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  1. #1
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    Severlin Q&A Notes

    Like before, take my notes with a grain of salt. Not everything is included and there is bound to be misinterpretations or typing errors.

    Severlin Q&A 9/16 posted https://www.twitch.tv/videos/1592604020:


    Future Content: Update 33.2 soon but hopefully next week (6min). "If you like the smell of salt-water, you might be pleased in the coming year" (19min). It is unlikely to see something like a mounted combat system, so don't imagine something like a ship system where you sail around (38min). Update 35 "Instance Cluster" with extra tiers next year, hoping for more than one 3-man and one 6-man (21min, 45min, 52min). Next raid will be late next year, probably not with Update 35 (54min). Itemize new skirmish, but won't retrofit old skirmishes more than "leveling tools" or work on the goal to add delving to them until later (23min, 27min, 53min). New servers can be opened for new mechanics - definitely not in the next two months - and an "overflow server" but not necessarily opening one for people coming from merely watching the show (48min). Higher levels will be able to enter all but the starting area (62min). New characters will have a UI Option recommending the default racial introductions for new players or the ones in the mini-expansion. I'd personally like people to choose other racial introductions (44min, 57min). They should be available for the legendary servers (62min).

    The Team: Have streams nearly every week for the next couple months (1min). New agents in Customer Service greatly reducing in-game queues and working through account queues. It is very difficult to distinguish who owns an account without a lot of proof from those trying to steal accounts. This also goes for people who share an account and a dispute rises between them (4min - 6min). Engineers actively working on Multi-Factor Authentication. No date, but hopefully more news next year (6min). Looking at cool changes to support kinships, but the scope of engineering does not have a solid foundation to know when next year (7min). 64-bit server hardware is done but engineers are working on updating utilities to 64-bit, like Chat DLLs (14min). Not 100% new engine or graphic overhaul, but older art and additions to textures or lighting system - probably hear more before year ends (18min). Those running 32-bit might run into problems. We are working on a long-term project for a new launcher built from scratch to solve DLL discrepancies so people don't need to use it as a work-around for various issues that come up (29min - 31min, 59min). Landscape difficulty options need to come to normal servers, but there are some endgame areas we need to test beforehand. It will come later and definitely won't be with the expansion (32min). Looking for Lead Content filled before looking for a Lead Producer (33min). Old servers are being worked on; we are moving offices, not very far, and making sure everything is operational (55min).

    General Information: Any server, like Shadowfax when it reaches the maximum level cap available, will have players moved if the population is low (15min). Always have something big every Fall, which tends to prevent more elaborate Harvestmath additions (19min - 21min). There are advantages of having two main specs when classes have a "throwaway tree" and we are looking at the impact of these minstrel changes. We will continue balancing classes (35min). We can't make any promises on class changes since the scope of those tweaks are beyond what we are doing now (39min). Unlikely to offer lifetime again (39min). I've seen the work on "Men" and actual sliders that modify the face; other races later (40min, 49min). Maybe next year on river hobbits, but no promises; hard to talk about things and then have to cut them later (40min, 56min). Content in the world, outside the missions that scale to your level, won't serve that much of a purpose with so many people who use Tortoise Stones not to out-level it (42min - 43min). Making a zoomable map system would be very difficult to do with the amount of regional content we keep adding to the game (57min).

    Delving System:
    Update 34 has fewer missions with delvings that gives extra skills, abilities, dread for higher-end rewards and specific traceries (22min). Cordovan working on Delving Article (24min). You'll get a gem that slots into a stone before a mission and run delving difficulty. Upon completion, you get one for the next tier. There will be ways to barter the gem for higher tier gem as a default mechanic for some extra coin. Gear (up to T3 raid rewards) can be obtained by writs or by drop (higher difficulty means higher droprate) inside the delving. Only for missions right now. I think you can group for it. Slotting upon entry cracks the gem but can be traded in for a non-cracked version if you fail the mission (24min - 29min).

    The Lag Situation: More people use more resources causing more lag (8min). Resurrected old tools that clean-up the database in real-time and filter the data to keep it tidy about 3 weeks ago. It was chunky running in the background while cleaning up the legacy data which improved on servers 4 days to 2 weeks depending on the size of the server (8min - 9min). "A giant list of quests" that checks a lot of things from every time you swing a weapon or use a skill and sometimes checks all of your quests at once. We have to be careful fixing these since they can cause halo effects. Don't think skill-counting quests are worth the lag, but not take away deeds. We can see spikes of activity. We have new people making up a strong engineering team and looking to hire more tech members (10min - 13min). Switching characters is slow because of the attached quest system and inventory (17min). We have to make the hard decision to discourage large groups on landscape hitting the quests over-and-over and gains from monster kills to minimize server issues (36min). We might revisit the dailies in Gundabad and address them for groups instead of a raid (37min).

  2. #2
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    ""Update 35 "Instance Cluster" with extra tiers next year, hoping for more than one 3-man and one 6-man (21min, 45min, 52min). Next raid will be late next year, probably not with Update 35 (54min)""

    sooooo..... 8 months to get a new raid if they keep the quarterly big patches? We're gonna be stuck with Hiddenhoard for more than a year and a half at this point ###.........

    ""Looking at cool changes to support kinships, but the scope of engineering does not have a solid foundation to know when next year (7min)""

    they should just stop saying this, it's been too many years...

    -----

    thanks so much for the transcript! again, a time saver

  3. #3
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    Content in the world, outside the missions that scale to your level, won't serve that much of a purpose with so many people who use Tortoise Stones not to out-level it
    This is something I don't understand though... because people who use Tortoise Stones stop their exp gains anyway, whereas people who don't... either don't care about out-levelling things (plus with landscape difficulty system it may be a nice solution to increase difficulty whenever you out-level stuff, so a nice fix that you already have in place) or don't do all the quests available in the world, so it's not a problem at all, having more activities. I understand time constraints and all that, of course. But still... to say "never" to new free-roam landscape activities (which Sev did admit that people leveling up would love them) simply because some people use Tortoise Stones which stops their experience gains anyway sounds like weird logic to me? Like, you can't deny there is an obvious benefit to it? Also, no, missions hardly count as taking advantage of enormous open-world... they are small instanced spaces. Last time I checked lots of nowadays players are exploring free-roamers who jump from one activity to the other, who like some semblance of freedom in open-world they're playing in, don't really do all the quests, but LOTRO is just this activity wasteland unless you go from hub to hub. Or, alternatively... mission hub. Very sadly. But not much activities in the wild (like just running into quests which helps with free-roaming in open worlds).

    I would say never say never and come up with an experiment first. You never thought Wildwood would be something useful to think more seriously about but then everyone loved it and was engaged with it. So you could just add something more in one of the old regions and see how it goes, how many players engage with it and whether it actually creates any real problems or they're only imagined ones but not any real ones. The game being more free-roam could really appeal to a lot of folks, including new players, and increase its replayability, more so than new regions even.

    If you're reading this Cord, maybe do mention My Point to Sev, it kind of feels like he answered my question but at the same time... completely missed the point because missions are no solution here, and certainly don't count as "taking advantage of this big big open-world because they're not even a part of open world experience, a new player that comes to the game with this idea that they will explore Middle-earth (but not every storyline, just places, willing to engage with things as they go along) will inevitably jump ship as soon as they hit a progression wall and find out their only way to progress is resign themselves to instanced mission repeatables or dedicate to heavy, often locked storylines that chart your entire course. Friends of my friend all played the game like for a few months or so with breaks and then all left because they just didn't have time and the game seems DEMANDING. Ideally, if they could just run around more randomly in regions and run into standalone things, maybe they would stick around because they would be able to level up and move to next regions, without the daunting feeling of countless of story quest chains looming over their heads all the way to Mordor, with never any choice of direction where they're going but storyline always making that choice for them. Like, I like LOTRO's story but let's be honest, it can be DOUNTING. Especially these days
    Last edited by TesalionLortus; Sep 16 2022 at 07:29 PM.

  4. #4
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    Thanks for the transcript.

    Quote Originally Posted by WeirdJedi View Post
    The Lag Situation: More people use more resources causing more lag (8min).
    More people pay more money, so buy more resources to fix the lag.

    Thanks for confirming that the problem is SSG's greed.
    Dagoreth (Warden) and Belechannas (Lore-master) of Arkenstone

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

  5. #5
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    Quote Originally Posted by TesalionLortus View Post
    This is something I don't understand though... because people who use Tortoise Stones stop their exp gains anyway, whereas people who don't... either don't care about out-levelling things (plus with landscape difficulty system it may be a nice solution to increase difficulty whenever you out-level stuff, so a nice fix that you already have in place) or don't do all the quests available in the world, so it's not a problem at all, having more activities. I understand time constraints and all that, of course. But still... to say "never" to new free-roam landscape activities (which Sev did admit that people leveling up would love them) simply because some people use Tortoise Stones which stops their experience gains anyway sounds like weird logic to me? Like, you can't deny there is an obvious benefit to it? Also, no, missions hardly count as taking advantage of enormous open-world... they are small instanced spaces. Last time I checked lots of nowadays players are exploring free-roamers who jump from one activity to the other, who like some semblance of freedom in open-world they're playing in, don't really do all the quests, but LOTRO is just this activity wasteland unless you go from hub to hub. Or, alternatively... mission hub. Very sadly. But not much activities in the wild (like just running into quests which helps with free-roaming in open worlds).

    I would say never say never and come up with an experiment first. You never thought Wildwood would be something useful to think more seriously about but then everyone loved it and was engaged with it. So you could just add something more in one of the old regions and see how it goes, how many players engage with it and whether it actually creates any real problems or they're only imagined ones but not any real ones. The game being more free-roam could really appeal to a lot of folks, including new players, and increase its replayability, more so than new regions even.
    They never understood why we wanted the tortoise stones in the first place and those are a big hit because you can play an area fully without being over level. Scaling the game would negate the need for tortoise stones as everything would always be level appropriate. You would never have to worry about running around an area with gray mobs. You could run around with a new friend who just joined the game or that new kinnie who just joined. It would allow for more group activities.

  6. #6
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    Quote Originally Posted by Neinda View Post
    They never understood why we wanted the tortoise stones in the first place and those are a big hit because you can play an area fully without being over level. Scaling the game would negate the need for tortoise stones as everything would always be level appropriate. You would never have to worry about running around an area with gray mobs. You could run around with a new friend who just joined the game or that new kinnie who just joined. It would allow for more group activities.
    I agree that scaling is an interesting prospect, though they probably don't have resources for that, with too convoluted code. Still, something else I noted about quest and group activities is that they aren't really easy and simple endeavor - due to the linear nature of quests and how it's hub-to-hub quest chains, it's difficult for players to "sync" each other, they're always like apart in terms what quests they're currently doing and you gotta receive those from specific NPCs too (or have a requirement quest done first). Having standalone exp gains activities would help A LOT. Everyone just runs into a place or into a mob and they have fun (with difficulty upped, for example), immediately, no hassle (so like more autobestowals throughout the world, or literally any other solution and activity that can be simply bestowed outside hubs and without quest requirements and progression in the storyline). Would help groupers but would help with solo free-roaming progression as well. So yeah, I don't understand the Tortoise Stones excuse/fear.

    Are there actually that many players who do all the quests but *don*t use the tortoise and would be angry if there were even more activities that make them out-level even more??? That sounds doubtful. In MMOs especially people hardly do all the quest, to my knowledge. So more landscape content should not really hurt. You *don't* need to do all the content and people who start a game with years worth of content just to try it first... certainly aren't making a multiple years commitment from a start, so they would expect, idk, modern game standard i guess, with some free-roaming angles too, but won't find it here and move on. That's why I'm under the impression Sev didn't grasp the actual depth behind my question, lol. Like, they have a world bigger than that of newer Assassin's Creed games, so there is certainly a world exploring audience they could harness here (and I'm sure other MMOs try to do that too, in this modern day, and they're not even as big as lotro is, so I would really try to take that enormousness of the world and try to turn it into advantage rather than a hindrance)

  7. #7
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    Essentially, based on these awesome abridged notes, this is not an mmo.

    Thank you for turning 1hr into 5m.
    Many fail, Such Kludges, So LOTRO

  8. #8
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    Quote Originally Posted by TesalionLortus View Post
    Are there actually that many players who do all the quests but *don*t use the tortoise and would be angry if there were even more activities that make them out-level even more??? That sounds doubtful. In MMOs especially people hardly do all the quest, to my knowledge. So more landscape content should not really hurt.
    I have seen my fair share of opinions. I've seen it suggested to lower the amount of experience on dailies because you'll out-level the gear by the time it becomes available. I've seen people suggest an "Epic Story" leveling where they can do all of the Epic without doing any other quests. I know plenty of people who complain about not having maximum points in virtues or traits when they power-level to the level cap. I've seen people suggest that everything should scale to your level, even at endgame. I don't like any of these suggestions, but they are some things that people want.

    I think what Severlin was trying to ask was how many people would be motivated in buying these packs? Missions give people a ton of incentives from being able to do them at any level, gain the weekly quests, earn cosmetics, etc. So, why not make the new content as missions where you can skip around locations, choose specific chapters you can repeat, and gain various rewards. It might be better to add quest packs with new areas to explore, since we have so many corners of the land to visit, other than adding another handful of quests within a currently available region.

    That no way discredits your suggestion. I quite like the idea. I just think that people are going to be disgruntled if an update comes out with "100 new quests you can explore that takes you through level 75-80 in Eastern Rohan" other than "Check out this new quest pack that takes you through level 115 - 120 over in... Khand!"

  9. #9
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    Quote Originally Posted by WeirdJedi View Post
    I think what Severlin was trying to ask was how many people would be motivated in buying these packs? Missions give people a ton of incentives from being able to do them at any level, gain the weekly quests, earn cosmetics, etc. So, why not make the new content as missions where you can skip around locations, choose specific chapters you can repeat, and gain various rewards.
    Simple: 1. missions are boring. (I mean, sure, can run them 1 time... but then done, repeating too much = immersion down the drain) 2. if someone is fine with grindy playstyle then maybe, ok, but I doubt it's like super attractive for new players (and altoholics) because they're coming here for large Middle-earth so *landscape experiences*, not grindy dungeons. 3. if many of us had a choice... I'm sure we would be running around landscape engaging with some activities (in easier ways now that we already know the stories and want to avoid some NPC hassle) and visiting in places we fancy or haven't been to for a long time. Sure, i guess there are some people who do things a bit routinely so they would rather just run missions one after the other every day, but I guess most people is just being forced into running them due to lack of alternatives (and being tired of the same old quest chains that don't offer choice of direction hence no replayability on landscape) not because... that's their dream way to explore Middle-earth... missions? I doubt it, many people hate them, it seems


    Well, if they were willing to test the idea with additional free-roam landscape content in old areas... just put them into store and I'll buy. Missions nobody needs to buy, they're attached to new landmass anyway - or free, or cheap - whereas for additional landscape stuff they can charge more, also... are new players really buying new 50+ quest packs because they come with boring mission grind that they want to play?? really? somehow I doubt that... whereas with such landscape packs that enable a different kind of playstyle maybe fresh players would be more willing to buy them, if they were into that kind of playstyle they offer. I guess they will never know until they try. I guess they were like "nobody is going to buy a new 20 lvl zone" a few years back and look at them now... been a long time without cap... it proves people want to go back to places and possibly they would be willing to do that even in existing areas if they had a chance for a different sort of experience


    Quote Originally Posted by WeirdJedi View Post
    That no way discredits your suggestion. I quite like the idea. I just think that people are going to be disgruntled if an update comes out with "100 new quests you can explore that takes you through level 75-80 in Eastern Rohan" other than "Check out this new quest pack that takes you through level 115 - 120 over in... Khand!"
    Yes... except creating quests (which are simpler ones, not heavily storied, not too much flair, no associated instances, no landscape development attached) is certainly easier than creating a land expansion quest pack, so who said they can't do both at once. Also, if they want it very easy, I would say add some exp gains to deeds. That could work too. Literally any solution to enable free-roam playstyle may be beneficial. Never said they should make it their main focus. Just that they should consider. Maybe do a little bit, step by step, see what works and what players like.
    Last edited by TesalionLortus; Sep 16 2022 at 09:14 PM.

  10. #10
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    lotro needs to copy FFXIV's FATE system. if you don't know what that is, just do a 5 seconds google search. Also tortoise stones were a mistake, I don't care what anybody says :P

  11. #11
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    Quote Originally Posted by WeirdJedi View Post
    Like before, take my notes with a grain of salt. Not everything is included and there is bound to be misinterpretations or typing errors.
    Thanks.
    << Co-founder of The Firebrands of Caruja on Landroval >>
    Ceolford of Dale, Dorolin, Tordag, Garberend Bellheather, Colfinn Belegorn, Garmo Butterbuckles, Calensarn Nimlos, Langtiriel, Bergteir


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    Thanks again, WeirdJedi!

  13. #13
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    Quote Originally Posted by elvenes View Post
    ""Update 35 "Instance Cluster" with extra tiers next year, hoping for more than one 3-man and one 6-man (21min, 45min, 52min). Next raid will be late next year, probably not with Update 35 (54min)""

    sooooo..... 8 months to get a new raid if they keep the quarterly big patches? We're gonna be stuck with Hiddenhoard for more than a year and a half at this point ###.........

    ""Looking at cool changes to support kinships, but the scope of engineering does not have a solid foundation to know when next year (7min)""

    they should just stop saying this, it's been too many years...

    -----

    thanks so much for the transcript! again, a time saver
    I'm pretty sure they said no raid until this time next year, or later. The instance cluster will only be 3/6 mans. Raiding community will be dead by then.

  14. #14
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    Quote Originally Posted by elvenes View Post
    lotro needs to copy FFXIV's FATE system. if you don't know what that is, just do a 5 seconds google search. Also tortoise stones were a mistake, I don't care what anybody says :P
    Sounds very dynamic and yeah, they could have but... note how even the difficulty options are done pretty weirdly, as quests that are bestowed from the NPC, I guess the codebase is really convoluted and adding stuff like that, dynamic activities not bound to NPCs could be hard to implement. Plus, this is something they gotta actively rotate and care for, so their better bet would have been to add more solo/group landscape autobestow activities anyway to increase both solo and group engagement in old areas on landscape. Imagine grouping to kill Vokvras at Orodost with one of the highest difficulty options turned on, basically as soon as you start out in Ered Luin, and the elite (currently not even used for anything) has an autobestow/quest item attached so after kill each player gets it and gains a good potion of exp.

  15. #15
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    they can fit it for Roving Threats, that would make RT relevant again. I'm sure they can find a way, if they want to

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    Well yeah, they should think about these things / test potential approaches and stop this obsession with instanced missions and storied instanced missions (like Further Adventures, which are essentially just classic instanced quests served to us as repeatable daily grind). They can do some missions but rn they're like all about missions, it's getting tiring. They've got this huge world with lots of spaces and huge potential for replayability, the impassables are being knocked down, and... landscape content is still just fishbowl design everywhere so nothing is changed regarding possible playstyles.

    If you looked at LOTRO now, with all these regions and open spaces, and back when it was still Eriador and just Moria... no difference, do this region from town A to D, do the next one, and then next one, and then next one, exactly as you're guided (with a few divergences here and there), then when you're on cap you can do some dailies and innis and - maybe - any meaningful landscape group activity. Well, yeah, there are missions now and they seem to be so confident about them but that's no landscape... and the world grows. Imagine if you played Assassin's Creed Origins only even bigger map and... instead of interest points with exp attached or NPCs/autobestowed quests you can run into in curious places... it was all overwhelmingly just hub NPCs and mission recruiters that send you into instanced spaces of said open-world landscape. Leveled up with missions? Cool, now go explore the open world but nothing to do in it, you probably out-levelled all these mobs you'll run into anyway by running instanced content, so only now you can run a bit more freely through the open-world! Sounds bizarre no? Kind of missing the point of open-world
    Last edited by TesalionLortus; Sep 17 2022 at 07:05 AM.

  17. #17
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    Quote Originally Posted by Neinda View Post
    They never understood why we wanted the tortoise stones in the first place and those are a big hit because you can play an area fully without being over level. Scaling the game would negate the need for tortoise stones as everything would always be level appropriate. You would never have to worry about running around an area with gray mobs. You could run around with a new friend who just joined the game or that new kinnie who just joined. It would allow for more group activities.
    This is only for completionists. I for one just want to level quickly and do mainly the epics. I think xp per level should be decreased, especially above lvl 50. It takes far to long to level once, especially for a game with 140 levels. Just make a tortoise slot and be done with it, without filling the pocket.

  18. #18
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    Quote Originally Posted by Hierona View Post
    This is only for completionists.
    Definitely.


    A question to anyone reading the thread, because I'm really curious now:

    would any among you find it too difficult and negative to their experience if there were actually more landscape activities (of different kinds) rewarding experience points throughout Eriador (or beyond)?

    also, are you TRULY excited about running missions as a level-up alternative or... would you rather do landscape if there were more options and playstyles available?
    Last edited by TesalionLortus; Sep 17 2022 at 07:16 AM.

  19. #19
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    I hate missions. they are boring and the exp they reward is not even good, plus I don't like to be restricted to tiny instances and they lag when I have to turn them in. Landscape activities don't have to be difficult, for them to be fun there is no need for difficulty, and like in the case of FATEs, they don't impact the exploring because FATEs are triggered by the player. So if I leave them alone, they don't hurt my running around

  20. #20
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    Quote Originally Posted by TesalionLortus View Post
    Definitely.


    A question to anyone reading the thread, because I'm really curious now:

    would any among you find it too difficult and negative to their experience if there were actually more landscape activities (of different kinds) rewarding experience points throughout Eriador (or beyond)?

    also, are you TRULY excited about running missions as a level-up alternative or... would you rather do landscape if there were more options and playstyles available?
    I will always do landscape over missions. While I like Further Adventures, I just do them once per character like I would landscape. I rarely do missions while levelling because they are very repetitive like all instances. All they need to do is more auto bestow quests or make dailies available when we get to the level. Then they can experience with new stuff. Options are always great and those of us who love the open landscape should not be forced into instances of any kind.

    Trollshaws has a lot of quests over all their landscape that just require killing mobs and mostly auto complete when finished. Some regions we get one quest to an enemy camp where we get more bestowed when we enter. This is also a nice option although not repeatable. I think these options need to be explored further. We get auto bestows for Warbands which are not all solo. Make RTs auto when on level, but again, most can't be soloed and there should be a warning without opening the quest.

    As long as these different kinds are solo friendly I don't mind at all. We need more ways to get through everything beyond Eriador which already has a lot of content and will get even more.

  21. #21
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    Quote Originally Posted by TesalionLortus View Post
    Definitely.


    A question to anyone reading the thread, because I'm really curious now:

    would any among you find it too difficult and negative to their experience if there were actually more landscape activities (of different kinds) rewarding experience points throughout Eriador (or beyond)?

    also, are you TRULY excited about running missions as a level-up alternative or... would you rather do landscape if there were more options and playstyles available?
    Landscape over missions. Also, more repeatable landscape group activities like Tarlang's Crown, Lang Rhuven, Roving Threats, Scourges, Goblin Town, etc. also make it more fun.

    Missions could go away and that would be fine with me.

  22. #22
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    Quote Originally Posted by Neinda View Post
    They never understood why we wanted the tortoise stones in the first place and those are a big hit because you can play an area fully without being over level. Scaling the game would negate the need for tortoise stones as everything would always be level appropriate. You would never have to worry about running around an area with gray mobs. You could run around with a new friend who just joined the game or that new kinnie who just joined. It would allow for more group activities.
    I don't care about the Landscapes, I'd rather see things scaled to level in instances that give endgame players incentive to play with newcomers. Example being everybody who enters Urugarth gets scaled down to what the optimal stats would have been, had they been playing during its release.

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    Quote Originally Posted by Neinda View Post
    They never understood why we wanted the tortoise stones in the first place and those are a big hit because you can play an area fully without being over level. Scaling the game would negate the need for tortoise stones as everything would always be level appropriate. You would never have to worry about running around an area with gray mobs. You could run around with a new friend who just joined the game or that new kinnie who just joined. It would allow for more group activities.

    They never understand. Pandering to the those they can harvest has been the business model for too long. While the adept extract what's to be gained and watch on as so much of the game is undermined in the process.

    The "show" was about not risking exposure of ignorance to the "audience". Blinkers still very much in evidence.

    The fish analogy: We get to swim in the pond and the rivers, lakes and the oceans; from depths to surface. We can choose to stop in which ever environment suits us or struggle or dive into the next. Existing in one only doesn't tell the whole story: Ocean depth nor pond.

  24. #24
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    Quote Originally Posted by Dantrag28 View Post
    I don't care about the Landscapes, I'd rather see things scaled to level in instances that give endgame players incentive to play with newcomers. Example being everybody who enters Urugarth gets scaled down to what the optimal stats would have been, had they been playing during its release.
    Why not make a scaled game I am wondering. Make the level you have only determine what kind of gear you can wear and what areas you can explore, but for the rest keep stats the same so you don't have to scale at all basicly.

  25. #25
    Join Date
    Dec 2010
    Posts
    74
    Quote Originally Posted by Hierona View Post
    Why not make a scaled game I am wondering. Make the level you have only determine what kind of gear you can wear and what areas you can explore, but for the rest keep stats the same so you don't have to scale at all basicly.
    Everytime the devs are asked if we can make the entire world scaled to level the answer is always that would be awesome but we don’t have the resources. So…what’s a resource? Basically that just means they don’t have the permission to spend that much money. It must have cost WOW and ESO a lot to make it work.
    They would have to go back through the entire game and change every mobs stats to % instead of a number. Because the problem now is if you are level 10 and your friend is level 100 how is the mob going to know how much health to have when you are both attacking it? Only way is to change its stats to % numbers. Then you can have it mimic the level 10 player and mimic the level 100 player at the same time. That’s some pretty advanced stuff. It would take so much time and energy to go back and create many new systems and then also change all the mobs stats to a new system. Plus once they did, it would probably cause a chain reaction and break 30 other things since the game is so old haha.
    It’s honestly one of my biggest dreams for the game. But it’s just not something that is feasible right now.

    edit: So getting back to the point. The reason missions exist is because all the above make it so scaled open world isn’t an option. So the next best thing is missions since they can rope off a chunk of any open world area, make it into an instance and then they are good to go because they can create a chunk of like 30 new mobs with % based stats and the mobs don’t have to do that fancy thing where it has different stats for two people at the same time. You will notice that if you duo a mission, the level of the mobs is whatever level the player that entered the mission first is at. Even in a duo mission, the whole one mob is two different levels at the same time thing has not been figured out and that is probably where SSG is the most stuck. Like I said that’s some advanced tech. Maybe it’s not even doable with the old code the game uses.

    And even if they did figure it out. Can you imagine how much lag the servers would get from a raid of 12 players all different levels running around middle earth, triggering 4 to 5 mobs at a time and forcing those mobs to calculate 12 different stat outputs as they run by? It would probably crash the server with lag haha.
    Last edited by Pequen; Sep 19 2022 at 09:50 AM.

 

 
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