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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Oct 14, 2001.

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


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    (Originally posted by Darien)

    Trent Oster, Producer:

    Max Players and Time Passage:
    64 concurrent players, max. We don't care how many characters you are storing locally. 64 players is the absolute maximum we believe one server can handle given a high bandwidth connection.

    As for time passage, when you select the rest option your character sits down, starts healing and memorizing spells. The resting should take no longer than one minute (testing will tell us what the period should be). There is a "cool off" period after combat when you are too excited to rest.

    Stolen Goods: An item which is stolen is flagged as such. When you die you drop any stolen items. If you sell a stolen item you get a lousy price. In short, stealing doesn't pay that well.


    Brent Knowles, Co-Lead Designer:

    More on Stealing:
    The thief (or Rogue) is a stealthy adventurer. His or her sole purpose in life isn't stealing. As well the price markdown for selling stolen items isn't going to be so ridiculous that it makes stealing useless. It is merely there to prevent stealing from being too powerful. Like all things, it just one factor in the balancing of the skill system.

    Bob McCabe, Writing & Design:

    Full Install Size:
    I just grabbed the latest resource build, and it takes up 1.14 GB of my hard drive. I have no idea about the technical stuff and this is the first game that I've worked on, so I can't say if this is going to be anywhere close to the final size of the game or not, though I think we've said, in the past, that 2 or 3 CDs is our aim; and that would seem to jive with what's sitting on my HD right now.

    Derek French, Assistant Producer:

    Single Player Comments:
    I have read this entire thread about 3 times. I am not exactly sure what you were originally asking, Hofbrau, but I am going to ask and answer several questions that I have read in this thread.

    S: Well, hopefully, one of the BioWare Boneheads will come around and clearly answer the question/provide some clarity for us mere mortals.
    A: Hi there. I will try my best!

    Q: Is there a single player module?
    Q: Does the Single-Player mode, exist as its own distinct module?
    A: The one (1) module shipped with the game. It is the Neverwinter Night Official Campaign. This module can be played by 1 through 64 players. The module will scale itself accordingly.

    Q: Must a user run and connect to a server to play as as a single player?
    A: No, if you are playing as a single player then you run the integrated client/server executable and play the game. No user ID/password logging in is required.

    Q: "Is there an independent Single-Player mode/module that requires no network device ... for the user to play Single-Player?"
    A: Modules have no relation to hardware and are not aware of hardware in any way. There is no hardware access from a module.

    Q: If I go into my MS Windows Network icon in control panel, and remove every last single thing from within it, will i still be able to play NeverWinter Nights in Single-Player mode?
    A: Hmmm. Since I am at home right now I can't answer that one for certain. Let me get back to the office Monday and find out for sure. I would expect there to be no problem playing without a network stack, but don't quote me on that until I find out for sure from the network guys back at the office.

    Privacy: BG2 only does this if you have the option "GameSpy Enabled" checked. This option can be disabled at any time using the BGConfig program. I am not sure about BG1. You do have to understand that BG1 was written and release before the valid concerns over privacy were around. Did you know that 3 message boards ago, the message board published your real IP right in the message? In those days, it was considered spam control. Now, it is a privacy issue. When BG1 was created, we were trying to make it easy to have a multiplayer game. Nowadays, I can see how this could be misunderstood.

    This is similar to other games "public" option. No other games give the explanation that you are looking for, either. Quake 3 doesn't tell you how it interacts with its master server. This is not spyware. This is multiplayer gaming.

    Of course, knowing full well everyone's privacy concerns, NWN will not force you to do anything you don't want to. If you don't want it to be a public server, then you don't have to make it one.

    OpenGL Rendering API: I must caution you all against starting flame wars about Windows, OpenGL, whatever in this thread. Any further posts like that from anyone will be deleted.

    We are making NWN for multiple platforms using OpenGL as the rendering API. If you want to argue about that, please go to the Way Off topic forum as this is something that is not going to change for NWN.

    Design on PC then Play On MAC?: Fan Quote: "OK, so the 5% or so of us that are affected got the news on the dev toolset thing. I'm getting over it. ...can I develop on a PC, then bring that code into my Mac to serve?"

    Yes. :)

    Release Date: There is no release date. When its done will have to do for now.
     
    Last edited by a moderator: Jan 4, 2018
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