Author Topic: The future of NWN 1 (and some commentary on MMOs in general)  (Read 7032 times)

Legacy_MagicalMaster

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #15 on: August 13, 2012, 11:57:27 pm »


               

Lazarus Magni wrote...

I think you just proved my point with how customizable NWN 1, by your own example.


Yet it was a constant struggle.  And while I can make abilities to be used, I don't know if it's possible to actually make your character do a swing *when you use them*.  Aka, while you have buttons to press, your actual animations are the normal auto attacks plus some extra numbers popping up.

And that still doesn't change the base six-second round system.  Or the limited UI (though I developed a script system to show health as a percentage after the creature/player name, can't really do anything about buffs/debuffs
though, I think).

I was tempted to make a PW using these systems and make a "fresher" NWN with an updated combat system, but I'm not sure how many people would even be interested.

Lazarus Magni wrote...

And I dodged nothing, there is no point to a response. I am pretty sure WOW cost a hell of a lot more than 1$ a month, and donation based servers are already the norm in NWN 1 (and have been pretty much the whole time). I just think people shouldn't have to pay to play a game they already paid to buy.


$15 a month at most.

So your problem is "have to pay" versus "expected to donate?"  You'd rather donate $5 a month to a server than be forced to pay $4 a month, for example?

WebShaman wrote...

NWN you buy once.  You can do a lot with it.  You can run your own world, blah blah blah.  But you have to  invest work to do this.  Believe me, as a former PW Owner, Staff member, etc, running a PW is a LOT of work!!!  It also requires a lot of time.

Purchasing a game like WoW and subscribing (provided such is necessary) basically is exchanging money for this experience without the work or loss of time necessary to reproduce it.

Lots seem to prefer this system to that of NWN.  In fact, the numbers are so skewed, that any company even
remotely interested in developing and/or producing these types of games will go where the money is.


I think a larger issue is that most people see NWN as the original campaign(s).  It wasn't pushed as PW/MMO type game.  The social bonds and idea of playing with a bunch of people never took off on a large scale.

Lazarus Magni wrote...

I don't think you can chalk up a games success to people like simple, and are willing to pay for less diversity, simply not to have to do the work. As a player on nwn 1 for over 8 years before I got involved in building, and then eventually became a PW owner, all I did is play, and it involved no extra work on my part (other than research to find what builds I liked, and were effective, given a particular PW's environment.) The "Work" of PW developers comes from an entirely different breed of players, and NWN 1 has proven those players are out there.


I agree.  But I didn't even find out about PWs until I had played NWN off and on for something like six years.  I just did the official campaigns, didn't even know custom content existed.  Nor did I ever do multiplayer.  And unfortunately, I doubt my experience was atypical.

If NWN had marketed more and the online play (especially for PWs) had been pushed more, things may have been different.
               
               

               


                     Modifié par MagicalMaster, 13 août 2012 - 10:58 .
                     
                  


            

Legacy_Pstemarie

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #16 on: August 14, 2012, 01:17:48 am »


               

MagicalMaster wrote...

Allows nearly anything in terms of game play?  Hardly.  The base engine mechanics aren't particularly good and aren't adjustable.

Take the rounds system for example.  Try attacking an enemy that's running away as a melee character sometime.  You'll just keep following them before you need to stop and have a round start before you can attack.  Try switching targets as a physical attacker.  You can stand there for up to six seconds waiting to actually swap targets.

blah...blah...blah


Having worked with this engine for 10 years and seeing what myself and others have done with the core engine, I beg to differ. True, large parts of the engine are hard-coded, but numerous CC authors have found routes around those limitations. To sit back and ignore the amount of content that has been made for this game is preposterous. The PRC alone adds dozens of classes, spells, and feats. CEP and Project Q added hundreds of creatures, portraits, placeables, etc. 

If you don't understand how to incorporate this content - just ask '<img'>

As for the AI "issue" you mention, it is a simple fix requiring a handful of lines that has been implemented by myself and many others. 
               
               

               
            

Legacy_Birdman076

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #17 on: August 14, 2012, 02:05:43 am »


               The sad fact is that developers would be the in the same boat those of us who still play, host, and mod are in with NWN 10 years later. Everyone wants to do their own thing, has their own vision, or has their own ideas about how things should be with very few willing to compromise their ideals/ideas/concepts/etc to work with others who have the same passion for the game. Now, if those of us who were left were to be more flexible with our creative ideas of how things should be and put forth a canvas on which all who are left could paint and share their ideas and concepts, well I personally think our little MMO would just about make the big boys take notice or at the very least cause a bit of scuttle butt enough to muster some steam from this old beast and get some more people on board.

Of course that is and has been a pipe dream of mine for some years, a mega world with multiple servers working in tandem rather then volleying for players as the base shrinks.
               
               

               
            

Legacy_Lazarus Magni

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #18 on: August 14, 2012, 02:07:57 am »


               

MagicalMaster wrote...


Lazarus Magni wrote...

And I dodged nothing, there is no point to a response. I am pretty sure WOW cost a hell of a lot more than 1$ a month, and donation based servers are already the norm in NWN 1 (and have been pretty much the whole time). I just think people shouldn't have to pay to play a game they already paid to buy.


$15 a month at most.

So your problem is "have to pay" versus "expected to donate?" You'd rather donate $5 a month to a server than be forced to pay $4 a month, for example?


Ok... 15$ a month over 8 years is 1440$. To play a game you likely payed over 100$ already (with expansions) to purchase initially. I have played nwn 1 for over 9 years, and have only donated something like 20 $ to a server once in that time. From a players perspective, the whole WOW p2p thing is, as I stated at the top, a scam.

My "problem" is "have to pay" OR "expected to donate" not VS. You seem to be making the assumption that all nwn 1 servers are donation based. Not just donation based, but you have to donate. While that's true for some, certainly not all. My server for example is not pay to play, nor are people expected to donate. People can donate. I accept donations in terms of people's time (content contributors) which I give them an in game reward for. But it's not a reward they can't earn as players in game as is. In fact given how much time building takes, you can prolly earn more by playing than from submitting content. It's just a token of my appreciation. Oh and I recently started accepting donations to certain charities I feel are worthwhile, and true to their mission on an experimental basis. But I don't make any money off this, I am not even the middle man, show me the receipt (with your personal data like cc info omitted), and I will give you a nice token of appreciation in game. But again it's nothing players can't earn just by playing, and in fact is rather meager compared to actually gaming for it. I guess that's why no one has taken me up on that offer yet. I just thought it might be a nice way to do something positive in the real world with our gaming interests. Absolutely no player has to donate to my server, and doing so does not give them any advantage over any other players.

That being said, there is no reason a group of players can't share the expense of hosting a PW. This can be done in many ways (like sharing monthly rotational hosting costs, ect...) I fully support players being able to share the burden of hosting costs. But again this is not what we are talking about. We are talking (or at least I am) about people having to pay to play, influence, or win. And even more so, the root of the discussion was the future of MMO, and what I thought would be an amazing development in gaming (aka the concepts I discussed above), and could be a real boon to the developer that had the foresight, and gonads or ovaries to see the potential in it.
               
               

               


                     Modifié par Lazarus Magni, 14 août 2012 - 01:31 .
                     
                  


            

Legacy_MagicalMaster

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #19 on: August 14, 2012, 04:44:48 am »


               

Pstemarie wrote...

Having worked with this engine for 10 years and seeing what myself and others have done with the core engine, I beg to differ. True, large parts of the engine are hard-coded, but numerous CC authors have found routes around those limitations. To sit back and ignore the amount of content that has been made for this game is preposterous. The PRC alone adds dozens of classes, spells, and feats. CEP and Project Q added hundreds of creatures, portraits, placeables, etc.


How would you add an attack animation for a melee feat beyond the standard auto-attacks?

How would you show the time remaining on a buff or debuff?

How would you show stacks of a buff or debuff?

How would you show a targeted grid for AoE spells?

I've mainly scripted stuff and adjusted some hak files -- if you know how to do any of those that would be amazing.

Pstemarie wrote...

As for the AI "issue" you mention, it is a simple fix requiring a handful of lines that has been implemented by myself and many others.


So you have a way that if a player is fighting two mobs, call them A and B, that if the player switches from attacking A to attacking B he won't wait 1 to 6 seconds until attacking again?

I'm guessing you're running a pseudo-heartbeat on the player every second, storing a string of his current target, and if his current target suddenly changes to a new string, then redetermine combat round or something?  What about if there are multiple mobs of the same name/tag?
               
               

               
            

Legacy_MagicalMaster

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #20 on: August 14, 2012, 05:01:37 am »


               

Lazarus Magni wrote...

Ok... 15$ a month over 8 years is 1440$. To play a game you likely payed over 100$ already (with expansions) to purchase initially. I have played nwn 1 for over 9 years, and have only donated something like 20 $ to a server once in that time. From a players perspective, the whole WOW p2p thing is, as I stated at the top, a scam.


I don't agree that it's a scam.  For starters, I get a mini expansion every few months that's paid for by the subscription.  I also get to store my characters on their central server and log in from any computer.  I generally play a minimum of 32 hours a month, so that's $0.44 an hour (I only pay $14 per month).  If I played, say, an average of 3 hours a day (which many people do), that's 84 hours a month divided by 15 hours = $0.18 an hour.

Hell, if I paid $10 for a new book and read it in 4 hours, I'd be paying $2.50 an hour for that.  If anything, only paying $20 in nine years is a "scam."

Lazarus Magni wrote...

That being said, there is no reason a group of players can't share the expense of hosting a PW. This can be done in many ways (like sharing monthly rotational hosting costs, ect...) I fully support players being able to share the burden of hosting costs. But again this is not what we are talking about. We are talking (or at least I am) about people having to pay to play, influence, or win. And even more so, the root of the discussion was the future of MMO, and what I thought would be an amazing development in gaming (aka the concepts I discussed above), and could be a real boon to the developer that had the foresight, and gonads or ovaries to see the potential in it.


Wasn't your whole point earlier about how the developments could get a bunch of money from hosting the servers?  Who's paying?  Only the developers?  The players?  A mix?  Because *someone* would have to, right?
               
               

               
            

Legacy_henesua

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #21 on: August 14, 2012, 05:16:05 am »


               Pointless argument. NWN despite the hardcoded limitations is a viable option for a hobbyist to create a multiplayer RPG still to this day.

Its fun.

Building your own RPG from scratch by yourself, not so easy. And for many not as fun.
               
               

               
            

Legacy_Lazarus Magni

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #22 on: August 14, 2012, 10:00:33 am »


               

MagicalMaster wrote...

Lazarus Magni wrote...

Ok... 15$ a month over 8 years is 1440$. To play a game you likely payed over 100$ already (with expansions) to purchase initially. I have played nwn 1 for over 9 years, and have only donated something like 20 $ to a server once in that time. From a players perspective, the whole WOW p2p thing is, as I stated at the top, a scam.


I don't agree that it's a scam. For starters, I get a mini expansion every few months that's paid for by the subscription. I also get to store my characters on their central server and log in from any computer. I generally play a minimum of 32 hours a month, so that's $0.44 an hour (I only pay $14 per month). If I played, say, an average of 3 hours a day (which many people do), that's 84 hours a month divided by 15 hours = $0.18 an hour.

Hell, if I paid $10 for a new book and read it in 4 hours, I'd be paying $2.50 an hour for that. If anything, only paying $20 in nine years is a "scam."

Lazarus Magni wrote...

That being said, there is no reason a group of players can't share the expense of hosting a PW. This can be done in many ways (like sharing monthly rotational hosting costs, ect...) I fully support players being able to share the burden of hosting costs. But again this is not what we are talking about. We are talking (or at least I am) about people having to pay to play, influence, or win. And even more so, the root of the discussion was the future of MMO, and what I thought would be an amazing development in gaming (aka the concepts I discussed above), and could be a real boon to the developer that had the foresight, and gonads or ovaries to see the potential in it.


Wasn't your whole point earlier about how the developments could get a bunch of money from hosting the servers? Who's paying? Only the developers? The players? A mix? Because *someone* would have to, right?


You have a remarkable way of putting words in other peoples mouths, or trying to represent the perspectives of others you have no right to do so...

Let me break this down for you...

MagicalMaster wrote...

Lazarus Magni wrote...

Ok... 15$ a month over 8 years is 1440$. To play a game you likely payed over 100$ already (with expansions) to purchase initially. I have played nwn 1 for over 9 years, and have only donated something like 20 $ to a server once in that time. From a players perspective, the whole WOW p2p thing is, as I stated at the top, a scam.


I don't agree that it's a scam.  For starters, I get a mini expansion every few months that's paid for by the subscription.  I also get to store my characters on their central server and log in from any computer.  I generally play a minimum of 32 hours a month, so that's $0.44 an hour (I only pay $14 per month).  If I played, say, an average of 3 hours a day (which many people do), that's 84 hours a month divided by 15 hours = $0.18 an hour.

Hell, if I paid $10 for a new book and read it in 4 hours, I'd be paying $2.50 an hour for that.  If anything, only paying $20 in nine years is a "scam."


LOL spoken like a true WOWer... who do you get your pay check from? What is your point here? Paying 1.5k $ is totally worth it compared to just paying 100 as a player? I am not seeing the validity of this argument... It is a total scam, in fact the biggest scam in gaming... the only really messed up thing is why the majority of gamers buy into it... I guess most people are sheep...

MagicalMaster wrote...

Lazarus Magni wrote...

That being said, there is no reason a group of players can't share the expense of hosting a PW. This can be done in many ways (like sharing monthly rotational hosting costs, ect...) I fully support players being able to share the burden of hosting costs. But again this is not what we are talking about. We are talking (or at least I am) about people having to pay to play, influence, or win. And even more so, the root of the discussion was the future of MMO, and what I thought would be an amazing development in gaming (aka the concepts I discussed above), and could be a real boon to the developer that had the foresight, and gonads or ovaries to see the potential in it.


Wasn't your whole point earlier about how the developments could get a bunch of money from hosting the servers? Who's paying? Only the developers? The players? A mix? Because *someone* would have to, right?


My whole point was the fact that if a game developer actually offered a multipayer game to players akin to NWN 1 in the current day, and provided a hosting service to support it, not only would it be free to play for players (after buying the game as it should be), but the game developer would continue to make money off it there by giving the incentive to continuing to suport it even after a decade. Couple that with an open source game like nwn 1 (AKA the potential for gamer to mod it into anything they like), and  multiplayer platform, with continual (I mean over a decade long) original (aka bioware, or whoever) incentive to support it, and yeah... you could have one amazing game... 
               
               

               


                     Modifié par Lazarus Magni, 14 août 2012 - 09:05 .
                     
                  


            

Legacy_Pstemarie

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #23 on: August 14, 2012, 03:12:17 pm »


               

MagicalMaster wrote...

How would you add an attack animation for a melee feat beyond the standard auto-attacks?

How would you show the time remaining on a buff or debuff?

How would you show stacks of a buff or debuff?

How would you show a targeted grid for AoE spells?

I've mainly scripted stuff and adjusted some hak files -- if you know how to do any of those that would be amazing.

Pstemarie wrote...

As for the AI "issue" you mention, it is a simple fix requiring a handful of lines that has been implemented by myself and many others.


So you have a way that if a player is fighting two mobs, call them A and B, that if the player switches from attacking A to attacking B he won't wait 1 to 6 seconds until attacking again?

I'm guessing you're running a pseudo-heartbeat on the player every second, storing a string of his current target, and if his current target suddenly changes to a new string, then redetermine combat round or something?  What about if there are multiple mobs of the same name/tag?


The ACP adds an entire framework of new combat animations. Project Q uses the OnPlayerChat event to switch the animation model to run. NwnE used custom feats. What is required is making new animation supers - which Ragnarok_Mr4 did - and adding new feats (and feat-linked spells) to implement as you suggest.

You would use a pseudo-heartbeat to capture the time the buff was added, its duration, then send a chat message to the user of the buff every round to count off how many rounds are left before the buff expires.

To show stacks you could probably rig something in the spellscript that applies the buff. Everytime a buff stacks with an existing buff you send a message to the PC.

Not sure on the targeted grid. It would at least require custom VFX for each AOE size/shape and linking it to the targeting cursor.

Now for the counter...

Just what are you trying to emulate here anyway? NWN was designed to be a close approximation of the pnp D&D 3.0 rules. Under no circumstances in a well-run (my opinion of such anyway) pnp D&D will a PC know the exact duration of a variable duration spell. Nor will they be tracking the duration of a spell in the heat of combat - too many other things to worry about.

Stacking is generally covered in the spellscripts. If you need to know what stacks with what read the spell description to see what kind of modifier is being applied, then check the rules to see what that modifier types that modifier stacks with.

Why in gods name would you need a grid? OH WAIT - you're trying to maximize AOE spell efficiency '<img'>

Suggestion...stick with WoW, sounds like you prefer it to NWN, and let us fossils wallow in the tar with our beloved game...
               
               

               


                     Modifié par Pstemarie, 14 août 2012 - 02:28 .
                     
                  


            

Legacy__six

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #24 on: August 14, 2012, 04:28:17 pm »


               Well I can sympathize with criticism of NWN's core combat gameplay. Sure you can make statistical tweaks or edit the specifics of abilities, but the structure itself is rigid. As is much of the interface, which is perhaps a bigger problem (lack of any display of the range or AoE of spells, for one - something which much older games have managed to do effectively). Though that said when it comes to combat in games I'm more into the actiony side. Perhaps not coincidentally I think the combat system that has developed over time in the Mass Effect series (specifically 2 and 3) is much more fun for example, to use an example that might be familiar to folks here. I'm not sure I'd agree WoW is better implemented than NWN, as both seem to fail in what the other succeeds at to me.

Even so, I much prefer NWN modules that focus on puzzles, story, dynamic conversations etc rather than combat - unless they have something really special. And that's something no MMO I've yet seen has pulled off. I find combat that is formatted more as a puzzle than a test of the player's stats, for instance with highly scripted boss encounters, much more interesting. And plenty of NWN's modders in the past have proven more than ept enough to create their own unique takes on it, particular in some of the best single player modules. Key word: unique, even within the same engine.

Regardless, until someone comes up with a game of the same easy moddability yet depth as NWN in a similar genre we don't have much room to maneuver for this type of content creation.
               
               

               


                     Modifié par _six, 14 août 2012 - 03:32 .
                     
                  


            

Legacy_MagicalMaster

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #25 on: August 14, 2012, 05:48:04 pm »


               

henesua wrote...

Pointless argument. NWN despite the
hardcoded limitations is a viable option for a hobbyist to create a
multiplayer RPG still to this day.

Its fun.

Building your own RPG from scratch by yourself, not so easy. And for many not as fun.


Precisely.  Which is why I still enjoy the game.

Lazarus Magni wrote...

LOL spoken like a true WOWer... who do you get your pay check from? What is your point here? Paying 1.5k $ is totally worth it compared to just paying 100 as a player? I am not seeing the validity of this argument... It is a total scam, in fact the biggest scam in gaming... the only really messed up thing is why the majority of gamers buy into it... I guess most people are sheep...


I am empirically in the top 0.15% of WoW players (and likely much higher than that, but that's harder to *prove*), so clearly I'm a mindless sheep, yep.  You got me.  Clearly it's the unwashed heathen masses who are brain-dead that pay to play WoW.  Damn peasants.

And yes, paying $1440 is worth it.  I actually took a two year break from WoW, but let's pretend I've actually played all 8 years.  My main character has 216 days logged of playing time.  And I have a few other characters who have probably totaled nearly that much between them, but let's ignore those.  $1440/5184 hours = $0.28 an hour for my entertainment.

In reality, I've probably averaged closer to $0.10-0.15 an hour since I haven't actually paid that much (I've only played six years and at $14 a month) and played more (with other characters).

From my perspective, you're the free-loader as a player.  You're benefitting from the work of others while only paying them $20 over nine years.  That's awfully nice of them (well, not really, they legally can't charge), but a business cannot run on that model.

Now, if you're developing your own content, that's great for you.  I really mean it, I enjoy creating stuff myself.  And you're pouring your heart and soul into it.  But most people don't have the time or inclination to do so, they'd rather just play a game.  And just because they *could* get the NWN content for "free" doesn't mean it isn't *worth* quite a bit, even if it's not legal to charge for it.

Simple question: let's say you were playing on a NWN server you really liked.  However, the hosts simply were running into a lot of money issues and said they simply couldn't keep hosting/maintaining the world without donations.  What is the *most* you'd be willing to donate per month to try to keep it alive?

Lazarus Magni wrote...

My whole point was the fact that if a game developer actually offered a multipayer game to players akin to NWN 1 in the current day, and provided a hosting service to support it, not only would it be free to play for players (after buying the game as it should be), but the game developer would continue to make money off it there by giving the incentive to continuing to suport it even after a decade. Couple that with an open source game like nwn 1 (AKA the potential for gamer to mod it into anything they like), and  multiplayer platform, with continual (I mean over a decade long) original (aka bioware, or whoever) incentive to support it, and yeah... you could have one amazing game...


Let's break this down.

So your theory is that the player buys the game and pays $100 or whatever initially (though that's including the expansions, of course).  The player then can access all of the custom content for free because the community developers cannot legally charge.

However, the community developers still have provide hosting, and you're suggesting they pay Bioware for a hosting service.

So where is the money that is going from the community developers to Bioware coming from?

Are you saying the entire onus is on the community developers to pay everything?
               
               

               
            

Legacy_MagicalMaster

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #26 on: August 14, 2012, 06:12:00 pm »


               

Pstemarie wrote...

The ACP adds an entire framework of new combat animations. Project Q uses the OnPlayerChat event to switch the animation model to run. NwnE used custom feats. What is required is making new animation supers - which Ragnarok_Mr4 did - and adding new feats (and feat-linked spells) to implement as you suggest.


That sounds very interesting, thanks.  I thought the new combat animations were simply different styles of fighting, not the ability to add in combat animations at desired points.

Pstemarie wrote...

You would use a pseudo-heartbeat to capture the time the buff was added, its duration, then send a chat message to the user of the buff every round to count off how many rounds are left before the buff expires.


So, especially if you have several buffs, you either clog up the chat where the player will miss dialogue or clog up the combat log where it'll scroll by too fast to see?  Ideally you'd have a way built into the UI itself showing remaining duration that can be seen at a glance.

Pstemarie wrote...

To show stacks you could probably rig something in the spellscript that applies the buff. Everytime a buff stacks with an existing buff you send a message to the PC.


That's not what I mean.  I'm talking about a buff or debuff stacking which means the following:

Let's say Melf's Acid Arrow deals 10 damage initially and then 3 damage per round for three rounds (18 seconds).  You cast the spell once and now you have one stack.

If you cast the spell again before those 18 seconds pass you now have two stacks and the timer resets to 18.  So now it's dealing 6 damage per round for 3 rounds.  Cast it again and it's up to dealing 9 damage per round.

Usually this sort of stacking is capped at a number (but not always) and it applies to both buffs and debuffs, usually in shorter duration.  It's an "arbitrary" game mechanic to make things interesting, along with ability cooldowns, and move away from the NWN style of "use your best ability as many times as you can until you run out, then use your second best ability until you run out, then use your third best..."

Here's an example where it's very useful:

Imagine a boss who casts Fireball at a location.  If you get hit, you gain a stack of a debuff for 20 seconds which makes you take damage over time.  The boss casts the fireball every 10 seconds.  Thus, if you keep getting hit, the stack of the debuff will build up until it'll be unhealable and you'll die.  However, if you can avoid two in a row you'll drop the "stack" of debuffs and the damage will reset.

Pstemarie wrote...

Just what are you trying to emulate here anyway? NWN was designed to be a close approximation of the pnp D&D 3.0 rules. Under no circumstances in a well-run (my opinion of such anyway) pnp D&D will a PC know the exact duration of a variable duration spell. Nor will they be tracking the duration of a spell in the heat of combat - too many other things to worry about.


Except a cleric, for example, needs to keep up Prayer, Battletide, Divine Favor, and Divine Power during combat to be at maximum effectiveness, for example.  A mage will need to keep up Elemental Shield, Mestil's Acid Sheath, and Spell Mantle at a minimum.  With visual effects flying around and the buff UI being horrible, I don't think "Can you figure out if your buff fell off?" is an important test of skill.  I don't think a less skilled player not realizing he died because a short-term buff wore off is fair given the UI.  That's just artificial difficulty.

And I'm not trying to emulate DnD 3.0 rules, I think many of them are terrible, especially when translated to a computer game.  One of the main issues, as mentioned above, is in many cases the optimal way to play a caster is to spam your highest level spells, then second highest, then third highest, etc.  That's just dull to me.

Especially when that's often...

Maximized IGMS x 8
Empowered IGMS x 8
Silenced/Stilled IGMS x 8
IGMS x 8

Is the boss dead yet?

Maybe throw in a Disjunction or two or Time Stops depending upon the server, but still..


Pstemarie wrote...
Why in gods name would you need a grid? OH WAIT - you're trying to maximize AOE spell efficiency '<img'>


Actually, I don't think it's fair to have a game where friendly fire is typically enabled but you can't tell what your AoE will hit.  Trying to guess whether you'll hit your friend isn't fun and definitely minimizes spell choices to boot.  Which is why I just disable friendly fire.

_six wrote...

Perhaps not coincidentally I think the
combat system that has developed over time in the Mass Effect series (specifically 2 and 3) is much more fun for example, to use an example that might be familiar to folks here. I'm not sure I'd agree WoW is better implemented than NWN, as both seem to fail in what the other succeeds at to me.

Even so, I much prefer NWN modules that focus on puzzles, story, dynamic conversations etc rather than combat - unless they have something really special. And that's something no MMO I've yet seen has pulled off. I find combat that is formatted more as a puzzle than a test of the player's stats, for instance with highly scripted boss encounters, much more interesting. And plenty of NWN's modders in the past have proven more than ept enough to create their own unique takes on it, particular in some of the best single player modules. Key word: unique, even within the same engine.


I'm a big fan of Mass Effect, Mass Effect 2, and 95% of Mass Effect 3.  And yes, the combat system is very fun.  Not perfect, but much better than NWN.

Out of curiosity, when you're speaking of WoW's failings, are you referring to combat mechanics or dialogue/story?  I'd agree that NWN is superior on dialogue/story but I think that's more the nature of the medium (MMO with millions vs solo campaigns or smaller group content in campaigns, potentially with DMs.  Or even PWs with DMs that do stuff and RP, which you don't have in WoW obviously).

And yes, I think NWN, by default, should focus on anything but combat.  My work has mainly been trying to figure out good ways to improve the combat systems and bring it semi up to par (and I love designing highly scripted boss encounters).
               
               

               


                     Modifié par MagicalMaster, 14 août 2012 - 05:12 .
                     
                  


            

Legacy_Pstemarie

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #27 on: August 14, 2012, 06:30:11 pm »


               Conversation is kinda moot, MagicalMaster. Seems pretty obvious to me you dislike NWN - okay, your choice, stick to something you do like. Trying to convince people (who obviously enjoy the game and on a board dedicated to the game) how bad the game is; well, that's just a waste of your time and their time.

'Nuff said...
               
               

               
            

Legacy_MagicalMaster

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #28 on: August 14, 2012, 06:44:03 pm »


               

Pstemarie wrote...

Seems pretty obvious to me you dislike NWN - okay, your choice, stick to something you do like. Trying to convince people (who obviously enjoy the game and on a board dedicated to the game) how bad the game is; well, that's just a waste of your time and their time.


Magical Master wrote...

NWN's saving grace is that a ton of it is adjustable and this makes it interesting despite the significantly inferior mechanics compared to WoW.

What makes you think I'm not aware of how customizable the game is (hint: I've gone so far as to develop a framework for a completely new physical attack system with active abilities instead of watching your character auto-attack while maybe spamming Knockdown or some other feat)?  There's a reason it still interests me, but sometimes the mechanics frustrate me.

I was tempted to make a PW using these systems and make a "fresher" NWN with an updated combat system, but I'm not sure how many people would even be interested.

Precisely.  Which is why I still enjoy the game.

My work has mainly been trying to figure out good ways to improve the combat systems and bring it semi up to par (and I love designing highly scripted boss encounters).


It's obvious I dislike NWN?  Say what?  There's five very clear statements that the game interests right above, at a minimum.

And if you recall, this thread started with

Lazarus Magni wrote...

I gotta admit WOW and similar games have always tickled me. Not only are those people limited in terms of
their gaming potential (unlike nwn1 which is nearly open source hence it allows for basically anything in terms of game play), but they are also limited by the fact that is it pay to play... Sorry, but if I already  bought the game, I shouldn't have to pay to play it. And IMHO anyone who does is a sucker. That is the biggest scam in gaming ever.... Perhaps that is the reason "MMO are dying"


I wasn't trying to convince anyone that NWN is bad.  I was trying to convince people that there are valid reasons to pay for WoW versus playing NWN "for free."

And pointing out that NWN isn't quite as totally adjustable as Lazaraus claimed and that adjusting it to that degree takes a lot of work. 
               
               

               


                     Modifié par MagicalMaster, 14 août 2012 - 05:44 .
                     
                  


            

Legacy_NWN_baba yaga

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The future of NWN 1 (and some commentary on MMOs in general)
« Reply #29 on: August 14, 2012, 07:21:15 pm »


               I played the wow demo to reach a level 20 cap with a human and nightelf. Was fun for about these 2 days for sure but in the end it was pure grinding the same creatures over and over again just to level up to access new areas w/o getting slaugthered in a sec. But I had some cool hours too as I meet a nice guy with whom i teamed up and adventured/ grinded along the path from elwynn to westfall so it had a positive side. But wow cant be compared in all seriousness to nwn, wow is a game and NWN is a lifestyle!!!
               
               

               


                     Modifié par NWN_baba yaga, 14 août 2012 - 06:21 .