Single-player support
AstroBryGuy
Member Posts: 3,437
Will the OC allow more companions/henchmen at once, to give a real D&D party feel for single-player games?
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(I don't see the point in doing this, those games are over and done with)
Edit: I'm still in the Prelude, but from everything that I've seen, so far, it is identical to the 2002 version. Not even updated to where Bioware left off in version 1.69, but identical to release. Pavil needs inventory control!
There may be a mod that somehow puts henchman inventory support into the OC, but I don't know of it.
Multiplayer is fun, but I don't often have time for it. When I played PST on my iPad, it was usually in brief sessions under an hour each (e.g., grab a quick session at lunch). Even when I had longer sessions, I often had to pause the game to check on a batch job result or deal with action emails. It's nice to be able to pause the game and be able to do these things without worrying if I'm leaving the other players mid-combat or something.
Edit: The OC that you're playing today is almost identical to how it was released in 2002. Better henchman support is just one example of something that should have been updated to current patch levels.
Edit II: Or, if they do just let them rot, I hope that they'll at least have the integrity to allow other builders to make *and share* improvements.
I thought I kind of understood that you wanted henchman inventory support and ability to carry two henchmen through the OC like in HotU. Is that what you were wanting? Why not put your two cents in about that as a feature request to the devs? They are at the stage of trying to listen to community wants at this point in their development cycle for the eventual release of NWN:EE.
They have opened up pre-orders for the game and generously allowed any interested consumers to beta-test for them, as well as opening up the suggestion process. They are doing a second livestream taking questions as I type this post.
Old wise cliche: "You can catch more flies with honey than with vinegar."
I do know that it's very early beta and I do certainly appreciate all that they've done and are doing. I've been pretty active here in the forums and do post ideas as I come up with them. As far as the OC(s) go, I would just love for them all to be more uniform. I understand that the OC and SoU were tuned and designed for one player, plus an optional henchman. I don't expect them to redesign and retune everything. However, I do hope that they upgrade the henchmen support, at least.
I'm not saying to support up to 6 character as for BG1-2 and IWD, in singleplayer but at least 4 characters as for NWN2.
There are several mods that adds inventory menangment to oc. But I do not find any mod alowing 2 or more henchman in OC, i tried add this for myself but without luck.
Focusing too much on improving the creation tools could split the playerbase and give module creators less people to play their content.
Smaller changes such as improved henchman and enemy ai could go a long way when it comes to giving this version of the game a visual feature list for its playerbase.
More importantly, NWN is not a clone of PnP 3e D&D. There are changes to the rules that make it easier for characters to survive. For example, the familiars in NWN are quite different than in PnP. The Pixie familiar provides a rogue! Other familiar serve as classic "tanks." The heal skill was much different in 3.0 PnP too. Its been awhile, but I'm pretty sure it didn't heal hit points as in NWN. And I believe that 3e summons were not as strong as they are in NWN.
The point is: NWN, although based on 3.0 D&D, was modified such that certain skills and such are far more powerful than they are in PnP. The changes between PnP and NWN made the single-player campaign viable with or without a henchmen.
I recall finding the overall power level of NWN being frustrating when I was involved in persistent worlds back in 2003-5, and I wanted more of a PnP feel. At the time, there were a set of DM tools that allowed for this, and the absolute most fun I had was playing in a campaign with other players and an actual DM. This was because the DM could possess NPCs and bad guys giving them something no amount of AI scripting could!
NWN is a multiplayer game first.
But they made changes to 3e to make the single player campaign with only one character more playable.
The idea of NWN especially in OC that there has never been a real update of the contents based on the inserted expansions, the different changes remained feme to their current state regarding the changes you have companions.
Frankly I say we are in 2017 not in 2002 now the times change and return to play the original campaign and get to the boss and smadonnare because I can not defeat him ... I'm sorry but I will not, D & D has always been a group game, with this I do not say that I penalize the game multy indeed I'm glad that from that point of view want to improve it but not everyone here on the forum I think we have friends or relatives who play video games together ... I do not think so.
So if we want to find an agreement I would propose to update the first 2 campaigns to the group mechanics of the 3rd expansion, I do not think it is difficult, and then add the control of the group members AI as in NWN2 that was more comfortable and it's a mechanic present in all modern games and it works, but if most of the people here are too tied to the past and do not want to change their opinion and then exit, you can leave because here you are trying to rivagilzzare a game and not release it as it without correzzioni or added because if not NWN: EE did not buy it, I'm point I prefer to buy them but Diamond is enough.