Thread: Update 7 content
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May 04 2012 06:16 PM #121
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May 04 2012 06:22 PM #122
Re: Update 7 content
Is the Monday downtime for Update 7?
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May 04 2012 06:36 PM #123
Re: Update 7 content
Two interesting additions:
1) Bonus quest within an instance that activates an additional boss;
2) Berserk timers.
I like the idea, truly - I'm absolutely in favor of taking good ideas from other games.
"Sam thinks it a queer place, but I think he likes it, too." - Frodo
"If you're in advertising or marketing, kill yourself." - Bill Hicks
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May 04 2012 06:52 PM #124
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May 04 2012 06:52 PM #125
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May 04 2012 07:14 PM #126
Re: Update 7 content

Armaius: L75 Loremaster. Gaheriad: L81 Hunter Malhion: L72 Captain
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May 04 2012 07:35 PM #127
Re: Update 7 content

"Life is 10% what you make it, and 90% how you take it." - Irving Berlin
Mirkwood ● Isengard ● LOTRO-Wiki
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May 04 2012 07:39 PM #128
Re: Update 7 content

"Sam thinks it a queer place, but I think he likes it, too." - Frodo
"If you're in advertising or marketing, kill yourself." - Bill Hicks
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May 04 2012 07:56 PM #129
Re: Update 7 content
From the BR release notes:
Increased bag space!
Players have long requested additional bag space for their characters. We appreciate that storage is always at a premium and more space is always better. It’s also a very complicated thing to make happen. Engineering requirements, server performance, and database space all have to be considered. We’ve looked at the request from every angle and we’re very happy to report that a sixth inventory bag will be made available as part of the Riders of Rohan pre-purchase.
Translation:
We are making a major game improvement that players have asked for for a long time. But we are not giving this to all players (we don't improve the game for free any more). VIPs will not get this. You can buy it in the store. But we will make it seem like you must pre-order RoR to get it just to increase our sales of this expansion. We will also not tell you how much TP it will cost, again to trick some people into pre-ordering just in case this is a better deal.
Or maybe it's: this will be available to everyone after RoR comes out (for TP), but you can get it now if you pre-order RoR.
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May 04 2012 08:00 PM #130
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May 04 2012 08:13 PM #131
Re: Update 7 content
Bonus quests that enabled additional bosses? The original Fornost had that. You couldn't fight Zanthrug unless you had completed the quest to kill the leader of Dol Dinen and gotten the quest Leader Unveiled. Leader Unveiled gave you a breastplate you had to take to Fornost and place in a courtyard. Then and only then would Zanthrug come down from the ramparts.
A similar mechanism was used in Moria for the class quests. You had to complete a quest chain to get a quest to go into an instance and use an item, thus summoning an extra boss.
As for berserk timers, if the fight with Fruz (in the Rift) went over 15 minutes, he'd be able to use Execute to... pretty much execute people. More directly, the Morroval Task-mistresses in Lumul-nar got Morroval's Rage, a 1000% increase in damage if their fight went over 45 seconds.
"Life is 10% what you make it, and 90% how you take it." - Irving Berlin
Mirkwood ● Isengard ● LOTRO-Wiki
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May 04 2012 08:15 PM #132
Re: Update 7 content
I had to log in to plus rep this:
About 5 months ago I ran a level 75 toon through Fornost solo to finish up some old quests and work out some last bit of Esteldin rep. I actually saw for the first time the room where the palantir was kept. Wow, did they ever get that one aspect WRONG! Many years ago when I ran Fornost with groups, by the time we reached this roon, we'd been in the instance well past 2 hours, (and with some groups past 3, not to mention the groups that broke up long before reaching that point.) Anyway, we always skirted the outside of the room to avoid all the mobs and I honestly never saw the palantir stand in all that time. I wouldn't expect to look for it in a lower room entirely closed off by exterior walls, so I just assumed it was a detail they never added.
To my shock, it is there, albiet a terrible location that really fails miserably to convey how palantirs actually function. There is a reason why the stones are located at the SUMMIT of Weathertop, ATOP an Elvin tower on the white downs, in a HIGH domed tower of Osgiliath, and so on. Lets not even get to discussion of how the story and history of that annuminas stone is utterly missing.
All the story associated with Fornost is this thin and/or non existent. To folk who know the histories of middle earth, that fore-knowledge might make this location significant. That said, if I had no clue what Fornost meant in the scheme of middle earth, this former instance failed (& FAILED UTTERLY) to convey the tale of its place & history in middle earth.
The architecture, even in ruins was underwhelming. The layout was so obviously telegraphed to force you to spend that amount of time moving through the maze to get that first key. I somewhat get back when Fornost was new and places like Evendim, Forochel or anything past Eregion wasn't in the game, they may have needed to waste gamers time consuming the little content available. I don't accept that excuse now.
If you want me to spend that long in a game, if you actually want to aim for an epic experience, DO NOT fill a place with hours of trash mobs, and linear forced paths to specific points of interest. Instead, step up your game and enthrall me with architecture and visuals that tell as much of the story or more, than quest dialogue would. Make the fights interesting and varied and not reliant upon gimmicks. Us gimmicks, by all means, just don't make the core of the experience dependent upon those gimmicks.
Anyway, I am getting ranty. There is a story to Fornost for certain. That former instance did a VERY poor job of telling it.
I'd say you didn't miss anything but a very long slog through trash mobs, in underwhelming architecture, to fight forgettable bosses, all the while being feed a very thin story that barely pays lip service to the history and lore of Fornost.
Originally Posted by devintownsend
So don't worry about it.
Yes it was.
The more you experienced the instance, the faster it got, but to do the entirety of the instance from scratch on level with 5 others on level took a minimum of 3 hours. If you did it in less than that, you didn't do every quest, or you skipped something, or you weren't on level.
A new group never having experienced Fornost would take much longer. Every new group I've ever participated in, broke-up by the time we got to the key drop. MOST new groups broke up before that.
Having to return to kill Ramael after freeing 20 spirits (originally could not share with group members) who was behind the gate and the 2 routes to him beyond a slog through mobs and a maze that was just copypasta architecture... please.
Fornost was absurdly long.
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May 05 2012 03:34 AM #133
Re: Update 7 content
This gets my vote. I find it very disconcerting to hear birds chirping in the 21st.
Regarding Fornost, I went through it with some kinmates when we were all 65, and it still took about 2 hours. And it was 2 hours of slogging through annoying mobs, especially the trolls. I really enjoyed the boss fights, but getting there was a huge hassle. That said, I would prefer that the revamp was merely going through the instance and reworking the quest levels, enemy types, etc. while keeping the main shape of the instance intact.
My two cents. Feel free to agree or not at your leisure.
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May 05 2012 06:26 AM #134
Re: Update 7 content
The point I was trying to make was that chopping up an instance is not the only way to make it more accessible or desirable to run, unlike what some people are claiming. It's not a way to make it desirable at all. It's just a different design approach.
Also, the thing about "having the choice of running parts or all" doesn't make sense at all. That is not something mutually exclusive with an instance being a whole instead of in small bits. Before they chopped up Great Barrows, Garth Agarwen or Fornost, you could still pick which parts you wanted to run.
Great Barrows had sections. You could do the Maze or Thadur only, then leave. You could do both, then head to Sambrog. If someone in your group had the key, you could skip both of them and just do Sambrog.
Garth Agarwen also had sections. Once you got to the "courtyard", you could go to whichever side you wanted to go. Again, if someone in your group had the key, you could head directly to Naruhel.
Fornost, not surprisingly, also had sections. You could do Megoriath or entirely skip him. You could head diretly to Rhavameldir or skip him and head to the stronghold if you had the key to the shortcut. Zanthrug and Krithmog were both optional as well.
Carn Dum and Urugarth also have tons of shortcuts and skippable, optional fights. You can clear the whole thing if you want, or you can take the shortest path to the boss you want to fight.
Do not tell me that you have to chop up instances to give players the option to pick and choose. Early SoA instance content tells me otherwise. The developers are destroying the sense of scale and non-linearity. For what? For nothing, as far as I can see.Yalras
Eldar
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May 05 2012 10:33 AM #135
Re: Update 7 content
You must spread some Reputation around before giving it to MoonwalkIntoMordor again.
Great post man.
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May 05 2012 05:19 PM #136
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May 05 2012 06:39 PM #137
Re: Update 7 content
no-one else find it strange that the new skirm is level 20+? seeing as the whole Gwyillion saga takes place from around level 65, and ends around 72/73ish, I would have thought that would be starting point :/ also strange for a level 20 to be in Dunland... these are minor, unimportant concerns... but it's the little things that count, right?

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May 06 2012 12:48 AM #138
Re: Update 7 content
Personally, I think Update 7 will be a great addition for us LOTRO fans, and a sort of "shut-up" from the devs while we wait for RoR.
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May 06 2012 12:55 AM #139
Re: Update 7 content
So apparently completion of "To the Dolven-view" will give a goat as a reward after Update 7? How does that work if someone's already completed the quest? On my Hunter, I just got into Moria and I'm fairly sure I completed that quest a few days back. :| The currency cap (I'm Premium, so 5g) prevents me from obtaining a goat otherwise, so if they aren't... mailing live goats to people or something, I'm gonna be kinda irked.
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May 06 2012 02:57 AM #140
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May 06 2012 04:51 AM #141
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May 06 2012 04:54 AM #142
Re: Update 7 content

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May 06 2012 05:09 AM #143
Re: Update 7 content
Small updates that make me smile are always welcomed

And now i will even bring another char through moria, since questing in the first half wont drive me insane
Thank you Turbine for adressing our complaints. Keep it coming and next give some love to Hunters (i know you know they need it ).
PS: i will not even have to set my graphics to very high brightness to avoid plunging into the depths

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May 06 2012 05:19 AM #144
Re: Update 7 content
I can only assume it is easier to scale chopped up instances. Its easier to debug 50 events in an instance, make it bug free and move on than 500 events in a HUGE instance and get your fingers tangled. And view it from all points of view:
Some want to do short instances and keep it fun. Or just do one part and not feel they are skipping things. Those are thrilled that the instance is now "chopped off" since there is no other way for them to do what they wanted. Their way of playing if not satisfied by a long-long instance.
Others like you want to do the instance as a story and progress through it. You can do that when the instance is in one piece, but you can also do that when it is fragmented.
So they chose the path that allows both playstyles. Having choosen the path you wanted it would only mean they would give no regard of the requests of some players. Having chosen the current path well they keep as many players happy as they can.
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Jun 25 2012 05:16 PM #145








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