TSM is up...report probs here for the next few days
Moderator: ALFA Administrators
This might be just a matter of connection latency, but the target of the "Cold Blooded Runt" quest doesn't show up until a minute or two after getting the "Quest updated" message. I know statics are broken, but figured I'd mention it. Also, the quest update doesn't seem to do anything until after you actually kill the thing (as it should, which made the previous message seem out of place).
Style critique: the area around the High Hold keep is cramped and very difficult to navigate with NWN2's wonky camera. Parts of Silverymoon appear to suffer from this as well. This is less of a problem using the character camera mode, but could be somewhat hectic if fights ever occur there. Also, the water around Rivermoot and High Hold appears to be unnaturally blue during daytime.
For the travel map, perhaps you should just allow PCs to enter subareas with it rather than seemingly any area. For example, rather than permitting access to Rivermoot from the map, drop PCs off in the highway area leading to the town and make them walk the rest of the way. This should cut down on map pins and make travel feel a little longer (not to mention showing off more areas). I'd also suggest labelling ATs to the world map to indicate they are not ordinary transitions.
Style critique: the area around the High Hold keep is cramped and very difficult to navigate with NWN2's wonky camera. Parts of Silverymoon appear to suffer from this as well. This is less of a problem using the character camera mode, but could be somewhat hectic if fights ever occur there. Also, the water around Rivermoot and High Hold appears to be unnaturally blue during daytime.
For the travel map, perhaps you should just allow PCs to enter subareas with it rather than seemingly any area. For example, rather than permitting access to Rivermoot from the map, drop PCs off in the highway area leading to the town and make them walk the rest of the way. This should cut down on map pins and make travel feel a little longer (not to mention showing off more areas). I'd also suggest labelling ATs to the world map to indicate they are not ordinary transitions.
A few of the Shops in High hold their shopkeepers don't spawn, and a lot of the area transitions, in the shop keeper area, seem not to work properly. everytime I've clicked they seem to either warp me to another door still inside or just dont work.
I concur with runestaff. The Area transitions can be quite confusing. Half the time I have no idea if I'm entering the area or exiting the area, and on top of that they are almost all labeled the same so it's quite confusing
But so far everything looks awesome! can't wait to see it come alive!
lastly, it seems like there is no where my toon can rest
I concur with runestaff. The Area transitions can be quite confusing. Half the time I have no idea if I'm entering the area or exiting the area, and on top of that they are almost all labeled the same so it's quite confusing

But so far everything looks awesome! can't wait to see it come alive!
lastly, it seems like there is no where my toon can rest

"You can have power over a man as long as you dont take everything away from him, but once you rob a man of everything he is no longer in your power."
- ç i p h é r
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We can make accommodations to accelerate dying on beta servers. However, I don't believe accelerating bleeding is best for players on LIVE servers for a number of reasons:
a) Excessive death is already a frequent complaint among players.
b) ALFA is a slow leveling world so it takes a long time to earn levels.
c) On a live server, the choice isn't between waiting to bleed out and playing, it's between waiting to bleed out and waiting to be resurrected in the morgue.
a) Excessive death is already a frequent complaint among players.
b) ALFA is a slow leveling world so it takes a long time to earn levels.
c) On a live server, the choice isn't between waiting to bleed out and playing, it's between waiting to bleed out and waiting to be resurrected in the morgue.
Many of the bugs mentioned have been addressed, but not all.
New PWC to download.
New module is up.
If people could continue this for the remainder of the week we should have the bulk of the major bumps cleared away for some more immersive rp-type beta testing.
Thanks for your ongoing support. Means a lot.
New PWC to download.
New module is up.
If people could continue this for the remainder of the week we should have the bulk of the major bumps cleared away for some more immersive rp-type beta testing.
Thanks for your ongoing support. Means a lot.
- oldgrayrogue
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^ +1ç i p h é r wrote:We can make accommodations to accelerate dying on beta servers. However, I don't believe accelerating bleeding is best for players on LIVE servers for a number of reasons:
a) Excessive death is already a frequent complaint among players.
b) ALFA is a slow leveling world so it takes a long time to earn levels.
c) On a live server, the choice isn't between waiting to bleed out and playing, it's between waiting to bleed out and waiting to be resurrected in the morgue.
- oldgrayrogue
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Having troubles logging in to TSM -- there are 2 servers listed --one as Beta and one as test003_tsm -- which is the most recent version? (the beta has 12 player max) On the other server listed on gamespy i get booted on login with an error message -- all updated on worldgate so not sure why -- can log in to the beta np
- AcadiusLost
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- AcadiusLost
- Chosen of Forumamus, God of Forums
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I've got a merged copy up now, called "ALFA 003 Test Server", under PW story. The PWC is nearly a gig in size, and will be updated next time you run Worldgate (using the "www.alandfaraway.org" configuration). Those who had the PWC from the worldgate before should have a faster download, as many of the areas are unchanged from the prior one.
Password is as per ALFA standard.
Password is as per ALFA standard.
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