Divinity: Original Sin 2

Divinity: Original Sin 2

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Kilo_60 Sep 28, 2017 @ 9:28am
No Day/Night cycles or NPC schedules...?
I'm enjoying this game so far and still trying to do everything I can at Ft. Joy.

This game is giving me that warm fuzzy feeling I had playing BG for the first time!

However, I've noticed so far that it never gets dark or turns night?

Also, the NPCs never seem to have any set shedules like sleeping closing ship at night etc...

Guess I'm spilied when BG2 introduced this mechanic and the Morrowind/Fallout series continued the trend.

Are there day/night and NPC schedules past Ft. Joy or did this get passed up for the VA?

Its a shame if so, as night offers different opportunities as the day especially for rouges...
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Showing 1-8 of 8 comments
TripSin Sep 28, 2017 @ 9:32am 
no
Tanist Sep 28, 2017 @ 9:38am 
It was something that they thought to do with D:OS 1, but... it had a lot of development issues that would have taken an enormous amount of time and planning to implement. The engine is capable of it, and there are even some mods where people toyed with implementing such in small environments they made, but it was something Larian felt would have taken too much away from the game to try and put in. You can read some past discussion on it by Sven in the previous kickstarter updates.

Maybe someday, it will be implemented with a new product using this engine, you never know.
Last edited by Tanist; Sep 28, 2017 @ 9:39am
kcnik Sep 28, 2017 @ 9:50am 
The problem is that it would've added a ton of work. And looking at DOS 2 now, it looks like they slightly overdid themself even without Day and night cycle with NPC shedules.
Kilo_60 Sep 28, 2017 @ 3:51pm 
Overdid themselves?

How so?
Sabamonster Feb 20, 2018 @ 4:21pm 
Originally posted by kcnik:
The problem is that it would've added a ton of work. And looking at DOS 2 now, it looks like they slightly overdid themself even without Day and night cycle with NPC shedules.

Actually, it would have taken more work then you're suggesting. You have to consider the fact that you have absolutely NO idea what their status was through the entire operation. Production isn't simply a process of "Oh lets do this idea." It's.. okay we need to get this okay'd and then work our assess off to make sure we are on time with what our director is telling us or we're going to be behind for everything else and fall completely off schedule. Given your statement I assume you have absolutely zero idea how things work in the Game Design industry. You may not "Think" it would have created a ton of work but only the devs/designers of the games know where they are in regard to being in a place that they can simply "Add" a feature, or if it's even doable with all the other elements they are working on. Just because you fail to see the difficulty of it doesn't mean it doesn't exist.
Last edited by Sabamonster; Feb 20, 2018 @ 4:23pm
Also it would've effected a proportion of battles that are set out like a puzzle. Kitchen master Griff would've been a different fight if you just murdered him in his bedroll
kcnik Feb 21, 2018 @ 3:05am 
@Sabamonster
I think you either quoted the wrong person or you misunderstood my post.

@Kilo_60
What i wanted to say is that even without D&N Cycles the game feels a bit unfinished/unpolished. So they simply had no time for any additional feature.
Zunnoab #931 Feb 22, 2018 @ 11:54am 
Originally posted by Kilo_60:
Overdid themselves?

How so?
They are not a huge studio funded with millions and millions of publisher money. Publishers actually refused to publish unless they changed it into an action RPG, hence the crowd funding the game needed.

Considering the circumstances, it is mind boggling the game has as much as it does
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Date Posted: Sep 28, 2017 @ 9:28am
Posts: 8