Originally Posted by tavor
Originally Posted by Tomoya


The justification is the text of the quest itself.

Example: Save Halsin, he got captured by goblins. He's either rotting in a cage, or goblin stew.

2 days later you go to goblin camp and find him rotting in a cage, save him and off you go.

However, player 2 waits 4 days and goes and finds some fat goblins talking about how tasty druid stew is.

The timers indicate a different outcome which varies based on the context of the quest.


Yes, i agree, but it would have to be like that for every quest and it gets even more difficult when you embrace quests that are not self-contained, but i think that's some way along the road ;D. trained neural networks for character archetypes initialized for every npc when you load up the game and the things they see will influence what they do. thatwould be the dream.


It definitely would not be easy, or quick to implement. That's why I said that in my original response but I did want to share with (hopefully) someone at Larian spying these forums that I really enjoyed Pathfinder Kingmaker's iteration of camping, and maybe that could spark some idea's for them.

IIRC most of the timed quests in Pathfinder weren't even really an issue, you had plenty of time as long as you didn't blatantly ignore main quests, but when you were playing it for the first time you didn't know that and the unknowing made you camp sparingly and utilize time well.

Last edited by Tomoya; 15/10/20 06:17 AM.

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