We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Page 1 of 6 1 2 3 4 5 ... LastLast
Results 1 to 25 of 147
  1. #1
    Join Date
    Jan 2008
    Posts
    673

    Floon: Any chance that trip will actually use the trip animation again?

    Just seems odd that when I trip somone they wobble around with stars over their head. Any plans to change this?
    Merridan - Burglar lvl 140 (Rank 12)
    Mystarr - Loremaster lvl 140 : Gormadan - Minstrel lvl 140 : Traldan - Captain lvl 140 : Celebdan - Weaver (Rank 11)

  2. #2
    Join Date
    Dec 2008
    Posts
    800

    Re: Floon: Any chance that trip will actually use the trip animation again?

    /signed

    I'd like Trip to be able to topple something over again. At the moment only Guardians and Wardens can do it as far as I'm aware.
    Elenhael 60 Champ
    Duske 60 Burg, First-2000-rating-burg-to-solo-Akulhun, Trintrû, 'n Tharbil-ALL-AT-THE-SAME-TIME-while-a-chicken, Bob-foe, ZC fan
    House of Elders | [US]Gladden

  3. #3
    Join Date
    Mar 2007
    Posts
    808

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by rent85 View Post
    /signed

    I'd like Trip to be able to topple something over again. At the moment only Guardians and Wardens can do it as far as I'm aware.
    this, pretty please, trip looks so lame now. Come on now.

    This is coming from a main char burglar who enjoyed the tripping animation even more then the kicking animation for counter-defense.
    [charsig=http://lotrosigs.level3.turbine.com/0120300000027621b/signature.png]Hoibur[/charsig]

  4. #4
    Join Date
    Jan 2007
    Posts
    1,558

    Re: Floon: Any chance that trip will actually use the trip animation again?

    /double signed for both of my burglars

    I miss knocking things over. It is sad that trip no longer "trips" anything it just makes them dizzy.

  5. #5
    Join Date
    Jul 2008
    Posts
    6,829

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Essentially this was due to the fact that they wanted all FM initiations to look consistent. Since Trip initiates a FM, it gets lumped into the pile.

    Based off of this decision - I'm curious as to whether or not burgs would give up the ability to start an FM with Trip, in order to get the effect back.
    [CENTER][IMG]http://i.imgur.com/wK9A7aa.png[/IMG]

    [SIZE=1][B][COLOR=white]75[/COLOR][/B] Fourohfour | [B][COLOR=white]75[/COLOR][/B] Artemedis | [COLOR=Blue][B]60[/B][/COLOR] Whiskeytango Foxtrot | [B][COLOR=#00ca00]50[/COLOR][/B] Mistah Boombastic | [B][COLOR=#00ca00]56[/COLOR][/B] Appetizer | [B][COLOR=#a7a7a7]25[/COLOR][/B] Aggromi | [B][COLOR=blue]61[/COLOR][/B] Onepointtwentyone Gigawatts [/SIZE] [/CENTER]

  6. #6
    Join Date
    Jan 2007
    Posts
    510

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by Digital_Utopia View Post
    Essentially this was due to the fact that they wanted all FM initiations to look consistent. Since Trip initiates a FM, it gets lumped into the pile.

    Based off of this decision - I'm curious as to whether or not burgs would give up the ability to start an FM with Trip, in order to get the effect back.
    /signed

    No I wouldn't give up a FM because people are too lazy to realize it is either a FM or knockdown. There are far to many indications in game to be anything confusing about the two.
    [charsig=http://lotrosigs.level3.turbine.com/01203000000001da3/01008/signature.png]Goibhnie[/charsig]
    [url=http://ksguild.org]Kindred Spirits[/url] The Resident Devil's Advocate
    R3 Warg Scrunt Kindread Shadows

  7. #7
    Join Date
    Jul 2008
    Posts
    881

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by Mystarr View Post
    Just seems odd that when I trip somone they wobble around with stars over their head. Any plans to change this?
    Let's hope so. Trip was a great fun animation effect

    Slightly derailed, it's still a shame that fellowship manoeuvres were nerfed so much. The really fancy ones are hardly ever seen any more - Pure Of Heart almost everywhere unless there is the right group build for a red kicker - Break The Door I still like when I can get a team to agree to it...

  8. #8
    Join Date
    Dec 2008
    Posts
    800

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by findorin-gilrain View Post
    Let's hope so. Trip was a great fun animation effect

    Slightly derailed, it's still a shame that fellowship manoeuvres were nerfed so much. The really fancy ones are hardly ever seen any more - Pure Of Heart almost everywhere unless there is the right group build for a red kicker - Break The Door I still like when I can get a team to agree to it...
    I see 6 man straights with much more frequency now than I did 6 months ago in the 6mans. People still go PoH for safety on the 'important' fights though; I don't disagree with that... for some reason the 6-straights BARELY get pulled off on important fights with tons of warning and 1 target:

    1) Ok you take blue door, I take green door, he takes the other two.
    2) Burg will open with a conjunction, stay with the straight because it gives a superior incoming dot than 4Y.
    3) Ok, any questions? Get ready to go right in after the conj comes up 30 seconds after we start the fight.
    - 30 seconds later -
    Conj: red red green red
    BOOM CLASH OF ARMS
    ...wat.
    Elenhael 60 Champ
    Duske 60 Burg, First-2000-rating-burg-to-solo-Akulhun, Trintrû, 'n Tharbil-ALL-AT-THE-SAME-TIME-while-a-chicken, Bob-foe, ZC fan
    House of Elders | [US]Gladden

  9. #9
    Join Date
    Jan 2008
    Posts
    673

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by Digital_Utopia View Post
    Essentially this was due to the fact that they wanted all FM initiations to look consistent. Since Trip initiates a FM, it gets lumped into the pile.

    Based off of this decision - I'm curious as to whether or not burgs would give up the ability to start an FM with Trip, in order to get the effect back.
    Actually id be okay with the devs swapping the names of trip and startling twist as a fix

    - startling twist (the skill formerly known as trip) would be the name of the conj starter that can only be used from stealth (5 min cooldown) and makes the target stand around with stars over its head

    - trip (the skill formerly known as startling twist) would be the name of the trick removal skill that knocks down the target for 8s (45s cooldown) AND GIVE IT THE TRIP ANIMATION

    Its just wrong for a skill called trip to not actually you know... trip things and stuff
    Last edited by Mystarr; Sep 22 2009 at 03:07 PM.
    Merridan - Burglar lvl 140 (Rank 12)
    Mystarr - Loremaster lvl 140 : Gormadan - Minstrel lvl 140 : Traldan - Captain lvl 140 : Celebdan - Weaver (Rank 11)

  10. #10
    Join Date
    Jan 2007
    Posts
    510

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by Mystarr View Post
    Actually id be okay with the devs swapping the names of trip and startling twist as a fix

    - startling twist (the skill formerly known as trip) would be a conj starter that can only be used from stealth (5 min cooldown) and makes the target stand around with stars over its head

    - trip (the skill formerly known as startling twist) would be a trick removal skill that knocks down the target for 8s (45s cooldown) AND GIVE IT THE TRIP ANIMATION

    Its just wrong for a skill called trip to not actually you know... trip things and stuff
    I could deal with that
    [charsig=http://lotrosigs.level3.turbine.com/01203000000001da3/01008/signature.png]Goibhnie[/charsig]
    [url=http://ksguild.org]Kindred Spirits[/url] The Resident Devil's Advocate
    R3 Warg Scrunt Kindread Shadows

  11. #11

    Re: Floon: Any chance that trip will actually use the trip animation again?

    You guys know that Floon is in charge of the artwork - not animation, we should stalk the correct dev(s), I just don't know who that is.
    ?ª"˜¨¨?ª"˜¨¨ ¯ ¯¨¨˜ª¤.¸`*•.¸*•¸??? LOTRO???¸•*¸.•*´¸.¤ª˜¨¨¯ ¯¨¨˜"ª?¨¨˜"ª?

  12. #12
    Join Date
    Jan 2007
    Posts
    611

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by Unique View Post
    You guys know that Floon is in charge of the artwork - not animation, we should stalk the correct dev(s), I just don't know who that is.
    That falls under me, too.

    It helps, every enemy not having a ton of single-skill specific reaction animations. Helps clarity, and helps future development.

  13. #13
    Join Date
    Nov 2007
    Posts
    1,714

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    That falls under me, too.

    It helps, every enemy not having a ton of single-skill specific reaction animations. Helps clarity, and helps future development.
    Trip and Marbles. 2 Skills

    Seriously though, this should have been an opportunity to give more classes the ability to trip, not just take it away altogether. One of the great joys of being a burglar was knocking giants down and giggling hysterically.

    Taking the 'little' things like this out of the game have made it a consistently more flat, and sadder experience. It really bums me out that this was removed.

  14. #14
    Join Date
    Jan 2008
    Posts
    2,473

    Re: Floon: Any chance that trip will actually use the trip animation again?

    I don't really understand Floon's response, at least in regard to Trip.

    There are still skills in the game that have the same enemy response animation (Warden Ambush is one, and there are others).

    And being knocked down is a combat state that is not specific to any particular skill.
    Last edited by LagunaD; Sep 22 2009 at 07:25 PM.

  15. #15
    Join Date
    Jan 2007
    Posts
    611

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by FutenCake View Post
    Trip and Marbles. 2 Skills
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.

  16. #16
    Join Date
    May 2007
    Posts
    250

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    I completely understand your point and the reasoning for it, but it's a little sad for me that combat with my burg doesn't look as cool as it did 1 year ago. It just seems a bit odd to me is all.

    I really agree with Mystarr's solution, any chance that can be looked at Floon?
    [charsig=http://lotrosigs.level3.turbine.com/0a20b00000002ef9d/01005/signature.png]Jarlikbryd[/charsig]

  17. #17
    Join Date
    May 2007
    Posts
    1,207

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    I'd like to see a Grim fall flat on its face...
    -----------------------------------------------------
    Fell deeds awake; fire and slaughter!
    LOTROcalypse: a blog about LOTRO's features and systems. http://lotrocalypse.blogspot.com/

  18. #18
    Join Date
    Nov 2007
    Posts
    1,714

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    Oh, I understand why it was done. I just contend that it diminishes the game in a bigger way then you might think.

    Part of why I loved this game back in SoA so much was the little things you would run into everywhere. It's why I enjoy the shire so much.

  19. #19
    Join Date
    Jun 2007
    Posts
    3,741

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    But most of the savings help the company.
    [B][COLOR=cyan][charsig=http://lotrosigs.level3.turbine.com/06205000000039d09/signature.png]Viloxus[/charsig]
    8-time Grand Champion Guinness Drinker[/COLOR][/B]
    [SIZE=2][B][COLOR=silver]June 2008 model in "Failmasters of 2008" Calendar[/COLOR][/B][/SIZE][SIZE=2]
    [B][COLOR=green]Making the world a better place one less pair of pants at a time :p [/COLOR][/B][/SIZE]

  20. #20
    Join Date
    Mar 2007
    Posts
    95

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    This all makes sense, but I still think trip is worth it.

    There are some moments that cause everyone in your group to laugh, get excited, and have fun.......trip started a lot of those moments, I don't think something like that should be compromised because its easier to program it another way...
    [charsig=http://lotrosigs.level3.turbine.com/03202000000003abb/01008/signature.png]Dayre[/charsig]

  21. #21
    Join Date
    Jan 2007
    Posts
    1,558

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    But what about all those skills that other classes have that STILL knock down the enemy? If you are doing that animation anyway for other classes why change it special for us? Why was it less work to change Trip then to leave it alone? Sorry, Floon, but I still don't get your reasoning if these same animations are still being done for other skills just not ours.

    If trip is really going to continue to look just like a plain old boring mez or stun can we have the name changed to something else because without the mob falling down we are NOT tripping it. I'm glad it's saving you work but this change, however small you think it is, diminishes the enjoyment of playing my favorite class.

  22. #22
    Join Date
    Mar 2008
    Posts
    1,838

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    Thats not an issue. The Warden's knockback animation is exactly the same as old trip. So if you need to make the warden animations (since that didn't change) whats the problem in associating that animation to the burglars trip?

    Razor // Lusitanius // Crickhollow ~ Portuguese Kinship //

  23. #23
    Join Date
    Nov 2007
    Posts
    1,714

    Re: Floon: Any chance that trip will actually use the trip animation again?

    One other thing to mention here Floon is that you get picked on for a lot of petty little things, I really don't want to come across as doing that here.

    All I would like to get across is that a lot of things have been taken away, first at the start of Moria, and then progressively through the various patches after Moria. Frankly the endless parade of nerfs and removals have done 2 things:

    First, they have actively diminished the pleasure of playing this game.

    Second, they have made me wonder, every time I see something new in the game; "How long will *this* last?"

    Just. Think about that for the future, maybe consider putting things into the game for balance, or to repair things, instead of taking them out. Trip is a great example of this, but it is by no means the only example.

  24. #24
    Join Date
    Feb 2007
    Posts
    4,784

    Re: Floon: Any chance that trip will actually use the trip animation again?

    I rarely play my Burglar these days (love the class, just too many alts in line), but Tripping things was one of my most favourite things to do.

    Also, I'm not understanding what makes the old Burglar Trip any different than, say, a Warden Ambush? If anything, the Trip would more reasonably, well, trip something than chucking a spear at it. I understand the goal of consistancy, but if the Trip has to lose it's animation, then other skills should too.
    << Co-founder of The Firebrands of Caruja on Landroval >>
    Ceolford of Dale, Dorolin, Tordag, Garberend Bellheather, Colfinn Belegorn, Garmo Butterbuckles, Calensarn Nimlos, Langtiriel, Bergteir


  25. #25
    Join Date
    Oct 2008
    Posts
    127

    Re: Floon: Any chance that trip will actually use the trip animation again?

    Quote Originally Posted by floon View Post
    Times 60, 70, 80 monsters. And then there are the monsters that can't visibly be tripped, so we need to indicate the trip via other means: now you have a skill that uses animation sometimes, and FX sometimes. In which case we then ask ourselves why it doesn't use the FX all the time, and yay, fewer animations to do on new monsters.

    Seriously, every little savings we can find helps. And some of these savings are actually gameplay helpers, so there's that.
    I liked Floon before this comment. What a cop out. "...and yay, fewer animations to do on new monsters." Yay? For you only, mate. Not yay.

    "Every little savings we can find helps"? Helps what - Your workload? or the SoM release date? or the server load, or Turbine's bottom line?

    How about, "Sorry all, I simply don't have the time to do the trip animations for 70 new monsters. The choice was to delay SoM release or bring back trip animation for burgs, and unfortunately SoM release had priority."

    or "Turbine don't have enough staff and resources"

    or "I really don't like burgs"

    or "Not having this animation is a gameplay helper because...x"
    [CENTER][charsig=http://lotrosigs.level3.turbine.com/0a20b0000000d12d9/01003/signature.png]undefined[/charsig]
    [SIZE=2][B]Holyfrogomir [/B]Burgler R8 - [B]Grenouille[/B] Champion R6 - [B]Borschtgash [/B]Reaver R6[/SIZE]
    [SIZE=1]Borschtbag - Frogdor - Frogella - Frogolas - Frogric - Frogriel - Frogwen - Frogsbane - Garlicgash - Pucknwarg[/SIZE][/CENTER]

 

 
Page 1 of 6 1 2 3 4 5 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload