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Neverwinter Nights Forum News (Dec. 12, 04)

Discussion in 'Game/SP News & Comments' started by chevalier, Dec 12, 2004.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights forum highlights, collected by NWVault. 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.

    Jay Watamaniuk, Community Manager

    Webpage idea
    I was wondering if I can get someone to help me out to make this forum much easier to get info from. I was thinking that if I could get a technically inclined person to gleen the useful tips out of the super long threads and mark it up in some kind of document I can get the web guys here to put it on its own webpage within this site. This would allow easy access to the important info without all the culling through of the posts to find it. To be clear the forum stays the same but all the 35 page threads would be distilled down to the good bits and then linked from new Sticky threads. Any volunteers for this? If you are interested perhaps post what thread you are going to attempt to distill here. When you have something email it to me (jay@bioware.com) with a link the thread it is taken from so I have a reference and I'll get a webpage created through magic.

    Rob Bartel, Senior Designer Live Team

    online verification

    I have been searching for a space-related game that has this degree of moddablility, but to poor avail. Oh, there are some out there, but what they claim and what you get in the box are always two different things. None of them have the ability ot add/change settings/characters with the ability to create a persistant world/universe, instead of having to go to some idiot 'select mission' screen or something.
    Admittedly off-topic but have you tried Freelancer? There are a fair number of mods for it and it's ideal for setting up as a multiplayer persistent world. We had one going at the BioWare offices for a while but I don't think it's still running.

    More:
    Hiya, I apoligise for my previous email, I went over the top and was being more generalised since I own HL2 and often have to spend 30min or so while steam updates itself during online verification. I love NWN, infact all the games produced by Bioware and I will continue to pay and play, I was just disappointed that I waited for these premium modules to come out and I can't play due to the requirment of a net connect to verify it each time I run it. I hope that in the future there will be a better way or that by some way of chance I get broadband at home :) Thanks for the responce and sorry for being OTT.
    No worries. We definitely recognize that the current authorization scheme, while being the simplest solution for us to implement within the current NWN framework, isn't an ideal one overall. It's unclear at this point whether we'll be able to implement a more open solution for future NWN premium modules but our future games, like Dragon Age, are being designed with more flexible, less intrusive solutions in mind. Thanks for understanding

    1.65 status?

    I'd like to make a small request ... If you want to bash Atari then that's fair enough. It seems childish and petty to me given their continued support for NWN and the DD initiative. However at least have the courtesy to do it in the Off Topic forum or better yet have the courage to do it in a board where Atari can respond. Either way it has no place here.
    Agreed. Atari's been very supportive of Neverwinter and this premium module initiative overall. Their widespread release of the Gold and Platinum editions of NWN have brought a lot of fresh faces into the NWN community and the QA support they've provided for the premium modules was vital to their release (they're currently working hard during a busy Christmas season to approve the 1.1 patches to all three modules). While the above post was quite funny and a good laugh, it's definitely not an accurate representation of our ongoing relationship with Atari. :shake:

    Regardless, let's turn this discussion back to the particulars of the 1.65 patch. Has anyone tried the beta? Does anyone have any feedback about it, positive or negative. It's a fairly small patch in comparison to 1.64 but it does add some important features and address some troublesome issues, new and old.

    08 Dec 2004 - Neverwinter Nights: Witch's Wake Developer Put To The Question
    Witch's Wake 2 will likely be sold as a separate module, similar to how Kingmaker was. We may bundle it with Witch's Wake 1 and, after it's initial run, it could conceivably show up in other bundles. It's too early to really know for sure.

    Georg Zoeller, Designer

    GameSpy Dropping Mac Support?


    Which would still leave us without a matchmaker...
    True, but that means that it only prevents *finding* servers, and not actually playing on them. This could still of course be a pain in the rear-end, but I imagine much easier to get around than the opposite scenario.
    We would investigate other means of matchmaking in that case.

    James Henley, Technical Designer

    A Plea To The Designers About About IKD and 1.65 Patch

    I still maintain, that the majority of Multiplayer is the PW. Or are there so many out there doing "small" non-PW multiplayer?
    Multiple studies have shown that the majority of players online are not on PWs.

    More:
    For me, by far the funnest way to play NWN has been in multi-player cooperative mode with a live DM. A dedicated campaign with the same set of players each session and a live DM creates the best role-playing experience for me.
    I'd be hard pressed to say anything other than an "amen" to that. I used to play extensively on Neverwinter Connections before my employment here, and DMed games were my absolute favourite. :shake:

    /Back On Topic

    Unfortunately, the current flaw in IKD makes it a very abusable and exploitive feat, which we have to rectify. I know this will make some people happy, and others unhappy. It needs to be done nonetheless though. We are always seeking to ensure that things remain as balanced as they can be within the ruleset.

    need help with onequip script for weapon
    Off the top of my head, it looks like you don't actually have anything performing the action. When an ActionX function is called without being assigned to anything, it defaults to the caller. In this case, the caller is the module, because it's a module related event. Modules can't be assigned actions in this fashion.
     
    Last edited by a moderator: Jan 3, 2018
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