U46: Kingdoms of Harad: Adagîm Discussion

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Kehleyr

Quality Assurance Team Lead
"Once a thick evergreen forest that covered the lands between the Mûr and the Ikorbân, it was home to the Kinta Elves and the Ishâkhai, Adagîm, now called the Moulder-wood, has become a nightmarish, boggy wilderness that has given over to a rot which has corrupted tree and wildlife alike. When the Ordâkhai invaded Shagâna they brought with them the Din of Stone which cracked the earth under the vale and caused a fungal blight to rise and infect the soil. The trees became hard as stone, covered in strange growths and the rivers turned to poison. The Pale Blight forced the Kintai to abandon many of their settlements as they fight to maintain and save what little untainted land remains."

This is the official discussion thread for the first new zone in Middle-earth. Please post your feedback here!
 

Thangdrim

Well-known member
While I've not personally tested Adagim, I've not got the time this week unfortunately. I know someone who has (they aren't on the forums either). Recorded a video of Irsinth's lines when interacting with her at Tul Ibilur. And her lines are very um..boxy and echoey. As if you can tell the voice actress is in a recording booth of sorts.

"minicha's/minetcha's (i don't know the spelling sorry, just using phonetics) blessing find you"
"how can I help" "what do you need" are a few examples

Is there some audio mixing issues or some other terminology? Not sure if its just a problem with them, or is something widespread amongst player experience. Hope this helps.
 

Mrmoth

Active member
Just something I noticed earlier but while questing I reached Sul Madash and had to talk to Faeron and he talks like he is just meeting us for the first time why is that?

We literally interacted with him a bunch of times thru out Gondor, Agarnaith and Minas Morgul.

We even introduce him to the goblin Viznak and all he has to say is "the goblins name is Viznak, don't worry its friendly" like its a pet or something.
 

YamyDeAragon

Student of Lady Galadriel
Just something I noticed earlier but while questing I reached Sul Madash and had to talk to Faeron and he talks like he is just meeting us for the first time why is that?

We literally interacted with him a bunch of times thru out Gondor, Agarnaith and Minas Morgul.

We even introduce him to the goblin Viznak and all he has to say is "the goblins name is Viznak, don't worry its friendly" like its a pet or something.
Maybe that dialogue is a placeholder, they will change it soon enough.
 

Artifact

Member
There is a bug in the Stable-Master's map in Collections. In the location that should be Sar Marsag, it shows the name Malgama, and will teleport you to the incorrect location (it sends you to Malgama not Sar Marsag). There seems to be no way to teleport to Sar Marsag via the Stable-Master Map.

Note that the "Malgama" (in the correct location on the map) also works - there are two dots on the map called Malgama.
 

ikse

Member
Gravure 151 : Précision héroïque niveau max 170 mais bonus 4 limité à 140 ?
Il doit y avoir une erreur de frappe.
 

Nickgt

Member
Overall enjoyed the area! submitted some small bugs/things I noticed in a ticket.

From a questing perspective-
Would like to learn more of the Ishâkhai, seems we only got 1 brief quest and yet they are mentioned in the area description. From what I gathered, seems like they're an ancient group and little is known about them. Wouldn't mind an extra quest or two with Máladil diving into who they are.

Moulder-wood questline was interesting and looking forward to continuing it. Seems like it wasn't quite finished and ended after part 7; would be sad if that's where it ends!

For the quest safety and shelter, pack leaders don't seem to respawn quickly. I can see a situation where players have hard time finding them or completing the quest, particularly early on when everyone is doing the quest. I noticed there's a few pack leaders outside the quest ring, you could consider expanding it, lowering the # of pack leaders needed, or changing respawn timer just for them.

The fire puddles around laivarth- seems they're for aesthetics/story immersion only? Definitely reflected in the map. They dealt no damage though, curious if there's plans to make them more dangerous.

Edit- did not have a chance to get to 160 and test out the bounties but really looking forward to fighting them soon
 

Cally

Well-known member
I haven't had as much time as I would have liked to dedicate to questing the area, but was able to pick up a few and try them out. I agree with Nickgt that the respawn on the pack leaders is slow, especially compared to the groups. Perhaps if more of the groups had a pack leader in them that would facilitate the quest better.

The huorns around Hadrudad might need some scaling work done on them. Some are at 150-170k morale, which seems about right for a signature mob in the low 150s, but others are coming in at almost 500k. This might be a bit intense for regular landscape in the intro to a new area that folks are levelling into not experiencing as endgame.

Some of the quest highlights on the map aren't working the same way they do in most regions. This is not necessarily a bad thing. It appears that the key areas for specific tasks ie firewood for keeping the fires lit is highlighted on the map, but not the entire region one might encounter the huorns needed for the quest. I had several outside of the region count towards the quest. Which for my money is fine. Having half the map highlighted when the thing I need to know is where the 'pick up this item' is much more helpful!

One further note on game play, I took some regular stables around the area and they are bumping into a few trees. Nothing got totally stuck, but some of the pathing isn't entirely dodging them either.

Outside of gameplay, I'm quite excited by the housing items I'm seeing for this region. In particular, I am delighted to see the hanging lanterns and colourful fabric bundles. I've loved those since Umbar came out and I'm looking forward to having them for my house in future. The style and colours of the wall displays, dividers and tapestries are great.

My only real critique is that the carpets are so plain. I can see them as a woven reed thing done in natural colours, but I'll admit with the designs of so many of the wall items, I was rather hoping we might get rugs that reflected the Middle Eastern/North African inspiration we've been seeing. In particular I'm thinking of the bold geometric designs and rich colours of Bergama style carpets. The 'Impressive Woven Tapestry' has some of the feeling of it, particularly with its vibrant colours. It would be really great to get some floor options in that style. My other wonder is if they will be items for reputation barter, craftable or limited to Lalia's market. I appreciate being able to get things from Lalia's without questing, but it's the only place to get nice carpets from, outside of the few small craftable ones.

One other observation, the Zajani wash basin and wall fountain have no water in them. I'm guessing this is intentional, but I'll admit it's a bit disappointing. Much like the fish fountain with no water. Some might want the dry version, but could there be a version with water as well??? A dry fountain is a sad fountain and an empty wash basin isn't much good for scrubbing off the grime of adventuring.

Otherwise, I'm looking forward to seeing what else this region has in store.
 

Phantion

Well-known member
I mainly focused on exploring and have a few thoughts:

1- I very much enjoy the concept of the main hub of the Kintai Elves, but it seems strange that many of the new Kintai housing deco assets, like the bar, covered tables, etc., can't be found that much in that main hub in the actual zone. It's feeling like it could use more development.

2- It's also kind of strange that the Kintai don't have a bigger "tent" or some sort of equivalent for their leaders. It might be good to add that at one of the higher elevations of the hub and maybe fill it up with some of those missing Kintai-themed decos that are otherwise available for housing.

3- While I understand that the Blight gnaws away at much of the wood, it would be nice if the wooded areas of the swamp could be made a little thicker. Even the forested parts feel a bit too open to the sky.

Cheers! :D
 

stitch

Active member
Any way to more quickly level your 150 toon besides questing? I would like to see what the stats, virtues, LIs are like at level 160.
 

Nickgt

Member
Good to see new quests added, fellowship repeatables too! I ran into the questbestower (Málacál) by complete accident, though. And today when I tried to find them again, I had a hard time. Might be worth making a landmark on the map or moving them somewhere more accessible to players. Moving them where the bounties are located is a natural choice, inside Sul madásh. However... i did like meeting the group in the wild outside the city. Just wish they were easier to find

Fushaum sûlm camp now has all orcs at lvl 160 despite the surrounding area being 150-152. I think having them at 160 is fine, and could be fun with a group and the bounty quest but just checking if intentional. I like the siege towers that were added to the camp

The quest-instance with Amûma - NPC is a bit glitchy
 

Eldas_escape

Active member
Quest Feedback Supplies in the Swamp some of these Research pages have been hard to find. Worst seems to be the area SE of Laiviath centered around 40.0S, 45.6W I have been over the area multiple times and no luck even tried selection key which worked for the others.

Edit: finally found it after more than 30 mins hunting it was on the very outer edge of the circle on map. 40.3,45.8 had to wait til daytime it was hidden against a tree.
 
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Caramsith

Well-known member
Quest Feedback Supplies in the Swamp some of these Research pages have been hard to find. Worst seems to be the area SE of Laiviath centered around 40.0S, 45.6W I have been over the area multiple times and no luck even tried selection key which worked for the others.
Struggled with that one as well.
 

Thangdrim

Well-known member
So I did a run around Adagim. Seems the echoey audio for NPC's has been fixed so cheers for that.

Only had to swim right at the north by the big structure. Shallow waters is much appreciated so also cheers to Scenario for not having us swim everywhere.

Performance. Im on a 3060, max settings 4k yada yada. Got stable 50-60 fps (I think at least, did not have an fps counter like i do on live) Ik this does not represent how performance will act on live with players running about.

Noticeable drop in frames everywhere north east of Laivarth regardless. At first I thought, oh its the fog but the south easterly portion of Adagim also has fog and I had no major drop. Not sure whats causing it besides the big structure or the increase in water.
 

Cally

Well-known member
Just looked into the next crafting tier. Please, oh please, oh please, can you give minstrels more than one instrument!?!
Yes, I am very aware that I can cosmetically equip a different instrument, and I do. This is not at all why I want to have more than one option.
It is so much easier to have an instrument of a *visibly* different kind to keep track of a healing vs a dps instrument.
The names on them are long and it's not easy to know at a glance that you have the right one, and it is also have a visual and auditory reminder that you might have forgotten to switch that.
I'm not suggesting a dozen options like some previous tiers have. But two or three would be really nice. If you are attached to theorbos at the moment, fine, but could we get a drum and a clarinet as well? Those both seem like they would fit the lore and general vibe of these regions.
That would give us something to strum, something to hit and something to honk. Each would look and sound substantially different and give people choices.
 

YamyDeAragon

Student of Lady Galadriel
Just looked into the next crafting tier. Please, oh please, oh please, can you give minstrels more than one instrument!?!
Yes, I am very aware that I can cosmetically equip a different instrument, and I do. This is not at all why I want to have more than one option.
It is so much easier to have an instrument of a *visibly* different kind to keep track of a healing vs a dps instrument.
The names on them are long and it's not easy to know at a glance that you have the right one, and it is also have a visual and auditory reminder that you might have forgotten to switch that.
I'm not suggesting a dozen options like some previous tiers have. But two or three would be really nice. If you are attached to theorbos at the moment, fine, but could we get a drum and a clarinet as well? Those both seem like they would fit the lore and general vibe of these regions.
That would give us something to strum, something to hit and something to honk. Each would look and sound substantially different and give people choices.
Agree there! Maybe they could do 1
multi-output recipe that may produce all musical instruments kinds but totally empty of stats, instead will be slotted: 1 vital, 1 primary, 2 basic, 1 class specific. Higher quality instruments will have more slots. Then create class specific essences for that class slot, so the minstrel can customize their instruments accordingly. Also it may help if the player could give custom name to all crafted class items
Something similar can be done for other
classes none legendary class specific items like: mariner instruments, RK chisel & riffler, hunter books, LM stickpins, captain armaments, & the burglar ranged items. This will remove the need to create so many alternate outputs for those crafted class item, since the players will fully customize them with essences instead.
 

Inanna

Member
Doing Mission: Blight in the Bite. Mission to kill 12 spiders and gather 6 venom. No Venom dropped, and all spiders were dead.
 
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