View Full Version : Neverwinter Nights 2 Forum News


Mollusken
Fri, 20th Aug '04, 5:29pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com) from Obsidian Forums (http://forums.obsidianent.com/index.php?showforum=21). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

<font size="3" face="Verdana, Arial" color="#cc6600">Feargus Urquhart, CEO</font>

Hot Keys ('http://forums.obsidianent.com/index.php?showtopic=8024&hl=')
My point was that the Hot Keys were all the function keys and they aren't necessarily a part of an intuitive control structure. I'll use the example of stunning fist - I would have used it a hell of a lot more if I just had to double press the W key in the event I was playing with the third person camera.

<font size="3" face="Verdana, Arial" color="#cc6600">Brian Lawson, Graphics Programming</font>

Graphics ('http://forums.obsidianent.com/index.php?showtopic=7074&hl=')
<hr />if the graphics are being overhauled, then it follows that Obsidian will have to create fresh content no matter what, right? that's just my dumb grasp of things, anyways.<hr />Well said.

<font size="3" face="Verdana, Arial" color="#cc6600">FrankK, Programmer</font>

Physics ('http://forums.obsidianent.com/index.php?showtopic=7926&hl=')
<hr />That's not the same. Fireballs aren't supposed to explode things (unless it's a barrel full of gunpowder). It's just a ball of fire.<hr />Sometimes its just fun to see a door get blown off the hinges nonetheless. Bashing also results in 'destruction of property' so let's not limit this to the almighty fireball We've very seriously looked at adding some basic physics to the game, not just for falling rocks, etc but to lay the groundwork to do some more interesting stuff. It is a major technical feature, so it's nothing we would implement without considering the cost of implementation versus the gains.

Cost of Player Control? ('http://forums.obsidianent.com/index.php?showtopic=8064&hl=')
<hr />It seems as though a decision has been made to "improve" henchmen. It also quite evident that quite a few players prefer full player control of party members rather than the henchman system; minimally it seems that most people would prefer the option of player control, even if it's a toolset option not used in the official campaign. Thus the question: How difficult would it be to allow a module designer to specify the level of player control, as well as the number of fully and partially controllable characters? Also, I’m curious as to why the developers are choosing to stick with henchmen? There seems to be a very strong (religious?) commitment to the idea, and I haven’t seen much in the way of their reasoning.<hr />I can't speak for the entire team, but I prefer the non-controllable companions for role-playing reasons. We will be adjusting the henchmen system to what I think will make the system more satisfying for those who failed to enjoy the previous incarnation.

<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>

Poll: The Linux poll ... ('http://forums.obsidianent.com/index.php?showtopic=6380=')
<hr />People might get a better reaction by PMing this guy too. Since its Atari that gonna decide if theres a linux(or mac) port or not.<hr />Please dont bombard people with PMs... the most likely effect is that you'll chase them away from these forums for good. Believe me when I say that you have our attention already... but also believe me when I say that even if a decision gets made that you favor, its unlikely that you're going to get any kind of satisfying "reaction" this early in the project. Be cool fellas...

[ August 20, 2004, 23:44: Message edited by: Taluntain ]