Baldur's Gate 3

Baldur's Gate 3

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solaris32 Aug 1, 2023 @ 2:24am
There's quests with time limits?
Here's a list of time sensitive quests, for those of you searching the forums curious as I was: https://www.reddit.com/r/BaldursGate3/comments/15q1o77/list_of_time_sensitive_quests/

Rest of my original now-outdated post unedited as follows:

I was reading this article to find out about short and long rests https://gamerant.com/baldurs-gate-3-guide-resting-short-long-rests/ And saw this:

"Wherever they choose to rest, players should also be aware that some quests and events have time-sensitive elements. Long Resting too often may fail objectives or cause certain events to advance."

Is that true? I hope not.
Last edited by solaris32; Aug 15, 2023 @ 10:30am
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Showing 16-30 of 89 comments
Originally posted by Ghost:
Originally posted by Decker:
I'm not a huge fan of time limits but if this wasn't the case you could just spam long rest without any consequences at all so shrug.

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.

Well this is the kind of thing that sends mixed signals to the player about how the game deals with time-progression. But honestly I would still prefer this over timed quest.

IMO only way a timed quest works positively in a game like this is when it ties directly with player choice. E.g. some character will be executed after one "long rest". You can choose to rescue the character before you rest, or not. If not, it is not a failed quest, but a new branch in the story. This kind of thing I am OK with, if the in-game dialogue, journals etc make it clear.
Last edited by Mitth'raw'nuruodo; Aug 1, 2023 @ 2:48am
Ghost Aug 1, 2023 @ 2:49am 
Originally posted by Zoid13:
on the flip side cp2077's story got silly with the non timed syste. 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.

Sidenote on CP2077, the only part where you actually have a time-limit related to the player supposedly dying, is in the epilogue missions, where your max health will constantly decrease.
Lord Adorable Aug 1, 2023 @ 2:49am 
Originally posted by Ghost:
Originally posted by Decker:
I'm not a huge fan of time limits but if this wasn't the case you could just spam long rest without any consequences at all so shrug.

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.
Yup. The 'long rest timer' only begins ticking once you actually witness specific events.

I thought I would hate it but honestly it makes me think ahead weather I wanna use my abilities or not in the same way combat does, because there might be an event where a certain spell could really help out. If I don't have it due to running out of spell slots or abilities I,ll have to use my hands or pull something potentially risky to solve the event I'm witnessing.

If I decide said risk is not worth it and long-rest then that's on me.
solaris32 Aug 1, 2023 @ 2:51am 
Originally posted by Chocos Ramabotti:
And here we have people complaining about potential exciting elements again that give an game the necessary friction. Time limits can be and were always an interesting factor in the older Baldurs Gate games, a feel or urgency is required to make a game world more realistic and believable.
Time limits are precisely why I hate the Dead Rising games.
Zoid13 Aug 1, 2023 @ 2:54am 
Originally posted by Ghost:
Originally posted by Zoid13:
on the flip side cp2077's story got silly with the non timed syste. 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.

Sidenote on CP2077, the only part where you actually have a time-limit related to the player supposedly dying, is in the epilogue missions, where your max health will constantly decrease.
yeah but that's past 'the point of no return' for the ending missions. not during the open 95% of the game.
Lord Adorable Aug 1, 2023 @ 4:41am 
Originally posted by Mitth'raw'nuruodo:
Originally posted by Ghost:

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.

Well this is the kind of thing that sends mixed signals to the player about how the game deals with time-progression. But honestly I would still prefer this over timed quest.

IMO only way a timed quest works positively in a game like this is when it ties directly with player choice. E.g. some character will be executed after one "long rest". You can choose to rescue the character before you rest, or not. If not, it is not a failed quest, but a new branch in the story. This kind of thing I am OK with, if the in-game dialogue, journals etc make it clear.
There's also at least one instance of a quest in this game warning you twice or thrice when you long rest that dallying about for much longer will end badly. Well, for them at any rate. And they're a person who deserves it anyway so sod'em.
Sparhawk122 Aug 1, 2023 @ 4:44am 
Originally posted by solaris32:
Originally posted by Chocos Ramabotti:
And here we have people complaining about potential exciting elements again that give an game the necessary friction. Time limits can be and were always an interesting factor in the older Baldurs Gate games, a feel or urgency is required to make a game world more realistic and believable.
Time limits are precisely why I hate the Dead Rising games.

I avoided those games because of the time limits.
VastGirth Aug 1, 2023 @ 4:48am 
I normally hate time limits, but they will be OK in BG3 as long as it is clear which quests have a time limit and if the quests you do time out on have some sort of alternative conclusion rather than just ending.
wtiger27 Aug 1, 2023 @ 4:58am 
They added a timer to the Commander and Mindflayer fight on the ship. Once you reach them, you have 15 rounds to reach the Helm. Or game over.

Makes sense. In the EA, the narrator comments once you reach the helm, " You have reached the helm in time ". I mean the ship is going down.
Sparhawk122 Aug 1, 2023 @ 2:43pm 
Originally posted by wtiger27:
They added a timer to the Commander and Mindflayer fight on the ship. Once you reach them, you have 15 rounds to reach the Helm. Or game over.

Makes sense. In the EA, the narrator comments once you reach the helm, " You have reached the helm in time ". I mean the ship is going down.

I struggled with that fight because I did not know that at first and had to reload my save. Was annoying.
Actually kind of cool in my opinion IF this is the case. There is a need to be conservative and methodical in how the party should approach long rests and also makes short rests actually feasible rather than something completely useless. This is also coupled in with the fact that players just slam on the long rest button virtually after every single combat encounter. However, based off my experience with the early access, I don't know if this is actually going to be the case. Doesn't really seem so, as they would mention that.
Nefser Aug 1, 2023 @ 3:28pm 
Originally posted by VastGirth:
I normally hate time limits, but they will be OK in BG3 as long as it is clear which quests have a time limit and if the quests you do time out on have some sort of alternative conclusion rather than just ending.

No, you don't need timers. You just play the game and events happen, no? Accepting consequences?

It's more fun to accept that and deal with it, rather than spend time all over the web, churning up details for how to play this way, and how to get that situation, etc. etc. etc.

Just play the game, maybe?

If you must, yes, please feel free to wait for others to post full lists of 'timed quests' and ensure you track those relentlessly, but I can't imagine how un-fun that seems to me.
[OTS]EchoZenLogos Aug 1, 2023 @ 3:29pm 
Originally posted by Deviant:
timed quests is the dumbest thing any game can implent they serve no purpose except being extremely unfun

I get why people wouldn't like timed quests, but it's objectively false to claim they "serve no purpose."

They serve the purpose of encouraging you to complete objectives in a timely manner, which in turn leads to an increase in tension and a greater sense of accomplishment when you succeed. It means that you shouldn't spam things like your long rests unless you actually need them or it makes sense, especially when there are important parts of the game to deal with - which means you have to sometimes maybe choose between exploring endlessly or actually doing a critical mission.

That tension is a large part of what makes video games fun for a huge number of people, and in an RPG in particular it is more immersive when the world acts on its own over time without necessarily needing your input 24/7 for the plot to advance.

Now, maybe that purpose should be optional (in a game like this I would be okay with that), but I personally prefer it being in games.

Nothing breaks my immersion more in most RPGs than being able to complete an unlimited number of side-quests while totally ignoring supposedly important matters - with zero consequences (not even NPCs complaining) for it.

I want a game where I feel like I'm in a fantasy world, not just a video game.
Last edited by [OTS]EchoZenLogos; Aug 1, 2023 @ 3:30pm
Lepakko Aug 1, 2023 @ 3:29pm 
I feel there wasnt time limited quests, but some quest are order depended. Need to do some side quests before advancing in main quests. So prioritizing main quests first can lock you out of some side quests or get worse outcome for them.
Last edited by Lepakko; Aug 1, 2023 @ 3:30pm
zacharyb Aug 1, 2023 @ 3:39pm 
They should at least give a warning if resting will fail a quest and which one(s) and also a warning when you're about to enter a new area so you can rest beforehand. The system should be clearly shown to the player so the player is always aware of how things are.
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Date Posted: Aug 1, 2023 @ 2:24am
Posts: 89