Originally Posted by Doomlord
Originally Posted by Back_Stabbath
Originally Posted by Doomlord
Originally Posted by rodeolifant
Gods, no! That's just terrible handholding. This destroys the whole point of reactivity. Just play as you as you will and go with what happens.

+1

I too subscribe to 'no notifications' In my real life, I dont get notifications lol, if I did my life would be SOOOOO much different right now I'm positive.

This is bad logic.

In real life, you can go up to your friend and strike up a conversation about practically anything. And your friend will probably talk about it. In this game, if you don't hear your companion talk about something at ONE SPECIFIC TIME, you'll just miss it forever. It's a bit silly to leave interactions up to chance or to make players constantly alt-tab to the BG3 wiki if they're paranoid they're going to miss some content.

Ill agree to disagree,

We're or I'm not talking about, a friendly conversation with someone I know, I'm talking about,... I'm walking down the yellow brick road on a mission to get to the emerald city, Now as I'm walking through the forest there is a little path leading off, I could go that way, or I could continue walking to the emerald city. Now If I do turn off, because of my agency, then I find a tree to cut down, and down drops a 'forever apple' that once eaten returns and has endless regenerative powers to keep me healthy, and by doing so I now have a keeper of the orchard hunting me down now.

As I see it, I don't want a pop up telling me... Go that way because once you cross over the poppy field, you wont be able to go back that route because the Orchard farmer will have harvested for the winter.

At least this is how im seeing the topic of this discussion. This will help to keep future playthroughs fresh or at least some little diamonds we can find
Yes....I wouldn't want such a popup either. However, if in this game, the passing of the seasons is not generally simulated, a quest designed to be missable this way comes across as arbitrary and artificial. After all, there is no compelling reason why the farmer has to harvest his apples just after you were passing. Meanwhile, if the game simulated time, and communicated to you in some way that the harvest time was ending, and you later discovered you missed that apple because the farmer harvested it, that would be consistent by in-world logic and as a player, you'd be more likely to react with "Wow....cool that the game simulates that".

So it all depends on whether the game globally simulates the passing of time in a more or less consistent way, and communicates time to the players with some in-world messaging.