Originally Posted by RagnarokCzD
Originally Posted by GM4Him
This is not about the map. It's about wanting Day/Night cycle and why.
Exactly ...
And that is reason why it is so important to understand how many time we spend when we walk from point A to point B. wink
Correlation between distance traveled and amount of time passed should be obvious in my opinion ...

But in case it isnt ...
Let me argue this:
We cant have passing time, bcs map is not litteral transcription of the world we are in ... or the more important reason, bcs map is not consistent (to put it simple: 5 steppes inside the Grove =/= 5 teppes between Grove and Blighted Village) ...
Can you even imagine how Day/Night cycle would have to look, in order to support that? laugh

Now, i really hope we all understand the connection here. smile

But as a gesture of good will, so some of you dont complain again that im beaking their mousewheels ... i will do this for you:

Originally Posted by Ranxerox
There is nothing in the game to suggest otherwise.
The opposite is true my dear former Hobbit. smile

There is multiple things suggest otherwise ... to name few:
1) GM4Him claimed that he have found some notes, that suggest that Halsin leaved with Aradin (and his party) long time ago ... if i remember corectly it was a month ago. Logical question would be: What did they do all that time, since traveling to Selune temple takes hardly 5 minutes? smile
2) Minthara litteraly tells us that they were "so far unable to find the Grove" ... i dunno how long they were looking for it, but since we can travel through entire map as a single unit within not even whole hour ... with her army she SHOULD be able to find it within single day TOP.
3) There is World Map, where landscapes are lot far from each other, than ingame world shows us ...
4) If you talk to, well almost any non-civilian Tiefling in the Grove, but i talked to that Short Haired girl at the gate ... they tell you, that Baldur's Gate is "tenday" walking away ... then you can easily take World Map and cut the road into Baldur's Gate into 10 same-length fragments ... wanna know what you will find? Each landscape (crypt > grove > village > selune temple / tollhouse / waukeens rest) are aproximately 1 day appart from each other. smile
5) Blighted Village is too small to even be a village ... there is school, windmyll, blacksmith, apothecary and single barn ... but no regular building without other purpose than living ... also there is no field around, why would those people build windmill, if they have no crops to mill? laugh
6) There is also common sense, in games maps are rarely taken litteraly, bcs "walking for 3 hours in the forest" isnt exactly the most thrilling game experience.

And as a bonus:
7) And i admit that this may be just Larian fault really ... Biotops!
Since even tho im no scientist, and certainly not in this field ... i never-ever-ever heard about any place where you would have sandy beach with crystal clear river ... few steppes in one direction is green forest ... few steppes in another direction are rocky mountains ... and few steppes in last direction is swamp.
Things dont change this fast and this drasticly in the nature. smile

Originally Posted by Ranxerox
The "literal transcription" is the map as it is. Greater distances are 100% a product of one's imaginations.
Lets say i believe its possible ...
Do you have anything to support this theory?

Originally Posted by Ranxerox
How far is Moonhaven from the Druid Grove?
Nobody really knows, thats my point. smile

Larian didnt tell us:
One source suggest 5min ... another source suggest 1day ... another source suggest something in between. laugh
But there is no deffinitive answer.

And it gets even worse!
Bcs this world is not "just" shrinked ... we cant really state that 1meter in game = 10 meters in the world ...
There is one scale once you are inside some building, or cave, or w/e ... there is another when you are in some place like grove, town, temple, or w/e ... and there is another when you are traveling between landscapes, and even those are not all the same.

As it seems so far, the best explanation is simmilar to what GM4Him said:
Originally Posted by GM4Him
My guess is originally the map was supposed to be separate locations.
Personaly i imagine the process of creating this map as if you imagine regular map, of any state you want ...
Then you cut anything that isnt city ... all forests, fields, rivers, deserts, tundra and taiga, nuclear wasteland, w/e ... but also all roads, highways, etc.
Then you have theese separate zones of cities ...
And you smash them together, they obviously will not fit, so you add here and there some tiny bits and pieces of forests, fields, rivers, deserts, tundra and taiga, nuclear wasteland, w/e ...
And voila! Here is your ingame map. laugh

Originally Posted by Ranxerox
There is no possibility of standardization beyond the actual literal distance present in the game
True ... but that doesnt change how things are. smile
Also, im not quite sure its needed ... at least i didnt plan to measure distances in this game. laugh

To me "aproximately daywalk away" is measure enough ... the problem related to THIS topic tho is map inconsistency:
Even if we would have written in stone by Swen himself and sealed by his own blood that traveling from Grove to Moonhaven (that is Blighted Village, right?) takes 1 day exactly ... what would it mean for us?

Would that mean that every 1/24 of that distance would take 1h? I think not ... bcs if so:
- then that bridge that is there would be INCREDIBLY long. laugh
- then the Owlbear would either go really far from his cave, or those two siblings dragged their dying brother half day in wrong direction (logicaly they should have return into camp in order to get help)
And some other problems, you get the idea. smile

Or would that mean that ingame map is actualy so abstract, so even tho we know that point A is distanced XY from point B ... we cant get anything more specific than that?
That is what i believe ... and i believe that nobody in Larian ever bothered to think about this. laugh
And that is also reason why we can never get "passing time" ... (again, or more like still ... relating to the topic. :P ) bcs if we would get it, it would mean that Larian would need to completely rework whole map, in order to let time make sense during our travels.

Originally Posted by Ranxerox
(which as far as I know does not even provide any dialogue or text to suggest what those distances are)
There are both, dialogues and texts. smile
You just have to search thoroughly.
There. laugh

And this my dear The One Ring wielder, holder, guardian, jailer and eventualy forfeiter ...
Is the reason why i believe that the best D/N we can hope for is a BUTTON that would simply switch Day to Night. wink

Wich would be perfectly acceptable for me to be honest. laugh

OK... so you linked it to the topic. Still, it doesn't matter much in terms of Day/Night cycle. Yes, a button to switch from Day to Night would probably be the easiest way to implement without upsetting the timelessness of BG3, but regardless, whether the map is literal or abstract, they could implement Day/Night in several ways:

1. A button to switch from day to night. You can only use the button once per day. After that, you must use a Long Rest to switch from night to day. This is actually my preferred option because I would then control when my characters travel.
2. A button allowing you to switch from early morning to mid morning, then from mid morning to noon, then to afternoon, then twilight, then night. Not preferred. There's no need to switch times of the day unless you're going to do a Zelda: Mask of Majora thing and have all the NPCs in different places depending on the time of day or something. That's not necessary, in my opinion.
3. Short Rest passes time from morning to noon (first short rest) and then from noon to night (second short rest). I also don't prefer this method because if I want to travel by night I have absolutely no short rests to use. Also, that implies that short rests would be like 6 hours of time as opposed to 1 hour.
4. Time passes as you travel in some sort of fashion as you pass from one designated zone to another. Pass from the Beach/Nautiloid/Overgrown Ruins area into the Grove Area? Suddenly, you see the sun move from east to west so that although it WAS early morning while you explored the whole beach, it is now noon when you arrive at the grove and the sun is directly overhead. Head back to the beach and it goes from noon to twilight. Go back to the grove and it transitions from twilight to full fledged night. I also would not prefer this method because although it implies that yes there is a good distance between map locations, players could accidentally trigger the time transition and cause it to speed up too quickly. This method would have worked better if there were different/separate map locations, but it would kind of suck if I accidentally wandered too close to the time transition location and made like 3-6 hours go by when I didn't mean to go that way.
5. Time passes on some sort of scale. For every step you take, a minute goes by in the game world. 60 steps = 1 hour. Something like that. This would also suck because you'd feel like you can't even move without like an hour going by. The same is true if they implemented a 1 minute of gameplay IRL = 1 hour in the game world. Since you can't pause easily, that would REALLY suck.

Just give me option 1 and I'm happy. 1 button switching from Day to Night would make all the difference. I don't need noon, afternoon and twilight. Just Day/Night. Done. Then make sure I get advantages for stealth because of darkness and shadows, and make sure characters like Drow and such have Sun Sensitivity applied. That would make this game a SERIOUSLY well more enhanced game. SO much better in my opinion.