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Originally Posted by RagnarokCzD
Originally Posted by Kendaric
In case of Waukeen's Rest, it could have been handled quite easily.
Nah, you just created one potential scenario. smile
Thats all.

Originally Posted by Kendaric
Trigger the event by seeing smoke rising from some point (perhaps even have companion point it out), then if you decide to rest rather than investigate and do the stuff related to the fire, you'd get a cutscene where the fire is largely under control, Florick is standing outside (having been rescued by the Flaming Fist mercenaries) and tells you of the situation with the Grand Duke.
What if you dont rest?
What if you go and deal with Gnolls on the road, and Zhentarim people in that cave, and Paladins at Tollhouse ... and then you return to that burning inn within single Long Rest >> aka. whithin single day?

If you manage it in a single day, a.k.a.. no long rest in between, the scenario would play out as if you had gone there directly. After all BG3 unfortunately has no way of measuring time besides days.

Originally Posted by RagnarokCzD
Originally Posted by Kendaric
The situation with the Zhent caravan survivors and the gnolls would be even easier. Ignore them for too long and have the gnolls slaughter them.
Well there is allways speak with dead ... but thats not the problem.

What exactly is "too long" and when it start count?
THOSE are real problems in such scenario. smile

Again... "too long" would be after a long rest. And it would start by either noticing the gnolls attacking the cave or by getting the journal entry about finding the survivors.

Originally Posted by RagnarokCzD
Originally Posted by Kendaric
Having a chance for failure or to miss out on some things is a good thing in a RPG.
Well ... in general, yes ... but it allways depends on execution.

I use my favourite example: Arabella, the Thief(ling).
In general ... having a chance for failure i a good thing ... most certainly 100% agree.
But the execution in game, where you either win an arugment, that is presented by SINGLE diceroll, wich sucess rate depend on ONE of your stats, no matter how important or even fitting it is for your character otherwise ... OR your character is forced to stand there with hands on his/hers hips and without moving a single muscle watch child being bitten by snake and die ... thats poor execution and therefore it was not good thing. :-/

Simmiar it would be here ...
IF the game would put us to situation where it would be clearly stated that we have to choose wich one will we help ... but i mean REALLY clearly ... it would have potential to end well, even tho it would certainly not be guaranteed. laugh


The situation with Arabella and Kagha makes for a bad comparison though, since "failure" there is determined by a random die roll rather than by the player's choice (unless of course, the players chooses the option to "wait and see how things play out" during the dialogue).

Originally Posted by RagnarokCzD
As we are now, many (and i certainly admit that i dont know how many, but to name one ... Icelyn, this is not snarky coment btw, she said it herself some time ago) people would be frustrated.

You also should count with that there will be people who will purposefully try to break the system ... and split their group in order to help both ... or will go do something entirely different, just to see if the game will have balls to let everyone die. laugh

You can't please everyone. Someone is always going to be disappointed by whichever method they use. As for people who'll try to break the system on purpose, let them. They paid the same money I did for the game, if their idea of fun is to see whether they can break the system more power to them.

Originally Posted by RagnarokCzD
//Edit:
Originally Posted by Kendaric
I guess you haven't played Fallout 1 or if you have, didn't enjoy it? It has a 60 days timer for the first half of the main quest (the water purification chip). This is clearly communicated to the player and it adds a lot to the game. You are on an urgent mission after all and shouldn't tarry as lives depend on you.

The possibility of failure is part of the fun.
Unless your time expired just few "steppes" (not litteraly) from completing the quest ... in that case, it just sucks. laugh

This literally happened on my first playthrough of Fallout 1... the time was up (since I went exploring a little too much) and I was 2 map squares away from the Vault. Was it frustrating at that moment? Sure. But I reloaded an older save and finished that part in time.

GM4Him #822092 19/07/22 05:29 PM
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Originally Posted by GM4Him
...our lives, our futures!

That one doesn't bother me, but I know what you mean.

The ogre saying chicken at the goblin camp. The elf in the hag's area (Lorin's his name, I think?). Those are probably the two worst for me. They both grate on me, eventually feeling like fingernails on a chalk board.

*

Occasionally, I feel like some of the dialogue gets repeated too often. "Got me, got me, got me right in the gut."

*

I don't think Waukeen's Rest needs a timer. But I do think it would be improved if the fire eventually stopped after completing the main quest there, leaving a burned down husk of a building in the wake.

And I agree that there's no reason to show the building burning from the telescope.

I feel like those changes are kind of inevitable, and I always assumed it's the way it is now because we're in EA, but maybe I'm wrong.

Kendaric #822106 19/07/22 07:22 PM
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Originally Posted by Kendaric
If you manage it in a single day, a.k.a.. no long rest in between, the scenario would play out as if you had gone there directly. After all BG3 unfortunately has no way of measuring time besides days.

Again... "too long" would be after a long rest. And it would start by either noticing the gnolls attacking the cave or by getting the journal entry about finding the survivors.
So ...
Basicaly unless your character would get litteraly to that place, then turn around and say "nah screw this, i will go explore some more and return later" ... and then they would Long Rest ...

What exactly would change? O_o
Bcs i cant help the feeling that the answer is: Nothing!

Originally Posted by Kendaric
The situation with Arabella and Kagha makes for a bad comparison though, since "failure" there is determined by a random die roll rather than by the player's choice
True ...
But the point was difference between "failure" and "failure that makes me feel frustrated" ... i gues i should have also include example of "failure that still feels good" tho.

Okey, take different example ...
Grymforge.

I fighted Duergars on ship, ended in quite bad shape ... but arived there.
Duergars were ... well, not exactly friendly, but at least non-hostile.
So i arived to the digside, where they all send me and find out that Nere was caved in ... i also learned about some explosives ... so i went to search for them.
I decided to go searching to the left ... i met group of Duergars that were whiping Rothe, in order to clear another cavein ...
I tought cool ... maybe if i help them, they will help me save Nere ... well, they attacked me ... i was in not-so-perfect shape allready ... so i Long Rest.
Since i cleared the way, i searched it ... bad luck, triggered some traps, fighted some merregon and few hell pigs ... another Long Rest.
Finaly i got in right direction, i have found little Gnome, decided to push my luck ... failed my roll ... ended up totally screwed ... Long Rest.
On my way back i have found another room with explosives ... so i gather those and returned to completely empty hall, where i cleaned cave in just to find out lifeless Nere body.

This isnt matter of any RNG ... it was my Long Rests, someone in Larian decided that limit it to 3 is enough ... it was not for me.
And still, it sucks. laugh

Originally Posted by Kendaric
You can't please everyone. Someone is always going to be disappointed by whichever method they use.
Exactly ...
So they can aswell keep it as it is. xD

Originally Posted by Kendaric
As for people who'll try to break the system on purpose, let them. They paid the same money I did for the game, if their idea of fun is to see whether they can break the system more power to them.
Wich perfectly aply to both my original point, and what i said just one quote abowe ...
Personaly i see no reason to return to Waukeen's Rest, just to withness that "its still burning" ... to me it is breaking the system. (Figuratively speaking.)

So i say ...
As for people who'll try to break the system on purpose, let them. smile

Originally Posted by Kendaric
I was 2 map squares away from the Vault. Was it frustrating at that moment? Sure.
Then you should understand. smile

//Edit:
Originally Posted by JandK
And I agree that there's no reason to show the building burning from the telescope.
Personaly i have no problem with seeing Waukeen's Rest allready on fire ...
I dont remember it completely, but i have the feeling that it wasnt exactly clear to say *what* is burning there.

What triggers me much more about the telescope is that it have different zoom for every scene where we can see small dragon that have barely size of our palm ... then we can see whole nautiloid tentacle ... and then we can see roof of Waukeen's Rest so close so we can count Roof Coverings (and that one is really something ... that is like 1200x magnified, isnt it?).

And much worse for me is the fact that to see what we DO see in that telescope, unless i remember it incorectly, we would have to be floating somewhere above that bridge Kithrak destroy little later.
Since we are watching from South +/- ... but the image is taken from West, or maybe even North/West.

Last edited by RagnarokCzD; 19/07/22 07:30 PM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by RagnarokCzD
Basicaly unless your character would get litteraly to that place, then turn around and say "nah screw this, i will go explore some more and return later" ... and then they would Long Rest ...

What exactly would change? O_o
Bcs i cant help the feeling that the answer is: Nothing!

It would be more immersive, plain and simple. And in my opinion, good RPGs are about immersion and a consistent and believable world.

Originally Posted by RagnarokCzD
True ...
But the point was difference between "failure" and "failure that makes me feel frustrated" ... i gues i should have also include example of "failure that still feels good" tho.

Okey, take different example ...
Grymforge.

I fighted Duergars on ship, ended in quite bad shape ... but arived there.
Duergars were ... well, not exactly friendly, but at least non-hostile.
So i arived to the digside, where they all send me and find out that Nere was caved in ... i also learned about some explosives ... so i went to search for them.
I decided to go searching to the left ... i met group of Duergars that were whiping Rothe, in order to clear another cavein ...
I tought cool ... maybe if i help them, they will help me save Nere ... well, they attacked me ... i was in not-so-perfect shape allready ... so i Long Rest.
Since i cleared the way, i searched it ... bad luck, triggered some traps, fighted some merregon and few hell pigs ... another Long Rest.
Finaly i got in right direction, i have found little Gnome, decided to push my luck ... failed my roll ... ended up totally screwed ... Long Rest.
On my way back i have found another room with explosives ... so i gather those and returned to completely empty hall, where i cleaned cave in just to find out lifeless Nere body.

This isnt matter of any RNG ... it was my Long Rests, someone in Larian decided that limit it to 3 is enough ... it was not for me.
And still, it sucks. laugh

Can't comment on that, as I've never done the Underdark (I hate the Underdark with a passion in all things D&D). From the sound of it, it seems an issue with badly designed encounters/overpowered enemies.
A well designed encounter shouldn't require the player to constantly rest. Of course this could be just an EA issue.

Originally Posted by RagnarokCzD
Exactly ...
So they can aswell keep it as it is. xD

Certainly, but it doesn't change the fact that I consider it as unimmersive and badly designed. Nor will it prevent me from pointing it out as a flaw.

Originally Posted by RagnarokCzD
Then you should understand. smile

I do.
I just accepted that I screwed up and reloaded an earlier save and did things slightly different. But coping with failure and accepting responsibility for one's actions seems to be a forgotten art in modern cRPGs.
Modern games must coddle the player and give them everything they want.

Icelyn #822119 19/07/22 08:40 PM
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Originally Posted by Icelyn
Originally Posted by Tuco
Exactly wrong.
And you didn't play Kingmaker (or any of the other titles we typically talk about in these discussions, like Solasta etc) by your own admission, so not sure why you insist on pretending you have a detailed opinion about how they play.
I was agreeing with ExarchofJustice’s post in general about not liking timed quests even if my own experience of timed quests was from a different game.
+1


Remember the human (This is a forum for a video game):
Kendaric #822120 19/07/22 08:50 PM
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Originally Posted by Kendaric
It would be more immersive, plain and simple.
Seems like we dont understand each other ...
I was asking about the change itself, not about how immersive that change would be.

I presume you have some scenario in mind ...
The game dont just "become more immersive" by itself, something that was previously "not so immersive" must change.
AND THAT is what i was asking about.

Originally Posted by Kendaric
From the sound of it, it seems an issue with badly designed encounters/overpowered enemies.
A well designed encounter shouldn't require the player to constantly rest. Of course this could be just an EA issue.
Sound of it should surfice i presume. smile

See that is exactly what people dislike about timed events, developer decide "XY amount of rests have to surfice" ... but then there are people for wich it simply dont.
Either encounters are too hard, or they are too focused to "not loose any dialogue" so they rest often, or they are simply not so good in this game (i remember that i was resting A LOT more often in first playthrough) ... no matter the reason.
Effect is allways the same > they are loosing content.

Originally Posted by Kendaric
I do.
I just accepted that I screwed up and reloaded an earlier save and did things slightly different.
And you really want to claim that you would enjoy the exactly same game somehow worse if first quest giver would say to you "please hurry, we dont have much time" instead of "you have exactly 60 days" ?
So you would be able to do everything litteraly and exactly as you did ... except you wouldnt need to reload just for two squares? smile

Lets be honest for a second ...
No matter, even if you would, i would not believe you. laugh


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by RagnarokCzD
Seems like we dont understand each other ...
I was asking about the change itself, not about how immersive that change would be.

I presume you have some scenario in mind ...
The game dont just "become more immersive" by itself, something that was previously "not so immersive" must change.
AND THAT is what i was asking about.

It may indeed be an issue of misunderstanding since neither of us is a native English speaker. So let's try again...

Ideally the encounter at the Waukeen's Rest would go like this:

You can't see the smoke from a distance because mountains or trees block the view. As you come closer, an easy Perception check is made by everyone in your party or simply have a companion remark they smell smoke and the party should investigate. At that point, you'd receive the quest to investigate the fire at the inn (which should indicate that this is time-sensitive since people may be trapped by the fire). Then, if you still take a long rest before arriving/resolving the quest at the inn, have Florick stand in the courtyard along with the Flaming Fist who just rescued her, Beryn is dead (he wasn't important to the Flaming Fist) and the quest would be completed in the journal with no reward. Florick would then give her dialogue about the Grand Duke's abduction.
Or you decide not to take a long rest and the quest unfolds normally including rewards upon completion.

Yes, it would still feel strange that you can potentially do other stuff as long as you don't take a long rest. However, it would make the world seem more dynamic and reactive to your decision.

Originally Posted by RagnarokCzD
Sound of it should surfice i presume. smile

See that is exactly what people dislike about timed events, developer decide "XY amount of rests have to surfice" ... but then there are people for wich it simply dont.
Either encounters are too hard, or they are too focused to "not loose any dialogue" so they rest often, or they are simply not so good in this game (i remember that i was resting A LOT more often in first playthrough) ... no matter the reason.
Effect is allways the same > they are loosing content.

There's nothing wrong with missing out on content... it gives you a reason for multiple playthroughs to see what you have missed. And I bet there will be a hidden timer in the full release to determine the number of times you can long rest or how often you can use tadpole powers before something bad happens. Otherwise it wouldn't be a threat.

Originally Posted by RagnarokCzD
And you really want to claim that you would enjoy the exactly same game somehow worse if first quest giver would say to you "please hurry, we dont have much time" instead of "you have exactly 60 days" ?
So you would be able to do everything litteraly and exactly as you did ... except you wouldnt need to reload just for two squares? smile

Lets be honest for a second ...
No matter, even if you would, i would not believe you. laugh

For Fallout 1 ... definitely. The 60 day in that game exists to reinforce the storytelling, it's not some arbitrary time limit to make the game artificially more difficult. And besides... the time limit is pretty generous and doesn't really get in the way, unless a player goes out of their way to explore the map wink
I simply like to have a chance to actually fail quests, as long as the failure is not due to some random skill check... though admittedly I don't view failing to save Arabella as a quest failure. It merely changed the way the quest would unfold (including Kagha's death much later).

Kendaric #822143 20/07/22 12:48 AM
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Originally Posted by Kendaric
There's nothing wrong with missing out on content... it gives you a reason for multiple playthroughs to see what you have missed. And I bet there will be a hidden timer in the full release to determine the number of times you can long rest or how often you can use tadpole powers before something bad happens. Otherwise it wouldn't be a threat.


Thats all well and good when it is indeed a choice like choose one and miss out on the other....but alot of times Fallout 1 included its possible to complete everything if you do it in a particular order and THATS where the problem lies. Your so called sense of urgency becomes irrelevant because there was no urgency to begin with if you complete the game in a particular way wich all this does is restrain player freedom of experiencing the game they way they want. Sure some people won't mind missing out but alot of people are also completionists and want to do every sidequests on theyre playthrough.

I dunno I just feel if people want a sense of urgency they can just complete the quest in the order they feel most urgent.. while if they add invisible timers people who want to do the side content get screwed over until they learn in wich order to complete the quests.

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