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  1. #51
    Join Date
    May 2018
    Location
    Massachusetts
    Posts
    131
    Quote Originally Posted by WarmBeaches View Post
    Also, I love the old forest, but I hate questing there because of the maze type design and having a tricky map. i say this because you mentioned it earlier. I think this is something with lore in the old forest maybe (because of something i read in a quest dialog), if so i understand maybe, but please don't make other areas with this tricky stuff if not needed. I'm running around (so slow) and run into walls. then i have to run back and fight mobs again. Kinda like the Trollshaws. I like puzzles in games, but not this kind.
    The source materials are our guiding light when it comes to building the game. The Old Forest is probably one of the most overt examples of following the letter of the lore. It's designed to be a maze-y tangle trees. Prior to release, it went through a number of different designs, some more maze-like (complete with dynamic tree walls that would randomize the space), others less so. We eventually landed on a layout that felt disorienting enough to be true to the books while also being able to be navigated reliably with some effort and experience in the area.

  2. #52
    Join Date
    Jan 2012
    Posts
    141
    Quote Originally Posted by Scenario View Post
    The source materials are our guiding light when it comes to building the game. The Old Forest is probably one of the most overt examples of following the letter of the lore. It's designed to be a maze-y tangle trees. Prior to release, it went through a number of different designs, some more maze-like (complete with dynamic tree walls that would randomize the space), others less so. We eventually landed on a layout that felt disorienting enough to be true to the books while also being able to be navigated reliably with some effort and experience in the area.
    Ah. That makes a lot of sense. Thanks for that interesting explaination. I'll think I will appreciate it a lot more next time, and that may make all the difference.

  3. #53
    Quote Originally Posted by Scenario View Post
    The source materials are our guiding light when it comes to building the game...

    Three cheers for that! It's why I play (and pay for) LOTRO, and the authenticity of the build is the major thing I emphasize when recommending LOTRO to other Tolkien fans.


    And thanks for all the landscape fixes. We might not mention those little glitches very often but we do notice them and really appreciate it when the build provides for immersion into the story.

  4. #54
    Join Date
    Feb 2011
    Posts
    4,386
    I think it should be said that a great many players appreciate the landscape changes, but as always and with any situation in life: One complains more than one praises, so a wee bit of praise to the SSG "revamp" team, whomever you all are! I love all the new changes I am seeing.

    Haven't had a chance to see the new Angmar yet, but I will later..... after all the Yule Festival stuff!
    Moved from Riddermark to Arkenstone on 9/29/2015!
    -----
    Disclaimer: The definition of "Soon™" is based solely on SSG's interpretation of the word, and all similarities with dictionary definitions of the word "Soon™" are purely coincidental and should not be interpreted as a time frame that will come to pass within a reasonable amount of time.

  5. #55
    Join Date
    Feb 2014
    Location
    Somerville, MA, USA
    Posts
    437
    Quote Originally Posted by Scenario View Post
    The source materials are our guiding light when it comes to building the game. The Old Forest is probably one of the most overt examples of following the letter of the lore. It's designed to be a maze-y tangle trees. Prior to release, it went through a number of different designs, some more maze-like (complete with dynamic tree walls that would randomize the space), others less so. We eventually landed on a layout that felt disorienting enough to be true to the books while also being able to be navigated reliably with some effort and experience in the area.
    I've been particularly continually by the mazes in this game: the Old Forest, festival mazes, etc. They're genuinely disorienting. Right-hand-rule never works. They're some of the best game mazes I've ever played in.

    It took me surprisingly long to discover Harvestmath. I'm kind of bummed that now I have the layout of the Haunted Burrow memorized. Wistmead arrived just in time ;-).
    On Crickhollow: Wenslydale (Hobbit Burglar), Leolwyn (Woman Hunter)
    On Anor, Victory's Secret: Ardith Exhibitionaire (Woman Captain)
    Feel the Breeze! Naked Aventuring: http://www.lotro.com/forums/showthre...endary-servers

  6. #56
    Quote Originally Posted by Foxmaiden14 View Post
    Since you're updating the landscape I would like to suggest perhaps helping that hobbit out of the hedge in the bree north gate, and letting Adso (I think) finish his in, as well as that house south of Bree fields?

    I know it's telling a story, which is why something have never changed, but you did change some things since launch all those years ago.

    It would be nice to add another quest chain there which actually completes the Inn. What could be put out there that has purpose? Perhaps the Inn and small cottages as a new housing area? A bold request. Rent a room at the Inn.

 

 
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