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Topics - Tails1879_
1
« on: June 25, 2017, 08:01:51 AM »
... Okay, so I was a bit late on it. However, on the 22nd of June, 2002, the server as we know it launched under the name "The Magic Bubble". Although just about everyone has come and gone since, the server has had countless adventures and stories told within its walls. Thank you guys for all the great times. If you ever feel like swinging by and hanging out, let some of us know. If I'm able, I'll gladly swing around if asked.
2
« on: December 01, 2016, 03:38:26 PM »
Yes, yes, I know, it's to promote their current winter sale on GOG, but damn it it's one of the only ways to even get NWN1 and NWN2 these days. So, if you know anyone that doesn't own the game but still wants to try it, now's the time to claim it for their GOG library. The offer is valid until December 3rd, 10:59 AM UTC. https://www.gog.com/You still need to message support to request a CD Key, however, if you don't have one already.
3
« on: March 29, 2016, 04:25:33 PM »
We all know the dreaded electrical trap: High damage, easily kills off an unsuspecting player. However, I feel that the traps are far too strong for what they should be, especially for regions meant for levels 2 - 5. And they're not just electric traps. This nasty bugger was in the Neverwinter Wood - South, on a small bag in the SW corner of the area, killing a Rogue 2 / Bard 4 character for almost twice her health. On top of that, only a barbarian with 14 CON (or 12 + Toughness) and full hit points would be able to survive a hit like that. So... what kind of trap is that? DC 26, capable of doing 92 fire damage? According to this page, that's... a deadly fire trap. 25d6 fire damage, DC 26. What the heck is that doing in a region geared for new players?! Can someone take a look at what creates the traps on these loot containers? I feel this was definitely not meant to be encountered for low-leveled players.
4
« on: August 15, 2015, 06:11:39 AM »
The following is an article submitted for publication in the Llast Word.
Nightal 27 - HOUSE OF PLEASURE AND PAIN RAVAGED
Citizens of Neverwinter awoke this early morning to the booming voice of an angel, descended into the city from the massive Tyrran army that awaited south of her walls. Announcing his intentions to eradicate a force of evil within the Jewel of the North, the celestial being flew to the Blacklake district and began to destroy the House of Pleasure and Pain, a popular yet controversial place of sanctioned Loviatar worship. Although the temple's head priestess Olya attempted to defend the temple, the summoning of devils forced several guardsmen and adventurers to intervene. Ultimately, the building was destroyed.
The House of Pleasure and Pain was a controversial business that had been approved several years prior. Although the business has drawn criticism for fostering worship to Loviatar, the location of the temple incited far more anger. Despite petitions to Castle Never, the building remained in place for several more years until its recent destruction.
Although many rumours are circulating about the event, the heated debate has also sprung up over allowing such a temple in the city once more among the nobility. While many folk are happy to see the work of the divine striking away corruption from the city, some have argued that such an outsider should not force its influence into the mortal realm over a bathhouse.
Soon after the destruction of the building, the great army that stood outside of Neverwinter marched away and disbanded.
5
« on: February 24, 2015, 12:23:19 AM »
So it looks like the problem has gotten worse lately. It seems after the server has been running for a few minutes, the next DM to log in will cause the server to outright crash. This requires the host to manually reboot the server.
Any idea what the problem is, and can we fix it?
6
« on: August 25, 2014, 02:08:19 AM »
As the title says, if someone logs in and has bounty heads in their inventory from before a reset, then some entries on the bounty boards will state, "Deceased - Claim Pending". After double checking, the bounties are indeed still alive and have heads that can be turned in.
7
« on: August 20, 2014, 05:49:33 AM »
With the module high up in the resource count, the build staff need to make some room. To help with the clean-up process, some player housing that doesn't get used will need some pruning. So without further ado, here's a list of all player houses currently in the module that are up for removal. If your housing is on the list and want it left in the module, please claim it.
1: Borcha's Cave 2: Calhi's Shack 3: Dark Tower 4: Forgotten Cave 5: Overgrown Ruins 6: Neverwinter City - Rising Sun 7: The High Road - Abandoned Tower 8: Neverwinter City - Apartments 9: Daisy's Bed and Muffin 10: Rafferty's Treehouse *Claimed*
This is a 3-week notice. After 3 weeks (That's September 10th), any unclaimed housing will be removed from the next version of the module.
Don't worry if you've come back too late to claim your home from the chopping block. If you're a returning player and find that your home is no longer in the module, we should still have a backup of it available in a .ERF file, ready to re-implement into the module.
8
« on: July 02, 2014, 07:10:18 PM »
Due to IGN's direction, the NWVault website, originally hosted on GameSpy's network, has been closed down sometime in the past week. Since GameSpy's online presence was taken over by IGN, it seems they've decided to shut down the vault in order to turn it into a mere redirect link to their wiki page on Neverwinter MMO. Because, you know, that seems like a sensible thing to do. I've been following a topic on the BioWare Social forums to see if anything new crops up. Thankfully, it seems that the people behind the similarly named "The Neverwinter Vault" have been backing up the NWVault itself for some time, and are looking to upload its content once they get things working. Plus, the Nexus network still has a page up for Neverwinter Nights 1 and 2 if need be (Find that here!) though hasn't been updated so much. If you've got portraits, overrides, and modules you find to be essential, please start backing them up. Who knows when (and if) the content could be found again.
9
« on: April 29, 2014, 08:07:50 PM »
So, here we are again. We've got a server that refuses to be put down, with the odd folk coming in once in a while to see how things are going. Except... there's no one there, not even me.
After catching Dylan and Darkzealot on the server, the idea of creating some interest in the server came up. Last year, over the summer, we had a decent number (close to 10!) of people playing. There was especially a good concentration for at least two weeks at the time, too. Even if it was a bit of a fluke, the number was up there and people enjoyed each other's company, which kept things going for a bit.
I take a week's break due to loss of creativity and serious business, and... empty. In fact, a year has passed, and the server has been completely empty.
So, what do we do?
I'm thinking something akin to our old server party, though perhaps not themed as a mere party where we just play vampire and what not. A time for us to get together, do some RP, maybe get something to happen (Maybe even a big one, like griefing ol' Luskan). It doesn't have to be fancy, but something that'll have old players wanting to log in and meet up again at least that day. After all, the biggest problem we're having is recursive, with people leaving due to having 0 players to interact with.
Once we've got an idea of what we want to do, if anything elaborate, we need to pick a time. Say, this or next weekend (I'm thinking next week's end, which is after my finals have ended for the semester).
Finally, we need to get the word out. I know quite a few of you folks use Facebook and follow the LotN group there, but we should also spread the word to interested parties. E-mail, Skype, Steam, phone, whatever. If folks can't make it quite then, hopefully we'll have enough people sticking around long enough to perpetuate the interest a bit more.
I'd like to hear some thoughts and insight onto this before we start doing this.
10
« on: April 29, 2013, 01:59:24 AM »
Rugnar, a dwarf that's meant to be in the Everlasting Flagon, appears to be missing. Because of this, people looking to join the Bard's Hall cannot do so since the player has to speak to and impress him.
11
« on: April 07, 2013, 10:37:43 PM »
UPDATE: The current designated time for logging in is 7:00pm EDT (11:00pm UTC) on Fridays, Saturdays, and Sundays. Even if no one appears to be on, hang tight! Someone might just show up! Original messageThe server has seen a whole lot of emptiness lately for various reasons. Neverwinter Nights is old, the player base has stagnated quite a bit, the GameSpy server listing is kaputt, and often seeing '0/30' players is enough to discourage anyone from logging in. In this topic, The "Legacy" of the North, Sakes mentioned the possibility of setting up a time for us to log in. I believe this can work out if people are willing and it becomes interesting enough. Similar to last year's discussion scheduling, I would like to start now on deciding possible times to log in to the server. It never is mandatory, but this is something we can attempt to do so we have people logging in with others. It doesn't have to be quests, but there would at least be some possible character interaction going on between players. To start, I would recommend the old trend of 7:00pm EDT (11:00pm UTC) on Fridays and/or the weekend days. We could try logging on more than that, such as designating a time for every day instead, but that's really up to everyone here. We can still use that IRC web-client if we want to talk about this in a more 'live' fashion. Either way, I would like to hear some feedback from everyone so we can decide on a good time (or times) for logging in. So... Thoughts? --------------------------------------- Something to keep in mind, if we're going to do this. This upcoming question isn't meant to be answered here in the thread. Instead, I would encourage everyone to answer it themselves, then express it in game when applicable. "What have your characters been up to?" Sitting around a campfire tends to be a bit boring, especially when no one has anything interesting to do, share, or talk about. We've all been there, and we'd rather do something to either break the ice or move on to something else. To make things a tad more interesting, consider the following: Around 3 years game time have passed by since the combined forces of the Furies threatened all of the Sword Coast North and things have fallen quiet. Characters, especially those that live the dangerous adventurer lifestyle, may have possibly moved on to other challenges during that time or have a few stories they're willing to share. Perhaps something is going wrong and someone needs help from another person (Possible quest?). Where some characters would normally retire, some may instead have heard a new calling. In short... what have your characters been up to all this time? What still needs done?I'd also encourage hitting up a few open locations other than simply the campfire in Neverwinter Woods. Taverns, Port Llast, the Grove, Lipalli, wherever. You can only do so much when surrounded by tents, a fire, trees, and badgers.
12
« on: December 08, 2012, 01:50:55 AM »
http://games.slashdot.org/story/12/12/07/2250252/gamespys-new-owners-begin-disabling-multiplayer-without-warningAt least there's still IP connection support for NWN, but this does not bode very well. Right now, the server browser will no longer display the servers being hosted, instead returning a blank screen. Well... I guess it was about to happen someday. Bleh. EDIT: I had a quick chat with Ehye_Khandee about it. Sounds like Neverwinter Connections might be churning out a server browser/search engine in the next 30 - 60 days, so... hanging on!
13
« on: September 28, 2012, 11:27:50 PM »
Guys! I'm suddenly having doubts about the legitimacy of magical equipment! (Associated text: "This exotic blade was wrought from a different fallen star. The meteorite was a carbonaceous chondrite, so it's basically a lump of gravel glued into the shape of a sword. A SPACE sword!")
14
« on: July 29, 2012, 04:40:17 AM »
So Neutral_Zone and I started discussing the effects of silver on werewolves in general. We know that in D&D, silver weaponry bypasses the damage reduction on werewolves in combat, but another question came to be: What are the effects of silver when it is merely touched by a werewolf, such as silverware and jewelry?
Digging around online commonly mentions an allergic reaction, ranging from weakening and burning to possibly outright killing the werewolf just by touch. D&D doesn't seen to clarify the actual effects, except that it, again, bypasses DR. It's apparently regarded that in combat, a weapon that doesn't bypass the DR is simply a hastily healed wound, meaning silver has a strange property to prevent this healing factor when used. It doesn't clarify the non-combat effects of this exposure, just that there is some sort of allergy to it.
What do you think this allergy is? Does it burn? Poison? Cause a rash? Nothing? It must have some sort of effect if it can disrupt their damage reduction. I would like to hear some opinions on it.
15
« on: April 01, 2012, 08:49:24 PM »
We have some old items still lurking around that have the "unique power" property that do nothing. For example, there's a water canteen that's sold in the marketplace of Neverwinter's city core that has such... and even a description that says it's useable. Unfortunately, the script for it must have been removed long ago.
If anything, it needs modified to not do that.
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