-
Question:
Do you have a release date for the game?
Response
from Rob_Bartel: Our current release projection is for Q2
2001. As always, though, we'll release it when it's done.
-
Question
from Jack: What are your plans for PvPing for neverwinter?
What about you view on pking?
Response
from Rob_Bartel: Our view is that PvP and PKing are issues
that individual DMs and Server Ops should decide for themselves.
We'll be providing a variety of server setting you can choose
from and custom scripting is also an option.
-
Question
from Gel214th: Hi. Can multiple NWN stand alone servers
be run on one machine, if that machine is powerful enough to
handle them?
Response
from Don_BioWare: Haven't tested it in awhile, but It should
work.
-
Question
from ThunderMage: How do the NPC's you're allied with react
when you throw a fireball at enemies close to them? Do they
evade?
Response
from Rob_Bartel: Henchmen will have some default scripts
that may handle that. You can also use the Hotkey Voice system
to order them to get the heck out of Dodge, too. Shouldn't be
a problem.
-
Question
from Lost_Dragon: BioWare said that they'd have a report
for us on the status of user importable content (textures, models,
sounds, avi's, etc) in the fall. It's now November. What can
BioWare tell us about how things are going on that front? I'd
also like to take a step back from that issue and wish BioWare
good tidings on what is one of the most ambitious cRPG projects
I've seen to date, including new titles coming out
Response
from GregZ_BioWare: We've just re-started discussions regarding
importable content - mainly background tiles and similar objects.
There isn't too much to report yet, except from a technical
perspective we're designing the system such that it can support
imported content if we choose to do it. Also - thanks for the
tidings!
-
Question
from Kesh: How close is the Macintosh version keeping up
with the code at this point, and are you expecting to provide
a public beta for Mac at the same time as the Windows beta?
Response
from Don_BioWare: Howard is keeping the code up to date
on a weekly basis. No plans yet for beta.
Response
from Rob_Bartel: The Mac port is coming along nicely, as
are the BeOs and Linux versions. We're aiming for a simultaneous,
single-box release. Can't promise a beta of any sort at this
point, though.
-
Question
from DM_Alex: In terms of scripting, would it be possible
to create NPCs with complex dialogue? Is there a limit as to
the number of NPCs or amount of scripting? I would like to create
entire towns and cities that players could explore without my
direct intervention.
Response
from Aidan_BioWare: You can make the dialogue as complex
as you want to make it. As long you script it NW can handle
it.
Response
from Rob_Bartel: Yes and we intend to do just that. There
will be no hard cap on numbers of NPCs or amount of scripts.
Whatever your server can handle.
-
Question
from Travis_Storie: what testing is planned for such hardware
as broadband routers and home firewalls, the inexpensive types
rather than the larger more expensive types?
Response
from Don_BioWare: As well as our internal testing, this
is something a public beta will help with. We want to do this,
just no definite plans yet.
-
Question
from Urthpaw_the_Blade: OK, here's my question... "I was
at BioWare Wednesday for Take-your-kid-to-work-day. The demo
was amazing. Why don't you post more screenshots?"
Response
from Tobyn_BioWare: I remember you! Wow, we really got you
excited huh? Well, you're right, we're constantly creating new
stuff. We wouldn't want to give it all away before it ships
now would we?
Response
from ScottG_BioWare: Your not the kind of person that would
peek at christmas presents would you? :)
-
Question:
I assume that this has already been answered in one way or another,
but when there are 7+ people on a server, how will casters get
back their spells? In other words, with real-time passing for
one group, how can another group rest for 8 hours to allow spells
to refresh?
Response
from Rob_Bartel: For gameplay reasons, we're making resting
instantaneous. We'll limit that, however, by putting in a limit
on how often you can rest within a given period of time. Also,
we're considering adding in an adrenaline factor - if you've
just been fighting, you need to calm down a bit before you can
get some sleep. The details are a little complex for a chat
but we'll be explaining it in more detail later. Thanks.
-
Question
from Vlastimil: How interactive will our environment be?
Will we be able to graphically represent sitting on, moving,
or throwing furniture?
Response
from Rob_Bartel: It will depend a lot on how much time we
have for the animations but sitting on chairs, lying on beds,
and destroying certain objects within the environment are all
things we're looking into very seriously.
-
Question
from Khalen_Tonal:What is the greatest development challenge
that you think is outstanding on your things to do list?
Response
from Don_BioWare: NWN in general? Um, there are lots of
things still being worked out like DM Client specifics for instance.
You want to do everything, but there has to be limits.
Response
from Tobyn_BioWare: We tried very hard to solve the most
difficult things at the beginning. Everything else is coordinating
our efforts.
- Question
from Barjin_ModuleFactory: With the game comming along, will
it still be possible to make a persistant, running 24/7 and how
much work do you think it will take to create it?
Response
from Rob_Bartel: The Portal system and the ability to create
persistent worlds are still in the works. As for amount of effort,
that's really up to you and the scope of what you want to create.
I'd recommend starting small and building from there. Persistents
are a common question. We can do it, but it is not our focus
and we are not replacing UO and EQ for instance.
Response
from ScottG_BioWare: What is the greatest development challenge?
The simple answer is "Make It Fun." The complex is answer is
in how we do this. We really want NWN to be the best multi-player
computer interpretation of D&D. This effects every decision
that we make, from design of the user interface to the number
of player character models. At each stage we have to ask ourselves:
Is this fun? Does it capture the feel of D&D? There are
a lot techn
-
Question
from Jaspor: hello, scripting question :) there was talk
about releasing documentation about the syntax for the NWScript
language prior to release of the game so people can start playing
with it... so a) is this still the plan? and b) how soon can
we expect to see some of this documentation? thanks :)
Response
from ScottG_BioWare: As far as scripting documentation,
we are still planning on posting this before we ship. The basic
syntax is C but I think you are more interested in the AI events
and commands. Noel is currently busily adding commands and events
on a daily basis and is preparing documentation as he goes.
Right Noel? :) Anyway Rob and the other designers will make
it, ahem, readable by humans before we release it.
-
Question
from Hehaub: Can you take items created in one world to
another(will they be different on the other server)?
Response
from Rob_Bartel: Yes. Items are fully transferable for one
server to the next. If you build it using the toolsets standardized
effect library, it will transfer over without any problems.
If you give it any special abilities through scripting, however,
these won't carry over unless the two servers have the same
scripts running in their modules.
-
Question
from Yandros_NWNX: Regarding scripting, is there any more
news on file i/o, passing data between servers, and arrays?
Response
from Don_BioWare: Not sure what has been said, but no. Many
things are still in flux and we don't want to give out to much
invalid information. We would more rather get it right and then
provide it in a final working state.
Response
from ScottG_BioWare: We will not be adding file I/O into
the scripting language. We are still working the details of
what kinds of information can be transferred between servers
and modules.
-
Question
from Jack-the-Blade: How rare will the powerful, magical
weapons be? Will there be any plans for another Holy Avenger?
I LOVE that sword! :)
Response
from Rob_Bartel: We haven't worked out the distribution
in the official campaign yet but your modules will have whatever
items you want, wherever you want them, and how often. How would
you like to dual wiled those puppies? =)
-
Question
from Fenmarel: With the skills, feats and spells that won't
make the transition 3E to NWN, what would you say is the *general*
method(s) for re-balancing the classes?
Response
from Rob_Bartel: Balance is a tricky issue and, ultimately
it's going to come down to playtesting. Even if we were able
to follow 3e to the letter, the balance would be different.
In PnP, each combat takes much longer than it will in NWN, so
that throws the balance off right there. We compensate where
we can in advance but the real balancing happens once most of
the game's already in place.
Response
from Noel_BioWare: We're working on the list now. They will
be similar to the ones in the DMG probably.
Response
from Rob_Bartel: Also, remember that Lycanthropy is based
purely on scripting, not on any standardized effect within the
engine. Still, the capabilities are there.
-
Question
from Obscured: Will modules have any form of protection,
or will anybody be able to edit a module & "rip off &
reuse" the scripts that a module-maker spends weeks developing,
for example?
Response
from ScottG_BioWare: There is only one type of protection,
but it's a good one. If you don't post the module to the internet,
none use it. The clients are not sent the entire module, only
what the areas look like and any text that an npc ally speaks.
All scripting, dialog logic etc. is all done on the server,
and this is the stuff that takes the time to make. If you don't
want people to rip off your work, don't post it. You can still
sho
Response
from ScottG_BioWare: Sorry my message was cut off. I will
repost it chunks.
Response
from ScottG_BioWare: There is only one type of protection.
Response
from Don_BioWare: Um, to small of chunks. heh
Response
from ScottG_BioWare: If you don't post the module to the
internet, then none use it. The clients are not sent the entire
module, only what the areas look like and any text that a npc
says. All scripting, dialog logic etc. is all done on the server,
and this is that stuff that takes the time to make. If you don't
want people to rip off your work, don't post it. You can still
show it off to anyone that connects to your server.
-
Question
from Travis_Storie: Has more testing been done on number
of clients per server or is the code still too rough to estimate
anything beyond 64?
Response
from Rob_Bartel: We're not ready to do any serious stress-testing
of the server yet but 64 is still our running estimate for a
standard cable-modem based server. Bandwidth will be the primary
limiting factor so if you want to support more people, improve
your connection.
-
Question:
After watching the demo from E3, I noticed that as a PC transitions
to another area it seems to "spawn" a server process to handle
the character. Will the amount of "spawns" be dependant upon
RAM or Processing power?
Response
from Tobyn_BioWare: What you saw from the E3 demo was merely
a load time for the new area. All the areas of a module run
at exactly the same time... Characters would travel immediimmediatlyen
them if the game didn't have to load the new tiles
Response
from Don_BioWare: Yes, the load time is client side, not
server side.
-
Question
from Gloomveil: For bioware - Have there been any advancements
in the area of customizable building interiors, or will we have
to live with a limited and generic set of building interiors?
I want my Inn :)
Response
from ScottG_BioWare: Actually all of the areas are loaded
and running at the same time. The delay in the E3 demo was mostly
caused by graphics processing that will evently be preprocessed,
and thereby making the load times faster. The transistions in
the final game will be a lot smoother, You will only notice
a real delay if you are running a slow connection.
Response
from Tobyn_BioWare: We have changed our original idea of
an interior to have customizable ones. You can now paint different
types of rooms and create area transitions between them how
you like. Your Inn can be as much of a Tardis as you'd like
-
Question
from clain_NWDL: I was wondering if Assistant DMs, that
don't have reboot access to a server will be able to put up
portals to other servers or will a DM have to reboot the server
to make this change? If I can toss in another question... (a
more important one, if I only get one)... Will the vault be
sortable for those with access to view the contents? So that
we could find a specific type of player
Response
from Don_BioWare: You wouldn't do remote access through
a portal. Rather ther ottheDM could login as a Sysadmin with
the ServerMonitor.
Response
from ScottG_BioWare: At this time, all DM's will be able
to add portals. We may make this a setable DM priviles. Portals
can be added in real time and will be persistant sessions (ie
saved in the save game). When you are looking at the vault,
you will be able to sort the servers in many ways (ping time,
module name, host etc.) We haven't really locked down how much
information you will be able to obtain about other players.
Once you connect to server, you will be able to see information
on all the players that are currently logged onto that server.
-
Question
from ThunderMage: As the movies suggest, you can run in
the game which is good (in BG it was just silly to WALK away
from a pack of wolves or something...), but is there a stamina
limit or something, as to how much you can run?
Response
from Rob_Bartel: Yup, running's in the game (one of the
benefits of going to 3d - animations don't take up near as much
room). And yes, Stamina will be implemented in some form, though
we haven't decided on the precise details at this point.
-
Question:
What is the status of the beta and how will the sign-up process
work?
Response
from ScottG_BioWare: We are still planing for a very small
limited public beta before the game ships. We will post all
details on this to the stratics
page long before this starts. Of course this won't be for a
while yet. Please send bribes to ... oh #### Trent might see
this. :)
-
Question
from Talisien: Will it be possible to craft items, like
bows or arrows?
Response
from Rob_Bartel: You won't be able to craft items directly
in the game. However, the 3e rules state that the creation of
magic items, etc, can take weeks or even months to perform,
so we'd recommend convincing your DM to make one for you via
the toolset. That way everyone's happy.
-
Question
from Ronin-X|goleft: how much complexity and variety melee
combat as,are there
Response
from Tobyn_BioWare: We're trying very hard to impliment
as much animation as possible... and to cater for ask many classes
in the process. I've been looking at some of our monkanimations
and seeing what our animators are using for reference...
Response
from Tobyn_BioWare: It's very cool
Response
from Rob_Bartel: All the weapon styles from BG2 are supported,
including two-weapon style, mind you.
Stratics
would like to thank you for attending the Neverwinter House
of Commons.
Response
from Tobyn_BioWare: Take it easy everyone!
Response
from Brad_BioWare: Thanks for having us...this was great!
Response
from Rob_Bartel: To all a good night (or morning, or midaftemid-afternoon)