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 <<O>>  Difference Topic GameTime (r1.7 - 03 Mar 2004 - AarDvark)
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The second idea sounds perfect. How would we design such an idea? Also, will this be affected by the future combat system(including things like stamina and swimming)?

-- AarDvark - 04 Mar 2004


 <<O>>  Difference Topic GameTime (r1.6 - 08 Mar 2003 - PumaN)
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-- PumaN - 05 Mar 2003

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This would make possible such otherwise insolvable things as jail-times, cost to travel, time spent to gather crafting-materials, time to heal from serious wounds and so on...

Just because you spend this in-world-time, it doesn't mean it happens instantly real-time, but it adds a better balance than what taking the whole cost out in real-time does.

-- PumaN - 05 and 09 Mar 2003


 <<O>>  Difference Topic GameTime (r1.5 - 05 Mar 2003 - PumaN)
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New idea on how to make time costly, without having to wait for it:
If we have a skill-system where skills degrade with 'time', that 'time' has to be somehow defined.

If we define certain actions, like travel, to take amounts of 'time' as performed, we get a 'time' expense that is not based on real-time.

The skill-depletion gives 'time' a cost, without having to tie it to realtime in any way, and when 'time' this way has a cost to it, people will value their characters 'time', and not waste it on matters not important.

-- PumaN - 05 Mar 2003


 <<O>>  Difference Topic GameTime (r1.4 - 18 Jan 2003 - PumaN)
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that'd detract from the game....and most people would go for it....only way to prevent zmud/whatever paths would mean making using speedwalk punishable by jail or whatever, and I'd guess that most people would be pissed about that....even though speedwalking does detract from the game

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Two parts to this system, delays and gametime.

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-- DonaldKincannon - 18 Jan 2003

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Delays are to prevent hundreds of commands to be performed at once, most likely we will do this so that each command will be assigned some fraction of a second as a timecost (the exact amount depending on the type of command). Once so many commands have been performed that this cost adds up to some amount, there is a one or two second delay until it continues with the rest of the commands in queue.

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All you really need is a short pause when crossing between rooms.

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Gametime is a more complex topic and Id like it to be used to perform tasks that would naturally take a lot of time (training, crafting). You might compare this with the stat-training system, it has to take time, however it takes that time from the player instead of the character, creating a system that any sane person would want to skip (bot).

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-- EmbeR - 18 Jan 2003

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So what I suggest is that each character has a timeaccount, time from this account could then be invested in tasks requiring a lot of time, to have them done in a more rapid succession.

Problem is on deciding how/when this timeaccount gets value added to it.

  • While offline (to a maximum amount)
  • Add your thoughts if you want...

-- PumaN - 18 Jan 2003


 <<O>>  Difference Topic GameTime (r1.3 - 18 Jan 2003 - EmbeR)
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All you really need is a short pause when crossing between rooms.

-- EmbeR - 18 Jan 2003


 <<O>>  Difference Topic GameTime (r1.2 - 18 Jan 2003 - DonaldKincannon)
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that'd detract from the game....and most people would go for it....only way to prevent zmud/whatever paths would mean making using speedwalk punishable by jail or whatever, and I'd guess that most people would be pissed about that....even though speedwalking does detract from the game

-- DonaldKincannon - 18 Jan 2003


 <<O>>  Difference Topic GameTime (r1.1 - 18 Jan 2003 - EmbeR)
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%META:TOPICINFO{author="EmbeR" date="1042851260" format="1.0" version="1.1"}% %META:TOPICPARENT{name="WebHome"}% I think getting from one place to another should take longer. It's ridiculous how someone can go from login to the other side of the mud using a predefined path in there zMUD/whatever they use.

-- EmbeR - 18 Jan 2003


Topic GameTime . { View | Diffs | r1.7 | > | r1.6 | > | r1.5 | More }
Revision r1.1 - 18 Jan 2003 - 00:54 GMT - EmbeR
Revision r1.7 - 03 Mar 2004 - 20:35 GMT - AarDvark
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