Doesn't that justification work both ways though? Not to derail this topic, but if there a lot of factors that rely on game time, i.e. when something spawns, when an item becomes available, quest availability all of that. Couldn't we find the one thing in common they all have? Reverse engineer through the complexity?John Adams wrote:But since so many factors rely on game time, there is no variable that I know of for slowing down time.
I just had a brainfart and thought it might help