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  • Suggestion

    I have a suggestion...not sure if it will work since I have no idea how to build these worlds...

    People know where spawns are, and even though their characters shouldn't, they are metagaming. Example:

    *Hums* What's up those stairs?
    VAMPIRES
    Sounds scary...
    Yeah, let's go up and face their guards, they're always first. Then we can come back down.

    How did he know they are first? It would be neat if in certain areas, random things spawned. In the goblin caves, make the minions spawn in front of the chief so people can't just lure the chief. While walking through Viridale Forest, spawn a bear in the path every once in a while so people can't say, "Stay on the path, the bear never comes here".

    Not sure if it's possible, but thought it would make things more realistic and fun.

    Pycroft

    Player of Ewan Rice (Jasper), and Marco Modrzecki

  • #2
    Eh, never really encountered this before, but if it works, it would be nice..

    Comment


    • #3
      I haven't done much world building in NWN 2 but in NWN 1 you had to set a predetermined trigger that, when tripped by the wayward PC, spawned the NPC's in a given location. I would have to imagine that making this trigger dynamic would be quite a scripting feat if this is still how it's done in NWN 2.

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      • #4
        I used to play on a world for NWN I that had identical versions of dungeons with different spawn points and different spawns altogether for the dungeon. When a player (or group) entered, it would pick one of the versions of that dungeon. This provided for a some variety in spawns and spawn points, but it is extremely work intensive for the builders and I suspect exponetially moreso for the builders in NWN II.

        I'm not even sure it can work for NWN II. Anyway, the folks who did this on the NWNI server did it for exactly the reasons stated - variety and keeping players on their toes. It worked great, especially over time when they had over 20 versions of the same dungeon all with different spawns and points. You never knew what you were going to get, which was the point...
        sigpic
        How to Save $$ at Christmas

        Fingal Haller - dwarven scout, locksmith and mercenary
        Reuel - Human (absent-minded) Wizard
        Rudash - Orc-blooded lad with a chip on his shoulder

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        • #5
          Random spawns could be done easily with scripting, but I wouldn't know how to stop people from just running back and forth to trigger a spawn over and over again, since the only way i know to do it would be using a script, not an encounter or whatever it is in nwn2 toolset.
          Drado Tangelle- A miscreant hafling with an interest in magic.

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          • #6
            This is on the vault, so clearly it can be done:

            http://nwvault.ign.com/View.php?view....Detail&id=494
            Ula Fey Craftswoman, blacksmith, maker of bespoke sharp pointy things.

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            • #7
              Random spawns

              It was very difficult to script this effect in NWN1, we tried but always seemed to fall a bit short. NWN in general is based on static encounters and having random encounters can be a DM nightmare.

              However, it would be great to have that surprise all the time. You do tend to metagame even if you do not intend to do that when you come across areas that you should not be aware of and string out encounters or such.

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