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NWN2 Article
Posted: Mon Nov 21, 2005 3:22 pm
by dougnoel
http://pc.gamespy.com/pc/neverwinter-ni ... 610p1.html
Looks very good and it sounds like they're paying attention to us modders too.

I'm actually kinda excited about NWN2 now.
Posted: Mon Nov 21, 2005 4:59 pm
by Vergilius
Looks very interesting, I might have to get the game after a necessary computer upgrade. Good thing its a ways off, gives me time to afford the upgrades.
Posted: Mon Nov 21, 2005 9:47 pm
by Lafferty
"The fact that the Dungeons & Dragons morality system has a Law & Chaos axis in addition to Good and Evil drove us crazy -- especially when you compare it to the simple Dark Side/Light Side Star Wars system."
lol
Posted: Mon Nov 21, 2005 10:08 pm
by Mistcaller
Impressive... I cant wait to see the new toolset!

Posted: Mon Nov 21, 2005 10:11 pm
by Krator
Most promising article about NWN2 so far

Posted: Mon Nov 21, 2005 10:20 pm
by TiVO25
Posted: Mon Nov 21, 2005 10:23 pm
by PlasmaJohn
Finally, should all this not be enough, players can even write and import their own plug-ins and APIs to create their own effects. "It's difficult to express how much of a quantum leap this is." Baudoin concluded. We'll see for ourselves when the game is released in 2006.

*faints*
somebody tell me they fixed the fekkin' license...
Posted: Tue Nov 22, 2005 12:34 am
by drunkenpig
PlasmaJohn wrote:Finally, should all this not be enough, players can even write and import their own plug-ins and APIs to create their own effects. "It's difficult to express how much of a quantum leap this is." Baudoin concluded. We'll see for ourselves when the game is released in 2006.

*faints*
somebody tell me they fixed the fekkin' license...
This was the best news I read in the entire article! Hopefully *crosses fingers* it will make PW easier to run and setup, and customize.
Posted: Tue Nov 22, 2005 12:45 am
by TiVO25
drunkenpig wrote:PlasmaJohn wrote:Finally, should all this not be enough, players can even write and import their own plug-ins and APIs to create their own effects. "It's difficult to express how much of a quantum leap this is." Baudoin concluded. We'll see for ourselves when the game is released in 2006.

*faints*
somebody tell me they fixed the fekkin' license...
This was the best news I read in the entire article! Hopefully *crosses fingers*
it will make PW easier to run and setup, and customize.
Why?
Posted: Tue Nov 22, 2005 12:51 am
by Gurky_Bogglewig
Too bad Tinker Gnomes are a Krynnish race.

Posted: Tue Nov 22, 2005 12:59 am
by bolo
I always had faith in the guys who made Fallout and Planescape:Torment, but this really sounds like they are making something special.
Posted: Tue Nov 22, 2005 1:07 am
by bolo
Sounds good, but what actually constitutes all the playable races in FR?
Posted: Tue Nov 22, 2005 4:26 am
by PlasmaJohn
TiVO25 wrote:drunkenpig wrote:This was the best news I read in the entire article! Hopefully *crosses fingers* it will make PW easier to run and setup, and customize.
Why?
Well, if the plugins they're talking about actually interface the script engine and we get the ability to inject events that's simply huge. For starters, we can simply use the script VM (which is teh suxxors) as a thin glue between the game and the real script engine, one capable of running a large world. At the very least, it'll make rewriting NWNX trivial.
The biggest issue will be one of licensing though. If, like NWN, worlds are prohibited from recouping operational costs, don't expect many of the larger ones to convert.
Posted: Tue Nov 22, 2005 4:34 am
by Zyndro
Bolo wrote:
Sounds good, but what actually constitutes all the playable races in FR?
Lightfoot halflings, strongheart halflings, wild halflings
moon elves, wood elves, sun elves, wild elves
shield dwarves, gold (i think?) dwarves
half-elf, half-orc, human, gnome
Posted: Tue Nov 22, 2005 4:48 am
by Necaradan
You could play as most of those races in Icewind Dale 2. Also I can't imagine they'd exclude drow, aasimar and tieflings. Wild halflings were called ghostwise
I don't like any reference to the kotor morality systems, they were pretty sucky, I wanted to be a Jedi damnit, not a therapist for all my party members.
Posted: Tue Nov 22, 2005 4:48 am
by apandapion
Zyndro wrote:Bolo wrote:TiVO25 wrote:They've also included every Forgotten Realms playable race and sub-race in the game as a player option -- the first time this has ever been done in a D&D game.
:shock: :shock: :shock: :shock: :shock:
Sounds good, but what actually constitutes all the playable races in FR?
Lightfoot halflings, strongheart halflings, wild halflings
moon elves, wood elves, sun elves, wild elves
shield dwarves, gold (i think?) dwarves
half-elf, half-orc, human, gnome
Like that's hard. What do you have to implement other than attribute and skill modifiers?
Posted: Tue Nov 22, 2005 4:49 am
by Zyndro
Hm.. if they include drow, aasimir, and tiefling, they might also include svirfneblin, dark dwarf, and genasi, which were also playable...
Posted: Tue Nov 22, 2005 4:51 am
by TiVO25
Sounds good, but what actually constitutes all the playable races in FR?
Lightfoot halflings, strongheart halflings, wild halflings
Wild halflings = Ghostwise Halflings
moon elves, wood elves, sun elves, wild elves
Left out Drow
shield dwarves, gold (i think?) dwarves
Also Gray Dwarves
half-elf, half-orc, human, gnome
Gnomes sub-races are Deep or Rock
Also Planetouched:
Aasimar, Tielfing, Fire Genasi, Earth Genasi, Air Genasi, and Water Genasi.
Edit:
Damn you people for being quick like a monkey!

Posted: Tue Nov 22, 2005 5:25 am
by Midknight
So, who wants to start working on a CoPaP for NWN 2?

Posted: Tue Nov 22, 2005 7:01 am
by drunkenpig
PlasmaJohn wrote:
The biggest issue will be one of licensing though. If, like NWN, worlds are prohibited from recouping operational costs, don't expect many of the larger ones to convert.
I would bet that the licensing is the same, and you'll be prohibited from recouping the costs. Would have to be a donation system much like Avlis has now. Or you'd have to send like 95% of it all to Wizard, Atari, Bioware, and whoever else has a piece of the DND licensing
I think that over time the larger ones will face a choice: convert or shut down. As more people switch to NWN 2, the pool of potential players for NWN 1 PW will dwindle. You'll have die hards that stick with NWN 1, but a majority will switch to NWN 2. At some point, there will be a someone who immitates Copap for NWN 2. Whether or not they succeed only the years will tell.
Posted: Tue Nov 22, 2005 9:28 am
by Khaelindra
drunkenpig wrote:PlasmaJohn wrote:
The biggest issue will be one of licensing though. If, like NWN, worlds are prohibited from recouping operational costs, don't expect many of the larger ones to convert.
I would bet that the licensing is the same, and you'll be prohibited from recouping the costs. Would have to be a donation system much like Avlis has now. Or you'd have to send like 95% of it all to Wizard, Atari, Bioware, and whoever else has a piece of the DND licensing
I think that over time the larger ones will face a choice: convert or shut down. As more people switch to NWN 2, the pool of potential players for NWN 1 PW will dwindle. You'll have die hards that stick with NWN 1, but a majority will switch to NWN 2. At some point, there will be a someone who immitates Copap for NWN 2. Whether or not they succeed only the years will tell.
Yup, same as with Diablo. The game still has a small and ever-slinking group of die-hard fans, but almost all new players went to DiabloII, so in the end it's a dying fossil because the influx doesn't match the outflux.
Posted: Tue Nov 22, 2005 5:28 pm
by PlasmaJohn
*sighs*
Sadly, the plugins mentioned are toolset plugins. Nice, I guess, not as exciting as serverside plugins would be though.
Posted: Tue Nov 22, 2005 6:01 pm
by Anastase
Well bleh.
I just found Avlis and absolutely adore it. I am really excited about the single player campaign on NWN2 and that the toolset is being made so user friendly (I have nightmares about the current NWN1 toolset

)
If the majority of the community stays with Avlis I will most likely stay here, but if NWN2 and all it entails is as awesome as this article makes it seem, I hope the community as a whole will give it a shot

Posted: Wed Nov 23, 2005 12:36 pm
by freestyler
It was the following quote that I read in PC Gamer international edition that held most promise for me
Because Obsidian kept Aurora's scripting and modding code virtually untouched, modders will be able to port their creations from NWN over to the sequels engine with the minimum of fuss ..Urquhart
I hope this means Avlis will continue to evlove too ?
Posted: Wed Nov 23, 2005 12:44 pm
by Havoulov
Do you really want me to Dig up the picture again?
Dead dead dead DEAD horse!!
The work behind each and every server individually is enormous, beyond reach...
There has been people continusly working on the expansion of avlis for 4 years now, generations and generations.
In NWN every single tree has to be placed by hand and every single script typed in by hand.
Do you know how many hours are there just to build the areas and put the trees for all servers? i said trees, not lamps, doors, NPC's and blah blah blah....
I think it is unrealistic to think of avlis expanding that way....
Highly....
Espesially as it will take 2-3 years of evolution, just to rach todays stage, untill NWN 3 is out and.... why bother!
You like it play it ...it seems.... Thats why it is trying to be as PnP friendly as possible, just as a means to have figures on a map at home! You can always buy better figures and maps at home....but in the scale of avlis and digital world one is asking too much...
IMHumbleO