Fifty wrote:If you watch the videos showing how the toolset works, you'll see that it will probably take less, not more, time to ctreate exterior areas. Additionally things like bug fixes will be easier due to being able to have multiple coding/property windows etc open at once.
I, personally, am very excited about the new toolset and if the delays to the DM client turn out to be worth the wait, we'll have a marvellous product.
Watched the videos. Fail to see how it takes less time to create an area, since they're not showing how to create an area - at least the videos I've found. They're showing how apply textures to an area, or how to select and move objects, or how to adjust water levels - all of which took approximately the same amount of time as making, from scratch, a basic but detailed and playable 8x8 forest area in NWN1 with no special features. If you have a link to a video that shows area creation, please do share.
Having said that, it looks like a phenomenal toolkit. The graphics are certainly beautiful, and it seems like a lot of other game-engine related things have improved also - for one, it appears that there are no area transitions, or at least the areas appeared very large. No doubt the effect of leaves blowing in the wind will also be beautiful to look at, considering they bought a canned solution for leaves-blowing-in-the-wind from SpeedTree.
However, with all these new features come associated challenges - how does this work in a MP/PW setting? Do these large, detailed areas require (much) larger ($$$) servers to play the game without insane lag? Is multiplayer optimized for smaller groups (4-8 people) in a peer-to-peer networked setting, with 64+ simultaneous clients impossible to handle without breaking the bandwidth bank? Will Avlis require a team of DMs to "unstuck" people on demand because of new, more dynamic methods for placeables which introduces a new level of complexity in "safe" area building? Any one of these issues - and others - may become a showstopper, at least temporarily (read:months) until patches can be released.
But that's not really the issue. The issue isn't even Avlis opening a NWN2 server. The issue is the planned obsolescence of Avlis-on-NWN1 i favour of this Brave New World.
There are many indicators that NWN2 may not be all it's made out to be. To begin with, the launch in September is rumoured to be a last-ditch resort at getting some cash flowing in to Atari, smelling of a hurried, possibly unfinished and buggy release. Further, there may or may not be a DM client for launch. There will be no multiplatform support, not even a Linux standalone server app which many PWs are built and is dependent upon. In recent days, Atari has showed what it thinks of the unyielding NWN1 community - one we all belong to - by putting an abrupt end to continued Bioware updates and fan-modding groups' efforts to build modules under the Premium program, supposedly in a lame attempt at marginalizing NWN1 to make its unfinished sequel look relatively better.
I'm all for a parallel NWN2-ready Avlis server. I just don't feel that deciding on phasing out the NWN1 versions of the servers - and supposedly, all of CoPaP - is a great idea at this point, given the above.