Will the game have realistic medieval sleep manner?

Hi, first post here. Just curious about this question so I made an account asking this.

Since during medeival, people had segmented sleep aka slept twice as first sleep and second sleep. During the interval they would wake up midnight for about an hour doing things.

Just wonder if the mechanic would be in the game since it’s aiming to be historically correct and realistic. Would be interesting if you can find other npcs waking up during the interval, maybe even special events and encounters.

2 Likes

Im not sure but I think this is the first time someone mentioned or asked for this particular feature. Im also curious about the answer :slight_smile:

I fear we wont have this in the game.

Because the time in game goes much faster than the real time. If NPCs were to wake up in the middle of the night, they would need more than one hour to actually do something.
Though I am not exactly sure how fast the NPCs will be after optimization, I still dont think that one hour is enough for anything.

Also, some NPCs go to sleep really late (pubs and other activities), so this segmented sleeping would not even apply to them.

1 Like

How fast is the time scale, if there isn’t enough time?

Is there any reason not to make it a bit longer?

right now, in-game time is 15 times quicker than real time.
1 min = 4 sec
1 hour = 4 min

yes, the “midnight sleep break” puts NPCs in risk of not going to bed at all or only for few hours.
Even right now I think most NPCs sleep like 5-6 hour tops.

1 Like

I meant make the time scale longer, I don’t think most RPGs shorten time quite so much.

1 Like

Next idea for a Mod,
1 min = 1 min
1 hour = 1 hour

2 Likes

The timescale is fairly common, but it is matched fairly uniquely against a realistic (or very near to) distance scale. I’ve asked several times that consideration be given to not distorting the time/distance relationship so much (we can skip time at will if we need a different time of day, and the rate that time passes has little effect on how long players will need to play the game. However, having 15x compression makes travelling the half hour between villages take ‘all day’, and you have 15x as many ‘dead’ times where the player has to deal with night time (mostly just by skipping over it, or sleeping).

I still don’t see any need for compression, and even if there was, a much smaller degree would be far more suitable.

1 Like

These are time scales of mainstream RPGs
Skyrim - 20:1
Witcher 3 - 15:1
Fallout 4 - 16:1

As you can see 15:1 is actually pretty normal time scale for RPGs.

1 Like

All of which have potato landscapes that match their potato time.

2 Likes

I am not disputing that.
I was answering to a proclamation about time scale of most RPGs.

Maybe it only seems that short on paper0_o I wouldn’t have guessed that.

Skyrims cycles are everything but not balanced.
If you Travel into a dungeon and you leave it later, everytime is night.
I guess, i will not have enough time to complete a quest during the day.
So i need to go back, sleep and the same disaster will start next day,
not enough time to complete during day times.
For me, Warhorse did the first and same Day of Time mistakes as every other game

2 Likes

Yes, with food/water/sleep being needed, I’d really like a slower day and night.

3 Likes

Thank you for the answer.

Too bad. I was thinking that we might be able to see npc coming out to piss like gothic 2 did, npc doing night prayers, lusty men having affairs with mistress and alike.

By the way, I’m curious that will we get linkboy to light the darkness during night, since street light was uncommon in 14th century?

Well, I cannot make any proclamation about midnight affairs and night prayers. Those would be NPCs with specific daycycles.

What I was talking about was a common daycycle activities which would apply to every NPC. (sleep -> work -> eat -> work -> sleep)

I agree, for me it will work best if the time compression is 6:1.
So, 1 real life second equals in 6 in-game seconds.
1 real life hour equals in 6 in-game seconds. It may seem a little extreme, but it will surely improve the feel and you will not have to constatly move through day and night. Also, it will improve the realism when physically travelling between villages. A distance of 5 km takes about 1 hour in real life walking, not 5-6 hours :slight_smile:

Why 6x?
The local distances are 1:1, and the overall map footprint is around 2:1 - which suggests either 1:1 or 2:1 time scaling (or some intermediate) would be the ideal value to avoid introducing any significant distortion in time/distance relationships.

The soldiers from the camp, and the villagers from Merhojed currently take 5 hours to walk to/from the inn at Samopesh (roughly 10 minutes each way)… this would be far too much for a reasonable ‘night out’ with the current timescaling. It would still be 2 hours walking at a 6x scaling… but the ‘correct’ timing is around 20minutes to half an hour.

Wow, this is terribly quick! Will it be possible for the user to adjust the timescale? At least, via a console command?

I have no idea.
Though as we will support mods, this should not be hard thing to trifle with.