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Talk:Time
Teppy Time
Back in the early pre-Tale 1 beta and alpha sessions, so I've read, the day in Egypt was exactly 8 hours, and 3 game days per RL day. (I wasn't there, I started around the 2nd week of T1.)
This was a problem, since if your schedule only allows you to play at a certain time of day, you would only ever experience the same game day hours, thus excluding you from many activities that relied on other hours in the game.
The solution was to make the server tick its timer 8 times for every 9 ticks of the real clock. Thus was born Teppytime. Every timer that looks like RL time in game, is actually Teppytime, running about 11% slower than real time.
This forces the Egyptian game day to last 9 hours instead of 8, and therefore every player gets to see game time shift through the course of realtime days instead of being fixed.
On top of this, server-side load-related lag may exert further delays, but it is usually minimal unless there is heavy developer activity. Network or other lag effects should not normally affect the flow of Teppytime.
There used to be a development timeline that talked about this, but it was hard to find back then and I haven't found it again so far. -- Leghk
Real Time
- will display the relative time for everyones set timezone for example, Inputter with timezone gmt+0000 types {time:2000} and sends to chat, what actually will display is <20:00> for people GMT+0000 and <21:00> for people in GMT+0100 and so on.
- Note you have to have manually set your timezone to correctly see this, most people in the same timezone as the server (eastern US) don't manually set their timezone since it's automatically set correctly.