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  1. #1
    Join Date
    Jun 2011
    Posts
    850

    Bullroarer Update 21 - Preview and Release Notes

    Welcome to our third open preview of Update 21: Mordor. These notes are for Bullroarer, released on Friday, July 7th. Both these notes and the update are a work in progress, so you should expect things will change over time.

    • The Bullroarer database was wiped in preparation for this weekend. Please feel free to copy your live character to Bullroarer using the LIVE transfer wizard.
    • New Epic Volume 4 Book 9 will not be available during the U21 open beta.
    • The Allegiance system panel is available (Reputation - Allegiances), but all of the quests, rewards, and other elements of the system are not yet in place.
    • The Bullroarer installer files have been updated, so if you need to re-install the Bullroarer client you will only need to patch from last week's build once the initial download is complete.


    New since last preview:
    1. Early elements of the avatar update can be seen in this build on human models. You will note a toggle in the character generation UI that allows you to see the original or updated appearance for each option. There is also an in-game settable "Avatar Update Visible" option in the Advanced Graphics section of the Options panel. We would love your feedback on the changes in the human female faces and the human male faces and hair styles. It is possible that appearance versioning of existing characters is not working properly, so please let us know if you notice glaring differences between your copied live character and a character created on Bullroarer with the same options.
    2. The High Elf race is again available and a small number of cosmetic alterations have been made since last weekend (mainly focused on the hair). We would love your continued feedback on the new racial starting area, racial traits, new animations, and the avatars overall. Please note that high elf visual appearances are still under development.
    3. The first two chapters of 'The Black Book of Mordor: Where the Shadows Lie' are still available for preview! Start by completing the quest 'One Does Not Simply' from Boromir in the Battle of the Morannon (via teleport horse from the Slag-hills). Then return to the landscape version of the Black Gate (at the Slag-hills in the Wastes) to obtain 'Chapter 1: Beyond the Black Gate' from Mithrandir. Note that some NPC appearances and other art elements are not yet final. We would love to hear your feedback on this story line.


    • Stable-masters are available in the Slag-Hills and in a small number of locations throughout Gorgoroth.
    • Featured instance cap level (115) quest rewards now includes level 115 equipment and level 106 essences.
    • You can now loot each pack only once in quest "The Things They Left Behind" in Udun.
    • High Elves have two new quests to guide them after arriving in Celondim.
    • Four Udun deeds now have title rewards.
    • Human female idle and afk idles have been updated.
    • Various Gorgoroth monsters have visually updated armour and equipment.
    • Level 106 - 115 ratings stats have been adjusted to make the transition from level 105 - 110 smoother and slightly gentler, while making the increase from there to 115 steeper.
    • Lost lore items can be found throughout Gorgoroth. The audio, text, rewards, and underlying quest structure supporting the items is not yet complete.
    • The /mumble emote in the High Elf intro should no longer cause you to get out of bed.


    If you are using an XP or Vista machine, you will be able to launch the Bullroarer client. Please rename or move the TurbineLauncher.exe.config file in your Bullroarer client folder. Then replace it: http://installer.lotro.turbine.com/l...her.exe.config.

    Release Notes:
    Explore Mordor
    • Explore Gorgoroth, including:
    • Udun, the entryway that holds great forges, quarries, and parade grounds of Mordor.
    • Dor Amarth, the rocky plain holding the broken bones of Barad-dur
    • Talath Urui, located south of Mount Doom, home to key fortresses, prisons, and military establishments.
    • Lhingris, west of the Morgai ridge, home to Cirith Ungol.
    • Agarnaith, a valley southeast of Barad-dur with a dense, pestilent, and bloody swampland.

    Level Cap Increase
    • The level cap has been raised to 115.

    Allegiance System
    • This new end-game system allows players to pledge their allegiance to one faction at a time. Pledge yourself to the Dwarves, Elves, Hobbits, or Men, and unlock rewards through activities in Mordor, including a unique story arc! Currently you can access the system, but the items required to advance progress in an allegiance are not yet available in game.

    Light of Eärendil/Shadow
    • Areas of Shadow can be found in varying intensity throughout Mordor. These areas weaken visitors, but the Light of Eärendil can counteract this darkness. Your character will see a Shadow and Light Rating, which will help you understand the threat posed by the Shadow. Items that grant Light of Eärendil can be found in Mordor.

    Classes
    • Above level 105, class trait points are awarded at levels 108, 111, and 114.
    • Beorning:
    • Beorning skills no longer work through walls.
    • Sacrifice bonus wrath generation now lasts 20 seconds, up from 12 seconds.
    • Nature's Mend no longer behaves like a wrath consuming skill.
    • Grimbeorn's Spirit and Bond of Trust no longer override each other.
    • Vicious Claws will only refresh one instance of Bash bleed, and no longer remove others.
    • Claw Swipe and Slash bleeds no longer replace each other.
    • Expose now affects all Beorning damage skills.
    • Fate stat contributions have been improved.

    Crafting
    • Tier 11 crafting is now available for every profession. A full new crafting tier is now available for level 115 items. No new Craft Guild tier is required.
    • Five new resource instances are now available to help crafters acquire the ingredients necessary for Tier 11 crafting.

    Emotes
    • The Smoking animation will no longer hitch when starting, and the character will immediately move when breaking out of the emote.

    Items
    • Landscape treasure containers can be found throughout Gorgoroth, and can be found in both common and uncommon versions.
    • Item levels in Mordor now range up into the 300s.
    • Ash of Gorgoroth system: This system allows players to break down unused or unwanted Mordor equipment into Ash of Gorgoroth, which can then be used to purchase new equipment from a vendor. Some items cannot be deconstructed. Each Crafting Profession also has a new recipe to create an item that can be deconstructed.

    Legendary Items
    • The Imbued Legendary Item level cap has been increased. There are now ten additional levels for Legacies, five of which can be unlocked, and five of which are granted for free.

    Monsters
    • Some monster AI behavior has been improved.

    NPCs
    • Fixed the pose for Heburga in East Rohan.

    PvMP
    • Monster players can now be level 115.

    Quests and Adventure Areas
    • Several typos have been corrected in the Anniversary Scavenger Hunt.
    • In the Quest: Scouting the Wild, the white stone marker being searched for is no longer obscured by a large bush.
    • The waypoint teleportation horse in the Dead Marshes is no longer hiding in tall reeds.
    • The name "Instance: One Hope Remains" is now consistent when replayed from the Reflecting Pool.
    • Various floating stumps in the Pelennor Fields have been reintroduced to the ground.
    • In the Wastes, a scrap deposit was lowered to within reach of prospectors, flickering water was removed, and some invisible physics were adjusted to match the surroundings.

    UI
    • A title and second 10 Year VIP Portrait Frame are now available to qualified players.
    • Settings that are saved in the userpreferences.ini file, such as graphics preferences, are now saved to disk when the character options panel is closed. This should reduce the risk of settings being unexpectedly lost.
    • There are four new options in the advanced graphics options page:
    • Frill Density: Specifies the percentage of frills that are loaded. Use a lower setting for better performance.
    • Dynamic Particle Rendering: This is an experimental setting that allows you to select which particle effects to render on dynamic objects such as your player and NPCs. Note that some effects will still play even when disabled and you may lose important feedback.
    • Static Environmental Objects: Enables particle effects on motionless environmental objects such as braziers and lanterns. Disabling this setting will improve rendering performance in areas with many environmental particle effects.
    • Precipitation Effects: Enables weather effects such as rain and snow.
    • Updated the Overall Graphics Quality defaults for the Frill Density and Frill Distance settings:
    • Very Low = 0.0
    • Low = 0.25 ( Frill Distance has been changed from none to low )
    • Medium = 0.5 ( Frill Distance has been changed from low to medium )
    • High = 0.75
    • Very High = 1.0
    • Ultra High = 1.0

    Miscellaneous
    • Fixed a floating chest in East Rohan.
    • A quest has been added to the E&G Tavern for auto-completing Volume IV Book 8, 'The Black Gate'
    Last edited by Tybur; Jul 07 2017 at 10:44 PM.

  2. #2
    Join Date
    Jun 2011
    Posts
    850
    Bullroarer is open. The notes are still in progress.
    We look forward to hearing your feedback and receiving your bug reports.
    Have a wonderful weekend everyone!

  3. #3
    Join Date
    Apr 2007
    Location
    Sunny SoCal, USA
    Posts
    6,456
    I hope this thread is an appropriate place for feedback.

    Quote Originally Posted by Tybur View Post
    New since last preview:
    [LIST=1][*]Early elements of the avatar update can be seen in this build on human models. You will note a toggle in the character generation UI that allows you to see the original or updated appearance for each option. We would love your feedback on the changes in the human female faces and the human male faces and hair styles. It is possible that appearance versioning of existing characters is not working properly, so please let us know if you notice glaring differences between your copied live character and a character created on Bullroarer with the same options.
    As a hobby I love to draw, especially the human figure and especially portraiture. I have been hoping to recreate one of my main characters ever since the avatar revamps were announced. That level of customization is my hope for the end product, to give you an idea of where I am coming from.

    This post deals solely with Women avatars. I know you specifically say 'early elements', but I thought it best to address all bugs and all suggestions as early as possible in the process.

    SET-UP
    • DX11, Ultra high graphics.
    • 24 in monitor
    • Testing on the Gondor palate.



    OVERALL APPEARANCE
    • I think that the female model should be a bit higher on the screen when zoomed in. When zoomed in fully I cannot see the longer hair-styles completely, and it would be much more useful to see *more* of her, not less of her. I would love the ability to look at her from different angles as well (high and low as opposed to just zooming in/out and around).
    • There is an ugly line between updated model's face and the neck, giving a pixellated look at their juncture. The ears suffer similar issues, and do not look to be updated.


    HEAD
    • Excepting option #3, the only thing that changes ON the head is the nose. There is no change in eyebrow positioning, jawline, cheekbone structure, and other aspects. To be entirely honest, I think the minimum for a satisfying character customization would be to split out noses and bone structure of the head itself. Even more would be preferable, but that at least would be a start, to split out type of head, then type of nose. Since the 'head' does not change anything BUT the nose on most of them already, it seems like a logical step if resources are available for it. Here is a good example of various head shapes, especially relating to the jaw. All the faces seem to be heart-shaped or oblong. Regardless, I was disappointed in the current head optimization department. Noses are not quite enough.
    • It's difficult to tell due to the inability to change angle, but the nostrils on 2 and 9 look a bit too long (mostly #2; 9 works better with tips of noses that are lower, or at least that is what I could find from quick facial feature searching).


    HAIR
    • Hair-styles 1 and 23 do not apply an updated look.
    • The hair styles that pull back hair into a bun or otherwise expose the neck and ear are not centered correctly. This is especially apparent on the avatar's left side.
    • PLEASE do not shorten the long hair as you have done here! The edges of the hair are shorter in their new versions. Human females already have to deal with a disproportionate amount of short haircuts; add a few inches to the long hair, or at least make it as long as it was before.
    • SUGGESTION: As mentioned, the lack of long-hair options has always been rather disappointing. Male Elves get better hair options than Women do. But Elf females have a lot of lovely hair styles, and I know that a lot of human hair styles would look good on Elf females. Why not combine their options? Throw a TP cost if you must, but as they are already options that exist in the game, my hope would be that you could add more tables to the hair database and more or less put in the same graphic.


    EYES
    I have... strong opinions about the original artist who thought 'eye options' should be eye shadow options *cough* What should be the focus instead is eye shapes. Here's another little collection of images for eye shapes. I think the wrinkles (and, sure, eye shadow...) are great for ADDITIONAL eye options, but not as a the MAIN eye slot. Those can be eye details.

    EYEBROWS
    No noticeable changes I can spot.

    MOUTH
    The amount of different mouths is basically what eye (ahem, shapes) the head (shape), and uh, the new hypothetical noses-only slot should ideally look like. I admit I find it still amusing that, barring hair, it was the mouth that got the most attention in the original design.

    DETAILS
    No noticeable change. Would not mind another dozen detail ideas (such as a blinded eye, different scars, so on).


    I look forward to further iterations of the graphical revamp.

    RIP ELENDILMIR • Jingle Jangle
    Landroval
    : LAERLIN (Bio + Drawings) • LAERWEN • OLORIEL • AETHELIND (Bio + Drawing) • NETHAEL

  4. #4
    Join Date
    Sep 2013
    Posts
    179
    Female high elf creation screen

    Hair has improved. I still think the straight styles look like you just got out of a swimming pool. I don't see any difference between head styles 1 and 2, and little if any between them and 4. Faces have improved as well. I actually like a few of them. Some have an interesting effect where the shape of brow makes them look worried/sad. Not egregiously so, though. The nose on head style 9 is extreme.

    Edited to add: I see what others have been saying about the eyes being too dark. I think the green side is fine, but the blues don't let you really find a light blue (Gondolin elves). I'd like to be able to find an icy blue that almost glows, or like clear sky near the horizon.

    Edited again: I actually can see the balding on the character creation screen; I didn't realize it depends on the head style - the ones with the hole behind the ear (that's still there) have the bald crown/back of head. The others have a bald patch behind the ears, as someone posted pics of in a high elf thread. Also, the jawline on head 5 doesn't quite line up with the neck, so as you turn it you can see the background glint through. Less significant than the holes and baldness though. Similar disjointedness where hand meets wrist. Most of the eyebrows are too short - they look dramatically overtrimmed or even penciled in. Elves shouldn't need to paint their faces on.. and the high elf female still looks like she's curving her back so far she should tip over.

    In-game appearance

    The female high elf has a baldness issue. The hairstyle I chose (the short braid-tail) looked fine in creation, but in game half the back of the head is bald, and most head gear clips horrendously.

    I could see some of the starting armour this time, including the shoes. Some footwear and gloves are visible (yay!). Dressing room/character window zoom still bugged, ranged weapon still on the ground, etc.


    Intro/Prologue

    There's a high elf prologue now! Short, but there. It's still really awkward to say you've been in a millennia-long coma, but at least there's some effort to rope you into the storyline now...I didn't hang around Celondim to find out yet, but is the brief convo with the elf brothers really the end of the prologue? That still leaves us hanging between level 5 and picking up chapter 1 in Bree, and right by the start of others' prologue.

    While I was talking to Taerthon, some auto-bestow quests were auto-declined; this closed the speech window I had open with him & I had to talk to him again to finish reading.

    I also noticed that my elf no longer stands up while mumbling in the intro/waking up scene, but still floats a bit above the bed.
    Last edited by Arestelle; Jul 08 2017 at 01:41 AM.
    § Elendilmir refugee on Ark §

    § Aerynsol . 29 | Arestelle . 115 | Calairiel . 42 | Gwaewen . 41 | Iadessea . 26 | Magrith . 37 | Melaidhrin . 29 | Miraear . 29 | Muiriol . 113 | Nephra . 21 §

    § miraear's threads: a cosmetic history §

  5. #5
    Join Date
    Jan 2007
    Location
    Rohan
    Posts
    987
    RE: High Elf,

    Visuals: Nice improvement from last round, though there are some technical issues. I had an instance of hair clipping through the head in the character creator, but was unable to replicate the issue. Some of the hair styles seem blurry. Eyebrow #8 for female high elf turns the eyes grey.

    Starter instance: Still need a better weapon than a club with nails in it. And some snazzy armor would be lovely.
    Aethelbehrt ~ Captain of Landroval
    Haradwen ~ Warden of Landroval
    Zôraphel ~ Burglar of Landroval

  6. #6
    Join Date
    Jun 2011
    Location
    Éire
    Posts
    16
    Some hair issues with the male figure.

    Note that the ears look much better, but the neck /head join is still rather peculiar, maybe even worse because the customisable section of the head is now larger, extending back to include ears and the back of the head. It wouldn't be as noticeable if the colouring matched a bit better.

    Cardemel of Mirkwood - a Hunter with Cír Amdir
    Capkatt Stinkspit - a Warleader fetching sticks
    Cardhad of erm Somewhere - a Warden doin.. uh.. what? where?

  7. #7
    Some improvement on the female high-elf appearances, although I still find them masculine-looking and very unattractive.

    Elven features are supposed to be delicate - the elven NPCs (including the one who greets us as we start the intro, Lady-what's-her-name) have that look. The female high-elf avatar does not - frankly it looks homely.

    The straight hair styles are still hideous.

    Also, it is still jarring and immersion-breaking that we are in an instance hob-nobbing with the most elite leaders of Middle-earth, and literally everyone in the instance except us is arrayed in fine-looking battle regalia. We, on the other hand are carrying a stick with a nail through it as as our weapon (Captain) and wearing an outfit that looks like it was looted off a starving brigand.

    The Lord of the Nazgul's "attack" on us still looks ridiculously wrong.

    I thought the transition quests in Celondim were a good addition, and eliminated the lack of quest continuity that existed before.

    I looked briefly at some of the human avatar replacements for my characters. I liked the change for my man LM - it wasn't dramatic, but made him look a bit more formidable and serious.

    The change for my Woman warden wasn't very noticeable...not terrible, but I didn't love it either.
    Dagoreth (Warden) and Belechannas (Lore-master) of Arkenstone

    < No Dorfs >
    Fighting the Dorf menace to Middle Earth since 2008

  8. #8
    Quote Originally Posted by Laire View Post
    I hope this thread is an appropriate place for feedback.



    As a hobby I love to draw, especially the human figure and especially portraiture. I have been hoping to recreate one of my main characters ever since the avatar revamps were announced. That level of customization is my hope for the end product, to give you an idea of where I am coming from.

    This post deals solely with Women avatars. I know you specifically say 'early elements', but I thought it best to address all bugs and all suggestions as early as possible in the process.

    SET-UP
    • DX11, Ultra high graphics.
    • 24 in monitor
    • Testing on the Gondor palate.



    OVERALL APPEARANCE
    • I think that the female model should be a bit higher on the screen when zoomed in. When zoomed in fully I cannot see the longer hair-styles completely, and it would be much more useful to see *more* of her, not less of her. I would love the ability to look at her from different angles as well (high and low as opposed to just zooming in/out and around).
    • There is an ugly line between updated model's face and the neck, giving a pixellated look at their juncture. The ears suffer similar issues, and do not look to be updated.


    HEAD
    • Excepting option #3, the only thing that changes ON the head is the nose. There is no change in eyebrow positioning, jawline, cheekbone structure, and other aspects. To be entirely honest, I think the minimum for a satisfying character customization would be to split out noses and bone structure of the head itself. Even more would be preferable, but that at least would be a start, to split out type of head, then type of nose. Since the 'head' does not change anything BUT the nose on most of them already, it seems like a logical step if resources are available for it. Here is a good example of various head shapes, especially relating to the jaw. All the faces seem to be heart-shaped or oblong. Regardless, I was disappointed in the current head optimization department. Noses are not quite enough.
    • It's difficult to tell due to the inability to change angle, but the nostrils on 2 and 9 look a bit too long (mostly #2; 9 works better with tips of noses that are lower, or at least that is what I could find from quick facial feature searching).


    HAIR
    • Hair-styles 1 and 23 do not apply an updated look.
    • The hair styles that pull back hair into a bun or otherwise expose the neck and ear are not centered correctly. This is especially apparent on the avatar's left side.
    • PLEASE do not shorten the long hair as you have done here! The edges of the hair are shorter in their new versions. Human females already have to deal with a disproportionate amount of short haircuts; add a few inches to the long hair, or at least make it as long as it was before.
    • SUGGESTION: As mentioned, the lack of long-hair options has always been rather disappointing. Male Elves get better hair options than Women do. But Elf females have a lot of lovely hair styles, and I know that a lot of human hair styles would look good on Elf females. Why not combine their options? Throw a TP cost if you must, but as they are already options that exist in the game, my hope would be that you could add more tables to the hair database and more or less put in the same graphic.


    EYES
    I have... strong opinions about the original artist who thought 'eye options' should be eye shadow options *cough* What should be the focus instead is eye shapes. Here's another little collection of images for eye shapes. I think the wrinkles (and, sure, eye shadow...) are great for ADDITIONAL eye options, but not as a the MAIN eye slot. Those can be eye details.

    EYEBROWS
    No noticeable changes I can spot.

    MOUTH
    The amount of different mouths is basically what eye (ahem, shapes) the head (shape), and uh, the new hypothetical noses-only slot should ideally look like. I admit I find it still amusing that, barring hair, it was the mouth that got the most attention in the original design.

    DETAILS
    No noticeable change. Would not mind another dozen detail ideas (such as a blinded eye, different scars, so on).


    I look forward to further iterations of the graphical revamp.

    I checked out my old and new avatar for my man female captain. What really bothers me is the size of the pupil. My captain has big blue eyes. The pupils have become a lot smaller. There should be different eye shapes as you pointed out but also different pupil sizes. Because of this I probably stick with my old avatar.

  9. #9
    Quote Originally Posted by Tybur View Post
    Bullroarer is open. The notes are still in progress.
    We look forward to hearing your feedback and receiving your bug reports.
    Have a wonderful weekend everyone!
    Where do you want the feedback?

  10. #10
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    172
    I like the High Elf intro quest, but at the point where you run up the stairs to confront the witch-king there is still that bug that you are suddenly transported to Rivendell, find yourself in bed and unable to move, but the Quest still tells you to confront the witch-king. I filed a bug report about this, but it makes testing somewhat tedious, having to do /unstuck and running all the way back there ...

    EDIT: I can't even run around that top structure without getting ported to Rivendell. Unable to finish intro ...
    There's some good in this world, and it is worth fighting for.

  11. #11
    My thoughts on the High Elf:

    First off, it seems a bit inaccurate from a lore perspective to even have a separate High Elf race. They are not an entirely different race from their Sindarin counterparts, but receive their "high" status from having lived in Valinor. I am sure many players already imagined their existing Elf characters as High Elves for roleplaying purposes. Does the release of a new High Elf playable race thereby invalidate the lore they invented for the characters they have been playing for years?

    That said, if you are going to do it you might as well do a good job on it, so here are my thoughts on the High Elf playable race as it currently stands (I only looked at the male appearances):

    Face shapes- A little rough around the edges, but still promising. They look suitably noble.
    Hair- Longer hair styles are still kind of stringy. Shorter ones look pretty good, though.
    Eyes- I can’t really see any difference when I try to change the color.
    Body shape- Does not scale very well. Character ends up looking either chunky or gangly, not really graceful.

    I don’t really like the run animation- it looks like prancing. Walking looks fine. The whole rolling thing is silly unless you are jumping from very high-- please increase the height you must jump from to activate the roll animation.

    The whole intro in the Last Alliance is pretty cool. I agree with all the people who have commented saying you need better-looking armor and weapons, befitting a warrior of the Last Alliance. The Time-Worn Armor you receive from Elrond didn't show up on my character; I assume it is still in the design stages. A couple other bugs I noticed: Prince Amroth is bald, and the animation when the Witch King stabs you is not right.

    One criticism of the story: having the character sleep for 3000 years after receiving the Morgul wound is ridiculous. Frodo took only a couple of months to recover! A better way to do it would be to have you recover within a few months, and then have you retire to Rivendell and live quietly for the duration of the Third Age before deciding to go to the Havens because the pain of your old wound still bothers you. There is no reason you need to be asleep that whole time. That said, the room where you wake up in Rivendell is beautiful.

    Most of the new racial traits seem very good. The Run speed boost, light damage boost, 5% damage boost for fellowship are all great. A couple of the other ones seem much less good, though. +2 Will for Those Who Remain seems way too low to be consequential even at low levels, unless it scales with the level of your character. And the 3s stun with 30 min cool down is really lousy. Make the cool down much shorter or no one will use it. The out-of-combat rez function is a cool idea, but not very useful: several classes have it already, and for the ones that don't it won't be of much use. In my opinion, it would be better to have an in-combat rez with a very long cool down, like 1 hr. That would open up some interesting possibilities for non-healer classes without being too OP.

    Finally, it's nice to be able to play the Captain class as an Elf, but some of the skill names (Blade of Elendil, Oathbreakers, etc.) and class titles (Inspiration to Men), and all of the herald cosmetic options, are much too geared towards the race of Men. Please at least make some Elven herald options to make the High Elf race an attractive option for Captains.

  12. #12
    Quote Originally Posted by finrod911 View Post
    My thoughts on the High Elf:

    First off, it seems a bit inaccurate from a lore perspective to even have a separate High Elf race. They are not an entirely different race from their Sindarin counterparts, but receive their "high" status from having lived in Valinor. I am sure many players already imagined their existing Elf characters as High Elves for roleplaying purposes. Does the release of a new High Elf playable race thereby invalidate the lore they invented for the characters they have been playing for years?
    No s***. I've played my Elf since the beta of the game (remade for release after mandatory server wipe), and always RPed as a High Elf. Now, SSG tells me I was wrong all those years.

    I am not going to delete this character and restart all that I've done, not to mention memories attached to her that can't be recreated.

    I don't see the point in High Elf the way they are now. Old players like myself already have tons of alts, likely of all the classes they are interested in. This is not a new class. New players might be interested, even though they'd have to pay for it, but let's face it, Lotro is not getting younger. At this point it would have been better to target old player, and inactive ones over potential new player, since the targeted audience would be bigger in that case. If you didn't play LOTRO for the past 10years, High Elves are unlikely to be the determining factor for you to start playing.

    I would pay more for a race change option, limited to changing elf into high elf. Kinda similar to the reincarnation stuff on DDO. I would have paid for it, on top of the high elf. As is, I'm not interested by the high elf. I might take it, but let's face it, I have thousands of TP, it's basically free for me, I "bought" the Beorning for the starting clothing after all...


    Anyway, sorry for the rant, but I'm p*** by the way you guys handle it.

  13. #13
    Join Date
    Jul 2011
    Location
    Olore Malle
    Posts
    840
    Quote Originally Posted by Daguest View Post
    No s***. I've played my Elf since the beta of the game (remade for release after mandatory server wipe), and always RPed as a High Elf. Now, SSG tells me I was wrong all those years.

    I am not going to delete this character and restart all that I've done, not to mention memories attached to her that can't be recreated.

    I don't see the point in High Elf the way they are now. Old players like myself already have tons of alts, likely of all the classes they are interested in. This is not a new class. New players might be interested, even though they'd have to pay for it, but let's face it, Lotro is not getting younger. At this point it would have been better to target old player, and inactive ones over potential new player, since the targeted audience would be bigger in that case. If you didn't play LOTRO for the past 10years, High Elves are unlikely to be the determining factor for you to start playing.

    I would pay more for a race change option, limited to changing elf into high elf. Kinda similar to the reincarnation stuff on DDO. I would have paid for it, on top of the high elf. As is, I'm not interested by the high elf. I might take it, but let's face it, I have thousands of TP, it's basically free for me, I "bought" the Beorning for the starting clothing after all...


    Anyway, sorry for the rant, but I'm p*** by the way you guys handle it.
    I have been rping my huntress as a lady of Nargothrond way before high elves were announced, she won't stop being a lady of Nargothrond because years later new avatar with a title will be in the game. You are not rping wrong, I'm not and nobody has been rping wrong all these years, exactly because nobody could have forseen high elves years ago. Your elf story is still valid. And the devs already said there will not be a race change, at least not in the forseable future, here is the quote.


    excerpt from the interview at MMOCentral: http://www.mmo-central.com/2017/01/3...g-stone-games/

    MMO-C: All right, fair enough. While it was mentioned on your last stream, Cordovan, I’m not sure if the person in chat made their suggestion clear based on your response. They were asking whether paid race or class changes would be possible, like you can change your race and faction on other games. For example, we have RPers who have been roleplaying that they’ve been a High Elf the past ten years, or folks like me. If I’d had my druthers and High Elf was in at day one, an Elf captain, that’s me, I’d’ve been that. So, rerolling an old character to keep the name you’ve had for so long or as a kin leader, that’s going to cause a major hassle. Will race changes and class changes be an option?

    Snook: I was talking to some of the LotRO team this morning about that particular question. The big challenge we have with, say, racial respeccing that we don’t have in Dungeons and Dragons Online is our races are limited in class options in Lord of the Rings Online. So that respeccing process has a layer of engineering work that’s required that makes it difficult to see us doing that for the High Elf here. Ultimately in terms of the name issue, we do have renaming options available, so someone could you know rename their regular Elf and then make a High Elf character for that. But for being able to respec from one race to another, it’s just not on our short-term agenda here.

    Ciccolini: I don’t think that we’d be able to implement that in time for Mordor. Even if we started pursuing it today, that would be a tremendous amount of work and the LotRO tech for races is, it just doesn’t… it’s not set up to allow that. I mean, technically anything is possible in these games, but I don’t foresee us being able to do that for Mordor, and after that is, you know, is that what we want to be spending our precious engineering resource times on? Maybe? But it wouldn’t be, it won’t be for awhile, so I wouldn’t expect to have that for Mordor or shortly thereafter.
    Last edited by miriadel; Jul 08 2017 at 02:15 PM.
    My Lotro blog :)

  14. #14
    Quote Originally Posted by Tybur View Post
    Classes
    • Above level 105, class trait points are awarded at levels 108, 111, and 114.
    • Beorning:
    • Beorning skills no longer work through walls. Relentless maul still does.
    • Sacrifice bonus wrath generation now lasts 20 seconds, up from 12 seconds. Base traited yellow with "In Harms Way" and "All on the Line" had sacrifice still only lasting for 12s despite tooltip indicating 20.
    • Nature's Mend no longer behaves like a wrath consuming skill. Encouraging Roar is now broken to not give the free heal to any skill.
    • Grimbeorn's Spirit and Bond of Trust no longer override each other. Grimbeorns spirit will only apply once, you need to either swap trait trees or relog to have it apply again. Further testing had it work, sometimes...and only after we used a very specific trait setup.
    • Vicious Claws will only refresh one instance of Bash bleed, and no longer remove others. Only refreshes newest bash on the target, not too much use for bash uptime.
    • Claw Swipe and Slash bleeds no longer replace each other. Works.
    • Expose now affects all Beorning damage skills. Currently untested.
    • Fate stat contributions have been improved. Minimal impact on the class, there's no reason to stack fate as other stats give greater return.
    Mordor class work is still pretty disappointing.
    ~ I tank with a Beorning, my opinion is invalid. ~

  15. #15
    Full props to the world builders for Mordor! It is a bit noticeable at this point all the re-purposed landscape. Some of which is fun to ID from other regions.

    There is a general lag/graphics update/delay (you pick what you want to call it) as you move through some of the more cluttered areas. Some cases the skill lag can be deadly. I did not change my graphics options but some reminder might be useful for players hitting a cluttered area that there are several options to reduce the landscape clutter.

    ex: I was playing a High Elf Champ with a friend as a High Elf Capt. His banner showed up after the fight was over, even though he clicked it early.


    The Ctrl+\ screen layout is a complete mess. There are elements on top of elements and elements with no names and elements that are not connected to anything and multiple copies of the same element name.

    ex: QS4 and QS5 on my Ctrl + \ had no names. I had to use the QS Tab to dock them. then add something to them so I could find them. Then undock them so I could shift them.

    Suggestion: As there are now so many screen elements it would be a nice feature to be able to Rt Click and pull up a context menu list of elements that highlight and element and toggle it on/off. While having a RK attunement bar on every UI screen is expedient but for a non RK its just in the way of finding something hidden underneath. Also a tool tip help text about that the box is for would be useful.

    ex: I have 2 Mount UI elements available in my Ctrl+\. I don't know if they are the same or not.
    ex: I have 2 bars: Bar 4 and Bar 5. I thought these were the Quickslot 4 and 5 but no. The QS ones have no name but do have a * to drag them. No idea what these others are for.
    ex: Having a toggle on/off the RK attunement panel
    ex: Highlight a selected UI element to find the auto-skill pop up panel.


    Both the Champ and the Cappy are EnG leveled with whatever was there. Nothing complete. No damage scrolls on the weapons. Just bare bones.

    a) We could take on nearly every landscape mob solo. We could take on multiple pulls.
    b) We tried the 2 Cargul in Barad Dur and got multiple trips back to the beginning . They were super hard. The instance said 1 or 2 players. (again no buffs and
    less than optimal everything and nothing optimized). Not really a solo or duo instance for our skill level of play.

    While we got hammered into completely broken armour by the Cargul, my friend enjoyed the simple questing we did and wouldn't have minded being nailed by the Cargul a few times but it did get a bit much after the completely broken armour repair and we abandoned that instance.

    So the landscape is perhaps too easy (and mobs too numerous) and the instance too hard or has too many Carguls to kill.

    There is an overall graphics "jerk" as you move across the terrain. I don't classify this in the same way as the lag but it might be from the same causes. You see the item appear in your draw distance (rock, mob, drake, building). As you move along the image "jerks" a few feet and can do multiple jerks such that it first appears distant, then jumps to mid-view and can stutter-jump into your aggro range.

    This happens while moving (riding along the Mordor highways) and can happen while stationary and a mob approaches you.
    Whoever says “I” creates the “you.” Such is the trap of every conscience. The “I” signifies both solitude and rejection of solitude. Words name things and then replace them. Whoever says tomorrow, denies it. Tomorrow exists only for him who does not seek it. And yesterday? Yesterday is Kolvillàg: a name to forget, a word already forgotten.

    The Oath: A Novel by Elie Wiesel

  16. #16
    CaerArianrhod's Avatar
    CaerArianrhod is offline Rohirrim Scout
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    Quote Originally Posted by Tybur View Post
    1. We would love your feedback on the changes in the human female faces and the human male faces and hair styles.
    2. Level 106 - 115 ratings stats have been adjusted to make the transition from level 105 - 110 smoother and slightly gentler, while making the increase from there to 115 steeper.

    Miscellaneous
    • Fixed a floating chest in East Rohan.
    I only have one question: why do abuse us for Alpha testing?

    I hope you are planing at least 8 more "beta" weeks.

    This is now the 3rd time you present only too much broken things.
    I apprecitate the open betas and i'm willing to test things out, but i'm not really willing to waste my lifetime on things you can do with simple clicks, like the hair styles.

    ad 1): New Avatar apperance:
    human male hair styles. (to the 15. "put this face on a skull" is far to much visible without hair)
    Really? For what do you need us to test this mess? This is alpha stage. Testing alpha stage is your job, not ours.
    see picture below

    ad 2) Level 106 - 115 ratings stats have been adjusted:
    It is ok, but now plese stop just nerfing mordor furthermore. If you want nerf mordor: remove radiance 3.0.
    In the 1st beta was the enry-landscape (a bit) harder, in the 2nd only a little bit harder, in the 3rd we are to close again to "i can one-shot onlevel mobs".


    • Fix item levels: just take a look on the test gear in the E&G: items from the same set still have different levels (from 300 to 303).

    • Fix problems with finesse: you decided, that it is now necessary for anyone. that is OK, but then you completely ignored some classes/skill trees:


      • As i already said: an LM needs in any skilltree finesse and not only as DD. Also supporter LMs have to debuff! and debuffing needs finesse, we can not slot with the supporter(healer)-set that much finesse as we would need to not get too much "miss" from the mobs.

      • with the new gear/jewelly there is not much possibility (not to say: practically no way) for (healer) Minstrels to slot/have enough finesse to be able to make effective use of skills like Piercing Cry, Invocation of Elbereth or Song of Distraction. You just not get so much finesse from changing some items.

      • The same is for tanking! No finesse for Tanks??? Please do not show us to such an extent, that you don't play the game.

    • Fix the missing incoming healing essences/relicts or explain why everyone with the new gear at the max is running around with 0 incoming healing (exc. some skills)


    Generally speaking: IMHO you are working on too much things at the same time and nothing is really going closer to a finished stage.



  17. #17
    It's a bit easier for me to do it only once, so here is the article about this build. I'm curious about what others think.

  18. #18
    CaerArianrhod's Avatar
    CaerArianrhod is offline Rohirrim Scout
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    Quote Originally Posted by Gandalphor View Post
    It's a bit easier for me to do it only once, so here is the article about this build. I'm curious about what others think.
    Just three little things:
    "protesting the decision of putting a cap on the set bonuses" ... put a level cap max. on that lowlevel items was a long time overdue. they should have never been usable at more thant 10 level above.
    Article: not much news for the beta tester but for those who do no not play the beta, so it's OK.
    Videos: do you know what Never Surrender is for? No: learn it. Yes: use it.

  19. #19
    Quote Originally Posted by CaerArianrhod View Post
    Just three little things:
    "protesting the decision of putting a cap on the set bonuses" ... put a level cap max. on that lowlevel items was a long time overdue. they should have never been usable at more thant 10 level above.
    Article: not much news for the beta tester but for those who do no not play the beta, so it's OK.
    Videos: do you know what Never Surrender is for? No: learn it. Yes: use it.
    Yeah, I tend to forget myself when I'm on landscape. I play it with less intensity or care even than the raid, so that happens. Anyway, not showing off skills, showing content. And if you paid that close attention you could have seen it was on CD sometimes. Besides that, silencing, disarming and stuns can be fatal to anyone, not just a warden. Especially when there are no pots for 115+ fear, etc.

    About the sets. I do agree. I'm all for using a 115 set if I can get it from something that isn't as old as Osgiliath, but it's fine to cap ToO. Cappy Throne sets (and some of the other ones) are horrible.

    Sure, not bringing news to beta testers. Although, some may not have tested some of those things or come across them.

  20. #20
    A few suggestions:
    The housing items from lore quests... Please don't make it one book thrown on the floor. Or at least put those into our wallet and once we get them all let us get a bookshelf. This is just ridiculous.
    Enable the lore quests to appear once you enter the region, not once you hit a certain level. No need to go back into the starter region again, it's not an anniversary event.
    The 115 camps in 106 areas are unclear to me and hope this is something to get fixed. Most of those are also linked together and pull as one.
    REMOVE EORLINGAS AND OTHER NOT USEFUL DROPS
    Drop rate for adamant shards needs to be higher. Had 540 ore and 2 shard.

    You can probably find more in the article, but I wanted to just select few of these because of the lore suggestion right now.

 

 

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