Johnn Four
Web Monkey

Joined: 12 Jan 2004 |
Posted: Wednesday, 30 August 2006 04:43PM |
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Last week we looked at a long-running Neverwinter Nights persistent world and some of the features they worked hard to implement that set themselves apart as a place for competitive, epic characters. This week we continue our discussion, but with a focus on the future, which is rapidly arriving in the form of Neverwinter Nights 2.
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arnlof
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 20 Jun 2002 |
Posted: Thursday, 31 August 2006 10:54AM |
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well you folk made a game i have never gotten tired of. thers allways a different mod to try. hope #2 is as good. |
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Corothian
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 30 Aug 2006 |
Posted: Friday, 01 September 2006 01:09AM |
I eagerly anticipate NWN2 especially since it has what I had hoped NWN original would have had which is a "heightmapped" enviroment, or a more dynamic 3D enviroment. I stumbled across a quote on the Official NWN2 site which stated that there would be no need to buy another game after the release of NWN2. I do hope this is true at least in the MMORPG genre. If NWN2 provides the general game population the ability to create and maintain their own worlds, as a community or even as a stand alone. It would create a shockwave throughout the MMORPG industry. One of the ways I've speculated that this could occur if Developers work together with the hobbyists out there, content creators, builders, scripters etc. We would have a truely dynamic online experience which would encapsulate all that D&D is about.
The work behind NWN2 to provide a story and immersive content is but a fraction of what could come about with a powerful new Toolset. We've already seen what the community can come up with by glancing at a massive list of modules on the Vault. A good look at it will reveal that there is a lot of artistic talent out there and people willing to spend hours with the tools of NWN. I imagine we could be on to something if NWN2 would allow us to set up persistant worlds (PW) that contained regions under control of a master "server" with rules then open the doors for individuals to create the dungeons, with encounters, story lines. Basically if one individual logged into the PW and got together a party of a few. They could explore the world and enter into content that could be created by others and "hosted" either by an individual with a good connection or a server provided by Bioware. If NWN2 offered the tools to do this and Bioware established the rules we could have a truely unique online MMORPG experience that would revolutionize the MMORPG industry. Why bother with WOW or EQ if you can explore limitless worlds in the beautiful graphical layout of NWN2.
Cheerio. |
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einsamste
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 29 Mar 2003 |
Posted: Friday, 01 September 2006 06:57PM |
Some interesting cut and paste info from NWN2 moderators and interviews that i think have some impact on PW:
For NWN2, a dedicated server for windows has been confirmed. There is a *possibility* of a linux port after that, but that is not confirmed.
Anyone know if the server client is multi-threaded? Or 64-bit? We know that the client is not multithreaded or 64-bit, and that the toolset IS multithreaded but NOT 64-bit, but I have no idea about the dedicated server program. Anyone?
Single threaded, 32 bit. Devs have also said that the server is NOT compiled with the 3 gig switch, so the maximum memory allowed for the process is 2 gigs....
From your first post I understand that you are concerned about the number of areas. It was already deduced from developer posts, that only the outdoor areas require a huge ammount of memory from the server. Something was said about 50 maximum sized areas (32x32) would fill 1 gigabyte. From this you may conclude that you could also have 200 normal sized (16x16) areas. And even 350+ areas that are 12x12 (wich is still big enough really). And thats only outdoor areas. The dungeons don't require much server memory at all.
If you have 2 gig available for the whole server process (wich means you must have more than 2 gig in total, because windows/linux also requires a bit) then this number of areas doubles.
You'll find out late october when the game comes out..
Neverwinter Nights has been most well-known for its custom content, particularly in the online sector. What kind of tools can the community expect to have at their disposal to continue that trend of customization? Are "HakPacks" still the medium for custom content?
Avellone: HakPacks will again be the medium.
One of the most popular online modes of gameplay for NWN has been the Persistent World, despite the fact that the game was never designed for handling 30+ players. Can fans expect any change in the net code powering NWN2's online experience, or perhaps the NWServer to improve performance on larger servers?
Avellone: Persistent worlds will be more limited in NWN2, as the module sizes are much, much larger than in the original game. While we are examining ways to make this work, we cannot guarantee we can reduce the sizes much more than they already are.
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One of the main reasons for me buying nwn2 in the first place was to overcome limitations in size and whatnot over nwn1, however, it appears nwn2 is more limited when it comes to sizes and #s of areas in a module. I think the lack of ports to other OS's is just a second whammy. I found other issues being discussed as well, but these two are what troubled me the most. What i posted were conservative to some other posts ive read.
It appears many of us might have to stick with NWN1 at the rate this is looking. =) |
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Kilmon27
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 02 Aug 2005 |
Posted: Wednesday, 06 September 2006 09:11AM |
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Why even buy NWN2 then if its only gonna make online Player Worlds suck? |
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