Gyson,

Considering my reputation on this forum, I am sorry I will have to globally agree with you. Lets dig the subject a bit. Day and night thingie is composed of two things, I think:
The cosmetic/some gameplay effects of having the day/light go from dawn to dusk, with the light changes, some game features, like zombies being stronger at night, trolls turning into stones during day, and so on. Nobody will tell me this is hard to do, and that it is time consuming for indie pro devs. Larian simply cant say that.
However, those cycles also imply NPC schedules. And this is unfeasable IMHO, and time consuming, for a very poor gameplay interest, as I mentionned a long time ago.
So stopping the schedules is great, but the day/night cycle is lame, really.
As for wasting a precious time and energy making sure some psycho can revel in killing every innocent in the city they are supposed to save is a terrible mistake. DOS is not GTA5.

However, I must admit this level of freedom is amazing, and would in itself be a formidable achievment even if I absolutely do not share the excitment.

Just seeing the devs faces, I cannot deny they are working really hard. But hearing "thousands of bugs"...

So to summary, in my usual asshole (but maybe not so wrong) unhelpful way:
No NPC schedules = good
No day/night = bad
Ability to kill everybody = devs wasting good time for spoiled brats that want to play GTA5OS
Proper craft = more important than killing everybody.
Proper world interaction (beside using a shovel) = more important than killing everybody for a realistic-free RPG.
Interesting character development (beside putting a point in a talent or trading skills at merchants) = more interesting than killing everybody.


Last edited by Cromcrom; 01/04/14 06:18 PM.

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