Originally Posted by Maximuuus
I understand the idea but the facts are that visually this entrance is not well hidden at all. Anyway.

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I should not be able to play the game for 2 hours without a single Long Rest and have the game transition to Day 2 without any shift from day to night and without using a Long Rest.

You could definitely be able to play the game for 2 real time hours without a single long rest IF exhaustion is not implemented (something I'd like a lot).

But you shouldn't have the transition to day 2 without any shift from day to night. I agree.

On the other hand I have to admit that at the moment, I just don't care about time in the log and I don't really understand anyone could care about because...

...Time doesn't mean anything in this game.

It should, but it doesn't.

Right now an accurate 1:1 time in the log wouldn't solve anything related to the lack of D/N cycle, the lack of exhaustion, the broken rest mechanic, the feeling of a static world etc...

I think it could even create more issues when things will be better implemented (whatever they are) and it would increase the feeling that the world is totally inconsistent.

This I totally agree with you on. I also would love an exhaustion system and food and water are required to stave them off as opposed to healing HP. After even an hour of running around, a Short Rest should also be required or exhaustion starts to kick in to some degree. SOMETHING like that would be awesome. That would make food and drinks and Short Rests SO much more meaningful.

I guess, ultimately, you have helped me to realize that my issue isn't so much that there isn't an exact Realtime clock with minute to minute ratios. My true issue is that there is no cohesive measure of time at all in this game. It's all messed up and it messes with my head a lot, which is obvious because 99% of my posts have to do with this. I'm still going to play the game a lot if they don't fix this, but it does affect my overall perception of just how good the game is.

I don't mind a vague time system. I'd actually prefer that, really. That was why I wanted them to stop having characters say they needed to End Day just for dialogue purposes. They shouldn't be tired and needing to End Day just because they want to tell me something.

I guess in the end, I just want them to implement SOME sort of cohesive time management system that makes sense. Don't give me a Dialogue Log and tell me that a 5 minute dialogue was 30 minutes long. That totally destroys the immersion for me. So I agree. I'd probably prefer them to just remove the timing aspect of the log entirely rather than make it more accurate. Just label the Dialogue scenes and remove the time.

I'm totally fine with time being managed by Long Rests. You can do whatever you want and it is still 1 day as long as you don't Long Rest. I'd prefer it, actually. It's a good idea to give me, the player, full control over when I think a day should end. Then everybody is happy with how many times they end day.

The problem that I guess I have, then, is that we just need time to align with the other elements of the game, which has to do with my other posts so I won't go into it here AGAIN. smile

So thank you for talking this through with me and being patient about it. Much appreciated!