Hmmm… That’s interesting.

I can understand why they do it though. It’s less information they have to pass along through with “each” request, while keeping the clock running at “real time”. I mean, why would you “bother” requesting the Server Time (ST) from the server every x seconds, when your system can handle that on it’s own once you know the difference in time zones?

I also don’t really see the need to recalculate the ST when you change your Regional Settings as well as the Time within your OS, while the game is still running. Unless requests being sent to the server contain a Timestamp, which is being recorded 1-on-1 within the database (rather than using the system date/time from the server itself). Otherwise you’d be using up “resources”, which could be used elsewhere within the client.

Granted, retrieving the current server time isn’t a resource hogger to begin with. But, like racing cars, wouldn’t you like it to be as lightweight as possible in order to guarantee the best possible performance? Just retrieve the systems “CultureInfo” once when you initialize the clock and just let the system's internal clock handle the rest?

Although i agree that scheduling events will be rather hard if not every player displays the same ST. But, if everyone has the correct time as well as the correct Timezone set within their Operating system, would the problem even “exist” in the first place?

Since the chat log in the OP mentions a time difference of 1 hour, i’m guessing that the clock from this player’s system clock has yet to adjust to the Daylight Saving Time. That, or his/her system clock hasn’t synced with the “International Atomic Time (TAI)” yet.