not really trying thoughWhat is this, Death Note? Stop trying so hard.
It shows.not really trying thoughWhat is this, Death Note? Stop trying so hard.
NWN modules sound more appealing. They are one of the few times that the modding community created a plethora of good content - and not graphix and texturezzz superficial shit, but gameplay content in the form of branching dialogues, interestingly scripted quests, etc., etc. "World making capabilities" make me think of superficial TES mods.It's an Ultima VII inspired CRPG with Fallout-style turn-based combat andNWN-level moduleWORLD making capabilities.
FIXT!
Zep--
agreed. also, world making capabilities sounds a bit dryNWN modules sound more appealing. They are one of the few times that the modding community created a plethora of good content - and not graphix and texturezzz superficial shit, but gameplay content in the form of branching dialogues, interestingly scripted quests, etc., etc. "World making capabilities" make me think of superficial TES mods.It's an Ultima VII inspired CRPG with Fallout-style turn-based combat andNWN-level moduleWORLD making capabilities.
FIXT!
Zep--
you have to remember that you're trying to sell the game, the customer will read the quotes, might get excited, buy the game, play the game, forget about the quotes and then maybe start moddingThat said, "world" does encapsulate one massive difference between NWN 1 & 2 and D:OS. The area size. Neverwinter areas are fairly small even at the max size, and the max size with lots of placeables (esp trees) quickly starts behaving erratically, either corrupting itself in the toolset or not running properly or well in-game. At least as far as size goes, D:OS areas are massive and fairly contiguous. We'll have to see what it's capable of in terms of highly dense placeables and vegetation.
the 1st one doesn't really sound appealingmaybe
It's an Ultima VII inspired CRPG with Fallout-style turn-based combat and Terraforming capabilities.
or
It's an Ultima VII inspired CRPG with Fallout-style turn-based combat and modding capabilities.
Except, placeables and vegetation are again, superficial shit. If I wanted to explore a world with custom non-gameplay-effecting (relative to, say, a NWN module)combat, I've got TES and ARMA. What I am looking forward to is custom crafted content on a high level, where I feel like I'm almost playing a new game, rather than the same game with shit added on.That said, "world" does encapsulate one massive difference between NWN 1 & 2 and D:OS. The area size. Neverwinter areas are fairly small even at the max size, and the max size with lots of placeables (esp trees) quickly starts behaving erratically, either corrupting itself in the toolset or not running properly or well in-game. At least as far as size goes, D:OS areas are massive and fairly contiguous. We'll have to see what it's capable of in terms of highly dense placeables and vegetation.
but can't the surroundings help improve the quality of a mod?Except, placeables and vegetation are again, superficial shit. If I wanted to explore a world with custom non-gameplay-effecting (relative to, say, a NWN module)combat, I've got TES and ARMA. What I am looking forward to is custom crafted content on a high level, where I feel like I'm almost playing a new game, rather than the same game with shit added on.That said, "world" does encapsulate one massive difference between NWN 1 & 2 and D:OS. The area size. Neverwinter areas are fairly small even at the max size, and the max size with lots of placeables (esp trees) quickly starts behaving erratically, either corrupting itself in the toolset or not running properly or well in-game. At least as far as size goes, D:OS areas are massive and fairly contiguous. We'll have to see what it's capable of in terms of highly dense placeables and vegetation.
In other words, "world" is not a massive difference from NWN to D:OS - it is a technical large difference, but in terms of the realm of gameplay, it is not significant compared to all the scripting, writing, and all else that you can do with NWN modules and hopefully DOS.
NWN was an ugly piece of shit but I still loved playing custom modules all the time. There were maybe 1 or 2 modules that had interesting environment. Good writing can describe an beautiful setting without graphics.but can't the surroundings help improve the quality of a mod?Except, placeables and vegetation are again, superficial shit. If I wanted to explore a world with custom non-gameplay-effecting (relative to, say, a NWN module)combat, I've got TES and ARMA. What I am looking forward to is custom crafted content on a high level, where I feel like I'm almost playing a new game, rather than the same game with shit added on.That said, "world" does encapsulate one massive difference between NWN 1 & 2 and D:OS. The area size. Neverwinter areas are fairly small even at the max size, and the max size with lots of placeables (esp trees) quickly starts behaving erratically, either corrupting itself in the toolset or not running properly or well in-game. At least as far as size goes, D:OS areas are massive and fairly contiguous. We'll have to see what it's capable of in terms of highly dense placeables and vegetation.
In other words, "world" is not a massive difference from NWN to D:OS - it is a technical large difference, but in terms of the realm of gameplay, it is not significant compared to all the scripting, writing, and all else that you can do with NWN modules and hopefully DOS.
i know they are one of the least important in a propper mod but they are still useful to a skilled modder
yea you got me there, NWN looked like someone smeared a turd on my screen, but i was talking about D:OS, i think it looks incredible, especially in a forest.NWN was an ugly piece of shit but I still loved playing custom modules all the time. There were maybe 1 or 2 modules that had interesting environment. Good writing can describe an beautiful setting without graphics.but can't the surroundings help improve the quality of a mod?Except, placeables and vegetation are again, superficial shit. If I wanted to explore a world with custom non-gameplay-effecting (relative to, say, a NWN module)combat, I've got TES and ARMA. What I am looking forward to is custom crafted content on a high level, where I feel like I'm almost playing a new game, rather than the same game with shit added on.That said, "world" does encapsulate one massive difference between NWN 1 & 2 and D:OS. The area size. Neverwinter areas are fairly small even at the max size, and the max size with lots of placeables (esp trees) quickly starts behaving erratically, either corrupting itself in the toolset or not running properly or well in-game. At least as far as size goes, D:OS areas are massive and fairly contiguous. We'll have to see what it's capable of in terms of highly dense placeables and vegetation.
In other words, "world" is not a massive difference from NWN to D:OS - it is a technical large difference, but in terms of the realm of gameplay, it is not significant compared to all the scripting, writing, and all else that you can do with NWN modules and hopefully DOS.
i know they are one of the least important in a propper mod but they are still useful to a skilled modder
There's nothing inconsistent here. I don't care about NPC schedules when they're not obnoxious. I'm expecting obnoxiousness from Larian, given their track record of doing things well.Roguey is incredibly consistent: whatever Sawyer says is what she's going to present as her beliefs. This is also why paying attention/arguing with her is utterly pointless. You're arguing in proxy with Sawyer, who isn't even aware/doesn't care.
How obnoxious, that I can't go to the store at 4am.There's nothing inconsistent here. I don't care about NPC schedules when they're not obnoxious. I'm expecting obnoxiousness from Larian, given their track record of doing things well.Roguey is incredibly consistent: whatever Sawyer says is what she's going to present as her beliefs. This is also why paying attention/arguing with her is utterly pointless. You're arguing in proxy with Sawyer, who isn't even aware/doesn't care.
Perhaps this is because... Roguey is really Sawyer?I find your lack of consistency disturbing.
Roguey is incredibly consistent: whatever Sawyer says is what she's going to present as her beliefs. This is also why paying attention/arguing with her is utterly pointless. You're arguing in proxy with Sawyer, who isn't even aware/doesn't care.