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Weekly Developer Update: All-time Weekly Developer Update
By: Magi, Posted at: Fri, Jan 26th 9:15 PM 2007, Last Edited: Tue, Oct 27th 1:22 PM 2009
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Accomplishments
AI
Animations
Armor
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Canon NPCs
Captain
Champion
Character Customization
Classes
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Creatures (MOBs)
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Death
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Fluff
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Guardian
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Accomplishments



Re: Badges
Posted by: Mithril_Miser on July 7, 2006

Our Accomplishment system fills a similar role - by completing various open-ended quests, you recieve various awards; namely Traits, which you can essentially "equip" to customize your character's skills and abilities.

Some accomplishments have other accomplishments as prerequisites, so the better goodies take some doing to get at.


Re: Badges
Posted by: Mithril_Miser on July 7, 2006

Right now, you'll know all the Accomplishments you can currently advance - if you don't meet all the prerequisites, it won't be in your list, but once you do, you'll know (at least in general terms) what you'd need to do to finish it.



AI



Re: Friendly creatures?
Posted by: Scenario on August 8, 2006

We have a few different behaviors for our creatures.

Some are completely skittish and run away whenever an adventurer approaches. These are mostly our ambient life, such as foxes, squirrels, deer and the like.

We have creatures that are indifferent and could care less if you are walking around (but they will defend themselves if you attack them). Some of the Boglurkers behave in this manner, as well as some breeds of toad and boar, for example.

There are creatures who will threaten anyone who approaches them, eventually attacking those nearby if they don't get out of proximity. For instance, Aurochs Bulls are mighty defensive of their herds and will threaten anyone who wanders by.

And then there are those that are just plain aggressive and will attack on site regardless of a person's intent. Most beasts stirred by the passing of the Dark Riders as well as Brigands, orcs, and other similar humanoid opponents, behave in this fashion.


Re: Ambiguous or otherwise?
Posted by: Scenario on August 2, 2006

Quote:

Originally Posted by DangerousDan

Secondly, the nature of MOBs will be important to my gaming experiance. The word always feels a lot more 'alive' when MOBs wander around the area on patrol routes, rather than milling around 2-3 metes from their chosen standing location. Allows for much tenser wandering the wilderness - what if you run into a patrol of Orcs in the Countryside? Perhaps a Troll has strayed from Angmar?

How about a mix of both wandering and patrolling? Typically, when we set up an area, we like to have landscape mobs that roam (and their wandering is a good deal more than a couple of meters) with patrollers through various areas as "spoilers". We have a number of AI behaviors for each monster type as well that can provide a varied experience for our players.

You happen across a Wolf Pack-Leader in the woods. As you are fighting it, it sends out a cry to nearby wolves. Spiders dangle from trees or leap from their burrows beneath your feet. Some wargs have been known to slink along, being nigh unseen in their travels. Those are just a few examples. With the amount of low-lying plant life we have, a surprise can be lurking in the deep fern cover or ready to spring from a shrub at a moments notice.



Animations



Re: Can you sit in chairs; sit on beds, etc. in this game
Posted by: Keth on August 18, 2006

Cripes, this thread is long!

Simple answer is: as things stand right now, you will not be able to select a chair and sit in it. The same goes with other objects, such as beds, as well.



Armor



Re: Armor = Armor Class? OR Damage REDUCTION!
Posted by: Mithril_Miser on October 27, 2006

Armor provides damage mitigation - the heavier your armor, the less damage you take. However, a few things to note:

Classes also have avoidance chances; block, parry and evade. A character can have very little armor, but good avoidance and still manage not to take that much damage, although you can easily have a bad streak of luck that ends with you splatted. (Guardians, with heavy armor AND good avoidance are especially adept at tanking.)

Armor also only protects you against physical harm. The will-sapping fear that a Wight can instill in the mortal races isn't blunted by metal armor, though other items, more mystical in origin, might give you some protection instead.


Re: Great armor
Posted by: floon beetle on October 4, 2006

Quote:

Originally Posted by Lcars

Well then, now I know not to ask you for advice on armour design

I tend to avoid these interminable threads, because this ground got covered a long time ago, but for those folks new to the debate, I will repeat much of what has been said before, back before the boards got wiped. So here are some of those points again:

1. There's a lot of game necessity to characters looking unique. Players like to look unique, and be visually recognizable to their friends.

1a. Uniqueness cannot be entirely achieved through texture, for memory reasons. Much of what is asked for from the most conservative would require more large unique textures per avatar (being essentially bodysuits, as opposed to shirts and pants), and would still result in far more identical avatars than is really desirable. Having armor made up of smaller components permits us to use several smaller textures instead of one larger one, smaller textures that are likely shared across many avatars: thus the same amount of texture memory results in far greater combinatorial complexity in avatar variation.

1b. Uniqueness in silhouette is very desirable, because it is easy to see at any distance, and does not require people to have high texture detail to discern. Silhouette-changing details also do not fit well with the most conservative ideas regarding medieval armor.

2. Tolkien was noticably vague about the armor in the books, and we have pored over them repeatedly. My feeling (which seems to be shared by pretty much everyone I end up talking to about this) is that Tolkien was deliberately pretty vague in explicit descriptions so as to not impeded the imagination of the reader. I think he left room for different views on how a lot of things looked. This idea is bolstered by the fact that he very clearly describes those things that he wants to have very particular descriptions, but armor goes relatively vaguely described.

Being imaginative in this area is something that the bajillion artists who have done Tolkien-inspired work through the years have not failed to do. That said, we did not come anywhere near imagining chainmail bikinis and helmets as tall as the characters wearing them. Implications that we are doing that great a disservice to Tolkien are just ridiculous.

3. Skirts and robes are very hard to get to look good given the requirements of a game like this (skeletal animation, good-resolution textures and models, lots of characters on screen at once), and skirts and robes that get mapped with regular geometric textures like chain or scales look very bad when they animate. Hauberks can't be done to our satisfaction. Cloth robes can. Other games have done hauberks, but at this resolution, the graphical artifacts we found when we did hauberks were very displeasing.

3a. Robes (and hauberks, which are, for these purposes, the same thing), as I alluded to before, become memory expensive if you envision most characters wearing them, because it puts a great deal more emphasis on texure distinction for you to tell the difference between two characters.

3b. The higher resolution your models and textures are, the fewer graphical artifacts you're willing to live with, and the stretching problems of hauberks are one of those. When textures and models are low detail, the graphical artifacts are less bothersome. Hauberk animation bothered us.

4. The armor in the screenshot I think you guys are discussing most ( http://lorimages.turbine.com/admin_f.../09/64/836.jpg ) is seriously bugged: bad glossmaps, bad dyemaps. Half-implemented stuff. With hundreds of textures and thousands of appearance files that govern how those textures get rendered, there's a lot of polish and fixing that's going on. The elf armor you see is also super-fancy: the large majority of armor comes nothing close to that (the hobbits and the robed woman are closer to what you'll see a lot of (and there are bad glossmaps and dyemaps there, too)). I could explain why armor initially goes in that bugged, but only if I really have to. It's complicated.

5. You can't please everyone all the time. Everyone has a different vision of Middle-earth, everyone has amusingly different ideas of what feels "Tolkien", everyone has different priorities for what they want to see be exactly a certain way, versus what they don't really care about, and we thread through that maze as best we can. If armor is your most important priority, and you don't like any of the armor we have created, I hope you can find other things about our vision of Middle-earth that still entice you. There is a lot going on in the world, and a lot to like (if I can be so bold).

6. This is the last long post I'm going to make on the subject, and is probably one long post too many anyway. I just don't want any new folks to think that we don't think about this stuff, don't strategize what to do and how to go about what needs to be done, how to address the lore issues that need addressing, and don't at least listen to and understand what people are saying, both positive and negative.


Re: Great armor
Posted by: floon_beetle on October 3, 2006

Quote:

Originally Posted by futsie

No, I wouldn't. Here's a thing: if you didn't already know that armour was from a game based on LOTR, you'd never, ever guess it was. It lacks any artistic references back to its source. It's incongruous with its entire context, not just the immediate surroundings of that screenshot.

Logically, there is no armor we could choose to create where that would be the case, for no armor in Lord of the Rings is so robustly described that it would be immediately apparent that a screenshot of our choice could come from no source other than Lord of the Rings (unless it used some particular emblem from the books, like the White Tree, which has nothing to do with the actual armor). There is nothing uniquely Tolkien about your desires from the armor: you apparently want medieval hauberks and nothing else.

Which is fine. We have a visual style for the armors that doesn't suit your particular vision of the books. Given the countless wildly differing visions of Middle-earth I've seen through the years from dozens of highly skilled illustrators, I know there is ample room to imagine the world as we have.


Re: Great armor
Posted by: October on October 2, 2006

Quote:

Originally Posted by futsie

You're pandering to the munchkins at the expense of artistic integrity? Damn right you should have no expectation that everyone will agree. It's not the principle of making armour more impressive that people are contending with, it's the style you've adopted in your attempt to make it look impressive. It does not fit the setting in the least.

If you wish to view making our players happy as pandering (whether they be Munchkins or anyone else ), so be it. I think of it as my job as a game artist. I don't think our armor is too outrageous, but then again, I've seen all of it... the full range, so it's easy for me to say that we have a great balance and a full range of armors.

I look at our armor and see the sort of thing I saw in my head when I read the books, so I feel like I've maintained the integrity of my view of Tolkien in working on this game.

Since someone mentioned this earlier, I have one other thing that I meant to point out... Tolkien Enterprises has seen and approved all of our armor designs.


Re: Great armor
Posted by: October on October 2, 2006

I'm back again to wade into the armored waters to answer a few questions that have come up...

Yes, the armors that Saffron referred to were special, at least in so much as they aren't available to low level characters. Those are high end player armors. She also mentioned a bug in her post... the reflectivity of those armors was broken at that time and they aren't nearly as shiny now that it has been fixed.

Khafar is quite correct in pointing out that we would not spend our time making beautiful armor that was only available to Devs. Those are player armors.

I agree with the point that as the game goes on those high end armors will become more prevalent even though they will be very rare early in the life of the game. I don't see any way to reduce that eventuality.

One of the things you can't really see in these pictures is that they all, in fact, mail or leather armor. Our armor sets do have plate pieces here and there, including breast plates, but they are all basically either leather or mail armors.

Game art is the art of fun... the most important thing that game art needs to do is support what is fun about the game. If one of the things that is fun about LOTRO is becoming a more and more impressive hero in Middle Earth, then that's the more pressing function of the avatar armor, more pressing even than its function as accurate medieval armor. As I've said before, I think we've stuck a very good balance, but I don't think we have an expectation that everyone will agree with us.

To those of you who think the armor are great, thanks! To those of you who don't, I hope you won't find it a road block in your ability to enjoy the game.


Re: Great armor
Posted by: October on October 1, 2006

These are pretty dangerous waters to be dipping even a toe into, but dip I must...

First off, I will say that I've had nothing to do with making the armor (besides pestering our concept guys for more drawings of them) so I can't take any of the credit for them.

I for one am very happy and proud of the armor we have in the game. They have elements of both traditional, historical armors and fantasy elements that we all would expect in a LOTR game. It's all quite beautiful, each set being part of a family of armors full of rich detail, variety, character and color.

Tolkien obviously filled his work with descriptions that we have all found inspirational, since we are all so interested in playing this game. The armors of the heroes are often described as "gleaming" or "shining", and we have tried to capture that feeling of grand armor, without taking outrageous liberties with it. I'd say we've struck a pretty nice balance, and they are pretty darn cool looking to boot.

Our decisions about what our armor should look like have all been internal discussions made by the LOTRO dev team... no marketer has come to us and tell us what we should be doing with the look of our armor. Art, Design, Content and Management have all had influenced the look of our armor, and it's all in a very happy place right now. It's very exciting to see it all come together, and I can safely say that it's among the most beautiful stuff I've seen in a game.


Re: A Custom Look
Posted by: October on August 13, 2006

Quote:

 

Originally Posted by Corlagon

 

Thanks for the info October, SO any word on kinship emblems, tabbards, shield emblems ect. ? Maybe ? or asking to soon ?

Floon and I were discussing this possibility just the other day....


Re: A Custom Look
Posted by: October on August 13, 2006

Here's a few more details...

Dyes: Armor will come in different colors, but the dyes used will be determined by the art team as to be visually pleasing. That said, players will be able to wear different combinations of armor pieces. We have no plans to police what sorts of combinations players come up with.

Armors: Armors will change in appearance as they increase in level. There are extra bits or armor to change your appearance as well... shoulder pads, helmets, gauntlets, etc.

There are no plans at this time to allow players to dye their own armors, but I wouldn't rule it out as something that would be added in an update/expansion.

Lastly, I would like to add that we haven't released any images of the vast majority of armors from the game. There is a huge amount of variety and they look fantastic! Really, they do!


Re: Humans wearing Hobbit Armor
Posted by: floon beetle on July 19, 2006

Quote:

Originally Posted by aZZmodan

Ohh, it was? I didn't remember that.. I remember Thorin giving Bilbo the armor... but I don't remember what race it was made for, I just assumed it was made originally for a dwarf... Well, I stand corrected

Damn.. I really have to read the book again... I'm falling behind...

It's quite vague as to provenance, to be sure, but the relevant passages for Frodo's coat are:

'With that he put on Bilbo a small coat of mail, wrought for some young elf-prince long ago.' -Hobbit

'Look, my friends!' he called. 'Here's a pretty hobbit-skin to wrap an elven-princeling in!' -FotR

FotR says "the Dwarves could make of it a metal, light and yet harder than tempered steel," which seems to imply that only dwarves could do this, but I don't really read that as definitive: elves could certainly work the metal, as Celebrimbor made Nenya, which was made of mithril. And elves made ithildin with mithril.

In any case, the mithril coat was made for an elf, and given by a dwarf, but it's not clear who actually made it. At least one person who knew apparently nothing of its origin identified it as for an elf, so that says something.


Re: Humans wearing Hobbit Armor
Posted by: floon beetle on July 19, 2006

Quote:

Originally Posted by swisskdl

You don't need to go into that much depth, just race specific, not size and race specific.

I was exaggerating for humorous effect.

Frodo wears unaltered elf armor, Merry and Pippin wear unaltered human armor (yes, I know they were originally human child armor), Frodo and Sam scavenge orc armor,... the point remains that wearing armor not of your race is just fine with the lore, as the lore has more than one example of it happening. Couple that with the gameplay convenience of not forcing players to trade to turn their loot into something useful, and it's not a hard decision to make. Armor resizes, all races can wear any race's armor.


Re: Humans wearing Hobbit Armor
Posted by: floon beetle on July 19, 2006

Quote:

Originally Posted by futsie

And you couldn't trade with other players for something you could use, because...?

When trading armor is an option, it's fun and adds to the game. When trading armor is nigh a requirement because you wear a 42 Long and found a 38 Regular, it's annoying.


Re: Humans wearing Hobbit Armor
Posted by: floon beetle on July 19, 2006

Quote:

Originally Posted by Oakier

My thought was two classes of armor. 'Big' for Elves and Humans and 'Short' for hobbit and dwarf.

If you looks at the dwarf and human side-by-side, the dwarf looks like he would require larger armor than the human (they're really pretty stocky). So either dwarves require large and small pieces (large torso, small legs, whatever; a big pain to administer, and a pain for dwarves), or everyone wears large armor except hobbits: that's what we need, isolating hobbits from the main armor economy. That's fair.

A lot of ideas for "immersion" are very punitive on players: realistic armor sizes, or decreasing movement/effectiveness for low health/morale, or permadeath, whatever. These are very much "fun removing" ideas for the game. Many folks will regard these ideas fun in theory, because they don't envision the true reality of them, they only envision the bits they like. We know, from actual experience, that these aren't really workable for most folks. They remove the Fun molecules from the game, and replace them with Annoyance molecules.


Re: Humans wearing Hobbit Armor
Posted by: floon beetle on July 19, 2006

Quote:

Originally Posted by Oakier

Curious what others think though. Is this something that must be allowed for gameplay convience?

Yes. It's mostly annoying when, on top of random chances to get *anything*, and a further random chance to have armor be that something, you have yet another 75% chance that the armor that drops is armor you can't use. Whee.



Banking / Storage



Re: Banking System
Posted by: Mithril_Miser on July 7, 2006

There will be a system that allows additional storage beyond what you carry on your back - the exact form it will take is still being worked on. As a couple people have mentioned, crafters (and packrats, and the obsessive-compulsive) do appreciate having the extra space.



Canon NPCs



Re: Tom Bombadil
Posted by: Scenario on January 16, 2007

You'll have the opportunity to interact with both Tom and Goldberry while adventuring in Breeland (and the Old Forest in particular).


Re: black riders?.
Posted by: Keth on July 17, 2006

Black Riders do appear in our game, and are, of course, a major threat when you run into them. As would be expected though, where you have these encounters is restricted to locations that we know the Black Riders passed through. That means most Black Rider encounters are in Bree-land and the Shire and are explicitly tied to quests.


Re: Tom Bombadil?
Posted by: Keth on July 11, 2006

Yep, Tom appears in the game, along with Goldberry. (Who is totally hawt! Erm, sorry about that



Captain



Re: Of Manfrodo and The Mansam
Posted by: Mithril_Miser on August 17, 2006

Quote:

Originally Posted by [demon]Gaebril

So is the squire added to give the Captain something to do while soloing?

The squire's going to be most useful as a solo helper, true. It's not a super-powered combat pet, but with all the captain buffs available, he can be quite formidable.

Quote:

Originally Posted by [demon]Gaebril

In a group, how effective at combat and how interactive is the Captain class after it has applied all relevent buffs?

I frequently describe the Captain as a "tempo" class. Here's what I mean by that. The Captain can mix it up reasonably well, and has a lot of good buffs to hand out, but has two major categories of things that he needs to manage on behalf of the group as well. He has skills that trigger off of defeating an enemy, and these are powerful skills. So, you need to be ready to respond to that combat event within a given window of time to take advantage of those skills. Also, the Captain is really the best at calling targets, with a series of skills that give the party bonuses when targeting the enemy that the Captain has called out. (It's a great plan, I'm proud to be a part of it!)

While you're monitoring and reacting to all that, micromanaging your Mansam and your own offensive skills on top it all may prove to be a lot to keep track of. Good captains will need to find their own tempo, and focus on the aspects that are most important to the group at the time. It's a tough but rewarding role to play.

Quote:

Originally Posted by Wisdomandlore

Yes, she and all the lore-buffs will hate you, for now everyone will name their Squires "Mansam!"

I'm sure the lore-buffs will have better reasons than that by the time we're through!


Re: Of Manfrodo and The Mansam
Posted by: Mithril_Miser on August 11, 2006

First of all, I anticipate the first thing Patience will do when she gets back is hit me with something pointy for ever saying "Mansam".

Second, the thinking was basically like this - the Captain is all about group buffs. Which meant his solo experience often felt lacking. Your faithful squire, although chumpy on his own, is a great target for all those group buffs. If you take care of your Mansam, he will take good care of you!

And yes, some traits enhance the squire, while others are more focused on the Captain's other abilities.


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Sywyn

We know Lore Masters use pets in some way, can you explain how? and what other classes use them too?

The how I sort of explained in the last question - as for what other classes use them, the Captain currently has a squire. We refer to them jokingly as Manfrodo and the Mansam. (Sadly, we really do.)



Champion



Re: Champions useless in a group??
Posted by: Mithril_Miser on July 24, 2006

We just did a playthrough of one of our instances, and the champion was pretty key. He's not just about damage, he's specifically about AoE damage. When an Uruk sends a bunch of his pesky goblin buddies in at the party, it's the Champion who gets to go to town. When things have gone pear-shaped and there's baddies everywhere, the Champion can gather their attention in a hurry.

And when the loremaster carefully distracts and confuses key enemies during a big fight, the Champion is there to break each and every mez - after all, what fun is fighting foes one at a time?

At one point in the playtest, the guy playing the champion said something along the lines of "You know, this would be easier if we were mezzing." I swear, there was almost a brawl. Heh.



Character Customization



Re: Matt Elliott - Wild Lands (Developer Diary)
Posted by: Ramen on October 19, 2006

Quote:

Originally Posted by Oderrus-Nor

Hey, cool update. One question: will we be allowed to wear cloth cloaks over our armor, like in the pic with the red cloak? That would definetly make my day.

Good job ladies and fellas.

Yes, you can wear cloaks like that.


Re: Update: Classes and Skills
Posted by: Ramen on October 3, 2006

Quote:

Originally Posted by Darkin Twel

I'm really diggin Guardian now...the beards you have are especially nice, I hope we will be able to customize beards to a varied extent.

Yes, you can.


Re: Character customization???
Posted by: October on August 16, 2006

Quote:

 

Originally Posted by Wisdomandlore

 

Ahh, okay. Thanks!

So does that mean the same set of armor might come in a few different colors?

You are correct. The number of colors isn't set yet, but I'm guessing that it's more than a "few". The trick will be to make the variety of colors tasteful AND wide.


Re: Character customization???
Posted by: October on August 16, 2006

Quote:

 

Originally Posted by Wisdomandlore

 

Thanks, October. So it's official we can change our height and weight.

But I thought we couldn't dye our own armor?

I didn't say you could dye your own armor.... just that our armor sets will come in different colors. Sorry if that was confusing.


Re: Character customization???
Posted by: October on August 16, 2006

Quote:

 

Originally Posted by Raskolnikov

 

This is important to me to experience a fuller immersion into the game.

Will their be Height and Weight options?

Armor dyes?

Tattoos?

Anything else I'm missing?

One of the biggest drawbacks to WoW was that everyone looked identical. What If I want an exceptionally fat hobbit?

Yes.

Yes.

Perhaps.

Yes... face, skin color, hair style and color and eye color.

I'm sure there's more but I can't think of them right now.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Mav

 

will you get to add weight, or mass to your character....like a big hobbit or dwarf, or even a big elf?

That's the size-scaling thing I alluded to earlier. We're experimenting with it now. Can't make a promise on it - it looks really cool in some cases, and really weird in others. More details when we really nail it down. (Fat elf ain't right.)


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by eiragwen

 

o.o *clambers to the front of the line*

My biggest question is if you're going to model your character creator after DDO's or if you're looking into a more expansive or less expansive creator? Cool, fun stuff has been confirmed as far as "cool fun stuff" for customization, but are the actual avatars going to allow us unique individuality as well?

Unique? Well, if you count all the possible color combinations and option configurations, I could quote you some impressively large but ultimately not terribly useful number about how many different visual character combinations you could create. Practically speaking, you get a pretty good amount. If you want to compare and contrast with DDO, we're experimenting with some size-scaling things that DDO didn't have, and we're doing a neat thing where we're tying color palettes (allowed hair colors, skin tones and such) to a character's Nationality. Men from Rohan tend toward the blonde and fair, while Breelanders tend toward darker hair.

But back to the realistic assessments - most of the visual customization options in LOTRO are all in the face, the hair, eyes, facial features, that sort of thing. As you might expect, you lose some of that as soon as you put on a helmet, or even as soon as you zoom out the camera a bunch. Then it becomes a question of how unique and cool the armor sets are. My take on it is, your character customization is mainly for you, the player to see - the world is big, faces are small, helmets are shiny. (And yes, we're likely to have a "don't show my helmet" option so your Legolas-style prettyboy hair can be seen by all.)



b>

Classes



Re: Who is the highest dps?
Posted by: Mithril_Miser on July 25, 2006

Quote:

 

Originally Posted by aZZmodan

 

Oh Mr Blue Name... Please heed my cries of despair...

Why, oh why should this game have exactly the same classes as allmost every other MMO out there, with differnet names?

And why, oh why should someone with a bow cause more damage to a target then someone hitting that same target with a battle axe weighing 20 pounds?

Please answer my calls, oh reverent Blue One...

Eh, ok.

First off, while I'm sure you could draw parallels between LOTRO's classes and classes past, there are still a lot of unique aspects - some the roles and archetypes might seem familiar, but the skills that comprise the class roles are in many cases very different than those you might be familiar with. It's worth noting that we've talked a lot about the roles, and less about specific skills. Hmm. Maybe we should do something about that.

Second, we're walking a line between accessibility and innovation. A lot of people are going to come into the game with a favorite archetype in mind. They may not know which class will best fit that archetype, but they choose the closest one they can find.

Here's a personal example: A friend of mine always plays human paladins with axes and shields. Without fail. Whichever class is most "paladinish", whichever race is most "humanish" and no matter if it's a good idea or not, finds an axe and shield. He has even quit games because they lacked a character close enough to his predetermined archetype! That's an extreme example, but it's an appropriate one. I'm sure there's plenty of people on this board who pretty much knew the character they wanted to play, even before the classes were announced. I've played and worked on games with more "unique" archetypes, (archetypes without strong gaming or literary history) and without fail, they're among the least-played.

So that's our challenge. We've taken some recognizable archetypes (not coincidentally reminiscent of some major characters in the books) and given them some unique twists in their skills, roles, and presentations. The Burglar is not a traditional thief class. The Loremaster is not a traditional "wizard" class. The Captain has a unique mix of roles, and all of the seven classes have some very cool skills and mechanics that you probably haven't seen in other games.

Sorry to have rambled a bit, it's just that we've recently completed a lot of great work on the classes, and I'm really happy about where things are at.


Re: Who is the highest dps?
Posted by: Mithril_Miser on July 25, 2006

Quote:

 

Originally Posted by Zubin

 

Been searching the forums and I cant figure out some solid info on what class is the best dps. I am guessing it would be the lore-master and burglar? Is there any info that explains who will be the glass cannon!

Single-target, the Hunter wins the Mr. Damage title. In situations where the Champion can optimally AOE, he takes the crown hands down.

Captain, Guardian and Burglar are all in the middle-range, Loremaster and Minstrel are a bit lower. The burglar is not a traditional "dps-machine thief", and the loremaster is definitely not a nuking wizard.



Clothing



Re: Pointed Hats
Posted by: October on January 14, 2007

Hats! There are loads of hats, and not just pointed ones!


Re: The Inaugural Orion Q&A
Posted by: October on August 29, 2006

Quote:

Originally Posted by Orion

You can never say never...but nothing is planned at the moment.

Clothing with no real purpose? Not certain, hit Floon Beetle or October with that question.

Music...music...ask Patience if there is more coming, I really don't know off the top of my head.

I think every bit of clothing offer at least a tiny bit of protection, but there are a few frivolous items... such as hats!



Combat



Re: Archery
Posted by: Corsair on January 2, 2006

Yah, "normal" arrows are in unlimited supply so you don't have a huge mandatory money drain there. I think there are no special racial archery abilities, but for some reason I always play hobbit hunters on my private build, so I'm not absolutely sure.


Re: Duel-wield or Traditional?
Posted by: Mithril_Miser on October 11, 2006

Yikes. Ok, I'll come clean. I really, really thought it was mentioned in the books that Legolas had two knives. But, having done exhaustive searches of the source materials the last couple days, I can only conclude I was wrong. (Though I'm going to keep searching. I really could have sworn I remember a passage about him carrying two knives.) I misspoke in the dev chat. It happens. Sorry.

The general theory still holds - we do try to pattern combat styles after book characters, and Legolas did have a fair amount of melee prowess in addition to his mastery of a bow. Adding a dual-wield option is a flashy way to improve a character's melee viability (without giving them the burst damage of a 2-hander, or the melee defense of a shield, neither of which make a lot of sense.)

As a smaller side note, I'm not a fan of forcing people to have empty inventory slots. If hunters only get one-handed weapons, and can't use shields, there's that left-hand slot that just sits there on your character sheet, mocking you. "I could be equipped with something useful!" it says. So, put a knife in there and be happy. Or not.


Re: NPC combat
Posted by: Corsair on August 25, 2006

We have many quests where a NPC fights alongside you or your fellowship. Sometimes they are ordinary folk who are in need of a rescue, other times they are strong fighters who can make a difference in an encounter.

It's also possible for unfriendly monsters to fight one another. We don't have generic hatred of monster types for one another (like bears always attacking wolves or something like that) because a) all that more or less irrelevant combat would really harm server performance, and b) most of it wouldn't be seen by players anyway, so such things will only occur in special situations.


Re: concerning the combat system
Posted by: Corsair on August 1, 2006

Combat requirements. We can think about these in different ways:

  1. Combat required to level.
  2. Combat required for activities like crafting.
  3. Combat required in quests.

1. Quests give XP, so if you can find non-combat quests, you can level without combat. However (see 3) the majority of quests do require combat. Since you also get XP from regular monster kills, there is clearly an emphasis on combat in the game as regards leveling and achievement. And of course the reason to level is to improve your combat skills.

2. For the most part combat is not required for crafting, but of course you have to get your components and ingredients somehow. Your kinship and friends can give you stuff, and you can buy stuff from vendors and other players, but I would imagine the majority of crafters will also be adventurers. Aoart from crafting, there are other little fun things in the game that are not associated with combat, but these are strictly secondary activities.

3. My main focus is quests, so I can address this in more detail:

The majority of quests involve combat. There are many quests that don't absolutely require it but simply make it likely. There are a subtantial number (but a clear minority) of quests that don't involve combat at all. Many of these (for obvious reasons) are in the Shire, but there are non-combat quests throughout the world at various levels. Some non-combat quests are steps in an arc (that otherwise does involve combat) which are very heavy on dialogue and lore, other non-combat quests are sufficient unto themselves and use a non-combat game mechanic such as stealth or speed or puzzle-solving.

So to sum up, there are plenty of non-combat activities in the world, but the game really does emphasize combat. We are not making a special effort to support players who are averse to combat. When all is said and done we are not trying to realistically simulate an ordinary Middle-earth person's life, we are trying to make a game in which players act like heroes and adventurers in Middle-earth in a time of great crisis and widespread danger and war.


Re: Armour or our characters skills?
Posted by: Mithril_Miser on July 21, 2006

Quote:

Originally Posted by MusicMan215

People will go as far as not to invite you into parties if you don't have the "right" armor for your level.

This quote made me giggle, because back when I played FFXI, I was one of the guys kicking people out of groups because of their cruddy armor. Heh. (Sorry about that.) Thankfully for you all, I am myself a more hardcore player than I consider the target audience for this game to be.

Most of your effectiveness in combat comes from intelligent skill use. Don't get me wrong, having a great weapon or armor for your level makes a difference. But our skills scale in effectiveness with character level, and the amount of presumed variance from the norm that is effected by skill use is considered to be much higher than that of equipment. Also, as a previous poster mentioned, we use a fairly harsh level equalization formula in combat - if you're fighting more than a couple levels above your own, you're probably getting beaten down no matter what your gear.

With proper use of skills, you'll go far in the world. You'll feel the difference in equipment when you upgrade, but especially in group scenarios, it's the skills that make or break the deal.



Conjunctions



Re: Fellowship (group) "Moves"
Posted by: Scenario on July 23, 2006

Quote:

Originally Posted by Istyar Morinion

Just a note for any devs that might wander by... if these 'conjunctions' are going to be important and they will be based on color coding please be sure to include some way to adjust the colors or otherwise differentiate them for our color-blind friends. The whole 'red for offense' / 'green for healing' bit would get a little dicey for those who can't tell green from red.

From what I've seen, our UI has designs on each conjunction option to give another way to differentiate outside of color.


Re: Fellowship (group) "Moves"
Posted by: Scenario on July 21, 2006

 

As an example of how the conjunction dynamic functions within a group, we'll use the Worldbuilding Team's playday on Wednesday. We are a group of 6 fighting our way through the swamps and marshes of the eastern Lone-lands completing a string of quests for our friendly neighborhood NPCs.

We approach a corrupted boglurker, and prepare to engage. Before we start, I call out to my fellowship asking them what effect we should employ. "Damage!" was the popular vote in the room. Our Guardians engage the Boglurker, I set up our conjunction and all six of us select the "Strength" contribution.

The lurker crumples to the ground and a number of us shout out in excitement at our triumph (mind you, we were higher level than the lurker and it wasn't a very tough opponent, but the conjunction was still satisfying).

It took us a bit of coordination and trial (and being in the same room helped for both), but our rag-tag group of champions, guardians and a burglar picked up the knack for conjoining pretty easily. For our group, using conjunctions was exciting, and figuring out what worked best in what situations added to the fun.

 


Re: What's the role of Conjunctions?
Posted by: Mithril_Miser on July 7, 2006

Yeah, I've got more information about this. All good questions, and a couple that I can answer!

Yes, there are healing conjunctions, and if you pull off one at a key moment, it can make a HUGE difference. I still remember one playtest that had a boss battle hinge on getting off a healing conjunction after we had exhausted our Minstrel. Very dramatic - it's moments like that that will stick with you - they make for some good stories and great gameplay.

Consistently taking advantage of conjunction opportunities will be the aspect of skill that will seperate the average groups from the excellent ones. You can't always predict them, but you can make the most of them.



Content



Re: The Inaugural Orion Q&A
Posted by: Orion on August 29, 2006

Quote:

Originally Posted by Lomr

Will the content be primarily focused on threading in and out of the main story, or will it be primarily focused on a new and unrecorded plot, with the LotR characters and events being more of a novelty/side diversion?

Okay...this one is a tough one.

This is Lord of the Rings Online...so we have this marvelous story, with this incredibly rich world...and all these incredible characters. We'd be foolish to not include them somewhere.

At the same time, their story is told and handled in such delicate and complete fashion that finding the places to weave the story of the players into that of the main characters is really hard! ...and yet, still possible.

We're taking pains to ensure that the sanctity of the story of the Fellowship and their triumph over the darkness is unspoled, while at the same time, telling a story that runs in parallel. It's a dangerous blade...and one that we all tread on carefully.


Re: The Inaugural Orion Q&A
Posted by: Orion on August 29, 2006

Quote:

Originally Posted by Smitt

Content-wise, What can we expect to see in terms of stuff to do per level. What I mean is will there be enuff quests and such per level that we will be able to advance without grinding our way?

Will the game contain a large amount of soloing?

First off, soloing...yup! Lots of it.

Secondly, content...we are certainly presssing for enough content to assist you in levelling. Whether we hit that or not will likely be subjective. For the moment, I feel comfy saying that we should have enough content across the board.



Corruption



Re: Corruption
Posted by: Corsair on July 25, 2006

"Corrupted" in this context to my mind means "dominated or suborned by the influence of supernal evil" . A fully corrupt character is necessarily evil, but not vice versa, though in Middle-earth most evil characters will also be corrupted. Since corruption in Middle-earth is magical, places and items can also exert a corrupting influence, including of course the One Ring as a prime example.

In LOTR there are evidently degrees of corruption. For example we can distinguish the average Orc who is absolutely evil, cannot be redeemed, and has no virtues at all, from poor Boromir who though influenced to bad actions by the Ring, was arguably not fundamentally or permanently corrupted by it given his realization of what he had done*.

However, "shades of grey" doesn't make for very good story-telling within a game that takes place in a world in which the struggle between good and evil is dominant (LOTR is not exactly noir), so for the most part we will not be presenting many characters who are "somewhat corrupt".

It's not a trivial subject, and I don't pretend my interpretation is absolute.

*He rose and passed his hand over his eyes, dashing away the tears. 'What have I said? ' he cried. `What have I done? Frodo, Frodo! ' he called. 'Come back! A madness took me, but it has passed. Come back! '


Re: Corruption
Posted by: Corsair on July 25, 2006

Sure, the presence of vast overarching evil is a big theme in Middle-earth. You can't be Sauron. You can't even be in his presence, much less fight him. There's lots of ways to have themes in a game a player can't experience directly. See?


Re: Corruption
Posted by: Corsair on July 25, 2006

Corruption is still a big theme in the game, but it's not something that can happen to players. There isn't a meter for it and morality choices like in the recent Bioware single-player games, for example.



Crafting



Re: Gandalf vs. Voltron (Dev Diary)
Posted by: Mithril_Miser on August 16, 2006

The "alt question" is a legitimate one. No getting around that. But it's an issue no matter what; six Professions will always be better than three - if you have enough alts, you'll never have to go to the Marketplace!

...IF you're willing to put in the time to keep all your alts at the same level, invest all that time harvesting and manufacturing, sending goods to and fro. Practically speaking, most players never get more than a second character up into the mid-high levels. The ultimate currency is time, and if you're willing to invest it, you can be as antisocial as you want to be. But this system gives you a time-saving incentive: Be social! Trade!

I'm sure I'll get a bunch of questions on this stuff in the dev chat tonight, which reminds me, I should really eat something before I do that, or you will all be treated to low-blood-sugar-sloppy-typist-***hole-Nik. Woo!


Re: Gandalf vs. Voltron (Dev Diary)
Posted by: Mithril_Miser on August 16, 2006

Quote:

 

Originally Posted by Clovis

 

But you never answered the most fundamental question to this whole prospect which you just posed for yourself..."Why not just let people pick freely?"

Ah, there's the real crux of it! It's a pretty funadmental assumption in the system, and I'll try to explain why.

When I put the various professions in front of people and asked them after a cursory explanation of the system to pick three, all of them either chose a supported gathering/production pairing plus Scholar, or two production professions that were supported by a single gathering profession. (I would rate Scholar + 2 Gathering professions almost as highly, myself, but it was a reasonably small sample size.)

And why wouldn't they? It's the most efficient solution to the problem. And it completely removes player interaction. So I had a problem to solve - it was unacceptable to me to have a profession system that didn't encourage cross-trading, but it was equally unacceptable to force people to trade just so they could advance fully in a single Profession. Thus the ultimate solution - a primary pairing that can be advanced to its fullest solo, and a secondary skill that can serve as a socially-enabled profession for those that choose to pursue it.

The next logical question is, why not just let people pick any three so long as that rule is followed?

Because that rule is confusing. Imagine having that explained to you in a game UI somewhere. Customer Service would hunt me down and stab me for all the help calls it would generate. For ease of presentation and reliability of results, we settled on a fixed list. That being said, there are one or two additional combinations that I might consider adding to the list.

Hope this adds a little method to my madness. Sure beats "Because I said so" as an answer, and believe me, considering the day I'm having today, I thought about it.


Re: The Shibbynotes on Crafting Vocations
Posted by: Mithril_Miser on August 15, 2006

Quote:

 

Originally Posted by kbdiggity

 

It is suspected, but not confirmed, that to reach a mastery level in your vocation you will need to master each of the three professions. So it is likely that to create the best possible crafted weapons, you will need to not only focus on the Weaponsmith and Prospector areas... but also the Woodworker area as well.

Actually, that's not currently the plan. Each of the Professions within the Vocation advances independently.


Re: Scholars are SO SCREWED!!
Posted by: Mithril_Miser on August 15, 2006

Scholar is not an adventuring profession. Craft skills are on top of whatever class you are, so you can be a Guardian/Historian, a Hunter/Yeoman, etc.

The quoted poster completely misinterpreted the system.


Re: *Farming* Skill for Hobbits
Posted by: Keth on July 30, 2006

Farming is one of our crafting skills and is currently slated to be in the game at launch. The current design is to have certain fields in Middle-earth, especially in the Shire, be set up such that you can grow crops there.

As for certain races being better at certain activities, such as farming, I believe that is being discussed, but I don't know where that stands. (I'm pretty sure I overheard them talking about Hobbits being better at eating....)


Re: A discovery!
Posted by: Keth on July 26, 2006

Yep, cooking is one of our crafting skills. I don't believe it has been completely fleshed out yet, so I kinda hope it's a system we can insert an easter egg or two into. It is typically very difficult to do that in Tolkien's world, usually they have to be puns based on locations or chapter titles in the books (I used to have a quest entitled "The Counsel of Elrond."), but we might be able to get away with a bit more in cooking.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by ep

 

Will we be able to personalize our crafted items via Maker's Marks?

Yep, your name is attached to every item you create.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Rotor

 

Along the crafting line,

Will a crafter be able to defend him/herself? Obviously not as powerful as the fighting class, I dont want that wabbit to kick my derrier either.

Everyone gets to be a crafter in addition to their character class. None of the character classes are purely crafters - everyone can train a crafting vocation.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Tellelohtar

 

Thanks for your answers, but because there isn't race-specific crafting, does that mean every race can make lembas or nobody can?

That's what it means. Which of those two options it means remains to be seen. I'd love to keep something as iconic as lembas accessible to players, but I want to tread carefully around that one. So I'm leaning toward "everyone can," but without a ton of conviction.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by ep

 

I'd like to know whether or not it is going to be feasible to be a crafter/gatherer without ever having to engage in combat - EVER - or to have to enter areas for crafting/gathering purposes where combat is going to be nearly impossible to avoid.

In other words... if I want to roleplay a simple smith who has never known a day of combat in her life... will I be able to do that in LOTRO without making myself a serf to those brave adventurers who are finding all the crafting-related ingredients as drops?

Super short answer: no.

Somewhat less short answer: All of our character classes are adventuring heroes. Combat's at the core of the game, and is required to get through the tutorial. There's this little war brewing, and we call pacifists "NPCs."

That being said, would it be possible/practical for an adventuring smith to "retire" after a while and focus exclusively on trade, crafting, and commerce? Probably.


Re: Scholars?
Posted by: Mithril_Miser on July 11, 2006

Yes, the Scholar is its own profession, and much of what he crafts is of use to other professions. There's some amount of inter-reliance between the crafts apart from that, but it's a balancing act.

For example, spears are crafted under the Woodworking tree. But, you need a metal bit at the end. (Otherwise, it's a staff!) Should the metal component required be a couple metal ingots? A prospector could prepare those for you. Or should it be a spearhead, or a generic blade of some kind? If so, then you're relying on a weaponsmith to craft that, and a prospector to come up with the materials for the weaponsmith. It's a subtle distinction, but it's going to be a lot easier to come by the ingots than a manufactured part from another profession.

In general, (and look for my next dev diary to spell this out in greater detail) every crafting choice has a lot of self-reliance, and a path of things that will require trade with other players. Just how deep that reliance is, well, that's why we playtest.


Re: Crafting failures
Posted by: Mithril_Miser on July 11, 2006

Quote:

 

Originally Posted by grumbold

 

For that matter, exceptional success seems reasonable for particular weapons and armours, but surely not for baking pies or making furniture?

BEHOLD! Look upon Gloryberry, the legendary pie! Its crust so flaky that it might crumble under a baby hobbit's breath, its filling so succulent, so sweet that even the Enemy might shed a tear upon tasting it. Thought lost were the secrets of its baking, but lo, Nardo of the Westfarthings has, through toil and fortune discovered them anew! Praise to this cook and his noble work, this Pie of Kings, this exalted dessert.

Um...

A critical success often just means you make something that's really good. It doesn't mean you're banging out iron swords and all of a sudden, "Hey, I made Narsil Jr.!" That would be kind of silly.


Re: Crafting failures
Posted by: Mithril_Miser on July 11, 2006

Quote:

 

Originally Posted by swisskdl

 

So does that mean it is going to be hard to find the materials?

Some of them, yes.


Re: Crafting failures
Posted by: Mithril_Miser on July 11, 2006

Short answer: if you have the materials, and you have the skill, you will get either a success, or a critical success. Material acquisition is the key point to making items, not an arbitrary die roll at the end.

Ok, actually you'll care a LOT about that arbitrary die roll at the end, but it's a matter of good vs. great, not fail vs. good.



Creatures (MOBs)



Re: Sickle-flies Feedback Thread (Creatures of Middle-earth)
Posted by: Ramen on November 2, 2006

Quote:

 

Originally Posted by Dermax

 

It will be interesting to see how big these creatures are in relation to our characters. Since their killable, I guess they'll be big enough to target... unless Turbine does something like the fishing system in Everquest II. You see a "swarm" of bugs, for example, and can attack or be attacked by the swarm... not individual insects.

I guess we'll have to wait and see...

We have midges that are swarmy like that. The sickle-flies will appear individually, though.


Re: Orcs In the Daytime
Posted by: Corsair on September 28, 2006

Re trolls:

Some varieties of trolls, e.g. the stone trolls in the hobbit, are very very sensitive to sunlight, and must either hide during the day or else may come out only in shadow, or on heavily overcast days. Other breeds are more resistant, and though no creatures of the Enemy will ever really like the sun, their strength may be such that they can withstand it.


Re: Orcs In the Daytime
Posted by: Corsair on September 25, 2006

You will see plenty of orcs in the daytime. Their masters don't care how much the sun hurts their eyes, and their masters are cruel hard drivers indeed, so for the orcs, there are worse things to worry about than skin peeling and sun-dazzle. I wouldn't waste too much pity on them, though.


Re: Question about critters.
Posted by: Scenario on September 12, 2006

Currently, we have two types of "critters". Wild critters (which are things like foxes, squirrels, deer, etc) which roam the landscape outside of towns/farms and are killable. Wild critters will attempt to flee from an aggressive player. Domestic critters (non-wild animals like cow, sheep, cats and chicken) which can be found in and around the various towns and farms of Middle Earth cannot be killed.

There are some exceptions to both rules where it is appropriate (you may come across a wild critter NPC as part of a quest, for example) but by and large the above is how we are handling critters across the world.


Re: FFXI or LOTRO( Please devs also post some answers)
Posted by: October on August 25, 2006

Quote:

Originally Posted by Tulkas1

the orcs are big and not squatty like in the movie

We have lots of squatty things for you to kill in LOTRO... Goblins, for example.


Re: Trolls
Posted by: Corsair on August 22, 2006

I think there are at least 4 major types of Trolls in LOTRO, by that I mean tech-wise having distinctive models, animations, and behaviors, and lore-wise having different homes, natures and origins. Of course each of those types has any number of variants. Some breeds of Troll-kind must stay out of the sun at all costs, others merely dislike it, much like orcs. Some are exclusively nocturnal, others just pay close attention to Trollshaws weather reports:

"Mostly cloudy today with a chance of rain in the afternoon. Petrification index 21 out of a possible 100. Stone-trolls are advised to stay indoors until at least tea-time. This is KRHU serving Rhudaur and the greater Lone-Lands with weather on the elevenses."

As a general rule they are very tough foes indeed. The exceptions are worse than that....


Re: Stealthed Mobs?
Posted by: Keth on August 2, 2006

Quote:

Originally Posted by Doobious

What about stalking? I would prefere to see a wolf cautiously stalk it's potential prey for some time, only attacking if it gets the chance. This worked to a nice effect in SWG.

Well, when a mob is stealthed it plays different animations. So I believe stealthed wolves play a creeping / sneaky animation when stealthed. (Of course you only see that if you detect them while stealthed.)


Re: Stealthed Mobs?
Posted by: Scenario on August 2, 2006

Quote:

Originally Posted by Gror Wolfaxe

So we should expect not to visit an area and find the same mob spawning in the same location?

You can expect to see a small variety of mobs in a given area. Depending on what our generators feel like doing, you may or may not see the same type of creature appear at a given location (it could be a spider one time around, a wolf or a goblin, for example). Specific monster camps, however, don't typically vary. A brigand camp is a brigand camp is a brigand camp (there are occasions where camps do vary what is in them, but they are in the minority compared to other creature camps).

Quote:

Originally Posted by Gror Wolfaxe

And we could expect the world to spawn a mob far away that might catch wind of us?

Different creature types behave differently. Some have larger aggro radii, while others have smaller aggro radii - compared to the average anyway. Some creatures will even call for help from its nearby friends.

Quote:

Originally Posted by Gror Wolfaxe

 

And will mobs spawn right on top of us ?

Potentially.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Rotor

 

How many other giant bugs are there?

I hope they are kept to a mininmun. I rather kill 10 komodo dragons than have to fight giant beetles.

We've got some giant bugs. I think animators really like giant bugs for some reason. Must be all the legs.

Also, when you're mocapping a spider, it's hard to get all the little ping pong balls stuck on.

(If you've never seen a "mocap", or motion-capture session, that joke probably didn't make much sense. It's funny, trust me.)


Re: Giants??!
Posted by: Keth on July 11, 2006

Quote:

 

Originally Posted by kbdiggity

 

Since they are mentioned in one fo the four books Turbine licensed, do you think we will see them in game?

Giants are a creature that will be appearing in our game. As you would expect, they tower over the players and have abilities fitting for a giant, such as knocking you into next week and trying to stomp you flat. If you ever encounter one and make him cranky, you'll probably want to have a few friends about...



Currency



Re: Currency?
Posted by: Scenario on December 11, 2006

Motes, SIKs and Shards...

er... wait...

Copper, Silver and Gold will be the coin currency of the game.


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Link5935

Good Evening Mr. Davidson! Thanks a ton for doing this again, I would really like to know what currency will be used, such as will we have copper/silver/gold, or silver/gold, in other words, can you tell us about what currency will be used.

The basic unit of currency is the silver coin. Copper and gold are used as well, but silver is the baseline.



Day / Night Cycle



Re: Day and Night
Posted by: Keth on July 12, 2006

Quote:

 

Originally Posted by Are'el

 

Significantly shorter? Ugh, I hope that doesn't confirm the 3-hour cycle. 3 hours is just too fast. You're just getting used to the darker colors/tectures, then poof, it's daylight again.

Well, I hate to give you guys specific numbers, because those numbers can and will change. If we get enough feedback that the days feel too short, we can just jack up the length.

As for why they are shorter, if you expect a player to play, on average, a couple hours a day, and if the world didn't change in that time, it would make the world feel more flat.

...and, finally, I should say that it's hardly a "poof" when the day changes. The days gradually change from light to day, clouds move, the sun and moon both rise and set.


Re: Day and Night
Posted by: MadeOfLions on July 12, 2006

We have a definite day / night cycle, and our in-game days are significantly shorter than real-time days. This means that in a game session you will see one entire game day pass.

Now, that doesn't mean that we are progressing the story's timeline based on our game days. It also doesn't mean that you will only find certain mobs at night. We are doing some switching of spawns between day and night cycles, but there will also be some static spawns of night-time only mobs. We have these static spawns because it would be pretty annoying if you were trying to complete a quest, only to arrive in the location a few minutes late and it is now dawn. However, that doesn't mean you'll see trolls sunning themselves, those static spawns are either in regions heavily shaded or have special regional "weather" that makes them always overcast and gloomy.

Edit: BTW, I believe the region in that most recently released screenshot of the Orc has been updated to be a bit more gloomy.



Death



Re: Permanent Death in LOTRO
Posted by: MadeOfLions on July 11, 2006

Since death in LOTRO is less 'death' and more 'defeat,' I meant that there's no Retreat in the sense of 'I was thoroughly defeated, and now my character returns to continue the fight!'

Getting in over your head and then hightailing it for the hills is absolutely part of a PermaDeath style of play... but if it happens too often I'd be worried that I'm not playing cautiously enough, and my days might be numbered.

As an aside, while running away from enemies I have a tendency to spin the camera to see how close my pursuers are. I've fallen down more than my share of cliffs as a result. So, if you're thinking of playing PermaDeath style... don't do that!

MoL


Re: Permanent Death in LOTRO
Posted by: MadeOfLions on July 11, 2006

I think PermaDeath is a really interesting style of play, although I'm sure I don't have the patience for it. It's neat in that it forces you to be really, really cautious with the decisions you make: the quests you tackle, the areas you explore, even the friends that you make. If you can't trust your Guardian-friend to defend you, or your Champion-friend to wade into the fray with both blades singing, you could very easily fall to your foes... and that's it. No retreat if you're trying to play PermaDeath.

I think it's fascinating, and I have a lot of respect for people who try it, but that requires a lot of dedication.

I love old-school console games, so I'd be more likely to do a Three Lives setup, or something similar. Maybe I'd use a custom rule that every mushroom I steal from Farmer Maggot gives me another Life, too.

MoL



Dueling (PvP)



Re: Dueling is now in!!
Posted by: Patience on December 12, 2006

As it is currently implemented, duel requests from ignored players are... ignored! The dev team is also working on implementing an "auto-decline" toggle for those who aren't interested in dueling, and restricting the areas in which players can duel each other. There are no plans to do any class balancing based on dueling. LOTRO is about story, adventure, and exploration, and the team's focus remains on this. Dueling is just something else to do in the game and there are no penalties for defeat nor rewards for victory.

Hope that helps clear up some of the questions and misconceptions.


Re: Dueling is now in!!
Posted by: Patience on December 11, 2006

Anyone on your ignore list will not be able to send you a request to duel. The dev team is also implementing a toggle so you can ignore all requests if you so desire and, as Jeffrey said, will be looking at restricting the areas where you can duel. LOTRO continues to be about story and adventure and most of the team's work is focused on those goals.



Economy



Re: Great armor
Posted by: floon beetle on October 9, 2006

Your post is another way of saying, "I agree with you, and we're just haggling over the price." No matter what the scale difference is between best and worst pieces of equipment, perceived value of items will shake out to having a power law distribution.


Re: Great armor
Posted by: floon beetle on October 9, 2006

There's a reason most games have an emphasis on gear, and that is that gear can be turned into an economy, because it can be created, traded, found, and sold. Economies foster social interaction, and player engagement with their fellow players. Inherent avatar skill system do not. You can have games based around inherent avatar skill, but dollars to doughnuts, the social atmosphere of the game will probably suffer: the only situations that will involve players needing to talk to other players will be those situations revolving around skill use, like combat.

Economics is fun. Business within gameworlds is fun. It's what drives a huge portion of the folks that love to play games of this sort.



Environment



Re: Matt Elliott - Wild Lands (Developer Diary)
Posted by: Scenario on October 19, 2006

Quote:

Originally Posted by Saerain

Are those supposed to be snow-covered conifers?

Yes, they are. When that screenshot was originally taken they had just been implemented. We've since had the opportunity to return to that biome and give just the trees, but the area on a whole more polish.


Re: Running, Jumping and Exploring
Posted by: Corsair on August 31, 2006

You can certainly run, jump, fall, and explore, and occasionally find some path past a wall or over a ridge to the back of a camp or a fort or something like that. If you fall too far you can take damage or injure yourself, so watch out in the mountains or on high palisades as you can't sue the road-maker or the castle-builder for negligence in middle-earth if you fall down from a precipice.

However, we haven't implemented any jumping puzzles in the game or anything vaguely like one. I had a few of those in AC2 that were either notoriously horrid or loads of fun depending who you talk to, but they really don't have much place in LOTRO. Honestly, they aren't so hot in online games if there is any kind of lag at all, but at least the ones I put in AC2 would teleport you back to the start if you missed a jump, instead of actually killing you.... Well, most of the time wouldn't kill you, anyway.


Re: Ambiguous or otherwise?
Posted by: Scenario on August 2, 2006

Quote:

Originally Posted by Khalathwyr

 

How do you plan to combat those who turn the flora off or scale it back so that the deep fern cover isn't their to obfuscate? The only way I can think of accomplishing it is to give every character a "perception" stat, a non-viewable/modifiable by gear stat, that is rolled against by the mob that is attempting to hide. Let the stat increase with level and have a certain degree of success based on the mob level.

There are some things that you cannot "turn off". Frills can be turned on and off, but bushes and trees can only have their degrade distances changed (and doing that modifies the degrade distances of creatures as well). So if you are fighting out in the middle of a field with frills off, sure, you'll probably see that wolve coming a mile away (frills alone don't obscure monsters completely anyway, you'll notice movement). But if you are fighting within the Chetwood, you'll still risk getting jumped by that spider hiding behind the tree, or wolves napping in the bushes. This discussion (at least the portions I'm writing on now) is purely about mobs that wander around and by happenstance of their wandering use foliage for cover. Stealthed mobs are a topic all their own.


Re: Outposts in the Wilderness?
Posted by: Scenario on July 26, 2006

Quote:

 

Originally Posted by Widsomandlore

 

For example, between Bree and Rivendell, there really isn't much of anything as civilization goes. So what are we going to see here? Periodic outposts? Roving bands of Dunedain with makeshift camps? Or are there just going to be huge swaths of wilderness between the key locations in the book?

For every area we have at least one location that functions as a quest/vendor hub. Some areas have more, and some have a rediculous number (I'm looking at you, Shire!). Some of these hubs may be fully fleshed out and functioning towns (such as Bree) or little pockets of refugees hidden away from the eyes of the enemy (such as Esteldin).

Quote:

 

Originally Posted by Wisdomandlore

 

This also presents a challenge graphically, since thematically so much of the area is the same. I know there was a quote from the devs a while back about how they had some people just making sure each forested area looks different, but what really goes into that, and how are they doing it? (Hehe, I know I'm probably asking for too much )

Our process of theming starts at the very beginning of our planning phases. Usually, content and world teams sit down and brainstorm what we want to do with an area. What the major quest arcs are going to be, what kinds of environments we'd like to see in the area and what art we need to tie it all together.

After that initial planning happens, the principal worldbuilder for the area will take a first pass, laying out the height maps, rough scenery, building towns, bodies of water, monster camps, etc. Once that pass is complete, we do iteration on it based off of feedback and then pass the area off to the content team and our environmental artists.

The content team takes the themes we planned for the area and brings them into the stories they are telling with their quests and into the color chatter many of our NPCs have.

Our environmental artists (a combination of production artists and worldbuilders) select photo reference that best fits what we discussed for theming and pushes the art design in that direction. This means everything from the trees to the terrain textures to what the water looks like.

For example - The design of the Old Forest is a thick forest with heavy canopy, using lots of deep green colors, moss and ferns. The Chetwood, while equally thick in some places, is a much brighter forest, with bright colors (yellows, bright greens, some orange) and a healthy mix of bushes and small brush covering the ground.


Re: Birds and bees
Posted by: Scenario on July 6, 2006

We happen to like the notion of random wild life as well and have a system in place for them. Most of these animals aren't threatening in the slightest but they do provide a sense of life in our world and make running around the wilderness that much more immersive and interesting.

While we do not have birds or bees at this time, we have been adding ambient life to most areas of the world. Though are are some places where having deer, rabbits, foxes and the beloved squirrels choose not to habit, and for good reason.

Note to self: Remember to hook up those Shire squirrels with red fur.



Faction



Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Alfwine

 

Thanks Nik for your willingness to Q&A.

Is faction still an element in the game? Previous on the pre wipe forums after you had acquired the license, there were Dev statements made that faction would play a significant element with the NPC societies and it was highly unlikely that any PC would be able to max faction with all factions.

Is faction still in?

If so, can you elaborate on it more?

aTdHvAaBnKcSe

Whoops, missed this one. Faction isn't nearly as big a deal as it was back in the mists of time. There will be faction-related accomplishments (do enough quests for the people of Breeland, and they'll start to appreciate it) but it's not the system of old.



Farming (non-crafting)



Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by TucksMa

 

Oooo... good one Barq!

I would like to know... with the new revelations about raids (well someone had to do bring it up!) and comparable soloing loot drops, what game systems are in place to reduce farming, camp spawning, and other things that occur in loot-centric games and attract gold farmers?

One of the funnier but more helpful quotes that came up in a meeting was this: "All incomparable items are comparable!" Incomps are a quality tier, and there are many sources of them. Crafting, raiding, exceedingly lucky drops, and a couple other ways I can't talk about just yet.

As to the issue of "things that attract gold farmers," I can't say with any surety that anyone really knows what those factors are. I think there are a lot of theories, but to be honest, the only thing that is 100% sure to attract gold farmers is success. When a game does well and there's a big player market, well, in come the gold farmers. Any violations of our terms of service will be dealt with accordingly, but I honestly don't believe that it's game mechanics that lead to gold farming, with a few detailed exceptions that I could ramble on about for a very long time. File this answer under "my personal opinions", please!



Fluff



Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by sniperct

Oh, one minute left!

What sort of fluff and like can we expect? Weather, Environ sounds, children in cities, NPCs talking to one another, etc. I was wondering if there will be weather effects in general and what form it would take? Would it be just visuals, or if it would affect gamplay in any way?

*edit* Made question a little clearer

We have a lot of fun with "color" NPCs, which are characters that pretty much have no gameplay purpose but add a lot of atmosphere, running around, emoting and commenting on the world around them. We do have a rich set of environmental sounds, and weather effects. The weather effects are purely cosmetic at this time, however.



Game Engines



Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 15, 2006

Quote:

 

Originally Posted by Seton

 

In the AC's you couldn't run off high areas and fall to injure yourself without trying (ie jumping off). In DDO i found that unless I was careful I could fall off high spots easily (due to lag problems).

Question is, which model is LOTRO following??

We're following AC2/DDO. If you happen upon an cliff, you will find yourself falling off it if you aren't mindful.


Re: Giants??!
Posted by: Keth on July 11, 2006

Quote:

 

Originally Posted by jeffm

 

Oh, good, I enjoyed coping with the Warath's whamming you over a hilltop into next week in AC2.

Fortunately, we've improved our physics system since then, so it won't be as likely to throw you great distances if you are standing on angled surfaces. In AC2, an angled surface acted like a ramp and would make you go farther if you were impulsed.



Gear



Re: Duel-wield or Traditional?
Posted by: Mithril_Miser on October 11, 2006

Quote:

Originally Posted by Yetskii

A Bow or Crossbow is a 2 handed weapon, is it not? By this line of thought, I could make a Guardian and use a Bow with it?

I guess I am looking at this in a different manner...

How about this...

Are there weapon restrictions at all, based on class, or can anyone use any weapon they find?

Ok, now I think I get the confusion. You have three "weapon" inventory slots. Main hand, Off hand, and Ranged. Depending on the weapon proficiencies you have, which are granted by your class, you can equip various things in each of those slots. Hunters can use any ranged weapon. They do have restrictions on what melee weapons they can use, and they have no shield proficiencies, but they can use a small weapon in their off hand. You don't need to unequip melee weapons to have your bow at the ready.


Re: Duel-wield or Traditional?
Posted by: Mithril_Miser on October 11, 2006

Quote:

Originally Posted by Yetskii

I can understand having one knife for the inclose work, but everyone is taking dual weild as meaning a Hunter is running around with nothing but 2 short swords.....Can we get confirmation on this?

There are more types of one-handed weapons than just daggers and shortswords. But hunters do not have the option to use shields or two-handed weapons.


Re: Great armor
Posted by: floon beetle on October 9, 2006

Quote:

 

Originally Posted by erethizon

 

That is true, but what he is saying is that if the actual power difference between the best and worst is not great then people that will never get the best are not left out in the cold.

Not that I'm saying that this doesn't happen, but I have never played in a situation where the gameplay experience has hinged on the quality of any ten pieces of equipment my character had. "Oh, you only have a +14 Sword of Head Snipping. I have a +17 Head Juilienner. Go back to n00bville, n00b! We have grownup things to do!" Yeah, that sort of hasn't happened in my experience.

Most of the time, folks volunteer to help me do the missions that you have to do to get whatever 1337 gear they think I'll like to have. I can understand how we don't want that to happen in Lotro...


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Alazer

Can you give a hint about how much the best of exceptional items give a boost to a character, in comparison to a character's innate stats and skills? As in many games the difference between two basically identical characters is immense, if one has ordinary items and the other is outfitted with truly elite gear.

It's hard to really explain without having the game in front of you. (Sorry about that.) Top of the line gear makes a big difference, make no mistake. It's hard to quantify that, though. We want to make sure that when you make a major equipment upgrade, you feel it without parsing some combat log to find out that you decreased your incoming dps by 3 or something.



Grouping



Re: Creating a fellowship.....
Posted by: Mithril_Miser on July 25, 2006

Quote:

 

Originally Posted by knight-of-earth

 

To form a fellowship, do you just add him/her to your friends list?

Nope, fellowships are more transient groups - they're adventuring parties.

Quote:

 

What bond is formed when you create a fellowship?

 

While in a fellowship, you'll share XP, share quest advancement, and be able to affect one another with various beneficial abilities.

Quote:

 

Will there be a penalty if you break off a fellowship?

 

Nope.

Quote:

 

If a fellowship member dies, will you be able to revive him?

 

A couple classes do have the ability to revive a defeated comrade.


Re: What classes will be manditory
Posted by: Mithril_Miser on July 7, 2006

This is a great question, and it's something we've talked about quite a bit. Allow me to recount a story. (OMG STORY TIME WITH UNCLE NIK!)

Not too long ago, we had a company-wide stress test of the alpha hardware. Things were very stable, so we got a lot of good playtesting feedback from people within the company that are currently working in other departments, or on other projects. After the playtest ended, I made sure to talk to a lot of people that aren't on the team, but whose gameplay sense I know and trust - while the LOTRO team is hands-on with this game every day, a lot of other people in the company see it pretty infrequently.

One of the people I made sure to sit down and talk with is an engineer on another project. We'll call him "Bill." Bill has, as far as I can tell, the prototypical MMO-playing personality. If I want to know how people at large will react to something, I ask Bill what he thinks. He's rarely wrong.

He's also a bit nuts.

So in addition to gameplay feedback, I get to hear some entertainingly incoherent rambling on all sorts of topics. I'd say I filter out the nuggets of good info from the crazy ranting, but let's be honest, I'm a sucker for crazy ranting. It's all good stuff! Win/Win!

After the playtest, Bill started ranting about clerics. (There are no Clerics in LOTRO, as you well know.) He hates clerics. He hates the whole idea of clerics. He hates waiting for a cleric, he hates the attitude that comes with being the "needed" class, and he hates games with clerics in them because they could have chosen to be games without clerics. (As an aside, he plays these games anyway, and loves them, but also hates them, which is one of the reasons I say he's a prototypical MMO-playing personality.)

I asked Bill, "Do you think LOTRO has that problem?" Bill thought about it for a while, and said "No."

So there you have it. Some crazy engineer on another project thinks we've successfully solved this problem! Doesn't that make you feel better? Truth is, I agree with him. The biggest problem that you're referring to here is the "primary healer" role. While the Minstrel is definitely the best single-target healer, a Captain can fill the role. While the guardian is the best tank, a Champion can fill the role. All of the classes bring a lot of utility and flexibility to the table, which means that most combinations can "win", they just might have to play to the strengths of the classes that make up the group can do so.



Guardian



Re: Solo Ability Concerns
Posted by: MadeOfLiions on August 18, 2006

Worry not - my favorite class, the Guardian, is able to solo effectively. We're very conscious of designing quests geared for both solo and group play, as well - you'll have plenty to do even if you aren't interested in grouping.



Housing



Re: To All Those Blue Names Popping Up..
Posted by: October on July 15, 2006

Quote:

>p>
Originally Posted by Bart

 

You do the lawn, I'll do my and my wife taxes, our fun never ceases

I don't know which housing question you are referring to, but I'll add a little question of my own with regard to housing. *whistels innocently* Is the player housing still using the system which was described a long time ago? In that system the inside of a house was instanced and technically removed from its surroundings. This allowed for a number of things: (1) no lag outside and inside of houses, (2) the inside of a house is indepedent on the inside allowing for all sorts of neat tricks and (3) because of (1) houses could be placed in the center of cities without trouble. Also (4) the houses would be preplaced and preconfigured. So in short are all 4 aspects still the same?

There is no housing for the release of this game. It is possible that we will add it in an update or expansion.

What I wanted to talk about was the considerations for housing that needs to take place... Housing is like adding another player race to the game, one that needs a bunch of systems that are unique to it and it alone. Like players, it is desirable to have it customizable, only it needs to be customizable in the outside AND on the inside. Any of the things you would want to put on the facade of the house and the interior needs to be made. Even if you use existing objects for decorations, those objects aren't generally made to be placed in the world by players, so even existing objects would need some attention.

Also, the houses should have race based appearances... a hobbit hole should look different from an elf home. This causes other issues... can an Elf build an Elf house in the Shire? Can an Elf own ANY property in the Shire, Elf styled or Hobbit styled?

I'm not saying what the right or wrong answers are for these considerations are, I'm just saying that housing is a huge task and it's importantly that we do it right, or else why do it at all?



In-game Music



Re: The Inaugural Orion Q&A
Posted by: Orion on August 29, 2006

Quote:

Originally Posted by Indirian

From a music standpoint - other than taverns and inns having music, is there an ambient theme in various areas? If yes, will it play and fade out at intervals (ala AC2), or run on a continuous loop (ala EQ2)?

I love our sound guys. You cannot understand how much I love our sound guys. The music is sounding better and better and covers...nearly all the world. It seems to me that it is much closer to AC2.


Re: Wait.... Where's the Music?!!
Posted by: Scenario on July 30, 2006

Just popping in to say a few words in this thread. Our SVT department has done a wonderful job setting up the audio portions of our game. Ambient wild life (insects buzzing, birds chirping, water falling etc) is coming along very nicely.

Regarding music, its in and sounds great too! To the best of my knowledge, our guys are making the music. Any contracts they have with composers or other musicians is beyond my scope of knowledge (something that is best for one of them to confirm). Hope that clears things up a bit.



Level Restrictions



Re: Level Restrictions(for areas, zones, or instances)
Posted by: MadeOfLions on July 8, 2006

One thing I've always liked, and we're trying to do in LOTRO, is to have higher-level content available that you can see early - if you're not careful and don't pay attention to the signs, you might stray into an area that's much too dangerous for you to handle. The thrill of coming back later, when you're stronger and better-prepared, and, ahem, "pwning" the formerly much too dangerous challenges... I think that's a lot of fun.



Lineage



Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Doobious

Woot!

The pressure of one question...

Will we be able to enhance the reputation/power of our items simply by using them in certain quests/raids, or do they become enhanced though other means?

Yeah, that'll do for starters.

Items aren't enhanced through the course of gameplay... yet. I tried to make an analogy in one of my dev diaries that was taken unfortunately literally - I spoke of the concept of "lineage" making an item special. Really, I just was trying to explain that some items are special without being "magical", and how exceptionally crafted items can fill that role.



Live Events



Re: Y'know what would be a cool idea?
Posted by: October on September 23, 2006

Quote:

Originally Posted by Ihamihaeg

Ive always thought about this, and if i somehow manage to join a gaming company i would be happy to try this out.

What if the LotRo guys actually played an important character. This would make rping with what would be NPCs a kewl little feature. Now i know someone will come along and shoot this thread down, but i always like the idea.

for example, off the top of me head...Rick Schmitz plays as Elrond. You could actually talk to Elrond and he would speak back to you. and maybe those characters have say an ability that gives the target a quest. Allan maki could play as...Aragorn and Nik davidson could be say gimli. Its probably impractical, but it would be a nice little touch of realism to actually interact with these characters then just click on them and they say the samething over and over again

Whoo boy! You don't want me to participate in a live event... I type too slow and my spelling is awful! Besides, Elrond has way more hair than I do... I could have played him 15 years ago, but I'm much too old for the role now. Now Allan as Aragorn I can see...

Seriously now, Allan is a very talented guy... did you know he can do ANY voice? He's amazing!

No doubt we will have live events from time to time, but those will be special cases, not the rule.


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by DangerousDan

Has there been any consideration about having a live events team for the game? That'd be really, really great, especialy considering the nature of the source material.

And secondly (also pertaining to events) are there any plans for random events - Orc attacks out of Angmar, Elves passing through towns on their way to the havens - anything like that planned?

Cheers

-DD

We are definitely going to have a live development team to bring additional updates - whether that will encompass live events is beyond me at this time. I know we've discussed it, but I don't believe any decisions have been made.


Re: Live Events in Game?
Posted by: Keth on July 6, 2006

And so do we! There are a few AC1 and AC2 live team veterans on the team and we really liked the event system we had in those products. (Our event system was simply the ability to set flags on the world that would turn on certain spawns or other objects.) The plans for our live service have *not* been nailed down yet, so whether this sort of system shows up in LotRO has yet to be determined. If it does though, we live team veterans will probably end up using it!

Oh, I should mention that we already have the ability to have certain monsters only appear in the day or, more importantly, in the night. So in a few cases you will see spawns change based on time of day.



Load Times



Re: In game maps - The Shire
Posted by: Saffron on August 30, 2006

It is a seamless transition from one area to another. For the most part there is no loading between zones.

The only exception I can think of is when entering houses and other buildings. There is a quick splash screen during the transition.



Locations



Re: Question on Initial Territories and Expansions
Posted by: Rhidden on January 2, 2006

Quote:

 

Originally Posted by King_Bob

 

Will the Shire include the old forest and the barrow downs?

The Old Forest and Barrow-downs are part of Breeland, not the Shire.


Re: When all the places have been added...
Posted by: October on September 8, 2006

Holy cats! Can we get the initial game out first?

It will take us a while to fill out Tolkien's map completely, so I don't think anyone here is thinking that far down the road. There's a vast world to fill out as it is without even considering what's to the East of Rhun...


Re: Combe and Tharbad
Posted by: Scenario on August 25, 2006

Quote:

Originally Posted by Krindorf

Can anyone on the dev team confirm that Combe will be a valid town/village?

Combe will be a valid town/village.

It's the second town of man players get introduced to after Archet.


Re: Trolls
Posted by: Corsair on August 24, 2006

It's the "Vale of Imladris", so yes, it is in a valley. It's a big valley though, so at the bottom there is plenty of open space. But you have to travel a winding path down some hills to get in.


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Signus

Will all races be welcome into Imladris at all times? Like, will we see a squad of 20 hobbits just chilling with the elves, advertising loot?

We are not currently racially restricting areas in the game. What the hobbits do in Rivendell is as their consciences dictate.



Loot



Re: Matt Elliott - Wild Lands (Developer Diary)
Posted by: Scenario on October 20, 2006

Quote:

Originally Posted by kitka

I am wondering about treasure chest's loot rights. If I'll start to fight the camp's guards will there be a possibility for any other player to sneak behind and steal the chest's loot? I remember such thing being very common (and annoying) in WoW

At this time there are no special loot-locking behaviors for camp treasure chests.


Re: Treasure Rewards
Posted by: Scenario on July 27, 2006

Quote:

 

Originally Posted by Bahrahir

 

What always bothers me (well not really bothers but I do find it humorous) is when a wolf drops a chain mail shirt. I mean...what does he think he's going to do with that?

I have yet to see a wolf in LOTRO drop anything but claws, paws, and fur. Our game systems team is making sure non-humanoids drop loot appropriate for the creature.



Lore



Re: what "classes" were all the main LoTR characters?
Posted by: Rhidden on January 2, 2006

Quote:

 

Originally Posted by Corsair

 

I always liked this topic... Before I started this project, I wasn't entirely aware of the vast breadth and scope of Aragorn's career prior to the events in LOTR. He actually qualifies for pretty much all of our classes except possibly burglar. But who knows, somehow I wouldn't be shocked if he'd spent a few years in Lankhmar given everything else he's known to have done.

Captain? Yah, best leader of men in Middle-earth. Check. And oh yeah, he was in fact a ship-captain and admiral who led a Gondorian force against Umbar.

Loremaster? Yah, he was known as the best mortal lore-master of his time. Check.

Champion? Guardian? Yah, he did an awful lot of fighting over what amounts to the full lifetime of an ordinary man, both as a solitary warrior and as a soldier, so I think he'd qualify on both counts. Check, check.

Hunter? Well, you know, he's a Ranger and he spends most of this time these days in the wilderness. Not his primary role, I think, but still, check.

Minstrel? Yah, penchant for verse and song, vast knowledge of both. I don't recall him playing any instruments, so let's just give him a half-check here unless someone can recall something I've forgotten.

Oh, is he ever a sneaky sneaky Burglar:

"At last he got leave of the Steward and gathered a small fleet, and he came to Umbar unlooked-for by night, and there burned a great part of the ships of the Corsairs."

Sneaking in the middle of the night and burning down a fleet of ships ftw!


Re: what "classes" were all the main LoTR characters?
Posted by: Corsair on January 2, 2006

I always liked this topic... Before I started this project, I wasn't entirely aware of the vast breadth and scope of Aragorn's career prior to the events in LOTR. He actually qualifies for pretty much all of our classes except possibly burglar. But who knows, somehow I wouldn't be shocked if he'd spent a few years in Lankhmar given everything else he's known to have done.

Captain? Yah, best leader of men in Middle-earth. Check. And oh yeah, he was in fact a ship-captain and admiral who led a Gondorian force against Umbar.

Loremaster? Yah, he was known as the best mortal lore-master of his time. Check.

Champion? Guardian? Yah, he did an awful lot of fighting over what amounts to the full lifetime of an ordinary man, both as a solitary warrior and as a soldier, so I think he'd qualify on both counts. Check, check.

Hunter? Well, you know, he's a Ranger and he spends most of this time these days in the wilderness. Not his primary role, I think, but still, check.

Minstrel? Yah, penchant for verse and song, vast knowledge of both. I don't recall him playing any instruments, so let's just give him a half-check here unless someone can recall something I've forgotten.


Re: In the words of Davidson...
Posted by: Mithril_Miser on October 15, 2006

Quote:

Originally Posted by Celuial

Was it not declared by you, Mr. Davidson, that each class should not be compared to any of the Fellowship/other major characters since our characters are not on par with them and are different, etc.? Then, pray tell why are the classes modeled after the major characters from the book?

(snip)

Despite this, I still fail to see why the hunter has a "dual-wield" skill. Legolas really only had one long knife, never two in the books.

There's plenty there that I feel is opinion, which you're certainly entitled to, but I did want to respond to this last bit. There's no contradiction in saying that player characters are not on a comparable power scale with the Fellowship, and yet patterning skills and abilities after fellowship members. One is a question of magnitude, the other is a question of archetype. I'd consider Boromir, Lando Calrissian and Kain Highwind (from Final Fantasy IV) to all be essentially the same literary archetype.

Archetypes are essential in communicating role in games. Let's face it, most characters in any movie, book or game could be summed up as "Well, he's sort of like [character], except for [personality or physical trait.]" When I say we patterened the Guardian after Boromir, for example, it means that people can expect to share certain traits with that character, if not magnitude.

I've already apologised about the Legolas/dual-wield mixup - a simple failure of memory on my part. (I could have sworn that in Two Towers, Legolas mentioned "knives" rather than "knife-work." Whoops.) But honestly, I think that dual wield fit's the hunter's gameplay role just fine - exceptional single-target damage. I'd make the same choice either way, and stand by the decision, if not my earlier explanation.


Re: Fresh batch of Lore Cookies, get 'em while they're hot!
Posted by: October on September 23, 2006

Quote:

Originally Posted by Dúath hathol

housing/kinship halls!

How are kinship halls lore breaking? Or instanced housing for that matter?


Re: Giant frog in LOTRO?
Posted by: Scenario on September 14, 2006

Quote:

Originally Posted by EidolenKoerr

So did I get bad information saying these frogs were called "cabor" in Sindarin?

Personally, I don't know every step and beat of the lore behind the world of Middle Earth. So Frogs of Inordinate Size (FIS for short) may have a place within the thick and weighty tomes of lore.


Re: Giant frog in LOTRO?
Posted by: Scenario on September 14, 2006

If we didn't "go against the lore" and add in things that were never written about... well... we wouldn't have much room to make an interesting and engaging game.

NPCs, creatures and locations have to be created from scratch in some locations in order to both fill in the gaps as well as make the game fun. Frogs of Inordinate Size are amongst those creations.


Re: Gun Powder in ME
Posted by: Rhidden on September 8, 2006

Goblins used machines

"It is not unlikely that they invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people at once, for wheels and engines and explosions always delighted them, and also not working with their own hands more than they could help"

-The Hobbit

And, Bilbo had a clock

"Bilbo took out the envelope, but just as he was about to set it by the clock, his hand jerked back, and the packet fell on the floor."

-FOTR


Re: Sackville-Baggins Quest?
Posted by: MadeOfLiions on August 16, 2006

You will indeed interact with a Sackville-Baggins or two, but more than that I can't say.


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Sywyn

I was wondering about how you will be dealing with mithril.

Mainly, How it will be aquired and how it's rarity is kept?

Good question. This is one where my gamer instincts and my lore sensibilities came into conflict. Originally, I wanted to have players working with mithril at the top end of crafting, but I ended up changing it so that top end weapons are exceedingly fine steel instead. Mithril is going to be very, very rare. One might say we're going to be almost miserly with it.


Re: What if Turbine Gets Setting Wrong
Posted by: Rhidden on August 1, 2006

Turbine has a number of staff members who are very familiar with the books in many different departments around the building (myself included). You can rest assured that there are a number of us lore geeks looking at the game from a number of different angles; content, world building, and game testing (to name a few) that want to see not only a fun game but one that adheres closely to the world Tolkien created.

And that picture of Tom Bombadil is just bad lighting, his jacket is very much blue.


Re: Where will Devs pull reference from...
Posted by: Keth on July 21, 2006

We have all the MERP books here, and are allowed to pull references from them, but so far as I know, we haven't yet. We may use them when looking for some inspiration, but usually any ideas from them get pretty heavily modified by the time they get into the game.

The only MERP book we do use fairly regularly is the Black Speech dictionary in the Angmar reference, but it can be a pain to use because many of the words there are multi-syllabic. That leads to word pairs that are too long and look weird when you try to put them together. In addition, some of the word pairs don't work so well together. For instance, we had an Orc tribe we were calling the "Blood Crag" orcs. Not bad, right? Well, according to the Black Speech guide that would be "Blogthop." We even tried it in game for a while, but everyone pretty much agreed that it was just silly. (Except Orion, he loved that name, I think mostly because it was silly.)


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Sywyn

 

Although this is my second question I've been wondering,

Will we see such common fantasy monsters / bad guys like Vampires and warewolves, even though they are loosely mention in the Silmalirion? Or are they a no go?

Anything mentioned exclusively in the Silmarilion is verboten for us.


Re: A Plea for Low-Loot, Low-Magic, Low-PvP, High-Lore LOTRO
Posted by: Amlug on July 14, 2006

Quote:

 

Originally Posted by Gaston

 

Nevertheless, this is a plea for those of us who do not belong to the expected demographic to ask for a game that can be enjoyed by the rest of us. LOTRO should absolutely not be about the loot, from raids or anything else (I've noticed that much of the anxiety about raids arises from the fear of unique or overpowering loot). Fireballs and flying toons are simply not allowed in any other than very exceptional circumstances. PvP is simply not common, even among the quarrelling races and tribes of the Fellowship.

I think it's important for us to point out that LOTRO is not just about the loot, nor is it just about the raids, nor is it just about any one thing. We realize that lore is a very important part of this game. We fight hard to see it preserved as best we can. Most of us on the dev team grew up reading these books. I know, for me, the dream of playing in Middle-earth is very exciting and I want to see it realized to it's fullest potential.

It is important to realize, however, that what one person finds enjoyable, the next does not. We want lots and lots of people to enjoy our game. We want the world to be living and breathing and teeming with players having fun. What is important to understand is that we all have different definitions and expectations. That is ok. We are trying to find that balance.

All that being said, we are very conscious of lore. Tolkien would not want it any other way. We want a game that feels like Middle-earth. We want the world that you all love so dearly. We are also, on the flip side, delving into areas where there is not so much lore. Spaces in the books that do not have as much description. In those places, we are able to create our own lore and that is wonderful as well. We try our best to keep within the constraints of the world laid out by J.R.R. himself and also build upon that world.

Quote:

 

Originally Posted by Gaston

 

The obvious focus of a lore-based LOTRO should be mainly, overwhelmingly and nearly-completely on character development and play, whether through roleplaying or through game class/race mechanics. *Anything* that interferes with the focus on character development and play will simply detract from a lore-based LOTRO. An emphasis on character development and play will encourage the formation of lasting fellowships, which will encourage continued play for even the most casual players.

Please consider supporting with your words and your funds a lore-based LOTRO, and object to any attempt to shoehorn LOTRO into the l33t l00t, fast-leveling pwnz model that has obviously been successful with that monster WoW. Less loot, more riddles. Less magic, more personality. Less PvP, more fellowship. And there'd better be beer brewing too!

We want this world to be everything you are saying and more. We want this game to be fun and engaging and something you all want to play. Just because we are adding raids to our endgame plan does not mean that we are throwing lore out the window. In fact, it does not change our lore-based approach at all. Middle-earth is a war-torn place of struggle and a fight for survival. While we want to personalize your experience in Middle-earth so that you play the hero, we also want you to feel as if you are part of the overall struggle.



Lore-master



Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Link5935

How important are pets to Lore-Masters?

Pretty darn important solo, less so in a group. In a group, the Lore-master's crowd-control, buff and debuff skills really shine. Out alone in the wilderness, it's very helpful to have your AI Friend Who's Fun To Be With(tm)*

* - Apologies to D.N.A.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Dalben

 

Much discussion has been made of Jeff Steele's comments about the Loremaster having a vial of oil as a lore appropriate alternative to the Sorcerer's fireball.

Does the loremaster have something like this as an offensive, direct damage weapon?

I hate to contradict El Jefe, but the loremaster doesn't currently throw burning oil at people. He's not a nuker class. He has a "Burning Embers" skill that involves throwing burning pinecones at people - that's the closest analogue I can think of.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by karakedi

 

Mithril Miser, thanks for doing this!

About loremasters: will elves and humans have a different set of loremaster skills, or have similar skills but gain them differently? In short, will human and elven loremasters be different from each other?

Related question: to what degree will the innate elven ability to subcreate play a role for their loremasters (or other classes)?

Same set of skills. However, the racial accomplishments that different race loremasters can complete will give them different traits and specializations. Loremasters of different races will be different from one another, but those differences will tend to manifest later in your adventuring career.


Re: Fireball Tossing?
Posted by: Mithril_Miser on July 14, 2006

I do want to weigh in on this briefly. The Loremaster is not a "nuker" class. He's got skills that definitely draw from magical sources, but his role is really that of crowd control/buff/debuff, with a heavy reliance on his natural lore to befriend beasties. (Read: OMG BEAR PET) It's a more subtle use of power, which is not to say that toward the higher end he doesn't get some pretty cool looking abilities. He does.



Maps



Re: The Inaugural Orion Q&A
Posted by: October on August 30, 2006

Quote:

Originally Posted by Unthor

Let me see if I get this right: We have a regular map of Eriador and as we get to a point of interest it draws it in on our map...otherwise it's just the standard Tolkienish map of Eriador with all the standard info from the books.

I'm not sure if I completely understand your question, but I'll have a go at it... We have a large map that covers the entire game world so far, and then we have smaller regional maps that have more specific game-world info on them. Why just the other day I was admiring the map of Bree... it's quite lovely.


Re: The Inaugural Orion Q&A
Posted by: Orion on August 29, 2006

Quote:

Originally Posted by Merciful_Death

Is the player accessible IG map a clear-view, or a fog-of war, or a blackened untravelled areas, or something else?

Right now, and mind you all of this is subject to change, the map is clear. Though there are other "pieces" that are unveiled.


Re: New LotRO-Trailer
Posted by: October on August 29, 2006

Quote:

Originally Posted by Paith

Another great tid-bit of info! Fantastic! I'm just wondering if the map we see on the trailers is the one they are using in game?

Nope, we have unique maps that are being made just for the game.



Minstrel



Re: Minstrel Class: Cleric..Bard, or somewhere in between?
Posted by: Mithril_Miser on July 17, 2006

Quote:

Originally Posted by Locithon

I was reading through the class descriptions and i noticed there wasn't a traditional healer class. The only class which remotely resembled a healer was the Minstrel. Though i'm still not sure what "inspires friends" means. Is it song buffs? In-combat aggro abilites for the tank (aka dirge)? Or does it just mean healing?

My real question is i guess, is the Minstrel the main healing class in the game?

I just spent a couple hours soloing as a Minstrel, testing out a bunch of the skill changes that we've made this milestone. Solid stuff. While the minstrel is definitely the best healer/buffer, he's got a good mix of offensive abilities that keeps him very active to play in combat. Some of the group-enhancing abilities are subtle - for example, an attack that has a secondary effect of a short term (just a few seconds) group buff. It's definitely a very different class than anything you've played before, but if you want to simply sit back and heal, you can do that too.



Mounts



Re: how to obtain the mounts
Posted by: Rhidden on January 15, 2007

Will there be a quest(s) associated with learning how to ride a mount?

-Yes

Will there be a cost associated with purchasing a mount?

-Yes

Will we be able to get a white mount? *at launch

-Not so much. There will be a variety of colors available at launch, pure white mounts will not be one of them... *at this time.



Movies



Re: Cinematics
Posted by: Keth on July 18, 2006

Quote:

Originally Posted by noVus

 

Again, thanks for the info Keth! (You are really, really going to spoil us).

Are there any thoughts as to providing small 5-10 second animated cut scenes in the future, to eliminate static load screens?

A "possibility"? A "mabye"? To quote Gandalf "A fools hope"?

After a few key moments in your character's life, we are planning on having some sort cinematics using in-game assets but through a few effects. The number we are planning is fairly low at the moment, mostly because we aren't sure how difficult they are going to be for us and the time they are going to consume. If they prove to not be too difficult, we may do more.

Personally, I would love to do a ton, but we'll see how it works out!


Intro FMV?
Posted by: Keth on July 7, 2006

Well it isn't a matter of should, we are! A CGI intro is being prepared for our game. I've seen some of the preliminary work done for it and it looks amazing! As for who is in the movie, I can't tell you that, but if you saw the Gandalf picture we had at E3, you've already seen at least one of the characters appearing in the CGI...



Newbie Experience



Re: Question about starter areas.
Posted by: Keth on July 26, 2006

Well since I've just gotten done revising the Man experience (which is still strange to type, but the word "Human" has no place in Tolkien) I can tell you that our newbie experience has a "fat" path and a "skinny" path. If you just do what is required to finish it, I'm guessing it to take you an hour to an hour and a half. If you try to do all of it, even the parts that aren't required, I'm guessing it would take twice that, so 2 to 3 hours.

Edit: Oh, and I should also mention that I implemented a "Skip Introduction" feature that allows you to skip the newbie experience if you've completed it once before with a character of that race. Already done the experience as a hobbit? Great, you don't have to do it again, if you don't want to.


Re: Question about starter areas.
Posted by: Keth on July 26, 2006

We haven't worked out yet the shortcuts we might provide that will allow players of various races to join up with friends after completing the "newbie" experience, but whatever the case, all roads eventually lead to Bree, and from there players are free to go whatever direction they like.

Edit: Holy cow, that was a run-on sentence.



Pets



Re: Lore-appropriate Pet Class
Posted by: Corsair on July 24, 2006

Yes, you can get fun (non-combat) pets that are not linked to race or class.

I just added one in Ered Luin, and I know that since the artists and game systems people have made up a bunch of different cute little critters that others will certainly appear one way or another in other places in the world.

No, we are not implementing the tree-herd as a playable class....


Re: Lore-appropriate Pet Class
Posted by: Keth on July 24, 2006

While not my department, I can say from playing that Lore-masters do indeed have pets, and the raven is one of them. Other classes might get a pet as well, as they are polishing up the classes and seeing where it might be appropriate and beneficial for it to have a pet.

...and of course, the pet will be appropriate to the class.



Point of Interest



Re: Bamfurlong (Point of Interest)
Posted by: Corsair on July 6, 2006

I think that's Wolf about to pay his respects to a local tree, but I could be wrong. Fang and Grip have different coat patterns, I believe. Odovacar Bolger says he has the best hound in the Shire, however, regardless of Maggot's claims to the contrary.

Oh, by the way, just for you EarthandBeyond: 1l32n c4d2s 1r2 c44l, b5t y45'd th3nk th2y w45ld b2 h1rd2r t4 f3g5r2 45t.



PvP



Re: Why?
Posted by: Ramen on November 6, 2006

Quote:

 

Originally Posted by nanfoodle

 

No there was a point where PvP was not going to be in this game at all. Turbine thoughts on this was "No player would hit another player ever in this game" 100% pure PvE. There wasn't even a PvP area to post about wanting PvP. Every time I posted a request for PvP of some type in the main forum I was slapped around like I owned a pocket protector! =-)

I'm still suspicious you may own a pocket protector.

The idea back then (and now) is that having the free peoples going around ganking each other was very much against Tolkien's lore. Free people going around smacking down orcs and such, now he was all for that


Re: Possible Good Monster Play Characters
Posted by: Mithril_Miser on October 18, 2006

Quote:

Originally Posted by Lothaina

It will be cool to play a badie, especially a BIG one, but it would also be fun to play a BIG good guy. Havn't heard of anything on this topic, but I for one would love being an Ent for a time. Can anyone else think of a different 'good guy' that would be cool to play but not as a normal character?

We've talked about it, and I'm personally a fan of the idea. Not going to make it for ship, though.


Re: Buying/Selling Accounts etc now OK??
Posted by: Nigellian on October 9, 2006

::Climbs over the wall of glass the OCR team maintains around the EP to keep him in check::

I've been watching this thread and I thought it might be time for me to jump in

As with all articles, the Computer Games article contains a lot of what was said, some of what wasn't and some that sounds different on paper than it did when we were in the room with the reporter.

First of all, Cindy Yans did a great job in understanding the major pieces of monster play as we described it, even though it was new to her and not completely finished. I can go into a bit more clarification of MP in the article another time, but first I wanted to clear up a bit of "confusion" brewing in this thread.

ARE DESTINY POINTS SELLABLE, TRADABLE OR TRANSFERABLE?

Nope. Nope. Nope.

The only tradable currency in the game is gold, items, and words of wisdom.

DO WE (OR ME FOR THAT MATTER) CONDONE SECONDARY MARKETS?

Turbine has always been clear on this issue. When/If we feel it makes sense to allow the free flow of game currency and real currency back and forth, or allow players to barter and sell everything including their mortal souls in-game, rest assured, we'll find the right way to make that happen for our games. For now, we’ll provide the best balance of structured economy we can in Middle-earth, learn from how you use it, and make it more and more useful over time. As for external options for trade – there’s just no reason for me to pretend it doesn’t exist. Then you guys would probably be talking about how naïve I am!

BALROG-PLAY!

We all know there is one bad-*** balrog in Moria and there certainly can’t be groups of marauding Balrog (s?) in Middle-earth. I was waxing poetical (which EPs often do, despite the cries of anguished OCRs) and the press "enhanced" the idea (as press are wont to do, over the cries of anguished EPs). I was fantasizing about the possibility in the future of High-Level monster players, queued up to take turns "playing" THE Balrog. But this was presented as a wacky idea, and one to be taken with a bushel of salt.

I know I am often the silent suit in the shadows, but you guys gotta know that I live and breathe LOTRO and am behind the team 1000% and all the great work they are doing to bring you the world you’ve been waiting so patiently for.

So go sit under the shade of some ancient tree, kick off your shoes and dream of roaming the green hills, ancient ruins and majestic peaks of Middle-earth. We can’t wait to make that a reality for all of you.

J.


Re: Mr. Steefel... why the Balrog talk?
Posted by: Mithril_Miser on October 9, 2006

Aw, give Jeffrey a break.

Let's face it, one of the first questions people almost invariably ask when they learn about Monster Play, and having different tiers of progression is "Can I play a Balrog?" As an example, the Balrog is great for illustrating the progression - from lowly goblin to mighty Balrog! But yeah, no actual Balrog. I can offer lowly goblin, though. Anyone want lowly goblin? :P


Re: Disambiguation (Dev Diary)
Posted by: Ramen on September 13, 2006

Quote:

Originally Posted by DeBarlo

"These points can be used to gain access to bigger, meaner monster play avatars, but can also be used to give benefits to your main characters."

If monster points give benefits to your main characters then many players will feel they have to play monsters just to keep up their main characters with other players.

Not if, for example, you could have made the same progress given the equivalent time spent on your character vs. playing as a monster.

We'll provide a more detailed developer diary in the future, but I would ask that until you all know details of the system, please try to stop jumping to the worst-case scenarios. This is Hobbigeddon all over again...


Re: Disambiguation (Dev Diary)
Posted by: Ramen on September 13, 2006

monster play is optional.


Re: Interesting...
Posted by: Mithril_Miser on August 31, 2006

PvP will have rewards. I understand that not everyone wants to pvp, and that means that those people will not get those rewards.

I would say the exact same thing if you were to substitute any of the following words for "pvp" in the above paragraph:

  • Solo
  • Craft
  • Raid
  • Group Instances

I'm very happy that we're diversifying our endgame mechanics as much as we have. Sure beats the "funnel" that a lot of games do. BUT...

With five major eldergame mechanics, yes, that means if you want to get all five sets of rewards, you'll have to do all five activities! But here's the thing; the rewards from one aren't flat-out better than the others. If you managed to craft the Huge Crafted Awesome Axe, you don't need the Huge Raid Loot Awesome Axe. You already have an Awesome Axe.

Our PvP solution is unique, in that it involves playing as non-persistent monster characters. But, non-persistent rewards isn't terribly compelling. (And no, PvP isn't its own reward. People PvP for rewards just like any other achiever. As a total aside, the Bartle types are pretty much outdated in this day and age, but that's a bit of a tangent...)

The only concern I'm hearing here that I take all that seriously is the one that MP "buffs" might be of a nature such that they would feel "required" for other PvE activities. That's a very legitimate concern, and we're going to take pains to ensure that that's not the case. We're still working out a lot of the details on the reward structure, and I'll keep an extra eye out for you guys.


Re: Interesting...
Posted by: Mithril_Miser on August 30, 2006

Quote:

Originally Posted by Arean

I'm very against anything in PvP affecting PvE.

Sorry to pick on a very specific line, but do people really feel this way? That PvP should have absolutely no rewards?

Ultimately, there is only one currency - time. You spend time playing, you get rewards! If someone spends time PvPing, it's currently my philosophy that they should largely be rewarded on a similar way to, say, the rewards received soloing, or grouping, or raiding, etc.

Is the objection that PvP is receiving a reward at all? Or that it might be receiving a unique reward? I'm honestly curious what's motivating such an extreme statement.


Re: Remember, PVP does NOT = Ganking
Posted by: Patience on July 21, 2006

Quote:

Originally Posted by ChinaCat

A community moderator offered their views and inisghts on the subject and you take that as some sort of absolute truth. It's not. Until the developers tell us specifically what the rules are, whether all servers will have the same rules or not, you really are only quoting sources to drive views away you don't agree with.

Hi Chinacat,

At this time the bones of our PvP system are well in place and now it's just fleshing out the details. We'll be releasing more information in the next several weeks. I have actually seen it implemented in the game, spoken to the game systems team, and reviewed the dev diary in which we'll be giving an overview. NONE of these plans include a FFA PvP server. All servers will have the same rules.

-Patience


Re: Free For All Server
Posted by: Patience on July 14, 2006

For the record, there are no plans for FFA PvP or a FFA PvP server and I don't think it's something the team wants to see in the game. It is inconsistent with the lore and we have an obligation to adhere to the spirit of Tolkien's works as much as possible.



Quests



Re: Questing system, misinformation or not?
Posted by: Orion on November 13, 2006

Quote:

Originally Posted by Mazii

Thanks for the clarification Orion. It makes perfect sense that you couldn't receive credit multiple times for a quest you already completed, but what about the non-instanced quests? Is the poster I quoted correct in his claim that ALL party members must be running the quest, and can NOT have already completed it? And are there plans for repeatable quests outside of the story arc?

TIA, Maz

If a player has completed a quest and the quest is not repeatable they cannot complete the quest again. They can, however, assist others in completing their quests. There are no restrictions preventing players from aiding one another through quests.

In other words...that post, is not only in violation of NDA...it has some misonformation.


Re: Questing system, misinformation or not?
Posted by: Orion on November 13, 2006

You will be able to join a group doing a quest that you have previously completed. You will not earn credit for completing the quest a second time.

This only pertains to quests that require you to enter instanced spaces.

(One Caveat: Instance style quests in the newbie area can only be completed once, as of this post.)


Re: Too many people in one place doing one quest?
Posted by: Scenario on August 30, 2006

Quote:

Originally Posted by Xenocide

I believe a lot, if not all quests are instanced.

And you can bring friends with you if you want... I think.

Anyway, I don't know if this is wholly true or not, and I don't know if it is necessarily a good or bad thing.

One of the major issues people had with DDO was the instancing though.

We are not instancing most of our quests. The vast majority of our content resides on open, public landscape. We do have some quests that take place in instances, but that number is small compared to what is available on public land.


Re: Too many people in one place doing one quest?
Posted by: Scenario on August 30, 2006

We have a few ways to combat this issue. Having multiple quest targets spread out over a given area (excluding things like specific bosses - doesn't make sense to have dupes of the same named guy spread around a brigand camp), dynamic generator repopulation (meaning - if there is a lot of clamor for a quest target, it will respawn faster), and instance-based quests (so we can script out a specific encounter for a group and to make it so other groups can't interrupt the encounter) are some of the ways we are going about thinning down the crowds that can potentially arise around quest.

We also have an abundance of available quests, so if you are attempting to complete one and find that too many others are attempting to do the same, you can pick another quest to complete while waiting for busier areas to quiet down.

Many quests are also fellowship propagated. This means that if you have a specific boss target to defeat (or a quest to thin a pack of wolves), you can group with others and work together to advance your quests.


Re: What Small/Seperate Quests Can We Expect??
Posted by: MadeOfLions on July 19, 2006

One of my favourite quests is very small in scope - you're helping a shy farmer romance his widowed neighbor. We have a lot of quests, and they're not all large-scale epics. Some of them are, of course.

'Go not to the Elves for counsel, for they will say both no and yes.'

MoL


Re: What Small/Seperate Quests Can We Expect??
Posted by: Keth on July 19, 2006

We have a lot of quests in our game, currently several hundred, and we aren't even done with implementation yet. Now, that number might seem really huge, and it is, but not every quest is a complicated saga. Some are simple "Go talk to X who will have more for you to do." Of that number, a portion are our main story arc and are what we consider our "grade A" material. We spend a lot of time on them and they typically get the most complicated mechanics.


Re: Hobbits...or Hippies?
Posted by: Keth on July 18, 2006

OK, not related to the hippy conversation here, but it does remind me of a theme we were trying to keep in a number of Shire quests, that theme being "Hobbit Shenanigans." We have a number of "serious" quests in the Shire, as serious as you can make threats in the Shire, but we also have a lot of quests that just involve Hobbits being goofy.

My personal favorite quest series involves running around making deliveries for Hobbits. How can that be interesting, you wonder? Every online game has those. Well to spice it up, we added a timer. Now there's pressure to get your delivery done on time.

...not enough for you? Well Hobbits, being nosey sorts, can stop you and interrupt you in making your delivery. The quest becomes trying to get to the delivery place as quickly as possibly, while avoiding the disruptive Hobbits.

...still not enough for you? Would you be interested to know that through out the entire quest you are holding a pie?



Racial Bonuses



Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Schwint

 

To what extent will choice of race have on gameplay? Will it be purely asthetic, or will it have deep gameplay effects like crafting improvements, passive racial abilities, or major stat shifts (from race to race). Essentially, will rolling a Hobbit Burglar let me play a different game style than rolling a Burglar from the race of Men?

Oh, and if you have time, Gollum: wings or no wings?

Right now, we have a set of racial characteristics that make some minor effect on early gameplay. Later on down the road, each race has specific Racial Accomplishments that lead to Racial Traits. You'll see much more deviation at this point, though the scale of this differentiation has yet to be really nailed down. Short answer: it'll start off a very small difference in gameplay, and grow over time.

Edit: Also, Gollum has no wings, but a troll can throw him hella far.



Raids



Re: The Inaugural Orion Q&A
Posted by: Orion on August 29, 2006

Quote:

Originally Posted by dirtywick

Orion, you're the raiding go to guy, right? Maybe I can squeeze something about raiding from you

The cap is 24, but what' the average sized raid?

The raids are segmented, correct? How many segments, on average, are there? How long? Will there be any immediate reward besides personal satisfaction for completed a segment and not the entire raid? Do you envision people using segments commonly or doing the whole raid in one sitting, on average? Do you have any contigency plans for people who get stuck in between segments when it's more difficult to find groups? How's the raiding UI looking, are the necessary tools for raid leaders/players to not rely on 3rd party apps?

Etc, etc.

I guess I am one of the raid go tos...go to's...go...yeah sure.

Raids are currently for twenty-four. There are legs to the raids, and they have goals that can be fulfilled. Personal goals...perhaps. I think that there will be some that prefer to tackle raids on the whole and others who wish to only spend a smaller chunk of time to finish one piece and then return later...that is something for a later and larger discussion however.

Our raid UI is fully integrated and we are working to ensure that the tools function as needed for leaders and players alike. The less reliance on 3rd party, the better.


Re: CHOOSE to raid is changed to MUST raid for high end crafters?
Posted by: Scenario on August 3, 2006

Quote:

If instead he drops a gem, which can be used in a craft recipe to create one of eight weapons, then everyone gets something if they get the gem.

Quoting this portion for emphasis. I don't know how many times I've gone on a quest or instance in an MMO and been rewarded with something that I either cannot use or don't want to use. Nothing is more disappointing than having to sell your reward to a vendor at the end because you have no use for it.

I believe the goal is to allow particpants to get what they want out of the raid (via a craft component drop), as opposed to having rely on the random number generator to drop what they want (that doesn't mean that "shield of uber armor" or "sword of cutting things good" won't also have their place in the raids). And, as has been said, comparable items to those found through the raid can be found outside of the raid as well.

Of course, Nik can wisk in and correct me if my thinking is wrong.


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Schwint

Will some materials for top-end crafts only be attainable through raiding? (Sorry, had to ask).

I'm certainly angling for some top-end crafting materials to be raid drops, though that's mainly for the "toolbox" reward mechanic that we can get that way. Let's say that Boss X sometimes drops an axe. Well, not everyone can use an axe, so sometimes people are just disappointed by that. If instead he drops a gem, which can be used in a craft recipe to create one of eight weapons, then everyone gets something if they get the gem. However, most top-end craft will not require raid loot. That would be kind of deceptive on our part, huh?


Re: Mithril_Miser Question Night II - Gondorian Boogaloo
Posted by: Mithril_Miser on August 2, 2006

Quote:

Originally Posted by Lord Lion

First of all great work so far!

My Question: There has been a lot of confusion and panic over the PvP and Raiding elements of the game. People who like Raiding believe they should get better stuff, and others believe that raiding should carry no special advantages.

Is the team still set on keeping Raiding equal with other elements of the game or will they make Raiding items superior to other items in appearance or statistics?

Thanks, and if you cannot answer it at this time then that's ok as well.

~Lionheart

Adding a bit of vocabulary to the debate, (which can really only work against me!) the top quality tier of items in the game is "Incomparable." These items will enter the world in a number of different ways. The most reliable ways to get a hold of these will be raiding and crafting, but they are not the only ones!

For a lot of people, raids are fun. (I'd argue that almost all raids are fun the first time you play them. They just get successively less fun when repeated, and the barrier to entry placed on pure organizational elements puts a constant drain on the fun factor as well. The feeling of group-accomplishment, especially when a raid is interesting enough to give all participants an interesting role - it's really cool. Since our raids are all targeted to be "small" in the grand scheme of things (24 people) I would encourage those who are raidophobes to try ours if you get a chance.)

Raid achievements will be rewarded. It's ridiculous to think that we wouldn't put rewards at the end of raids. However, we want to make sure that there are other ways for rewards of that quality level to make it into the hands of players, and that there are still a lot of single-player and single-group things to do at our level cap.


Re: Welcome to World of Ringcraft!
Posted by: Mithril_Miser on August 1, 2006

Quote:

Originally Posted by Deleona

Hmmmm I read over the Dev's post about raiding and I don't remember them ever saying "raid or die".

Seriously. I was a hard-core raider in multiple games, and it painfully sucked the very soul out of my body. I sincerely wish I could have that time back. :P Our goals with raids are two-fold. 1) More fun, less soul-sucking. 2) If people don't want to engage in even potentially soul-sucking behavior, there will be plenty of other options.

This isn't a reaction to external pressures, this is a natural evolution of development. We've made a lot of fun, scripted single-group encounters, and it wasn't a big shift to make a few fun, scripted multi-group encounters. That's all we're talking about here. I can't necessarily convince you that the sky isn't falling, but please note the lack of craters.


Re: Oh, a-Raiding We Will Go (Dev Diary)
Posted by: Amlug on August 1, 2006

Quote:

Originally Posted by swisskdl

But how will XP compare to other means in the game? Will RAIDs be the main way to get high XP?

No, raids are a part of the end game. There are many ways to get high level XP.

Quote:

Originally Posted by swisskdl

Will regular 6 man quests or solo quests have equal XP results as RAIDS?

Basically, yes.


Re: Oh, a-Raiding We Will Go (Dev Diary)
Posted by: Amlug on August 1, 2006

Let me try to address a very well thought-out and good post.

Quote:

Originally Posted by Aquilla

Hmmmm... I'm not seeing a whole lot new in here, just seems to be a reiteration of "We're having raids."

Our purpose of the diary is to have a centrally located information depot so people can find out the basics of raids easily. The nitty-gritty comes here!

Quote:

Originally Posted by Aquilla

A few concerns...

But why? Why does loot have to be the only tangible reward for raiding? Were any other rewards considered? If so, why were those ideas discarded? If they weren't considered, why weren't they?

We are most definitely considering other rewards for doing raids. Personally, I want all players to feel like they did something great when going through a raid.

Quote:

Originally Posted by Aquilla

What makes raid loot "unique?" The words "unique" and "comparable" have been used almost exclusively when talking about about raid loot, but nobody has explained what this means. I have no problem with a particular item ONLY being available in a raid, so long as another item that can do the same thing, or better, can be crafted by a master-craftsmen in the absence of raids.

Unique refers to the only place you can get said sword, armor, etc. We use comparable to say that while you may not be able to get the exact +400 uber sword of death that you can get in a Raid, you might get a +410 uber sword of smiting. And yes, crafters should be able to make some darn cool stuff...

Quote:

Originally Posted by Aquilla

Does this mean that raids require 24 players, as in you cannot enter the area with less than 24 players, or that they are designed for 24 players? Is there no room for smaller raid groups? Are there any 12- or 18- man raids? Couldn't these also give a larger feel to the raid, (especially since LOTRO's 6-person fellowship is a bit larger than most MMO's parties), and be especially effective in warding off the feeling of "cog-in-a-machine?"

Some raids will require 24 people, yes. Some will not. We want everyone to find a place in Middle-earth.

Quote:

Originally Posted by Aquilla

Things that make me hopeful

Some type of in-game kinship calendar functionality would be very helpful in getting raids together, especially since many players/members don't want to have to mess with forum membership/rights/signups/registration and more than they have to.

This is a pretty cool idea, imho.

Quote:

Originally Posted by Aquilla

Also, we have heard there is a possibility for in-game voice chat capabilities. How is the extension of this to raids going?

This is something we are working on, yes.


Re: Oh, a-Raiding We Will Go (Dev Diary)
Posted by: Amlug on August 1, 2006

Quote:

Originally Posted by Endaerion

Any chance you could describe a boss in more detail? I think alot of people are worried that "the greatest foes in middle earth" are either A. Not lore appropriate/ not realism appropriate (read as larger than average orc with masses upon masses of hp) B. If lore appropriate too powerful for mere adventurers to conquer (read as balrog).

While I don't want to spoil the fun and surprises of the Raid bosses, we are most definitely attempting lore appropriate bosses. We are not oversizing orcs. No giant evil hobbits either!

Quote:

Originally Posted by Endaerion

Also maybe I read it too fast but I didnt see anything on how long the raids would last; I'm sure people who would oridinarily love to raid find themselves not able to dedicate 4-5 hours of their time in one block.

One of our goals with our major instances and raids is to make them somewhat manageable in terms of time. With lower level instances, we try to carve up the experiences into smaller chunks of time (read: 1-2 hours) that can be tackled with multiple forays into the instance.

That being said, the raids are clearly a little bit longer but we are still trying to keep it to smaller chunks of time rather than the eight hour long crawls. Players can of course do the whole thing in one shot, and yes, that would take some time.


Re: My thoughts on LotrO
Posted by: Keth on July 14, 2006

Quote:

 

Originally Posted by Trin Storm

 

I guess my point was why does 'elder game' (end game) always have to = raids - with huge parties (24 is still huge) that take 5 hours to complete? That kind of stuff leaves out many more casual gamers that may spend 2 hours a night playing solo/duo/small group. These players are left with no end game content to play. Now a raid or two isn't the end of the world and as optional content that doesn't affect story-line or muck with lore too badly I guess in and of it self it is an option for those that like it. But there are those of us that don't and yet we will still reach this elder game at some point and might like something to do that fits our play styles.

Its still a concern to hear so many of the things that turn me away from WoW getting added in here - but it is nice to hear you think things are coming together quite well.

Two points:

  • We aren't planning on Raids as being the only part of Elder play. We hope to have a few different Elder Play dynamics.
  • So far we've only prototyped one Raid. The final balance and feel of them isn't worked out yet, so I wouldn't quite yet throw your hands up in disgust over them.

  • Re: Why Raiding Now? A Paranoid Theory.
    Posted by: Orion on July 12, 2006

    Quashing this now!

    Raids are part of the various activities that we hope to offer in the end-game. They are not "cheap and easy" content. (I assure you, from a design perspective, they are neither cheap nor easy.)

    No reason for the paranoia, move along.


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 12, 2006

    A lot of concern cropped up overnight about this affecting world lore.

    I really want to hammer this one home.

    The lore of the world is incredibly important to all of us! We are focused on ensuring that the lore is not compromised. The addition of raids will not trump our attention to maintaining the lore of Middle-earth. It must exist within the context of the world and the story.


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    Ep & Aquilla,

    Raids, like standard group instances, would be repeatable. Though the methods are unresolved the thought is that you could do part of the raid, take an extended break and then return to it within a time frame. In essence, part a, then part b and finally part c for multi-step raids.

    Hope that clears it up.


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    Unthor,

    We are looking for ways to allow players to re-enter a raid after completing sections; in essence allowing you to work your way through a raid at a pace which suits your play-time. Again, more on this as the information becomes available.


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    Aquilla,

    The world is still about 10-20% instanced, even with raids. No explorable territory was harmed in the creation of raids.

    At this time.


    Re: Are you afraid of the RAID?
    Posted by: MadeOfLions on July 11, 2006

    It seems to me like a matter of perspective in some respects. Why are you helping your neighbor the Bolger mend his fence? Because you want to help him out or because he promised you some coins if you would?

    Receiving a reward on a raid is similar - are you joining with your fellows to make Middle-earth safer, or are you coveting the riches you stand to receive? A true hero of Middle-earth is doing it for his neighbor, the Bolger.

    MoL


    Re: Are you afraid of the RAID?
    Posted by: MadeOfLions on July 11, 2006

    I really enjoy the GURPS system, but there's something worth remembering about it - the sum of the Advantages, Disadvantages, and Skills that your character has add up to a figure sometimes referred to as your power level. My power level might be 150, meaning that that sum adds up to 150 points. So you don't strictly have a 'character level' in GURPS, but there is still a fairly objective way of measuring your power relative to other characters.

    I'm sure that a dedicated role-playing guild could have an absolute blast with the raid concept, by the way. These are epic challenges (very high power level, to continue the GURPS metaphor), and what could be more lore-appropriate than the Free Peoples banding together to combat great evil?

    MoL


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    A recurring question has been, 'Why raids?'

    It's a fairly simple answer. Some people enjoy them. Certainly not everyone is going to be interested in a raid, certainly not everyone is going to be interested in Role-playing. It's a choice. Our goal is to make it choice, an option to pursue or not pursue at 'Elder' levels.

    Raids can be fun. Raids can be interesting and inspiring and hard! Raids can also be a pain in the patootey!

    Our goal is to make this one aspect of Elder Play that is available to players when they feel they have conquered all that there is to be offered.

    Raids may be simple in nature by way of a siege, or invading a stronghold against a superior foe or driving off a great evil. What they will share is a multiple group dynamic.

    This is a preliminary sketch of things to come. We will be posting more as time progresses.


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    Quote:

     

    Originally Posted by Khafar

     

    • The large numbers of players required.
    • The time investment required.
    • The relatively low rate of loot drops.
    • Uber loot only available in raids.

    Khafar

    Going to stop answering this one with this third mentioning, twenty-four is the maximum Raid size at the current time.

    Time investment is important to us all. We are currently discussing the possibilities available to us and ultimately to players for Raid instances. If all goes well, they will follow a model that will allow players to attempt the Raids at their own pace. (More on this later, Amlug is writing his heart out!)

    Loot is important. Everyone who makes these games understands this point. Keeping up with the Joneses is a primary goal of most people. Raids should address loot. Will you need to do them over and over, nope. (Of course, you never really need to do something over and over anyway.)

    Loot will drop and some will be rarer than others, you may need to run the Raid multiple times to get the item that you want. Our goal is to make the acquisition of that loot inconsequential to the experience of going through the content. If the Raid becomes all about the loot...we failed somewhere.

    Again, there will be comparable loot available through the game. Raids, however, may offer some unique pieces.


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    Quote:

    Originally Posted by Maeh

    As long as a Raid can be adjusted down to a regular group size, I'll survive.

    Don't force the typical "We need X class, everybody else can go light themselves on fire for all we care."

    And as long as you know that if I ever feel I "have" to raid with a bunch of monkies just to progress

    At this time, raid will require multiple fellowships. We are not currently considering raids requiring more than twenty-four, though it may change in the future depending on demand.

    On the second point, one of the things that we want to address is the necessity of classes. We are gamers, we play these games and we know that every class should have some form of relevance in a raid. Being on the outside looking in while the fun is going...is no fun!

    I like monkies! Actually, I prefer Apes, but it is true. I have a gorilla at my desk - Bobo - and I like monkies; but like you, I wouldn't raid with him.


    Re: As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    Quote:

    Originally Posted by Sywyn

    Can we expect to see our 'Raid group' all fighting one overpowered orc? or can we expect us to be fighting like 500 normal orcs? Hopefully the later

    At this time, we are focusing on making a smaller number of creatures available at any time. The reasons for this are multi-fold, primary reasons below.

    1) Performance: There is nothing worse to me than entering a location and watching the game shift to still-life photos. With a max number of avatars on screen and a multitude of creatures, not including decoration, you can quickly stress systems and make the experience unplayable. We want people that will enjoy these experiences to be able to enjoy them.

    2) Management: Our first attempt (by Amlug; who will soon have a Dev Diary on this subject) includes a great number of creatures. In our play through we discovered that managing all players and targets was unruly. As a result we opted to tweak the numbers downward, slightly.

    While nothing is set in stone it appears as though we will be moving to smaller numbers of creatures on screen at any given time. However, the scope of the Raid instances will still be vast!


    As Mentioned Last Evening: Raids
    Posted by: Orion on July 11, 2006

    ‘Oh boy!’

    It’s a catch phrase from one of my favorite TV shows of all time; Quantum Leap. Sam Beckett, the main character, would say this when he realized that he had leapt into a difficult situation. See, Sam was a time-traveler who fixed wrongs by helping people who needed the help. I kept hoping that Sam was going to leap into me and fix my little conundrum; alas.

    A few months ago I penned my first Dev Diary stating that we were solo friendly (we still are), I also stated that there would be group instances (still there!) and I also said of raids, ‘At this time, the answer is no.’ (Oh boy!).

    Development is mercurial; what is true one day may not necessarily be true the next. Over the past few months we have mentioned other major changes and now, I must tell you that we will have raids in Lord of the Rings: Shadows of Angmar.

    What a difference four months can make.

    Great! Now the game is for hardcore raiders only, right?

    No way!

    The only change is that there will be raids. We’re not changing the focus of the game, nor are we making this the only avenue of an end-game or unique treasure. Treasure will still drop outside of raids that are comparable.

    Okay, but that means that you’ll have to raid.

    Again, no way!

    Raids will be tangential to the main storylines, offer alternative game-play and be available to players who enjoy them. We are well aware that not everyone enjoys raiding and we are still dedicated to keeping the main storylines out of raids. We will not force players to raid.

    I bet you need 40 to raid.

    Nope.

    Currently, raids are slated for twenty-four people maximums. While this number is mutable downward, there are no plans to increase that number at the top end. (With that stated, things can change; but we are all well aware of how difficult it is to organize large groups of people. There is an adage about ‘herding cats’.)

    So this is your answer to Endgame.

    Raids are part of the answer to endgame as they are an option. They are not the only answer. More information will be available as it is ready for dissemination.

    When will we learn more about Raids?

    There will be a more in-depth look at raids, including some video from our first play-through in the coming days. No guarantees, but likely within the next few weeks.



    Roleplaying



    Re: Mithril_Miser Question Night II - Gondorian Boogaloo
    Posted by: Mithril_Miser on August 2, 2006

    Quote:

    Originally Posted by Gror Wolfaxe

    Would you say there will be a good amount of RP'ing beyond combat? As far as fishing, farming, and things like that?

    It's a tricky truth - developers can't make people roleplay. We can give players some tools, (emotes, crafting, farming, "toy" items like non-combat pets, etc.) but we can't make players do it! So will there be lots of tools? I think there's a good amount. Will there be a lot of roleplaying? Ask your fellow players.



    Spawn Rates



    Re: Respawn Rates
    Posted by: Scenario on July 7, 2006

    Landscape refresh times are something we've revised a few times now trying to find a duration of time that feels good. Part of the balance there is providing landscape encounters that refresh fast enough so that you all (aka - the players) will be able to find beasts and brigands alike to hunt, while not having them return so quickly that there is no breathing room in between fights. We also have to keep in mind player density within an area while deciding on the refresh timers as well as encounter density.

    There are some exceptions. You may find some landscape quest targets refresh a bit faster than normal (because waiting in line for a specific kill target or for a satchel on the ground isn't always fun) and some that have refresh times that are significantly longer than normal as well (more on those guys at a later time).

    That said, what we've got going for landscape encounters is feeling pretty good right now as far as refresh times go, but well see how well that holds up when we get a good number of people adventuring in the world.



    Surnames



    Re: Good News about Surnames
    Posted by: Mithril_Miser on August 14, 2006

    Quote:

     

    Originally Posted by CosmicAir

     

    That are great news!

    I'm wondering if there will be those special characters (^`´) as in "Gloín" or "Palanthôl" be possible to use when naming your char? And will there be identical names allowed or will they be unique?

    No special characters, even though it would be technically more accurate. Would make a lot of gameplay functions (tells, group invites, /who) a lot more difficult for the average player. And yes, names are unique per server.


    Re: Last Names
    Posted by: Keth on August 4, 2006

    Undetermined at this time. We've talked about it, and talked about it being a perk of reaching a certain level, but it's been nothing more than talk at the moment.



    System Requirements



    Re: The Inaugural Orion Q&A
    Posted by: Orion on August 29, 2006

    Quote:

    Originally Posted by dirtywick

    Oh, and:

    If you could compare what you percieve the minimum/recommended system requirements to be to another game on the market currently, what game would that be?

    Ooo, good question...

    So...at home I am running a really low-end system. I have an AMD 64 2000+ with 1 gig of ram and an ATI 1600 AGP! Yes...agp...I'll be upgrading eventually...from what I have seen, the game runs smooth as butter!

    Not sure what I would compare it too...I can run most MMOs without difficulty and I play or have played them all.

    Does that help? I hope so.



    Titles



    Re: Titles
    Posted by: Scenario on September 24, 2006

    Titles can be achieved through the Accomplishment and Crafting systems. From what I've seen so far, we've got a nice mix of titles available.


    Re: To All Those Blue Names Popping Up..
    Posted by: Orion on July 17, 2006

    Sywyn,

    No information on surnames as of yet, but there will be titles.



    Traits



    Re: Mithril_Miser Question Night II - Gondorian Boogaloo
    Posted by: Mithril_Miser on August 2, 2006

    Quote:

    Originally Posted by Salgant

    my question is, how the game is now how much difference will skills and traits make in any one of the classes(examble: would you be able to tell the difference performance wise if a gaurdian is built to be the best tank there can be or if he is puts his traits into other skills such as damage)

    Man, I sure hope so. If not, me and my guys have screwed up, because that's the goal of the system.



    Travel



    Re: Realistic travel - no gating
    Posted by: Keth on July 5, 2006

    Good gravy this thread got long!

    Anyway, you probably already know that "fast track" routes across the world will be unlocked after you travel there first on foot. We are still determining how long the fast route will take you, but our goal is for even the fast track to take time and not just be an instaneous transport.

    Obviously, teleports cast by players or other recall abilities don't work in Tolkien's world, so I wouldn't expect them to show up. Not unless we find a good, lore based reason for this "teleport" to happen.

    As a side point, I should mention that entering our quest instances is in many cases like teleporting, since you are speaking to an NPC who you accompany into the instance. In those cases though, we excuse the teleport by saying you travelled with the NPC to the new location. The Weathertop experience from E3 is an example of this, although we aren't planning on teleporting you to the other side of the world.


    Re: Realistic travel - no gating
    Posted by: Keth onn July 5, 2006

    Well, as I mentioned, you aren't being teleported from, say, the Prancing Pony to Weathertop, as was shown in the E3 demo. In general, we handle entering an instance in one of two ways:

    • You travel to a door and enter the instance. (Entering a cave.)
    • You accompany an NPC to the location.

    In the case of the NPC travel, it is usually to a very close location, almost always in the same division of that region. (A region would be Bree-land, a division would be the Chetwood.) Also, it is entirely possible that you visited that part of the division already, but you've visited the non-instanced version of the landscape. In these cases, we are doing an "overlay" on the world. In that overlay we take that section of the world, define boundaries for where the instance exists, and do instanced content there.


    Re: Realistic travel - no gating
    Posted by: Keth on July 5, 2006

    Yes, I mentioned that in a later post. Instances almost always take place in areas you can access in the public space. The instance is simply an overlay on the public space.



    UI



    Re: You can sit on chairs!
    Posted by: Patience on December 12, 2006

    Okay, we will do speech bubbles. And we will make them toggleable.

    (I'm not kidding. Chat bubbles were recently introduced into the game, and you can toggle them. )


    Re: Post here if you want a seperate chat channel for recruiting tanks, minstrels, et
    Posted by: Scenario on August 14, 2006

    There is an LFG chat channel available. We also have a LFG panel so players can flag themselves as "Looking For Group" and leave comments as to what they are looking for.


    Re: Hmmm... no radar?
    Posted by: Scenario on August 4, 2006

    Yes, there is a radar disk. It can be toggled on and off (I have it bound to F2 and only have it on when I am trying to turn in quests to NPCs). The amount of information it displays can be customized to a degree. If you don't want to use it, you don't have to - but not everyone wants to operate without it (I've had guildmates in other games get quite lost without their radar).

    It was not enabled in the E3 builds because it wasn't in a state we were comfortable showing. Since then it has gone through great improvements, both in functionality and design.

    Quote:

    Originally Posted by dstemmer

    If you really needed to indicate smell, I would do it through a text message. Have something appear onscreen saying "You smell the stench of goblins down the tunnel" or "You think you can catch a whiff of the Athelas plant to the northwest." No need for unnecessary and immersion-breaking "radar." Some of my favorite moments in Everquest were when I got lost in the expansive world and had to rely on landmarks and intuition to find my way back.

    We have some points where similar text appears, but those are largely quest or accomplishment driven color texts.



    Various Topics



    Re: Weather, Apperance & Music.
    Posted by: October on August 22, 2006

    Yes, there will be snow, rain, etc. As far as seasons go, we try to represent each region as Tolkien describes it, so you won't find changing seasons, but different areas will have different seasonal representations. And yes, higher elevations will have snow.

    As I said before, we have long hair, but nothing longer than shoulder length. The issue with how long hair would interact with the cloaks is the primary reason for that.


    Re: Weather, Apperance & Music.
    Posted by: October on August 21, 2006

    Quote:

    Originally Posted by Kitn0

    Hello all, i registered here a while ago but rarely post much and have been tracking LOTR:O for about the same length. I've been caught up in the stale crapness that is the mmo''RPG'' genre today, hoping to find something that truely does immerse me... I failed.

    So anyway, i have a few questions to discuss - i hope they havn't already been answered. Nonetheless, a good discussion never harmed anyone.

    1) So Weather, i read that the time of day changes from the morning to the night within a 3 hour period? Definately needs to be increased to at least 5 or 6 hours in my opinion.

    Weather brings me to question, will there be actual Weather Effects in LOTR:O? Weather effects are an essential, unmissable factor if your a role-player like me. They really do help spice things up again. Just when you think the fellowship is getting stale, up pops a storm and away you go again.

    2) I've noticed from a lot of the videos that none of the male Men or Hobbits have long hair? It all looks painfully clean-cut, short and barber tendered to a familiar Modern style.

    Can anyone please confirm that the males DO have long hair and the option is available? Yeah i probably sound like some long hair fetish guy, but you cant miss out long hair in LOTR! It's as popular there as short-back-and-sides is today!

    3) Music. I hope to the gods this game includes the soundtrack composed for the Movie or one along the same lines? Without a decent soundtrack whilst running through Fangorn (If poss), i think my mind would decay into nothingness. Please, appoint some good composers for this game!

    Thats all i have to say right now, feel free to discuss. Thankya!

    1. I'm not a fan of day/night cycles that are too long because if you only have a couple of hours to play, you could spend the entire time at night... also, do you really want to spend 2 or 3 hours waiting for sunset for Wights to come out?

    Yes, there is weather.

    2. Yes, hair comes in a variety of lengths and styles... nothing past the shoulders, though.

    3. Yes, we have GREAT music!


    Re: Gandalf vs. Voltron (Dev Diary)
    Posted by: Mithril_Miser on August 16, 2006

    Quote:

    Originally Posted by swisskdl

    I don't get what food actually does.

    Buffs, basically. Long-term buffs that in some cases approximate old-UO-style "power hour" gameplay. I know I learn better on a full stomach, don't you?

    Quote:

    Originally Posted by jeffm

    As my main will be a hunter, there is a natural question that follows: will arrows be made by woodworkers? Or is the quiver always full?

    Will armor and weapons need repair?

    Jewelry enhances morale? Or other attributes?

    No arrows, though there will likely be consumables for "special shots." Items will need repair, though that's done by vendors, not crafters. Jewellry can enhance all sorts of things.

    Quote:

    Originally Posted by Cerion

    Why not metalsmith as an usupported profession for Jeweller rather than cook? The other vocations make a bit more sense regarding their combinations. Tinker stood out as being odd to me in that regard.

    Tailor exists three times, once as supported and twice unsupported. Forester does not exist at all as a non-supporting gathering profession. How will this extra demand be met, since Forester supplies Tailor? Perhaps Historian could have Forester instead of Farmer, thus solving both my first concern and this one? Then again perhaps there's some underlying mechanic I'm not familiar with that solves all of this.

    This sort of speaks to a lot of questions - why these combinations? Why not others? Why not just let people pick freely? Valid questions, and I'll explain my reasoning (though likely not to everyone's satisfaction.) There's an extra Farmer in the list mainly because Farming is fun, and it produces pipeweed. There's an extra Tailor in the list because at earlier levels, before classes gain their ultimate armor proficiencies, Tailor provides a lot of the armor that people are going to be looking for. And some of the choices? They're chosen with the goal of creating tighter trading circles amongst the professions. I'm on the fence about creating one more Scholar-focused Vocation with different secondaries. The others I'm pretty confident will play out well.

    Quote:

    Originally Posted by aegina

    So, if I want to be a Master Jewelsmith, does that mean I HAVE to level cook as well? Will I ever reach a point where I'm not allowed to level one craft without levelling the other one first?

    No. Advancing each Profession is indepenent, and each Vocation has one production profession that they can basically advance to the end without any help. But, you get an extra profession that you can advance or not, depending on how much you want to pursue it.


    Re: Ambiguous or otherwise?
    Posted by: Scenario on August 4, 2006

    Quote:

    Originally Posted by A Dunadan

    What kind of line of sight are you using?

    I'd like to see a trailing Hobbit, in a party, be able to hide in the shrubbery in case of a party wipe. Is it proximity or LoS.

    We are using both proximity aggro and line-of-site aggro. If you are within a mobs LOS and within its aggro range, it will react to you. However, things like trees, rocks, walls, etc can provide you cover while navigating the world. If you are wary of wandering and patrols, you may find that you can sneak around certain areas undetected (though the likeliness of this depends on how the area is set up).

    Quote:

    Originally Posted by A Dunadan

    Can you set an ambush and then have a puller lead the Orcs around some rocks into an Ambush?

    Technically, such an ambush would be possible regardless of whether or not there are rocks (or other cover around) since the focus of those Orcs would be the puller and not the rest of the party. Granted, laying an ambush allows your party some tactical advantages, allowing traps to be set and those capable of take advantage of position to better prepare for a fight.

    Quote:

    Originally Posted by A Dunadan

    How about a burglar doing a quick sneak peak around a corner and not getting spotted by a mob just a few feet away? (They don't have Meters in LoTR)

    Being sneaky is part of what the Burglar is about. They have their own methods of approaching an area and obscuring their presence (it is at this point that the hot potato is passed on to Game Systems - I just play they class, I don't make it )


    Re: 1.000's of questions to ask about LOTRO
    Posted by: Orion on July 25, 2006

    Quote:

    Originally Posted by Lykke

    • Is it only possible to get the Instances layers in parties/guilds/groups? And does this mean that you as a single player is not able to make "quests"?

Instancing allows us to create highly scripted and balanced quests for players. Typically, they are meant for fellowships though it will likely be possible for solo players to wander into these spaces. (Though it may be possible, it will likely never be advised.)

Quests, on the other hand, will be designed for solo and group play. There are currently no fellowship/solo restrictions on quests. We will advise players where groups may prove beneficial.

Quote:

Originally Posted by Lykke

  • Since the game will contain around 20% of the instancing features, does this mean that 20% of the game is quests? If that is so I would think that this game is NOT comparable to WoW (which was my first thought when I read about the features).

The statement that 20% of the game would be instanced was in regard to landmass. Again, instances are not the only form of quests, not all instances are quests.

Quote:

 

Originally Posted by Lykke

 

  • IF this game is about quests, will it be on a time-line-basis - and the same quests people can expire - or will new quests be added all the time? Are we seeing another quest-stressing game were people are running confused around to finish up things?

I'll do my best trying to answer this one.

We are trying to make quests available throughout the game. We are also making an attempt to provide enough guidance to make the quests enjoyable, without becoming too simplistic. As far as the experience for each user... that is entirely up to them.

Quote:

Originally Posted by Lykke

  • I wish to know if everybody in game expire the exact same things - one quest by another - reach the top level, and then we might see people creating new caracters in order to start over again, because at level 50 you have "done" what is possible "to do".
  • Are there only one kind of top-avatar-level or is it possible to gain higher levels at f.x. crafting?

Level 50 is the current slated level cap.

Yes there are other avenues of advancement.

Quote:

Originally Posted by Lykke

  • Will it be possible to loot randomly or will the loot be set by the avatars level?
  • How will the pvp-looting be? Will you loot a sertain % of the killed person?
  • Will it be possible to loot rare items or are all items specified by the different quests in game?

Question 1: Not my area of expertise, I am afraid.

Question 2: In time, we'll explain more about PvP; keep an eye on the PvP boards for information.

Question 3: Quest will not be the only way to acquire "loot".

Quote:

Originally Posted by Lykke

  • Will it be possible in an easy and clever way to store your items?
  • Will it be possible to carry items and after what criterias (bag with sertain number of slots, inventory based on number of items/weight, storages in every city were you can keep your stuff).
  • What happens when you die?
  • Do you loose your items?
  • Will you have to run back to your corpse (as in wow) or will you be revived in some nearby city?
  • Will this be by teleporters?
  • Warps?
  • TP-chips of some kind?
  • Another trasportation system like riding pets?
  • Will the friendlist be limited to a sertain number of friends?
  • Will your guild/clan members automaticly be on your friendlist?
  • Will there be different chat rooms?
  • Will it be possible to pm your friends even when they are not online (as a kind of mail system)?

These are great questions! I think I smell the beginning of another dev diary. I'll make certain that Mithril_Miser sees this.

Thanks for the post Lykke,

There are bundle of great questions in here.


Re: To All Those Blue Names Popping Up..
Posted by: Scenario on July 16, 2006

Quote:

 

Originally Posted by Camber

 

October, can you shed any light on my question? I'll rephrase: how are you showing clickable objects in the game? Exaggerated, cartoony stuff (like in DDO, EQ2) or something completely different? Here, I'm refering to chests, harvestable resources, etc...

Largely, these are being represented by objects that are unique looking. Not neccessarily cartoony or exaggerated, but distinct and noticable.

Rowan Branches, for example, look different from the rest of the foliage in the area to make them visually stand out, while still falling within our art direction.

Also, you will notice mouse over changes in your cursor and if you have name labels toggled on, you will be able to see the name of the item hovering above it.

Quote:

 

Originally Posted by Bart

 

How is this done? Just like in the real world by making some areas more level and others more hilly, some more dry and some more wet and by having differences in flora and fauna?

Does the same apply to cities even when build by the same race: are there differences between Hobbit cities in Bree, Buckland and the Shire?

Our environmental artists and worldbuilders layout a series of references images and concept art and build areas based off those. Terrain textures, trees and frills are designed around the reference and concept pieces.

For towns, we typically decide on a theme for the town and build the town around that theme. For example - Scary is a quarry town, so much of the decoration is themed around that. The buildings look more run down than a normal "plaster and a hill" hobbit hole and stacks of quarried rock lay around the entire town.

Quote:

 

Originally Posted by Link5935

 

When you are defeated, how are you revivied in combat? As in, how would a player revive another player in combat if they are instantly transported to a safe place?

There is a period of time in which you lay incapcitated on the ground (you can chose to skip the timer and go to a Rally Point). During that time, you may be revived.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Tellelohtar

 

Thanks for the quick response, another thing I was wondering, in the video it shows a hobbit with a hooded cloak. Are there different cloaks with hoods up and down, or can you toggle it? Thanks again.

And I have heard that elves start in Rivendell and Ered Luin, is it based on Lineage?

Some cloaks are hoods up, some are hoods down. Can't toggle it, though.

I'm going to defer on the starting location question due to not being a content/world building guy. Not positive, but I'm pretty sure all elves start in Ered Luin. Don't quote me, though.


Re: To All Those Blue Names Popping Up..
Posted by: Mithril_Miser on July 14, 2006

Quote:

 

Originally Posted by Tellelohtar

 

Will the race of the character influence crafting at all? Such as elves making more durable long lasting items, but dwarves making stronger armor, etc.

And what lengths will be available for hair, and will race affect that at all? I don't recollect many elves with buzz cuts.

The racial crafting traits are things we've talked a bunch about, but it's not in right now. I'm going to give that one an "unlikely for ship" answer.

Hairstyles are all race-specific, and range from bald to a bit past shoulder-length. No elven buzz cuts.


Re: A Plea for Low-Loot, Low-Magic, Low-PvP, High-Lore LOTRO
Posted by: Amlug on July 14, 2006

Quote:

Originally Posted by Khafar

Unless it's really badly designed, it isn't going to have negative consequences for anyone else, either.

 

I totally agree with this. And this can be said for any feature in any game. We are doing our best not to badly design anything. We want the raids to be there for those who wish to play them and not to be a problem for those who don't. Take crafting as an example. Crafting is a system (if designed well) that exists and does not harm the experience for the players who don't want to craft. In fact, it helps the non-crafters a great deal since they can easily get better stuff. To me, we want raids to be very similar in style: Here's something great to do at the end of the game and experience if you like it and, if not, then here's some other great things to do.


Re: My thoughts on LotrO
Posted by: Keth on July 14, 2006

I'll admit it, I want everyone to be happy, to have everyone like Turbine and, more importantly, me. However, my experiences as both a player and a developer have shown me that is a difficult thing to do.

I will though try to assuage some fears.

  • Just because the "elder game" is grabbing some of the headlines right now, that doesn't mean that is all there is to the game. The vast majority of the content designers (including myself) are focused right now on polishing our game's regions and quests, making sure they flow and the quests are fun.
  • Along with that, our game systems designers are focusing on polishing up our classes and making sure they are fun and provide a lot of options in combat.
  • There are a lot of systems in our game, including crafting, which includes vocations as cooking and farming.
  • OK, now finally on PvP. My memory is a bit foggy, but I believe back when we released a dev diary about the removal of the alignment system that we left a "hole" for ourselves to say that PvP wasn't entirely going away. A form of PvP has always been part of our design, but rest assured that it will be a form of PvP that makes sense in Tolkien's world.

To throw in my two cents, I'm personally really happy that we are giving some attention to the Elder Game at this point in the development of the game. Why is that? Because it means we feel pretty comfortable with our core game. Sure, there's a lot of work left to do, but the design feels solid and now we can focus on where the game is going to go as your character levels.



Voice Chat



Re: Intigrated voice?
Posted by: Keth on July 17, 2006

Integrated voice chat is already in the game for fellowships, and it is planned to be expanded to raid groups, such that the one managing the raid and whoever he determines can speak on it as well.



Weapons



Re: To All Those Blue Names Popping Up..
Posted by: October on July 15, 2006

Quote:

 

Originally Posted by Kak

 

Are any war-hammers in the game? If yes, do they look like actual war-hammers, or are they more like a 20-pound-rock-on-a-stick?

Yes, we have hammers and they are, generally speaking, much more on the realistic side than the Looney-Tunes-style-mallet side.


Re: Guns!
Posted by: Keth on July 7, 2006

We will have Crossbows in-game, although they will be extremely rare and hard for players to find.

As for guns, obviously we won't have them. But if you look at the Battle for Helm's Deep, it does appear Saruman used some sort of explosive against the Deeping Wall, (Aragorn called it the "fire of Orthanc") so something like that would not be entirely out of place in the game. It would be rare though, and likely tied to Saruman in some fashion.


Re: Guns!
Posted by: Keth on July 7, 2006

That's a good point, and something we are constantly trying to be conscious of throughout the game. We always try to show a sharp divide between the actions the players are allowed and the bad guys.



Window Mode



Re: Question for the makers...
Posted by: Scenario on July 16, 2006

Currently, the game client does support windowed mode.



World



Re: World size question
Posted by: Orion on January 10, 2007

No real details on the world-size, just that 30,000 square miles is a mis-quote. Sorry for the confusion.


Re: Portal Storms
Posted by: Corsair on November 11, 2006

Oh, you mean the Dark Clouds From Mount Doom (tm) that collect wherever heroes gather? No, seriously, no portal storms, nor anything with similar effects. They made me sad too.

Regular old non-quest-specific interiors are not instanced, by the way, there's not much point to saying "Meet me at the Prancing Pony" and discovering you're in a completely different inn from the rest of your friends.


Re: How are they going to handle the Edge of the World?
Posted by: Corsair on August 3, 2006

Haha, I just found a place not in the game-world proper but in a sort of sandbox area where someone was making some high mountains. Really high mountains. Then their test mountain area just stopped, so there was a clifftop with an immense (mile-high?) drop straight down to the default lawn beneath. Kind of what you might imagine the edge of the world to look like. Took quite a while to fall when I jumped off.

Watch that first step....

But yes, of course most of the edges of the world will be blocked by conventional impassable terrain, not by magic glowing f/x walls or infinite drops. Sometimes there will be an artificial barrier, as there is a mountain pass with a gate that has been (temporarily) barred by friendly NPCs or which has rock walls that have been collapsed by evil hill-men, or whatever, other times there will just be some hills on that blank area of the map that you can't cross, and if you try to go around them you come to a rushing river on that side and canyon on that other side, or however the worldbuilders choose to deal with any given border situation.


Re: What kind of world is LOTRO?
Posted by: Scenario on July 11, 2006

The vast majority of our world is seamless. You can run from the Shire all the way to Angmar without having to see a single loading screen if you desire.

Our building and dungeon interiors still require a door, largely out of asset loading concerns (in a tavern, for example, this would include loading all the NPCs, Vendors, decorative assets, the interior itself, and other players).

Instances do exist, however the space they take up is much less compared to the rest of the non-instanced landscape.

 

LOTR: Editorial: Weekly Developer Update: All-time Weekly Developer Update, by Magi

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