Modifié par Seryn, 23 décembre 2009 - 05:13 .
Where is the Neverwinter Nights people?
#101
Posté 23 décembre 2009 - 05:12
#102
Posté 24 décembre 2009 - 07:06
#103
Posté 24 décembre 2009 - 08:09
Inhuman one wrote...
while achievements on pc games are quite rediculous, it probably wouldnt cost much time in development, at least I like to hope so.
They are mostly plot points and artwork, so they don't take too long to make. One thing that needs to be considered on the models and related artwork for them is that we don't know when they started on those, as Bioware might have transfered the art and modeling teams from NWN to DA only when patch 1.69 was released.
#104
Posté 25 décembre 2009 - 10:45
Although I do presume that many people that worked on Neverwinter Nights worked also on Dragon Age, just like how I expect most of the KOTOR team to have worked on Mass Effect. Somewhat similar games after all.
Seeing how Neverwinter Nights did start without robes, cloaks, whips, skyboxes, decent elven heads, horse riding and an up close and personal camera and added all that through patches and expansions, its safe to say that my expectations of Dragon Age remain high.
As far as I understand, they do plan a longer life for Dragon Age than they planned for KOTOR, Jade Empire and Mass Effect which where all pretty much abandoned right after release.
Mass Effect did get some DLC, but pinnacle station is such a disaster that I cant say it counts, and bring down the sky didnt really add much. the Batarians where interesting yes, but I did expect some much needed new armor and weapon designs, and for them to at least not recycle the repetitive explorable worlds for this package.
#105
Posté 25 décembre 2009 - 01:17
adembroski11 wrote...
It seems like this game's community is primarily made up of those with the Oblivion/Fallout 3 mentality; continue expanding on the core SP game. Where are the NWVault folks, the story tellers and module builders? I realize it's early, but not a single module has been completed?
Very well observed ! and that even reflects in the architecture of the various DA boards that does not offer proper "Standalone Campaign" sections. As I've posted on an other thread, I'm a bit worried of this DLCness (supported by EA ?
#106
Posté 26 décembre 2009 - 10:00
#107
Posté 26 décembre 2009 - 12:12
Many custom content cant be used anymore for sims3 after the last patch, and they ask for insane prices in the sims3 store for content.
As long as Bioware is under EA, dont expect too much from mods or free content.
Nothing good seems to ever come from a deal with EA.
#108
Posté 26 décembre 2009 - 10:58
Sim.Aleph2006 wrote...
adembroski11 wrote...
It seems like this game's community is primarily made up of those with the Oblivion/Fallout 3 mentality; continue expanding on the core SP game. Where are the NWVault folks, the story tellers and module builders? I realize it's early, but not a single module has been completed?
Very well observed ! and that even reflects in the architecture of the various DA boards that does not offer proper "Standalone Campaign" sections.
Again, I'll reiterate the comments of many people in saying this is because the game is still VERY new. Apart from those who were lucky enough to get in the toolset beta, most people have had about a month and a half to play the game, start learning the toolset and work their way towards a completed module.
Given some of the technical issues that have been faced with the inability to create proper water or lightmaps, making new levels has been difficult, which is a major requirement for entirely new campaigns. And not to mention creating new levels is one heck of a time consuming process as it is.
It'll take some time before we get standalone campaigns - but even so, I don't recall there being new modules released for NWN1/NWN2 a month after their release.
In the meantime, I'm working on my small single player campaign add-in (shameless plug, see sig), so I can get used to the nuances of the toolset before embarking on a full standalone project.
#109
Posté 27 décembre 2009 - 09:28
In NWN, it took quite a while for the community to cough up some mods, too.
#110
Posté 28 décembre 2009 - 10:55
Myself - not that I am anyone of special importance - am trying to learn more about the toolset, testing various things in the toolset, preparing future work and planning for what may happen later. But in my opinion, there are still way too many unresolved issues to start do
Even though DA unfortunately isn't a multiplayer game, the single player module building potential appears great. It is simply too early to start doing some serious work. And it doesn't really help that we haven't yet got access to the official campaign. Guessing and testing is a much more slower method of learning than study of an actual working (set of) module(s).
#111
Posté 28 décembre 2009 - 11:18
Lord Mephisto wrote...
... And it doesn't really help that we haven't yet got access to the official campaign. Guessing and testing is a much more slower method of learning than study of an actual working (set of) module(s).
We've had the core resources for a couple of weeks now. In fact, just updating to toolset version 1.01, and loading the new DB gives you access to all the core resources, minus the levels. That link is mostly for the level assets.
Modifié par Challseus, 28 décembre 2009 - 11:19 .
#112
Posté 29 décembre 2009 - 02:02
Well nevermind, just did some research and the model format is new. Hope Tazpn and Adinos are around for this game heh.
Modifié par Snakebane, 29 décembre 2009 - 02:22 .
#113
Posté 29 décembre 2009 - 07:55
Snakebane wrote...
Hope Tazpn and Adinos are around for this game heh.
They are, and they are already doing great work.
#114
Posté 29 décembre 2009 - 08:18
It's fully playable, and clocks in at ~3 hours worth. It needs polish but works.
I cheated and only used existing level layouts (and some slightly wacky lore to justify it); laying out a level was what always killed my modest NWN learning efforts, and I found by ignoring that I could get into the scripting very easily.
I'll probably grind to a halt again if and when I open the level editor
#115
Posté 29 décembre 2009 - 12:14
Vansen Elamber wrote...
I have not tested or tried this mod yet but I found it yesterday on a DA mod download site called Dragon Age Nexus. This mod apparently adds a new and very difficult dungeon, new permanent companions, and more. The mod I am talking about is the only one listed in the "dungeons" category if you browse the mod list.
You can find it and many more mods here:
http://www.dragonagenexus.com/
No need to send folks off the Social Site to get what you can already find here. Granted, you may not have known that the Social Site is your one stop shop for all things community made. Better yet, folks don't have to register a new account to get what they can simply get already under the Projects section.
Enigma Battle Dungeon and Arena
A brand new dungeon, brand new permanent companions, custom
weapons/armor/drops, many treasures to be found. Single Player
Extension, on World Map SW of Denerim.
As for the question from the original poster, things take time. No need to rush a good story for any community. If and when I release a module for Dragon Age, be it in two, three or four years, GREAT! Someone will be around to play it.
Rushing to make an adventure because it's a new and sparkling game is just plain wrong.
As well, the toolset does have a learning curve and might be too difficult for the average bear, like me. In fact, I was part of a project team building a new DA module but was removed because of my lack of ... well ... anything useful. [smilie]../../../images/forum/emoticons/sad.png[/smilie]
So, expect new DA adventures to be on the horizon but you might just be waiting awhile for anything with polish and story length.
Modifié par Fester Pot, 29 décembre 2009 - 12:20 .
#116
Posté 29 décembre 2009 - 12:32
#117
Posté 31 décembre 2009 - 03:06
Modifié par Hugie, 31 décembre 2009 - 03:08 .
#118
Posté 31 décembre 2009 - 04:56
A really good expansion mod (worthy of upload) takes scores of hours of dedication -- plus scores of hours to learn the tools. Hence, I can understand why most mods are relatively small tweaks to the original campaign.
Still, some of those "small" tweaks make a "large" difference in enjoyment. So, I appreciate those "little" OC mods some of you have been providing --- and, a few I have made for my own use. Keep 'em coming.
None the less, I am hoping for one or two comprehensive DA "overhaul" type mods similar to those found for Oblivion.
#119
Posté 01 janvier 2010 - 05:10
Looking up pictures on the internet is a whole different thing than actually seeing it in front of you.
#120
Posté 01 janvier 2010 - 07:25
#121
Posté 02 janvier 2010 - 09:24
As a long time game master for AD&D and dnd I had no problems at all to find my way in my prior mods. I simply knew the game mechanics, the background, had interesting stories, character profiles, epic NPCs. Dozens of source books in my shelf to look up any detail.
Our starting position is different in DA:O. This world is new, unknown. A new variant of a NWN module may feel out of place, alien, in this scenario. Of course people dream of a remake of BG with the DA:O engine, but I don't think this will work.
We should not compare this game with NWN. Don't you see, that we builders have the opportunity to write the history of a NEW WORLD?
#122
Posté 03 janvier 2010 - 10:35
#123
Posté 03 janvier 2010 - 11:07
The Unreal Engine Editor is not terribly straightforward to use as a beginner (though I think it's far better than its peers). The Unreal Engine has been used in some of the most successful AAA game titles for a number of years.
DA:O's toolset is not the most friendly thing in the world, but given the power it gives you compared to NWN1 and NWN2, that's no big deal. And it's not as hideous are people are making out.
Do either of those toolsets allow you to instantly create lipsync for character dialogue? Do they allow you to automatically generate animation gestures and camera changes for conversations?
No, they don't.
Yes, DA:O's toolset has a learning curve. That's because it's powerful. I encourage all NWN1 and NWN2 modders to learn the new tools, and help contribute and teach other people how to use them. That's how the community will make even more incredible modules and adventures that were not possible in NWN1 or NWN2.
And don't forget... there was a learning curve when dealing with the toolsets for those games too!
#124
Posté 04 janvier 2010 - 12:57
From what I have seen it is not very different at all. It is difficult to make something new in the fantasy world where there are such heavy influenses like Lord of the Rings and D&D and Forgotten Realms. They are so common that they feel generic. So...when making something that you think is new it might not be so new after all.nedlbin wrote...
We should keep in mind, that the core of DA:O is completely different to the Forgotten Realms scenario of NWN and NWN2.
Now that was just a side note.
What I really wanted to say on the question about where the NWN people are is that they are probably still playing and building in NWN.
Although DA does seem new and shiny and probable as thorough as NWN1 it awakes little interest in me. It is simply not aimed at the NWN people but more to a great mass of people.
A great success at that as well it seems.
Good luck to you all. I'm still staying with NWN.
#125
Posté 04 janvier 2010 - 01:37
Take a look at the project lists,, you will see that there is major work being done,, I am in the Crown of Creation, Headed by Proleric.
LadyD is working hard as she always does, and so are many others.
The Talent here is as NWN, I am excited at what is coming from this wealth of experience and knowledge.
The joy and pleasure that we have/had With NWN will be bursting out here as well, one of the main delays is that many haven't long had the Toolset, and there is still some issues with the toolset for some.
So,, the fact that DA:O hasnt been out that long means the Big stuff is still in the Oven
Some of the mods out so far are excellent,, but there will be clothes to fill every store soon
The Future, if EA lets Bioware do it's stuff the way it likes, could be even Better than NWN,, but that will be a Very
hard task,, as NWN1 is still my all time favourite.
NWN2 was close,, but the stuff off of that was some of the best stuff I'd seen,, though Oblivion had some excellent stuff to,, imagine the mix of the 2,, it's mind blowing.





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