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It is one of my few reservations about this game.
Normally a few such timed quests would be OK as long as there is ample warning given to the player in clear numbers. Apparently even that is not the case. So unfortunately we would have to resort to wikis and guides to avoid missing out on content for such missions.
However it is nowhere near as bad as Pathfinder.
Well I will shamelessly browse wikis.
But I do like having SOME sense of urgency and if I fail, meh, it's something I can save for another playthrough.
That is never a solid reason for any design choice. Technical constraints that used to exist 20 years ago do not exist anymore. So such time-sensitive elements could be handled in a much better common-sense-friendly way. E.g. when the player tries to do an activity that will progress time and fail some quest or alter something in the campaign, some character in the game could simply warn the player of the consequences.
Now in this game's defense, from what i have heard so far, this game does handle it better than games like Pathfinder or Star Traders Frontier where you can miss out on story simply for doing side activities (a.k.a. playing an RPG) like some MMO.
You sort of can currently, until you actually start the thing.
The inn is on fire from the very beginning, but you can long rest as much as you want - it won't actually burn until you see that it's on fire. If you rest after that, it'll burn.
its also great for longevity and multiple play through's to approach things differently and discover new scenes you missed last time.
on the flip side cp2077's story got silly with the non timed system. where you were constantly being "rushed" by the game and told that you are dying and need to get stuff done ASAP creating this constant false state of emergency ect ect
meanwhile you're 'resting' a few 1000 days to find weapons and clothes at shops and drive some random guy with a malfunctioning ♥♥♥♥ around.
it just made the urgency of the narrative fall apart completely imo.
the annoying timed events are in games when the time advances dynamically via a constant day night cycle where you have no control over it at all.
in short both sides have their ups and downs and anyone that's super concerned about missing something on their 1 play through are likely going to be using a guide anyway no matter what system is in the game lol
Good to know that for those quest has yet to be activated, their time stand-still.
I got another question though;
Just a rought example ya....
I activated a quest that will failed IF i do one "long rest".
However, I didn't take the rest, i do other stuffs(or idling maybe), as long as the "Long rest in-game time taken", will timer still count or MUST take a "long rest" to fail the quest?
I am sorry if i am being confusing.