The world is very much compressed for a reason. If they were to seriously expand the game, they'd either have to add in so much content that you'd probably never get out of the shire, or it'd be entirely empty.
Personally, there's enough storyline to be had without spending 3-4 months in the shire.
Initial impression, haven't been everywhere yet in stress test, but it feels like around 50-60% of WoW. Maybe like one of the WoW islands... although I've not been north yet. I think it's plenty big enough to play for a few months, max level, do some high-end raids and pvp for a month or so after that. It's a good 4-5 month game to play over the summer imo.... maybe jump over to AoC or WAR .... IF they come thru...
But its' big. I ran from the dwarft starting place, to the ford below Rivendell where the road sort of ends and I had to climb around a bunch of lvl 40 bears (was lvl 9). They one-shotted me. But that run took hours...
Airhead is right, to see the whole World you need to go from one end to another. You will by pass North Downs, but still you have an idea of the length.
Also being a stress tester or beta tester that never had a character above 30, can't really judge the size of the world.
So many people played one race to level 10 and think they know all about the game. This MMO doesn't start to be fun for me until after level 18-20.
Is the world small compared to other MMOs? Yes
Will it get bigger? Yes.
Is it a WoW Clone? Is WoW an EQ clone? Is X a X clone? Point/click, press button, they are all similar.
Initial impression, haven't been everywhere yet in stress test, but it feels like around 50-60% of WoW. Maybe like one of the WoW islands... although I've not been north yet. I think it's plenty big enough to play for a few months, max level, do some high-end raids and pvp for a month or so after that. It's a good 4-5 month game to play over the summer imo.... maybe jump over to AoC or WAR .... IF they come thru...
But its' big. I ran from the dwarft starting place, to the ford below Rivendell where the road sort of ends and I had to climb around a bunch of lvl 40 bears (was lvl 9). They one-shotted me. But that run took hours...
Airhead is right, to see the whole World you need to go from one end to another. You will by pass North Downs, but still you have an idea of the length.
Well it takes me about 5 minutes (real time) on horse to travel from bree to Lone Lands, I can even back this up:
I don't think it's correct that map,but i rather have a smaller world than SWG and have tons of content.
Eriador however is pretty small and within a few months you have seen everything there is so it's up to turbine to create a lot of end content because the current release world is not big enough to keep on exploring month after month.
I keep seeing how this game is a DDO clone. I play DDO and it is NOTHING like LOTRO. DDO is an instanced game, you play one quest at a time, like you may on the table top. LOTRO is a open world where you can work on multple quests at the same time. More in line with EQ, WOW, etc... The only thing the two games have in common is Turbine and some of the graphic models. BTW, I have put DDO on hold the last two weeks since I received a Beta invite and I am enjoying the game tremendously. Lots of fun. The world is large enough right now, with more to come. I have messed around with 4 toons so far, each with a different race and class.
Size is pretty well irrelevant to me. Size alone is not a substitute for content. If all you have is big, then you can try to sell big as a virtue in and of itself. LotRO has quite a high content density, but not so high IMO as to be wildly unrealistinc. As many have pointed out, it isn't all that small in any event. And it will grow. Every indication is that it will be popular enough to support a substantial development team for expansions.
I don't really see an issue with the size b/c no many people are going to be able to get through the 1,500 quests before they:
A) add more quest content;
Add more terrain through expansions.
Do some people honestly believe that the game world isn't going to get any bigger? By the time they add the new areas in, hopefully with the same detail as Eriador, LOTRO will be comparable in size to most MMOs out there with the benefit of more content and imo better content. Knowing that, I don't see a problem with waiting when I know it's going to be good if done like what we have so far.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
well for those who are satisfied with large empty worlds there is Dark and Light, SWG and Vanguard. Of course the communities are a bit small and teh content leaves a lot to be desired, but what the heck right? I'll take the larger in content but smaller in world size of LoTRO myself
well how big/small is it compaired to World of Warcraft? i could live with WoW, was not that small actually
its the smallest game world in an MMO that Ive played with the exception of DDO.
and yes, WoW isnt exactly a small world.
It's not how big it is, it's how you use it!
But seriously the world is fine and Turbine will be adding land mass pretty quickly. I am pretty sure they stated they will be adding land in the first month content patch. They did a great job with adding content and compelling things to do on Asheron's Call. IMO they have the best track record of any company for adding content to their game. ( It definitely isn't Blizzard with WoW. They hardly added anything to that game in the two years prior to their expansion pack)
Here are the patch notes from the February Patch on AC: (now keep in mind this is for a game with around 10K players maybe and is 8 years old)
Developer's Notes
New Content and Functionality
The Colosseum.
This is pretty much what it sounds like. The Colosseum is a dungeon of sorts with repeatable content. The premise is very simple. Players will enter the Colosseum and fight their way through increasingly difficult stages. There is no timer on repeating, so players will be able to enter The Colosseum as often as they would like, as long as their initial 60 minute timer is up.
Players of any level will be able to participate, but The Colosseum is geared towards fellowships. In order to go through, you must be part of a fellowship. When players enter, they will be in a staging area which will be used by everyone. This is a great place to get your fellowships together, or to find a group to tag along with. Once in a fellowship, one person will need to purchase a ticket at a reasonable cost from a nearby NPC. That person will then give the ticket to the starter NPC who will lock the fellowship and let them know they can enter The Colosseum.
The initial download time upon entering is a bit longer than most places. The drop is not hot so players are safe upon entrance and should only have to go through this download once. Once you hand in your ticket, your fellowship will have 1 hour to finish the Arena from the time that they start. After this time is up they will all be teleported out of the arena and will be able to speak to the NPC to get their reward. The rewards will depend on how far the fellowship has made it in The Colosseum. If you die in the arena you will be able to re-enter through the first door and then go through all the doors that you have passed through, they will remain open and the creatures will remain dead in previous stages as long as you are within the 1 hour time limit allotted to your fellowship. We have made The Colosseum an area in the game where you will not drop death items, due to very high possibility of people not being able to recover their corpses.
There will be 5 branches of The Colosseum so 5 fellowships full of players may do The Colosseum every hour. Once a fellowship is inside a branch of The Colosseum, that branch is locked from letting other players in. In the coming months we have plans to further update The Colosseum with things such as Boss fights, which can be unlocked by completing various stages in The Colosseum. We have also made it possible for higher level players to skip the first few low levels if they so choose.
Squelch Panel
The Squelch Panel has been added to the game. Players will be able to locate the Squelch Panel on their social tab. In order to add a player to your squelch list, simply add the players name to the space provided in the panel and hit the Squelch Character button. If you want to squelch the account associated with that character, just hit the squelch account button after putting the character name in the space provided. The display will tell players if it is an account or character squelch.
Craft Buffing Pets
Craft Buffing Pets have been added to the game. These pets will provide buffs to Cooking, Alchemy, Fletching, and Lockpick. These buffs are stackable with all other similar spells.
NPC Interactions
Once again the team has been hard at work trying to discover ways we can continue to improve the tech and functionality of Asheron's Call. One of the things that is being developed is the ability for NPC's to determine what a player has in their packs. For example, if Player A has 10 diamond powders in their pack and they talk to a certain NPC, that NPC will be able to see that and decide what message to send to Player A. This will give us the ability to start offering questing choices. So a player who has a particular item or items in their pack may get a different response then the player next to him who doesn't. While this may not seem overly exciting, it will give us the opportunity to do some things with player, NPC interactions that we had not been able to do in the past.
This in my opinion shows the inovativeness (sp?) of Turbine. I have never seen another Game do something like this. And I have played atleast 23 different MMOs (not counting f2p).
Miscellaneous Changes and Improvements
The Pallid and Squallid Moars were not able to be hit by melee attacks. This has been fixed and these creatures can now be hit by our melee friends
Based on player feedback Bosh Bosh will now drop tokens that players can turn in to the kill task NPC for the title and the xp.
The Regal Quarterstaff had the display name of Noble Quarterstaff. This has been fixed and it should now have the proper name
Falatacot created portals on Bur now have the correct artwork
Some logic was fixed in the "Natural Remedies" quest so that Pathaleon the Calculator's Image will always spawn during the ritual.
Goliathon and his shardlings can no longer be pulled to nearby areas that have guards.
More fixes implemented in the "It's a Fel Reaver, But With Heart" quest to keep the Scrapped Fel Reaver from breaking.
The Orb of the Blackwhelp and Hallowed Wands can no longer be used in combat, and the transformation will be canceled if the player receives damage.
The Scrap Reaver in Netherstorm repairs reduced from 10,000 health to 8,500 health over 10 seconds.
Battle of the Crimson Watch
Illidari Mind Breaker has been weakened.
Illidari Highlords can now be CC'ed but not Charmed.
PvP
Arenas
The cost of the "Gladiator's Slicer" has been increased to 2625 arena points.
The cost of the "Gladiator's Quickblade" has been decreased to 1125 arena points and changed to offhand only.
The cost of the "Gladiator's Cleaver" has been increased to 2625 arena points.
The cost of the "Gladiator's Hacker" has been decreased to 1125 arena points and changed to offhand only.
The cost of the "Gladiator's Pummeler" has been increased to 2625 arena points.
The cost of the "Gladiator's Bonecracker" has been decreased to 1125 arena points and changed to offhand only.
The cost of the "Gladiator's Right Ripper" has been increased to 2625 arena points.
The cost of the "Gladiator's Left Ripper" has been decreased to 1125 arena points.
The cost of the "Gladiator's Shanker" has been increased to 2625 arena points.
The cost of the "Gladiator's Shiv" has been decreased to 1125 arena points and changed to offhand only.
The cost of the "Gladiator's War Edge" has been decreased to 1000 arena points and the speed changed to 1.9.
The cost of the "Gladiator's Spellblade" has been increased to 3150 arena points.
The cost of the "Touch of Defeat" has been decreased to 1000 arena points.
The cost of the "Gladiator's Endgame" has been decreased to 1125 arena points.
The cost of the "Idol of Tenacity" has been decreased to 1000 arena points.
The cost of the "Libram of Justice" has been decreased to 1000 arena points.
The cost of the "totem of the Third Wind" has been decreased to 1000 arena points.
Druids
When the duration of "Cyclone" ends, area buffs such as "Leader of the Pack", "Tree of Life", and "Moonkin" will now be correctly resumed. <
"Bear Form" now grants 25% increased stamina instead of 25% increased health.
"Dire Bear Form" now grants 25% increased stamina instead of 25% increased health. In addition, the armor bonus has been reduced from 450% to 400%.
The multiplier on base weapon damage for "Mangle (Bear)" ability has been changed from 130% to 100%. In addition, the bonus damage has been reduced by the same ratio.
"Savage Fury" no longer affects "Mangle (Bear)".
"Savage Fury" no longer applies to "Maul" or "Swipe".
The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%.
"Improved Leader of the Pack" can no longer get critical heals.
The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match Dire Bear Form).
The rage normalization equation has been adjusted to grant more rage.
Paladins
The slowing affect from "Avenger's Shield" is now considered a snare, so snare removal and immunity affects will now work on it.
Priests
The base healing percent from "Vampiric Embrace" has been reduced to 15% from 20%. In addition, this ability can no longer get critical heals.
"Silent Resolve" no longer reduces threat generated by Shadow spells.
Prayer of Mending now has a 10 second cooldown.
Mass Dispel will now target immunity effects first.
Circle of Healing mana cost reduced by 25%.
The effectiveness of "Fade:Rank 7" has been increased by approximately 25%.
The damage absorption of "Power Word: Shield" added by the caster's bonus healing has been increased to 20%.
Shaman
The clearcasting effect from "Elemental Focus" now triggers on all spell critical strikes, rather than a chance on any spell hit.
The shaman will no longer generate additional threat when "Unleashed Rage" triggers.
The free Lightning spell cast from "Lightning Overload" will now cause reduced threat.
"Stoneclaw Totem" now has a 50% chance to stun attackers for 3 sec. when struck.
The bonus of the "Wrath of Air" totem now applies to healing spells as well.
Warlock
"Demonic Tactics" now grants increased critical strike chance to you and your demon pet, instead of increased damage.
Warriors
The rage normalization equation has been adjusted to grant more rage. The typical warrior should see an increase of 15% to 20% in their rage generation.
All warriors had their critical strike chance adjusted upward slightly (about 1%).
"Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat.
The cooldown on "Victory Rush" has been removed, and it can now be used up to 20 seconds after killing an enemy.
"Unbridled Wrath" has been modified so that rather than a fixed chance to grant rage, it has an increased chance when using slower weapons.
Increased the health bonus from "Commanding Shout" by 50%.
"Improved Battle Shout" talent renamed to "Commanding Presence" and now increases the health bonus from "Commanding Shout" in addition to increasing the melee attack power from "Battle Shout".
Items
The threat generated from the spell effect on "Thunderfury" has been substantially reduced.
The bonus to "Swipe" from the "Idol of Brutality" has been reduced from 50 to 10.
"Alchemist's Stone" will no longer increase healing and mana gained from items which are not potions.
The cost of sockets in high end items has been adjusted slightly, the result is that most high end epic items should see an increase in stats.
Corrected many items that had incorrect stat values assigned to them.
The rewards from the "Fel Embers" quest are now superior items as intended.
Reduced the damage dealt by "The Lightning Capacitor".
Corrected the level requirement of the "Fist of Reckoning".
"Necklace of Trophies" has been corrected to increase Hit Rating instead of Hit Avoidance.
"Burnoose of Shifting Ages" can now be disenchanted.
"Nethershrike" now has the proper sell value and can be disenchanted.
Corrected the level of "Marksman's Bow" to be in line with other epic reputation rewards.
The "Marksman's Bow" now has the proper damage range.
"Hourglass of the Unraveller" will now properly increase ranged attack power.
Corrected the socket bonus for "Soul-Collar of the Incarnate".
Corrected a typo in the set bonus of "Warbringer Armor".
"Ruby Slippers" now properly have a cast time.
Corrected the min use level of "Terokk's Shadowstaff".
"Warpscale Leggings" have had their Crit Rating updated to the intended Dodge Rating.
"Warmaul Slayer's Band" no longer has critical strike rating. However, its agility and attack power have been increased.
"Ancient Draenei War Talisman" now shares a cooldown with all trinkets that temporarily increase damage done.
"Ancient Draenei Arcane Relic" shares a cooldown with all trinkets that temporarily increase damage done.
"Aldor Guardian Rifle" now has a range correctly set on it.
The effect on "Void Star Talisman" was incorrectly set to On Use. It is now set to On Equip.
The critical strike rating on "Cilice of Suffering" has been changed to spell critical strike rating.
The cooldown for "Glimmering Mithril Insignia" has been increased from 10 minutes to 20 minutes.
The slowing affect from the "Mug 'O Hurt" is now considered a snare, so snare removal and immunity affects will now work on it.
The "Mark of Conquest" trinket now correctly triggers the mana regen effect.
Raids and Dungeons
Creatures in Tempest Keep:Botanica, Tempest Keep: Mechanar, and Tempest Keep:Arcatraz no longer respawn as rapidly.
Shadow Labyrinth
Reduced the chance of a Cabal Assassin ambush.
Hellfire Citadel:Shattered Halls
Removed a problematic chest.
The "Resist Shadow" spell cast by Shadowmoon Acolyte's in Shattered Halls will now be removed if a player leaves the zone.
Shattered Hand Gladiators will no longer break players' stealth when engaged in combat.
Serpentshrine Cavern
Boss creatures have received additional tuning and polish.
Tempest Keep: Arcatraz
Warder and Defender Corpses are now immune to spell effects that could cause the Protean Spawn to not spawn.
Protean Spawn now deal less damage.
The damage dealt by Wrath-Scryer Soccothrates' "Immolation" and "Knock Away" abilities has been reduced.
Auchindoun Shadow
Cabal Zealots are now more threatening while under the effect of Shape of the Beast.
Tempest Keep: Botanica
Sunseeker Gene-Splicers' Death and Decay now deals significantly less damage and casts less frequently.
Mutate Fleshlashers now deal less melee damage.
Mutate Horrors and Fear-Shriekers now have less health.
Sunseeker Researchers will now cast shocks less frequently.
Sunseeker Chemists are now Paladin type instead of Warrior type.
The Blue Seedlings in the High Botanist Freywinn encounter now slow players instead of immobilizing them.
High Botanist Freywinn will now plant seedlings at a slightly reduced rate.
Tempest Keep: Mechanar
Gatewatcher Iron-Hand now wields a Jackhammer.
Gatewatcher Iron-Hand is now more vocal when perfoming his Jackhammer attack.
Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The Mechanar may no longer be enslaved when in Heroic mode.
Caverns of Time
Captain Skarloc in Caverns of Time: Escape from Durnholde is no longer susceptible to disarm, and does not slow down when wounded.
A defeat in the Caverns of Time: Opening of the Dark Portal instance will no longer despawn unlooted bosses with loot.
Occasionally after players are defeated in the Caverns of Time: Opening of the Dark Portal encounter on Heroic difficulty, the placeholder versions of the bosses that appear in future attempts that day would not spawn. The proper placeholders will now spawn instead of Rift Lords and Rift Keepers.
Boss creatures in Caverns of Time: Opening of the Dark Portal will now dispel all nearby Time Keepers instead of one at a time.
Karazhan
Maiden of Virtue's "Holy Wrath" has been slightly retuned to try and allow additional melee attackers to be used against her.
Maiden of Virtue's "Holy Fire" has been adjusted to prevent a possible range exploit.
Maiden of Virtue will no longer "Holy Fire" players under the effect of "Repentance".
Midnight is no longer susceptible to Bleed effects, since he's a skeletal horse.
Nightbane's Restless Skeletons are now immune to non-holy magical damage.
Restless Skeletons no longer have immolation.
Nightbane's Bone Shard Spray can no longer be interrupted by using an immunity effect.
Some minor issues with the Library Tomes have been corrected.
The use of Divine Shield, Ice Block, or Cloak of Shadows will no longer prematurely detonate the Shade of Aran's Flame Wreath.
Restless Skeletons will now summon a player if they are unable to path to that player, and deal more melee damage.
The cooldown of Bellowing Roar has been adjusted to be a more consistent value.
Bug Fixes Fixed the credits to display properly.
An 8 year old game still adding content. And the current King of MMO's adding all bug fixes. That is pretty lame in my opinion.
So lets see in 2 years WoW added 2 5 man dungeons 1 20 man dungeon and 3 40 man dungeons. That is pretty sad when the vast majority of WoW players don't do any dungeons higher then 5 mans. ( That is supported by Blizzard themselves awhile back, and further supported by Blizzard dropping the raid number to 24 as opposed to 40)
So I say again I have more faith in Turbine adding content then Blizzard.
Currently playing: LOTRO & WoW (not much WoW though because Mines of Moria rocks!!!!)
Looking Foward too: Bioware games (Dragon Age & Star Wars The Old Republic)
I don't think it's correct that map,but i rather have a smaller world than SWG and have tons of content.
Eriador however is pretty small and within a few months you have seen everything there is so it's up to turbine to create a lot of end content because the current release world is not big enough to keep on exploring month after month.
If you ever done any moding in any game you would understand about "scaling" Scale is the units used to determines the dimensions of the world and object, maybe those maps are bigger , but what is the scale in units , you have to know what is the unit size for each game, one game could use 2 unite high avaters while another uses a 1/16 unit. I will not argue on which world is bigger, but theirs os more to game designing then just the length of a map.
I could care less about the size, I'm having LOADS of fun and that's what matters. It really is a good (perhaps great when the real game comes out) game and I'm going to buy it. I'm currently playing a hobbit burglar, the burglar is quite a fun class to play. I'm not sure how fun the other classes are though, haven't got a chance to try em out yet. Loremaster looks interesting.
Wait a minute, Wow has the smallest game world of any MMO I have played, bar none. I tried to get around as much as I could in the stress test and in my opinion, LOTRO is a larger world than Wow. It is definitely not smaller.
Wait a minute, Wow has the smallest game world of any MMO I have played, bar none. I tried to get around as much as I could in the stress test and in my opinion, LOTRO is a larger world than Wow. It is definitely not smaller.
incorrect.
*nods* puff puff pass
If you need a refresher on how big World of Warcraft is, here is one continent of WoW. I think saying its HALF this size is a stretch. So LotRO may be a quarter of the size of wow? *shrugs*
"If you want a picture of the future, imagine a robot foot stomping on a human face -- forever."
The OP is an idiot. If he wants to run 20 miles in real time, then he's nuts. I for one don't want to waste my time running from pt A to pt B.
It was obvious from his frist writing that he didn't mean he wanted to run for the same time as it would take in real life. Since some people didn't understand that, he made it clear in at least a couple of posts, that he meant that the running time should be longer, but nothing like the 2h+ it would take for real.
You, failing to understand that, fit the description of "an idiot" better than the OP.
This is classic. So many people continue to bash vanguard for the games "vanbois". Yet I see the same BS happening to the people that criticize this game on this board.
I don't really see an issue with the size b/c no many people are going to be able to get through the 1,500 quests before they: A) add more quest content; Add more terrain through expansions. Do some people honestly believe that the game world isn't going to get any bigger? By the time they add the new areas in, hopefully with the same detail as Eriador, LOTRO will be comparable in size to most MMOs out there with the benefit of more content and imo better content. Knowing that, I don't see a problem with waiting when I know it's going to be good if done like what we have so far.
For me personally it's not the amount of zones that is the problem. My main problem is the boxy and closed feel of each zone. That is not going to be fixed by adding more and more zones.
I think a open and seamless game world is the only thing "ME" deserved. I want to be able to head out of town, get a direction and be able to continue walking in that direction until I reach the ocean, some really high mountains, hard mobs or something like that. I don't want to be stopped by a mountain wall that surrounds the entire zone. That is my problem.
HensenLiros, could you please let me know what server you will be playing on in retail, so I can blacklist it? Idiot.
Cabe2323, it isn't completely accurate to compare a content patch with a bug fix patch
I am enjoying the LOTR beta the only real problem that I have with it is that it is pretty much impossible to go exploring as any interesting cave or other dungeon or whatever you may come across you cannot enter as you do not have the right quest active, which really jars you out of the fantasy.
I would like the world to offer more freedom of choice and I agree with another comment about how annoying it is to feel "penned iN" to particular zones by impenetrable mountain ranges and so on, it would be cool to be able to head into any mountain range and just maybe find a route through them, but i guess MMOs are a good few years off being there yet.
Turbine plans to keep opening new areas post-launch and many of those mountainous areas are just temporary barriers so you cannot access areas which are not yet complete.
More and more new areas are being terra-formed and the old mountain barriers are disappearing. In time, the game will not only become BIGGER -- MUCH BIGGER -- but will also become more OPEN.
I played the game (preordered), and unless he went thru the prelogue , he couldn't leave nebie land . Another thing is once outside the newbie land the first 2 zones for that race are going to be pretty easy , once you get to bree it become a lot more diffucult to maneuver to some areas of the game. Barrows down , North Barrows , LoneLands Old Forest , ect. Maybe the world doesn't fit his ideal middle Earth , for the majority of players it is the content that is really bring this game to life.
When I think of middle earth I think of mystery, adventure, and high fantasy. I think of danger. What exactly is dangerous about LOTRO. For example if i'm in noob land is their a possibility someone might at any moment swing around a corner and chop my head off? I just can't get into games without pvp because fighting robots is boring. Jus my opinion.
And yeah the land sounds pretty small, when I think of middle earth, I think of an infinite plateau of orcs, goblins, elves, and hidden nooks.
I don't really see an issue with the size b/c no many people are going to be able to get through the 1,500 quests before they: A) add more quest content; Add more terrain through expansions. Do some people honestly believe that the game world isn't going to get any bigger? By the time they add the new areas in, hopefully with the same detail as Eriador, LOTRO will be comparable in size to most MMOs out there with the benefit of more content and imo better content. Knowing that, I don't see a problem with waiting when I know it's going to be good if done like what we have so far.
For me personally it's not the amount of zones that is the problem. My main problem is the boxy and closed feel of each zone. That is not going to be fixed by adding more and more zones.
I think a open and seamless game world is the only thing "ME" deserved. I want to be able to head out of town, get a direction and be able to continue walking in that direction until I reach the ocean, some really high mountains, hard mobs or something like that. I don't want to be stopped by a mountain wall that surrounds the entire zone. That is my problem.
HensenLiros, could you please let me know what server you will be playing on in retail, so I can blacklist it? Idiot.
Cabe2323, it isn't completely accurate to compare a content patch with a bug fix patch
Hmm. Well, personally I don't feel it's boxy or closed. Course, it is very normal for folks to differ in opinion. I guess the idea of impassable terrain just doesn't bother me as I've played many games that featured that and there are plenty of places in the real world that you just aren't going to be able to navigate on foot. Keeping that in mind I guess allows me to not focus on the mountains I can't climb and instead focus on all of the areas I can go. *shrug*
WHo knows. They opened up the Old Forest area, they may take that approach with the new areas they add. I mean, I very well can see Rohan being wide open stretching as far as your render distance will go.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
When I think of middle earth I think of mystery, adventure, and high fantasy. I think of danger. What exactly is dangerous about LOTRO. For example if i'm in noob land is their a possibility someone might at any moment swing around a corner and chop my head off? I just can't get into games without pvp because fighting robots is boring. Jus my opinion. And yeah the land sounds pretty small, when I think of middle earth, I think of an infinite plateau of orcs, goblins, elves, and hidden nooks.
Monster Play is the best pvp I've seen , the reason being, it has objectives like a capture the flag, as well as perks for your monster and regular character , but their is no winner it is an on going battle 24/7 . Image a massively multiplayer phanasty ctf. At any given time you could have hundreds of monster and Player character battling for a Fort, to me that is something that I find awesome and it really give a good purpose to pvp. For people looking on the outside ,in , it looks lame or whatever , but once you start playing it it becomes highly addictive .
Another , once in your 20's you will find most mobs not so easy. Prepare to die a lot if you solo
Comments
Personally, there's enough storyline to be had without spending 3-4 months in the shire.
Also being a stress tester or beta tester that never had a character above 30, can't really judge the size of the world.
So many people played one race to level 10 and think they know all about the game. This MMO doesn't start to be fun for me until after level 18-20.
Is the world small compared to other MMOs? Yes
Will it get bigger? Yes.
Is it a WoW Clone? Is WoW an EQ clone? Is X a X clone? Point/click, press button, they are all similar.
Well it takes me about 5 minutes (real time) on horse to travel from bree to Lone Lands, I can even back this up:
http://www.youtube.com/watch?v=qxIJerzvHt0
We know for a fact that Eriador is 50 million sq meters which is little over 7 Km x 7 Km
img237.imageshack.us/my.php
I don't think it's correct that map,but i rather have a smaller world than SWG and have tons of content.
Eriador however is pretty small and within a few months you have seen everything there is so it's up to turbine to create a lot of end content because the current release world is not big enough to keep on exploring month after month.
___________________________________________
Take the Magic: The Gathering 'What Color Are You?' Quiz.
its the smallest game world in an MMO that Ive played with the exception of DDO.
and yes, WoW isnt exactly a small world.
"If you want a picture of the future, imagine a robot foot stomping on a human face -- forever."
I don't really see an issue with the size b/c no many people are going to be able to get through the 1,500 quests before they:
A) add more quest content;
Add more terrain through expansions.
Do some people honestly believe that the game world isn't going to get any bigger? By the time they add the new areas in, hopefully with the same detail as Eriador, LOTRO will be comparable in size to most MMOs out there with the benefit of more content and imo better content. Knowing that, I don't see a problem with waiting when I know it's going to be good if done like what we have so far.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
I miss DAoC
its the smallest game world in an MMO that Ive played with the exception of DDO.
and yes, WoW isnt exactly a small world.
It's not how big it is, it's how you use it!But seriously the world is fine and Turbine will be adding land mass pretty quickly. I am pretty sure they stated they will be adding land in the first month content patch. They did a great job with adding content and compelling things to do on Asheron's Call. IMO they have the best track record of any company for adding content to their game. ( It definitely isn't Blizzard with WoW. They hardly added anything to that game in the two years prior to their expansion pack)
Here are the patch notes from the February Patch on AC: (now keep in mind this is for a game with around 10K players maybe and is 8 years old)
Developer's Notes
New Content and Functionality
This is pretty much what it sounds like. The Colosseum is a dungeon of sorts with repeatable content. The premise is very simple. Players will enter the Colosseum and fight their way through increasingly difficult stages. There is no timer on repeating, so players will be able to enter The Colosseum as often as they would like, as long as their initial 60 minute timer is up.
Players of any level will be able to participate, but The Colosseum is geared towards fellowships. In order to go through, you must be part of a fellowship. When players enter, they will be in a staging area which will be used by everyone. This is a great place to get your fellowships together, or to find a group to tag along with. Once in a fellowship, one person will need to purchase a ticket at a reasonable cost from a nearby NPC. That person will then give the ticket to the starter NPC who will lock the fellowship and let them know they can enter The Colosseum.
The initial download time upon entering is a bit longer than most places. The drop is not hot so players are safe upon entrance and should only have to go through this download once. Once you hand in your ticket, your fellowship will have 1 hour to finish the Arena from the time that they start. After this time is up they will all be teleported out of the arena and will be able to speak to the NPC to get their reward. The rewards will depend on how far the fellowship has made it in The Colosseum. If you die in the arena you will be able to re-enter through the first door and then go through all the doors that you have passed through, they will remain open and the creatures will remain dead in previous stages as long as you are within the 1 hour time limit allotted to your fellowship. We have made The Colosseum an area in the game where you will not drop death items, due to very high possibility of people not being able to recover their corpses.
There will be 5 branches of The Colosseum so 5 fellowships full of players may do The Colosseum every hour. Once a fellowship is inside a branch of The Colosseum, that branch is locked from letting other players in. In the coming months we have plans to further update The Colosseum with things such as Boss fights, which can be unlocked by completing various stages in The Colosseum. We have also made it possible for higher level players to skip the first few low levels if they so choose.
The Squelch Panel has been added to the game. Players will be able to locate the Squelch Panel on their social tab. In order to add a player to your squelch list, simply add the players name to the space provided in the panel and hit the Squelch Character button. If you want to squelch the account associated with that character, just hit the squelch account button after putting the character name in the space provided. The display will tell players if it is an account or character squelch.
Craft Buffing Pets have been added to the game. These pets will provide buffs to Cooking, Alchemy, Fletching, and Lockpick. These buffs are stackable with all other similar spells.
Once again the team has been hard at work trying to discover ways we can continue to improve the tech and functionality of Asheron's Call. One of the things that is being developed is the ability for NPC's to determine what a player has in their packs. For example, if Player A has 10 diamond powders in their pack and they talk to a certain NPC, that NPC will be able to see that and decide what message to send to Player A. This will give us the ability to start offering questing choices. So a player who has a particular item or items in their pack may get a different response then the player next to him who doesn't. While this may not seem overly exciting, it will give us the opportunity to do some things with player, NPC interactions that we had not been able to do in the past.
Miscellaneous Changes and Improvements
Now compare it to the WoW Patch:
World of Warcraft PTR Patch 2.0.10
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
General
Druids
Fixed the credits to display properly.
An 8 year old game still adding content. And the current King of MMO's adding all bug fixes. That is pretty lame in my opinion.
So lets see in 2 years WoW added 2 5 man dungeons 1 20 man dungeon and 3 40 man dungeons. That is pretty sad when the vast majority of WoW players don't do any dungeons higher then 5 mans. ( That is supported by Blizzard themselves awhile back, and further supported by Blizzard dropping the raid number to 24 as opposed to 40)
So I say again I have more faith in Turbine adding content then Blizzard.
Currently playing:
LOTRO & WoW (not much WoW though because Mines of Moria rocks!!!!)
Looking Foward too:
Bioware games (Dragon Age & Star Wars The Old Republic)
who me ?
Wait a minute, Wow has the smallest game world of any MMO I have played, bar none. I tried to get around as much as I could in the stress test and in my opinion, LOTRO is a larger world than Wow. It is definitely not smaller.
incorrect.
*nods* puff puff pass
If you need a refresher on how big World of Warcraft is, here is one continent of WoW. I think saying its HALF this size is a stretch. So LotRO may be a quarter of the size of wow? *shrugs*
"If you want a picture of the future, imagine a robot foot stomping on a human face -- forever."
You, failing to understand that, fit the description of "an idiot" better than the OP.
This is classic. So many people continue to bash vanguard for the games "vanbois". Yet I see the same BS happening to the people that criticize this game on this board.
Pot meet kettle.
I think a open and seamless game world is the only thing "ME" deserved. I want to be able to head out of town, get a direction and be able to continue walking in that direction until I reach the ocean, some really high mountains, hard mobs or something like that. I don't want to be stopped by a mountain wall that surrounds the entire zone. That is my problem.
HensenLiros, could you please let me know what server you will be playing on in retail, so I can blacklist it? Idiot.
Cabe2323, it isn't completely accurate to compare a content patch with a bug fix patch
I am enjoying the LOTR beta the only real problem that I have with it is that it is pretty much impossible to go exploring as any interesting cave or other dungeon or whatever you may come across you cannot enter as you do not have the right quest active, which really jars you out of the fantasy.
I would like the world to offer more freedom of choice and I agree with another comment about how annoying it is to feel "penned iN" to particular zones by impenetrable mountain ranges and so on, it would be cool to be able to head into any mountain range and just maybe find a route through them, but i guess MMOs are a good few years off being there yet.
There is some good news here.
Turbine plans to keep opening new areas post-launch and many of those mountainous areas are just temporary barriers so you cannot access areas which are not yet complete.
More and more new areas are being terra-formed and the old mountain barriers are disappearing. In time, the game will not only become BIGGER -- MUCH BIGGER -- but will also become more OPEN.
~ Ancient Membership ~
It's possible in WoW, very stupid and pointless, but it's possible.
It's possible in EQII.
It's possible in DAoC, but a little more difficult.
So why isn't it impossible in LotRO? Have you guys flaming the op actually played the game itself?
I played the game (preordered), and unless he went thru the prelogue , he couldn't leave nebie land . Another thing is once outside the newbie land the first 2 zones for that race are going to be pretty easy , once you get to bree it become a lot more diffucult to maneuver to some areas of the game. Barrows down , North Barrows , LoneLands Old Forest , ect. Maybe the world doesn't fit his ideal middle Earth , for the majority of players it is the content that is really bring this game to life.
who me ?
When I think of middle earth I think of mystery, adventure, and high fantasy. I think of danger. What exactly is dangerous about LOTRO. For example if i'm in noob land is their a possibility someone might at any moment swing around a corner and chop my head off? I just can't get into games without pvp because fighting robots is boring. Jus my opinion.
And yeah the land sounds pretty small, when I think of middle earth, I think of an infinite plateau of orcs, goblins, elves, and hidden nooks.
I think a open and seamless game world is the only thing "ME" deserved. I want to be able to head out of town, get a direction and be able to continue walking in that direction until I reach the ocean, some really high mountains, hard mobs or something like that. I don't want to be stopped by a mountain wall that surrounds the entire zone. That is my problem.
HensenLiros, could you please let me know what server you will be playing on in retail, so I can blacklist it? Idiot.
Cabe2323, it isn't completely accurate to compare a content patch with a bug fix patch
Hmm. Well, personally I don't feel it's boxy or closed. Course, it is very normal for folks to differ in opinion. I guess the idea of impassable terrain just doesn't bother me as I've played many games that featured that and there are plenty of places in the real world that you just aren't going to be able to navigate on foot. Keeping that in mind I guess allows me to not focus on the mountains I can't climb and instead focus on all of the areas I can go. *shrug*
WHo knows. They opened up the Old Forest area, they may take that approach with the new areas they add. I mean, I very well can see Rohan being wide open stretching as far as your render distance will go.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
Another , once in your 20's you will find most mobs not so easy. Prepare to die a lot if you solo
who me ?