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AsuraKing
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Post by AsuraKing »

Okay not sure this is quite the place, but knowing that there are flintlocks in DnD i was thinking that this might be something neat to add, not necessarily the class, but the weapon of the gun in it, any thoughts?

http://nwvault.ign.com/View.php?view=NW ... ail&id=358
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darrenhfx
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Post by darrenhfx »

I think in the past we've taken the line that the gnomes haven't spread their smokepowder invention beyond Lantan at this point. You might want to bring this suggestion up in the NWN2 Brainstorming forum and see where it goes.
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hollyfant
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Post by hollyfant »

:tired: Resting at 6b Rivermoot Inn (upstairs) only restores 1 hitpoint per level per 24 hour. At 5gp, that's rather expensive! Especially since there's no alternative: nobody in town sells tents or blankets anymore it seems.
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Kest
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Post by Kest »

Tents and blankets are available elsewhere, but they are unneeded - just open up PC Tools and make a tent, then rest. Use the remove button under the miscellaneous tab to pack up the tent when you are done.

Basically, sleeping at inns is beyond useless right now and you should never do it.
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HATEFACE
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Post by HATEFACE »

Limit the number of trees in some areas. Do the same for grass along the river. It doesn't need to be that thick and it makes it look unrealistic.

Rauvinwatch keep area is bad as far as the amount of vid 'lag' it has. This only seems to apply when I get near the keep. Maybe there should be an awareness of how many polys a area should have. Not all of us have top of the line cards and it can be very 'laggy' and its downright annoying to travel into these areas.
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Lusipher
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Post by Lusipher »

I agree. All around High Hold and also around Rauvin I get massive lag. It is extremely laggy there. There are a ton of npcs, trees, water etc around these areas. High Hold is extremely cramped anyway.
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HATEFACE
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Post by HATEFACE »

Yeah, I agree with High Hold being cramped. It seems to me that the builders of Silver Marches wanted to push as much stuff into an area as possible given the size of modules. Some of the areas are strange in the fact that they seemed to be designed like a maze using non-walkable areas. There is an area like this in High Hold and Quarravar. It feels like the hills formed themselves up to be asshats. e.i the mountain range area in rivermoot, a specific place behind the farms. Is the degree of difficulty traversing these areas really necesary given NWN2 clunky control scheme?
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Rick7475
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Post by Rick7475 »

Are these suggestions or complaints ... Remember, TSM is the first server built in ALFA and the builders have learned form many mistakes. The grass was very tricky because yes, I had put too much in some areas and it needed to be decreased. But when I went to clear the grass, there was a grass clearing bug in the toolset that caused the area to crash as well as the toolset and currupt the area.

So the pattern went like this: clear clear clear crash. Restart, load, damn, the areas is corrupted. Import back up area, clear (cross fingers) clear, save. Back up, clear clear crash, damn! Repeat.

That is why in Rauvin Watch keep there is a still a ton of grass on the pathway which is causing lag.

Also, I learned a nasty lesson about borders, that the area walk paths do not go to the edge like they did in NWN1. That is why on Rauvinwatch keep you see a nice bridge on the western edge you can never walk to. Sure, Rauvinwatch could use some more clean up to make it less laggy. The fancy house over the bridge was supposed to be an ultra rich resort and retreat, but I never had time to finish it, so that can be removed. The nice temple you see in the distance was supposed to be a temple to Chauntea, but I never had time to finish it, so that can be removed. etc etc and so on.

Indio designed HH and I enhanced it a little bit. But you are right, it is tight. Back at the very start we did not know if we were going to do Points of interest and a scripted travel map or a scale map. We did not know how big we could make a mod. Since all of our travel map scriptors never delivered or quit, I tried my best to try and push the envelope with making a scale map area. I had to fight tooth and nail to get it in, wide roaming areas with plenty of hooks for future development and adventure. However, in the begginning we thought the server would cosist of islands of highly developed areas with travel maps, so these areas were packed with statics and tonnes of stuff. Now, with my design with the scaled map prevailing, we have plenty of room to create statics and adventures over mutliple areas, and but the old island areas packed with goodies are still there, and still quite beautiful. At one time Silverymoon was all one 32 X 32 area and I didnt want to split it to keep the beauty of Silverymoon all together, but Indio convinced me we should split it in 2 areas and this decision worked better than we had hoped.

I hope this explains some of the rational behind the decisions we made building.
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Keryn
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Post by Keryn »

I myself never had an issues, I have a nice laptop and i prefer to play with the graph definitions all in the lowest setting why?

Because this game demands too much from the graph card and from the computer, in one year or two the game will still begoing strong and there will be better machines maybe then we can take full part of NwN2 but atm its hard yes.

HH, silvy, RM, wintersedge are maybe some of the most beautiful areas I've seen winteredges hard to navigate forest gives a nice feeling if you ask me, got lost? having troubles with wild animals? well its a dense forest I supose that is a nice touch to it.

In the case of too much grass yee maybe we could look into it, but overal i think it isnt that bad as it might look. I myself play with grass turned off, have you tried playing you your graph settings? Maybe that will help, also theres some spell overrides because nwn2 spells can simply crash your machine look for them in nwvault too, they are handy.
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White Warlock
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Post by White Warlock »

Moderator Hat

I will have to remind everyone to please phrase your comments in the form of suggestions. If you find something not quite up to your liking, present a possible solution. And remember, TSM is a work in progress, so be considerate of the work and efforts made thus far by our 'volunteer' builders.

Thanks
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HATEFACE
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Post by HATEFACE »

Are these suggestions or complaints ... Remember, TSM is the first server built in ALFA and the builders have learned form many mistakes. The grass was very tricky because yes, I had put too much in some areas and it needed to be decreased. But when I went to clear the grass, there was a grass clearing bug in the toolset that caused the area to crash as well as the toolset and currupt the area.
I humbly suggest that you please kindly with a cherry on top limit the number of trees in some areas. I suggest you do the same for grass along the river. I also suggest it doesn't need to be that thick and it makes it look unrealistic.

I do not crash but I get lag, you see Rauvinwatch keep area is bad as far as the amount of vid 'lag' it has due to grass and stuff like that. This only seems to apply when I get near the keep. I suggest that there should be an awareness of how many polys a area should have. I suggest the fact that not all of us have top of the line cards and it can be very 'laggy' and its downright annoying to travel into these areas. Please kindly consider the fact that I do not wish to turn down my graph settings any more because NWN2s GUI looks like poopy.

So please, pretty please, do something about this suggestion.
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hollyfant
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Post by hollyfant »

Could one of the NPCs in 6c High Hold Keep get a dialogue please, even if only to tell PCs to leave? The building's a big mystery right now.
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oldgrayrogue
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Post by oldgrayrogue »

As real life demands more and more of my time I find I have less time for ad hoc roleplay and more of a desire for scheduled events. Others have posted similar suggestions. Would our new HDM and crew of DM's consider implementing a notification and sign up system for DM'd events?

For example, the DM announces on the forum the date and time he/she wishes to run an event, the meet up location, the desired number of players and alternates, and the desired level range. Then people sign up for the event, first come first serve. Latecomers sign as alternates in case people drop out. Kind of like calling around to your buddies to schedule a table top session.

This is by no means an original idea. I think Wynna did exactly this when we first went live a few times.

What say you all?
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Runestaff
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Post by Runestaff »

oldgrayrogue wrote:For example, the DM announces on the forum the date and time he/she wishes to run an event, the meet up location, the desired number of players and alternates, and the desired level range. Then people sign up for the event, first come first serve. Latecomers sign as alternates in case people drop out. Kind of like calling around to your buddies to schedule a table top session.
This is a good idea for coordinating players with DMs. But it's a terrible idea if it becomes first come, first serve. Not everyone has the freedom or desire to watch the fora 24/7. Limiting events in this manner is likely to have the effect that a select group of players gets the lion's share of DMing, while the rest get little or none -- not a recipe for player retention, particularly with only a single server.

A better alternative is simply to list a date/time for an event, along with appropriate alignments and (optionally) levels. Then simply DM any/all who can make it. Naturally the event would be announced in some IC fashion on the server.
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White Warlock
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Post by White Warlock »

Yes, there is a concern regarding everyone logging on when an event is scheduled. If you wish to participate, great. But if you log on and decide to solo while a scheduled campaign or group session is happening... please be courteous and log off or join the campaign. Your activities in the background, whatever they may be, creates unexpected lag points... and, as a DM, i would like to focus on the party in front of me, instead of the party going on behind me.

If we could resolve the problems with server lag, i would not be making such a request... but the hardships we encountered last night clearly demonstrate a need for said considerations.

Consider this a suggestion to the players. :)
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