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NWN 1 and 2: state of the game

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NWN 1 and 2: state of the game

PostAuthor: Jadus » Wed Sep 30, 2009 9:10 am

Hi all,

You may not know me as it's about 2:46 am and I submitted my app to Avlis a couple hours ago, but nevertheless!... I'd love your input.

I've been away from NWN for over a year and I'm trying to figure out the state of the game and where it's gone in that time. I had a brief look at NWN2 about a year ago as well, and while there were some initial impressions I thought were super cool, I was almost driven off by what seemed like the breaking of things that worked really well in NWN1. I suspect there may be strong opinions out there about the two games - any updates are appreciated. Some specific curiosities are below:

What's new in NWN1? I understand some mods have rideable horses and I even heard smooth ground variations, all through haks, is that right? CEP has developed some new stuff I guess - anything revolutionary? Anyone hacked the toolset to the point where we can script and expand with no limitations ad infinitum, advance the graphics, rewrite all mechanics (including floaty name) so we never have to buy another game again? :anmachen:

Did NWN2 ever turn out to be as friendly to online play as 1? I heard horror stories at the time of huMONGOUS downloads and poor DM client support, or some such. Any thoughts, rants, raves...(am I in the right forum? =) ?

Finally, did NWN2 ever fix the delay between *click* and *character moves to that spot*? That REALLY bugged. ;)

Thanks for any opinions, etc. This seems like a friendly community. I half hope I get to play with you. (The other half casts a resentful eye over RL responsibilities.)

Jadus

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Re: NWN 1 and 2: state of the game

PostAuthor: Moredo » Wed Sep 30, 2009 9:28 am

Welcome Jadus! :D

I'm not really sure if there has come anything really revolutionary in the past year, but Avlis has quite a bit of custom content, ranging from what most PWs have to stuff that's pretty unique for this PW. These are mostly systems, such a spells and abilities though, not sure if you're asking about other changes.

Take a look at the wiki, specially this page: http://wiki.avlis.org/Systems_and_Tools. Not everything is listed there, but I'm sure someone with wiki skills will add to the page. ;)

EDIT: I also pretty sure the passwords are no longer active on the servers. So you could just roll up a character and test it out. Seeing from your other post, you've already read up some om the world lore, so you should be good to go!
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Re: NWN 1 and 2: state of the game

PostAuthor: Talwin Hawkins » Wed Sep 30, 2009 9:36 am

Hi Jadus

Firstly we are still in a trial Open Server period where there are NO passwords. Therefore you do not at this time need to apply, so if the games installed and you have the required Hak packs, jump right in! (after you read the rules of course!)

As for NWN1 well the game its self hasnt changed much but some of the systems that are unique to Avlis are amazing. I suggest you look out our INCREIDBLY comprehensive wiki (link at the top) to look at our systems. Off the top of my head we have Barbarian styles, AMS which is a advanced magic system, CTS which is companion training system and trap crafting to name a couple.

I am sure after I have posted someone with much greater knowledge than me will tell you of some others.

As for NWN2 i was super excited and I know the Avlis2 team done an amazing job but for me it came down to NWN2 being a crappy medium for online gaming. I am sure others will argue but meh.

Oh welcome and have fun!
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Re: NWN 1 and 2: state of the game

PostAuthor: Tel » Wed Sep 30, 2009 9:39 am

NWN2: there's so much going on graphically that it causes serious lag. The amount of information for each item and the amount of individual items cause issues that leave most servers hung.
--Tried playing Avlis 2, the world would crash with even as few as 5 or 6 PC's online, because of the amount of work for the servers to pay attention to NPC movement patterns, the marketplace was notorious and the connection of areas was altered just so that the gathering point was NOT there anymore to try and stabilize the system.
--As of when i quit Avlis2 the click > move hadn't been fixed and would be as bad as 3s before there was a response. In the event of a Client/Server confusion, Client waited without response till information from Server was avil.
--Downloads have to be larger, areas are and with more options for "stuff" each item is "larger" as well.
--Not sure if it's been fixed since but then really wasn't my deal when i tried it out, the OC & X-packs weren't too bad but not something i'm really going to pick up again.
--Side note: Avlis2 team did a great job.. but as above it's really just not a system designed for PW's

NWN1:
can't say if they've broken the toolset but they have done a good job providing different looks and feels to different parts of the world.
-- the major problem with no limitations and expansion is a lack of material to fill the space (for an example look at the Universe! full of empty space!) There is so much available that even after years it's only with pressing in one or two directions that you really find where the edges are and looking back you find a lot of vacant space you can work in.
-- "advanced graphics" can be handled client side, if you want to redesign the look of every object on your own I'm sure if it looks good the team will adopt it, but I think "stock options" and minor advancements / alterations are where we're at.

Avlis does have a horse mechanic although afaik it's paladin only?
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Re: NWN 1 and 2: state of the game

PostAuthor: Lycanthropy » Wed Sep 30, 2009 12:27 pm

Paladin only, yep.
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Re: NWN 1 and 2: state of the game

PostAuthor: Horred the Plague » Wed Sep 30, 2009 1:21 pm

Let me first state that I'm not involved in an NWN2 PW project, so my experience is biased as a player-client and as a modmaker, in regards to NWN2.

The 1.23 patch for NWN2 did go a long ways towards making it more playable online; I've done some playing on a server that can now play a good 30 players constant smoothly, and doesn't run into road bumps until it hits around 40+. WASD movement has improved. Setting a server up got more complex on the server side, but auto-downloads/updates can make it easier on the client side if you have your own server for said downloads/updates. It also became more flexible, in regards to install directories (via command-line codes).

As far as speed/framerate/lag: the game gives you more visually; therefore, it's going to take more to enjoy it. Larger files, better hardware--that should be an understandable logical given. With the right equipment on both ends, it can be a very enjoyable playing experience.

As a toolset user, the functionality of the NWN2 toolset blows away the NWN1 set. I actually dread opening the CPU-heavy NWN1 set these days--it can cause my computer more duress than the NWN2 set, with twice as much open! NTM, things that are easily done in NWN2 set are an arduous chore in NWN1.

I'm not going to pull out any ouija boards and make predictions. I will say the tools are there to be used, and the rewards can be great. It's what is done with them, that counts most.
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Re: NWN 1 and 2: state of the game

PostAuthor: spool32 » Wed Sep 30, 2009 1:34 pm

Horses are Paladin only right now.

Avlis has come a long way from stock NWN, as some people have mentioned already... a large expansion of the Animal Companion system, a massive expansion of the spell list for all caster classes. Custom psionics, eight custom Holy Warrior prestige classes, I think a dozen sub-races. Graphics have come a long way with the new haks...for an example, think back to some screenshots of M'Chek with the drylands hak (a leap forward in its day too) and compare it to... say, Finmaegan keep's exterior, or the swamp areas north of the T'Nanshi border on the wilderness server. It's not Crysis, but we've come a ways! Individual placeables have also come leaps and bounds in the last year or two, as you guys will slowly begin seeing when new haks and repackaging starts to roll out for our next big upgrade. Of course there's the crafting systems, wandmaking, golem books, trapcrafting, weapon artificing, barbarian rage, Advanced Magic Specializations... I could go on! That's not so much core upgrades as extensions, but it makes for a lot more variety without over-complicating things too much. More stuff is in the pipe, including a replacement for a skill that has annoyed players and the Team forever, and a script to fix one of the most mystifying little NWN engine 'quirks' evar.

Further graphic boosts can be had on the client side if you're interested... I highly recommend the Ravenloft skybox override and the package known as "Undead Redux II". The skybox is exquisite, and the undead reskinning adds a whole new level of creepy to the spawns. Both are available from the Neverwinter Vault.

We've also made a big hardware leap here on Avlis, with a badass server that's pretty well banished server-side lag. Guys, if you are lagging now, it's probably not us!

In short, the NWN1 community is still driving the technology as far as the engine will take us and going around it whenever possible. I think part of the reason NWN2 is suffering so badly in the wider community is the fact that development for NWN1 has a much higher ROI, and the engine still retains a higher degree of playability, across a wider range of computers. Horred does make a strong point though... the NWN2 toolset is a million times better.

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Re: NWN 1 and 2: state of the game

PostAuthor: Pathos Street » Wed Sep 30, 2009 1:50 pm

When NWN1 came out it was a piece of junk too. It's been around a looooong time and has had an unprecedented amount of attention paid to it both by bioware devs and the customization community.

NWN2 is a younger piece of software and understandably had several glaring flaws when released. The reason NWN2 is kind of iffy as a multiplayer platform is because multiplayer hasn't received nearly enough attention from the NWN2 developers, and whether it ever will remains up in the air. Some of the most glaring bugs and issues have been fixed (lag, managing file downloads, hak loading, etc.), but third party workarounds can only go so far to add essential multiplayer components that are missing from the core client. But on the flip side, the customizable GUI and deep toolset provide a bevy of options that NWN1 will never have, and the game is generally prettier to look at (if you have the hardware to run the grossly inefficient graphics).
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Re: NWN 1 and 2: state of the game

PostAuthor: dhocott » Wed Sep 30, 2009 2:20 pm

I just upgraded my video card and RAM last week and have not crashed in NWN2 since. Up until then my system would lock up regularly. The Avlis 2 server is much more stable than when it first went live too.

The added systems on Avlis add a ton to the world. It is definately a great place to role play.

Welcome to Avlis!!!

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Re: NWN 1 and 2: state of the game

PostAuthor: Sephira » Wed Sep 30, 2009 3:33 pm

NWN1:

*deep breath*
Avlis itself uses a slew of custom content, to the point that it really honestly doesn't feel like the same game anymore. Custom tilesets, placeables, equipable items (many of them purely for flavor, i.e. umbrellas and books and even 'designer' clothes,) some very interesting and different NPCs and character models, a large assortment of custom races alongside the standard ones (though of course there's a few standard ones Avlis doesn't use), and custom spells for pretty much ever spellcasting class, and special quasi-prestige classes for arcane casters.

And that's just player-side.

NWN2:

*deeper breath*
Some OBStacles still make playing this online a bit of a headache. (DMs are unable to login with over 30 players online. No joke.) That said the newest patch and auto-downloader makes it hugely awesome for a PW and for future updates. I cannot understand how wonderful this is for PWs and how tailor-made it seems, at least to me. Grinning Fool (your lord and master) has created some very very very helpful resources and scripts for the PW and modding community. I have seen some very pretty things happen in the right hands with a NWN2 PW, and while we all know gameplay > graphics its honestly very helpful to get immersed when the environment is as nice as it looks in NWW2. I have seen pretty much all the things I listed above with Avlis 1 in other PWs, sometimes not all at once but it can be done. Custom spells, custom races (Avlis 2 is the only PW I've seen so far that does custom races as well as they do), custom tilesets, custom placeables, custom prestige classes (also very well done with Avlis 2, I've seen some other PWs with even more often retooled standard ones to align with world lore, as Avlis often does as well, this and custom races is probably the one area NWN2 excels over NWN1 mechanically), some custom equipable items though as a woman that likes to place dress up a tiny bit with her characters it does feel as though it is lacking (this area still lacks a bit behind NWN1 and Avlis 1).

Oh and yeah,
Finally, did NWN2 ever fix the delay between *click* and *character moves to that spot*? That REALLY bugged.
It still does that. Irritates the crap out of me.
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Re: NWN 1 and 2: state of the game

PostAuthor: Sephira » Wed Sep 30, 2009 3:40 pm

One other thing. NWN1 more or less operates on 3.0 edition Dungeons and Dragons rules, while NWN2 was updated to 3.5 edition. Avlis 1 does its best in many areas to align itself better to 3.5 rules in some areas and leaves things as they are in others (sometimes not by choice.)

NWN2 has in many respects a lot more flexibility when it comes to customization than NWN1 does. I've seen a server that near-perfectly replicated all of the pen-and-paper skill list IG. The one place I've seen that customization lags behind NWN1 is equipable items. And that's mostly because while there is one system on the vault for gear customization it has a very dangerous exploit in it and I've yet to see a system that does it as well as this one does.
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Re: NWN 1 and 2: state of the game

PostAuthor: Pathos Street » Wed Sep 30, 2009 3:44 pm

That's just the thing, NWN2 has a ton of potential as a multiplayer platform, but it is as-of-yet unrealized potential.
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Re: NWN 1 and 2: state of the game

PostAuthor: Sephira » Wed Sep 30, 2009 3:57 pm

Pathos Street wrote:That's just the thing, NWN2 has a ton of potential as a multiplayer platform, but it is as-of-yet unrealized potential.


Agreed.
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Re: NWN 1 and 2: state of the game

PostAuthor: Jadus » Wed Sep 30, 2009 6:38 pm

Awesome. I've learned more in the last 10 minutes than in 2 days of searching around the web and the vault.

I am SUPER excited about the spell systems, etc on Avlis, and it sounds like gameplay still favors NWN1. NWN2 was mighty pretty though, and it absolutely comes down to immersion, which is why 2's prickly bits rankled so much. =)

though as a woman that likes to place dress up a tiny bit with her characters it does feel as though it is lacking (this area still lacks a bit behind NWN1 and Avlis 1).


My wife likes this a tiny bit herself. I think it might have to do with my RL vow of poverty. ;)

Here's hoping someone takes up the torch to create a toolset thats even more lean, flexible, and multiplayer friendly.

Also, I don't know if anyone feels the same, but I had a DEVIL of a time finding any information like this out there in the void, and I don't think I'm unique. The points are concise and relevant... perhaps wiki-worthy? Some points are, perhaps, subjective, but the snapshot of the games' levels of progress is good.

Just a thought.

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Re: NWN 1 and 2: state of the game

PostAuthor: Ambrosia » Wed Sep 30, 2009 6:44 pm

For what it's worth, I have not purchased NWN2.
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Re: NWN 1 and 2: state of the game

PostAuthor: bolo » Thu Oct 01, 2009 3:31 am

There are some great places to go to find out more about NWN and NWN2. You might try NWN Podcast, they even had Spool32 as a guest on one episode.

http://www.neverwinternightspodcast.com/

Great resource and these guys really help support the NWN 1 & 2 community.

Another pretty good place to find (mostly NWN ) info is at Neverwinter Connections http://www.neverwinterconnections.com/

Sadly it's incredibly hard to find any open scheduled games there any more, but the community is friendly and there's lots of info for the toolset and DMs as well.And they are gearing up for their own NWCon 5, kind of an online Con they try to throw every year.

As far as the state of the games, well they're both still around. NWN has turned out to be a hell of a value when I think of all the enjoyment I got out of this program what, six years ago. And hands down, the mod "Dances with Rogues" is one of the best rpg made.

NWN2, well..For multiplayer it blows chunks IMO. If you're playing on a server with a small group of friends, it's cool. but get a lot of people on, and it's just frustrating.
I will say there've been some really good single player mods made for it, and I do like the 3.5 ruleset over 3.0.

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Re: NWN 1 and 2: state of the game

PostAuthor: Gorgon » Thu Oct 01, 2009 8:46 am

I never really liked NWN2. I was very impressed by what the Avlis folks did with it (given what they had to work with), but it was too long a wait with too much buildup to be impressed when it finally went live. Avlis 1 went live almost from the start and worked from there. That made a big difference. I'll admit I only went as far as the first expansion in A2, but I never found a reason to buy more.

If NWN2 was more friendly to our kind of PW setup, things would be different, but IMO they were after the quick bucks selling the NWN brand to people who didn't care about that. Bioware had some really nice people working for them who loved the game, and probably still do. Their forum is full of posts (to this day) from devs listening to player input and making changes to the game (or suggesting workarounds) because of it. I don't see that with the NWN2 folks.

In comparison, we have new things being developed here in Avlis for NWN1 daily, and something major for a change in the works too. Submit an app to join QA testing the day after you start playing here and see what I mean. There may never be any new updates to the game, but it is very open to changes made by the community. For something as old as NWN1, I'd say that is pretty impressive. It even got me learning how to do scripting a bit now, and trying to make new stuff. We ain't dead yet! :2thumbs:
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Re: NWN 1 and 2: state of the game

PostAuthor: maxinion » Thu Oct 01, 2009 2:58 pm

Gorgon wrote:If NWN2 was more friendly to our kind of PW setup, things would be different, but IMO they were after the quick bucks selling the NWN brand to people who didn't care about that. Bioware had some really nice people working for them who loved the game, and probably still do. Their forum is full of posts (to this day) from devs listening to player input and making changes to the game (or suggesting workarounds) because of it. I don't see that with the NWN2 folks.


Eh, BS. The posts above just described how the latest patch is seemingly tailor made for PWs, and if you go on nwvault and read the team posts they summarize there, you'll see that the NWN2 people from Obsidian are rather active with the community and patches and so forth. Case in point: they're still patching the game, to add features that have been long desired. No one can be as dedicated as Bioware, but the Obsidian folks are doing quite a lot, given how small and new of a company they are. (i.e., devoting developers to patching a game instead of making new ones is kind of hard when you don't have the big bucks like Bioware does).
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Re: NWN 1 and 2: state of the game

PostAuthor: Jadus » Thu Oct 01, 2009 8:02 pm

I think it's fair to say that the strength of NWN, the INCREDIBLE legs it has, are due to the adaptability of the toolset and the strength of the community. Bioware tapped a deeeeeeeep well of potential in the merger of GUI and PnP, so much so that I for one haven't found a game with greater potential yet. Specifically, the ability to go beyond what PnP can do in bringing MANY more people together, instancing adventures while retaining a pretty true DM option, increasing immersion and scope, all at the hands of imaginative creators.

I dared to hope that NWN2 would bet more on this than on the single-player pony. MORE players online, not less; greater multiplayer stability, scaleable resources, focus on the underpinnings, because you have an ENORMOUS community of developers who seem eager to finish it for you. Perhaps it's unfair and asking too much, but I still hold out hope for a game/toolset which sets the modders FREE, even at the expense of initial polish. Avlis seems a good argument that if you build it...... so will they.

At any rate, here's to games that, incredibly, came close enough to make the intervening distance almost agonizing. ;)

:prost:

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Re: NWN 1 and 2: state of the game

PostAuthor: PlasmaJohn » Sat Oct 03, 2009 2:23 pm

... many juicy opportunities to slag Bioware, Obsidian, Hasbro and Infogrames ...

Must... resist...

Gorgs, Obsidian is just as committed as Bioware but they simply don't have the resources or clout that Bioware had. Even the latter wasn't enough to keep Hasbro & Infogrames from making some incredibly dumb decisions. Not that innocence can be claimed by Bioware (single threaded script VM, toolset written in Delphi) or Obsidian (naive graphics coding, toolset written in .NOT, bloating the engine until it can only barely run as a 32-bit process, Granny3d, etc.).

Here's hoping someone takes up the torch to create a toolset thats even more lean, flexible, and multiplayer friendly.

I'm guessing you meant the engine? Sure the toolset could be better but it's bound by what the engine supports. There's only so much that can be accomplished via NWNX. The future requires a new platform. It will come, but not from the established players in the Games Industry because it'll shred their dreams of an MMO money spigot.
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Re: NWN 1 and 2: state of the game

PostAuthor: Jadus » Fri Oct 09, 2009 8:21 am

You're right about the engine of course. I tend to think in terms of, "Use toolset to do "X". Can't do it! Obviously need new toolset," but I'm neither a developer, nor a scripter/modder/etc. What I'm thinking is that it seems like the GNU-Linux-OpenSource community is doing a pretty bang up job in a lot of areas like OpenOffice and Gimp, and NWN shows what kind of support a game can get when the (good) tools get released... I know that writing an engine is very different to scripting and expanding with a prefab toolset, but just think:

What if we could come up with an engine that was somehow modular? Graphics, interface, rulesets, etc. It needn't be all things to all people if we start with a few assumptions, many of which were hit with NWN. They might be:

1) Seek to extend classic PnP. This suggests the NWN top-down approach, DM flexibility and the presence of a ruleset. Again, perhaps rulesets could be changed up or plugged in. Personally, I like how scripted encounters mean you don't necessarily NEED a DM, even if it's more fun to have one.

2) Multiplayer is the primary focus. The ability to create single player mods is awesome in Neverwinter. There are great stories to tell and questions to ask, but for me, that goes through the roof once it becomes social, hence the MMO cash spigots. And the more flexible the size of the player base can be, the better. The trade-offs will always have a lot to do with hardware and bandwidth limitations versus immersion, but wouldn't NWN be great if you could go with even more players online if you wanted to? Also, the ability to jump from server to server was genius (they really did get so much right), but how many of those limitations will become less problematic with innovations like cloud computing?

3) Immersion. This can be very subjective. For my part, one of the things I love about PnP is that my imagination has great graphics. On the other hand, they're limited to what's in my own head. I think Sephira was dead on about what graphics bring to NWN2. Sometimes a great picture is enough to greatly enhance immersion like in some of the old rpgs and MUDs, but then you have games like Oblivion where (story and solitude aside) you can lose yourself in the details. I work in visual effects, and we work a lot with proxies for images. When resources can't handle the shear volume of information as in, say, a 2k film plate, a proxy is useful for many operations where the detail doesn't need to be there. Is there something similar that could be implemented in our "modular" game engine? It needn't be Oblivion detail all the time, but perhaps there is some scaleability. It might only be in the textures and tilesets as is very common (I think NWN has this, right?), but it might extend to poly counts and beyond. Again, modules might bolt on like the CEP does now, adding flexibility.

Realistically, I know that characters wont be able to kick over a wooden table and take cover behind it any time soon. I can *twitch* accept that. But NWN was a huge step forward, and maybe it started with brainstorms like this. There are DEEP pools of talent in this community and elsewhere in open source and so on. What do you think?

Disclaimer: Like I say, I don't know much about the nuts and bolts it would take to do this, I'm just thinking out loud...on a message board... which isn't that loud, I guess. I may be completely off about what goes into creating a game engine, in which case, corrections are welcome. =) Also, I've seen ORPG and played WebRPG back in the day. Way cool, but imho they are the infancy of what may be right now, with nothing but current technology.

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Re: NWN 1 and 2: state of the game

PostAuthor: Pathos Street » Fri Oct 09, 2009 2:40 pm

Not sure where you're going... you're asking about open source game engines?

Several engines are out there (Blender, Crystal Space, OGRE, etc.), and a decent-sized, dedicated team could probably put together a playable multiplayer client & server from one in less than a year. The big problem is content creation. With a toolset like NWN's, you get all the character and enemy models, textures, and animations, all the tilesets, placeables, and particle effects, all the spells and feats and other game rules, etc. etc.. You don't get any of that building from scratch. And that's where the real challenge is, and where most open source projects out there fall short.

See PlaneShift and World Forge for examples of stuff that has been done in the past.
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Re: NWN 1 and 2: state of the game

PostAuthor: PlasmaJohn » Fri Oct 09, 2009 3:14 pm

Jadus wrote:2) Multiplayer is the primary focus. The ability to create single player mods is awesome in Neverwinter. There are great stories to tell and questions to ask, but for me, that goes through the roof once it becomes social, hence the MMO cash spigots. And the more flexible the size of the player base can be, the better. The trade-offs will always have a lot to do with hardware and bandwidth limitations versus immersion, but wouldn't NWN be great if you could go with even more players online if you wanted to? Also, the ability to jump from server to server was genius (they really did get so much right), but how many of those limitations will become less problematic with innovations like cloud computing?

"Cloud computing" is a marketing buzzword for a capability that's existed for decades. You're thinking in the right direction though. The server architecture must be scalable, not just multi-processor scalable but also cluster capable. The games industry is finally starting to understand the former, they have yet to embrace the latter for anything other than MMO's.

Bandwidth is pretty much a non-issue these days and today's quad core processors can support ~2000 concurrent players in a seamless world -- obviously not NWN. There are a handful of commercial products that offer the features we've talked about here, but their licensing terms are unsuitable for hobbyist projects (and frankly they suck for anything that isn't a WoW scale home-run). There are a few Open Source projects getting very close, but nothing production ready quite yet.

The true limit on a supportable population is GM staffing. For an RP world, say maybe a 100:1 ratio. Given the above SWAG of 2000 concurrent, that's 20 GM's, maybe 10 Customer Service reps, 2 sysadmins and 2-3 supervisors online 24x365. Factor in vacations, holidays and sick time, you'll need ~170 people working 8-hour shifts. That ain't gonna happen with just volunteers and without the GM's the immersion fades with the onslaught of the 1337-kiddies and gold farmers.
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Re: NWN 1 and 2: state of the game

PostAuthor: Pathos Street » Fri Oct 09, 2009 4:05 pm

Speaking of scalability... Project Darkstar sure had some promise, though it's kind of petered out since Sun stopped devoting resources to it and left it to the open source community. Plus it's in java, requiring APIs for clients written in other languages (and who wants to write a client in java?). I haven't been following it in a while, but there was some decent work being done by a few folks on a C++ API, which would lead to easier integration with existing open source game/rendering engines like OGRE and Crystal Space.
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Re: NWN 1 and 2: state of the game

PostAuthor: denor firefly » Fri Oct 09, 2009 4:38 pm

*emerges*

NWN1 especiall Avlis 1 wise:

The game and above all the server(s) made it worth every euro I spend on this game. I have had the possibility to evolve my character here and bring it to a level which left me still with a load of emotions when I think about it. The time I could spend with people roleplaying and even CvC got me so addicted that on sometimes I locked the powercable of my PC away... Else my examns would be a total fail. My time ended here with the creation of the Player build server "Kurathene empire" In one sentence I could say: Thank you Avlisteam!

NWN2 end Avlis2:

"Oh" I said when opening the Singleplayer "Neat shit there" Then I clicked.... unlike most people my Game didn't crash or slowed down. I experimented with several classes and felt ready to Unleash the Beast Multiplayer wise.
I logged on "Holy crap Obsidian sucks in Building" I though looking at the City Of Crosstreams. But so did I.
Together with like 13 - 16 players we enjoyed the first months of the Post beta release of Avlis2. Lag was horrible when you were with 12 people in the same area and I can't think about what the DM must have felt. But the roleplay and social interaction felt the same as in Avlis, So my experience continued. A couple months later I filled in my DM application and got sucked into the Otherside. I was the Only European DM! I worked full shifts to please people. And i finnanly tried the toolset. Amazed of what others could do I Realized much was out there. Possibility.

Where is Avlis2 now? Still there and happily accepting every player and wanna be Teammember.

NeverwinterNights 2 evolved and improved alot since that Blind limbless creature saw the ligth. It even got one arm now! So don't judge on what you saw three years back.

It has possibilities!
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