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Wish I could look at the barter and know what things I needed to rebuild, but that doesn't seem to be working for me. At least I can refer to this guide to know what I need to do to make progress on my set.
Thanks for the quick reply. This makes deciding who to level first much easier.
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eg, regardless of class:
set 1 helm build A
set 1 legs build B
set 1 shoulders build C
set 2 helm build G
set 2 legs build H
You cannot unlock armour for other characters until the whole if Hytbold is rebuilt, so the only restrictions that are in place are based on whatever arbitrary rules the Dev used for deciding to do it this way, I can't even fathom what the thinking behind the current methodology is. Faction requirements being so dramatically different for some classes is totally uneeded.
verified that yes, the Quiet Knife burglar gear is correct
Hytbold had to fit into the existing framework already established in Eastern Rohan, especially for reputations. It would have been possible to make it "fairer", for example by having each set require two or three kindred standings and one or two ally standings, and each class as a whole requiring exactly three kindred standings and one ally standing.
However, keep in mind that parity of time in acquiring each individual armour set was never a design goal of Hytbold, at least not as stated by the developers. (I'm not trying to put words in anyone's mouth, but from the obvious disparities, it seems pretty clear.) If I were to try to reverse-engineer the developers' thinking, I'd guess the goals were for all players to:
From my perspective, the current implementation meets those goals. Personally, I don't find the process to be fun, but I do find it interesting enough to keep my attention, probably even for 44 days.
- rebuild the town completely (repetition)
- while learning the quest and reputation interactions (discovery)
- see the town come to life again (engagement)
- pick up their own armour at some point along the way (reward)
- pick up armour for alts at the end (bonus)
I think perhaps Turbine underestimated the competitive drive of some players toward efficiency and gear rewards, which this guide probably (unfortunately) had the effect of magnifying. I'm sure the developers will keep this in mind next time they design max-level activities of this sort.
am I correct in reading that there is no vault keeper access available through any repair? this seems like an oversight in design.
Hytbold really should have a vaultkeeper and auctioneer. Maybe tied to the Armory?
So to me, Hytbold does not seem to be a grind at all, not even to rebuild the whole town, and I am going to do that with 9 characters eventually... It's the way this "grind" is done: you can do only 5 repeatables per day, you can CHOOSE those 5 out of 16 quests daily, and even most of those chance every day. And one hour is well enough for doing all those 5 quests. Then you can do something else for the rest of the day.
There has been lot of talk both in beta and live about that 5-quest limit you have every day. Many players want to get rid of that limit, I was also thinking that before, but now that I have been thinking this more, I think it's good that there is a limit. Because when we can do only 5 quests and not, say, all 16 every day, we don't get exhausted so soon. Let's think about skirmishes: many people loved them at first, and did ten or even more skirmishes every day. No wonder the same people were hating skirmishes some time later. I have no doubts about that people would hate these Hytbold repeatables as well if they could do them as many times as they wish per day. Sure, people still can hate them at some point, but now that they can do only 5 per day, and they change as well, that point might come much later...
This time devs gave soloers a way to acquire raid-level armour set, and although I spent quite some time in beta in Hytbold, and now in live as well, I still think they pulled this off well. The only thing that is hard to find out is the "optimal building route" if you want to do only the absolute minimum repairs needed for your armour, but if the intention is that we build the town fully anyway, then it doesn't matter.
Last edited by Gilean-EU; Oct 24 2012 at 04:39 AM.
Lets say we were to take the requirements for one classes armour and copy and paste them onto another classes armour. Repeat for all classes. They now have the exact same requirements for all classes. No difference in builds at all. No variation at all.
For blueline set, they all have to build the exact same rebuilds, with the same requirements. For redline set they all have to build the exact same rebuilds. etc.
Doesn't matter which set you take for the original and copy across, as every class has to do all builds before they can unlock for other classes. The difference is that no class has to do more than another to get a full set, the only difference would be that different people would want to work on different sets. If you took the hunter requirements (just chose that as I am familiar with the reqs) and made them apply to all classes, and were to move one of the ally pieces for Huntsman's helm or boots over to a kindred given bestower, every class, and every set would require 3 kindred factions as well.
The current system of having different builds unlock different pieces on different classes is completely artificial and the ONLY thing it does is make it harder / easier for some classes over others. Nothing else. The premise that every class has to do a different build for a different piece of armour would only come into play if we had access to all vendors without having to complete Hytbold. We don't, so it is not needed in any way, shape or form. I can only assume that at some point in the developement they were not going to have the completion of Hytbold needed to acquire items for other classes, and this is the reason for all the uneeded complexity we see now.
Last edited by Eriandor; Oct 24 2012 at 06:47 AM.
My problem is not with solo players getting raid-worthy sets, not at all.
It's the fact that there is so much grind *after* getting the sets that bothers me. I'd personally rather see daily quests allowance tripled after your toon is kindred with everyone, or has turned in a certain number of quests to prevent rep accelerators being a part of it, (and, then, likely has all the armour he needs) as opposed to being able to share the armour via shared storage after 44+ days of 5 a day. But, that is likely because I will do the rep grind, and likely complete the town, on four toons because I do that ><
In the meanwhile, the Sutcrofts will be ground to the dirt for housing items on one toon XD
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excellent guide, thank you.
However, what we have now is what we have to work with. I think it's very unlikely this will change during Hytbold's lifetime.
My Warden set will be completed in 10 days, max, and I won't have to deal with mixing for set bonuses, since there's only 1 set I'm interested in as a tank. Conversely, other characters can take upwards of 25 days. 15 days difference is more what he was talking about when he mentioned Warden bribes, not the "3 or 4 days" you made up.
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I am a bit confused about the token exchange, if you do the quests daily and give the tokens in to rebuild part of the town, how do you then have tokens to barter for your armour? If anyone could clarify I would appreciate it.
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