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).