Magenta wrote:Hello forum.
I really, really don't understand how Erfworld time is supposed to work. In the summer updates they discuss it but the phrasing they use just doesn't make me any wiser about it. What determines the differing "speed" of time in different hexes?
If you'd take the current situation in the comic... why is there any hurry for Parson to get to the battle? If every hex has its own time, couldn't Parson have nearly all the time in the world if the time in his current hex moves slower than the one in the battle (i.e meaning that one second there would correspond to five or ten in the other hex)? And if that cannot be the case, why cannot it be the case? It feels like I am missing a key rule and without it the time differences just seems arbitrary.
Does any of you know how it works?

Nnelg wrote:Basically, I imagine it works as if there was one big "overhead view" that'd be like what you'd get as the player of a turn-based strategy game such as the ones Erfworld were based on. That, and of course dramatic convenience.


Ryjak wrote:-Ryjak's explanation-
Magenta wrote:It's the enemy's turn. We have a city with a (single) unit constantly patrolling the walls in a circular pattern. The enemy sends a scout to check, let's say the east side of our city's wall. What would determine whether our patrol would be in the right spot at the right time to see the enemy scout?


effataigus wrote:There are several answers to this question depending on who you ask:
Deterministic erfworlder: Fate
Other erfworlder: Luck
Reader: Rob
Reader who believes in the game-like mechanics system: The patrol's perception check.
Reader who took the "Erfworld is not a game" thing to heart: One or more of the first three.
Magenta wrote:effataigus wrote:There are several answers to this question depending on who you ask:
Deterministic erfworlder: Fate
Other erfworlder: Luck
Reader: Rob
Reader who believes in the game-like mechanics system: The patrol's perception check.
Reader who took the "Erfworld is not a game" thing to heart: One or more of the first three.
Ah, no. What I mean is that if an objective observer who are privy to all information would look at the scene unfolding, could they conclude what would happen?
In stupidworld we could determine the outcome if we knew when and where the two units started, how far they are to move and how fast they move. But those rules can't apply to erfworld because of how time works there? So what rules would we use? The order in which the move commands had been issued, whether or not there have been any units in the hexes before the scout, or something else entirely?


Magenta wrote:effataigus wrote:There are several answers to this question depending on who you ask:
Deterministic erfworlder: Fate
Other erfworlder: Luck
Reader: Rob
Reader who believes in the game-like mechanics system: The patrol's perception check.
Reader who took the "Erfworld is not a game" thing to heart: One or more of the first three.
Ah, no. What I mean is that if an objective observer who are privy to all information would look at the scene unfolding, could they conclude what would happen?
In stupidworld we could determine the outcome if we knew when and where the two units started, how far they are to move and how fast they move. But those rules can't apply to erfworld because of how time works there? So what rules would we use? The order in which the move commands had been issued, whether or not there have been any units in the hexes before the scout, or something else entirely?

effataigus wrote:However, we do know that Erfworld changes the "present" based upon the events that will happen in the "future."

Nnelg wrote:The problem is that, given the subjective nature of time in Erfworld, even terms like "Beforehand" become subjective. From the reader's viewpoint, time seems linear, but only because the order of comics was determined to be so by Rob. We can see what events will have occurred in Spacerock before he gets there, although the exact "order of events" is still unknown to us. From a player's viewpoint, the order of events is quite clear, determined by in what order he commands his units.
Nnelg wrote:However, whether or not that patrol will be in the right place at the right time is unknowable, determined by the RNG.
Nnelg wrote:And from an Erfworlder's perspective, the information determining the position of the sun in each hex as it passes through comes from the end of the turn, so determining what will have determined it is nigh impossible.
It's the enemy's turn. We have a city with a (single) unit constantly patrolling the walls in a circular pattern. The enemy sends a scout to check, let's say the east side of our city's wall. What would determine whether our patrol would be in the right spot at the right time to see the enemy scout?
Ryjak wrote:It's the enemy's turn. We have a city with a (single) unit constantly patrolling the walls in a circular pattern. The enemy sends a scout to check, let's say the east side of our city's wall. What would determine whether our patrol would be in the right spot at the right time to see the enemy scout?
I think you're looking at it wrong... Recall Erfworld operates primarily as a turn-based game. In order for the above scenario to happen, the enemy Scout would have to end turn in one of the patrolled hexes. The patrol walks in on their turn, and the Scout will be there no matter the time in the hex. Discovery of the Scout then hinges on the comparison of Scout's Hide vs Spot Checks. A simple dice-roll can simulate it.
Ryjak wrote:The thing that really complicates things is that combat happens in real time, and we have no examples of units arriving in a hex during a combat resolution.
Ryjak wrote:So really your question is: what time if day is it when the patrol enters the hex? Assuming the patrol is the first unit from their side to enter the hex, the answer is whatever time of day their turn started. If turn started at dawn, the sun jumps to dawn when they enter. If turn started at noon, it's noon. The Scout's place in the turn/day sequence doesn't matter.


Magenta wrote:Perhaps it's the programmer in me; but it MUST FOLLOW LOGICAL RULES! ^^Nnelg wrote:The problem is that, given the subjective nature of time in Erfworld, even terms like "Beforehand" become subjective. From the reader's viewpoint, time seems linear, but only because the order of comics was determined to be so by Rob. We can see what events will have occurred in Spacerock before he gets there, although the exact "order of events" is still unknown to us. From a player's viewpoint, the order of events is quite clear, determined by in what order he commands his units.
Magenta wrote:Are you suggesting the sun "runs" on predictamancy?
Ryjak wrote:Also, the city walls don't necessarily extend to the hex boundary. Look at old Gobwin Knob; it's a circle. We know the main gate is at the hex boundary (because Parson smacked into it there) but rest of the walls may be nowhere near the boundary.

Return to Everything Else Erfworld
Users browsing this forum: No registered users and 3 guests