View Full Version : Neverwinter Nights 2 Forum News (Aug. 15, 06)


chevalier
Fri, 18th Aug '06, 7:05pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com). 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">J.E. Sawyer, Lead Designer</font>

Concerning Maximum Hit Points at level up (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492638&post=4261964&forum=95&highlight=)
<hr />I remember a developer said something to the effect that random rolls could be compared to rolling randomly to see whether you got a particular spell, or skill. I remember going huh? As this conclusion seemed rather eroneous to me. Comparing the difference to getting, or not getting a few extra hp's to not getting a spell? Hey lets talk about apples to oranges.<hr />It's the same thing. If the only argument for their difference is that a spell slot or feat is considered more valuable than a few hit points, it's a just measurement of value, not a systemic distinction. As obfuscated as it seems at times, there is an "algebra of value" that can be calculated for various things like feats, spells, skill points, and hit points.

At every level, a character receives a set of "stuff". Of these things, the only thing that is randomized in number is hit points. It functions dissimilarly to all other things a character receives when they advance. There is no clear reason for why it functions in this way in D&D.

By default, max HP is always given. That is, regardless of how it may have worked in code at one time, this is how it functioned when we examined it (specifically because of this topic). I talked to Brock and Andy about what it would take to implement various campaign-level toggles for these things; it was a non-trivial amount of time.

Given that programming did not have a lot of free time to implement the various things required to make this optional, I asked them to leave it as it was. Personally, in my time playing the game, I have not noticed any obvious imbalanced caused by max HP, even with casters.

More: To echo what Acrodania said, if it's that much of a balance concern, it certainly doesn't seem obvious from playing any original NWN modules.

<font size="3" face="Verdana, Arial" color="#cc6600">Patrick K Mills, Production Tester</font>

RPG or Action Game? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492671&post=4261378&forum=95&highlight=)
rpg

next question

More: OK, development:

The original poster makes a presumption that an action game can't have a dynamic world that reacts to your changes. This alone makes the basis of the question confused at best.

Is it an RPG where your actions have consequences, or an action game where they do not?

It's a bit like asking:

Is it a poker game, with cards, or a CCG without them?

Regardless of all of this, your actions in the game do have consequences, so if that is your definition of RPG- yes, it's an RPG.

I'm not going to get into the throwdown about what is or isn't an RPG because those arguments are dumb stuff. That said, unless your criteria for something being an RPG is *extremely* and unreasonably narrow (or just insane,) NWN2 meets the criteria for being an RPG. It does not come anywhere near meeting the criteria for being an action game by any stretch of the imagination. What was the last action game you played where you could only perform an action every six seconds?

More: <hr />Doom 3 on my old computer.<hr />ziiiing

the weight of the gold (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492606&post=4261539&forum=95&highlight=)
Gold coins are weightless because the minting process involves mashing up little air mephits to create a weightless alloy. Because this alloy is only possible with gold and not copper or silver, copper and silver currency has fallen out of favor and hardly anyone uses them anymore, certainly not adventurers.

In short, a wizard did it.

<font size="3" face="Verdana, Arial" color="#cc6600">George Ziets, Designer</font>

Where has the Mystic Theurge gone? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492705&post=4261968&forum=95&highlight=)
Indeed, the Mystic Theurge is dead and gone. http://forums.bioware.com/_commonext/images/smiles/icon_cry.gif

Community Feedback: Favorite Race? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492699&post=4261977&forum=95&highlight=)
Happily, Moon Elves are already in the game (as a subrace of Elf).

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

Usticke's GenCon Screenies: HOW big is an Area??? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492656&post=4261148&forum=100&highlight=)
The area in the screenshot is the smallest outdoor area you can create. As we've said before, Outdoor areas appear much larger than in NWN1, but the actual playable dimensions remain the same.

-Brennecke

More: The white square in the middle of the map is the playable area. It's a 4x4 area, or 40mx40m.

-Brennecke

I am not impressed. (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492473&post=4262253&forum=95&highlight=)
I would like to point out at any given time during the project there were no more than three programmers working on the Electron Engine. Brian was the main contributor with help on and off from Jason, Erik, Terry, Frank, Andrew and myself. The other 10 programmers were working on other things that were not graphics related at all. I hope that puts things into perspective for you, and please understand that an enormous amount of work has been put into other areas of the game besides graphics. I don't want their work to go unnoticed and under appreciated.

Yes, we didn't rewrite the entire codebase that was used in NWN1 from scratch. Code reuse is essential for making games, especially when making very complicated games with a short two year dev cycle. Trying to fathom writing this whole game from scratch in two years hurts my head. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif

-Brennecke

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

Question about character names (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492615&post=4261398&forum=95&highlight=)
<hr />bah just like Guildwars... dont think we wont find a way to bypass this obsidian! no one keeps us "one named guys/gals" down!<hr />I would certainly hope not, since this is something I will change.

More: I have already changed it so last names are not required.

Please move along, nothing to see here.

More: <hr /><hr /><hr />So what happens if a NPC tries to adress a PC by last name if he does not have one?

"So Mr *string not found*..."

Does the module make have to script a check for a last name, or is it hardcoded that the firstname is used if there is no lastname?

Edit, accidently selcted edit instead of quote, my appologies... ~Selene<hr />A simple test in pseudocode might read something like...

If IsNull <LastName> THEN <FirstName> Else <LastName>

If, in your own module design, you wish to set up proper addresses for NPCs to use when interacting with characters, it should be easy enough to do in a single script with a set of options and simply re-use the same script for all cases, selected by passing a variable to the script to return the correct address.

I'm not a wiz as scripting in NWN, but such techniques work well in RDBMS applications.<hr />i'm just curious how the <LastName> token is going to react on a char with noe last name.

Just testet with nwn1 now, and seems like it by default it just shows the firstname instead if the char got no lastname, so i guess that is how it works in nwn2 too.<hr />Correct.

My Gencon First Impressions of NWN2 (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492630&post=4261442&forum=95&highlight=)
the hotbars in our game are now almost exactly like WoWs. You press SHIFT+NUMBER to switch to that hotbar. The number alone will activate that slot.

With the QuickSpell menu and the Modebar, the Hotbar gets a lot less use than it did in NWN1. It is still used, but the quickspell and modebar are just THAT good.

Josh already addressed the input changes with the mouse clicks.

The lighting and shadows have also been addressed. As we opimize, there is small breakage that sometimes occurs and needs to be locked down.

function keys are now used to hot switch to party members. That might not have been in the GenCon build, don't know, wasn't there.

<font size="3" face="Verdana, Arial" color="#cc6600">Shane K. DeFreest, Community Manager</font>

Calling all Hall of Fame Members! (http://nwn2forums.bioware.com//forums/viewpost.html?topic=485305&post=4261744&forum=95&highlight=)
Sorry folks, this has taken so long to respond to given the HoF project is my idea. It's just on hold for now. We have a huge spreadsheet full of people who have submitted and their NDA's are on file. I know everyone would like ot get a "yes we got it email" but we've just not had the time. Also as an FYI, This project is/was NOT about getting into the Beta Test. That's completely separate.

I'm going to try and pick this up again in September after PAX and Dragon*Con prior to launch.

Thanks for your patience.

More: Yes, its open to scripters.

More: Yep, Im an ex-wolfer.

Community Feedback: Favorite Race? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=492699&post=4261827&forum=95&highlight=)
Whats your favorite playable PC race that is NOT in NWN2? Just one answer per person please.