Incorrect study time tooltips

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Re: Incorrect study time tooltips

Postby Enjoyment_2 » Sun Nov 22, 2020 9:45 pm

well, actually that's not true
Ardennesss wrote:half are in-game time and half are real-time and it doesn't specify which.
- there are strong arguments for the statement "all game processes are measured in in-game-hours" and no evidence for RL-hours lastings for anything, so the better option would be for jorb to stop post false and confusing info about RL-time in patch-notes, while all is still based on game time. (like saying "winter is now only 5 days" while it was cut to 15 in-game-days (which is not exact 5 RL days). also, most of the well-known timers are false too, and that's more confusing for new players than OP.
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Re: Incorrect study time tooltips

Postby Thaydi » Sun Nov 22, 2020 9:52 pm

Ardennesss wrote:I think he was saying to remove the concept of game time altogether, Not just on these tooltips. Other than add a thinly veiled layer of obscurity around what "time" actually means in Hafen, what purpose does it serve? The game isn't even consistent when it references things that take time, half are in-game time and half are real-time and it doesn't specify which.


That's precisely it. Thank you.
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Re: Incorrect study time tooltips

Postby Agrik » Mon Nov 23, 2020 2:29 am

DDDsDD999 wrote:Better, just remove the in-game time, it makes no fucking sense.
Together with the day&night cycle, or not?

First option, I think, would be a degradation of the gameplay.
Second one would be an awkward discrepancy between anything referring to "days" in the game and "days" that take place in that game world.
There is a third option, to make game days equal to real ones, but it would worsen game experience for those players who play every day roughly at the same time.
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Re: Incorrect study time tooltips

Postby loftar » Mon Nov 23, 2020 2:43 am

Agrik wrote:Second one would be an awkward discrepancy between anything referring to "days" in the game and "days" that take place in that game world.
There is a third option, to make game days equal to real ones, but it would worsen game experience for those players who play every day roughly at the same time.

That describes most of the reason for keeping in-game time. I know the confusion between game-time and real-time sucks quite a bit, and that the fact that some things are given in game-time and others in real-time sucks even worse, but I'm having trouble formulating a regime that in indisputably better.

I also have a secondary, more hidden, reason, in that I'm keeping the option to launch a second, more temporary world kind of like expeditions in Salem, and if we were to do that, I'd like to experiment with giving that world a significantly higher realtime-to-gametime ratio to speed up progression (while things that are specified in terms of real-time would be preserved). Not sure if we're ever going to do that, but it is a reason for me to keep the notion of game-time.
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Re: Incorrect study time tooltips

Postby shubla » Mon Nov 23, 2020 3:19 am

loftar wrote:
Agrik wrote:Second one would be an awkward discrepancy between anything referring to "days" in the game and "days" that take place in that game world.
There is a third option, to make game days equal to real ones, but it would worsen game experience for those players who play every day roughly at the same time.

That describes most of the reason for keeping in-game time. I know the confusion between game-time and real-time sucks quite a bit, and that the fact that some things are given in game-time and others in real-time sucks even worse, but I'm having trouble formulating a regime that in indisputably better.

I also have a secondary, more hidden, reason, in that I'm keeping the option to launch a second, more temporary world kind of like expeditions in Salem, and if we were to do that, I'd like to experiment with giving that world a significantly higher realtime-to-gametime ratio to speed up progression (while things that are specified in terms of real-time would be preserved). Not sure if we're ever going to do that, but it is a reason for me to keep the notion of game-time.

I support the different in game time, I think it is quite unique and really adds depth to the game.
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Re: Incorrect study time tooltips

Postby Apocoreo » Mon Nov 23, 2020 3:52 am

Piggybacking on what a few others have said, there's no notice in game that a haven day lasts 8 hours, so there's no precedence to understanding that times are "wrong" until you make your first mistake. The game is supposed to be very "learn on your own" but it make no sense to not know how long a day is, even from an in-character or in-universe standpoint. Unless hearthlings are comparable to newborns that can somehow walk, talk, and make stone axes.

I'd say normalize documentation to real-time, keep haven days at 8 hours but make no meaningful reference to it.

However, Loftar says above he has reason for in-game time, so another option could be to add to the tutorial that days in the hearthlands last 8 hours, and ensure everything is tracked by in-game time, normalizing it.
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Re: Incorrect study time tooltips

Postby shubla » Mon Nov 23, 2020 2:39 pm

Apocoreo wrote:Piggybacking on what a few others have said, there's no notice in game that a haven day lasts 8 hours, so there's no precedence to understanding that times are "wrong" until you make your first mistake. The game is supposed to be very "learn on your own" but it make no sense to not know how long a day is, even from an in-character or in-universe standpoint. Unless hearthlings are comparable to newborns that can somehow walk, talk, and make stone axes.

I'd say normalize documentation to real-time, keep haven days at 8 hours but make no meaningful reference to it.

However, Loftar says above he has reason for in-game time, so another option could be to add to the tutorial that days in the hearthlands last 8 hours, and ensure everything is tracked by in-game time, normalizing it.

I think you are making a problem out of something that is not. New players don't really care about stuff like that, and they figure out stuff fast enough.
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Re: Incorrect study time tooltips

Postby Agrik » Tue Nov 24, 2020 3:51 am

loftar wrote:That describes most of the reason for keeping in-game time. I know the confusion between game-time and real-time sucks quite a bit, and that the fact that some things are given in game-time and others in real-time sucks even worse, but I'm having trouble formulating a regime that in indisputably better.
I'm also fine with the in-game time itself, still there is an issue highlighted by OP: there are no hints that the stated time is an in-game one, nor marks to distinguish variants even if you know about them.

So what about "HT"/"RT" suffixes? ;)
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Re: Incorrect study time tooltips

Postby MagicManICT » Tue Nov 24, 2020 4:56 am

I think the argument can be distilled down to two viewpoints--that of the character and that of the player. Anything that is for role-play and story purposes, interaction with the general game world, etc. can be given in game time, and should probably be an approximation much like the game clock gives us the period of day, but not the specific time. Example: dewy lady's mantle spawns in the mornings; In legacy, eel spawned on a full moon at night and could be caught with worms*. Information the player needs to manage their character(s) should be given in real time. Example: time it takes a claim to dry, time to finish a curio.

*Bring back that legacy fishing system!!!!!11
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Re: Incorrect study time tooltips

Postby SnuggleSnail » Tue Nov 24, 2020 5:47 am

Agrik wrote:So what about "HT"/"RT" suffixes? ;)


There's (I think?) already a way to distinguish
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Haven time is usually in red, and real time is usually in white.

For specifically curios it seems like something that will confuse new players briefly, and something everybody else will fairly quickly mod away
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