Rock Crystals.

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Re: Rock Crystals.

Postby ricky » Mon Oct 24, 2016 1:47 am

loftar wrote:The refill timers are indeed given in real time. The difficulty in expressing the difference between real and in-game time is really one of the main reasons I prefer no to express times at all if possible, which is a bit annoying. I'm not sure how to resolve the issue.

why not just use a percent?

'rock crystal has grown 40%'
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Re: Rock Crystals.

Postby loftar » Mon Oct 24, 2016 1:49 am

Because then you'd have no idea how long is left.

Also, they don't refill that way, so there's no percentage that could be displayed.
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Re: Rock Crystals.

Postby ricky » Mon Oct 24, 2016 2:04 am

loftar wrote:Because then you'd have no idea how long is left.

Also, they don't refill that way, so there's no percentage that could be displayed.



Hm yeah I guess so.

could you instead of using days/hours instead simply use minutes? that way if you wait a RL minute you know its in real time.
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Re: Rock Crystals.

Postby loftar » Mon Oct 24, 2016 2:49 am

ricky wrote:could you instead of using days/hours instead simply use minutes? that way if you wait a RL minute you know its in real time.

The problem is that some mechanics should be described in terms of in-game time (since that's what they are defined by) and others by real-time (since they are defined thusly), and there's no good way for a player to infer which is meant in a particular context.
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Re: Rock Crystals.

Postby sMartins » Mon Oct 24, 2016 2:56 am

loftar wrote:The refill timers are indeed given in real time. The difficulty in expressing the difference between real and in-game time is really one of the main reasons I prefer no to express times at all if possible, which is a bit annoying. I'm not sure how to resolve the issue.


Make horologe an item, or hourglasses....and express every time with that in game time? And for very long time we need seasons :D
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Re: Rock Crystals.

Postby Ysh » Mon Oct 24, 2016 8:44 pm

loftar wrote:
ricky wrote:could you instead of using days/hours instead simply use minutes? that way if you wait a RL minute you know its in real time.

The problem is that some mechanics should be described in terms of in-game time (since that's what they are defined by) and others by real-time (since they are defined thusly), and there's no good way for a player to infer which is meant in a particular context.

Use different language for different context. Example: In game day is call ''moon'' or some other antique word like these one and real live day is just use normal time unit as hour/day.
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