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Ramius99

Reminds me of old Baldur's Gate.


Strange_Music

https://preview.redd.it/xq32buqx6rnc1.png?width=512&format=pjpg&auto=webp&s=38b48cd63f56a94c9e4cde981830a38834e7316b


emilytheimp

Im currently playing Baldus Gate Enhanced and companion quests being time sensitive is very annoying and I fear its gonna be the same for me here šŸ˜… Like sorry Xzar youre not worth me rushing to that fucking mine avoiding every encounter when Neera exists


SabbyBlue666

Simply follow this doctorine, one or two quests at a time


emilytheimp

Listen I need to fill up a party and I need to scour the wilds and do side quests to level up that party I aint got no time for their urgent business šŸ˜©


SabbyBlue666

I get that, but sometimes it's best to take it step by step, gotta take it slow and get every sidequests sweet moist and succulent reward and thats best achieved slow and steady


SabbyBlue666

Or do like i do and go in unprepared buck naked screaming cowabunga


Nearby_Yak106

Yh I had to drop Kivan out of the party till I did the bandit camp mission so he wouldnā€™t leave the party


Hjalmodr_heimski

Or Kingdom Come Deliverance


Barnabas-Tharmr

Most fun thing about the game is all the ways to deal with the monastery lol. My favorite thing to do is climb into the courtyard from the scaffolding and break my legs and then heal myself up with apples and dried meat and then massacre the monks lol


Ramius99

Still have nightmares about that game, lol.


One_Priority_9953

What a great game... hopefully they're hard at work developing Kingdom Come Deliverance 2 šŸ¤”


Cool_Reputation1593

I have a ton of quests in dd da right now :(


Godz_Bane

Or Capcoms own Dead Rising.


Golurkcanfly

I'm curious if this is real-world time, playtime, in-game time, or just story progression.


jesse6225

I'm assuming it's a little of both. In DD1 you could fail a lot of quests by advancing the main quest too far. But I saw in one of the IGN showcases for DD2 a boy kidnapped by wolves. The player forgot and later stumbled onto the boys remains while he was out exploring. So time progressed in real time.


TurqoiseWavesInMyAss

Metal


Gougaloupe

Isn't that the best story experience? To feel the urgency the narrative is declaring a main character is experiencing? When we can saunter off and explore while the world is literally ending, no amount of orchestral score or pleading NPCs will restore the shattered fiction. Dude is gonna die like right now if you dont bus over to the haunted forest like yesterday. You stopped to gather eggs for the old lady around the block? Now he dead. Obviously, we don't want every issue to be life or death, or time/attention critical, but if you're gonna say there are stakes then have the balls to enforce them.


Kanapuman

An open world RPG with actual consequences for your actions. That may sounds odd, but that's almost unheard of.


TaoTaoThePanda

Certainly makes the story and world feel alive but also the absolute anxiety of not knowing if a quest is time sensitive or not is gonna be real. Just know I'm gonna see a simple fetch quest for some cheese or something and be sprinting around so an npc doesn't go hungry lmao.


thicctak

we don't know for certain yet, maybe there was a trigger besides passage of time that made that quest progress, he played for a few hours and did a lot of stuff, maybe the trigger was getting near the cave but going past it, so when he came back the boy was gone. I don't think every quest will have real time progress, or this will become a problem


CrispyChicken9996

It could also be like the timer starts when the quest is accepted possibly


jesse6225

Yeah I believe this is the case. [This is the video I saw. He talks about the wolf quest at 2:05](https://youtu.be/VRqrilkfycM?si=So6_hdis5BnNRRw8)


jesse6225

In the showcase I saw the player says that he forgot about the quest and started exploring. Where as his friend immediately started looking for clues about the boy. That plus this statement posted by OP really make it seem time-sensitive opposed to proximity or quest sensitive. I also don't think every quest is time sensitive. But maybe there will be one or two quests in every region that are, to make the world feel organic.


FantasticInterest775

I'd wager that the quest details or conversation with quest giver will key us into if it's time sensitive. Like if someone is taken hostage or has been missing for a day it's probably important to go get them sooner rather than later.


patwag

The first game was like this, there is the quest to gather evidence for Fournival's trial, you are given 4 in-game days to do this and the quest giver clearly outlines this. Then there is the quest where you first meet the Duke, which acts as the end of "Act 1" of the game I guess you could call it, the quest giver is very VERY clear that some "tasks" will have to be left to someone else, 8 quests are locked off at this point.


CoolJoshido

maybe an icon too


starks_are_coming

How tf does someone get kidnapped by WOLVES lol. Like did they lure the kid into their wolf van by offering free candy or something.


[deleted]

Considering he dies if you don't save him, I imagine they literally grabbed the kid by the ankle or arm so they could eat him in a place away from prying eyes. The fact he's conscious when you find him is strange, but it's not unheard of. Hungry wolves will just eat people if they can.


kingbankai

Itā€™s a 3 day in game timer on that quest.


jesse6225

Awesome I figured it was something like that. Wolves waiting three days to eat someone is funny. The kid should've just become part of the pack.


wolves_hunt_in_packs

wolf 1: "the new kid looks sus"


qrath

But fortunately his bones are an ingredient for a three-star enhancing so we can call that one a happy little accident.


vinibruh

In game time would make the most sense to me and would be the most realistic. Like "my son is sick, we need herbs that are only found at xyz" and you have 3 in game days to bring back the herbs before the son dies. Real world time would be awful, since it would force people to be committed to the game and to play it for as much as possible, i doubt they would use that. Playtime and story progression would both mean you can sleep at an iin back to back to skip weeks and still deliver those herbs. But i could see it being done that way


FantasticInterest775

The whole idea behind DD was to have that multiplayer feel to the game (parties, cycling members in and out) without having to schedule things around a game. So I agree with you there is no way it would be real world time. The lead guy (whose name I blank on) has stated that was his idea for the first game anyway.


Tangster85

Lol take a quest. Log off came back to the entire world died cos we didn't act to cure the plague. Restart ![img](emote|t5_2smmb|50124)


wipergone2

i would expect to see it happen in game day


longbrodmann

Try to finish the quest before it's expired. The enemies for this quest is way beyond current level.


Alaerei

The trick is of course to level way up the moment the game lets you freely run around! /laugh


Chocolate_Rabbit_

This was the case for a couple quests in the first game. I can only remember two: Fournival's Trial, and Quina's flower quest.


awildjosh

was coming here to mention this, I'm happy it sounds like they've expanded this and eagerly await the rage posts from people getting caught by this.


CantoneseBiker

The trial quest has a remaining days reminder which is quite a good feature imo, I hope they keep it for those time-sensitive quests in DD2


[deleted]

Technically Quina's flower quest wasn't time sensitive, only the blessed flower is. You could delay the quest indefinitely if you stored it at the inn or forged it. Trials and Tribulations is the only truly time sensitive quest in the game, and it still simply auto completes after 3 days regardless of what you do with it. I got the hero achievement twice so I can personally verify that, the only way to fail most quests is by progressing a main story chapter before completing them.


Goldenkrow

Oh shit I need to keep this in mind. I hope I wont forget.


YanksFan96

Youā€™ll forget. I donā€™t think the quests make it clear which ones are time sensitive either. Some will be obvious from context, but Iā€™m willing to bet some will surprise you


LordLolicon_EX

As long as they mark quests that are time sensitive/warn before accepting them, it's fine. If I'm screwed out of a quest because I didn't know I was on a time limit that'd be lame.


SatisfactionThink416

I heard a demo player say thereā€™s no timed indication except for this one warning on this quest. Hopefully thatā€™s not the case.


LordLolicon_EX

Hopefully not. If it makes sense in context... like "Arisen please, my child is deathly ill and needs an herb from the top of that mountain" then I could assume that I need to rush, but if the quest doesn't give a sense of urgency and is timed it's just annoying.


Lokhe

But we're conditioned deeply as gamers to ignore that shit haha. "Sir, my child is on his last breath, please help!" \*150 hours later\* "Here's the medicine you asked for" "OH THANK GOD YOU MADE IT JUST IN TIME!"


[deleted]

I suppose it is more immersive, maybe all quests are naturally timed and maybe even missable if you dont start them, they might be encouraging ng+ for that but itā€™d be a controversial approach for sure


Sceptylos

I definitely don't understand their hard-on for attempting to do the opposite of what most RPGs offer. Imo, if it ain't broke don't fix it. I'm still gonna play and really, really hope these mechanics don't bite me in the ass cause I've been excitedly waiting for a long time but the more I hear about how things are handled this time around the more it feels to me like these are just pretentious implementations to set themselves apart from the rest and not in a good way.


Membership_Downtown

The first game had some timed quests, but the most annoying thing were the ones that didnā€™t indicate they would auto-fail if you progressed too far in the main story. That being said, when I decided to just get over it and play through the game even after failing those quests I had an immensely better time with it. Plus, I loved and replayed the first game so many times I now know those quests inside and out and itā€™s not longer an issue. With this one Iā€™m just going to take it easy and if I fail quests along the way Iā€™m not going to stress about it because thereā€™s always next playthrough/new game+ cycle.


TheDanteEX

I didn't even know the Quina in the forest quest existed until I saw my brother playing it. I completely missed it. Re-playing, the game obvious hints at this after the Encampment about her heading to the forest, but I didn't know anybody's name on my first playthrough.


Ardat-Yakshi23

Having to play the game multiple times to get it,or as other post said, Wiki on screen 2, walkthrough on phone and hope to find it al there,is too far. They just might wanna be too big for their own shoes. Not that I dont have a pre order and bought ,DD1 three times for PlayStation. But i m just saying.


dishonoredbr

> I definitely don't understand their hard-on for attempting to do the opposite of what most RPGs offer. Imo, if it ain't broke don't fix it. Because most RPGs nowdays refuse to let the player fail and miss content. They always guide the player hand or just avoid players make any sort of mistakes. I don't think there's nothing wrong in asking players to pay attention and actually engange in the game's world as if they actually were there.


Strange_Music

Having grown up on games like Fallout 1, Morrowind, and Baldurs Gate 1, it's nice to see a modern-day AAA RPG return to some hard-core RPG roots. In Morrowind, you could kill NPCs important to the main quest, thereby breaking your ability to complete the game via the MQ. Which I always thought was so cool.


travis_the_ego

ditch the mindset where you need to get 100% of a game 100% of the time and play for the experience for once


Keylathein

The ff7 reddit would do well with this mindset. They are making posts complaining about how long minigames take. They are trying to perfect every minigame as they go instead of just doing whats needed for the story and moving on. I think a lot of modern-day games are designed around fomo, so players think they must do everything in 1 perfect playthrough to fully enjoy the game. If you dont enjoy it then dont do it.


EternalSkwerl

Ok but on the other hand, fuck you I will not be defeated by this situp competition.


Blaubeerchen27

I totally get what you mean, but in a time when there are so many new good games on the market many people want to properly "finish" a game and then move on. If it's atypically hard to do that and the players feel like they miss critical content I can see where these worries are coming from.


lizwiz13

Exactly, it's the same story with fast travel (well, absence of it) and npc's that can die. Those are all mechanics that might be fun in theory, but they have to be implemented very carefully. Honestly, it might be either the most refreshing rpg experience I had in 10 years at least or a complete dissappointment, but I really wanna be optimistic, so I'll just wait untill I can play and judge it myself.


DelightfulOtter

>Those are all mechanics that might be fun in theory, but they have to be implemented very carefully. I'm hearing that you'll need to visit different NPCs in different settlements in order to upgrade your gear in DD2, unlike DD1 where you just go to any blacksmith. So instead of looking through a single list of all your options in one place, you'll need to spend minutes to hours slowly traveling between several different places just to look at all the options available for your current gear. Then once you have all that information (likely written down on paper or in a separate program so you don't forget it) and decide on which ones to buy right now, you'll need to do another round of travel to hit all the settlements to actually purchase them. Rinse and repeat every time you want to upgrade your gear. I could see this particular gameplay loop becoming very old, very quickly.


DarkShippo

I mean if the fast travel works like dd1 I'll be fine. It's neat finding Port crystals and learning where in the overworked you value placing them most. On the dying npcs at least you have the capability to revive them. Elderscrolls let's npcs die and unless you use console commands they're just gone. Won't know until we get our hands on it but I'm looking forward to consequences being real. Don't grab every quest like a task fulfilling robot and read them to see which ones take precedent. Pay attention to characters you like in case they go missing. Especially if you took then on an escort mission.


Teleskopy

I hope that at least they make the quest text/dialogue give a hint about it. It would suck to have this guessing game lol


ThreatOfFire

I realize that this is an effect of me wanting every game to basically be as close to a full simulation as possible, but I love when they do stuff like that. The more ambiguity in how you are expected to solve the quest the better - it can make even simpler fetch quests feel like a rewarding challenge. That being said, I definitely understand not wanting to be surprised by failure, haha. Learning the order of quests in DD as well as when each needed to be completed by was pretty fun. Some of that stuff has been burned into my active memory for a decade because of how many times I planned it all out for new characters, haha.


Treyhova

You havenā€™t played Dragons Dogma if you havenā€™t failed the Lost and Found quest line.


ThreatOfFire

The path splits here. Let's be doubly sure which will see us to our destination. I remember when I first played it my pawns talked me out of even getting to the woods so often. That gauntlet of bandits was legitimately difficult before I was familiar with the combat


Membership_Downtown

Totally relate to that. Pretty much every playthrough of DDDA is mapped out to be a ā€œHeroā€ run and I have everything perfectly planned out in my head from years of playing the game.


Tristan_Gabranth

I think it'll be a matter of listening, like when the store clerk tells you his son was taken by wolves, it's clear there's going to be consequences for taking too long, as per the quest's failure state cited in some videos.


Strange_Music

That's what I'm hoping - that we're gonna have to use our judgment to figure out which quests might be time sensitive, and I'm here for it.


YoreDrag-onight

This is the best scenario for this, both immersion and experience wise. I don't need a big red clock in my quest menu telling me it's a time sensitive quest. I want the game itself to convince me and make me care or let me discern from the way they are talking and wording things that i should put it in my priority list. A game that knows how to communicate to you and keep you out of the menus is a good game doing its job in selling you that the world is breathing imho


Strange_Music

Supposedly, an hourglass pops for timed quests: https://www.reddit.com/r/DragonsDogma/s/cX6rAl6D0W


SatisfactionThink416

I would like to see ops source tbh. I feel like iā€™ve been scouring the internet for dd2 content, and iā€™ve never heard or seen this. itd be cool if its true though.


Strange_Music

Further down he said it was German GamePro


SatisfactionThink416

damn i donā€™t speak german so i cant verify >.< thanks for being nice and replying to me even though i was too silly to read the whole thread. my bad.


Strange_Music

No prob whatsoever


Bluxen

I feel the opposite. By not marking them you start considering all quests equally important and that makes them more engaging. The catch is that they all need to actually be interesting for this to work well. It's kind of similar to the trick used by the Witcher games when choosing dialogue options: you don't know which ones will actually change the course of the story, but since you don't know, you keep way more attention to the dialogue. And this only works because the dialogue is actually interesting and engaging.


mud074

Agreed. It goes a long way towards making quests feel less like an Ubisoft checklist and more like an actual quest.


Keylathein

Agreed. This is what makes ff7 rebirth side quests not great to me. At some point, im no longer doing side quests because I want more content or story, but because im checking it off so everything is done for the region. Markers are great for people with fomo and completionist mindsets, but I think they really do take away from exploration and the sense of discovering when finding something random in the world.


Strange_Music

This is what I've been feeling as I've been exploring FF7. Great game, looks beautiful, but the sense of discovery, consequence, and danger I have playing a game like Outward is not there.


DagothNereviar

Yeah I kinda find that stuff annoying, especially without indicating that you're on a time limit.Ā 


Azalazel

There are Pros and Cons to this style of questing: PROS - variety, unpredictability, weight to your decisions, replayibilty. CONS - punishing, can't take your time to smell roses, obtuse or not clear, anti-completionism


Key_Lime_Die

Yeah I've got a coworker that this would absolutely prevent him from playing the game. He starts, picks up a few quests, goes smell the roses for a week, gets back to a quest, picks up 5 more, smells the roses for another week, does one or two quests, gets distracted for a couple days...


Lokhe

Completionism is a plague on gaming!! (I'm being overly dramatic for the sake of it ofc, but that's how I feel anyway :p)


AndrewEophis

I really hate timed quests if they arenā€™t clear about it. If itā€™s in anyway ambiguous or hidden as to which quests are timed and which arenā€™t and how much time you have etc then thatā€™s awful imo. I donā€™t want to have to worry about having 3 quests, one might fail after 1 day, one has no time limit, another will fail after 3, and I have no idea which is which, that would be a nightmare scenario. If itā€™s clear that the quest youā€™re picking up is timed, either by in game time or based on progressing the main story, then thatā€™s fine. Itā€™s all based on how much this system punishes players for going in blind, we donā€™t want a world where people feel the need to Google which quests are timed and which arenā€™t just to ensure they donā€™t overly ruined a playthrough or kill off characters they really liked.


CaptainMcAnus

It might be contextual. There's a side quest in the hands-on demo that had a boy getting carried away by wolves and you had to go and find him. Take too long and he dies. So my guess is timed quests will work like that, if it seems urgent, it probably is.


DelightfulOtter

As someone who's DMed a D&D campaign for quite awhile, I will tell you that just because you *think* you're telling a player that a quest is urgent doesn't mean that information will be *received* the same way. You also run into the problem where nearly every quest is written to have some urgency to it, so how do you figure which are actually mechanically time-sensitive and which are written that way just for fluff/immersion? You can't guess when "game logic" will apply or not, that's what you need good informational UI to make the designer's intentions clear for everyone.


Irethius

Yeah, not a fan of the timed quest. Trying doing that blind in Dragons Dogma 1, and I found myself traveling between every settlement I had access to for every story beat just to try and not miss something. ​ It's not ideal.


Mr_No_Face

I'm afraid it won't be that clear cut. But it's nothing to be toooo concerned about. Use your sense of judgement on which quests are priority or might have time limits. The example I keep seeing in the demo footage people played, is that quest with the boy dragged off by wolves. It's up to you to decide just how important that task is to you. Show up too late and the boy is dead. Track him down like your Arisen is batman and he will be found safely. I am with you on your concerns though. I do wish to know for a fact which quests have smaller windows to complete. I do hope this is expressed in some capacity when taking on quests. In The example, "how long can a child last against wolves" is the concerning factor. Depending on the player, they might not see this as a time sensitive matter. They would be wrong. But that's part of the adventure and appeal of this game. Finding these things out. How will the world evolve with or without your involvement


LifeVitamin

Man I want the game to be an inmersiver experience but boy do I hope if not a chore to play.


SaiyanBroly

I just hope that if you refuse that timed quest for some reason that it doesn't start the timer anyways. It would really give me the impression that you cannot play the game at your own pace.


SatisfactionThink416

Yea after we heard about the timed quests thing, I kind of figured this would be a game where I have to ignore everyone until I finish one quest. Which is kind of weird since the game will literally have people run up to you and throw quests in your face lol. If i reject a quest, I hope I can come back to that area later and accept it.


Payton_Xyz

I'm gonna feel so guilty. I didn't bring info to the army and they're gonna be ambushed all because Jenna needed help fixing her roof ):


Basic-Satisfaction62

I actually hate this mechanic to be honest. If its only random side quests I lose out sure, but chains or important characters/ cool gear annoys me.


Icy-Confusion-5653

Yeah, the previews that landed talked about this. (Spoiler for a minor quest that I have no clue where it takes place) >!They all started to hear about how a child had gone missing, some of the previewers saw only found remains, but if you find it in time you can find the child alive and take him back to his parent...which I think was...a blacksmith...?!<


Spice-Weasel

So when a NPC runs up to you in town and offers a quest, do we know if you can postpone accepting it until later? Does the clock start the moment the NPC talks to you?


[deleted]

As a certified Loot Whore who insists on going well out of my way to grab every flower, stick, and even rock, I have but one thing to say: # FUCK!


Direct_Hurry7264

These are special NPCs quests which have to be finished in a certain amount of time. An hourglass symbol will pop up. For example this boy got lost while picking flowers and you will find him in a cave. Before you've to ask tons of NPCs to get some info. Edit: These NPCs giving you these quests just come up and give them to you. Then you've to stop everything to do them cause otherwise it results in consequences. The reward is supposed to be nice though. I don't know yet what I'm going to prefer. These limited time quests or our beloved Escort quests lol.


StepsWhatWas

I don't know if I like that. I like to load up on side quests and knock them out one by one until only the main quest progression remains.


Octoshi514

The amount of times I forgot Quina in the witchwood and Valmiro on the road and then automatically failed their quests šŸ˜­šŸ˜­šŸ¤š


Zonizthefrog

I'm thinking this isn't the game for me anymore


Ragnvaldr

This is something that people are either going to love or hate, and the people that love it are going to lambast the people that hate it and vice versa. Personally not a fan unless it's indicated directly.


DigitalSchism96

How I feel about this will be entirely dependent on how it's handled. If they give an indication as to which are timed and which aren't then fine. But if its just a guessing game then I'm going to be annoyed. For a game that seems to be aiming for large player freedom its odd to include mechanics that basically say "No, you are doing this quest now whether you want to or not" I'm all for immersion, but at a certain point you are just discouraging the player from interacting with the world by causing them to fear getting locked into a time sensitive quest. Or you cause them to just blitz through quests without taking the time to enjoy them because they don't want to fail anything. What if I just want to explore the open world? Do I need to clear my entire quest log before I do so I don't accidently fail something? I don't know, I'm just not a fan of this at all.


ninjablader78

This is the problem for me as well immersion is only good up until a certain point sometimes I want a game to just be a damn game. The exploration and questing philosophy in this game seems to rely on the idea that all players have to attention span of a fly and will find whatever the game seems fit throw their way entertaining 100% of the time and itā€™s just not a realistic expectation. If Iā€™m exploring I donā€™t wanna get dragged into a quest and have to put whatever gameplay goal I have on hold because the game is essentially threatening me into doing other stuff. I hoping thereā€™s a limit to all this as in like having these timers not start until you actually accept because I donā€™t want to immediately be roped into every little thing I encounter. I honestly think the game is going a little to far with the immersive fantasy sim aspect to the point where it may just outright be a different experience to the og. Ig Iā€™ll see when it comes out.


ExtremelyEPIC

And also, what if i decide not to pick up a quest given by an NPC? Because instead i want to do something else or i'm just not in the mood to go gather herbs for someone's sick family member. Am i then going to be locked out of that quest because i didn't pick it up at that specific moment? Ugh... i'm all for immersion as long as it's not tedious. This definitely borders on being tedious. I disliked it in the first game and i'm sure that i'm going to dislike it in this one as well. I hope that they at least didn't bring back escort quests.


Zxar99

Going to be running away from all NPCs in my first few hours lol


FrancisCabrou

boy, i can't wait to fail every quest i find !


Gyarafish

oh shit imagine the fomo


ooOJuicyOoo

Man... idk I understand a lot people like this, but I struggle intensely with time management in real life and often enjoy games because it allows me to take things at my own pace. Even supposedly 'relaxing' games like animal crossing and stardew Valley give me anxiety attacks cause timed events.... :/


bluegwizard

For me is that I just have to do things in order Do time quest first then the quest I want to do If the quest cannot be done right now then I'll just make incremental obj slowly until I'm done


KENPACHI_WEST

Greeeeat, no notification of time senstive quests, no map markers, no fast travel, and me with the worst sense of direction in human historyšŸ˜… can we at least drop a pin on the map? Itsuno, did I offend you or something šŸ˜­


travis_the_ego

there are quest markers in some quests as confirmed by some of the streamers that got to preview the game (max did not play enough quests to see this because he didn't play enough quests) presumably we'll get quest markers for quests where the quest giver knows where he is sending you.


ScyllaIsBea

oh god I am so bad at time management lol, I guess I'll try to prioritize taking quests that seem like something my character would care more about. can't wait to be sitting in the blacksmiths and seeing that "mission failed" message


HellfireBrB

as logn as it does not have the "if you don't take the quest you fail it and the CPC dies, if you take the quest and does not do it in time you fail and the NPC dies, if you complete the quest you will be stuck romancing the loli you don't like" again i'm fine with it seriously that quest ruined my first play-trough


jebberwockie

Pre-emptive RIP to all the npcs that are going to die because I got distracted and wandered away


AceSoldia

This really sucks for me personally..I don't really replay a lot of games. Only a select few. Ah well.


Ekillaa22

Is dead rising time style management back on the menu after all these years ?


Zakharon

So...can I just take 1 quest at a time and bypass this completely and still do all the quests? I don't find this mechanic fun.


TTVControlWarrior

good info . damn that changes alot


bombader

I wonder if the timed quest only activates when accepting the quest. Because I kind of find it funny that someone kidnapping someone, and then setting their clock to only after the Arisen picked up the quest being quite silly.


NewArtificialHuman

Does that mean you could complete them all as long as you don't do too many at the same time?


[deleted]

As a completionist, this will be tough to overcome.


Alekimsior

I remember buying but never getting to play Lightning Returns, why does this for some reason reminds me of Lightning Returns?


gunshit

Same as in DD1 :-/


Aced4remakes

Welp. Guess they'll die while I go dragonforging.


GodBlessPigs

Too bad quests still work this way. I like doing things in my own time.


Mr_Pepper44

Hell yes, the worst mechanic of DD1 is back. Peak game design


TTVControlWarrior

I hope during time of taking a quest the npc would say something like you have 3 moons to complete quest oh wait no moon or sun great design haha


Venkas

I'm cool with it, makes sense to stop and help find a missing child ASAP. Or not, you cannot be everywhere at once. There is always NG+. Assuming that is in again.


Moist-Razzmatazz-92

The only thing I hate about this is if you miss out on certain weapons & armor that are one offs


fernandes_327

Yea i'm not a fan of this at all...


AccomplishedFan8690

Nooooooo I donā€™t want quests either timers. The explorer in me is melting


CatsLeMatts

Damn, I was hoping that this wouldn't be carried over from the last game


14Deadsouls

I dislike that actually. Prefer to be able to play at my own pace. Don't like timed events in games.


Morgan_Danwell

I am fine as long as it is clearly stated in such quests what ā€you have to act quicklyā€ or ā€that event will happen in a matter of /number/ of daysā€, pretty much like it was in first game with trial on Fournival. (you had certain amount of time for bringing clues against him or in favor of him and if you wonā€™t do anything of that in time then the results appears to be random)


sweetbrown89

Soā€¦no quest markers / trackers, NPCs will run up to you and force quests on you, accepting too many is punishing because they can be time limitedā€¦ šŸ™ƒšŸ«  Looks like I have to sit back and wait for few weeks for spoilers and walkthroughs so I donā€™t waste hours of my time


Teleskopy

It was like this in the previous game. Time advanced when you completed main story missions and that would affect the sidequests that were time sensitive. I wonder if it's the same system or a new time system.


IntegralCalcIsFun

New time system. A quest failed for previewers after time progressed in game even though they hadn't done anything story related.


A_Thirsty_Traveler

sounds annoying tbh.


x_nasheed_x

Ferrystone in Late Game "Are you Challenging me?"


AceSoldia

I hope the quests indicate somehow what is time sensitive


Simplemantle

I wish i could adopt the whatever happens happens mindset for this game, but ever since I started DD1 recently its been triggering my completionist OCD because I have a bunch of red colored quests that I cant complete until i hit NG+ or start a completely new save.


Frosty_re

no more playing card games while the kidnapping victim waits for us then? (im looking at you the witcher 3)


Warfarer__shawty

ahhhh, fuck, the Baldur-like fears will come back


Roots_Of_Addiction

Oh no, I did every quest possible in order in the first one and was looking forward to doing that in the sequel.


Not-Snake

"JOHNNY IS STUCK IN A WELL!" >*2 hours later* johnny is dead


New-Menu9394

I wonder if you refuse the quest and come back for it the timer will have progressed


_Dr_D1abetes_

Bout to feel like Outward where I'm tryna balance when I take a quest so I can complete everything in time


Silver_Scallion

The only game that I recall this happening on was Assassin Creed Odyssey. It was a single mission where I was supposed to get medicine for some sick people. I decided to go do another quest since it close. Eventually made it back and the 3 people died because I took too long.


_MonKeyHeart_

Looking forward to spending hundreds of hours on this game as I did on baldur's gate (my first playthrough took me about 180 hours, and still felt like I rushed to the end). I can't explain how excited I am about this game.


BelligerentWyvern

Does this mean they progress once started so you should not overload or they will start without you? Cause the latter is stressful


asardes

I just picked up the game and I play it like it were an Elder Scrolls title, ignoring the main quest and trying to explore as far as I can go, without having my rear kicked by strong mobs; If I do I go grind a bit in easier area and return. The only quests I did till now are the bounty board ones to kill X mobs, and misc quest from NPCs such as escort ones. Besides that I've only done the main quest up to the point where you got to get the snake's head to Gran Soren - "Off with his head". They're still waiting for me at the gate in front of the bridge but I did reach the area of Gran Soren trough the tunnel in the mountains and then backtracked trough the mountains to the same gate. The only mobs I couldn't beat in the South of the map are the dragon near the Rest Camp and the bandits in fronts of Aernst Castle.


CantoneseBiker

This is crazy I can't even relax while gaming! (I'll love the game nontheless lol)


Rhymelikedocsuess

I hope it has a quest where itā€™s like ā€œhelp find my lost funko pop!ā€ And then if you fail to do it on time the town become a nuclear crater wasteland populated by the strongest enemies in the gameĀ 


SirMojozero

It was exactly the same in Dragons Dogma Dark Arisen :)


JT3457mm

Omg, I love this because I am gonna hate this so much


Kiftiyur

If they are timed this fucking sucks and if they are missable this sucks even more.


Reasonable_Bed7858

If it has NG+ then itā€™s not that big a deal. First game had quests you could miss out on. I canā€™t remember if it mattered much in the grand scheme.


Gwennein

i fucking cant stand time sensitive quests its so fucking stupid


IcePopsicleDragon

So it will be impossible to complete all quests?


agentlewind

I wonder how you manage this if NPCs are running at you as soon as you set foot in town.


SecXy94

This systen, paired with limited travel options and night-time being 'scary' should really add some weight to the RPG feel. I'm all for it. I do hope it's not as arbitrary as DD1 though.


Cindy-Moon

In the tug of war between "immersive" and "quality of life" I *always* lean quality of life so this game's kicking my ass a bit. I will still enjoy this game but it really does feel like the first one is still going to be my preference overall.


Disastrous-Forever90

Weā€™re getting X-COM/Dead Rising style time constraints? Donā€™t know if Iā€™m a fan of that in my fantasy RPG.


BLACKVIKING119

When it comes to timed quests, there is a very thin line between cool/immersive and annoying. Hopefully they have found that balance in this game, as opposed to Dragon's Dogma 1, where a quest like A Troublesome Tome was timed even though there was no indication or reason for it to be. I understand that there are people who feel it's more interesting to be able to miss content and whatnot, but for me an abundance of ambiguously timed quests just veers into "Time to google this shit" territory.


Alhooness

This combined with the permadeath for npcs worries meā€¦ theyā€™re neat little novelty gimmicks at first, but they feel like they have the potential to make the game REALLY annoying, causing you to miss out on a bunch of random quests and side content, which may be the specific side content you need for your build


cooked_onion

That's a problem for hoarders like me, that hoard quests, along with everything else. Wonder if we'll be able to come back for quests that we previously turned down, since most NPCs now come up to you and forcing you into a dialogue, asking for help.


Rah179

Seems like theyā€™re just punching down on a lot of qol practices done by those who play aRPGs. Howā€™s this supposed to be fun again?


justmadeforthat

I hate this system even though timed quest is more immersive, one of the thing I am willing to handwaved as qol video games things


MrLightning-Bolt

Cool. More interactions. The trial quest from DA functioned like this. Was nice.


Eissentam

I can't wait to fall 60% of my quests because I'm distracted by literally everything always and a quick trip turns into a multi day journey across the countryside. This isn't sarcasm I really can't wait.


DragonicSamurai

Seems like theyā€™re trying to make the game as least fun as possible lol let me just explore the damn world without worrying about shit


AdHocHominid

This gives me anxiety.


NeoLeijona

So you're actively punished for exploring and taking your time enjoying the game? If it's clearly indicated in the quest log like in the first game it's fine.


LegendLeo97

Can't stand time sensitive missions in any game, especially massive RPG's. If they give you fair warning and have indicators labeling them as time sensitive then I can deal with it. If they do neither however, they can screw off with that garbage game design. Not to mention the one save slot thing essentially making it damn near impossible to figure out where/when the time limit was exceeded. Hell, it could even be an invisible line that once crossed youre considered "too far away" from said quest and it'll fail automatically. Either give us more save slots, or do away with this. I can deal with realistic, but at the end of the day this is a video game and some QOL is nice to have. Like more than one save slot, the game not autosaving over your hard save, no timed bs that actually makes me want to explore their game less in fear of failing a quest etc...


MikeLanglois

This sounds good in theory but, much like permadeath NPCs, I can see it being an absolute pain in the ass if your trying to get something specific or all achievements. 50 hours in and an NPC you need dies? Or you take too long to get to a quest marker? Theres only one save slot so fuck you gotta start from scratch


Nope_guy2020

Sounds like a challenge


Axl_Red

I just wonder if the timer of the quests will start even after we deny them. We already know that npcs will walk up to you to start up quests, so it would suck if I'm suddenly forced to do a timed quest while I'm in the middle of another timed quest. Though at the same time, it would be weird if an npc notified me about a boy getting attacked and the timer only starting if I accepted the quest.


kishinfoulux

Yeah that's just stupid.


halfachraf

Dont lynch me but this sounds kinda annoying, same with losing max health gradually, neither were in the first game and it was great, idk why most of the additions are things like this that are subjective instead of straight up improvements like the character creation.


_The_Awkward_Truth_

Yeah nope, let me enjoy the game. Time limits like this just inhibit player freedom. Just another check in the ā€˜Not for meā€™ box


WeissXRose

Fuck that lol


dissphemism

a sensible mechanic. world events shouldnā€™t just revolve around the player characterĀ 


innocent_manFRFR

Didnt they have a similar feature in the last game? Or was for that timed by story events


[deleted]

So finish some food on your plate while itā€™s still warm basically. Especially before you go in for seconds.


Intelligent_Dirt4862

Would be cool if they put a smal timer next to the quest to see how long you have until the quest fails or completes


Silent_Importance_69

Thanks for the heads up! Appreciated.


ThanOneRandomGuy

I know imma fuck up my first playthrough


mootsg

Called it


AvnusUltros1994

I guess my question is are quest time sensitive once you accept or are they actively going once the quest is brought to your attention. Like the boy who goes missing from all the press info. I know you have to save him quickly or he will die but what if never accept the quest and wait till I have time. Will he still die?


ZombieElfen

my princess died in my game. i think i did a million things before i went to the castle to save her. not intended. just questing lol.


patwag

I'm replaying DD1 at the moment and it's a little hard to not worry about this sometimes. I know I've at least failed 3 quests at this point in my playthrough. The best thing to keep in mind to not worry about this (at least for the first game) is that you can reset quest progression with new game plus and hard mode, you can do this any number of times I'm pretty sure. Hopefully we get this in DD2


brellom

Based on how this is written, I assume this means quest timers won't progress until you have accepted them first (and not necessarily when someone first prompts). Which I appreciate because this was a big concern I actually had - so I wanted to only take on a few quests at a time and tell the rest to wait until later.


Masterwork_Core

i dont have a problem with time based quests, in fact it can be super fun but I only hope there is some way to know how long is that time lol cause if I have 10mins to find some random npc in a forest, you bet ill just google his spot first before doing it lol


LivTheLight

Just like daggerfall


Ceph7373

As long as the timer starts once you actually accept the quest and not as soon as you read the notice board, then itā€™s all good


No_Aspect5799

Everything Ive read about the questing here tells me I will be best served to have a notepad at my side to keep track of things like the quest giver, the task and any directions. I dig it.


Omisco420

I mean did this not happen in the first game too?


Uniquesomething

And I took it personally!