With how old school this game does some shit, and how I’ve been dicking about I am slightly worried I will hit a hidden time limit, like in Fallout 1 before I even attempt to dive into the main quest. I’m not just gonna turn squidy all of sudden and end my game if I take too long, am I?
Some specific quests have time limits (long rest based ones) but those that do are pretty explicit about it and make a point of warning you before you can unintentionally progress them.
I didn’t get any warning when I missed out on a quest in the Underdark. At least no warning that I recall receiving. It wasn’t big deal, just means that my next playthrough will be different.
Was that the
spoiler
Nere/save the gnomes quest in Grymforge?
I got a warning before I rested (right when I went to camp) that I was going to fail that one (psychic call for help, that they were about to die), I did rest specifically in that area of the underdark though, the scene might not trigger elsewhere? IDK.
Yes, it was that. I didn’t notice getting such a warning, but it’s definitely possible I did and just didn’t pay attention.
If you fast travel too far away the quest also auto-fails with no warning.
Ah, it’s quite possible that is actually what happened as I had fast traveled back to the Myconian village, and did a few other things before returning.
I didn’t notice one either and ended up loading an old save so I could rest before going there.
Fallout one was great. Need to do something for everyone will die. Then everybody dies. And they die so long into the campaign because you’re fucking about that knows auto save exists for you to roll back in time.
There’s also this augmented armor you could get that had a chance of killing you and like a year. Oh man I got bit by that so hard. But I loved it. I love the fact that my choice actually mattered
Fallout one was annoying on my first playthrough. But once I knew, it was no longer a problem.
I dont mind time limits. I would just want to know about them before-hand. Get some kind of hint early on that time matters in this game. Because by regular game convention it never does. Games are usually balanced against if it is a time limit or not. Deus Ex Human Revolution gave that hint, but then nothing else had time limits after that first quest. Thats annoying too, but less so.
To be fair tho, Fallout’s isn’t exactly hidden. It does tell you how many days you have. But even then, you didn’t expect it to actually mean something. Not in an RPG like that, anyway. Usually was reserved for action games purposed for the arcade.
“We have enough water to last X days”
“Wish the game told me how long we’ve got…”
“Here’s a quest to increase how long you’ve got!”
“Clearly there won’t be any consequence to waiting past that point…”
Yep yep
Without spoilers, I would like to know too. I tried limit my rests at first, but gave up on that when stuff got annoyingly difficult.
I’m soon done with the first area and only thing I know so far is that on your second full rest theres a small main plot progression. Other than that no quests seemingly have had time limit so far, I could leave them right before a hard boss battle with civilians in immediate danger and can come back many rests later and nothing has changed.
I’m also trying to limit my resting, we’ll see how long I last. Only level 4 right now. I have the same approach in BG2 for immersion reasons, and it does up the challenge quite a bit.
There is at least one quest in Act 1 that has a time limit. I left the area and when I came back it was over. Just be warned.
I read in a review that there is talk all the time about getting cured of your problem quickly, there really is no time limit and you can enjoy and explore the game until you finally get a cure.
Essentially the theme (excuse) of the game is “you should have already suffered the consequences of your issue, but for some reason you haven’t… yet.”
The game does a good job somewhat pushing you towards finding the cure, but makes it clear that it is not something that is easily cured. A healer might tell you it’s above their abilities, another NPC might tell you they can handle it but are missing advanced equipment to do so, and so on.
It does that balance well that you wouldn’t care how long it takes you to do the main objective, but reminds you that you need to do it at some point.
Im pretty sure there isn’t. We got to a point in one of the quests that would take to what it seemed to be a new area and act 2. We were following that quest because there’s that thing that you need to do or else…
A warning came up saying that this would progress the story (some things would be unreachable afterwards) and also that our party was massively under levelled for that area. I believe we were lvl3.
So we just went back and decided to do all the other quests that we had.
There are, bit pissed about it tbh. The over arching feedback on ‘time’ is to take a long rest whenever you feel the need but also that you need to take them to progress the main story; so long rests are fundamental to the game.
This is great, except at least one quest does have a timer and no, I didn’t read/see/hear any warning about this.
I’m fine with some quests actually having a timer, just mark them red in the journal or something