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GM4Him #825656 07/08/22 03:45 AM
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Originally Posted by GM4Him
Seriously. We don't need a whole calendar, etc. I just want the ambiance of night adventure and for my Drow to travel when THEY would most likely travel - NOT in broad daylight so their sunlight sensitivity would mess with them. And stealth missions make more sense at night, like breaking into a goblin camp
No, I agree. I was just saying that in an ideal world, we'd get comprehensive time-based immersion.


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GM4Him #825686 07/08/22 09:01 AM
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I thought there is calendar in our journal. O_o


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
GM4Him #825713 07/08/22 12:27 PM
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I mean, both Kingmaker and Wrath of the Righteous (just to name two recent ones) have day/night cycle, a calendar and the passing of seasons. We aren't exactly talking about something particularly absurd.
They are both made with a fraction of the money used to make BG3.

Last edited by Tuco; 07/08/22 12:28 PM.

Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
GM4Him #826142 09/08/22 06:46 PM
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Its not absurd at all. I think the best explanation of why we don't/won't have it has something to do with Larian feeling it doesn't suit multiplayer.

It can't be an issue with the engine as it seamlessly copes with the transition of Auntie Ethel's home from pastoral meadow to evil swamp. It even gets darker and the weather changes from sunny to overcast.

In the end they're just simply refusing to do it. we are all left to just guess at the reason.

Last edited by Ranxerox; 09/08/22 06:48 PM.
GM4Him #826146 09/08/22 07:17 PM
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They have already said that they hadn't implement it in their games because it would require an individual routine for every NPCs in the world. Which is absolutely wrong.

A D/N without any routine is already better to make your world alive than an eternal day. They could also add weather effect on the whole map.

Last edited by Maximuuus; 09/08/22 07:19 PM.

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Originally Posted by Maximuuus
They could also add weather effect on the whole map.
Unless that is intentional, to better show that those locations are not "actualy" as close as they seem. wink


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
GM4Him #826168 09/08/22 08:31 PM
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I won't enter another debate with someone basicaly able to write : "This line of pixel is further than you may think from the line of pixel right next to it..."

Last edited by Maximuuus; 09/08/22 08:35 PM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
GM4Him #826170 09/08/22 08:37 PM
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"This may seem Lilliput Land but it's actually meant to represent a much larger scale that it does" is angle that was attempted by few since the early days of EA and it never made much sense, to be perfectly honest.

Or more specifically: if that was the design goal, we can comfortably dismiss it as a complete failure, because it doesn't achieve the result one single bit.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
GM4Him #826176 09/08/22 09:00 PM
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"much sense" is relative ...
You cant really say it would make any less sense than claiming that our ingame map is suppose to be litteral transcription of the world. :P


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
" .. ingame map is suppose to be litteral transcription of the world. :P


There is nothing in the game to suggest otherwise. The "literal transcription" is the map as it is. Greater distances are 100% a product of one's imaginations. How far is Moonhaven from the Druid Grove? There is only one literal answer and could be reasonably estimated by observing a character moving from one to the other.

Any other suggestion is pure imagination and I would guess varies from player to player. There is no possibility of standardization beyond the actual literal distance present in the game (which as far as I know does not even provide any dialogue or text to suggest what those distances are)

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Originally Posted by Ranxerox
Originally Posted by RagnarokCzD
" .. ingame map is suppose to be litteral transcription of the world. :P


There is nothing in the game to suggest otherwise. The "literal transcription" is the map as it is. Greater distances are 100% a product of one's imaginations. How far is Moonhaven from the Druid Grove? There is only one literal answer and could be reasonably estimated by observing a character moving from one to the other.

Any other suggestion is pure imagination and I would guess varies from player to player. There is no possibility of standardization beyond the actual literal distance present in the game (which as far as I know does not even provide any dialogue or text to suggest what those distances are)

Here we go again. Let's not discuss the smashed together map for the 1 mil time.

Off topic. This is not about the map. It's about wanting Day/Night cycle and why.

GM4Him #826188 09/08/22 10:12 PM
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Originally Posted by GM4Him
Originally Posted by Ranxerox
Originally Posted by RagnarokCzD
" .. ingame map is suppose to be litteral transcription of the world. :P


There is nothing in the game to suggest otherwise. The "literal transcription" is the map as it is. Greater distances are 100% a product of one's imaginations. How far is Moonhaven from the Druid Grove? There is only one literal answer and could be reasonably estimated by observing a character moving from one to the other.

Any other suggestion is pure imagination and I would guess varies from player to player. There is no possibility of standardization beyond the actual literal distance present in the game (which as far as I know does not even provide any dialogue or text to suggest what those distances are)

Here we go again. Let's not discuss the smashed together map for the 1 mil time.

Off topic. This is not about the map. It's about wanting Day/Night cycle and why.

Actually I've never posted about it before....and I'm only commenting on a post that tried to tie the two subjects together to make a point about the D/N cycle so.....

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Originally Posted by Ranxerox
Originally Posted by GM4Him
Originally Posted by Ranxerox
Originally Posted by RagnarokCzD
" .. ingame map is suppose to be litteral transcription of the world. :P


There is nothing in the game to suggest otherwise. The "literal transcription" is the map as it is. Greater distances are 100% a product of one's imaginations. How far is Moonhaven from the Druid Grove? There is only one literal answer and could be reasonably estimated by observing a character moving from one to the other.

Any other suggestion is pure imagination and I would guess varies from player to player. There is no possibility of standardization beyond the actual literal distance present in the game (which as far as I know does not even provide any dialogue or text to suggest what those distances are)

Here we go again. Let's not discuss the smashed together map for the 1 mil time.

Off topic. This is not about the map. It's about wanting Day/Night cycle and why.

Actually I've never posted about it before....and I'm only commenting on a post that tried to tie the two subjects together to make a point about the D/N cycle so.....

Yep but I know where it's going. Rag and I have had numerous discussions/disagreements about the very same thing on other threads. I just wanted to prevent it from going any further on this one because Rag won't back down on it.

Consequently, I agree with you 100%. The ONLY thing that hints that it actually isn't literal is the world map has each location separated out. My guess is originally the map was supposed to be separate locations.

Last edited by GM4Him; 09/08/22 11:16 PM.
GM4Him #826225 10/08/22 10:18 AM
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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

Last edited by RagnarokCzD; 10/08/22 10:20 AM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
GM4Him #826230 10/08/22 10:26 AM
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OH GOD, NOT AGAIN.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
GM4Him #826241 10/08/22 11:55 AM
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Originally Posted by GM4Him
My guess is originally the map was supposed to be separate locations.

Which would have been my prefered solution. Separate location maps that are connected via a world map, that way we would have at least some sense of scale and passage of time could have implemented differently for the world map and location maps.

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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.

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Originally Posted by RagnarokCzD
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
Yes we can have passing time and yes I can easily imagine how it would look.

a.) Simple day/night switch. Click a button and/or take 2 short rests and everything everywhere transitions to night. LR'ing then transitions it to the next morning.
b.) Time just passes throughout the day at some rate. It doesn't matter whether different zones of the map are supposed to (allegedly) represent different physical scales. Just have time pass at a constant rate in all areas, and pause all time when any person enters TB mode

Are you really claiming that so many players will be outraged enough to ruin their game experience AND negatively impact Larian's final sales if, e.g., time doesn't pass at 10 seconds per second in the Grove and 20 seconds per second while traveling between regions?

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Originally Posted by GM4Him
OK... so you linked it to the topic.
Nah, it has allways ben linked. smile
I just pointed towards that connection, so you noticed. laugh wink

Originally Posted by GM4Him
but regardless, whether the map is literal or abstract, they could implement Day/Night
Well, i never said they cant (quite the contrary actualy, i even mentioned one possible imlementation right there at the end of my post) ... i was only talking about timeflow ... maybe i should say consistent permanent time flow, to be more precise ...
That would be in my honest opinion impossible, for reasons mentioned abowe.

Originally Posted by GM4Him
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.
I like it too, thats why i mentioned it abowe ...

It seems like win-win situation ... we would get option to actualy play during Night time ... Larian would do easiest possible implementation.

And the best part is that i dont think it would "necesarily" need any "day and night schedules for NPC" since we would never really know wich part of the night is, it may be just "few minutes after sun goes down" so people are all still there, aswell as "almost morning" so people are allready there. laugh
I mean yeah, it would be a nice touch wich lots and lots possibilities if NPC would to to sleep, and gather around fire, and stuff ... yeah certainly, but also a lots and lots of work. :-/
Personaly i would be willing to leave it.

Good idea with once per long rest tho, didnt thought about that. laugh

---

As for 2 and 3: Agreed ... wouldnt preffer that either.
Its basicaly exactly the same as 1 minus benefits of uncertain time, plus lots of additional work with lightning and shedules for 2 ... and even more problems for 3. :-/

Originally Posted by GM4Him
4. [...]
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.
It would certainly work best with separated zones ...
In order to protect people from accidentaly movint time, it could work like whole coridor, rather than transition spot ... i mean it would still be possible that somebody would "accidentaly" walk from Grove all the way to Blighted Village, but the chances are significantly lesser if they would need to walk all the way in order to move the time. laugh

Still it seems like unnecesary lots of work with little gain.

Originally Posted by GM4Him
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.
This is exactly what i was talking about abowe ... and why those models would not work in my opinion, so i will not repeat that. smile
I still believe it would not work tho. laugh

Originally Posted by GM4Him
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.
I would like that aswell.

I mean come on Larian its logical, isnt it?
We play Drows, bcs we want to play Drows ... if we would want to play dark skinned, white haired Elves ... we wouldnt be creating Drows, we would create Elves and pick dark skin and white hair for them. laugh
The closer we get to play Drows, the happier we will be!

---

//Edit:
Originally Posted by mrfuji3
a.) Simple day/night switch. Click a button and/or take 2 short rests and everything everywhere transitions to night. LR'ing then transitions it to the next morning.
Seems you didnt read that post to the end (excluding spoiler) ... did you?
I described there exactly the same as one of possibilities for D/N system.

Anyway this is not passing time.
At best you can call it switching between two static time profiles, but there is no flow and that was my argument against.

Originally Posted by mrfuji3
b.) Time just passes throughout the day at some rate. It doesn't matter whether different zones of the map are supposed to (allegedly) represent different physical scales. Just have time pass at a constant rate in all areas, and pause all time when any person enters TB mode
Again ... yes, this would be mechanicaly possible to create.

But no, its not answer to my question ...
I asked if you can imagine time flow that would "support that map design" ... this time flow would completely ignore map design. :-/

Originally Posted by mrfuji3
Are you really claiming that so many players will be outraged enough to ruin their game experience AND negatively impact Larian's final sales if, e.g., time doesn't pass at 10 seconds per second in the Grove and 20 seconds per second while traveling between regions?
Depends ...
First of all i would expect that you of all around here would by this time know that "so many" is abstract term that i try hard not to use much.

Some maybe ... no idea how many ... but if question is possibility and not probability ... i would never even claim that people will get this upset about static time, so i dont know if i would be surprised.
But most likely no, i would not. laugh

Problem with this is not "in the Grove" and "outside the Grove" ...
I was also talking about this abowe ... it would be more like 1s=10s in Grove ... 1s=1000s outside the Grove somewhere ... 1s=100s outside the Grove somewhere else ... etc. > that is the problem, inconsistency.

Also, it all goes only as deep as you let it ...
Sure, nobody would notice that 6 hours passed ingame while you were exploring the Grove ...
But dont you think some eyebrows would be raised if you would enter Windmill basement at 12PM and get out at 6AM? smile Or the same during exploring Blacksmith basement? (Without spider caves.) Or that going through Zevlor's Cave, or talking to Kagha and Nettie would take you 4h of ingame time? laugh

That is the problem here. laugh
Either the world is ridiculously small ... or any and every building is ridiculously HUGE ... if you apply consistent time flow. smile And that is the reason it in my honest opinion can never get into this game. wink
(As stated, explained, and supported by examples abowe ... shame nobody read it, as it seems frown )

Last edited by RagnarokCzD; 10/08/22 04:03 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
Tuco #826277 10/08/22 03:43 PM
Joined: Feb 2020
Location: Belgium
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Joined: Feb 2020
Location: Belgium
Originally Posted by Tuco
OH GOD, NOT AGAIN.


French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
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