As some of you may know, Sundren recently implemented its faction system which is now in beta testing on the server. Sundren's faction system is unique in many ways that it makes your reputation standing with Sundren's some 20 odd factions persistent.
What does this mean to the player? Well take for instance the Mossclaw Alliance, say there's a player who is a Half-Orc. He decides he doesn't care much for the human lands and would rather become part of the Mossclaw Alliance. Well, through questing and a bit of DM intervention he just -might- be able to, and in doing so he will become neutral and even friendly with the Mossclaw alliance creatures-- making it so he no longer gets attacked by them. Of course, when other players come to the forest they will not get the same greeting.
This has adverse affects as well, as the Sundarian guards will no longer be so nice to said Half-Orc. This is just a small example, other things that will come into play will be special stores for different factions, faction-specific quests, etc.
The hard part of getting the system to work is over, and now we can fine tune it and start integrating it within the world.
Another thing I would like to make note of is Sundren's loot system. To my knowledge there has never been such a powerful or unique system of its kind made for NWN1/NWN2, and we have developed it exclusively for Sundren. Sundren's loot system even has its own editor that we had to make for it! The system is unique in its flexibility and control over the types of items it generates and how often it does so, allowing the player to gain a multitude of unique items, all with varying properties.
There are a few smaller projects on the pipeline, but rest assured one of the things that will be coming on the horizon for us to start working on soon will be...
CRAFTING
The only question is, how will we re-invent the wheel this time?
Stay tuned.
What does this mean to the player? Well take for instance the Mossclaw Alliance, say there's a player who is a Half-Orc. He decides he doesn't care much for the human lands and would rather become part of the Mossclaw Alliance. Well, through questing and a bit of DM intervention he just -might- be able to, and in doing so he will become neutral and even friendly with the Mossclaw alliance creatures-- making it so he no longer gets attacked by them. Of course, when other players come to the forest they will not get the same greeting.
This has adverse affects as well, as the Sundarian guards will no longer be so nice to said Half-Orc. This is just a small example, other things that will come into play will be special stores for different factions, faction-specific quests, etc.
The hard part of getting the system to work is over, and now we can fine tune it and start integrating it within the world.
Another thing I would like to make note of is Sundren's loot system. To my knowledge there has never been such a powerful or unique system of its kind made for NWN1/NWN2, and we have developed it exclusively for Sundren. Sundren's loot system even has its own editor that we had to make for it! The system is unique in its flexibility and control over the types of items it generates and how often it does so, allowing the player to gain a multitude of unique items, all with varying properties.
There are a few smaller projects on the pipeline, but rest assured one of the things that will be coming on the horizon for us to start working on soon will be...
CRAFTING
The only question is, how will we re-invent the wheel this time?
Stay tuned.
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