only a vote to try the changed rate for a short time, I see no harm in voting to try it out for a couple weeks.


Re: Time flies when you're.. (Poll on reducing time compression)
Yes. Truely, since you're just asking for a trial run, it suits me just fine in order to gather some impressions and data on wether to press forward with it or to keep as is...would certainly answer some questions.
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Re: Time flies when you're.. (Poll on reducing time compression)
I simply went with the don't care option because it really doesn't bother me so much. I will happily adapt to whatever is going on in game whether a day is real time, 1/2 real time, 1/4 real time or 3.14159265 x real time.
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Re: Time flies when you're.. (Poll on reducing time compression)
Would this mean you'd have to go through and edit all your ACR spawn points? Don't they measure their respawn frequency in game hours?
Re: Time flies when you're.. (Poll on reducing time compression)
Rather not, to be honest.
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Re: Time flies when you're.. (Poll on reducing time compression)
I must be dumb or something...
What exactly is the question we're supposed to vote yes or no on? Changing the time system? Or whether to test to change it? I see the proposal, but what's the question?
What exactly is the question we're supposed to vote yes or no on? Changing the time system? Or whether to test to change it? I see the proposal, but what's the question?
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Re: Time flies when you're.. (Poll on reducing time compression)
I voted yes...... but it isn't a "yes" of heavy intensity. Seems like it will seem more "real" to me.
But .......If people like it the new way, fine. The old way fine too.
But .......If people like it the new way, fine. The old way fine too.

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Re: Time flies when you're.. (Poll on reducing time compression)
"Should ALFA run a 2-week trial of a 14-minute game-hour?"hollyfant wrote:I must be dumb or something...
What exactly is the question we're supposed to vote yes or no on? Changing the time system? Or whether to test to change it? I see the proposal, but what's the question?
That's the poll question. Like all poll questions on these boards, you will need to cast See Invisibility to see it.

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Re: Time flies when you're.. (Poll on reducing time compression)
I'd guess it's a font/background color problem. I'll put it at the top of my post for clarity.
And yes, spawn points set to refresh after X hours would take twice as long to repopulate. Whether this would warrant retooling the spawn points is a question for the build teams; I would certainly think for a 2-week trial it wouldn't be a good investment of time to change them. I suspect they would still be fine with the shift in time compression (it'd be internally consistent, after all). The intent is certainly not to make more work for the builders.
And yes, spawn points set to refresh after X hours would take twice as long to repopulate. Whether this would warrant retooling the spawn points is a question for the build teams; I would certainly think for a 2-week trial it wouldn't be a good investment of time to change them. I suspect they would still be fine with the shift in time compression (it'd be internally consistent, after all). The intent is certainly not to make more work for the builders.
Re: Time flies when you're.. (Poll on reducing time compression)
Sorry, been a bit busy this weekend.
I'll sort out the pollquestion colors soon.
For the record i voted yes. Doesn't hurt to experiment a bit.
I'll sort out the pollquestion colors soon.
For the record i voted yes. Doesn't hurt to experiment a bit.
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Re: Time flies when you're.. (Poll on reducing time compression)
I grew up, so to speak, on a series of servers that worked on a 37 minutes hour, iirc. This made much more sense when you factored HTF scripts into things (Hungery, Thirst & Fatigue), which for the record I am not putting forth as another option, I know that horse is long dead. The whole arguement about waking up, chatting with the cook about what's for breakfast and by the time you're done it's supper time has me all for this experiment. Yes, it'll take a bit of getting used to, but so do high heels and push-up bras when you're a guy who prefers briefs and loafers, right? 

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<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
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Re: Time flies when you're.. (Poll on reducing time compression)
I feel a Monte Pyphon ref coming onBrother Humphrey wrote: Yes, it'll take a bit of getting used to, but so do high heels and push-up bras when you're a guy who prefers briefs and loafers, right?

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[Wynna] Chula Lysander: [Talk] *Shakes head* I've been in worse situations. He was just....unjoyful! *stomps foot*
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Re: Time flies when you're.. (Poll on reducing time compression)
Have we taken into account that with this change the "auto" RP XP will be reduced to half of what it is now? AL would it be easy to adjust this?
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