Can server time please be based on the actual server time? As in sent as a packet every x seconds to tell the clients "this is the actual server time".
For those who weren't aware, and from what I can gather, server time is currently calculated client side based on your clock, time zone and possibly location. How do I know this? Well here's one example:
[11:46][FC]<x> tell me server time
[11:46][FC]<y> 11:46
[11:46][FC]<x> why mine doesn*t change
[11:47][FC]<z> what does it shows?
[11:47][FC]<x> 10:46
That's from just now and person x is not the only person. That's the 2nd person in our FC recently with the wrong server time - something that should not be possible.
I have no idea why server time is not 100% reliable and why it was decided it should be based on local calculations but it needs fixing - it is currently not a 100% reliable way of coordinating time even though it should be.
On that subject: last tuesdays maintenance was scheduled to finish at 10GMT and it finished at 9GMT (10BST / GMT+1) - GMT is the same as UTC - it doesn't change!
Here's a great example. All I did was set my time zone ahead two hours and voila!
This photo was taken at 12:16 UTC (13:16 BST) - the PC clock is right, the game ST thinks it's now 3:16 because I put the time zone forward 2 hours, launched the game then put it back.
tl;dr: Please make server time universal (lets go with UTC) and send it via packets to the clients so no calculations are done client side.