Issues with it?
Immersion breaking+you might be missing on content.
1) You need to speak with someone at night and it's one of the last quests you have to do in this zone so you ....wait. For a whole day. Only to speak with this one guy.
2) If you need to do some quests at night and you have a timed quest to do on the same time you will have to drop one of them sometimes. In the above example for instance you won't be able to wait for the guy if you have to hurry somewhere else. (Like the tadpole, we don't know how it will play out in the end. NO SPOILERS but I've seen things I can't unsee in the data mining thread.
I mean, these are all "issues" that boil down to "have sensible quest design, especially IF you put a time limit on it", more than anything.
Obviously if you have a timed quest that requires interaction with an NPC you should make it possible to reach that NPC at any point before the deadline is reached. Otherwise you are just being unfair to the player.
Right now a day passes every time you go to sleep( night visible at camp). The benefit of it is the player controls how time moves onward.
He does. To an almost artificial degree in fact. I played across the almost entirely of the EA content without a single rest. After a while characters started assuming that we were "days" into our adventure in their conversation, when I had yet to experience my first night.
Otherwise the main quest has to be detached from how time elapses OR you end up with" Pathfinder".
You say that as if it was a bad thing. For all its occasional small shortcomings, there is a lot that Pathfinder nailed better than BG3 so far despise having a small fragment of Larian's budget.
BUT on the very same time how it impacts the credibility of a story where " Every minute count!". Yeah it does, let me wait a couple of days until the merchant gets new items to buy. First things first. My point is in BG3 we don't have a couple of things I considered silly in every single game with dynamic day/night system.
CUT
But it would mean the whole " tadpole " thing would need to be solved differently. Otherwise the main quest wants you to hurry, you want to wait a couple more hours to see your merchant. If you can see him anyway during the night then why did we implement the cycle to begin with?
I have to ask... In what part of this story every minute counts? You learn pretty quickly that even the "tadpole urgency" is not so urgent after all and characters never stop pointing that out (to the point it's almost redundant how much they stress to you that "you should have transformed already").