Neverwinter Nights
FAQ v4.0 - Multiplayer
Any time a player wishes to play Neverwinter Nights on
more than one computer is called multiplayer. The other computer,
or computers, can be directly connected to each other (a LAN connection)
or through the Internet. This section addresses how Neverwinter
Nights is planning to facilitate players and DMs connecting
with each other.
6.01 Will I have to pay a monthly fee to play Neverwinter
Nights? (Back
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No. As with the Baldur's Gate series, we will not be charging
a monthly fee to play the retail version of Neverwinter Nights
online.
6.02 How will playing Neverwinter Nights in single-player
mode differ from playing in multiplayer mode? (Back
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The single-player mode of the Neverwinter Nights Official Campaign
consists of the same game as the multiplayer version. There are
a number of automated features to help balance the game, including
the dynamic scaling of combat encounters according the size and
relative strength of your party. Solo players will also find it
easy to acquire companions whether a henchman, familiar or animal
companion. While computer-controlled, these henchmen will still
be responsive to a variety of commands issued by the player.
6.03 How will Neverwinter Nights differ from other
online games? (Back
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The approach taken with Neverwinter Nights is to mirror
the pen-and-paper model of role-playing. We want to get a group
of friends together, give them a great story to play through,
and have a Dungeon Master to moderate the game play. We are taking
advantage of the great party-based adventuring experiences that
are made possible by massively multiplayer games and placing that
in the context of a gripping and immersive story line in which
the players can be full and important participants. We are blending
the best of single-player and massively multiplayer games, as
well as the classic experience of pen-and-paper role-playing,
to create the best of all possible worlds. Neverwinter Nights
is all the beauty of D&D 3rd Edition, brought online.
6.04 Are there plans for a persistent world to be run by
BioWare? (Back
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While we are interested in the potential of persistent worlds,
we've chosen to take Neverwinter Nights in a different
direction. BioWare currently has no official plans to develop
a persistent world. That said, many members of our fan community
have expressed a serious interest in developing their own persistent
worlds, using the Aurora Neverwinter Toolset. Such worlds are
definitely possible and we are looking forward to seeing what
our fans come up with.
6.05 Is player killing allowed? (Back
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The host will determine the nature of player vs. player (PvP)
combat at the start of the game session and this will be broadcast
to anyone attempting to join. The possible settings will range
from Full Player vs. Player Combat where all players can be a
potential target, to Party vs. Party Combat where players can
only target members of an opposing team, to a Safe Mode where
player vs. player combat is banned altogether. It will also be
possible to determine player vs. player settings on a per-area
basis within the module. Should further needs arise during our
development cycle, we will develop the necessary settings to accommodate
them. We are very aware of both the positive and negative aspects
that can emerge from player vs. player combat in an online game,
and are therefore putting a lot of thought into this issue.
6.06 Can I link my world to someone else's? (Back
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Yes. Servers can be linked through 'Portals'. Portals are created
when one server operator requests a link and another server operator
accepts. This will form a two-way transfer between the two servers,
allowing players to travel between the two worlds simply by stepping
through the Portal. Once a Portal is created, it remains until
removed by one of the server operators. If the server on the other
end is currently not operational, the Portal will appear closed.
Players can view a wide variety of information about the server
on the other end by inspecting the Portal. If the character does
not meet the requirements of the new server, the player is not
teleported and re-appears beside the original server's Portal.
Servers can support multiple Portals.
6.07 What are some ways I can make use of Portals?
(Back
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The implications of this Portal system are somewhat mind-boggling.
By distributing the different areas and population load over a
number of home computers with decent Internet connections, for
instance, your game world can know no boundaries. On a smaller
scale, two rival player guilds could agree to portal their guildworlds
together to settle a dispute in battle. Freewheeling MUDs and
MUSHes could also emerge where people cobble their different creations
together into a larger, cosmopolitan world of adventure. Neverwinter
Nights is all about getting people together and Portals allow
that to happen on a grander, even more exciting scale.
6.08 Will other players be able to 'know' what class I
am right away? (Back
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Neverwinter Nights is all about role-playing - what's
on your character sheet is between you and the DM and the look
of your character is yours to define. If you are a fighter, you
can still dress in peasant clothes if you wish or even a wizard's
enchanted garments. The look of your character is not determined
by his or her class but by the race, body type, and coloration
you choose at character creation, and the clothing and equipment
you acquire along the way. This will allow players to play any
role they wish, such as a paranoid mage who hides within his clumsy
armor or a petty rogue who puts on airs of royal birth.
6.09 How will I communicate with other players?
(Back
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Communication with other players will take on a number of forms.
A robust chat system is available that will allow you to quickly
and easily interact with your party. Also, when you select your
voice set during character creation, it will include a wide range
of vocal lines appropriate to various role-playing and combat
situations. These are hotkey-activated, allowing for rapid and
easy communication in most situations. Another benefit of these
voice sets is that they allow for cross-language communication,
meaning that our German and English players can still interact
with their French counterparts at the simple press of a button.
Real-time
voice communication will not be included in the initial release
of Neverwinter Nights.
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