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Post by slinker on Dec 7, 2007 19:33:34 GMT -5
Greetings!
Since I don't really know where and how I am suppose write this I just pretend I never been on forum before in my whole life and simply click "new thread". ;D
Just wanted to say that I really hope this one works out. Loved the original zombie survival module on nwn 1 and was very active "Undead Nightmare" afterwards. I think the setting in it turns nwn to an whole new game that where surviving itself is challenge and people who simply wants to grind to the highest level will die because of their stupidity.
Just wondering one thing about this module. Will it be a total remake of the original zs?
If no, what will be different?
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Post by Jaxe on Dec 7, 2007 19:50:36 GMT -5
Welcome, Slinker, to the forums!
To answer your question, this will not be a total remake in the sense I think you mean it, but yes, there will be plenty of changes and additions!
We at the development team are going by the golden rule of trying things out first, then deciding on what stays or not. The largest amount of time we've spent is probably on simply reversing changes made and completely re-thinking very critical aspects of the module, like the crafting, the professions and skills.
As for what will be different; we will focus on making the gameplay as smooth and intuitive as we can (Like many have come to enjoy on the primitive but intelligently designed NWN1 servers), but it will also likely be quite a complex clockwork mechanism to some extent. We will feature some old and some new concepts of gameplay that will hopefully not turn away any veterans while attracting players from other genres of NWN roleplaying. Professions like Cook, Hunter, Herbalist and Ritualist are in, all with very unique abilities tied to them. Skills like Lockpicking and Engineering/Repairing involve some of the crafting systems we've built and special item wear/tear characteristics unlike in any other server. Bleeding and dieing subsystems have their own kinks and...unsuspecting players can find themselves in the kind of mess you didn't expect to end up in a survivalist-themed server, or maybe you did. I won't reveal everything yet as it's usually best to keep tight-lipped about key features that involve such mechanics that are still being worked on and designed fully.
Full reports on how individual systems work will be posted when they're finished to the point where we can sigh with content and move on to other pieces of the puzzle.
The players will need to work out much on their own, but with help from FAQs and other useful tips that will be available on the forums and through in-game help-menus. There will be a slight learning curve, but a small community of beta-players, we hope, will pass on their knowledge to future generations and so lessen the burden of those newcomers who have all this stuff to get to familiarize themselves with in but a short time.
What we are particularly interested in are all those little things that make a world come to life. A fireplace that crackles, a soldier that coughs in the night and a zombie child shrieking when a holy water bottle comes crashing on its forehead, burning away at its dead, rotten flesh. Simple DnD-style messages that convey the mood of an area, the fray of the battle or the attitude of an unscrupulous merchant. Dramatic lighting and ambient sound to make that lonely dark alley feel like the death trap you knew it to be. Those filthy sewers that you knew would get you infected with some disease now really will turn you away from just the smell alone.
For your information, we're making great progress and are looking forward to launching an early open-beta test soon in January-February 2008.
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Post by jojo on Dec 9, 2007 17:54:36 GMT -5
welcome
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