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I was waiting a bit for some patches before starting it but the recurrent mentions for Quest Timers have me on the fence here. I hate to be rushed and like to wander around.
Are those Quest timers which make you fail the game a real issue? |
Yes. This game doesn't hold your hand and it's pretty intolerant. However, if you watch your journal, it keeps track of the time for you. Most of the time the timers are main quest related. I believe there are a couple companion quests that can fail too though if you're not careful. Maybe Amiri, Gnome-Jsomething, and Tristian iirc.
I decided to stop playing the game till they finish it. This game is too good to rage quit, so I placed it on a back burner till year end. |
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NWN2: Mask of the Betrayer also had a "timer" of a sort with the whole spirit eater thing, and it's just about the only thing I never liked about that expansion. How does the Kingmaker stuff compare to it in terms of pressure/time to do stuff?
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It varies on each chapter. In first chapter, there was plenty of time to explore, finish off all side quest before facing the final boss of the chapter. The deeper you get in, the less time the game allows you since you have more responsibilities to juggle. Kingdom takes up quite a large chunk of your time, companions demand your attention more often and it seems like some of their personal quest also has hidden timer associated with it.
I have 3 gripes with Kingmaker: 1. Kingdom system - it's really not very well explained how everything works. 2. Timer - I don't usually mind it, but hidden timer + kingdom system have caused me quite a bit of grief in chapter 4. 3. Bugs - I haven't encountered any major one until few days ago but now I'd rather wait for big patch on 22nd. Despite the problems, I'm in love with this game. Positives far outweighs negatives. |
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Act 1 timer was very generous as long as you don't pick up all crap loot that encumbers your party making them move very slow on the overland map. Act 2 timer is connected with barony destroying effect (which does not happen suddenly) and you get a quest about it and you can ignore it for a shorter while but it is recommended you try to finish that quest (I did it as lvl 7 party) within a few weeks (I think I did it within 2 weeks, but I am sure you got way more time than that; but longer you wait, more it is going to affect your barony stats). The quest is way shorter than Act 1 one so you also need less time. If you do it in reasonable time you get like 250 days to do whatever until next barony killing main quest appears. Then Act 3 and beyond all got a main quest that you can ignore for few weeks but should not more than that and when you finish it, you can freely explore and work on your barony for many months until next major crisis. |
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I didn't realize that the timers were actually a "thing" in the game. Call me oblivious but I was so used to "normal" RPGs that I thought I could get away with leveling up before going to Act 3's dungeon, which was a big mistake. I game-overed a lot because of it, but fixed it with save-scumming which wasn't very satisfying, so I started over now and just finished Chapter 1. The game over timers aren't so bad, it's figuring out exactly how to build your kingdom properly so you don't get riots and crumbling status. That was my biggest issue. |
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But building your Barony part of the game should not cause it to fail unless you completely ignore it (and didn't put it on auto), at least not on Normal difficulty. That part of the game should be just about being able to unlock bonus content and quests. In last chapter(s) some people have said how their Baronies suddenly go all crazy and start failing for no apparent reason, I am sure that is either a bug or bad balancing and that devs will fix that eventually. |
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But what I meant was, it would be nice to have at least a little more tutorial and guidance on kingdom building. I don't know if I should be doing Projects, conquering lands, what days I should spend there and which I should be adventuring and so on. It was kind of overwhelming and I spent way too much time there during Act 3 and got in trouble because of it. But now I know about the big timers at least. |
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I guess devs expected people to use common sense :D Your plan to level up first was probably good if you felt the dungeon was hard but you should have probably focused on adventuring more :) |
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Yep, the game teaches us again to use brains when it comes to these "meta-decisions" about when to do what.
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Timers are and always were a stupid idea. Making the gameplay harder just by adding a counter clock is easy for the devs but for many gamers is annoying at best. At worst, it simply ruins the game experience. On top of that RPGs are all about exploration and taking your time, it doesn't even make sense…
I'll wait for the patch + any "timer" fixes that gonna come up official or not and then buy.. |
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Even generous ones will force players to not abuse resting all the time. |
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The timers make this game hugely better. It feels as though you're actively running a kingdom, not sweeping the map to completion and then dealing with the supposed terrible danger when you feel like it. :nod: |
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