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Barq Bandit
05-07-2007, 11:08 PM
<p><b>Items</b></p><p>    * New merchants have arrived in all major cities offering musical instruments for your fun and entertainment.</p><p><span style="font-size: small; font-family: comic sans ms,sand">i noticed this with a great deal of excitement as it's something players have been asking to be put in for quite some time.  i'm a little surprised that no one has pounced on this and described the items and how they work here in the feedback forum section.  any details on this at all?  they for everyone, or just bards?  how do you use them and what all can be done with them?  do they play preset music?  does each instrument play only sounds you'd expect from that instrument, and can multiple people play the same music together with different instruments if they group up?</span></p><p><span style="font-size: small; font-family: Comic Sans MS">details please!  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></span></p>

Oidan
05-08-2007, 12:03 AM
<p>What I would like to really know is how this plays a part IRT Bards? The Uniqueness and mystique of Bards has diminished quite a bit with what should be class defining but other classes can and do it a lot better with less work.</p><p>Is this going to fall into that as well? I am hoping that certain weapon types will have focus effects for the grp that stem off of our abilities.</p>

Dragowulf
05-08-2007, 12:12 AM
people say they aren't working. people say they are just fluff. At this point i have no effin clue.

Xova
05-08-2007, 02:38 AM
<p>I purchased one of each today - flute, lute, and drum - for about 2g apiece. As near as I could figure, they don't work. They go in the charm slot and you "use" them from there. I got a progress bar for each that loaded very quickly. And that was it. No animation, no sound - I was a little baffled as to how they actually work.</p><p>If anyone else has had a different experience by all means share becuase as far as I could see they aren't working.</p>

Oidan
05-08-2007, 03:49 AM
Just Fluff makes me cry irl

Thunderthyze
05-08-2007, 04:05 AM
<cite>Dragowulf2 wrote:</cite><blockquote>people say they aren't working. people say they are just fluff. At this point i have no <b>effin</b> clue. </blockquote> Should that not be "Elfin" clue?? <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />

dieschatten
05-08-2007, 04:15 AM
@xova  Mybe it is better that they don't work when you use them <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> i don't want a empty Zone after you play ^^

Valdaglerion
05-08-2007, 12:45 PM
<p>On a separate yet somewhat related note, I have been spending a lot of time in DoF lately, reading the lore, hunting questing etc. As part of that it is evident the Djinn dont like music. As this thread lightly eluded to the instruments being weapons another question popped in my head -</p><p>"Do Bards get to do exceptional damage to the djinn?"</p><p> How would having musical instruments equipped affect fights with djinn mobs - maybe increased disruption, decrease their focus, increase damage to them with increase crit possibility? Apparently music comes close to sounding the true name of the djinn which destroys them?</p><p> Just curious....</p>

Ba
05-08-2007, 02:15 PM
<p>Would be nice if they would steal the instrument system from LoTR -- you can actually PLAY these and use music scores downloaded from the net.</p><p>However, if they do expand the instrument concept and add more instruments then I do expect the bard classes to be able to play these better/nicer than everyone else. Just cuz they are bards.</p>

Pain Divine
05-08-2007, 02:33 PM
<p>Being a musician myself, I was excited about LOTRO having in-game musical instruments. I was in vanguard beta and suggested such to the developers... they laughed at me. Literally. Now the Devs over at LOTRO have stated that the response to the musical instruments is so overwhelming they are actually expanding them in the next patch to include more... =P to the Vanguard devs... guess you should have listened when we all told you the Sys requirements were way too high as well... lol</p><p> Anyways, the music system in LOTRO works like this: You buy an instrument from a vendor for 20s. There are about 6 types. You can only play 2 types... determined by your class (or maybe race... not sure) unless you're a minstrel... then you can play anything. 20s is basically ALL your money at level 5, which is the level you get the ability to play at. You also have to buy the ability from a vendor for 5s.</p><p>Once you have an instrument you can equip it... it goes in its own special slot. Then you do a /Music command and start playing. The notes are the number keys, 1-8. Control 1-8 are the flats and shift gives you a higher octave... but the higher octave gives you no flats so its kind of worthless. </p><p>Industrious individuals have started using keystroke logging software to map complex songs out ahead of time. They just run their script and it plays rather complicated music for them. That's kind of nice for those like me that know a little music theory, because I can run up and start soloing over top of them. I've seen 3 and 4 people jamming with each other. Then a small crowd of onlookers will show up... its all really shnazzy.</p><p>I dunno how many of you have tried LOTRO... but really, its something else. A lot of rumors have gone around about how it's just like wow... but its not. I really have never played anything like it. The polygon count IS low... but the detail they put in the game is incredible. It really does feel like middle earth.</p>

Dyse
05-08-2007, 02:55 PM
<p> Yeah, I beta'd LOTRO and am a musician who loved to stand and play all kinds of things.   That was a great RP thing to have.</p><p> But I'm also partial to SWG's Musician and pre-arranged music to allow others to jam in sync with flurishes and such.</p><p>  NOW, to have the Best of Both worlds would be an awesome thing to have.   Devs???  Devs???   COME ON!!!!!!</p><p>  Would make RP'ing a bit more fun.   We have an Opera house now.... Let's use it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Bramwe
05-08-2007, 04:05 PM
I do not and have not ever played a bard but I do miss seeing the bards twisting songs in bright blue armor.......  When they add these instruments I wish they would also add Bard only instruments that give bonuses to groups/raids.  

Cocytus
05-09-2007, 10:17 PM
<p>Maybe you need a bard fun spell to use these? I thought of this the other day. A few of the bard fun spells don't really do anything except create a very small, almost unnoticeable particle. Maybe that will be replaced.</p><p>Just a thought.</p>

Maudit
05-10-2007, 12:09 AM
<p>/sign</p><p>My Ratonga playing bango type with dark shades!!! I am sooooo /sold for that! </p><p>I must admit that the music system in LotrO is awesome and I hope that Turbine paved the road to other Co in the industry and that we will see this happening in EQ2.</p><p>     - Maudit Destin</p>

Norrsken
05-10-2007, 07:49 AM
I've been speaking about a LotRish type music system for 3 years or so now. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Also some other similar ideas, but didnt flesh the others out as well as the music system.

Xs-142
05-10-2007, 09:20 AM
*nudge nudge* Can't someone at SOE just say "Yes, we're going to add  this"<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

firza
05-10-2007, 09:53 AM
<p>nm this</p>

mellowknees72
05-10-2007, 01:11 PM
One of the things I really enjoy about SWG is how the entertainers could group together and cooperatively play songs. Even if the musical instruments are "all fluff" for EQ2, it would be a cool way to pass the time to "jam" with friends.

Feconix
05-10-2007, 07:32 PM
I put these in for the roleplayers. One man's fluff is another man's awesome.

Powers
05-10-2007, 07:51 PM
<cite>Findin wrote:</cite><blockquote>I put these in for the roleplayers. One man's fluff is another man's awesome. </blockquote> As a roleplayer, I thank you for adding these. However, as a crafter, I have to ask why they're on a vendor instead of in Woodworkers' recipe books. Powers  &8^]

KerowynnKaotic
05-10-2007, 08:07 PM
<cite>Powers wrote:</cite><blockquote><cite>Findin wrote:</cite><blockquote>I put these in for the roleplayers. One man's fluff is another man's awesome. </blockquote> As a roleplayer, I thank you for adding these. However, as a crafter, I have to ask why they're on a vendor instead of in Woodworkers' recipe books. Powers  &8^] </blockquote><p> *points up to what Powers said* </p><p>Fluff is fine but do they actually work?  </p><p>If all you can do is stand there with a instrument icon equiped that's not much fun.   If they at least used the animations (or slighty different) that bards use it would be something interesting to pass the time with as fluff.</p>

PonderStibbons
05-10-2007, 08:09 PM
<cite>Powers wrote:</cite><blockquote><cite>Findin wrote:</cite><blockquote>I put these in for the roleplayers. One man's fluff is another man's awesome. </blockquote> As a roleplayer, I thank you for adding these. However, as a crafter, I have to ask why they're on a vendor instead of in Woodworkers' recipe books. Powers  &8^] </blockquote>Got to agree with the wise Powers there.  Would have been really nice if these had gone in as recipes...   and possibly house decor items.  I mean, what 'pub' doesn't have a banjo or harp parked behind the bar. @Findin: Did you look at the possibility of allowing players to 'play' their own compositions or did this go the same way as a similar idea Raph had for SWG but that got stifled under Performing Rights red tape?

Rijacki
05-10-2007, 09:24 PM
<cite>Findin wrote:</cite><blockquote>I put these in for the roleplayers. One man's fluff is another man's awesome. </blockquote>As much as I like roleplay "fluff", bards have been -begging- for working instruments since release (when there were instruments in the woodworker books).  As a player of a dirge and a bard afficinato, it is very disappointing to A- see instruments added as just pure "fluff" (you'll probably never realise how many hopes you got up with the patch note), B- have them usable by anyone, C- still no bard lovin' even after bards were told they were getting improvements that amounted to some shell-game shuffling.

Blakeavon
05-10-2007, 09:41 PM
<cite>Findin wrote:</cite><blockquote>I put these in for the roleplayers. One man's fluff is another man's awesome. </blockquote>well on behalf of the bard community id love to say thanks, but can we get some that actually helps us?

Faymar
05-11-2007, 05:04 PM
Fluff or not, I do think something is wrong. They have a use option which one would expect to do something. When you "use" the instrument, the spells tab says: You incant quickly to summon your flying Maj'Dul. Your flying Maj'Dul arrives! An icon appears in the buff bar saying "Play the XXX" where XXX is the instrument that you have used. Perhaps that's the point but it seems exceedingly odd to have a "fluff buff" visible only to the owner that attempts to summon a carpet.

Trabbart
05-12-2007, 04:13 AM
[email protected] Bayle wrote: <blockquote><cite>Findin wrote:</cite><blockquote>I put these in for the roleplayers. One man's fluff is another man's awesome. </blockquote>well on behalf of the bard community id love to say thanks, but can we get some that actually helps us? </blockquote><p> As a Bard, i can only say this. In  Holland we have a saying: Iemand blij maken met een dooie mus.</p><p>So thnx for the dead bird.</p>

Novusod
05-12-2007, 09:12 AM
<cite>Trabbart wrote:</cite><blockquote>[email protected] Bayle wrote: <blockquote><cite>Findin wrote:</cite><blockquote>I put these in for the roleplayers. One man's fluff is another man's awesome. </blockquote>well on behalf of the bard community id love to say thanks, but can we get some that actually helps us? </blockquote><p> As a Bard, i can only say this. In  Holland we have a saying: Iemand blij maken met een dooie mus.</p><p>So thnx for the dead bird.</p></blockquote>As a bard myself I think bards should get a little something extra for playing instruments. Give us a reason to play them. Maybe something simple like 50% <b>OUT of combat</b> power regeneration for one instrument and 50% <b>OUT of combat</b> life regeneration for another.

Zarafein
05-12-2007, 09:54 AM
looks like the devs can't add roleplay stuff thats just for roleplay without people complaining... anyway, it should do something usefull for roleplay, at least a instrument playing animation, sounds like it does nothing at the moment.

Apocroph
05-13-2007, 12:55 AM
Congrats Devs, you've got it wrong on TWO counts with instruments. Firstly, they should be crafted.  Not vendor-sold.  Crafted. Secondly, these things shouldn't just be toys for the masses.  We've already got music boxes.  Instruments were the class-definer in EQ1, just as they should be in EQ2.  Bards are little more than rogues with permanent buffs and music note particle effects. We're not talking about something that can upset the balance applecart here.  Itemizing instruments functions on the same principle as anything else.  If it has boosts to spellcasting skills, it has less stat boosts to compensate.  The wheel needs no reinvention here.  Assign spells to a specific casting skill, and assign an instrument to each casting skill. Example:  Drums - Ordination, Strings/Lute - Ministration, Winds - Subjugation, Voice - Disruption. Sample item: Selo's Drums of the March Percussion Primary Two Hand Level 20 +5 Stamina, +5 Ordination If you're gonna go through the trouble of creating these items and their associated animations, take the time to do the whole thing right.  You had a great opportunity to make the Bard classes truly unique, and provide some new tradeskill content with one fell swoop and chose to ignore it. Fix this, please.  Please.

Mirander_1
05-13-2007, 01:35 AM
I think these upcoming instruments are a decent starter point, on which things like Bard buffs can be added.  Now I'm not a Bard player, but what would you guys think of something like this: All players can equip them, and use the music playing effect, as it is now. On top of the play music effect, each instrument type would have a buff for troubs, and a buff for dirges. How many instrument types are there, anyway?  Oh well, for the sake of this lets say there's four instruments.  So the devs pick four spell lines for both Troubs and Dirges (fairly useful and commonly used abilities, obivously) then apply one to each of the instruments, and has the instrument increase the effect of that spell by some percent, so the stats for an instrument would look something like this: ___________________________ Lute Slot: Charm Effect: Play Music Troubador: increases the effect of XXX spell line by XXX% Dirge: increases the effect of YYY spell line by YYY% ___________________________ Then implement crafted and some looted instruments, the higher the quality, the higher the percent effect.  It could also be a set number rather than percent for easier balancing.  Now we've got instruments that both help Bards and as a fun little roleplay element.

Trabbart
05-13-2007, 05:02 AM
<cite>Mirander_1 wrote:</cite><blockquote>I think these upcoming instruments are a decent starter point, on which things like Bard buffs can be added.  Now I'm not a Bard player, but what would you guys think of something like this: All players can equip them, and use the music playing effect, as it is now. On top of the play music effect, each instrument type would have a buff for troubs, and a buff for dirges. How many instrument types are there, anyway?  Oh well, for the sake of this lets say there's four instruments.  So the devs pick four spell lines for both Troubs and Dirges (fairly useful and commonly used abilities, obivously) then apply one to each of the instruments, and has the instrument increase the effect of that spell by some percent, so the stats for an instrument would look something like this: ___________________________ Lute Slot: Charm Effect: Play Music Troubador: increases the effect of XXX spell line by XXX% Dirge: increases the effect of YYY spell line by YYY% ___________________________ Then implement crafted and some looted instruments, the higher the quality, the higher the percent effect.  It could also be a set number rather than percent for easier balancing.  Now we've got instruments that both help Bards and as a fun little roleplay element. </blockquote><p>Well i like your enthousiasm. However... "your"  idea has been around for many threads, has died and has had more reincarnations than Bhudda. </p><p>They are NOT out there, noone is listening. Bards are the dodo's of Norrath. Go find one to stuff and put on a wall.</p>

Koltr
05-13-2007, 10:48 PM
Maybe I'm just picky, but I never liked the way that bards cast spells like wizards. Instead of having a fixed set of spells aquired by a bard at each level, a bard should instead have attribute affecting tones that are chained together based on the notes played on an instrument. When all tones are played in a beautiful, haunting, or discordant manner, the effects should be related. Dirges would really be playing a dirge, while a troubador would be playing songs of victory or passion. Maybe a player should have a FEW musical skill before aspiring to be a bard, just like a tank should have a FEW leadership skills when acting in that mode. There are a number of sequencer packages out there that can be rolled into the engine without too much effort, one in particular is small enough and fast enough to completely replace the canned music you have in game now. Overall, the idea of getting the exact same spell every ten levels is rather boring anyways, so why don't you do away with the upgrade path for all spell lines and invent something new that enhances the characteristics of the toon rather than just uses a new mutliplier on an old spell template. Currently, asside from the animation for each spell, the effects could easily be picked from the same template regardless of class. If the bard didn't use this model but instead was required to play music to survive, with no upper limit on the number of effects, but only on the effective power, per song, more people would play them. You already have in-game a sequence based spell system, call heroic oportunities. The bard could get a second medalion which would react to what the toon is playing. As the toon proceeds down a particular musical path the set of affected attributes would grow until the time elaspes for the riff, at which point the song would continue until another is started or the toon is silenced or interrupted. Reduce the importance of swashbuuckler type of play by enhancing the effectiveness of reall in-game music, and you will royally rock. In addition, the music medallion would be group wide, so a duet could stack thier powers and produce even stronger effects in the same level based time limit. Six bards would be the ultimate, and would be fun to watch as the mobs attack each other in strange and dramatic ways. A bard should be able to start a riot, bring peace, induce rage, inspire comrads, and instill fear, and never have to take out their dagger. The group that brings the bard along, should be doing so for more that buff bottery.

DngrMou
05-14-2007, 01:20 PM
Pain Divine wrote: <blockquote><p>I dunno how many of you have tried LOTRO... but really, its something else. A lot of rumors have gone around about how it's just like wow... but its not. I really have never played anything like it. The polygon count IS low... but the detail they put in the game is incredible. It really does feel like middle earth.</p></blockquote><p>I hope the devs also take the time to do something about the absolutely horrid character models and animations.  That's much more important, imo, than expanding the music system.  The character models do not compare to the rest of middle earth, which looks great.  They look bad, they move bad...and everyone looks pretty much identical to everyone else.  Oh...and houses.  There are no player houses.  Another oversight that needs to be corrected, before the game can even be considered on par with EQ2.</p><p>It's a new game, a step forward, yet the characters look like something you'd expect to see in games from five years ago.  The lack of customization abilities, and the lack of housing, is just too much to ignore.  Outside of just questing, and perhaps crafting....I suppose one can sit around outside and play music to occupy themselves...but the experience falls short because of the lack of those details. </p>

Feconix
05-14-2007, 06:34 PM
Due to popular demand, Woodworkers will be able to craft these.

Blakeavon
05-14-2007, 07:23 PM
<cite>Feconix wrote:</cite><blockquote>Due to popular demand, Woodworkers will be able to craft these. </blockquote><p> YAY and due to popular demand are these also going to have stats that HELP bards, as we have only been asking for for these personally for 3 years now?? See the second 40 page bard thread or any of the numorous threads in the bard community forums.</p><p>if they charm items even put something like +14 int or something to them </p>

Kendricke
05-14-2007, 07:32 PM
<cite>Trabbart wrote:</cite><blockquote><p>They are NOT out there, noone is listening. Bards are the dodo's of Norrath. Go find one to stuff and put on a wall.</p></blockquote><p>If there's one thing I've learned about Everquest 2 and the development team, it's to never deal in absolutes when there's no factual basis to fall back on.  One never knows what might happen.</p>

Blakeavon
05-14-2007, 07:47 PM
<cite>Kendricke wrote:</cite><blockquote><cite>Trabbart wrote:</cite><blockquote><p>They are NOT out there, noone is listening. Bards are the dodo's of Norrath. Go find one to stuff and put on a wall.</p></blockquote><p>If there's one thing I've learned about Everquest 2 and the development team, it's to never deal in absolutes when there's no factual basis to fall back on.  One never knows what might happen.</p></blockquote><p>*cough*</p><p>you must have missed the last three years of the bards life <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>they only visit our forums only to tell us to stop complaining</p><p>they promised us bard loving which basically was an increase to auto-attack and refuse to tell us if this is the complete form of loving we will get  :p</p><p>you want factual basis spend an arvo reading all the troubs forums and the 40 page thread AND part 2 and then tell me we have no factual basis for our concerns</p><p>yet a FEW woodworkers say they should make these and suddenly the devs can move mountains. dont get me wrong i think is great they can now make them. but personally getting sick of their inability to answer ANY questions regardign bards </p>

Zenith
05-14-2007, 07:53 PM
Do these things do anything yet? Even make music?

MadTexan3
05-15-2007, 05:38 AM
[email protected] Bayle wrote: <blockquote>yet a FEW woodworkers say they should make these and suddenly the devs can move mountains. dont get me wrong i think is great they can now make them. but personally getting sick of their inability to answer ANY questions regardign bards </blockquote>To be fair, woodworkers could make instruments before so the recipes are already in place and just need to be toggled back on, so to speak.

VizP
05-15-2007, 07:42 AM
Has Turbine copyrighted their 'in game music playing' mechanism? I dont believe you legally 'can'. Can some SOE staff 'please' log onto LOTR and just take a quick look on the 'effect' it has had and just how great it is to play music in game and listen to other people playing? Stick it in your game! This is a business after all and its supply and demand isnt it - seems the demand is FOR that sort of thing.

Rijacki
05-15-2007, 11:00 AM
<cite>MadTexan3 wrote:</cite><blockquote>[email protected] Bayle wrote: <blockquote>yet a FEW woodworkers say they should make these and suddenly the devs can move mountains. dont get me wrong i think is great they can now make them. but personally getting sick of their inability to answer ANY questions regardign bards </blockquote>To be fair, woodworkers could make instruments before so the recipes are already in place and just need to be toggled back on, so to speak. </blockquote> The recipes have to be made new, just like every other recipe was with LU#24 and after.

MadTexan3
05-15-2007, 11:12 AM
<cite>Rijacki wrote:</cite><blockquote>The recipes have to be made new, just like every other recipe was with LU#24 and after. </blockquote>Ah true enough, but the point remains that adding a few recipes isn't even remotely on the same scale of effort as enhancing/balancing the bards.

Apocroph
05-15-2007, 06:44 PM
<cite>Feconix wrote:</cite><blockquote>Due to popular demand, Woodworkers will be able to craft these. </blockquote>Getting there...  Please have the good sense to use this as a starting point for giving Bards a bit of identity.  We're not talking about anything extraordinarily difficult here. All you've gotta do now is give some of them the proper bonuses to spellcasting skills or stats, and tag them Bard only. It may not always sound like it, but we do appreciate that you listen to us.  Just please don't stop here.

Rijacki
05-15-2007, 07:04 PM
<cite>MadTexan3 wrote:</cite><blockquote><cite>Rijacki wrote:</cite><blockquote>The recipes have to be made new, just like every other recipe was with LU#24 and after. </blockquote>Ah true enough, but the point remains that adding a few recipes isn't even remotely on the same scale of effort as enhancing/balancing the bards.</blockquote>You're right, they're entirely 2 different systems and even handled by different developers.  While the lovely Miss Domino can add recipes now for the instruments, she has nothing to do with making them into bard goodies. With luck and optimism, though, once the fluff ones are added, other bard only instruments will be added down the line.. maybe in Kunark.

Xs-142
05-15-2007, 07:57 PM
<cite>Feconix wrote:</cite><blockquote>Due to popular demand, Woodworkers will be able to craft these. </blockquote><p> Bloody hell, you care?!</p><p> I'm.. stumped... Stumped and with a tear in my eye...  Will you continue to expand the musical area too?  I'll give you my soul for it..</p>

bigevil1
05-15-2007, 08:20 PM
How about making an instrument slot for bards so that these can be placed in them for bards instead of in a charm slot? Mmmm?

Payneal The Great
05-16-2007, 10:35 AM
So has it been said what these instruments will do? I am praying for something like LOTRO's music system, i am t.completely awestruck by i

Shankonia
05-16-2007, 01:54 PM
<p>There is a fabled tambourine in game that can be placed in the charm slot I beleive.  Drops in ToS.  Just sits there though, and isn't worth a primary slot.  If it actually funtioned, or had a graphic associated w/ using it, it would be one of the most sought after items in game.</p><p>I still have my briarwood flute and briarwood drum that a woodworker made for me way back when.  I only use them to link to people when playing around, or 'roleplaying' I guess you could call it.  They are kinda fun, so I am glad we are getting them back.  Only thing is that I cannot equip them.  Would be nice to have the instruments implemented in game at least in similar fashion to how the hex doll is used.  At least an alternative for Bards anyway.</p><p>Thing about the Bard class is that it's boring.  I'd say in the three years i've been playing EQ2, our guilds highest turnover in player class are Bards.  We always have new Troubs and Dirges joining up, then quitting to go play another class - or in most cases ANOTHER GAME due to the boredom associated w/ the class.  </p><p>If SOE actually made functional instruments an integral part of the Bard class - hence necessary part of the game from an end game level, I can all but guarantee they win back a slew of former bards back to EQ2.  More account subscriptions = more $$money$$ right?  It would also probably cause many non bards to roll a bard which in turn would = more playtime on existing accounts and hence keep current players around longer.</p><p>Come on SoE, you can do it!!!!</p>

walaruss
05-17-2007, 09:55 AM
it would be amazing if you can play those instruments like lotro

Crombie
05-22-2007, 12:00 AM
<p>Are the instruments available for purchase in any other spot besides Neriak? (Lol yes I realize they are fluff)</p><p> The "Siren's Song" in Qeynos Harbor seems like the best place in Qeynos for them (considering the sign reads "Gifts for the aspiring muscian and artist within us all!"<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> but there aren't any there.</p><p> Anyone have any other sightings?</p>

Skua
05-22-2007, 01:02 AM
lol i am not bard but thats a slap in the face for bards....

-Arctura-
05-22-2007, 01:19 AM
(( I think More content is ALWAYS BETTER than less content. Beggars cant be choosers So they will hopefully add functionality into the game later/soon for these. Until then, enjoy them and rp with them or keep flamingg the devs and see how much more content they give us. <img src="http://i53.photobucket.com/albums/g69/Arctura000/DarkShadow2ONEXX.gif" border="0">

Zabjade
05-22-2007, 03:41 AM
Pain Divine wrote: <blockquote><p>Anyways, the music system in LOTRO works like this: You buy an instrument from a vendor for 20s. There are about 6 types. You can only play 2 types... determined by your class (or maybe race... not sure) unless you're a minstrel... then you can play anything. 20s is basically ALL your money at level 5, which is the level you get the ability to play at. You also have to buy the ability from a vendor for 5s.</p></blockquote>I just hope the Monk one is that Flute/weapon from David Carradine's Circle of Iron. now that would be sweet swinging a bo staff that leaves a trail of notes and playing a song of death! and feign death lol

Telis
05-25-2007, 09:52 PM
I hope this gets implemented soon. Well, when its ready at least. Being able to do custom music with the keyboard can lead to some real fun, even if you're not an RPer. Heck, even if we get a SWG based music system, I wouldn't be terribly upset, it's something. As for actual gaming use? *shrug* I guess it would help, more power to you folks if the instruments can be enchanted. Also, my two cents... Bards should be able to somehow copy their music as they play, so they can repeat it later for other folks. While as us amatures just play as we go.

Celline-Layonaire
05-26-2007, 12:55 AM
<p>Well, I'd really like to see that implemented sometime in near future too. But,,think about this.</p><p>"Oh,oh~ 'Lotro' featuring the innovative Keyboard Music System? Then, EQ2 devs need to add this kewl stuff immediately!"</p><p>or</p><p>"Jeese! 'God & Heroes' featuring the briliant Squad-Based Combat and Special Combat Moves, uh? Looks amazing! I so want them implemented in EQ2"</p><p> EQ2 has it's own flavor, color and depth. Do we have to talk about this kinda topic whenever one MMO gets released? I wonder,,, *muse on*</p><p>Anyway, good thread <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p>

Alycs
05-26-2007, 03:52 AM
The ability to make music has been a fundamental part of society since man began.  In the Elizabethan age, most everyone made music or sang..whether or not they were any good.  Victorian age, girls learned to play an instrument. Personally, I'd love to see some sort of song making come out of this, though it's not a "HAVE TO DO THIS" kind of thing.  It would be neat, especially from an RP point of view. On a PvP server...lvl 8 sitting on the SS docks and playing music whilst the Q's, Exiles and Freeps are trying to kill each other.  Would be great entertainment. In KoS...it would be even better...the aformentioned populace could gank the poor lvl 8 musician if the music was horrid...or just because... But, whether or not you can get music from these items...several of my characters will get them because it is something that they would do. I can hope for more, but thank SOE for what they HAVE given us...(mumbles something about logging into her ww to see what they're like)

baguetteovenfresh
05-26-2007, 08:14 AM
<cite>Celline-Layonaire wrote:</cite><blockquote><p>Well, I'd really like to see that implemented sometime in near future too. But,,think about this.</p><p>"Oh,oh~ 'Lotro' featuring the innovative Keyboard Music System? Then, EQ2 devs need to add this kewl stuff immediately!"</p><p>or</p><p>"Jeese! 'God & Heroes' featuring the briliant Squad-Based Combat and Special Combat Moves, uh? Looks amazing! I so want them implemented in EQ2"</p><p> EQ2 has it's own flavor, color and depth. Do we have to talk about this kinda topic whenever one MMO gets released? I wonder,,, *muse on*</p><p>Anyway, good thread <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p></blockquote>i never mind innovation even if it is lifted from somewhere else and made new. that is what creativity is all about anyway!

Seraki
05-26-2007, 11:40 PM
<p>I noticed that the instruments are gone now and instead recipes to make them are for sale.   The first one the flute is a artisan lvl 2 recipe. I made one on my lvl 12 scholar and tried it out.    The graphics are nice and it works , accept for little people the flute isnt sitting just in the right spot.   </p><p>Its continous (until canceled) with graphic music notes flowing out while you do the jestures with a nice looking flared end style flute.   It roots you to the ground so you cant move while you do it.   </p><p>Its a nice bit of fun.   </p><p> <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></p>

Celline-Layonaire
05-27-2007, 02:53 AM
<cite>Seraki wrote:</cite><blockquote><p>I noticed that the instruments are gone now and instead recipes to make them are for sale.   The first one the flute is a artisan lvl 2 recipe. I made one on my lvl 12 scholar and tried it out.    The graphics are nice and it works , accept for little people the flute isnt sitting just in the right spot.   </p><p>Its continous (until canceled) with graphic music notes flowing out while you do the jestures with a nice looking flared end style flute.   It roots you to the ground so you cant move while you do it.   </p><p>Its a nice bit of fun.   </p><p> <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></p></blockquote>I need to try it out. Sounds fun imo.

Zarafein
05-28-2007, 11:59 AM
Nice, hope we don't have to wait till the next GU.

Thunderslap
05-28-2007, 01:58 PM
I ran through Neriak the day it came out and couldn't find them. I saw a stand in a market area with a bunch of instruments there but no one to buy from...

mirage06
05-29-2007, 04:05 AM
<cite>Thunderslap wrote:</cite><blockquote>I ran through Neriak the day it came out and couldn't find them. I saw a stand in a market area with a bunch of instruments there but no one to buy from...</blockquote>Didn't make the GU <img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" />

Cocytus
05-30-2007, 02:13 AM
The music shop is still there, but the merchant is absent.

Suen
06-02-2007, 11:41 PM
I have searched and searched and havent been able to find any notes or anything else on why the merchant was taken out. Anyone have any info please?

Mirander_1
06-03-2007, 01:20 AM
<cite>Suende wrote:</cite><blockquote>I have searched and searched and havent been able to find any notes or anything else on why the merchant was taken out. Anyone have any info please?</blockquote>Well, in the whole time the patch was on Test, I've never heard of anyone actually getting the instruments to <i>play</i> music, so I'm guessing they were pulled until they're working properly.

Suen
06-07-2007, 05:32 PM
Well Im not sure if they actually made noise, I normally have my sound down too low to tell but there was a nifty little animation with some music notes flying around and your char holding said instrument but now it seems theyve taken out the animation too <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> I wouldve just liked to have seen something on it is all..and I havent been able to find a single word on it other than from players..

Hellswrath
06-11-2007, 02:32 PM
Same here.  I keep looking, but there is no info on these.  It's like they just decided not to add them and made them disappear.

Grycks
06-17-2007, 09:39 AM
<p>Any word yet? I'd really like to see this implemented live.</p>

Zarafein
06-17-2007, 09:59 AM
<p>from allakhazam irc chat: </p><p><b>[gallenite]</b> (Since the instruments question came up - We do lots of different kinds of prototyping on test server. Instruments on test were one early-stage experiment there. Ideally, before we'd release instruments to a live server, we'd have them more fleshed out with sound and gameplay.) </p>

Sandain666
06-17-2007, 10:43 AM
Although I am a Mystic I would like to see bards types given some more interesting stuff. I think the instruments should give bards a effectiveness increase to specific types of spells. i.e. drums would make run speed spells faster, flutes would makes charms last longer. nothing too powerful or game breaking just enough to make things interesting for them.

Rijacki
06-17-2007, 10:58 AM
<cite>Sandain666 wrote:</cite><blockquote>Although I am a Mystic I would like to see bards types given some more interesting stuff. I think the instruments should give bards a effectiveness increase to specific types of spells. i.e. drums would make run speed spells faster, flutes would makes charms last longer. nothing too powerful or game breaking just enough to make things interesting for them.</blockquote>I do have a bard character (level 70 raiding dirge) and I think it would be grand if an instrument would make ONE buff of a certain musical range have no concentration cost.  If so, they should be equippable in the charm slot and should need to be equipped to have the benefit. I.e. Let's say the self-buff is drum based (I forget what plays as it's cast), in this concept, if a dirge has a drum equipped in the charm slot (it could even be without any stats or other effect), one drum-based buff doesn't require concentration.  So, the bard could have the self-buff and 5 others but wouldn't be able to have a hex-doll or other charm item in that slot.  If the bard had a drum and a lute (the image of them strapped to his back or set up like a one-man-band), one drum song and one lute song wouldn't use concentration, so the bard could have 7 buffs up: 1 drum type and 1 lute type without concentration and 5 others with concentration.  But, if an instrument is unequipped, then all the buffs of that type are dropped because their concentration requirements would have changed.  Bards have over 10 buffs that all require concentration slots, so it would help them out a lot.  Since none of their buffs are better than any other classes (even if that other class's doesn't require concentration) and many are a lot worse, it would give a lot more variety to bards and, even with their low DPS, a reason to have them in groups (they are wanted in -some- raids, dirges, at least, are wanted in raids for the rezzing if nothing else).

Zabjade
06-17-2007, 09:39 PM
<p><span style="color: #00cc00">In all classes the instruments should be able to play, perhaphs with a preform skill (Can apply to dancing as well later) in the hands of a bard it does more like a buff, mana or regen.</span></p>

Telis
06-07-2008, 02:06 PM
Any updates on this? I've looked around and it's like it just fell off the face of the earth.

Tsunai
06-07-2008, 02:25 PM
<p>Since these instruments haven't been on test in a year this discussion is no longer valid for the Testing Feedback forum. So it's getting the unfortunate, necro-post lock.</p>