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Mandemon wrote:After that, it removed the time limit, tough originally they intended to keep it but changed because test player found it bad idea.
A patched one.Drool wrote:What version did you play? I lost my first playthrough because the hidden timer ran out and the Super Mutants slaughtered Vault 13.
Drool wrote:Mandemon wrote:After that, it removed the time limit, tough originally they intended to keep it but changed because test player found it bad idea.
What version did you play? I lost my first playthrough because the hidden timer ran out and the Super Mutants slaughtered Vault 13.

CaptainPatch wrote:geezer wrote:I'm not a big fan of even having side quests. To me, that's development time that could have been better spent improving the main story.
I describe the kind of adventure you are suggesting as "string of pearls" plot design: A leads directly to be B which leads directly to C, etc. It's like for the entire game, you are being led around by a ring in your nose. Your freedom of choice is seriously curtailed. Which in turn makes the game drastically less immersive. You're NOT "living" in this game world. Instead, you're just a puppet-on-a-string.
Hiver wrote:Time limited quest should be... limited themselves.
They should be used only in places where common sense would expect it and they should NEVER - EVER mean "game over".
example one: kidnapping or hostage situation
- i dont think there is anyone (sane) that would actually complain if this was a time limited quest.
example two: bringing is supplies or medicine to a location that needs it in a life or death situation
- makes sense right? - edit- it makes so much sense that i feel i dont need to say anything more.
Additionally, none of these situations should end with simply "mission failed" note.
It is much more preferable to have some further simple but logical consequences to each situation i took as examples.
Even Fallout general time limit would have worked much better if it wasnt just a "game over" trick - but that wasnt possible to implement because of money and ... hah... time constraints.
Also... had a bit of talk about it recently in rpgcodex thread that started because of the blog post of Chris Avellone:
http://www.rpgcodex.net/forums/index.ph ... its.72313/
FXguy wrote:example one: kidnapping or hostage situation
- i dont think there is anyone (sane) that would actually complain if this was a time limited quest.
<<<YES!!!Hiver wrote:Point being you should not be able to go dilly dandling around and then return much later and still have the situation waiting for you.
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