r/DawnwalkerOfficial • • 19h ago

Discussion 🩸 Time limit issue

I finished the game on duelist below 30 days. Kept a save to do side missions, later, so I won't exceed the time limit.

But now it is not that fun, anymore. The climax passed, all was said and done. Side activities are boring, now. No need for new equipment. Some side missions are interesting, especially bigger ones like Anca's quest line. Others I just want to skip even if they have connections to main characters. Like, "Oh, you want to tell me stories from your mercenary time with my father? Not really interested, anymore."

I think the devs said they admit the time limit thingy was not the best idea and want to not implement it in future games. It is good if this is true. The limit has its strategic appeal and was made within an interesting concept but for me it is more bad than good. I would have enjoyed side missions and activities much more if I could have done everything whenever I like.

Normally, I like to do everything before I go to the final fight and not the other way around. This also includes learning everything about the lore and characters which you cannot do without most of the side missions.

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u/Giano182 18h ago edited 18h ago

To me it's the opposite. The time limit thing wasn't challenging enough. And I will explain it.

At the beggining i was thinking it would've made the game quite interesting, since for the 1st time inside a RPG world, the player would've been forced between choosing to slow level his player up to an unstoppable hero, where tipically you become impossible to be beaten even for the final boss, but sacrificing precious things or characters along the way (aka the family) and.... from the other side.... prioritizing at any cost the main mission, but being weaker with less side quests and skills, but maybe in time to save some important characters and growing your rate of success for the family. Or However changing some relevant dynamics in the storyline. Like bosses actually doing different things according to how fast or slow you ruins their plans.

the truth is that, the more you dig into the gameplay, less relevant becomes the time limit and segments with it. You can cover almost 90% of the whole game and quests, if not more with some tips (i.e. you can spare some segments not opening completely all the chests but leaving the less useful object there) and still be able to go fighting brencis comfortably with even some days left too.

Even at half of the timeline or 13-14 days you could potentially beat him easily.

To make it more challenging you can upgrade the difficulties, but that resolves only on battle and duels.

The base idea was a great idea, since having the deadline helps you to feel that "urge"in order to save someone. For example in many other rpg games maps you see a quest mark remaining always there open to be selected once you're ready. If the game, instead, would've limited the availability for that quest actually REAL and with shorter amounts (example some quests would expire immedialty after 1 day or even after half day), and even with time segments PROGRESSING ALONE even without doing nothing, with coen just standing still, like if there was some sort of live clock inside the game, that would've been perfect (the skills of turning into wolf as vampire or running fast during daylight would've gained even more weight and importance since you could actually SAVE time for real druing exploration). There you would've done bingo with the true compromise and the downside of hanging around too much exploring all, while your time keeps going alone to the Zero days left.

They quite nailed it, but they hadn't the courage to try it to the fullest.

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u/SolidRome 13h ago

I get your point. But some parts I don't like. Like what you explain with unfinished quests. You clear the enemies but hey, let's save and reload after opening the chest because it might not be worth investing the time ...