<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4386907312958020614</id><updated>2011-08-02T15:32:26.704-07:00</updated><title type='text'>LOTROcalypse</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>10</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-2740332368080181846</id><published>2010-04-26T22:13:00.000-07:00</published><updated>2010-05-21T13:26:26.316-07:00</updated><title type='text'>The eventual expansion of Eriador</title><content type='html'>&lt;div&gt;Below is a rough map showing the outlines of most of the existing Eriador zones, as well as several potential additions.  You will notice that some are quite a bit larger than existing zones, and may need to be divided even further.   This map is only intended as inspiration and suggestion.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_qtkomNfzExM/S9ZzH8iPsCI/AAAAAAAAABk/YOpPQcT7zZs/s1600/Eriadorzones.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 281px;" src="http://3.bp.blogspot.com/_qtkomNfzExM/S9ZzH8iPsCI/AAAAAAAAABk/YOpPQcT7zZs/s400/Eriadorzones.JPG" border="0" alt="" id="BLOGGER_PHOTO_ID_5464681778206715938" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;I will be adding some concept stuff to this soon.&lt;br /&gt;&lt;div&gt;Below are links to several of Travisimo's well thought-out region concepts.  While some of the details disagree with my concept, they are full of excellent ideas.  &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The Grey Havens&lt;br /&gt;&lt;a href="http://forums.lotro.com/showthread.php?t=325720"&gt;http://forums.lotro.com/showthread.php?t=325720&lt;/a&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The Southfarthing&lt;/div&gt;&lt;div&gt;&lt;a href="http://forums.lotro.com/showthread.php?t=324725"&gt;http://forums.lotro.com/showthread.php?t=324725&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Minhiriath&lt;/div&gt;&lt;div&gt;&lt;a href="http://forums.lotro.com/showthread.php?t=327714"&gt;http://forums.lotro.com/showthread.php?t=327714&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Enedwaith&lt;/div&gt;&lt;div&gt;&lt;a href="http://forums.lotro.com/showthread.php?t=332260"&gt;http://forums.lotro.com/showthread.php?t=332260&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-2740332368080181846?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/2740332368080181846/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=2740332368080181846' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/2740332368080181846'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/2740332368080181846'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2010/04/eventual-expansion-of-eriador.html' title='The eventual expansion of Eriador'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_qtkomNfzExM/S9ZzH8iPsCI/AAAAAAAAABk/YOpPQcT7zZs/s72-c/Eriadorzones.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-3836574171206412362</id><published>2010-03-22T20:12:00.000-07:00</published><updated>2010-03-22T20:14:56.959-07:00</updated><title type='text'>Rohan...how will it be divided, and what will it look like?</title><content type='html'>I apologize to the two people who may or may not follow my blog, for the recent lack of updates.  I now present:  some thoughts on Rohan, as I posted in the official LOTRO forums.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://forums.lotro.com/showpost.php?p=4508692&amp;amp;postcount=32"&gt;http://forums.lotro.com/showpost.php?p=4508692&amp;amp;postcount=32&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; color: rgb(255, 255, 255); -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; "&gt;&lt;span class="Apple-style-span"  style="color:#000000;"&gt;I disagree with many who assert that Rohan will or should look anything like Eregion. Eregion is definitely higher in elevation, MUCH different when it comes to vegetation, and as depicted in-game, is much too dry.&lt;br /&gt;&lt;br /&gt;That said: Rohan is comprised of a few distinct regions, but let's focus for a minute on the wide steppe-plains of the west and east emnets.&lt;br /&gt;&lt;br /&gt;This is ostensibly what it should look like: &lt;/span&gt;&lt;br /&gt;&lt;img src="http://www.infokz.com/photo/steppe_moun1.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;span class="Apple-style-span"  style="color:#000000;"&gt;&lt;br /&gt;Now, let's break the region down a bit. Unlike 'Southern Mirkwood' which has a few different 'zones', Rohan will have to be a collection of 'regions' akin to Eriador. Here is Rohan as we know it:&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;img src="http://i13.photobucket.com/albums/a264/Cheesewheels/Random/Rohan1.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;span class="Apple-style-span"  style="color:#000000;"&gt;&lt;br /&gt;Here is Rohan as it could be divided into regions OF ROUGHLY EQUAL SIZE TO THE SoA REGIONS:&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;img src="http://i13.photobucket.com/albums/a264/Cheesewheels/Random/Rohan2.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="Apple-style-span"  style="color:#000000;"&gt;Let's go from the core out.&lt;br /&gt;-The smallest scale implementation of Rohan would include the West and East emnets as well as the Eastfold.&lt;br /&gt;-Anorien and the fens of the Entwash delta might wait until a Gondor expansion.&lt;br /&gt;-I expect Isengard to be a mini-region akin to Rivendell.&lt;br /&gt;-I believe it likely that we'll see Dunland not as part of the Rohan expac, but as part of a book update before or after.&lt;br /&gt;-The Wold is largely empty, and if they're going to skip any terrain here, I'd expect it to be that, sadly. A better alternative would be to lightly populate it and use iterative terrain to create a big open field.&lt;br /&gt;-Fangorn...whether its part of Rohan, or an update unto itself, I cannot foresee a future in which Fangorn is not included.&lt;br /&gt;-The Anduin, Emyn Muil, and Dead Marshes all might be part of a different update or storyline, but as we know them from the books, we tend to associate them with one another. I would hope at least, that we could visit Amon Hen as part of the East Emnet. Perhaps the Great River could be its own book update.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-3836574171206412362?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/3836574171206412362/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=3836574171206412362' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/3836574171206412362'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/3836574171206412362'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2010/03/rohanhow-will-it-be-divided-and-what.html' title='Rohan...how will it be divided, and what will it look like?'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i13.photobucket.com/albums/a264/Cheesewheels/Random/th_Rohan1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-9008692856973227127</id><published>2009-10-19T16:55:00.001-07:00</published><updated>2009-10-19T17:06:25.571-07:00</updated><title type='text'>More mixed news from Turbine Q&amp;A</title><content type='html'>Turbine posted it's &lt;a href="http://www.lotro.com/gameinfo/feature-articles/504-feature-article-qask-the-dev-team-part-2q"&gt;second official Q&amp;amp;A document&lt;/a&gt; a few days ago, and it contains the usual mash of prefab questions.  Among these, a couple stood out:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Q: Minstrels currently suffer a 2 second root after a healing skill and animation completes. Is this working as intended or something that will be addressed?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;A:  This is intentional, for the time being.&lt;br /&gt;&lt;br /&gt;&lt;/em&gt;This could be construed as a good or a bad message...it indicates that they are clearly aware of the issue, but are not taking any steps to correct it in the near future...on the other hand, perhaps they to plan to do a major combat revamp later on to address this and other 'animation rooting' problems.&lt;br /&gt;&lt;br /&gt;&lt;p&gt;&lt;strong&gt;Q: Why is so much gear "Bind on Acquire"? If it is just to stop trading, why not "bind on Account"? &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;A: We want to have certain items be bound to the specific character. Bind on account would not accomplish this. It’s one of our ways to encourage players to engage content on their characters as they progress through the game using various classes. We are not considering Bind on Account at this time, however, it’s a nice idea for a set of “inheritance” items.&lt;/em&gt;&lt;/p&gt;This makes plenty of sense for gear items, but for some, such as housing, which is an account-specific feature, it would make TREMENDOUSLY more sense for trophy items to be bind-on-account, and allow storage in housing chests.  This is currently one of two major flaws with the housing system.  On a related note:&lt;br /&gt;&lt;p&gt;&lt;strong&gt;Q: Can we expect to see the guild and housing systems advancing any time soon?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;A: Not for Siege of Mirkwood, though we’d love to revisit these systems at some point in time.&lt;/em&gt;&lt;/p&gt;Understandable, but will disappoint many a 'fluff' player. &lt;br /&gt;&lt;br /&gt;&lt;p&gt;&lt;strong&gt;Q: Where does Mirkwood fit, size wise, with previously released regions?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;A: Mirkwood is roughly 75-80% of the size of the Northdowns.&lt;/em&gt;&lt;/p&gt;&lt;p&gt;This is one of the more worrying answers.  We've seen from the new Mirkwood trailer &lt;a href="http://www.youtube.com/watch?v=FKQSzw015xs"&gt;here &lt;/a&gt;that the zone LOOKS fantastic.  However, being this small, and encompassing all five levels of advancement past 60, would indicate that it's an incredibly dense area in terms of content, much like Moria.  However, many players, myself included, have been clamouring for LESS dense areas -- areas akin to the Brandy Hills, Far Chetwood, even parts of Evendim.  Also, from the maps we've seen from PAX, the Mirkwood area seems to be directly across from Lothlorien, which is incorrect -- there ought to be many miles of land between the river and the Mirk-eaves. &lt;br /&gt;&lt;em&gt;&lt;/em&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-9008692856973227127?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/9008692856973227127/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=9008692856973227127' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/9008692856973227127'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/9008692856973227127'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2009/10/more-mixed-news-from-turbine-q.html' title='More mixed news from Turbine Q&amp;A'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-6844490548535132612</id><published>2009-10-07T17:53:00.001-07:00</published><updated>2009-10-10T13:44:38.323-07:00</updated><title type='text'>A partial list of lingering issues</title><content type='html'>&lt;span style="font-weight: bold;"&gt;I - Mobs:&lt;/span&gt;&lt;br /&gt;1.)    Lothlorien&lt;br /&gt;-All shrews need to be swarm, not normal&lt;br /&gt;-Wolverines need to be swarm, not normal&lt;br /&gt;-References to 'rabies' need to be removed&lt;br /&gt;-Lizards need to threaten before attacking&lt;br /&gt;2.)    Misty Mountains&lt;br /&gt;-'Reindeer' should be renamed to Elk and use the appropriate model&lt;br /&gt;-Giants need to be updated to the new directional induction tech, instead of rotating&lt;br /&gt;3.)    Trollshaws&lt;br /&gt;-Troll density needs to be adjusted down in many areas&lt;br /&gt;-All wood trolls need to be adjusted from elite to signature&lt;br /&gt;-Giants need to be updated to the new directional induction tech, instead of rotating&lt;br /&gt;4.)    Forochel&lt;br /&gt;-Elk should be renamed to 'Reindeer' and use an appropriate model&lt;br /&gt;-Sabertooth mob aura visuals need to be adjusted to display frost cloud&lt;br /&gt;5.)    Eregion&lt;br /&gt;-Saberteeth really have no purpose or place here.  Replace with bears. (Tal Caradhras.)  It doesn't make sense for saberteeth to share space with wargs anyway.&lt;br /&gt;6.)    Evendim&lt;br /&gt;-Giants need to be updated to the new directional induction tech, instead of rotating&lt;br /&gt;-Goblin and tomb-raider density needs to be reduced along the Barandalf&lt;br /&gt;-Elk need to use an appropriate Elk model, instead of deer&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;II – Art:&lt;/span&gt;&lt;br /&gt;-Scrub lizards, Anduin lizards, and Waterworks lizards need to be visually differentiated.&lt;br /&gt;-Many shields still exist with either improper names or artwork (ie:  Elven soldiers shield has a Dwarven appearance)&lt;br /&gt;-Lothlorien sentinels frequently appear armed with Dwarven and human weapons and shields.&lt;br /&gt;-Elk, Deer, and Reindeer currently all use the same model.&lt;br /&gt;-Wooden plank nodes in Moria still display branches atop them.&lt;br /&gt;-Mallorn distance impostor sprites in need of updating&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;III – Graphics/Engine&lt;/span&gt;&lt;br /&gt;-Waterfalls still in need of finishing.&lt;br /&gt;-All maximum draw distances need to be increased:  terrain, level of detail, object draw/distance impostor threshold, frill distance.&lt;br /&gt;-Upper and lower body avatar animations need to be divorced.  (ie:  emotes should play their upper half, if appropriate, while mounted.&lt;br /&gt;-Certain mobs have only one attack animation.  All mobs should have at least two, and unique mobs and bosses should have an increased level of animation detail.&lt;br /&gt;-Fog needs to be updated to be volumetric.  Fog should be visible from outside its boundaries and not simply 'fade in' when a certain perimeter is breached.&lt;br /&gt;-There is no slider for weapon particle effect intensity.  There should be.  (legendaries)&lt;br /&gt;-Horse-riding animations still out of sync&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;IV – Systems/Skills&lt;/span&gt;&lt;br /&gt;1.)    Mail system&lt;br /&gt;-Autocomplete feature required&lt;br /&gt;-Multiple item mailing still not present&lt;br /&gt;-'Save' feature would be nice&lt;br /&gt;2.)    Mount system&lt;br /&gt;-Mounts need a substantial increase in sturdiness.&lt;br /&gt;-BPE should be enabled while on mounts&lt;br /&gt;-If you are afflicted by a slowing effect when you mount, it should not affect the mount (ie – hamstring)&lt;br /&gt;-Criticals should not auto-dismount&lt;br /&gt;3.)    Stable-point&lt;br /&gt;-Stable route prices need revision; many make no sense&lt;br /&gt;-We still do not have linked stable-routes&lt;br /&gt;-Housing areas require stable-points for return trips&lt;br /&gt;-There is no boat travel point on the friendly Annuminas pier; this should be a logical replacement for the bizarre stable point in Echad Garthadir&lt;br /&gt;4.)    Housing&lt;br /&gt;-Add a 'mailbox' feature to permissions to allow other chars to use your house mailbox&lt;br /&gt;-Housing storage MUST be able to store bound items.  With the tech from shared storage (only allowing the char to which the item is bound to retrieve it) this should be possible now. Permissions could be adjusted to allow certain people to return bound items to their owner's escrow (to prevent people from filling up kinhall chests with bound items as a DOS attack.)&lt;br /&gt;5.)    Skills&lt;br /&gt;-Hunter 'rain of thorns' and 'rain of arrows' should not require LOS&lt;br /&gt;-Dwarf 'Endurance of Stone' needs to add frost mitigation&lt;br /&gt;-Fellowship skills (as displayed in the fellowship tab of the skills panel) should carry across to all characters on an account.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;V – Audio&lt;/span&gt;&lt;br /&gt;1.)    Voice-over&lt;br /&gt;-All of the non-main character Dwarf VO done for Moria is in dire need of replacement&lt;br /&gt;-Some of the Angmarim have not been updated to the proper accents&lt;br /&gt;-Unique VO's for certain Fellowship members still lacking&lt;br /&gt;2.)    Music&lt;br /&gt;-Annuminas/Evendim theme still used in default cave music loop&lt;br /&gt;-Eregion still has multiple zones which use music from the North Downs or Evendim&lt;br /&gt;-There is STILL no toggle for combat music.  (should be landscape only)&lt;br /&gt;-Many instruments which are not physically capable of playing chords (ie: horn, clarinet) can still do so ingame&lt;br /&gt;-The zone boundary around Caras Galadhon needs to be tightened up so the audio doesn't constantly switch back and forth with the Lothlorien woods audio.&lt;br /&gt;-Many of Chance Thomas's orchestral tracks are grossly underused, such as the 'Archers of the Galadhrim' track which would be perfectly at home in Fanuidhol.&lt;br /&gt;3.)    Sound Effects&lt;br /&gt;-Lothlorien requires its own ambient sound track, not the default woods one used in ND and Bindbole Woods, etc.&lt;br /&gt;-Weapon-on-armour sound effects need to be revised and expanded&lt;br /&gt;-Non physical impacts still make the generic 'smack' sound when they hit you (ie drake fireball)&lt;br /&gt;-Block and Parry sound effects need to be much  more distinct&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;VI – User Interface&lt;/span&gt;&lt;br /&gt;1.)    Fellowship/Social&lt;br /&gt;-Hovering over fellowship-members' portraits should reveal their location (zone, not region)&lt;br /&gt;  -Inspect needs to be enabled on all social panels.&lt;br /&gt;2.)    Who/fellowing panel&lt;br /&gt;  -Upon opening the /who or fellowing panel, NO level range or zone should be selected&lt;br /&gt;  -Location filtering should be doable by REGION (ie North Downs) as well as zone (Nan Wathren, Nan Amlug East)&lt;br /&gt;  -All ranged social options, such as inspect, should be enabled on the /who tab&lt;br /&gt;3.)    Target marking&lt;br /&gt;-Target marking needs to be enabled even while solo (not in a fellowship)&lt;br /&gt;-Target markers need to show up on the targeted mob/npc/pc portrait&lt;br /&gt;-Target markers need to have increased (or variable) opacity&lt;br /&gt;4.)    Chat/CLI&lt;br /&gt;-We are still limited to 4 user-channels&lt;br /&gt;-There is still no /target command&lt;br /&gt;-Hitting shift+R needs to re-tell the last person to whom you sent a tell&lt;br /&gt;-When friends and kin members sign in, their names should be right-clickable, with the regular social interact option&lt;br /&gt;5.) Buffbar&lt;br /&gt;-Defeat dread and revival sickness still show up on the buff line&lt;br /&gt;-There is as yet insufficient delineation between buffs and debuffs in terms of visual clarity&lt;br /&gt;-There is no option to customize how these are displayed, esp timers. &lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;VII – Quests&lt;/span&gt;&lt;br /&gt;-Level-cap quests need to reward extra cash or Destiny as a basic function (not something specially coded in for individual quests)&lt;br /&gt;-The nested instance quests in Moria still do not seem to have any purpose or reward, other than petty cash.&lt;br /&gt;-Escort NPCs in many older quests need to have their AI reworked so as to be less suicidal.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-6844490548535132612?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/6844490548535132612/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=6844490548535132612' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/6844490548535132612'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/6844490548535132612'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2009/10/lingering-issues-i-mobs-1.html' title='A partial list of lingering issues'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-1680674135525272822</id><published>2009-09-29T07:51:00.000-07:00</published><updated>2009-09-29T07:59:48.796-07:00</updated><title type='text'>Mixed News from Turbine Q&amp;A</title><content type='html'>Turbine has published the first set of questions from their official 'Ask the DEVs' thread awhile back . The full article can be read &lt;a href="http://www.lotro.com/gameinfo/feature-articles/485-feature-article-qask-the-dev-teamq"&gt;here&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;Once again, instead of using actual questions, they generalized based on the themes of the incoming questions to create a marketing-friendly article.  There are a few tidbits of good information, such as the inclusion of an auto-complete feature for mailing (still no multiple attachments though; gah).  However, one answer in particular stood out as very disappointing:&lt;br /&gt;&lt;br /&gt;&lt;p&gt;&lt;strong&gt;Q: Why was the decision made to go the route of radiance gating? Were there other options on the table other than gear? Couldn’t it be placed on a trait?&lt;/strong&gt;&lt;br /&gt;&lt;em&gt;A: The team wanted a means of gating content behind a progressively difficult barrier that could be overcome. At the time a popular method to gating raid content was to require players to go through long sequences of quests strung throughout instanced content. Instead LotRo chose to have players acquire tangible rewards in the form of radiance-statted gear.&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;em&gt;We think that the look and the attributes of our “Tier Sets” are rather rewarding in and of themselves. That they further unlock the ability to acquire even more powerful gear is a big plus. Trait-based gating feels less rewarding as players progress through the various milestones of the process so we’ve decided to stick with using radiance gear to gate access to our raids.&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;em&gt;That said, there is a rather significant change to radiance coming with our next update that should give players a better means of gearing up to more easily defeat the encounters of our raid zones:&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;em&gt;Players will no longer cower at anything less than 8 dread levels. Starting at 8 dread players will cower at the same rate as they currently do at 5 dread on live. All current penalties to attributes and skill levels still apply as they do currently on live though so you’ll still have to do some level of gearing prior to entering the new raid zone. Only the cowering behavior is being modified to allow for greater discrepancy between the radiance level on a player’s gear and the gloom level of the raid zone.&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;em&gt;Further, content is planning to somewhat relax the amount of gloom experienced throughout raid zones while incrementally increasing it for boss encounters and challenge modes. The amount of gloom experienced from cluster to cluster will gradually increase as it has in the past; but it should be easier to gain initial access to raid zones as well as overcome the gloom of a given raid zone in order to get back on the hope side of the scale via consumables.&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;em&gt;Coupled with the upcoming changes to make dungeon-rewarded radiance gear more easily obtainable, we hope that this change to our dread system provides an easier ramp-up to those frustrated with the old means of radiance gating. At the same we expect to provide a suitable challenge for top-end kinships looking to push the envelope. Again, more success should equal more gear which in turn should equal an easier time overcoming our raid content.&lt;/em&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;I am at a loss to explain why Turbine continues to defend this mechanic, when it has been almost unanimously derided among the community.  I can't think of a more universally despised feature in this game (other than perhaps Hounding Fear), and yet Turbine insists upon pushing this Radiance gating down our throats.  If they would but embrace traditional gear-gating, they'd find that a much larger percentage of their population would be able to participate in and enjoy raids, and there would be more freedom in content and encounter design. &lt;br /&gt;&lt;/p&gt;&lt;p&gt;Barring that, there are several other ways to implement a gating mechanic that are LESS contrived and polarizing. &lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-1680674135525272822?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/1680674135525272822/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=1680674135525272822' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/1680674135525272822'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/1680674135525272822'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2009/09/mixed-news-from-turbine-q.html' title='Mixed News from Turbine Q&amp;A'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-5556607667341871509</id><published>2009-01-15T18:39:00.000-08:00</published><updated>2009-02-13T17:50:48.461-08:00</updated><title type='text'>Moria Soundtrack Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://vnmedia.ign.com/lotrovault.ign.com/images/299/299x184_lotro_moria.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 299px; height: 184px;" src="http://vnmedia.ign.com/lotrovault.ign.com/images/299/299x184_lotro_moria.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Original Sound Version has posted a review of the Mines of Moria soundtrack.  You can find it here:&lt;br /&gt;&lt;a href="http://www.originalsoundversion.com/?p=1656#"&gt;http://www.originalsoundversion.com/?p=1656#&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I have posted below my full review of this soundtrack as well:&lt;br /&gt;&lt;br /&gt;I believe it to be among the finest video-game music ever conceived.  Here lies the terrible dichotomy.  While I absolutely adore the orchestral music by Chance Thomas, I find the synthesized themes that dominate inside Moria to be unbearably brash and over-pronounced.  I don't mean to discredit Stephen DiGregorio here, as he has written some first-rate pieces for Shadows of Angmar.  This is a flaw in implementation more than in composition.  The type of music that &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;DiGregorio&lt;/span&gt; has written simply does not suit the MIDI/synthesized instrumentation, and would likely sound fine with acoustic instruments and the full dynamic range that they are capable of.  Lastly, the problem is compounded by the fact that whomever assigned these various tracks to spaces in the game world tremendously favored the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;synth&lt;/span&gt; over the true orchestra, and as such, hearing Chance's music while playing is much too rare an opportunity.&lt;br /&gt;&lt;br /&gt;I don't want to end on an overly negative tone, so I will once again reiterate how spectacularly successful Chance is at capturing vital images from the words of Tolkien and bringing them to life.  My one wish in this regard would be for Turbine to have the money to pay him full-time to flesh out the entirety of their Middle-earth.&lt;br /&gt;&lt;br /&gt;Here is the track by track breakdown:&lt;br /&gt;&lt;br /&gt;1.)  &lt;span style="font-weight: bold;"&gt;The &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;Hollin&lt;/span&gt; Gate:&lt;/span&gt;  This, of all tracks, works perfectly to capture an air of mystery, and of impending wonder.  The violins on the repetitive fourths play over a very simple bass line, but it manages to evoke so much in the way of atmosphere.  The first glimpses of the primary Moria theme can be had in this track.  Its situation in the Walls of Moria &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;subzone&lt;/span&gt; is a good choice, however it is unfortunately alternated with some of the synthetic music, and is interrupted by combat.&lt;br /&gt;&lt;br /&gt;2.)  &lt;span style="font-weight: bold;"&gt;A Journey in the Dark:&lt;/span&gt;  This is the theme that greets you as you enter Moria for the first time.  It is likely the most substantial iteration of the primary Moria theme to be had in the whole soundtrack.  The wandering violins are back, but this time they accompany a lush full orchestral pronouncement of the Theme.  However, said theme always ends a minor step up from where you think it ought to, illustrating how all is not well in the Dwarf Kingdom.  Heavy low brass are more &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_6"&gt;prominent&lt;/span&gt; here than in the previous track, as is a voiceless choir.&lt;br /&gt;&lt;br /&gt;Some players will encounter this theme for the first time while doing the 'Fall of Moria' session-play instance.  Here it repeats, to the credit of the designers.  Sadly, in the Great Delving, it only plays upon entering the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;subzone&lt;/span&gt; each time, and then the game cycles the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;synth&lt;/span&gt; music.  It is also &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;interruptible&lt;/span&gt; by combat, a poor decision that plagues many of the new areas in the expansion.&lt;br /&gt;&lt;br /&gt;3.)  &lt;span style="font-weight: bold;"&gt;Drums in the Deep:&lt;/span&gt;  True to its name, this track begins with ominous drums, followed again by low brass, and an urgent, racing string line on the cellos and basses.  What follows then is an almost John Williams-&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;esque&lt;/span&gt; action piece, punctuated by heavy use of minor third chords at odd intervals.  Just after 1:30, a fantastic vocal section interjects, with &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;Dwarvish&lt;/span&gt; chanting.  During the churning string sections, a metallic anvil clang can be heard, evoking a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;Holstian&lt;/span&gt; feel.  At 3:10, the track winds down in a somewhat artificial manner -- it could have gone on repeating its prior sections for another two minutes, and not overstayed its welcome.  All in all, a splendid action piece which would suit many a dungeon-fight sequence.&lt;br /&gt;&lt;br /&gt;4.)  &lt;span style="font-weight: bold;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_13"&gt;Khazad&lt;/span&gt;-&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_14"&gt;dum&lt;/span&gt;&lt;/span&gt;:  Beginning with an eerie modern cinema-ambiance, quickly the bass vocals join to add even more foreboding before the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_15"&gt;Orff&lt;/span&gt; style chanting at 1:30.  The chord progression at 2:00 may seem a bit contrived, but it works, unlike the swift transition to the ending of this piece.  (Though the ending bars are themselves quite good.)  What I notice most about this track is how it seems abbreviated.  In &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_16"&gt;Nud&lt;/span&gt;-&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_17"&gt;melek&lt;/span&gt;, in the game, there is a piece which cycles that appears to be an extended version of the introduction to this piece.&lt;br /&gt;&lt;br /&gt;7.)  &lt;span style="font-weight: bold;"&gt;The Golden Wood:&lt;/span&gt;  &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_18"&gt;Lothlorien&lt;/span&gt;, the beautiful home of the Lady &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_19"&gt;Galadriel&lt;/span&gt;, and Lord &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_20"&gt;Celeborn&lt;/span&gt;.  &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_21"&gt;Suitably&lt;/span&gt; instrumented with strings, flute, oboe, and a harp, with french horns for backing, and an ethereal female choir, this is perhaps the crown jewel of the Moria soundtrack.  The &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_22"&gt;Moria&lt;/span&gt; theme itself has more than one iteration here, but with a major ending instead of minor, and the &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_23"&gt;pleasant&lt;/span&gt; &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_24"&gt;variations&lt;/span&gt; &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_25"&gt;seamlessly&lt;/span&gt; flit in and out of the forefront.  This piece reminds one of the classical &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_26"&gt;fairy-tales&lt;/span&gt; of old, and could not be better-suited to its &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_27"&gt;ingame&lt;/span&gt; home.  Near the end, a beautifully pure flute rendition of the Moria theme threatens to bring moisture to one's eyes, before timpani and chorus bring this piece to a majestic close.&lt;br /&gt;&lt;br /&gt;8.)  &lt;span style="font-weight: bold;"&gt;Archers of the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_28"&gt;Galadrim&lt;/span&gt;:&lt;/span&gt;  This militant and relentless piece begins with some &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_29"&gt;tribalesque&lt;/span&gt; drums, and ushers in a staccato string part which persists throughout the entire track.  Here and there punctuated with the odd harp strum, there is also an &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_30"&gt;overlayed&lt;/span&gt; female vocal track which works well to offset the rigidity of the rest of the piece.  Overall, it does a good job in reminding one that the peaceful tree-dwellers can indeed be very dangerous.  Ingame, the only place which I have heard this so far is upon first entering the Merrevail chamber in Eastern Durin's Way.  It is entirely possible that it is used in some instance spaces I have yet to explore, however.&lt;br /&gt;&lt;br /&gt;11.)  &lt;span style="font-weight: bold;"&gt;The Falls of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_31"&gt;Nimrodel&lt;/span&gt;:&lt;/span&gt;  Breaking out into the light at last!  Interestingly, I believe this piece may be used only in the night-time track for the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_32"&gt;Dimril&lt;/span&gt; Dale.*  Nevertheless, once it arrives, it gently issues forth its melodious themes on the harp.  The orchestra patiently waits for its chance to crescendo, but then slowly fades as the harp beautifully descends to the last note.  This is an excellent piece for ambiance, as it passes on the more concrete themes of the previous tracks, and musically replicates the sound of gently flowing water.&lt;br /&gt;&lt;br /&gt;*As an update, this piece alternates with 'The Golden Wood' in the Dale, and synth music plays at night.  This may well change in Book 7, when the entirety of Lothlorien is unveiled.&lt;br /&gt;&lt;br /&gt;15.) &lt;span style="font-weight: bold;"&gt; Flame of Udun&lt;/span&gt;:  This piece is accompanied nearly the entire time with a catchy drum cadence, which reminds one of the tribal orcs much moreso than its namesake.  The orchestra, with its fleeting piccolo trills, and heavy trombone and horn chords, reminds one of something between an action thriller and a contemporary western.  The tone chances dramatically at the entrace of the male chorus.  Drama builds to a head, and this section could almost warrant association with the being of Shadow and Flame, but then the previous action music re-engages.  No discredit to the piece whatsoever, but this would be a most excellent theme to associate with the Orcs, rather than the Balrog.  This track is used brilliantly in the instance:  The Forges of Khazad Dum.&lt;br /&gt;&lt;br /&gt;17.)  &lt;span style="font-weight: bold;"&gt;Hour of Doom&lt;/span&gt;:  Taking its cue from earlier tracks, this piece presents the Moria theme in a subtle, but engaging fashion, before it builds and builds to what might be called an end-credits theme.  It is unfortunately brief, but Hour of Doom sounds appropriately like the ending of a symphony.&lt;br /&gt;&lt;br /&gt;I would rate Chance's music a 9.4/10, suffering only from its brief nature.  Unfortunately, the pre-dominance of the synth music by Turbine's in-house sound department, and the extremely sparse application of Chance's music ingame prevent me from awarding the soundtrack itself a high mark.  You will notice that I did not include half the tracks in this review, and with good reason.&lt;br /&gt;&lt;br /&gt;I hope that Turbine realizes the error of its current track assignments, and corrects them in a coming audio pass.  It would truly be a shame to let such wonderful and thoughtful themes go to waste.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-5556607667341871509?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/5556607667341871509/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=5556607667341871509' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/5556607667341871509'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/5556607667341871509'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2009/01/moria-soundtrack-review.html' title='Moria Soundtrack Review'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-7065838091188539621</id><published>2009-01-11T17:57:00.000-08:00</published><updated>2009-01-11T18:11:43.102-08:00</updated><title type='text'>Some notes on the Misty Mountains:</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_qtkomNfzExM/SWqmzEkecLI/AAAAAAAAAA8/t-xIaSP4Kdg/s1600-h/ScreenShot00413.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 320px;" src="http://3.bp.blogspot.com/_qtkomNfzExM/SWqmzEkecLI/AAAAAAAAAA8/t-xIaSP4Kdg/s400/ScreenShot00413.jpg" alt="" id="BLOGGER_PHOTO_ID_5290224108630339762" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The density of Giants in all locations in which there are giants, especially Iorbar, is far too high.&lt;br /&gt;&lt;br /&gt;Giants are an excellent candidate for the application of directional inductions, such as those found in Moria.  These large creatures would not be able to 'turn on a dime' to target a clever player dodging their blows.  This would also drastically reduce the monotony of 'giant-farming.'&lt;br /&gt;&lt;br /&gt;The Crag-hawks or hendrevail are also much too dense, as are the bears just prior to Gabilzan.&lt;br /&gt;&lt;br /&gt;Worms and snowbeasts are also guilty of unnatural density on the slopes leading up to Helegrod.&lt;br /&gt;&lt;br /&gt;These areas need to adopt a more Forochel-like approach in their creature spawning patterns.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-7065838091188539621?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/7065838091188539621/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=7065838091188539621' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/7065838091188539621'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/7065838091188539621'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2009/01/some-notes-on-misty-mountains-density.html' title='Some notes on the Misty Mountains:'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_qtkomNfzExM/SWqmzEkecLI/AAAAAAAAAA8/t-xIaSP4Kdg/s72-c/ScreenShot00413.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-509495609616483181</id><published>2008-12-12T11:14:00.000-08:00</published><updated>2008-12-12T12:05:36.989-08:00</updated><title type='text'>Graphical polish</title><content type='html'>I've long hoped that some of my wishes regarding the ingame graphics would be addressed.  Here is a short list of the areas I believe are in need of improvement:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-Waterfalls. &lt;/span&gt; First and foremost.  They are very much at odds with the rest of the incredible environment.  They look out of place, and are not believable due to the lack of particle effects.  The waterfalls all look as if they have too much body.  The effect being used is simply to push a texture over a flat plane, which works fine for say, lava, but a new system is desperately needed for waterfalls, especially considering how realistic the rest of the water is.  This image shows how waterfalls are the same bright white-ish colour at all distances:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.vtoreality.com/images/2007/jr_rivendell02.jpg"&gt;&lt;img style="cursor: pointer; width: 230px; height: 172px;" src="http://www.vtoreality.com/images/2007/jr_rivendell02.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;-Draw distances. &lt;/span&gt; I've always said that the maximum frill distance should be increased.  Since book 14 though, the rest of the draw maximums seem to have been DEcreased.  For those of us with the graphical horsepower, we should be able to push draw distances, and LOD (level of detail) thresholds out as far as we want.  I shouldn't see Duillond suddenly vanish as I walk towards the downs; I shouldn't see Bree festival pop into being where there was bare land.  Ruins in the Lone-lands should be visible as far as the terrain is.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-Atmospheric blending. &lt;/span&gt; I love the weather effects in this game.  However, Middle-earth seems to be full of strange places which bizarrely affect the normal weather patterns.  Get too near to a goblin shrine, for instance, and the rain instantly stops, and dark clouds begin to circle overhead.  Trestlebridge's falling ash also used to be able to stop rain, but this was specifically addressed.  In short, I would like all localized special atmospheric effects to BLEND with the dominant regional weather pattern, and not supersede it.  Instances, of course, would be exempt from this rule, but places like Annuminas would not.  It is silly to think that it is always raining in that part of the city.  Players really enjoy seeing familiar places in different conditions.  More variable effects through blending would help a great deal.&lt;br /&gt;&lt;br /&gt;Remember that Forochel fog effect?  Imagine if it could be applied in a controlled fashion to the Barrow-downs, or to Bree-town for the morning.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-Bears.&lt;/span&gt;  Yes, bears.  Of all the creatures of Middle-earth, they are quite possibly the most poorly textured and animated.  When compared to the more recently designed creatures, such as the Saber-kittehs with their fluid animation and believable coats, the bears just don't measure up.  It is particularly important because bears are an available Lore-master pet.  Seeing them barrel down the street in their semi-random gait is a bit disconcerting.  Being a large fan of bears in the actual sense, I would very much like to see them upgraded.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-509495609616483181?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/509495609616483181/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=509495609616483181' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/509495609616483181'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/509495609616483181'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2008/12/graphical-polish.html' title='Graphical polish'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-4361164548600513135</id><published>2008-12-10T21:07:00.000-08:00</published><updated>2008-12-10T21:37:30.452-08:00</updated><title type='text'>Caps and uh...caps...</title><content type='html'>I thought I'd start off by addressing a fundamental problem with the new LOTRO combat system.  I realize this might not be the most interesting topic, so I will follow with some screenshots.  (Screencaps.)&lt;br /&gt;&lt;br /&gt;I believe in being straightforward.  The problem is caps.  The rest of the changes are more or less fine, despite the general uproar about being switched from plain percentages to 'ratings'.  Let me tell you what I like about the new rating system:  it enables much more scalability, flexibility, and fluidity throughout the entire level range, with itemization.  However, this is a powerful tool that Turbine must learn to use properly.  It is clear that they are being VERY cautious, however, particularly with the introduction of the hard mitigation and avoidance caps.  This is an informal blog, and I'll be honest:  this feature alone nearly killed my excitement for the expansion.&lt;br /&gt;&lt;br /&gt;I understand where they're coming from, though.  A better solution would be to implement harsher non-linear diminishing returns past the previous 'cap'.  I'll give an example:  say my Guardian had 16% block (no stance) pre-expansion.  Now he has something like 11% + 3.5% partial.  Stanced, it's 16%, but if I wasn't stanced, it'd be capped at 15%.  Even stanced, if I do something, such as activate 'Guardian's Ward', my block percentage hits the cap at 20%.  There is nothing I can do, no way to get it past this point.  It no longer says 'MAX', but the knowledge is there.  If instead, it let me push it to 20.05%, or 20.07%, that would be much preferable.  It would have a negligible effect on gameplay, yet such a major effect on the player's attitude towards the change.&lt;br /&gt;&lt;br /&gt;That said, I strongly urge Turbine to rethink the restriction of 'Builds' for Guardians and other classes who would like to tank to morale and vitality alone.  If a player wants to stack as much block or parry as he wants, at the expense of other stats, then he should be able to.  It's up to the team that itemizes the world to ensure that there are no game-breaking combinations out there.&lt;br /&gt;...and thus ends my first rant on this blog.  More later.  Now as promised, here are some screenshots showcasing the incredible art and world design that Turbine has become rightly famous for:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_qtkomNfzExM/SUCk3szLMxI/AAAAAAAAAAM/0IV9_WbCqLo/s1600-h/ScreenShot00301.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://4.bp.blogspot.com/_qtkomNfzExM/SUCk3szLMxI/AAAAAAAAAAM/0IV9_WbCqLo/s400/ScreenShot00301.jpg" alt="" id="BLOGGER_PHOTO_ID_5278400040103785234" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_qtkomNfzExM/SUCljNsJ9pI/AAAAAAAAAAU/IN7R18PnCcQ/s1600-h/ScreenShot00291.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://4.bp.blogspot.com/_qtkomNfzExM/SUCljNsJ9pI/AAAAAAAAAAU/IN7R18PnCcQ/s400/ScreenShot00291.jpg" alt="" id="BLOGGER_PHOTO_ID_5278400787667089042" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_qtkomNfzExM/SUCl8J5_IzI/AAAAAAAAAAc/BQmabB6ynt4/s1600-h/ScreenShot00366.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://2.bp.blogspot.com/_qtkomNfzExM/SUCl8J5_IzI/AAAAAAAAAAc/BQmabB6ynt4/s400/ScreenShot00366.jpg" alt="" id="BLOGGER_PHOTO_ID_5278401216148087602" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_qtkomNfzExM/SUCmcc3RXWI/AAAAAAAAAAs/5xNjAHAxT-s/s1600-h/ScreenShot00296.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://1.bp.blogspot.com/_qtkomNfzExM/SUCmcc3RXWI/AAAAAAAAAAs/5xNjAHAxT-s/s400/ScreenShot00296.jpg" alt="" id="BLOGGER_PHOTO_ID_5278401770992786786" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-4361164548600513135?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/4361164548600513135/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=4361164548600513135' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/4361164548600513135'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/4361164548600513135'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2008/12/i-thought-id-start-off-by-addressing.html' title='Caps and uh...caps...'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_qtkomNfzExM/SUCk3szLMxI/AAAAAAAAAAM/0IV9_WbCqLo/s72-c/ScreenShot00301.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4386907312958020614.post-9189179897144153288</id><published>2008-12-08T15:48:00.001-08:00</published><updated>2008-12-08T15:49:07.863-08:00</updated><title type='text'>Begininnation</title><content type='html'>...this is a test for formatting purposes...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4386907312958020614-9189179897144153288?l=lotrocalypse.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://lotrocalypse.blogspot.com/feeds/9189179897144153288/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4386907312958020614&amp;postID=9189179897144153288' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/9189179897144153288'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4386907312958020614/posts/default/9189179897144153288'/><link rel='alternate' type='text/html' href='http://lotrocalypse.blogspot.com/2008/12/begininnation.html' title='Begininnation'/><author><name>Ecthelion</name><uri>http://www.blogger.com/profile/04151932825305854940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
