#Clock / in game time
9 messages · Page 1 of 1 (latest)
I agree. I would love the clock to follow IRL timeframes rather than an arbitrary time clock.
I actually would prefer the opposite, I would rather have stuff in game using the in game time clock because it also affects fishing for example where there is a higher percentage of you getting a certain fish at a certain time of day. It would be nice to the whole game separated from real life
I agree with the overall sentiment of confusion about crops/games, but I still think that the clocks being separate work better, since I work a very consistent job so if in-game times were consistent with IRL times, I'd only have weekends to have "morning/midday" catches available to me.
Maybe changing the crop timer to follow in-game time could be an alternative? (and ignore the Community Farm timer)
I think there needs to be consistency with things like Arlo saying community gardens starts on the hour, but he means our real world hour, but it's confusing to have an in game clock and people will think that's the hour he means (and have thought that).
So NPCs and timers that run on real world time don't make sense with an in game clock being different. Showing both in the corner could work, as both are referenced? I don't know if that's too clunky though?
(sorry if that's a bit garbled, I'm in a rush lol)
i would love for the clock to follow our real time instead. 🩷
This. I’d have no hope catching certain fish if it relied on real world times
i wouldnt want the ingame time to reflect a real world clock. A compromise would be having an alert popup that functions similarly to Arlo's community gardening notif. I think having it be customizable for what you want the alert to be would be a great QoL.