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So I'm very confused about something. I keep reading that there are no negative side effects/time essential events you can miss due to long resting in BG3, but I have experienced the contrary. On several playthroughs I've experienced permanent changes after long resting, like Auntie Ethel moving away from Druid's Grove before I've had the chance to talk to her, the druid dwarf being found dead instead of dying in the tunnel (both when resting in or after I've been to Druid's Grove), Halsin having escaped the goblin camp on his own and the goblins getting aggressive with my party after I've killed at least one leader (while long resting in the goblin camp)

Are all of these just early access glitches/bugs I've experienced, or are they features that I'm just not hearing about from a search?

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As I understand it they are not time sensitive but depend on checkpoints.

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Like Ixal said, these events pretty much stay in effect until you get close enough for the to trigger. Once your at a certain point, long resting will effect the outcome. Another one like this is the scene that happens before the owl bear.

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Alright, thank you both!

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Resting events will be changed for release as stated by several players who experienced it. So we don't really know how things will play out.

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I hope in the final game they implement some kind of warning that if you rest a quest might get skipped. I get they didn't implement some no rest zones because people could backtrack, rest, and still have the quest/s skipped but I don't want to find out the hard way when it is and isn't ok to rest in regards to quests being skipped.

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Gods, no! That's just terrible handholding. This destroys the whole point of reactivity. Just play as you as you will and go with what happens.


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Originally Posted by rodeolifant
Gods, no! That's just terrible handholding. This destroys the whole point of reactivity. Just play as you as you will and go with what happens.
Reactivity should be in response to choices players made in dialogue, choices players are aware that they are actually making. And the game DOES have no rest zones, just not as many as it needs to. The game should make players aware when they are making a choice. It doesn't make sense that you could rest 50 times without issues before you enter a courtyard but as soon as you enter it if you rest once the quest fails...that's horrible inconsistency that players can't be held accountable for not guessing.

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No. You're implying that you're missing something, but you're not. Not doing something has a result, just as much as doing something. Things just play out differently.

The Auntie Ethel scenario can play out in a *lot* of ways, depending on your class, where and when you encounter her first and more. By doing things a certain way, you 'miss out' on all the other ways. By not talking to her in town, you get a different encounter when you meet her. There's no need for some handholding-prompt. Just go and explore as you will and take things as they come. What's too important will always be on your path.


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Originally Posted by rodeolifant
No. You're implying that you're missing something, but you're not. Not doing something has a result, just as much as doing something. Things just play out differently.

The Auntie Ethel scenario can play out in a *lot* of ways, depending on your class, where and when you encounter her first and more. By doing things a certain way, you 'miss out' on all the other ways. By not talking to her in town, you get a different encounter when you meet her. There's no need for some handholding-prompt. Just go and explore as you will and take things as they come. What's too important will always be on your path.
Oh we are absolutely missing something...we are losing agency and the ability to make choices to a flimsy and inconsistent mechanic. A mechanic that at the very least should be clarified. But we should absolutely not, under any circumstance be robbed of agency by a flimsy, inconsistent, and unexplained mechanic.

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You mean the mechanic where NPC's don't stand in a corner waiting for you forever and ever? Yeah, pretty much.

It's a roleplaying game. You're supposed to know what your character knows.


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Originally Posted by rodeolifant
You mean the mechanic where NPC's don't stand in a corner waiting for you forever and ever? Yeah, pretty much.

It's a roleplaying game. You're supposed to know what your character knows.
But that is where you are entirely wrong...they do stay in one corner forever indefinitely, unless you rest two feet over an invisible line without any kind of warning. As long as you know where the invisible line is you could literally wait in game years and those NPCs wouldn't move an inch. But rest on the wrong side of the line and they're gone in an instant.

Last edited by Darth_Trethon; 26/07/23 01:20 PM.
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Yes, because in the world, time passes. She's there for a bit, and leaves. And you get a different scene.


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Originally Posted by rodeolifant
Yes, because in the world, time passes. She's there for a bit, and leaves. And you get a different scene.
I think you completely miss the point...it's not the fact that time passes, it's that it's entirely inconsistent when it does and when it doesn't. And the game doesn't communicate when you are or aren't on a timer. This is absolutely not a case of time is always moving because it absolutely is not...in fact most of the time in game there is no such thing as passage of time...you could literally take forever and not one minute would pass as far as the world and NPCs are concerned. It's only when you pass certain checkpoints for certain missions where entirely inconsistently the game decides you are on a timer and does not communicate that in any way...and this can rob you of actual story choices like dealing with Haslin, not being hostile to the goblins, etc. This either needs to be consistent or it needs to be communicated. A flimsy and inconsistent mechanic is NOT good.

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Originally Posted by Darth_Trethon
I hope in the final game they implement some kind of warning that if you rest a quest might get skipped. I get they didn't implement some no rest zones because people could backtrack, rest, and still have the quest/s skipped but I don't want to find out the hard way when it is and isn't ok to rest in regards to quests being skipped.
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The event has to be triggered at some point, whether it's this invisible line or that invisible line.

I agree with rodeolifant.

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I hope there will be more time depending quests and encounters you can miss. I don't like static worlds

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So do we just spam long rest near the nautilloid to adequately progress companion stories before checkpoints????


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Originally Posted by Darth_Trethon
I hope in the final game they implement some kind of warning that if you rest a quest might get skipped.
Warning message seems a bit excessive ...

Personaly i believe that certain urgency should certainly be stated as clear as possible, but if NPC does that during their speech, that should be sufficient.

I mean, IF Kagha state that Groove will be closed in next 3 days ... i expect it become closed in next 3 days ... unless i do somethig.
But i dont need any system message, or UI things to remind me ... that should be on me.


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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To add to the list - in one playthrough the Illithid was dead when I got to him.
After coming to on the beach I went east and wandered around for a few days.

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