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Featured Replies

If the devs are still reading this then I'd actually like to ask a question: You say that the combat is going to be aimed at a more 'hardcore' audience but will other areas of gameplay be equally so? Will I be able to talk my way out of an encounter with some bandits or use the stealth skill to successfully infiltrate an enemy base and have the game both respect and respond to my decision to use stealth? Will dialogue progress the plot more than mindlessly gutting people? Will there be cats?

StarWarsKnights.com -- Do not invent details which are not in the play
3 seems ideal to me. Generates quirkier parties than the F-W-C-R lineup that most people will default to with 4 chars, and gives us more room for interesting joinable NPCs.

But the cohorts are going to be optional, right? In that case 4 slots ought to be more palatable.

 

Hmmm, now that it's been brought up, would you be able to BG it and have one PC and a bunch of cohorts instead of a party of PCs, or is it like NWN, where you can only have one or two at a time?

I'm actually thinking of getting this game... which is weird because I never buy anything for my crap PC. Do I need a good computer to run the game?

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

Aw, too bad. :thumbsup:

 

Guess I'll have to wait until I finally decide to get a new rig.

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

What about the solo option? Can you complete the game/story solo?

Lol I remember someone's writeup on his solo with his purposely retarded/handicapped halfling rogue. Not sure if that'd still be possible if NWN forces you to assign all your ability points and most of the skill points at each lvl up.

Spreading beauty with my katana.

Bioware's SoZ forum

 

I think that there's arguments for doing things either way. Planescape: Torment is maybe my personal favorite RPG, but when it comes to enjoying the combat I always go for an Icewind Dale or Gold Box game instead. For me, it's significantly more strategically and tactically satisfying to be able to go in and craft my party as I see fit. On the other hand, I think that limits the potential for crafting deep and interesting personalities for each of the companions.

 

Ultimately, I think the issue is that not every game can (or should) try to meet the same goals. The number one focus of SoZ is on the gameplay. Now, that isn't to say that SoZ won't have a great story, but our priorities are focused on gameplay with this expansion.

 

PS:T was a great game, but so were Fallout, Darklands and Pool of Radiance (the Gold Box one). MotB was influenced more by the first, SoZ more by the latter.

So how many characters will we be able to create?

This isn't going to be answered anytime soon right? :lol:

 

I want 4 to 6.

I'd be content with 4, but they could decide to go with 3 and allow one cohort for a total of 4.

 

If we're going for this mix of PCs and NPCs, then I'd like 2 to 3 PCs and 2 to 3 cohorts.

 

So that's still 4 to 6 characters I guess.

I wonder if the engine could survive with 6 PCs in the screen at one time. Its a known issue that familiars will cause FPS drop for unknown reason, imagine having 6 wizies/sorcies/rangies summoning their familiars.

 

NUKE PENDING!

The closer it gets to IWD combat, the better. Emphasis on gameplay is a good thing. My main concern here is the actual engine, and if they could actually pull it off. NWN2/MOTB weren't particularly exemplary gameplay achievements.

Hadescopy.jpg

(Approved by Fio, so feel free to use it)

The only IE game I ever completed was Icewind Dale. It had the best combat of all the IE games I've played and since they're all so combat heavy it was a pretty important part. I hate the combat in Neverwinter Nights 2 though.

Swedes, go to: Spel2, for the latest game reviews in swedish!

The closer it gets to IWD combat, the better. Emphasis on gameplay is a good thing. My main concern here is the actual engine, and if they could actually pull it off. NWN2/MOTB weren't particularly exemplary gameplay achievements.

 

Yeah. Its unfortunate since the basis and core of the engine had always meant for the purpose of multiplayer where controlling one PC is the focus. The controls and functions still remains awkward and clumsy for a party based based single player games.

 

Functions like formations, auto-pause and a fluid bird's eye view camera contributes much to the tactical aspect of the Infinity engines. Something that are sorely lacking in NWN1 and NWN2's engine.

"I wonder if the engine could survive with 6 PCs"

 

Umm.. The negine is made for multiple player. It can easily handle 6 PCs.

 

And, NWN1/NWN2 engine(s) blows the IE. Their combat is better, the controls are better, it's all batter. IWD, while fun, is nno match for the gloriousness of Aurora.

 

 

"The controls and functions still remains awkward and clumsy for a party based based single player games."

 

Nah. The controls for party based single player is exactly how it is in the IE. Only better.

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

It seems you are unaware Volourn, that the Aurora engine in multiplayer is unable to hold a party larger 5 with 6 already pushing it, the server's performance. Often any party bigger than 6, even though there are 30 players online or just 8, will bring massive lag and server slow down just because of one party. Hence the DM always made it known whenever the quest he is DMing has more than 6 players involved, he will make a condition that the group is to be broken down into 2 parties instead of one.

 

I do not know how it performs for single player as NWN2 has a max of 5 playable characters (Including Shandra) which is within the safe zone from slowing down the game due to heavy burden on the processor. Perhaps those who had tried the mod that manages to include more members in the party could comment on it.

Edited by Zoma

Nah. The controls for party based single player is exactly how it is in the IE. Only better.

Aurora is less responsive than the IE. It's just how the engine works.

"It seems you are unaware Volourn, that the Aurora engine in multiplayer is unable to hold a party larger 5 with 6 already pushing it, the server's performance. Often any party bigger than 6, even though there are 30 players online or just 8, will bring massive lag and server slow down just because of one party. Hence the DM always made it known whenever the quest he is DMing has more than 6 players involved, he will make a condition that the group is to be broken down into 2 parties instead of one."

 

Must be playing a different NWN series then. I've been in parties of 10+ with no lag. And, in NWN2 OC, even when the pary was big (companions + summons+ familairs); lag wa snever really a problem no matter how many monsters tehre was. No different than with NWN1. At times the connection is bad but ity's usually an interent connection problem not game problem.

 

I dunno what DM, or worlds you have played on. *shrug*

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

Aurora is less responsive than the IE. It's just how the engine works.

 

Definitely. Even now, when everyone can play both engines at full settings with high frame rates, it is just less responsive. It's always been one of the reasons I didn't ilke 3D - that extra bit always made the game seem more like a labour. I don't know how it is with newest games, though, because I can't play them at normal settings. :bat:

Many 3D games are very responsive. NWN2's engine just underdelivers in that aspect :lol:

Hadescopy.jpg

(Approved by Fio, so feel free to use it)

It's not really a "3D" issue, but how the game state is updated relative to input being given.

 

Oh well, if you're aware if this, then can we assume it's not a problem for Onyx?

Here's hoping Onyx is also built with multiplayer games in mind in the near future.

What does responsiveness mean in this context? Is it related to the fact that there is a pause between clicking somewhere and characters beginning to actually move to that location?

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