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Сообщить о проблеме с переводом
Quest timers are often in games, to have a constant change of available quests.
You could argue for a "dismiss quest" button from the board and than a background timer until a new one is generated. but that would result in the player rerolling the board until he gets only quests he likes.
If you know what you are doing, the timed quests in this game are all pretty generously long.
But things like the gremlin crown, spider silk, shadow wood, etc. i always have some in my inventory to hand in directly when i check the board.
And to be honest, i never used the inn for storage. the first thing i do coming out of the starting dungeon is bee-lining to Nerton's general store and buy a campsite kit. The campsite kit comes with a fire to cook, a bedroll to sleep and a storage chest. I place it in a strategic spot to have short travel distances to many cities and store all the stuff there i know i need to hand in for quests.
And with the new patch there is even an unlimited time quest to fetch some elderberries to get one campsite kit for free!
I am actually such a big fan of the campsite kit, i would love the dev to expand on it with a alchemy kit that has the negative like a campfire that yes, you can mix your brews, but you wont trigger double or potent potions. That way the player has an incentive to still go out to find a dedicated alchemy table.
But i digress. i find the timers generous in this game and there are enough things to work arround the timers. Ultimately its up to you if you want to try one as a challenge or not.
At the very least, when you take a quest the giver should tell you it has a time limit, so you can just refuse those.
As it stands, I don't really want to continue because I keep failing quests and losing 5 points of reputation (which seems like a ton).
Also to the poster above (RicWalker) saying that this is a "casuals" issue. That is nonsense. I am 46 years old gamer who has been gaming since Atari (even before that) and I would consider myself a "hardcore" gamer. Timed quests are not challenging. It's an artificial challenge, especially in a game like this where so much is random. Many quests give CAN NOT be completed when you take them. You simply don't have the resources or skills to even do them. That's not "challenge."
Also you say "Ultimately it's up to you whether you want to try one or not"
Well no, because it doesn't tell you when you take a quest if it is timed.
Granted, part of the issue is that DoT doesn't currently have permadeath (or didn't the last time I played) because the dev wanted people/playtesters to fully the experience the game while in EA*. And to be fair, with the depth of character creation, it certainly does present more like a traditional RPG. Personally I think it strikes a great balance as a hybrid roguelike/RPG, but that's always going to leave people on either side wishing for more "pure" mechanics. Mods or game options could certainly address a lot of the complaints, though.
*It's possibly I'm confusing DoT with Terra Randoma, though.
For example:
Food/Item Delivery - Makes total sense to have a time limit. You are volunteering to be FED-EX for some townie, there is an expectation that it will get from A to B in a certain time and depending on the item, things can spoil.
Goblin Warplan stuff - Makes sense to have a time limit. The buggers aren't just gonna wait their war machine until you are finished picking cave mushrooms. Plans = A time when plans are put into place, useless after the fact.
Goblin Research - Doesn't make much sense. Researchers don't tend to do what they do as a spur of the moment whim. Research takes time and patience to be done properly, especially when applied to sociology or histories. Not a whole lot of researchers in those fields being all "I've dedicated my life to the study of this specific thing but if I don't have a cup used by them in 8 days exactly then F$@# it and F$@# the person I asked to risk their life to get it for me!"
Testing a weapon - Why would there ever be a time limit on this? (this one is a fresh wound for me because I failed it 2 tiles away from turning it in due to the difficulty and having to find what was needed to be killed). It seems silly that the person wants to gauge the performance of their item but does the fact that a 10th spider or whatever was killed 5 minutes ago or 5 days ago really matter?
Player: "I have slain 50 goblins with your fine weapon!"
NPC: "That was like 2 days ago man. Who cares?"
Which brings be to a side point... You lose FIVE points for failing a quest?
Clear out a bandit camp and slay it's leader, tipping the balance of influence and making an entire region safer for everyone, all at your own risk without much/if any reward?
1 or 2 points. "Yay...... Our hero..... Pass out these brownies for me. My feet hurt."
Fail to bring some random townie a fancy hat?
-5 points. "Shun that man! He did not fetch my Burgerking Crown in a timeliness to my liking! Refuse them shelter! Make them earn our respect again by risking life and limb! Tardiness is worse than murder! SHUN!"
It doesn't make sense and I haven't once felt any more enjoyment of sense of accomplishment for having completed a task in under ______. It just adds stress and an often completely arbitrary failure condition. That just added stressors to something that is supposed to be entertaining. I've put this game on the wayside several times for weeks at time specifically for this reason. If several hours of my actual lifetime are wasted because of a fake deadline, I will simply stop allowing my time to be wasted.
I actually don't even bother accepting any limited quests on any of my playthroughs because the rewards are too small for the hassle IMO
The only ones I take are the ones that have "unlimited" on them
As an avid roleplay fan, there being time limits and penalties for failing make complete sense. Don't take on a quest with a time limit that you don't think you can complete, and if you fail, you are rightly penalized (as you would be in real life). This game has a higher difficulty curve due to things like this, and I personally prefer it.
And Personally: dont even bother with any quest you cant hand in the moment you step into town. Timers are not the issue here. rather that they are too bugged since they invented the whole townraid and reputation system.