![]() ![]() Plus, without heavy datamining we're still guessing about a lot of the stuff here, so "perfection" might not be feasible anyway. All it means is that you have more new stuff to experience the second time around. ![]() The beauty of the game is running into unforeseen outcomes due to the way you personally handled stuff. Note 4: I HIGHLY suggest people not get TOO obsessed with trying to create a "perfect" run using the information here. I probably won't be able to update this post indefinitely. If you're reading this at a later patch number, things may have been changed/fixed. NOTE 3: The data here is based on gameplay up to and including Hotfix 3. NOTE 2: Some of the quests have been confirmed to be on proximity or overall main story progression triggers instead of rest timers, but I'm including them here anyway, for the sake of the discussion. NOTE: Apparently simply entering the camp can also progress the timeline in regards to some quests, not just taking the full rest. The speculations refer to stuff I've heard others mention but haven't experienced myself, so please confirm or deny if you have concrete data. So I'd like for the community to pool our knowledge and mark down all quests we have confirmed are on a timer. However, this leads to the issue of there being some quests which are time sensitive and resting too much can cause fail states that aren't desirable to many. Yesterday I made a post about resting more often to prevent narrative progression bugs: Character screenshots not posted in the Megathread are subject to removal without warning.
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