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       #Post#: 464--------------------------------------------------
       Change Management
       By: Genesis Date: June 22, 2019, 2:25 pm
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       This post is a general explanation of how I roll out my changes,
       with particular focus on spells, feat, and class changes.
       [hr]
       Why Change?
       Change in NWN is, as Agent Smith would say, inevitable. The game
       is entirely designed for a single player experience with
       multiplayer a distant second. As such, a lot of its scripts,
       feats, and classes are configured for that single player
       journey.
       That does not always translate well to the multiplayer
       experience and often we have to evaluate the suitability of a
       particular game feature in a much wider consideration. There are
       literally a billion mechanical parts all moving at once and
       somehow we need to keep a track of how changing one affects
       others.
       These changes are entirely designed to clip overpowered (OP)
       game mechanics and bring a sense of balance. It is an ongoing
       process that takes a degree of trial and error before we get
       'right'. It's also worth remembering that change takes time and,
       depending on how difficult a change is, this can mean a
       development time of a few minutes to several weeks.
       Methodology
       The methodology is split into three phases:
       [list]
       [li]Script Fixing[/li]
       [li]Poll-led Testing[/li]
       [li]Finalisation[/li]
       [/list]
       Script Fixing
       The scripts of NWN are notoriously fragmented. Various
       development teams, 10 years of development, and several swings
       at changing the mechanics mean that some scripts can have 3+
       versions within in one script.
       On top of this there is NWNX. It includes a lot of features that
       core NWN cannot support. Sometimes the scripts require us to tap
       into this new functionality - this introduces an additional
       complication, because we cannot tests these scripts offline. We
       have to test such functions in live.
       So my first objective is to overhaul the respective scripts and
       make them easier to manage.
       This will be accompanied by a forum post here to get a general
       feel for the initial proposed change and invite ideas on the
       matter. By the time the development is done, I should have a
       decent set of feedback, thoughts, and alternative ideas.
       What is not happening presently is that I am not limiting these
       changes to a controlled space, such as the arenas. That needs to
       change, but is part of the long term goals.
       Poll Led Testing
       This bit is relatively self-explanatory. Now the scripts are in
       a more manageable form, they can be tweaked easier between build
       releases. The ideas from Phase 1 can filter into a poll and
       players then get time to critique and evaluate the different
       impacts of mechanic changes.
       Finalisation
       We make a final decision based on feedback.
       Contract
       The contract is our agreement between players and the DM team.
       Simply put, you will get out of the change process what you put
       in. We invite you to comment at every stage of the above
       process, but with that come three key caveats:
       [list]
       [li]Always keep your discourse polite, relevant, and
       respectful;[/li]
       [li]Players here are of varying experiences and everyone has the
       right to state their opinion;[/li]
       [li]Complaining after the process has completed, especially if
       you did not contribute during, will only serve to have this
       point made at you in subsequent conversations.[/li]
       [/list]
       [hr]
       That just about covers it. Any questions, DM me on Discord :)
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