Originally Posted by Maximuuus
The story of BG was obviously player-centric... Not the entire world.
If the player is the only one that decide when night has come or not... the world is inconsistent and everything in it only turn arround what the players decide to do.
Maybe you're only waiting a great gameplay and maybe I'm looking for a more RP experience.

A more precise term would then be "story-driven" and not "player-centric". Your choice of words reveals a mindset so mired in negativity that you can't bring yourself to use a more precise word that indicates Larian's choice of not implementing a proper d/n cycle is in fact a decision with pros and cons rather than a wholly negative game-breaking deficiency. A wise man once said that there are no utopian solutions, just trade-offs. Only the totalitarian mind believes in absolutes.

BG3 is set to be more story-driven than the original series which placed its story-driven content in dungeons/separate instances for the most parts: Only random/simple encounters, and scripted encounters played out in the open world. BG3 is much more "open world" in this regard thus being more of an obstacle to the implementation of a proper d/n cycle for the reasons given previously.

Oh, and I'm fully expecting a GREAT role-playing experience on top of top-notch gameplay. I just don't allow myself the entitlement of getting lost in the minutia of pre-conceived and specific notions of what constitutes immersive or not. My sense of RP isn't as much derived from what I see as largely cosmetic features; it's centered around the story it self, around the character growth and interaction with NPCs. The long rest encampment mechanic is sufficient for me to simulate the passage of time, and the very diverse areas with dynamic variety of light and dark conditions will be sufficient to provide both cosmetic and tactical variety.

Quote
Please, play (again?) BG1/2... You HAVE to sleep.
Exceptions ? What about Nashkel or Beregost you cross more than once for quests and every locations you stay in for hours because you HAVE to sleep ?
What about every other places you visit back to talk again with someone ?

I don't remember it that way. You were certainly *incentivized* to rest for the reasons I mentioned as well as a fatigue system (for practical purposes much more triggered by the OP Haste spell than through actual passage of time), but again, nothing really stopped you from going weeks without sleep/rest AFAIK. You could even game the system by kicking companions from the party and re-invite them refreshed. Not having a d/n cycle does not automatically preclude possible nighttime conditions even outside in a story driven context. And I do hope Larian will implement such added variety. Unlike you, I just don't *require* the automation of such a mechanic due to the plethora of reasons given.

Quote
Sorry, but I can't understand you're right with people always staying at the same place if there isn't D/N that suddenly become a problem if there's one...

Again. If you simulate the passage of time through the implementation of d/n cycles, you also open for the natural expectation of NPCs being more than mere statues frozen in time and place. You expect them to act appropriately. Thus a proper system would would require a large amount of additional resources (like complex NPC behaviour AI) not be counter-immersive to the immersion gained by d/n cycles. Making the feature a "wash" (both immersive and unimmersive). On the other hand, NOT having d/n cycles makes in-game time more in line/correspond with real-time, thus not making the lack of said cycles and lack of realistic NPC behaviour, in some ways just as realistic as not properly implemented d/n cycles. Understand?

As mentioned, the original series kind of hid "immersion-breaking" lack of realistic behaviour in separate instances or through scripted encounters (like meeting Bodhi). Nothing precludes Larian from doing the same. I would prefer the apparent "open world" feel of BG3 than the rather cosmetic/shallow d/n cycles of the original series. Especially if enough such scripted encounters during nighttime occurs outside of the camp mechanic.

Quote
The tadpole thing... In many games, the situation is catastrophic, you have to do things FAST because the world is going to fall into darkness if you don't...
... but you can play for 100 hours doing anything you want without any consequences.
No one really know atm for BG3 but is that something you want for a BG game ? I don't because this is another ridiculous and immersion breaking illusion.
I don't think timer is good for player's experience, but there are many ways to create a sense of urgency without a timer that doesn't really exist or that only exist when you click for a number of time on a specific button.

Again, I trust in the vision of Larian. If this is indeed implemented (again I have no pre-conceived notions), then I expect them to give the player a sense of pressure/time constraint which increases overall drama - without forcing a "bad" ending for instance. At least not without giving ample of warning (like the usage of tadpole powers is). How is time sensitive "ridiculous and immersion breaking illusion" while your simplistic d/n cycles are not? How is the most complex stealth system of any isometric cRPG I know ridiculous and immersion breaking? The very nature of RP is about the illusion you create.

Quote
Unrealistic expectations or nostalgia is bullshit.
What we're talking about (here or in other topics) is not "unrealistic".

Of course they have to choose and choices can't pleased everyone... I can deal with it but having something that looks more like a real BG experience and not only like a another usual "Larian experience" is not unrealistic.

No. It's very much to the point. A great deal of people here have a great deal of expectations based on almost pure nostalgia and/or based upon requiring BG3 not to resemble D:OS2. What constitutes unrealistic is not the individual expectations, but the sum of a great many of these expectations, some considered small, some game-ruining. D&D 5e is already an INCREDIBLY complex system requiring a lot of resources to properly implement and given resources are not infinite; Larian has to prioritize features. I have explained why n/d cycle is not entirely a net benefit. Trying to please everyone would likely end up not really pleasing anyone, and I trust Larian's vision INFINITELY more than I do yours and the handful of consistent naysayers on these forums.