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  1. #1
    Join Date
    Apr 2022
    Posts
    409

    What Dreams May Come...

    U35 is out.

    We are hastily working on some of the known issues of which we are aware.

    Known Issues

    - Damage issue where too much damage is being removed - affecting both sides. This will be addressed in an upcoming update, hoping this will be soon.
    - The skill usage for the new Free People tutorial is not advancing the quest in the tutorial. This will be addressed with the next update, hoping for next week.
    - There is an issue with the benefits gained by killing Grodris. They will only apply in the Steps of Gram, Coldfells, and Arador's End. This will be addressed with the next update, hoping for next week.
    - Killing Burzgoth in Grothum does not advance the weekly quest for Free People in the Ettenmoors. This will be fixed in a subsequent release.
    - Sometimes, the last quest completed for the weekly quest in the Ettenmoors advances the first step of the second weekly quest. We are looking at this and it will likely be fixed in the next release.

    Things that we are watching:

    - Speed at which players are getting through the weekly quests in the Ettenmoors and rewards.
    - Difficulty of the Grodris Fight.
    - Overall sustainability of the monster players and their morale.
    - Specifically, the healing output on Defilers.
    - The power spend on monster players - so far this does not appear to be too far off from the player spend, but we want to make certain that there is a level of parity.
    - We are watching the lag and would like to know where you are when you experience the highest level.
    - Audacity changes and how they are impacting the overall experience in the Ettenmoors.

    Gearing

    With the most recent changes to Audacity, we have moved much closer to a point where we can effectively balance the sides. It's still not perfect, but we have made what we believe are some major strides in seeing that the changes are for the positive. This is giving us a moment to really look at the way that we distribute loot in the Ettenmoors and get the items under the same advancement criteria as the PvE gear for the players.

    What does this mean? To be clear, the remainder of this year as we move toward the release of the expansion there are going to be a number of changes to a lot of our systems as we work to make the game a little more modern in the approach of encounters for PvE and this means that our gear will be changing, certainly at the new level cap. Along with this, we want to make certain that players who wander into the Ettenmoors early have an opportunity to play with their friends, kinmates, etc... at the outset of their character - that means that we are looking for a solution to an issue of a level 20 character wandering into the Ettenmoors and so...we are working on the following.

    Scaled Ettenmoors Gear

    We are working on a gear set that unranked players can acquire providing them with scaling stats that they can purchase with coin and make them viable at the outset of their time in the Ettenmoors. What is more, they can take this gear and wear it in the normal world without impacting the advancment curve in PvE.

    What this will mean, is that we can create better, scaling gear sets that will not obviate the PvE gear sets that are earned, that can then be moved more readily between the Ettenmoors and the PvE world. This will also provide us with a better way to handle caps in the Ettenmoors and maintain the balance when item level caps increase.

    While, I have a prototype on my machine, there is no established timeline when this will be added to the game.

    Consumables

    Consumables will change. We will be making a thorough pass on both side's consumable items in an effort to make them a) more relevant to the current level bands and b) more easily updated as we advance the player levels and ensure that we establish the correct progression values for the players and monster players.

    Artifact Changes

    Recently, I was looking at the artifact capture sequence and realized that it is incredibly awkward and restrictive and that it REALLY needs to be modernized.

    This is going to be a stepped process to ensure that we handle this correctly, because there are some pieces that are, as yet, untested. The sequence of these changes will be as follows:

    Stage 1. When an artifact is taken from the location at DG or OR there will no longer be a timer for a respawn. If the carrier is slain while carrying the artifact, the item will immediately return to the location it was just at so that it can be attempted to be recaptured, immediately.

    Stage 2. When an artifact is taken from the location, and the carrier is slain, the artifact will drop at that location and the most recent owner can interact with the object to immediately return it to its most recent location and the side of battle attempting to capture the artifact will be able to pick it up and continue toward the capture point.

    Stage 3. When the artifact is taken and dropped, then both sides will need to pick the artifact up and return it to the location to recapture it.

    No timeline on when this will be implemented, but it is on the list.

    Old New Elf and Orc Camp

    We are not removing these, in fact, they are going to be getting some new functionality at some point in the future.

    As part of the changes allowing us to make the above adjustments to the artifacts, we will be including a new event that will occur on a rotating basis in the Ettenmoors. Capture the flag will make a return and the two camps will feature prominently.

    No timeline on when this will be implemented, but is now on the list.

    Siege!

    Back at the beginning of the year, which really feels a lot further back than it should. We mentioned that we were considering adding siege mechanics to the Ettenmoors. Well, we have some more details on what this will entail.

    Siege, in the Ettenmoors, will not function as it does in the Epic Battles. We will not be allowing the use of the skills earned in the Epic Battle system to translate into the Ettenmoors.

    Instead, we are creating a limited amount of siege to change the taking of the towers and central keep.

    Ballista, will be primarily anti-personnel capable of hitting players, monster players, the guards at each location, and other siege equipment including the doors that spawn at the towers and central keep. Ballista deal the least damage, but fire relatively quickly. They can be placed along battlements from within the keep, at ancillary tower locations (ie. the ruined towers outside of TR and Lug), and they can be placed in locations just outside of the tower, and around the central keep or within the courtyard of Tol Ascarnen.

    Catapults, will be primarily anti-siege, and secondarily anti-personnel splash damage against players, monster player, the guards at each location, and other siege equipment, including the doors that spawn at the towers and central keep. Catapults deal the most damage and have splash damage, they fire slowly and can only be placed outside of the towers and central keep, or within the central courtyard of Tol Ascarnen.

    Battering rams can only attack doors. Battering rams deal enough damage that they will take a door down in about 10 strikes, and they attack relatively slowly - giving the defenders enough time to martial a counter attack.

    How is this going to work?

    After a tower or Tol Ascarnen is catpured, a quest will open to build the doors. This will require a number of materials found throughout the Ettenmoors to construct - wood, logs, metal, etc... from the surrounding flora and fauna. Once complete the door will spawn in and prevent attackers from immediately entering the locations. Subsequent quests will open at the locations to "reinforce" the doors with greater health, etc... up to a maximum level.

    When the location falls, any existing Siege equipment left from the previous attacking force is removed.

    Immediately after the flip, the new "buildable" locations become active for the would-be attacking side. To build, a player or monster play will need to purchase a schematic with commendations. The cost will likely be around 3000-3500 commendations to purchase a schematic and they will allow for stacking within your inventory. To "construct" a Siege weapon, a player or monster player will need to be at a location where the weapons can be deployed and take the time to "construct" the apparatus. Once successful in completing the induction, the siege weapon will appear. Only one piece of siege equipment can be placed at a build location at a time.

    Once crafted, the siege weapon will find targets and begin its assault - using a priority set designated by primary and secondary targets.

    Doors and "crafted" siege equipment cannot be healed, but it can be attacked and destroyed. Doors will be much harder to take down without siege equipment.

    Work is underway to get a prototype working for internal testing. We are not certain when this will be released, but we are hoping to preview you at some point in the not so distant future.

    What about events?

    We have some ideas for events, and as we stated not long ago; Grodris is only the beginning of the denizens of the Delving of Fror emerging from the depths and wandering the landscape at large. We want to get the balance right on Grodris and also get some more flavor and direct conflict established before we start unleashing more. But these are still very much in the works and will likely spawn events that happen on a cyclic and rotating basis.

    No timeline yet, but they are being formulated.

    Closing

    It's been a while since I did this, and I wanted to ensure that there was still an understanding that we are working on this section of the game. Please, feel free to leave any questions and I will do my best to answer them.

    Orion
    Last edited by SSG_Orion; Mar 24 2023 at 04:22 PM.

  2. #2
    Good stuff, I like the seige direction and that capture the flag is making a comeback.

    Not sure if class balance is an ongoing thing and therefore not mentioned? The differences between for example reavers and shadow wargs is huge.

    As for lag:
    At the start of a raid v raid when players are loading in.
    When you target someone that has rows and rows of buffs and debuffs on them. This also applies to when you get targetted and have loads of effects on you but you lag less in my experience. This lag is more frame lag compared to the server lag you get from loading in players
    Obv just having a ton of people in 1 place brings lag.

    Mulatic
    R15 Reaver
    Arkenstone

  3. #3
    Join Date
    Jun 2015
    Posts
    981
    Detailed Lag Analysis based on specific testing to compare lag generation:


    1) server lag scales exponentially after about 30-40 people are involved in a fight without NPC involvement. Once the threshold of server lag is crossed, every additional person makes the lag exponentially worse, to the point where the server can have up to 10-20 second skill delay when 60-70 people are involved in a fight and can crash the server block (happens a few times a month)

    2) Any time NPCs become involved in a fight, server lag (aka skill delay) increases by an order of magnitude scaling exponentially to the number of players involved. This is likely due to all the pathing and updating of aggro list. This can happen with as few as 15 players in the area. the effect is immediately noticeable without even hitting the NPCs to any extent, the moment they enter combat, the server lag explodes.

    3) DOT-based classes cause 1.5-2x more server lag than non-dot based classes. This is confirmed when comparing the lag of spider/warden boxers or raids compared to equally sized BA or Hunter boxers or DOT-heavy raids. I suspect the same is true for HoTs.

    4) crossing the boundaries of server blocks lags out both blocks involved... aka if there are 20 people on each side of a server block boundary and repeatedly cross while fighting, not only do those crossing experience massive skill delay, but players on each side also experience massive (but smaller) delays. When the same number of people are entirely contained in the same block, an order of magnitude less lag occurs (or no lag at all).

    5) big RIP to all those fighting on the intersection of 4 server blocks or are within any of those blocks. Fantus put in some rocks to try and prevent this but only covered a handful of areas.

    6) Lumber Camp area is cursed and leaders avoid fighting there because of how terribad the lag is, especially near the north gate.

    7) Everything in the moors rewards being part of a giga-zerg and punishes solo/small group players, encouraging even bigger zergballs while leaving the rest of the map a desolate desert, leading to more lag.
    The Black Appendage of Sauron

  4. #4
    Join Date
    Sep 2009
    Posts
    1,031
    Whats a defiler got to do to get a ranged interrupt for both stances? I mean I'm tired of freeps just riding off into the sunset and avoiding pvp all together.


    Katelia Rk 11 Lm, Katetastrophe Rk 13 Warg, Kateaclysm Rk 15 defiler

  5. #5
    Join Date
    Jun 2011
    Posts
    39
    Quote Originally Posted by SSG_Orion View Post
    U35 is out.

    We are hastily working on some of the known issues of which we are aware.

    Known Issues

    - Damage issue where too much damage is being removed - affecting both sides. This will be addressed in an upcoming update, hoping this will be soon.
    - The skill usage for the new Free People tutorial is not advancing the quest in the tutorial. This will be addressed with the next update, hoping for next week.
    - There is an issue with the benefits gained by killing Grodris. They will only apply in the Steps of Gram, Coldfells, and Arador's End. This will be addressed with the next update, hoping for next week.
    - Killing Burzgoth in Grothum does not advance the weekly quest for Free People in the Ettenmoors. This will be fixed in a subsequent release.
    - Sometimes, the last quest completed for the weekly quest in the Ettenmoors advances the first step of the second weekly quest. We are looking at this and it will likely be fixed in the next release.

    Things that we are watching:

    - Speed at which players are getting through the weekly quests in the Ettenmoors and rewards.
    - Difficulty of the Grodris Fight.
    - Overall sustainability of the monster players and their morale.
    - Specifically, the healing output on Defilers.
    - The power spend on monster players - so far this does not appear to be too far off from the player spend, but we want to make certain that there is a level of parity.
    - We are watching the lag and would like to know where you are when you experience the highest level.
    - Audacity changes and how they are impacting the overall experience in the Ettenmoors.

    Gearing

    With the most recent changes to Audacity, we have moved much closer to a point where we can effectively balance the sides. It's still not perfect, but we have made what we believe are some major strides in seeing that the changes are for the positive. This is giving us a moment to really look at the way that we distribute loot in the Ettenmoors and get the items under the same advancement criteria as the PvE gear for the players.

    What does this mean? To be clear, the remainder of this year as we move toward the release of the expansion there are going to be a number of changes to a lot of our systems as we work to make the game a little more modern in the approach of encounters for PvE and this means that our gear will be changing, certainly at the new level cap. Along with this, we want to make certain that players who wander into the Ettenmoors early have an opportunity to play with their friends, kinmates, etc... at the outset of their character - that means that we are looking for a solution to an issue of a level 20 character wandering into the Ettenmoors and so...we are working on the following.

    Scaled Ettenmoors Gear

    We are working on a gear set that unranked players can acquire providing them with scaling stats that they can purchase with coin and make them viable at the outset of their time in the Ettenmoors. What is more, they can take this gear and wear it in the normal world without impacting the advancment curve in PvE.

    What this will mean, is that we can create better, scaling gear sets that will not obviate the PvE gear sets that are earned, that can then be moved more readily between the Ettenmoors and the PvE world. This will also provide us with a better way to handle caps in the Ettenmoors and maintain the balance when item level caps increase.

    While, I have a prototype on my machine, there is no established timeline when this will be added to the game.

    Consumables

    Consumables will change. We will be making a thorough pass on both side's consumable items in an effort to make them a) more relevant to the current level bands and b) more easily updated as we advance the player levels and ensure that we establish the correct progression values for the players and monster players.

    Artifact Changes

    Recently, I was looking at the artifact capture sequence and realized that it is incredibly awkward and restrictive and that it REALLY needs to be modernized.

    This is going to be a stepped process to ensure that we handle this correctly, because there are some pieces that are, as yet, untested. The sequence of these changes will be as follows:

    Stage 1. When an artifact is taken from the location at DG or OR there will no longer be a timer for a respawn. If the carrier is slain while carrying the artifact, the item will immediately return to the location it was just at so that it can be attempted to be recaptured, immediately.

    Stage 2. When an artifact is taken from the location, and the carrier is slain, the artifact will drop at that location and the most recent owner can interact with the object to immediately return it to its most recent location and the side of battle attempting to capture the artifact will be able to pick it up and continue toward the capture point.

    Stage 3. When the artifact is taken and dropped, then both sides will need to pick the artifact up and return it to the location to recapture it.

    No timeline on when this will be implemented, but it is on the list.

    Old New Elf and Orc Camp

    We are not removing these, in fact, they are going to be getting some new functionality at some point in the future.

    As part of the changes allowing us to make the above adjustments to the artifacts, we will be including a new event that will occur on a rotating basis in the Ettenmoors. Capture the flag will make a return and the two camps will feature prominently.

    No timeline on when this will be implemented, but is now on the list.

    Siege!

    Back at the beginning of the year, which really feels a lot further back than it should. We mentioned that we were considering adding siege mechanics to the Ettenmoors. Well, we have some more details on what this will entail.

    Siege, in the Ettenmoors, will not function as it does in the Epic Battles. We will not be allowing the use of the skills earned in the Epic Battle system to translate into the Ettenmoors.

    Instead, we are creating a limited amount of siege to change the taking of the towers and central keep.

    Ballista, will be primarily anti-personnel capable of hitting players, monster players, the guards at each location, and other siege equipment including the doors that spawn at the towers and central keep. Ballista deal the least damage, but fire relatively quickly. They can be placed along battlements from within the keep, at ancillary tower locations (ie. the ruined towers outside of TR and Lug), and they can be placed in locations just outside of the tower, and around the central keep or within the courtyard of Tol Ascarnen.

    Catapults, will be primarily anti-siege, and secondarily anti-personnel splash damage against players, monster player, the guards at each location, and other siege equipment, including the doors that spawn at the towers and central keep. Catapults deal the most damage and have splash damage, they fire slowly and can only be placed outside of the towers and central keep, or within the central courtyard of Tol Ascarnen.

    Battering rams can only attack doors. Battering rams deal enough damage that they will take a door down in about 10 strikes, and they attack relatively slowly - giving the defenders enough time to martial a counter attack.

    How is this going to work?

    After a tower or Tol Ascarnen is catpured, a quest will open to build the doors. This will require a number of materials found throughout the Ettenmoors to construct - wood, logs, metal, etc... from the surrounding flora and fauna. Once complete the door will spawn in and prevent attackers from immediately entering the locations. Subsequent quests will open at the locations to "reinforce" the doors with greater health, etc... up to a maximum level.

    When the location falls, any existing Siege equipment left from the previous attacking force is removed.

    Immediately after the flip, the new "buildable" locations become active for the would-be attacking side. To build, a player or monster play will need to purchase a schematic with commendations. The cost will likely be around 3000-3500 commendations to purchase a schematic and they will allow for stacking within your inventory. To "construct" a Siege weapon, a player or monster player will need to be at a location where the weapons can be deployed and take the time to "construct" the apparatus. Once successful in completing the induction, the siege weapon will appear. Only one piece of siege equipment can be placed at a build location at a time.

    Once crafted, the siege weapon will find targets and begin its assault - using a priority set designated by primary and secondary targets.

    Doors and "crafted" siege equipment cannot be healed, but it can be attacked and destroyed. Doors will be much harder to take down without siege equipment.

    Work is underway to get a prototype working for internal testing. We are not certain when this will be released, but we are hoping to preview you at some point in the not so distant future.

    What about events?

    We have some ideas for events, and as we stated not long ago; Grodris is only the beginning of the denizens of the Delving of Fror emerging from the depths and wandering the landscape at large. We want to get the balance right on Grodris and also get some more flavor and direct conflict established before we start unleashing more. But these are still very much in the works and will likely spawn events that happen on a cyclic and rotating basis.

    No timeline yet, but they are being formulated.

    Closing

    It's been a while since I did this, and I wanted to ensure that there was still an understanding that we are working on this section of the game. Please, feel free to leave any questions and I will do my best to answer them.

    Orion
    Very exciting stuff! Im curious if theres still work on the previously mentioned idea about the clans and blessing stuff? Or if the ability for creeps to specialize deeper into a certain role is scrapped?
    [charsig=http://lotrosigs.level3.turbine.com/202240100000a29e1/signature.png]Venomorf[/charsig]

  6. #6
    Join Date
    Apr 2022
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    409
    Quote Originally Posted by Breguilas View Post
    Very exciting stuff! Im curious if theres still work on the previously mentioned idea about the clans and blessing stuff? Or if the ability for creeps to specialize deeper into a certain role is scrapped?
    Oh yes. That is still on the "white board," it has hit a small snag that, once it is rectified will allow us to move ahead.

  7. #7
    Join Date
    Jun 2011
    Posts
    39
    Quote Originally Posted by SSG_Orion View Post
    Oh yes. That is still on the "white board," it has hit a small snag that, once it is rectified will allow us to move ahead.
    Looking forward to hear more about that aswell as the stuff mentioned in this thread! Awesome news for ettens!
    [charsig=http://lotrosigs.level3.turbine.com/202240100000a29e1/signature.png]Venomorf[/charsig]

  8. #8
    Join Date
    Jun 2015
    Posts
    981

    RED are commonly disruptive server block boundaries (aka lag lines) or areas cursed with lag
    GREEN are areas that commonly see less lag when large fights occur in their center
    PURPLE are areas that commonly see less little to no traffic compared to other areas
    YELLOW are areas that commonly see high traffic, especially from shuffles or zergs
    ORANGE-ish are notable landmarks that are otherwise not demarcated on the map


    all areas of the map not pictured should be considered "mostly empty"




    Last edited by Saruman_Of_Numbers; Mar 24 2023 at 08:45 PM.
    The Black Appendage of Sauron

  9. #9
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    Apr 2022
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    409
    Thanks for the detailed map. We are very interested in persistent areas after this update. /loc information is perfect.

  10. #10
    Join Date
    Aug 2012
    Posts
    517
    I might be misremembering, but I thought I remembered seeing something about weekly wrappers on creepside as well.

    Is that still in a work in progress, and if so, what types of rewards would be offered? Just commendations/infamy, or perhaps something a little more creative?

  11. #11
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    Jun 2011
    Posts
    2,190
    What's a shuffle?

  12. #12
    Join Date
    Jul 2014
    Posts
    45
    Quote Originally Posted by SSG_Orion View Post
    Scaled Ettenmoors Gear

    We are working on a gear set that unranked players can acquire providing them with scaling stats that they can purchase with coin and make them viable at the outset of their time in the Ettenmoors. What is more, they can take this gear and wear it in the normal world without impacting the advancment curve in PvE.

    What this will mean, is that we can create better, scaling gear sets that will not obviate the PvE gear sets that are earned, that can then be moved more readily between the Ettenmoors and the PvE world. This will also provide us with a better way to handle caps in the Ettenmoors and maintain the balance when item level caps increase.

    While, I have a prototype on my machine, there is no established timeline when this will be added to the game.
    Thank you for the information.

    Sorry if this is a bit off-topic, but I wanted to ask you:

    Would it be possible for this Scaled Ettenmoors Gear system, or something akin to it, to be used to scale lower-level players in new level-cap PvE Open World zones and/or low-tier level-cap Instances?

  13. #13
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    Feb 2022
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    62
    It's so awesome that you're making the scaled gear so that lower level players can play well, too!

    (My level 47 champion kept getting one-shotted by creeps in the old Moors, despite being technically level 140, so I just kinda gave up trying to be a freep)
    Hirenthas/Deminwen on Crickhollow

  14. #14
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    0
    I'd like to see Creeps get exactly the same balance targets for Damage, Healing, Morale and Mitigations as Freeps have

    Audacity, now being multiplicative, could then be used to tune fight length etc.

    The whole "Freeps have more damage, Creeps have more tankiness" was a bandaid in the past, to deal with uncapped PvE Freep stats, but now that Audacity no longer stacks with other inc damage buffs and therefore there now longer is a cap on how strong it can be

    This would make balancing easier - because currently a Defiler needs more healing than a Mini - but how much more is a constant question. If comparable classes had the same balance targets, that would no longer be a question. The only question would be "how does damage stack up against morale/mitigations" (ie how long does a target without healing live) and "how does healing stack up against damage" (ie how long does a healed target live)

    In addition to that - it would make fights like Grodris more balanced between the sides

  15. #15
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    Jun 2011
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    469
    Quote Originally Posted by blacknazgul13 View Post
    It's so awesome that you're making the scaled gear so that lower level players can play well, too!

    (My level 47 champion kept getting one-shotted by creeps in the old Moors, despite being technically level 140, so I just kinda gave up trying to be a freep)
    Not even technically 140. It says 140 but your gear, traits, trait points and virtues are not. So unless they address all of those, scaled freeps will still be free infamy as they always were.

    Personally I don't like them bringing missions and big battles into the Moors. Arguably 2 of the worst *features* this game has ever seen.

    I would like the old new orc/elf camp removed and move lug/tr gy where they used to be. Especially tr gy is in the middle of nowhere.
    Captain-General Narthrivor r15 Hunter - r12 Warden - r12 Champion - r10 Captain - r6 Guardian - r9 Reaver - r9 Warg

  16. #16
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    Apr 2022
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    409
    Quote Originally Posted by SjsharksBoy View Post
    I might be misremembering, but I thought I remembered seeing something about weekly wrappers on creepside as well.

    Is that still in a work in progress, and if so, what types of rewards would be offered? Just commendations/infamy, or perhaps something a little more creative?
    The long and short of getting Creepside weekly incentives built is having enough incentive to provide. This is, unfortunatel or fortunately, tied to the enhancements that we want to make with Clans and their advancement. Once we start getting closer to that implementation we will be working toward getting in those new repeatables for the Creeps.

  17. #17
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    Apr 2022
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    409
    Quote Originally Posted by Atomos View Post
    Thank you for the information.

    Sorry if this is a bit off-topic, but I wanted to ask you:

    Would it be possible for this Scaled Ettenmoors Gear system, or something akin to it, to be used to scale lower-level players in new level-cap PvE Open World zones and/or low-tier level-cap Instances?
    Right now, we are looking at this as a solution in the Ettenmoros.

  18. #18
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    Apr 2022
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    409
    Quote Originally Posted by Chris91 View Post
    I'd like to see Creeps get exactly the same balance targets for Damage, Healing, Morale and Mitigations as Freeps have

    Audacity, now being multiplicative, could then be used to tune fight length etc.
    This is one of the benefits of the most recent changes.

  19. #19
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    Apr 2022
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    409
    Quote Originally Posted by RicoFTW View Post
    Not even technically 140. It says 140 but your gear, traits, trait points and virtues are not. So unless they address all of those, scaled freeps will still be free infamy as they always were.

    Personally I don't like them bringing missions and big battles into the Moors. Arguably 2 of the worst *features* this game has ever seen.

    I would like the old new orc/elf camp removed and move lug/tr gy where they used to be. Especially tr gy is in the middle of nowhere.
    Just to be clear, Epic Battles is NOT coming to the Ettenmoors.

    Missions are still up in the air, but will likely have a role for the Creeps, not the Freeps.

  20. #20
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    Jul 2014
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    45
    Quote Originally Posted by SSG_Orion View Post
    Right now, we are looking at this as a solution in the Ettenmoros.
    Ok, thanks. I do like that the Scaled Ettenmoors Gear will be useable in PvE too. If the system is successful, perhaps its use could be extended later in the future.

    I have two questions about the Siege:

    1. Are doors ever going to be added to DG and OR? I feel like these are meant to be two well-fortified strongholds, so having doors in them would make sense to me.
    2. When the doors and siege have been added, would it be possible to have some kind of indication on the map when a tower or central keep (or DG/OR if they will have doors too) is under attack?

  21. #21
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    May 2020
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    70
    Are there any ideas to add something like pvp scenarios like 12 vs 12, 18 vs 18 etc, small fights in separate locations/arenas where players from both sides can sign up? Not an open location like Ettenmoors/Osgiliath, but a fight with certain rules, goals, rewards and a limited time where there is no need to look for an enemy, for fast pvmp?

    This could be another step for a standalone pvp server. Creation of infrastructure for both freeps and creeps in addition to sieges and open pvp. The ability to constantly engage in pvp activity with partially pve on the server.
    Last edited by modtek; Mar 26 2023 at 06:20 AM.

  22. #22
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    Dec 2021
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    15

    @orion

    creep have to cancel march before battle ,then battle over ,stop to use march again,and circulate. it is very very Inconvenient???RVR cant charge?BA cant shoot ,stealth warg cant march. def cant heal ,
    why not make any skill auto cancel march????we just click twice , first to cancel ,second to use that skill we want to....
    hey,orion could you really Think about it ?

  23. #23
    Join Date
    Dec 2021
    Posts
    15

    about Consumables

    Consumables need rise in price, commnadation is much eazy to get. now commnadation Revenue is greater than expenditure.
    Consumables duration should be stack ,like tome of deffnce,
    Consumables should have no induction.
    all Consumables should can be use in combat

  24. #24
    Join Date
    Dec 2021
    Posts
    15

    about encourage

    high rank creep and freep need more profit. high rank cost lots of time ,only get 1%health and 1%damage ?? not enough
    such as creepside r12 one more Corruption solt r13 one more Corruption r14one more Corruption r15 one more class slot
    freepside high rank pocket just like cloak or one more Virtue slot.
    you cant because worry about rank farmer ,and fear to do these change.


    and it is a fifteen years game , more and more ppl get rank 15, add something to chase for rank 15 ppl. or most of them afk.
    lastthing strengthen rank farmer punish

  25. #25
    Join Date
    Jun 2011
    Posts
    21
    Quote Originally Posted by SSG_Orion View Post

    Things that we are watching:

    - Overall sustainability of the monster players and their morale.
    - Specifically, the healing output on Defilers.
    a WarLeader can easyly outperform a Defi in HPs the problem is not the defi the problem is the lack of selfheals for creeps compared to freeps

    are you also looking into the broken Tanks and Bears ?!?

    maybe start here bevore reducing the heal on creep side?!?

    or add a Runekeeper like class or give defi the possibilty like minis can to change stance durnig combat and or give mini like heal range currently what 25 meter lower ?! maybe give defi the same range as hunters or minis have , the extended one
    maybe give defi a ranged skill that can stunn like a champ can or give him a ranged skill that can dismount ?
    no? you want to reduce creeps heal , and make anyone switch to wl ?!

    pls rethink

 

 
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