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 41 
 on: December 31, 2006, 12:42:08 AM 
Started by Podilarius - Last post by Podilarius
The good folks at ChaoticAbyss would like to wish you a Happy New Year!

Podilarius

 42 
 on: December 28, 2006, 10:33:43 PM 
Started by Podilarius - Last post by atebatsam
hey thanks, same to you and everyone else!

 43 
 on: December 24, 2006, 09:55:00 PM 
Started by Podilarius - Last post by Podilarius
Merry Christmas and a Happy New year to all, and to all a good night.

Podilarius

 44 
 on: December 04, 2006, 11:44:31 PM 
Started by perk31 - Last post by Podilarius
I have put some thought into this. Little as it might have been.

If Atari/Obsidian does want to make a Linux Dedicated Server, then I will run it once they do. I could probably setup a VMWare image and run the Server in the VM enviroment, but this would support them in making the decision to continue to not make a Linux Dedicated Server. The problem comes down to resources, I don't have the time to manage a Windows Server running this. I would have to monitor this and reboot the VM every 2 or 3 days. If the server piece was ported to Linux then run it I will.

I am still torn on the issue, because the game has good graphics and it has a good story behind. Not to mention all the options that are put into this. I like it so far, so I will play the single module campaign until they release a Linux Server, then let the fun begin.

What other opinions are there out there?

Thanks,
Podilarius

 45 
 on: November 28, 2006, 02:50:00 PM 
Started by perk31 - Last post by perk31
When are we going to put up a basic server?

 46 
 on: October 24, 2006, 08:43:58 AM 
Started by ReiskaR - Last post by perk31
These are awesome.  By the way, reproduced areas do not need to duplicate existing areas.  Have fun.

 47 
 on: October 21, 2006, 01:33:39 PM 
Started by ReiskaR - Last post by Kepuli
Those look very tasty. I feel like re-installing the toolset after my computer update Smiley


 48 
 on: October 20, 2006, 09:13:30 PM 
Started by ReiskaR - Last post by ReiskaR
Since I fixed my computer issues with a new (used) videocard I got to play with the toolset already. I wanted to make some kind of city area to test out stuff so I started to do Churberg mechants' district, sort of... It's not exactly the same, but anyways... took about 8 hours total and still not finished. And that's just the buildings and door tags.

Here's the overview of the area, there are gates on each end, so south (down) from here would be the player merchant area. I reduced the amount of green stuff and put just a large (special) tree in the center to give the area some kind of character. I tried to make a lot of narrow alleys and so on.

overview

A view from the left side gate direction, I set the lighting to sunrise, because it gives the most balanced and realistic-looking results at the moment.

view from west gate

A view from the same direction as above, only a bit to the right. Showing the wealthier merhchants' block: they have their own isolated block with storage, a well, room to park their horsies etc.

merchant block

A shot from the church yard along the main street through the district.

featuring some unlucky guy guarding... a tree - wow!

The dark alley behind the blacksmithy.

Also dark because I haven't put that many lights around, yet.

Here you can see the only lights in the scene at work, 2 torches at the church mausoleum entrance.

A view over the church.



 49 
 on: October 14, 2006, 06:10:11 PM 
Started by perk31 - Last post by perk31
We have a huge reputation system of which we are using about 2% of.  Right now your good/bad alignment changes based upon your actions.  Good/Evil represents the fundamental makeup of a person and as such is not subject to quick change.  In CA your actions build up over time until a single point of G/E change is made.  Factions and NPC reactions were based upon this and a few other counters. 

Personally I think your G/E shouldn't really affect factions and NPCs because you can't really tell if someone you've never met is good or evil.  Factions and NPC should react to a second rating that could represent the players notoriety in the world.  The greater that notoriety that more people in the world know the player and would then react to the G/E level as well as the actions the player had taken in the world.

We will have to be careful with the monsters we put in as some things can not be hit with a +1 weap.

The problem with pack animals is that you can make a huge amount of gold with them, and they were pain to manage.

I'm not sure if we will be able to modify and use the world map but I hope we can.  That would rock.

 50 
 on: October 14, 2006, 05:53:59 PM 
Started by perk31 - Last post by ReiskaR

Keep the reputation adjustments we have and hopefully expand them to create NPC reactions.  I like the idea of heroism as well and I imagine NWN2 will include some kind of basic system along these lines. 

Use the skills and feats that most people ignore.  NWN sucked at giving us the ability to actually do this.  For instance intimidate was absolutely broken and ridiculous and pickpocket was a complete afterthought.  Assuming they actually work we should incorporate as many as possible into our conversations.  Some of my favorite NPCs where the ones I made while playing around with intelligence checks, although at least one player didn't like the fact that all he could say to those NPCs was DUH.

I have no clue as to how you've planned the reputation system, but here's some thoughts:

Reputation is earned as good/bad -reputation points that are not subtractable from each other, but add up to a total reputation. This total "score" is then compared to a npc:s "reputation noticement level" (or something). In order for the NPC to have heard of the PC, the PCs total reputation must be higher than the NPCs RNL. This level would of course be according to the location of the NPC (low in big cities merchant areas for example). Then the reaction would be according to the difference of good and bad stuff the PCs has done. This system would aid low-level characters in keeping alive, because you'd have to have a reputation to a certain point, before you'd have whole factions trying to kill you whenever they'd see you (and when that time would come, you'd propably have enough levels to handle it).
Just an idea, don't know if it's even possible script-wise.

Intelligence-check -based dialoques are really great (like in the Fallout-series), it might just be lot of work if combined with the reputation-system. Let's
say 3 different intelligence based dialoques and then a lowest of 3 different choices for good/neutral/bad reputation. Multiplies to 9
different dialoques, with intimidate/bluff -checks on top of that (if needed). Of course the work could be eased up by putting those complicated
dialoques only to important quest NPCs or something.

More use of night/day changes.  We opted not to go this route before so that merchants were also available but I always liked the idea.

I really would like to see some shops that open only during the night-time. You'd have to go there for your kinky +2 burning whips and
necromancy-scrolls Wink

Cut out the gold!  Most NPCs should drop generic equipment and to truly limit gold you have to limit the availability of enhanced weapons and armor.  We need to come up with how we want those limits applied, such as nothing common above +1, nothing special above +2 and +3 is considered godly?  What about pack animals and back packs?  Should we all keep the treasure maps?

I'd say nothing above +1 easily available. If the players want better weapons, they'd have to make their own or buy them from another player.

The pack animals are great, back packs could be non-magical in the stores. Magical ones could be crafted. There's again one good item for the players to craft and sell to other players, everybody needs them anyway.

Keep the map system.  Hopefully the script will just work. 

No permanent haste.  Really hurts when you are running across 150 16x16 maps!  Although the travel system we never actually did anything with would help there.  At least then you can only be about 75 maps from your desired location.

I keep reading on the forums that NWN2 will have a world map for long-distance traveling. No idea how this will work on PWs. If the same kind of map-system as now is possible to make, then perhaps have some teleports or caravans that you could travel with since there are no horses or anything. Rideable horses in the 2.0 CEP and in the Wyvern Crown -mod, but not in NWN2, not even as "monsters" Sad. Perhaps they will fix this in later add-ons.

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