Board Thread:Hosting Game/@comment-33007077-20170722021651/@comment-32311838-20170728154913

Addfire wrote: Mushromancer wrote: Okay guys, there's a point I'd like to discuss, completely unrelated to the game. I've had this idea for a while now, but seeing from a few games how it's not in use, I'll discuss it, and please listen because this NEEDS to be fixed.

Any game with a specific number of actions or other similar things needs to have an actual sense of time. For instance, if someone used all their actions, then goes to sleep, someone else who waited a day IRL to do actions could do anything they want, completely unhindered.

However, implementing real time into this would fix it. Rather than someone getting robbed while they're asleep, and the robber only spending their first three actions, the robber would come up to the original victim in THEIR first three actions. So it would be fair. All you have to do is delay results for a while, or make the game with real-time instead of actions. HAWAIIAN tried that in DR3...

It worked horribly, because everyone was in different time zones and it just held everyone back from doing what they wanted. Which is why I propose that games just be in real-time, and if someone's on ALL THE TIME, just tell 'em to SETTLE DOWN and give everyone else a chance. Unless there's a way you can work around this "turn based defect", just use real time. Not hard or complicated, just that simple. Now, if you DO have a work-around for this, definitely use it! Me and Connor will probably start a new kind of game soon on this wiki, and it'll have a time-based system, much like "actions", but he and I have already been over this, and have an effective way of working around it. That's where the ideas from, btw, trying to balance time IRL with time zones and in-game time.