So here we have it...

D:OS is "miles away"
D:OS offers so much already, far more then any recent RPG.
The brainless Sacred also had day/night.

Brainless is a key word. It is easy to make schedules for lets say 100 NPCs.

So with D:OS miles away, offering tons more content then other games and just the beta alone we already got so much more. How much coding do you think will really be needed to get these schedules? How are we to beta test by following stinking NPC's around their scheduled cycles to ensure they don't fall off bridges and die?

I'm sure Swen really and truly wants the day/night schedules and having magic effected by different moon cycles more then any of us. But he had to make the decision, and I'm sure it bothers him along with the hundreds of other ideas they had that got axed.

Regardless, what we pitched in on the kickstarter and early access is making the game far better then it would have been a year ago. Our money was well invested and I'm sure you'll still tell others that while the day/night cycles are gone, the game sure does kick ass!


Every time there I run into trouble on the road, there is always a dwarf at the bottom of it. Don't they know how to drive above ground?