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Fustrated with NWN2 controls. Help!


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17 réponses à ce sujet

#1
General Fear

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This is what I want.

I'll like to be able to zoom in and zoom out. Also, I want the ability to spin and so that I can get a 360' view.

How can I change my settings to get this done.


At the very least. How can I get the game back to its default settings.

Modifié par General Fear, 13 janvier 2013 - 04:46 .


#2
Arkalezth

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Use the "character exploration mode" camera style.

Modifié par Arkalezth, 14 janvier 2013 - 10:59 .


#3
Dann-J

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I use Exploration Mode, and use the scroll wheel on the mouse to zoom in and out as required.

#4
I_Raps

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I'm with DannJ. Exploration Mode all the way ...

... which brings up a little oddity. Sometimes the game loads in one of the other Modes and I go all but berserk before I realize why I can't zoom out.

In the settings, look for the page for each Mode.  In EM there is some setting that will allow your 360 spin by moving the cursor to the screen edges.

Modifié par I_Raps, 14 janvier 2013 - 07:14 .


#5
Arkalezth

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Sorry. I meant Exploration, not Character. I've edited the post.

Modifié par Arkalezth, 14 janvier 2013 - 11:00 .


#6
xsys

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Rather than start a new thread I thought I would post here.

The controls are a bit strange at first, and the camera can be quite wacky, but I found a nice balance with "Character Mode" and changing the "A" and "D" keys to turn the camera while I walk. However, I still don't understand the mouse-click for combat. Is this a real time strategy game? I click to hit lizard man (for example) and we both just sit there. After a few seconds one of us finally hits the other.

Is there no way to just hack at something or do I have to strategize each hit?

#7
I_Raps

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LOL.  I have a friend who I used to play online with years ago (when he still played computer games) who would completely bounce off the walls over that.  Every gaming session would involve a talking-him-down phase.

It's NOT a real-time game. It IS a turn-based game. You only get a certain number of attacks per turn - one attack, that is, early in your character's career. As you level up, you will attack more and more often. In fact, an epic-level fighter character will attack so often the engine can't/won't show them all (it will just show damage numbers floating overhead if you have that option turned on).

p.s  Make sure you didn't accidentally turn on puppet mode or parry mode.  Either/both of those will definitely slow down your attacks.

Modifié par I_Raps, 26 janvier 2013 - 06:57 .


#8
-Semper-

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your profile shows that you own drago age: origins. nwn2's basically similar controls. you give your party members orders and they will attack their target on their own, no need to click for every single blow.

Modifié par -Semper-, 26 janvier 2013 - 11:29 .


#9
Morbane

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thats what makes NWN2 so cool - its turn based

that starters frame rate gives you time to actually play with a rules structure

rather than having the 'most fly' control pad

any d&d edition is based on role play and strategy

if it wasnt i dont think an engine with a toolset would be as fun

#10
xsys

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Thank you for the replies everyone! Obviously I am totally new to the NW universe (and DandD in general), so please bear with me. I am an old gamer who just discovered RPGs...apparently I have been "under a rock" in terms of gaming.

-Semper- wrote...

your profile shows thatyou own dragon age: origins. nwn2's basically similar controls. you give your party members orders and they will attack their target on their own, no need to click for every single blow.

I just finished playing DA Origins complete and DA2...it was great! That is exactly what I am comparing it to. However, my play style was probably unique in that I let the AI always control my team while I just leveled up and hacked/slashed my way to the end. Lord of the Rings War in the North was like this as well (great game), but NW2 seems a little different (although not as bad as Witcher! I did get the hang of that eventually.).

What I would like to do is simply level up as a "War Mage" (if that is the correct term) and let the AI control my team as I romp through the game hacking and slashing. Is that possible, or do I have to pause and assign? The way it works now is that I click on an enemy to get a red cirle and then my character strikes...eventually...and  strikes again...eventually...until I kill whatever it is. It works, but it seemed like I was doing something wrong.

Modifié par xsys, 26 janvier 2013 - 01:27 .


#11
-Semper-

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while da2 and witcher 1+2 have had those action controls... da:o was the same as nwn2. there you could not hack'n slash your bloody way through hordes of monsters, instead you had to click your target and command the attack. afterwards the pc you controlled attacked on their own whithin pseudo rounds.

without going into detail nwn2 also got combat rounds (6s). you can't play it like an action packed hack'n slash clickling your enemies to death, that's a completely different type of game. besides that you can let the ai control your party. dunno if the ai is too dumb for normal difficulty but it should work on easy. for the record i do only play in puppet mode to micromanage my whole party.

#12
xsys

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-Semper- wrote...

da:o was the same as nwn2. there you could not hack'n slash your bloody way through hordes of monsters, instead you had to click your target and command the attack. afterwards the pc you controlled attacked on their own whithin pseudo rounds.

You are (mostly) right. I just went back to da:o and I had to click on my target, but my character kept hacking away (and the enemy too) until I killed them. The rest of the team fought without any intervention and moved from target to target with no direction from me. I was free to target anything I wanted while the game used my team to help...very intuitive AI.

In nwn2 it seems to work in a similar fashion, but when I click there is no immediate action...and then my character finally strikes (or the target strikes)...then we both stand there...then somebody strikes...then we stand there...etc. My game is not lagging as it is a high-end machine, it's just that there seems to be some delay. Does the AI pause for further instruction or intervention, and if no action is taken it does something on it's own? It's not quite like da:o to me.

Modifié par xsys, 26 janvier 2013 - 04:31 .


#13
painofdungeoneternal

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Note this is using D&D rules, which is what almost every other game in this genre is based on, even world of warcraft and dragon age borrow heavily from these rules. These rules are done via dice rolls, using rounds, with success determined by your stats, level, etc. More based on your character, instead of your own gaming ability.

It's using a hybrid of turn based and real time. Basically at low level you get 1 attack per round, and that rises as you rise in level ( ie fighters get more attacks ). You eventually get this divided into 3 flurries of attacks, and with certain classes ( monk for example ), it's actually very intense.

The game uses rounds (6 seconds), with a delay based on initiative, but they are not exactly synced like a turn based game. This lets it work on persistent worlds. This makes it so it seems like real time, but it's actually round based. The game rules make it so you are weak at low levels, with limited attacks, low chances of hitting, and makes it so your success is more based on what your character can do, instead of how quick you are with the mouse.

Does your wizard have low dex. If you want hack and slash, you probably would prefer a melee class like a monk, paladin or a fighter, or even a warlock. If you want a caster, a cleric is a good choice. Wizards tend to run from fighting, and prefer to hide unless they can unleash lots of pyrotechnics. At a single 1st level spell at first level, and the worst attacks and defense, well that 1 spell per day is the only thing they can possibly do without dying. They are by design supposed to be squishy and have a lot of trouble in melee. But at high level, they are more like a nuclear bomb going off.

The class itself is kind of the antithesis of what is popular in other games, there is no equivalent in DA. Most games don't really have much difference in classes, with the idea of always being able to do something, ie in gauntlet you have a missle weapon, it just looks different based on class and does varied damage. In this game, each class is fundamentally different with its own mechanics.

Modifié par painofdungeoneternal, 26 janvier 2013 - 05:11 .


#14
Tchos

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Stated another way, the reason for the delay between your clicking and the character attacking is that your character did not win the initiative, and thus the attack was delayed to give the enemy the first strike.  Other times your character will strike first, but only once every 6 seconds, because that's the length of a combat round in D&D. 

DA:O used shorter rounds, which made it faster, but I don't think it gave the possibility of gaining extra attacks per round, like you can here.  Until/unless you reach a level with a class that gains extra attacks per round, like a monk at higher levels, then there will continue to be just 1 every 6 seconds.  However, you can move between those attacks, too.  Just beware of attacks of opportunity if you move near an enemy, unless you've put points into the Tumble skill.

This is a breakdown of D&D combat according to the 3.5 rules, which NWN2 follows:
http://www.dandwiki....ow_Combat_Works

#15
xsys

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painofdungeoneternal wrote...

The game uses rounds (6 seconds), with a delay based on initiative, but they are not exactly synced like a turn based game. This lets it work on persistent worlds. This makes it so it seems like real time, but it's actually round based. The game rules make it so you are weak at low levels, with limited attacks, low chances of hitting, and makes it so your success is more based on what your character can do, instead of how quick you are with the mouse.

Tchos wrote...

Stated another way, the reason for the delay between your clicking and the character attacking is that your character did not win the initiative, and thus the attack was delayed to give the enemy the first strike.  Other times your character will strike first, but only once every 6 seconds, because that's the length of a combat round in D&D.

That explains exactly what I am seeing...very cool! I think I will get into this game more than the others actually.

Thank you all!

Modifié par xsys, 26 janvier 2013 - 06:20 .


#16
Arkalezth

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Tchos wrote...
DA:O used shorter rounds, which made it faster, but I don't think it gave the possibility of gaining extra attacks per round, like you can here.

I wouldn't say that DAO has "rounds". Attack speed is dependant on the weapon type for basic attacks, and then there are the active abilities, which have their own speed, etc. But if, for example, you have your mage cast two spells in a row, s/he'll cast one right after the other, instead of waiting a few seconds in between.

Overall, I prefer DAO in that regard. It's funnier IMO, and it's more realistic for a warrior to attack faster with a dagger than with a maul. The one thing I don't like about DAO's combat is the need to click on every single enemy. I hate clickfests, and being able to target and attack an enemy with the keyboard (as in NWN2 or DA2) makes things much less annoying for me.

That was kinda off-topic, but I felt like ranting a bit about it. To the OP: rounds are annoying early on, but combat will get quicker once you gain a few levels.

Modifié par Arkalezth, 26 janvier 2013 - 08:00 .


#17
Tchos

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I think you're right, and DAO actually used ability cooldowns instead of rounds.

#18
Arkalezth

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Yes. I also like how buffs work in DAO, where they can be active all the time at the cost of reducing your total mana pool, instead of just lasting X time. PnP may be different, but for a computer game, I prefer DAO's gameplay way better than NWN's.