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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Oct 20, 2001.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Darien)

    Greg Zeschuk, Joint-CEO:

    Greetings:
    Hello..... We are reading the boards but we've been ultra busy so haven't had much of a chance to post yet. You'll likely find me and Ray active on the boards in the wee hours of the morning.

    Posting times: I can't guarantee what time we usually post. We're usually up playing various games (Dark Age of Camelot and NWN lately...

    MMORPGs: The best thing about MMPORPGs is after a long day of work people from BioWare can play together defeating villainy across the lands of whatever game we happen to be playing.

    Lately it's been Dark Ages of Camelot: watch for our guild shortly on Morgan Le Fay (Albion Realm). A few of us were playing Anarchy Online and we've got a number of guys still playing Everquest. AC and UO are also still in the repertoire for some.

    Main thing that's fun about them - the social aspect and roleplaying. As long as the game system works, and you've got good people to play with they can be alot of fun.


    Ray Muzyka, Joint-CEO:

    Greetings:
    Just thought I'd say hello as well - can't let Greg be the only one who says hello!

    Can We Play Too?: Certainly, but for NWN you'll have to wait a bit, our versions are limited editions right now.


    Trent Oster, Producer:

    Quaterstaff:
    Currently the Quarterstaff is in as two handed, so the 1.5 multiplier would apply. While we do have double weapon functionality in I'm not sure of how we would offer the choice to wield a weapon or how we could visually indicate which mode you are currently using.

    Playing a Mage: Playing the game right at this moment, mages kick ass. I summon my bat familiar, summon a monster, stoneskin myself and the animals and go bezerk with lightning bolts. Also, if you spend feats correctly, you could have armor or melee abilities. 3rd Edition offers a massive number of options.

    Other Classes: Sadly, we don't have time in the development schedule to implement any classes other than the basic classes we have already mentioned.

    No Tarrasque: The Tarrasque won't make it into the initial version of NWN. While I love the idea of a creature who wipes out entire cities in a few minutes I don't like the idea of having to model that bloody big of a critter.

    Targeting Spells: Targeting a spell is not bad right now. The really fast and small creatures are harder to hit, but they usually aren't much of a challenge. We are discussing a number of alternate targeting techniques as well.

    Improvements in Quickslot: It doesn't work yet, but it is something we identified as a feature to add. We also just added Rob Bartel's idea from a while back. You have 12 quickslots by default. Hold the control key and 12 others appear. Hold the shift and yet another 12 appear. So, you now have 36 quickslots to place items, skills, spells or feats into.

    User Created Models: This is an area we are very interested in supporting, but as of yet we do not have the tools available to the end users to create content.

    Shadows on Screenshots: I'm curious as to which screenshots you are referring. The shadows are generated at render time by the engine using the silhouette edges of the geometry. If the shadows aren't right, here are two possible issues.
    1- the art was exported without the proper flags
    2- The character is indeed floating and there is an incorrect data entry or animation keyframe.

    Potrait Styles: The portraits will be in one major style, with some minor variation within that style.

    Interplay Demo: We don't have much to say about the internal demo, as it is internal and not for public release. sorry.


    Bob McCabe, Writing & Design:

    On That Two Hour Demo:
    The demo is nothing unique.

    As far as I know (which isn't saying much) every company releases demonstrations of their product just about every month, sometimes more or less frequently, to their publishers. I mean, the publishers are putting money into the title, I'd think that they would want to see what they're getting in return. :)

    Point Buy Debate: I mentioned this before, many times, but I like the point buy system, and I don't mind the number being set at 25. But... if I had to change it...

    I like the idea of all stats starting at a lower number, getting an initially small number of points to raise those low stats, and then gaining more frequent bonus points as you gain levels (that you would be able to store up for the more costly increases). I'd like to think this system is just "more of the same", but really, I think my "revision" is just more complicated than it needs to be, but whatever. :) Here are some numbers:

    All stats start at 4. The player gets 18 points, and going up to a stat value of 10 would be done at a cost of 1:1, an 11 and 12 would cost 2 points each, a 13 and 14 would cost 3 points each, and so forth. Instead of getting bonus points every 4 levels, a player would gain 6 points each level (and then spend them just as they would in point buy).

    I think this system would stress development - starting weak and ending up powerful - providing the player with choices to make at every level gain, but like I said, I think it's just more complicated :) But you asked for alternatives, so here is mine.

    I'm undecided :) I like how your system scales upward after spending 9 points (or increasing your stats above 12). I feel like my system encourages players to have exceptional stats instead of more balanced stats, but I'm not really sure how I feel about that :) My system would also allow for players to have stats into the mid-20s pretty easily. Considering that I tend to run low-powered campaigns, I find that bit disturbing :)

    Oh well... maybe we'll get some more suggestions to look over in this thread *wink, wink* ;)

    As for using 3d6, 4d6, and other "standard" systems, I'm not sure what we'll end up doing. We don't want to create disparate groups of players within the community - and providing for different methods of rolling would hamper those efforts. However, the game is all about customization, too, so it might be feasible to allow players to easily modify their attributes, with a warning that their player might be ineligible for vault campaigns.

    At this point, I can't really say, and this is all my own personal speculation, so... take it all with a big grain of salt. :)

    On an almost related side note, I don't really like the inclusion of numbers in my campaign; I find them, from the point of view of the player, to be unnecessary. In many of my campaigns, I will not let the player see what his stats are, what his current HPs are, what his bonus to hit is - I generally won't even allow them to see what their die roll is, which sometimes has led me to play without dice). I find that this enhances the simplicity of story-telling in a game. :)

    But back to the topic, I totally agree with you. There is so much going on at a level-up that including stat-buying at every level would just be too much, especially considering in how many ways those stats influence other things, such as skills and saving throws - which is why I said I like the system(s) D&D uses. :)

    As for tangible evidence of progression for a character, I often wonder where the focus should be. Should the character become super human in ability (improving stats), should he become exceptionally skilled at his chosen craft (improving skills), or should he never really change, but simply get better by virtue of his gear? Things to think about, I guess... :)

    Creating a Monk: Quote: "Aranthalas wrote: NeoMaul, A monk needs 4 exceptional stats. Str, Dex, Con, Wis. Now maybe the monk is not supposed to be a frontline fighter, but what else is he going to do if not fight?"

    Well, here's how I made my level 6 monk (this is actually a 4d6 character, but he works out to 22 points in the point-buy):

    STR 11
    DEX 16
    CON 10 (raised from 9 at level 4)
    INT 13
    WIS 13
    CHA 8

    I used my first feat to purchase weapon finesse (fists) to eliminate the need for STR. I'll use my next level up to put a point into INT, and then the point after that (provided, of course, that my character survives) into WIS. I'll still have 2 more points, which I will likely use for DEX.

    But your point, Aranthalas, is that my monk might rock, but he has (in a CRPG) no identity. Am I right?

    What can the monk do that no other class can do, that would make you want to play him? The fighter can fight better than anyone, the rogue has stealth and lock-picking, the bard can sing, etc. etc... but what can the monk do that another class can't do, and more?

    And at this point, all I can say is that I can't answer that yet But it *is* our job to make each of the classes desirable. I mean, it's already there in the P&P version of the game - we just have to make sure it's *still* there in the NWN version of the game.

    Monk Stats: Quote: "Gromnir wrote: in the past, the nwn developers has been rather sensitive to criticism of 25 point monk. showed examples of a 22 or 23 point monk that they was very happy with as an example. Point is that developers not seem to be convinced that monks is feebs at 25 points… may be tough to change their minds this late in game."

    That was my 22-point monk that I championed the 25-point buy cause with (he's now level 6, with a whopping 28 hit points and a 15 AC - but totally fun to play). And though I still feel that way (that 25 points is more than enough for any class), I'm just one member of the NW team.

    Still, the point was brought up that without many of their special abilities (such as falling), what role does a monk serve within a party? Wouldn't a pure fighter always be more useful? And, well, that's a good question - and also one that we can't answer until we get closer to release and start revealing more details of the classes.

    But I can say that I personally feel bumping the monk up a few points in the point buy system isn't going to make any difference; the monk has to be balanced in other ways, and that's something that will be focused on during play-testing.

    Abilities and Monks: Quote: "Aranthalas wrote: For a caster, your key ability bonus (Int for Wizard for example) increases the Difficulty Class (DC) of all your spells. ... It is a very big deal indeed."

    While I completely agree with you, the difference between an intelligence of 17 and an intelligence of 20, in terms of DC, is only 2 points, right? It's a definite advantage, but maybe not one worth spending so many points on

    Quote: "Namirrha wrote: Will monks be able to use Quivering Palm more than once a week, perhaps once a day? The monk need not get more points, but perhaps other minor tweaks should be thought of to help make up for some of its deficits."

    I can't answer this yet, but having it at once per week is probably something we will have to change. In a CRPG, it isn't as much fun to be not be able to use your abilities that you've worked so hard to get. We might make it one use per rest period, but then weaken it somehow - i.e. instant death on creatures of a certain HD or less, a certain amount of damage per HD over that. Repeating - this is an example, and not indicative of any direction that we are leaning in on this issue!

    Half-Orc Monks: Quote: "Lysandus Majere wrote: Will there be Half-Orc Monks in NWN. Cause they are the best."

    Yes. Though I agree with the others... why would you want to play a half-orc? *snobby elven noises* :)

    Story Styles: I really enjoyed Iron Monkey, but I think you have to admit that Iron Monkey is a different kind of movie than Crouching Tiger.

    Crouching Tiger is a movie that focused more on emotion and philosophy, and was very much about reaching potential and following your chosen path.

    Iron Monkey is more a movie with a common theme: standing up to injustice and fighting for the common man - or Robin Hood in a sense.

    I don't necessarily think that the story in Iron Monkey was in any way lesser - it was just a different type of story with a different presentation. I felt like Crouching Tiger was presented more as an art film with a love story focus, while Iron Monkey was reminiscent of the 80's Kung Fu Theatre on Saturday afternoons.

    Anyway, as this all relates to Neverwinter Nights, I'm sure you can guess our response to this topic: we're very committed to providing an entertaining story.

    I read somewhere that there are two differing styles for the presentation of a game story. You can let the set game set up the stage, and provide the actors, but allow the player to control the action, or you can allow the game to write out the script, and allow the player to be guided down the path toward the climax.

    I think we've always strived for a balanced approach here. It's one thing to create a compelling story for the player, another to allow that story to take center stage. As one of the writers on Neverwinter Nights, it's sometimes hard for me to pull back a notch and allow the game to be the focus when I really want to show off with an amazing story - but we're all about making a game that's fun, right?

    :) PS Iron Monkey was made in 1993 or 1994, so it's not exactly ripping off the Matrix ;)


    David Chan, Audio Producer:

    The Composer:
    We have a composer in mind that I think everyone will like. I'll let you know when I can say anything about it.

    Quality of Single Player Game: Don't worry, the single player in NWN will be on par with all of our past games. We know how important single player is and a lot of time and effort are being put into it. As for Cespenar, we'll have to see...


    Jonathan Epp, Quality Assurance:

    Equiping for Battle:
    I think currently it works sort of like that. You equip the two-handed weapon and the shield automatically unequips and goes back into general inventory. As for having the shield remain in the shield slot but have it unusable - well, I can't say how feasible such a feature would be, but it can be argued that this should not happen because the slot is specifically for items that are actually equipped. Not a bad idea though.

    Derek French, Assistant Producer:

    Release Date:
    There is no release date for Neverwinter Nights. When we have a release date, this post will change with the addition of the release date.

    The release dates that you see at retail sites are their best guess as to when the game will ship. Sorry, but it is just that; a guess.
    That being said, things are progressing quite smoothly on the game and we are still on track for a release this winter season.

    Sorry for all the confusion people... Winter 2001 = December 21st, 2001 through March 20, 2002. We have been saying this all along and I have to reinterate that this is NOT new news, nor is it a change. And that this is still not an Official Release date, but when we expect the game to come out.

    None of us realized that there was any confusion over what Winter 2001/this Winter season meant. Sorry. This is no change from before. "This winter season" is exactly the same as "Winter 2001" there is no difference, thus no change.

    Beta News: *cries* WHERE ARE MY STICKY POSTS?!?!?! We have no information on the beta at this time. When we do it will be posted on the main BioWare page as well as in the Official Announcement forum.

    PvP in Game: Pvp in NWN will have several options, everything from no Pvp at all, party vs party Pvp and full Pvp. As for class balancing, the 3rd Edition rules offer an interesting balance.

    Monks: As to the toughness of monks, with a few unarmed attack feats and attacks like flurry of blows, a monk is going to be very tough.

    Board Questions: Hi, this topic has been covered quite a bit and we are making all kinds of changes and there are more to come.

    Don't like the colours? Edit your preferences and select one of the 2 alternate themes.

    Widening? Not sure right now, but there are several reasons why they are this way. One is its easier to read a narrow column of words than a huge wide one (think newspaper column). We may do something about this.

    Buttons for BB tags don't work on all browsers, but we may add them in.

    Developer posts are linked at the top now.

    Many more improvements are coming.

    Speed will increase for some users once we get our fatter internet pipe in about 3 weeks or so. This board is blazingly fast from home for me, and I am quite a few hops away.

    If you have any suggestions or issues, please e-mail either biomoderator@bioware.com or webmaster@bioware.com

    Thanks.


    Alan Miranda, Associate Producer:

    Music in NWN:
    Trust us - NWN will have awesome sounding music composed by a truly fantastic composer (one of my personal favourites). At BioWare we strive to outdo every previous game we've done in all respects, and this is no exception when it comes to music. Get ready for a soulful and epic score! I can't say anything just yet, but I'm sure you guys will be pleased.

    Just so everyone knows, here are the previous composers on BG
    BG1: Michael Hoenig
    BG2-SoA: Michael Hoenig
    BG2-ToB: Inon Zur and Howard Drossnin

    I've always loved the music in BG and I worked closely with Inon and Howard to get something great for ToB, which got great reviews. Our goals are similarly as high for Neverwinter.

    Different Music?: The BG games built up the Bhaal saga that finished with Throne of Bhaal. With Neverwinter being a new product with a new story and new characters, it would make more sense to create new themes to fit these. The BG music was great, but its best fit is within BG. NWN will have a flavour all its own.


    Paul Roffel, Programmer:

    NWN as a MMORPG:
    Okay, here's a tidbit of information for you... Neverwinter Nights WILL have the potential for massive multiplay... sort of...

    Basically, the servers will have 64 clients potential right out of the box. And you'll be able to run multiple servers on a single machine. Now, if you were to take a module of a city, per say, and split it up acrossed 6 or 8 different areas, link those areas together with jumps, say small doors or such. And then ran them all on the same machine, you'd have 384 or 512 people running on that machine.

    Now, you WOULD have to have a HUGE machine to pull this off with TONS of bandwidth, but the potential IS there. You could also split it up over multiple machines and make it even bigger. And, of course, you just never turn the machines off and whamo! You've got a persistant world that people can log into, play, chat, enjoy the world, quest, and whatnot. And then go off to other dungeons/modules to do quests, come back and sell stuff off.

    It's all there, and it's all possible. Just a disclaimer, it ain't "officially" a MMORPG, but darnit, with a little effort, you COULD use it to make one. (Your very own little world)

    Thought you might like this... we've got the best of both worlds.
     
    Last edited by a moderator: Jan 4, 2018
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