TIME AND MOVEMENT ($Id$) Time in a realtime environment where many characters travel simultaneously is very hard to make sync with everything. There is actually two choices to solve this problem: 1) To do it as it is in every other muds around the world, that means, we just let the time go without thinking about realism. 2) To make strict scale to gridmap, forgot whole worldmap and thus make time spend in movements rather real. If we our squares in gridmap are 1 meter in diameter then it is realistic and we don't need to add any artificial delays. In all other cases we would need to add delays, imagine how long delay we would need while traveling in worldmap where one square is one kilometer in diameter! Actually, moving 5 meters in gridmap takes 1-5 seconds, depending how lagging link we have. 5 seconds is one hour in game time and that would mean the characters are rather slow to move. Then there is another funny problem. It may take hours to speak one sentence! Maybe the only solution is to not care about realistic time and movement times. However, we need to make use game time in some areas. For night/day system I suggest to make it so the character can only sleep in night and the character really should sleep in night. If trying to sleep in day it would just say something like "You are not ready for sleep yet." or something like that, they could only rest if they are very tired. Another thing to prevent characters travelling in night is the lack of light. When the character quits, the character should actually stay in the game virtually, doing something like sleeping, eating, working and all kind of idle. If the character have no food or money when quiting for a long time then there would be possibility to starve to death. There should be possibility to get killed as well. Before quiting, a good idea is to get the character into a locked room rather than letting it to wander in a street. In the future, we might have thousands of mortals registered, they would be rather good replacement for stupid NPCs when not interactive. Your admin, Namhas.