Sleep/food mechanics

I do the same, but you would think the owner of the inn would want to charge you for the privilege. :smiley:

This actually seems realistic to me, if we consider just how expensive good weapons and armor probably was then. Peasants could not afford armor and weapons, so gave rise to the idea of ā€œthe torches and pitchforksā€ coming out when peasants revolted. I believe making an economy too stingy is a greater evilā€“I know in some games I have seen items selling on the vendor for so much that one could never even consider being able to buy one. Dragon Age Origins comes to mind, where one might, if lucky, have 10-15 gold when they first go to the camp, and the vendor there has a nice axe but it sells for 135 goldā€“insane, just a mean-spirited tease in my opinion! Balance is good, but overly-stingy is the worst possible evil.

Regarding food and timescales it would be better to make it configurable via options. These two issues can never satisfy everyone. Maybe food can give benefits and 3 day starvation be a a ā€œmanageableā€ debuff so to speak. Five days stravation chips away at your health but makes you more hungry resistant in the long run.

Its an RPG, playing with this elements without making them annoying or intrussive is paramount.

I think Warhorse dropped the ball with the time-scale.

When youā€™re making a realistic game, requiring sleeping and eating, the game really needs to be be 1 minute in game = 1 minute in real life.

I think that 1:1 scale it bit too extreme, though I am not sure whether 15:1 isnt too quick either.

You would have to ask @Vik he has all the Answers to the Ultimate Question of Life, the Universe, and Everything of our little game :smiley:

42:1 is far too fast. That would be even worse than the Beta.

In my personal opinion I would like to see the time 1,5 or 2 times slower than it is right now. The Beta is too fast in my opinion but an 1:1 timescale would also be bad, because I canĀ“t play in an 1:1 way, 24h a day. I would like to have at least one day in a game session or something. I donĀ“t want to play for a week or so and still play the same day. ItĀ“s Kingdom Come Deliverance not Groundhog Day with Bill Murray.

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Umm. You would get exactly the same amount done in the same gameplay time. You could pass more time during reading/sleeping/eating & drinking (as an activity, not merely an inventory click)/talking/working/healing than the realtime passed over. You can wait for a few hours in a few seconds if you are where you need to be but earlyā€¦

However, you can also get a realistic amount of travel/searching/fighting/hiding bodies done in a reasonable slice of time. AI can walk from their village to the pub and back without taking most of the night just walkingā€¦ etc.

I still favour slightly faster than real time, because of the map distortion - but anything more than 2:1 would be too much IMO.

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Without having played the beta, I would still favour a passage of time significantly faster than realtime. Though perhaps not as fast as it is now. While it is true that one can always sleep or wait to speed up passage of time, there are also parts of the survival elements of the game that would suffer from time passing too slowly. Also, not to forget, travelling in former times was much slower than it is today, so the time scale should be put into relation to the distance that could be conceivably covered on foot (or horseback).

One issue I think that is present with the way time compression generally works in video games is that time always runs at the same speed, no matter what the player is doing. A fully voiced conversation for example is playing out in realtime (or slower, as we also need time to scan all possible answers), but gametime keeps happily ticking away at the increased rate. Same perhaps when opening the inventory or map (although some games pause in that event), or when engaged in combat. Balancing those actions with travelling is not always easy, but I think the more you have of the former, as in KC:D, the slower time should pass. OTOH, 1:1 or 2:1 timescales would mean Iā€™d play a week before even one day in game has passed. This certainly does not feel right to me either.

Travel times for walking between Talmberk and Samopesh are less than half an hour at a modest walk. This is directly comparable to the real time passed in game, but this is over 7 hours in gametime.

I donā€™t think that modern man walks significantly faster, nor has slower horses than we do today, and the travel/distance aspect is significantly distorted by what we have now (or indeed anything but very modest acceleration ratios).

It takes the soldiers at the Merhojed camp over 4 hours to walk to and from the Samopesh tavern each night - (rather than the less than half an hour which would be a reasonable excursion).

Iā€™ve personally walked 53km over around 8hours - a far cry from ā€œbarely 3kmā€

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Ok, thatā€™s more extreme than I would have imagined. Google also says its just 34 minutes, but doesnā€™t look like the shortest route a pedestrian might take.

So yeah, with all the focus on realism, it simply doesnā€™t work out if NPCs are on the road for 8 hours just to get a drink. Really hope thatā€™s going to be corrected for the final game, and if days pass slowly as a result, so be it.

Btw., quite a negative example that I played (fairly) recently in that regard was else Heart.Break(). Especially in the beginning, when the environment was foreign, it took literally the whole day to find a specific place that was basically just around the corner down the street. And when actually writing code, after leaving the terminal my character would often immediately drop uncouncious from exhaustion, because probably days of gametime had gone by while I was trying out different things.

Hi, a little while ago I wrote a lenghty feedback for beta, part of which was about the time in the game - not just scale to the real world, but also about realistic ratio between day and night, I think that this would make the game a lot better to have daytime like in the summer and not equinoxā€¦ maybe some of my remarks could be useful if time in the game will still be tweakedā€¦

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I have some good news here for you. We have this already implemented in our developer version. Even very very detailed exact dates for this now. We changed the daytime with sun rising and fall to the 19th of May 1403 for the georegion of rataje. :slight_smile:
The time of the day is now exactly as it should be. :slight_smile:

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Be praised!
Great news for the usable gameplay timeā€¦keep up the great work!

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Fair point. Maybe 1:1 is too much, for some people at least, and I respect that. It should be much slower than it currently is though. So at least some agreement there.

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THIS!!! so much!!!

sublime, i think the same. Fights and banter should get a slower time scale so you dont feel rushed by the fricking sun.

Hi, so I saw this in the footage from Gamescom:

thumps up for the update of daytime model, but you got it a bit wrong - the clock is apparently using modern ā€œsummer timeā€ :smiley:

  • because the time of sunrise and sunset are always symmetrical to the midnight (thatĀ“s why it is called mid-night/pÅÆlnoc ;)) and therefore also to the noon - so it should be actually 4 am for sunrise and 8 pm for sunset. (you can check this for example in 3D max with daylight system tool - but ā€œdaylight saving timeā€ option must be turned off as that is construct of modern era and does not represent movement of the sun on sky.

And while I am at this nagging:

  • At noon sun should be at itĀ“s highest point on the sky and on the exact south (btw that is the easiest way how to tell where south is - just watch shadows of vertical objects like trees or poles and when they are the shortest, sun is at the south)

  • moon should be the same size on the sky as sun disc (that is why solar eclipse works) it is only 0,5Ā° of the sky globe btw even though we often think it is biggerā€¦

  • full moon rises as sun sets because when moon is full it is opposed to the sun. At half- moon (exact ā€œDā€ and "C"shape) the moon is 90Ā° to the sun so it rises respectively sets 6 hours before/after the sun.

  • when moon is only crescent - there should not be any stars visible in the rest of the moon disc, because it is not ā€œcut outā€, it is just not visible - so moon disc covers the starsā€¦

sorry about the long and unnecessary postā€¦ :wink:

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Good post, but I am not sure how easy it would be to change it again :smiley:

I guess that the change is needed only an the graphic of clock wheelā€¦ time should flow correctly in the game - cryengine has itĀ“s own daylight system if I am not mistaken - it is just about how you ā€œnameā€ the hoursā€¦