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.
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.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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
Make friends with the other crabs or try to escape the bucket. I'd hardly call anything the Bible of our times.» special thanks to MagicManICT I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57 Default Client, Best Client!
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.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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