Difference between revisions of "Time"

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imported>Oro
imported>Isadora
(Cut the notes on IP gain timers of yore to a single sentence. Added a new subsection on practical effects of time in-game, with various examples.)
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Time in HellMOO moves differently to time in the real world. Each hour in HellMOO is 7 and a half minutes real time, and each day is about 3 hours. Each measure of time in-game is about equal to and eighth of its real world equivalent. This means that each in-game week is 21 real life hours long.
Time in HellMOO moves differently to time in the real world. Each hour in HellMOO is 7 and a half minutes real time, and each day is about 3 hours. Each measure of time in-game is roughly equal to an eighth of its real world equivalent. This means that each in-game week is 21 real life hours long.


<s>Time is a limiting factor for almost all aspects of HellMOO. You can only gain 50 IP total per in game day. this means that you can grind a skill raw up once in two in game days, or 6 real life hours. You can only gain 30 gym IP (IP for stats like brawn and reflexes) per in-game week, or 21 real life hours.</s> This isn't how it has worked for a while now. Gym IP is gained upon earning a mutation slot and can be cashed in all at once or spread out. If you have the gym IP, you can use it. Jobs for money and xp can only be performed for reward every so often, based on the specific job.
=== Effects of Time ===
Time used to play a central role in IP gains and other HellMOO mechanics, but this is no longer the case. Time is still very important to some areas of the game, however:
* '''Shop hours.''' Not all shops are open 24/7, and some will close at some point in the night so that the shopkeeper can sleep.
* '''Age.''' Your character will age as time passes. Other things, such as dying, will also increase age, but the passage of time is the most inevitable cause. Getting old sucks; past 60 or so you'll get heart attacks and other nasty things. Fortunately, age can be reset by rerolling.
** Player characters will also age at double the rate of time's actual passage in HellMOO, which helps to stop dinosaurs with mountains of bolo shells from ruling the MOO forever.
* '''Ability cooldowns.''' You can check the cooldowns on your current abilities with {{cmd|cooldown}}. These use real life time rather than in-game time.
* '''World cooldowns.''' Some objects in the world can only be used every so often. The [[Matter Compiler]], for instance, requires that some time pass between each usage.

Revision as of 06:22, 31 October 2018

Time in HellMOO moves differently to time in the real world. Each hour in HellMOO is 7 and a half minutes real time, and each day is about 3 hours. Each measure of time in-game is roughly equal to an eighth of its real world equivalent. This means that each in-game week is 21 real life hours long.

Effects of Time

Time used to play a central role in IP gains and other HellMOO mechanics, but this is no longer the case. Time is still very important to some areas of the game, however:

  • Shop hours. Not all shops are open 24/7, and some will close at some point in the night so that the shopkeeper can sleep.
  • Age. Your character will age as time passes. Other things, such as dying, will also increase age, but the passage of time is the most inevitable cause. Getting old sucks; past 60 or so you'll get heart attacks and other nasty things. Fortunately, age can be reset by rerolling.
    • Player characters will also age at double the rate of time's actual passage in HellMOO, which helps to stop dinosaurs with mountains of bolo shells from ruling the MOO forever.
  • Ability cooldowns. You can check the cooldowns on your current abilities with cooldown. These use real life time rather than in-game time.
  • World cooldowns. Some objects in the world can only be used every so often. The Matter Compiler, for instance, requires that some time pass between each usage.