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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.
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.
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.
I avoided those games because of the time limits.
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.
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.
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.