Things do change. You still haven't handled afk ruining games due to a hidden timer. You've come up with a new time management minigame. And I'm not sure why you and other posters keep equating this to MotB, since it's a countdown to transformation, not a spirit meter that you can fill or run low on.
The fact that you need to come up with that multi-paragraph cope of how to work around it and then shout "nothing changes!" when you just added new systems to the game is proof that this is an issue.
The rest of your post amounts to going back into circles we've already covered. You've chosen to spew a rehashed version of your argument instead of just responding to my post.
I'm not sure if you're just
that fucking stupid, or if you're simply hoping that quoting a snippet and misrepresenting it is going to convince others you're not stupid because they're not going to the check what you're replying to. "Just responding" to your post isn't an option because you're deliberately trying to obfuscate the argument instead of engaging with it and formulating a cogent rebuttal. Which you can't, because you were wrong.
In any case, no - option (c)
does not add any new mechanics. I gave you options (a) and (b) to illustrate how it could work on other mechanics, and then I gave you option (c) which adds absolutely
nothing new. I outlined a potential new mechanic as
strictly optional. AFK has no bearing on it, real time doesn't affect the tadpoles, there is no new minigame. You claim the game tracks rests for progression, it would still be doing the same thing exclusively.
So if you want to keep playing, I will quote option (c) again and you don't tell us that "things do change", you tell us
WHAT changes and
HOW that's a problem:
c) NOTHING FUCKING CHANGES
The tadpole eats your brain when you rest. Boom. You've got a dynamic day/night cycle as you play outside, but your tadpole ticker still increments when you take a nap, meaning the entire tadpole plot progresses exactly the same way Larian have it now, with it being tied to your need to replenish your resources. And since, without a fatigue mechanic, your rest frequency is governed by your resource use, it's literally the same in this regard.
Now if you were to also implement a fatigue mechanic, that could present an interesting opportunity to also cap the maximum time per tadpole increment, gain a little extra control as a designer that way. But that's entirely optional, you don't have to if it frightens you.
As for why the tadpole only eats your brain when you rest... Well, for whatever fucking reason the writer wants. You could say it's a gourmand tadpole and your brain's tastier while you're sleeping. Or - check this out - you could say nothing at all. We've already established that your transformation is not progressing per the usual rules for reasons that will be revealed later in the story. It's still "urgent", but slower and no one knows exactly how much time you have, so you can set that ticker to whatever the fuck you want. Part of a writer's job is to also know when not to explain shit. So, once more, nothing changes.
Drop the camp bit like you say, ignore the other options, you may address the above or admit you were incorrect.
Again, there are other narrative reasons. The tadpoles.
No, the tadpole lore isn't a problem, it's covered above, address it there.
Yes, because you have nothing of actual value to say.
No, it's because Reddit won't call you out for being a lying little
weasel.
I have no idea why you people keep arguing about the "tadpole progression threat".
I didn't pick it, just addressing the ridiculous excuse that the game being rest-timed means we can't have possibly had day/night cycles. He said tadpoles, I went with that. All the more ridiculous once you pointed out how it all actually works, but you get the idea, it's a general design argument.