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 Author Thread: Re: The State of PW's and Their Evolution
I X is not online. Last active: 7/20/2013 11:20:31 PM I X
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Re: The State of PW's and Their Evolution
Posted: 13 Nov 2006 11:01 PM

-Misposted, sorry.

WE APOLOGIZE FOR THE INCONVENIENCE
Pugs is not online. Last active: 7/16/2013 5:45:35 PM Pugs
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Re: The State of PW's and Their Evolution
Posted: 14 Nov 2006 08:23 PM
I love Vives, and I think we'd be making a mistake to depart too far from the formula that made it so much fun. However, there are a couple of things that can be improved upon I think.

1. I believe that Vives1 got a little bit too big. It's nice having so much area to explore but annoying to log into the game and see that the only other players online are on the other side of the world and it's going to take you at least 15 minutes of running/waiting around for boats to reach them. I think more of the effort put into building could have been put into modifying existing areas instead of creating new ones. New areas in Vives 1 tended to enter the game without anything much in the way of storyline attached with them. Keeping Vives2 smaller will also keep our players more concentrated and if we limit player level to 20 (even after expansions) then there will be less need for more areas purely to provide different levels of challenges for players when no DM is on. Having more time spent on modifying existing areas will also give the storylines much more impact if players feel that their actions in battleing invaders (or invading themselves) have a permanent impact upon the world. (ie. the difference between a house being razed if the battle goes well vs several buildings being razed and a couple of important vendors/quest npcs being killed if the players do nothing or assist in the battle.

2. Make the centres of player population close together in terms of travel time. Make players walk a long way to get to that high level dungeon, but keep the amount of time it takes for a player to travel from city to city short in RL terms.

Cantor Matriel - "How much?"
pdwalker is not online. Last active: 4/28/2020 8:46:52 PM pdwalker
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Re: The State of PW's and Their Evolution
Posted: 14 Nov 2006 09:27 PM
Hi Pugs,

You've been away for a while, but the transportation system was changed to make that possible.

It is now possible to travel very quickly between the major areas IG.

The Kusin family is singlehandedly paying for the reconstruction of the dwarven homelands

- Paul

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
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"...Cause he mixes it with love
And makes the world taste good."
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<@James42> Lawful good isn't in your vocabulary, it's on your menu.
LowFatPretzels is not online. Last active: 8/27/2008 7:40:18 AM LowFatPretzels
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Re: The State of PW's and Their Evolution
Posted: 14 Nov 2006 10:24 PM
The Kusin's are undead right? They are the only travel service that never sleeps.

Me: “Hrothgar is not crazy, he is blessed!”
Wicked Keen/Sa'koless: “Vilyave must have been PMSing when she blessed Hrothgar...”
Tasra is not online. Last active: 10/5/2008 9:24:47 PM Tasra
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Re: The State of PW's and Their Evolution
Posted: 14 Nov 2006 11:10 PM
Only because adventurers like me are too lazy to walk from Port Royale to the Buckshire Shoreline, and get on an ox cart instead :p
DiabloStan is not online. Last active: 3/18/2010 12:27:44 PM DiabloStan
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Re: The State of PW's and Their Evolution
Posted: 15 Nov 2006 12:12 AM
Nonsense, they retired and made solid gold mountain strongholds.

These are the guys they sold the franchise to.

- [Rob], Balthor, Jake, and Thomas.
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