Baldur's Gate 3

Baldur's Gate 3

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Marchalis Sep 18, 2023 @ 6:02pm
Quest time passing when entering camp
I've noticed a few times now, that as soon as you enter camp with the whole party, some quests move on without you, sometimes in an odd unresolved way.

So i more an more started playing in a way to minimise camp time.. but then if you do that too much, you miss out on in camp character development.

I'm caught between just making a party with a few spells guidance, leap etc, but than multi classing everyone at level 1 into champion fighters.. just no down time, use potions as you go, smash smash smash.

But maybe i'm not taking the benefit of full resting after every other fight.. maybe I've been missing more than I realise... I mean spells are more fun than the melee fest I've been doing, but the weird dimensional time thing in this game leaves me feeling confused lol
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Showing 1-15 of 16 comments
AlphaVictorKilo Sep 18, 2023 @ 6:04pm 
Yup, time passes when you hit "end of day"

The world doesn't revolve around you, the player character! You influence it, sure, but it doesn't revolve around you

Halsin ain't going to sit in jail forever you know
Calculus Sep 18, 2023 @ 6:15pm 
Only few quests progress when resting, its either proximity based or in case of nero game warns you.



Originally posted by AlphaVictorKilo:
Yup, time passes when you hit "end of day"

The world doesn't revolve around you, the player character! You influence it, sure, but it doesn't revolve around you

Halsin ain't going to sit in jail forever you know
He actually will, as long as you don't leave for mountain pass
Marchalis Sep 18, 2023 @ 6:22pm 
Hmm, I'll try not to add spoilers.
Just the act of entering camp can make a quest scenario disappear. The one that bugged me the most for failing to save a bit prior was when asked to blow up a wall. I just popped into camp to grab some powder, and came back and everyone was gone and the wall was gone.. similar occurrence with a place that was on fire, and a few other places. not realising that a bit of dialog is a quest that's about to pop out of existence.
Calculus Sep 18, 2023 @ 6:26pm 
Originally posted by Marchalis:
Hmm, I'll try not to add spoilers.
Just the act of entering camp can make a quest scenario disappear. The one that bugged me the most for failing to save a bit prior was when asked to blow up a wall. I just popped into camp to grab some powder, and came back and everyone was gone and the wall was gone.. similar occurrence with a place that was on fire, and a few other places. not realising that a bit of dialog is a quest that's about to pop out of existence.
Yep, proximity based quests, if you move out of range they will progress. The most notable is the inn or the harpies... with wall i have no idea what you are talking about
Marchalis Sep 18, 2023 @ 6:48pm 
Originally posted by Calculus:
Originally posted by Marchalis:
Hmm, I'll try not to add spoilers.
Just the act of entering camp can make a quest scenario disappear. The one that bugged me the most for failing to save a bit prior was when asked to blow up a wall. I just popped into camp to grab some powder, and came back and everyone was gone and the wall was gone.. similar occurrence with a place that was on fire, and a few other places. not realising that a bit of dialog is a quest that's about to pop out of existence.
Yep, proximity based quests, if you move out of range they will progress. The most notable is the inn or the harpies... with wall i have no idea what you are talking about
Gnome captive miners in Underdark, trying to dig out the important dude.
Thing is, late game I get the feeling it's covered with bits like that, But I guess it doesn't matter if you miss anything.. I guess.. that adds replay value? I don't know lol I might play something else for a few days and contemplate things.
hagare Sep 18, 2023 @ 6:56pm 
only some tbh
smellibear Sep 18, 2023 @ 7:25pm 
For me it was aggravating for the purposes of swapping characters. Larian's game design shines from every aspect lol. The game is built to incetivize going without rests as long as possible to keep time and location sensitive quests but also gates certain plot progression especially companions behind the rest mechanic. Make it make sense

Just. They spent how many years mocapping NPCs you may not even need and couldn't handle some basic ♥♥♥♥?
Last edited by smellibear; Sep 18, 2023 @ 7:26pm
boybrushdRED Sep 18, 2023 @ 7:30pm 
Yes some are time sensitive and need to be dealt with right away as soon as you encounter them. People choking from gas, burning building, you need to deal with those right away at that very moment.
jennireneex Sep 18, 2023 @ 7:32pm 
Only quest I ran in to that resting was an issue was the Grymforge one for Nere. And you are warned about it.

There are a couple turned based event quests and you can not rest during them, but you see a turn timer to know you have you to complete (do not even think rest is in an option so those do not count).

There are also issues with leaving an area that will cause any remaining quests in the area you are leaving to possibly fail. Again you get a warning asking you if you really want to leave the area.
AlphaVictorKilo Sep 18, 2023 @ 9:59pm 
Originally posted by smellibear:
For me it was aggravating for the purposes of swapping characters. Larian's game design shines from every aspect lol. The game is built to incetivize going without rests as long as possible to keep time and location sensitive quests but also gates certain plot progression especially companions behind the rest mechanic. Make it make sense

Just. They spent how many years mocapping NPCs you may not even need and couldn't handle some basic ♥♥♥♥?

You can go to the camp, pick up your companions, switch them out, and then leave, you don't HAVE to rest...
Marchalis Sep 18, 2023 @ 10:14pm 
Resting isn't a factor necessarily, it just requires all your companions and your self to enter the camp. If you exit straight away after entering, time still passes and quests can disappear.
If you unlink your companions and leave just 1 in the normal world, time does not pass.
It definitely could be a bit more clear that there is a time sensitive quest in the area. Maybe an exclamation mark right next to the camp button, that you hover over and it says, quest in progress.... or something
Scrubwave Sep 18, 2023 @ 10:23pm 
Originally posted by AlphaVictorKilo:
Yup, time passes when you hit "end of day"

The world doesn't revolve around you, the player character! You influence it, sure, but it doesn't revolve around you

Halsin ain't going to sit in jail forever you know
https://www.youtube.com/watch?v=kGbLSKtMkLk
smellibear Sep 18, 2023 @ 10:25pm 
Originally posted by AlphaVictorKilo:
Originally posted by smellibear:
For me it was aggravating for the purposes of swapping characters. Larian's game design shines from every aspect lol. The game is built to incetivize going without rests as long as possible to keep time and location sensitive quests but also gates certain plot progression especially companions behind the rest mechanic. Make it make sense

Just. They spent how many years mocapping NPCs you may not even need and couldn't handle some basic ♥♥♥♥?

You can go to the camp, pick up your companions, switch them out, and then leave, you don't HAVE to rest...
If you leave to camp while you're at Grymforge your time sensitive mission will progress (twice iirc). Some quests are local like that. I think Waukeen's rest is another, or the harpies. I hope you get the idea
Last edited by smellibear; Sep 18, 2023 @ 10:25pm
Quillithe Sep 18, 2023 @ 10:35pm 
Originally posted by Marchalis:
Originally posted by Calculus:
Yep, proximity based quests, if you move out of range they will progress. The most notable is the inn or the harpies... with wall i have no idea what you are talking about
Gnome captive miners in Underdark, trying to dig out the important dude.
Thing is, late game I get the feeling it's covered with bits like that, But I guess it doesn't matter if you miss anything.. I guess.. that adds replay value? I don't know lol I might play something else for a few days and contemplate things.
That one warned me that the guy was going to die if I left.

Generally speaking you will never have issues resting after an encounter, only if you get close to something and then rest or rest after starting a specific encounter but before resolving it.

So the harpies, burning building etc will let you rest as much as you want.

Unless you get near them and THEN rest.
Frost Sep 18, 2023 @ 10:43pm 
I've noticed this with several things, many of them mentioned in this thread already.

Something odd happened to me during a new run in act 1, I was constantly swapping back and forth characters in the grove, after about 3-4ish visits to camp, Raphael pops out of nowhere and starts talking to my character in the middle of the grove and the scene played out normally, complete with music.

Usually I meet Raphael in the same spot every single time at the harper cache, so this was a first for me.
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Date Posted: Sep 18, 2023 @ 6:02pm
Posts: 16