Neverwinter Nights 2 Persistent World
Persistent world admins should install NWNX and xpbugfix 1.0.20 or greater. This will allow your server to automatically send data to us. Remember to provide a Module URL (usually a link to your forums) via the nwn2player.ini and a Module Description via the toolset. Welcome to the official Dysotopia 2 site. This site is the home of the Neverwinter Nights 2 persistent world, Dysotopia 2. This site is currently under development and new content will be released as it becomes available.
The FR Games CommunityWhat's the fuss all about?Get the Neverwinter Nights games at GOG.com:.Information Links:.Modding Links:.Spoiler Tags:Please add spoiler tags if you're talking about the events of the game. To add a spoiler tag use the appropriate code in your comments:spoiler tags are for Neverwinter Nights 1:Spoiler goes here(/nwn1)spoiler tags are for Neverwinter Nights 2:Spoiler goes here(/nwn2)spoiler tags are for Neverwinter Online:Spoiler goes here(/nwo)spoiler tags are for any other content:Spoiler goes here(/other)Regarding Moderators:At the moment this sub is look for volunteers to help us moderate. This is a small sub, so first-timers would be more suited than power-mods.
It is almost essential that you are experienced with NWN1, NWN2, and NWO, as you will have to enforce spoiler tags.If you want to help out and learn the ropes of moderating, please.Regarding Link Flair:To aid in ease-of-use and save everyone some time, we have link search filters for the community to use. Remember to add keywords if your query is a specific one. Without discussion, what future will bring with NWN:EE, lets talk about persistent worlds today. And lets be objective, since the best for you is the one where your friends are.
But lets think about features, dedicated staff, world size, and everything else you feel is important.My Vote would go ( and i must admit as huge fan of NWN1, i never thought it will be so ) to NWN2 and Persistent world 'Baldurs Gate: The Sword Coast Chronicles'Over 10 years old. Still full at peak times. Continuously developed. The game is so big, most of MMOs are smaller in terms of content. Meticulously Lore accurate with most of southern Sword Coast mapped out. In short, the sheer accomplishment is a wonder.Even though NWN1 PWs like Ravenloft, Arelith are spectacular, in my opinion they stand quite far from excellence of BGTSCC. I'm a builder (long time builder) of a module that has been around since 2006.
Argentum Regio - Some of that data I have, some I don't. For example, we openly advertise 1337+ areas (way north of that number), but most interestingly we feature infinite areas. Our standard surface area, of which there are more than 400, are 160meters on a side (16x16 tiles). The space makes horses more interesting, and gives us lots of space a creature can explore, hide-within, and in which to secrete all sorts of in-game useful/interesting things (herbs, water sources, crevices into which a PC might delve, etc.). Item count, weapons, armor, I don't have that off-hand, I'm sure I could count the palette but most of what we do is dynamically generated or custom made by PCs or DMs, and so not really visible in the palette.
We've added a fair number to include swim, cook, climb, jump and many crafting-related-skills - but, also many skill-based actions such as extortion, grifting, carousing, etc. (which run off-of existing NWN skills). Many of our NPCs are like the items, generated procedurally or DM crafted and stored outside the palette (databases).
Quests are likewise (many) procedurally generated. Many of the features of the server make an apples-for-apples comparison difficult. I wonder if it might be similar for other, highly-evolved servers?. Better, worse, yes, both, no, neither - OK, but certainly different.:PThere are pros and cons to every approach. We do things differently here, because different is sometimes refreshing. Different how? Most modules build in a vignette style, where 'only important locations are built so PCs can visit there', but we build contiguously making any area potentially important to your adventure today.
Your PCs can literally go anywhere. PCs on a journey never can be certain where the trouble will manifest, and a DM can litter the path with both clues and red herrings as desired. We built big so a DM has 'room to move', and encourage our DMs to create custom adventures for the PCs involved - especially those linked to PC back-stories.
Skyrim load screen replacer. This notion of 'room to move' is best illustrated by the fact that we have special areas a DM can configure to represent anyplace not already represented in the module. It is additionally shown in the fact that our DMs can make custom magic items on-the-fly. Our humble goal has been to enable the players (DMs and and PCs alike because both are players after a fashion).If we code in each and every quest, every player can run those same quests, maybe with the same PC, maybe with different PCs but it is the same adventure somehow setup the same ad nausea. That is the down side of set quests. It sort of robs a PW of the persistence part, if the same bosses can be killed over and over again.We built our server to have some set quests because when no DM is around, players still want to do something fun and adventure-like. We built those set quests to make sense that they 'regenerate' themselves.
We also built the module to have randomized quests based on the PCs participating (things scale to level and the like). We built so that procedurally generated PCs make sense where they spawn - some have some generated back-story (this is experimental atm as we are rolling this out to PC and NPC currently). If the procedural generation is good enough, it can replace hand-crafted adventures very well indeed.Bear in mind this is an evolving and HUGE project.
Neverwinter Nights 2 Wiki
Arelith NwN serverI was playing my Drow in the underdark one morning before work. None of my friends were online and it was around 1am so I decided I would just go solo a dungeon for fun.
I decided to do the Stingers dungeon, I am a level 10 Blackguard so I figured me and my skeleton summon might be ok together nd we were. That was until a group of 5 adventures caught up to me in the dungeon. I gave them a greeting and implied that perhaps we should work to the same end to finish the dungeon. They decided they wanted to rob me of my gold, I decided that was not happening. After several threats to hand over my gold they attacked me 5v1 and sadly after about 3 or 4 minutes of fighting for my life they managed to down me and get my gold. Now the point of my story is that I'm not angry that I was killed as annoying as that was, The point is that it should'nt have happened.
PvP I have noticed attracts certain kinda of gamers,Trolls Griefers and Toxic personalities in general. Now thats not to say thats true of all people that enjoy PvP but the vast majority are.
I saw no reason for PvP to have been the outcome of that encounter, Its an adventure game why not team up and kill monstars. I get we were evil but EVERY time people can PvP they do! Now they didnt break any rules, its just disappointing that their first reaction was to rob and attack me.
On that note I feel that this is not just contained to the underdark, Arelith as a whole has become this festering cesspool of wanna be PvP players. Arelith in my eyes is not a hardcore RP server it is an RPvP server.