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Originally Posted by Taril
While Divinity has always lacked such a limit

Source points in DOS2. Cards/population/commanders in Divinity: Dragon Commander.

And even if they never had those, the next game is Divinity, not D:OS2 2, they should learn from BG3 and to create new systems altogether.

Originally Posted by Tuco
That's what happens when you remove the passage of time and a "tiredness" system and tie their absence to a rest that take place in a separate and instanced "pocket dimension".

I disagree. There is a tiredness system: you can literally do less as time goes on, by running out of resources/abilities unless you rest. That seems rather natural to me. I also don't think going to a camp is heading into a pocket dimension. People who go camping don't disappear into another plane of existence.

Originally Posted by Tuco
It's the same reason for which I have almost absolute confidence their own ruleset won't include anything resembling interrupts/reactions.

That would be a loss. I really like the reaction system. Actions and bonus actions too. More different resources means more varied ways to optimize your build. One fundamental problem D:OS2 had is that there was one way to optimize your build: physical damage and more physical damage, because that was the one variable you could multiply together. Meanwhile BG3 has many optimized builds and more reasons to pick something less optimal because of reactivity. So I definitely hope they are learning their lessons from BG3 and not just tossing systems aside because they think they are getting in the way instead of seeing how they improve the feeling of adventure.

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Originally Posted by Tuco
I don't personally consider what Divinity "did before" particularly relevant in this case

You don't think a developers past iterations are relevant to their newest iteration of the same formula?

Strange.

Originally Posted by Tuco
but even putting that aside, "Spell slots" and vancian magic are not the only reason to have a rest system in your game/ruleset.

I never said they were. But this is why it exists in D&D and as a result, BG3.

The only reason resting is a thing in D&D is because of resource limitation. There used to also be an exhaustion system, but that was done away with several editions ago.

With Divinity lacking said resources, there's no reason to consider there being a rest system that has only ever been used by Larian because it is part of D&D and they couldn't homebrew their way out of its inclusion in BG3.

They could try and force in some new mechanics purely to add this feature into their next game. But we have no reason to expect that. The expectation is that there won't be a rest system.

Hence you feeling the need to make this thread in the first place requesting some sort of dynamic time feature that could thus lead into resting mechanics, because in lieu of an expectation, you are providing feedback of a desire for such.

Originally Posted by Tuco
Especially if you are going for a coating of "world simulation" (which personally I think every good RPG should at least aspire to, as "immersion/simulation + narrative + engaging gameplay" is what I'd consider the sacred triad of the genre).

Ehh... I don't put much stock in day/night cycles or resting as "World simulation"

I've played WAY too many games where such things existed and they added literally nothing to the world simulation at all, or even detracted from it (Having day/night cycle every few minutes does not make a world seem real, it makes it seem video gamey. Since in no actual world does it take several days to walk down a street...)

Meanwhile, I've also played a LOT of games that have immersive worlds that never included such things, with it never feeling noticeably strange or out of place for lacking such.

Which is why I'm not sold on shoving in a random and shallow day/night cycle for the sake of it. Without proper care, it only serves to detract from the actual immersiveness and general atmosphere all for what? So you can take pretty nighttime pictures before you time skip back to day so actually playing the game is less annoying?

Originally Posted by Aulis Vaara
Originally Posted by Taril
While Divinity has always lacked such a limit

Source points in DOS2.

Source points I sucked out of people at will. It was a literal core plot point for the game.

Last edited by Taril; 6 hours ago.
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Originally Posted by Taril
Originally Posted by Tuco
I don't personally consider what Divinity "did before" particularly relevant in this case

You don't think a developers past iterations are relevant to their newest iteration of the same formula?

Strange.
I don't think they should DICTATE their future output, no.
ESPECIALLY when they declared themselves that they are going to delpoy an entirely now one for this game without recycling anything from their previous systems.

Originally Posted by Taril
Ehh... I don't put much stock in day/night cycles or resting as "World simulation"

I've played WAY too many games where such things existed and they added literally nothing to the world simulation at all,.
No, you didn't. It may be that you played them and you didn't appreciate what they added to the mix, on the other hand.

Flavor, cosmetic variety, immersion, NPC scheduling, varietty of possible encounters or what else.

Last edited by Tuco; 6 hours ago.

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Originally Posted by Taril
Source points I sucked out of people at will. It was a literal core plot point for the game.

You can long rest at will as well. It is literally a core mechanic for the game.

Limited resource with an at-will replenishment mechanic that you have to go out of your way to make use of.

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Originally Posted by Tuco
Originally Posted by Taril
Ehh... I don't put much stock in day/night cycles or resting as "World simulation"

I've played WAY too many games where such things existed and they added literally nothing to the world simulation at all,.
No, you didn't. It may be that you played them and you didn't appreciate what they added to the mix, on the other hand.

Yes I did.

You don't get to dictate what games have done just because it doesn't fit in your narrow view that simply slotting in some mechanic magically makes a game better.

Keep in mind, in another thread you were going on about how you hate "Classless Systems". Do I get to start saying "No, you never played a game where a classless system made it worse. You just didn't understand what it added to the game!"

As with every game mechanic, it all depends on how well its implemented.

Like you mention, if it adds flavour, cosmetic variety, immersion, NPC scheduling, variety of possible encounters, it can actually provide something to the game.

But if it doesn't add any of that and it's merely just "Game becomes an eye strain for a few minutes" then it's not providing anything positive to the game.

This is why I said I've played too many games that have featured day/night cycles and they added nothing. They didn't provide flavour, immersion, NPC scheduling, variety of encounters. It was shallow and did nothing but make things harder to see for no reason. All this added to the game was making it more annoying (And headache inducing from eye strain).

That isn't to say that all games are like this. No, I've played my fair share of games where day/night cycles were done properly and they did add things to the game. For example, Skyrim alters NPC scheduling (Including humanoid enemies). Tainted Grail both alters NPC scheduling, adds special loot drops at night and replaces currently despawned enemies with new encounters.

But again, these had to actually do something with the mechanic besides slap it in. They had to use it as a vehicle to add those additional game alterations to give it meaning.

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Originally Posted by Taril
Yes I did.

You don't get to dictate what games have done just because it doesn't fit in your narrow view that simply slotting in some mechanic magically makes a game better.
I didn't reject a claim that you didn't like these games, because that would be highly subjective and consequently irrelevant, as there would be nothing to discuss.
I rejected the specific one you made about how these day/night cycles you experienced added (and I quote) "literally nothing" to these games, because that's highly unlikely. And I gave you direct examples of what even the most basic, bare-boned implementation of the feature would add.

But hey, you are free to start listing them so we can dissect these examples.

Anyway, I'm going over the entire conversation so far and I'm still not sure what you are trying to argue here.

Do you have a specific objection against Larian adding a day/night cycle to their next game or are you arguing for the sake of it?

Last edited by Tuco; 3 hours ago.

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Originally Posted by Tuco
I didn't reject a claim that you didn't like these games, because that would be highly subjective and consequently irrelevant, as there would be nothing to discuss.

And I didn't respond saying you did.

Originally Posted by Tuco
I rejected the specific one you made about how these day/night cycles you experienced added (and I quote) "literally nothing" to these games, because that's highly unlikely. And I gave you direct examples of what even the most basic, bare-boned implementation of the feature would add.

Which is literally what I said you did.

I have played games where day/night cycles were implemented and they didn't literally nothing.

You claim that these games don't exist or they did things they did not.

This isn't about whether I liked the games or not. This is purely me saying that they didn't add all these additional features you keep talking about.

Originally Posted by Tuco
And I gave you direct examples of what even the most basic, bare-boned implementation of the feature would add.

No you didn't.

You gave examples of ADDITIONAL things beyond the most basic, bare-boned implementation would add.

Literallly, the most basic, bare-boned implementation adds... The screen is darker for a few minutes.

That's it. That's all. No NPC changes. No change of enemy spawns. No immersion. Just, every few minutes, the screen goes darker.

This is exactly how it's implemented in a game like Titan Quest. It adds nothing else. There are no NPC changes. No enemy spawn differences. No immersion. Just, the screen is darker. Not in a way where you get any cool visuals from things being lit up from well placed light sources to provide some nice visual aesthetic, no, just the screen is dark.

Originally Posted by Tuco
Anyway, I'm going over the entire conversation so far and I'm still not sure what you are trying to argue here.

Do you have a specific objection against Larian adding a day/night cycle to their next game or are you arguing for the sake of it?

My point, is that I don't want just a basic, bare-boned implementation just for the sake of implementation.

My point is that if a day/night cycle is implemented, I would want it to have actual things beyond just a darker screen. I want those things that give the mechanic meaning, things like proper aesthetic differences, immersion from the world feeling more real, NPC's that shift behavour or changes in enemy spawns.

Things that make the inclusion of such a mechanic relevant. Not just "Screen goes dark" and nothing more.

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Titan Quest isn't a CRPG. It's an hack' n slash.
Are you pulling my leg or what?

What's next? FIFA or Madden?


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Originally Posted by Tuco
Titan Quest isn't a CRPG. It's an hack' n slash.
Are you pulling my leg or what?

What's next? FIFA or Madden?

What's genre got to do with anything?

Games implementing a day/night cycle transcends CRPG's my guy.

Also, I like how you only bring this up now when it doesn't support your point compared to when I brought up Skyrim or Tainted Grail (Which are also ARPG's). Also I brought up Titan Quest in my initial post on this topic... Funny how you didn't latch onto it then.

Perhaps you're just clutching at straws because you have no counter to being shown that your mindset that day/night cycles MUST at BARE MINIMUM include a whole bunch of other stuff that makes the mechanic actually worth something, when the reality is plenty of games do the actual bare minimum, which is "Darker screen" for a few minutes periodically.

Either way, it's becoming increasingly more obvious with every interaction with you that it's absolutely pointless to engage with you.

Consider this my last post that ever does.

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