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On my PlayStation PVE server I use time acceleration to shorten the day night cycle. This benefits my casual players who like to experience a day/night cycle but can't commit as much time to playing. Also because I've notice players log-off if the nights last too long.
Players who manage heat correctly by shading at midday, wearing low insulation gear, keeping clothes wet and drinking properly, still end up in deep heatstroke with vomiting and the dehydration spiral by the 2nd or 3rd day of in-game play. Players are already vocal and quitting over it because they cannot keep their character alive. It's also impacting peoples ability to explore without vehicles.
The issue is that for more casual, custom servers its forcing players to spend too much time hiding from the sun rather than exploring. The gameplay mechanic is fine - it just needs a way to be tuned to be more manageable for time accelerated servers.
What I did: I set asymmetric day/night time acceleration (serverTimeAcceleration 5.0, serverNightTimeAcceleration 2.86) with a hot desert style climate profile. Hot summer days, relatively warm summer nights, that's the intended gameplay on my server. I tuned the temperature curve so shade, rest and hydration keep heatstroke manageable by the numbers.
For context, my values are close to a stock console hosting setup: the Nitrado template my server shipped with comes out at 6.2 day acceleration and 1.7 night multiplier, roughly the same cycle length as the official servers. Other setups I've seen use values like 12/1 or 12/4, the same compressed-night regime. I actually slowed the day slightly versus stock and only raised the night multiplier for the summer balance I wanted. So this isn't exotic pacing, the stock console baseline already runs a compressed night (even the official servers run a full cycle in about 3 hours 40 minutes, so an accelerated night there is only around an hour and a half).
What I expected: a player doing everything right should be able to sit out the summer night and recover. An accelerated night on my server lasts about 40 real minutes. On an unaccelerated server the same night is many real hours of game time, so nightly recovery is generous by design.
What went wrong: recovery never catches up. The reason is that player modifier rates (thermal bias feed and drain, fever drains) run on real seconds, but the world clock is accelerated. In my case the day runs 5x faster but the night runs 14.3x faster, so nightly recovery is stripped of real time about 3x harder than daily heat exposure is. Day accrual beats night cure and the loop is overdrawn no matter what the player does. There are also two script mechanics that make it worse (see Attachment):
In the yellow comfort zone with water between 1000 and 3500, bias below 0.4 grows toward the stage 1 threshold. So a player resting comfortably in shade is actually being fed toward stage 1 and can never heal below it while in yellow.
With water below 1000, bias grows at stage scaled rates regardless of comfort. So a fevered dehydrated player goes from stage 2 to vomiting (stage 3) in about 13 real minutes even standing in cool shade.
Run a server with asymmetric day/night accel, for example serverTimeAcceleration 5.0 and serverNightTimeAcceleration 2.86, plus a climate profile with hot summer days and warm summer nights.
In summer, play a day the "correct" way: shade during the hottest hours, low insulation or no clothing while resting, keep clothes wet, keep water between thirsty and not-quite-full instead of letting it sit at max.
Deliberately stay under the yellow comfort zone, and spend the night outdoors so the nightly drain window applies.
Watch the heatstroke meter over a few days. Even with correct play it creeps upward and reaches the vomiting stage within 2 or 3 in-game days.
Configuration used: asymmetric accel (5.0 / 2.86, night total around 14.3x) with a hot desert summer profile. Exact temperature arrays available on request. Repro should also reproduce on the stock Nitrado console defaults (6.2 / 1.7), where a summer night is still only around 55 to 60 real minutes, it will just take longer to spiral.
With correct heat management, heat sickness should net drain over each full day plus night cycle. On the official server pacing this works: the rates appear to have been balanced for it, a deep case takes about two clean nights and a mild case one. On an accelerated asymmetric config the nightly cure should scale with the night acceleration factor instead of collapsing in real time.
Tie modifier rates to the time acceleration factor, meaning per game-second rather than per real second, at least for the thermal bias / heatstroke chain. This is a no-op on vanilla, and it makes the night cure scale with night acceleration, so recovery stays on the same curve the rates were balanced for. It keeps the challenge intact, the heat is just as dangerous while you are in it, but the way out stays open on modified cycles instead of closing permanently.
If that's not realistic, then one or two config keys in cfggameplay.json so console owners can rebalance without scripts. For example a thermalBiasMultiplier that scales bias feed AND drain together.
A second look at the yellow zone water gates I described above.
Why it matters: community servers have every legitimate reason to change day/night pacing, long fast days and playable nights is a popular and sensible setup, and it's already close to what stock Nitrado console servers ship. Right now the real time modifier rates turn any hot summer profile on such servers into a death spiral, and console owners have no script level workaround at all. On PVE servers this lands hardest: the code effectively punishes exploring. Players who want to travel and play get hit with heatstroke for doing the basic game, and recovering from it costs so much shade seeking and hydration babysitting that it stops feeling like survival and starts feeling like a punishment loop. Nobody is asking for a summer without teeth. The heat should stay dangerous. What's broken is that on modified cycles recovery stops being hard and becomes impossible, and the only workable strategy left is organising your whole game around avoiding heat instead of playing through it.
No mods as console but modified from config files. Relevant modifications to this issue:
"serverTimeAcceleration": 5.0,
"serverNighTimeAcceleration": 2.86,
"environmentMinTemps": [ 2.2, 4.0, 8.0, 13.0, 18.0, 21.0, 22.0, 19.5, 14.0, 8.5, 5.0, 3.2 ],
"environmentMaxTemps": [ 12.5, 15.5, 21.0, 27.5, 34.0, 36.0, 38.0, 36.0, 34.5, 28.0, 21.0, 15.5 ],Activity
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