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Author MotB Community Update #7
maverickshane


Joined: 14 Nov 2005
Posted: Saturday, 14 July 2007 07:21PM
So this week Kevin Saunders wanted to give a preface to the update answers that are forthcoming as many of them might not exactly be what the community wants to hear. Thank you for your patience and understanding.

-Shane


Preamble:

"Hi folks. Unfortunately, my answers to a lot of the questions below are "no." It give me no joy to let you down like this, but I'd rather inform you of the reality than just ignore your questions. We really do wish that we could implement everything you'd like to see and more. We do our best to concentrate on where we think we can benefit you all the most - when we don't address certain concerns it's not because we don't think it's a good idea or that it's unimportant issue, just that for the resources required it feels like the wrong thing to focuson.

As always, thank you for your patience and know that we're listening and doing what we can.

Note that I'm answering based upon what we expect to have implemented by the time NX1 launches. Details of subsequent improvements are to be determined. -Kevin"

Question: Could you explain more about the changes being made to the crafting system? Will we ever be able to craft from scrolls? Can Warlocks imbue items?

Obsidian: Our work on the crafting system is primarily related to enchantments. You'll be able to add enchantments to any equippable item. You'll be able to enchant items using a container you carry instead of having to use a work bench. Overall, the system is more flexible.

We hope to allow crafting via scrolls.

Warlocks will be able to use Imbue Item with the new NX1 recipes and you'll be able to create new recipes that work with the Warlock's ability.

Question: What will be done to make the toolset more accessable and easier to learn/use to streamline the current process?

Obsidian: We've fixed numerous minor bugs with toolset and added many small features. For example, you can now look in the Area Contents section to see which creatures and placeables contain droppable treasure. As you know, we also added terrain undo.

We would love to create a more beginner friendly toolset, but it's not in the cards this time around.

Question: I would like to know what work, if any is being done on the walkmesh system to make it work more reliably with placeables that should be walkable?

Obsidian: Nothing further at this time.

Question: Will we get a Script Generator Wizard like ScriptEase or Lilac Souls Script Generator for NWN?

Obsidian: Sorry, no.

Question: Can you have more than four classes? And can I give Npc's as many levels in as many classes as I like?

Obsidian: No, we looked into expanding to five classes, but it turned into a major undertaking that felt like it wasn't the best way to spend our programming resources.
_________________
Shane K. DeFreest
Maverick Public Relations
Neverwinter Nights 2 Community Manager
  Profile: maverickshane   Send Message To: maverickshane
mckrautski
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Joined: 22 Feb 2003
From: Los Angeles CA
Posted: Saturday, 14 July 2007 07:35PM
Quote: Posted 07/14/07 19:21 (GMT) by maverickshane

...
Warlocks will be able to use Imbue Item with the new NX1 recipes and you'll be able to create new recipes that work with the Warlock's ability.
...

Yay that "Imbue Item" is at least making it into the game in some form. I really hope that this will include some form of scroll scribing as well.
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MercTroop
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Joined: 25 Sep 2003
Posted: Saturday, 14 July 2007 08:37PM
He forgot to ask if we will be able to craft ammunition for ranged weapons.
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Awildawn
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Joined: 16 Sep 2002
Posted: Saturday, 14 July 2007 10:09PM
I find this community update very brave... But still, adding some wizards for the toolset should be done one day (random terrain generator, maybe a plugin that would propose you a choice of textures if you chose the kind of settings you want to generate...)
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daywalker03
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Joined: 30 Dec 2005
Posted: Saturday, 14 July 2007 10:38PM
Quote: Posted 07/14/07 22:09 (GMT) by Awildawn

I find this community update very brave... But still, adding some wizards for the toolset should be done one day (random terrain generator, maybe a plugin that would propose you a choice of textures if you chose the kind of settings you want to generate...)

My thinking is that Obsidian doesn't want to step on the toes of those people that are developing plugins that do similar things (metaphorically speaking), so they are avoiding these things.
  Profile: daywalker03   Send Message To: daywalker03
Grinning Fool
Moderator

Joined: 26 Nov 2003
From: Khalidine
Posted: Sunday, 15 July 2007 12:50AM
Quote: Posted 07/14/07 22:38 (GMT) by daywalker03

Quote: Posted 07/14/07 22:09 (GMT) by Awildawn

I find this community update very brave... But still, adding some wizards for the toolset should be done one day (random terrain generator, maybe a plugin that would propose you a choice of textures if you chose the kind of settings you want to generate...)

My thinking is that Obsidian doesn't want to step on the toes of those people that are developing plugins that do similar things (metaphorically speaking), so they are avoiding these things.
I think that's close, but somewhat off. Rather, I suspect it's a case of the community being willing and able to do many of these things, leaving Obsidian free to do more of the things that the community does not have the ability to easily address.
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conan2005
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Joined: 29 Jan 2004
Posted: Sunday, 15 July 2007 03:01AM
Quote: Posted 07/14/07 19:21 (GMT) by maverickshane

Warlocks will be able to use Imbue Item with the new NX1 recipes and you'll be able to create new recipes that work with the Warlock's ability.

Good to hear Warlocks are getting some lovin'. I am wondering, though, if Imbue Item will be retroactive to current recipes since it states that it will work with new NX1 recipes.

Quote:  Question: Will we get a Script Generator Wizard like ScriptEase or Lilac Souls Script Generator for NWN?

Obsidian: Sorry, no.

Thank goodness Lilac Souls SG works with NWN2 for us scripting challenged out there. It would be great to have an updated version with NWN2's new scripts in it. Any programmers out there?

Quote:  Question: Can you have more than four classes? And can I give Npc's as many levels in as many classes as I like?

Obsidian: No, we looked into expanding to five classes, but it turned into a major undertaking that felt like it wasn't the best way to spend our programming resources.

Kind of surprising here. I thought the level cap would be raised to five to enable people that maxed their PC's in the OC to add some of the new classes. I wouldn't have thought raising the cap would be a major undertaking, but what do I know? Zots are zots. I'm sure Obsidian is using them wisely.

Thank you for the update.
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Countless
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Joined: 28 Oct 2003
From: The USA
Posted: Sunday, 15 July 2007 04:02AM
Quote: Posted 07/14/07 19:21 (GMT) by maverickshane

Warlocks will be able to use Imbue Item with the new NX1 recipes and you'll be able to create new recipes that work with the Warlock's ability.

Implying that Warlocks will not be able to use Imbue Item with the standard recipes
_________________
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The MotB Revert Pack: revert the heads and Warlock armor!
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SteveLin
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Joined: 03 Nov 2004
From: Taiwan
Posted: Sunday, 15 July 2007 05:16AM
...so warlocks can make fine magic items.

I would like to know the features special for a spirit shaman.

I hear there are rich spirits in the expansion package, I think we should give the spirits some definitions such as:
1. Is the spirits able to be seen by most creatures?
2. Is physical creatures able to touch the spirits?

Edited By SteveLin on 07/15/07 05:17

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MokahTGS
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Mass Effect PC


Joined: 17 Nov 2001
From: Right behind you...
Posted: Sunday, 15 July 2007 03:01PM
Quote: Posted 07/14/07 19:21 (GMT) by maverickshane

Question: I would like to know what work, if any is being done on the walkmesh system to make it work more reliably with placeables that should be walkable?

Obsidian: Nothing further at this time.


This is pretty disappointing, as there are lots of placeables that aren't as useful as they could be because of the walkmesh system. Maybe the community will fix these placeables in the future. At least Obsidian didn't say a flat "Never".
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msykes
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Joined: 14 Oct 2002
Posted: Sunday, 15 July 2007 10:06PM
Quote: Posted 07/15/07 00:50 (GMT) by Grinning Fool

Quote: Posted 07/14/07 22:38 (GMT) by daywalker03

Quote: Posted 07/14/07 22:09 (GMT) by Awildawn

I find this community update very brave... But still, adding some wizards for the toolset should be done one day (random terrain generator, maybe a plugin that would propose you a choice of textures if you chose the kind of settings you want to generate...)

My thinking is that Obsidian doesn't want to step on the toes of those people that are developing plugins that do similar things (metaphorically speaking), so they are avoiding these things.
I think that's close, but somewhat off. Rather, I suspect it's a case of the community being willing and able to do many of these things, leaving Obsidian free to do more of the things that the community does not have the ability to easily address.

Agreed. YATT for example is a great tool for importing terrain maps, and I actually wrote a random terrain generation program to work with it. Sadly, it is in Perl, not a toolset plugin, so it's not very user friendly if you don't already have some Perl experience. Still, lots of stuff is possible.

Self Plug:
http://www.msykes.com/nwn/rat/

msykes
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lewis the shadowhawk
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Joined: 28 Jul 2004
Posted: Tuesday, 17 July 2007 09:25AM
I think that expanding the number of class per character from 4 to 5 or 6 is one of the most important point in such as epic level. Well. I really can't understand why the developer cannot have enough manpower resource in such a important but 'easy to solve' issue.....

I think MotB will again make me disappointing, just like the bug in NWN2
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Da Bard
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Joined: 29 Aug 2006
Posted: Tuesday, 17 July 2007 11:34AM
Quote: Posted 07/17/07 09:25 (GMT) by lewis the shadowhawk
I really can't understand why the developer cannot have enough manpower resource in such a important but 'easy to solve' issue.....

I hate it when people claim something is easy when they have no idea of the code changes required.
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lewis the shadowhawk
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Profile: lewis the shadowhawkNWN 2
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Joined: 28 Jul 2004
Posted: Wednesday, 18 July 2007 04:30AM
IF the code for changing the number of class per character is very complicated, if they can forsee the expansion would involve epic level, why they decide to give 4 rather than 5-6 in the very beginning of NWN2?
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conan2005
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Joined: 29 Jan 2004
Posted: Wednesday, 18 July 2007 05:55AM
Quote: Posted 07/18/07 04:30 (GMT) by lewis the shadowhawk

IF the code for changing the number of class per character is very complicated, if they can forsee the expansion would involve epic level, why they decide to give 4 rather than 5-6 in the very beginning of NWN2?

NWN1 had a class cap of 3 with both expansions and a level cap of 40. In NWN2 it was raised to 4. It would be nice for the munchkin in us all, but is not necessary. I think the devs have said, "when do we stop?". Someone is always going to want more classes. The resources are being used in other areas of the game.
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