Quest Developer for the Middle Earth Roleplaying Project for Skyrim
KidStein: FYI, they're called "Dunlendings" ;). As for if Dunland will be included in the Rohan release, well, I'm not sure (I think its still being debated).
@Nightmare88 : I'll just repeat what I said alittle earlier, because I'm in a good mood :P
Please read these Quest-writing Guidelines: Merp.straygenius.com
Then create a thread with a quest idea (it doesn't HAVE to be in Rohan or before Sept 22, 3018, but its recommended): Merp.straygenius.com
@austinjames77 20v20 big? Please. MERP is trying to create battles at least in the 100s (otherwise Helm's Deep, and especially the Battle of the Pellenor Fields, would be absolutely pathetic :P). Also don't bother with describing the town/village: we've been creating custom settlements for Rohan, and I don't believe we're looking for any new ones to be created. Just try to describe where this attack would presumably be (I assume either in West Emnet or the Westfold?).
That's fine that the battle takes place in the War of the Ring (since the War begins in the middle of the timeline that's planned for v0.1). However, the timeline only covers very EARLY in the War, and I don't know how I feel about a Wild-man attack this early (I presume you mean the Dunlendings?) ... depends on how well the quest is written.
@austinjames77: What we need are ACTIVE quest writers. We have quest writers come to the project, but then I hardly ever see them posting >_>
@ande6190: Oh there will definitely be original settlements in MERP that weren't in the books. As you said, the world would be really empty without them (and it makes sense, especially when you see the numbers of people who take part in the large battles ... they all have to come from some place!). I do think you'll enjoy them ;)
@Mmarksp: Its a work in progress
@kariverson: I can assure you that magic in MERP will not be like it is in Skyrim. Aside from magic items and a couple race-specific spells (Bear Transform for Beornings, minor healing magic for elven races, etc.), the player won't really be able to learn any of the usual magic that is usually in a Skyrim game (Fireballs, lightning, etc.), if any at all.
With a deeper combat system planned though, don't think that the absence of spells will mean a simpler game ;)
@austinjames77: Let's just say that choosing your race will have a lot more impact in MERP then it did in Skyrim ;)
@psykopit: Take a look at our Profile on the right of this page where it says "Release Date." TBD = "To Be Decided." Just be patient and wait :P
@userxxi: I have my doubts that we'll implement all of our ideas (its fun to daydream sometimes though, right? :P). You think some of the ideas we post around here are crazy, if only you saw our dev forums ...
Even if we only get a fraction of them in, this mod should still be a wild, fun ride for everyone ;)
@co9111: Original music: due to copyright reasons, not enough selection on their own (the films don't cover the entirety of Middle Earth), and because John William's music was made for film, not video games (video game-style music is usually quite different from film music).
Personally for me, I've heard the John Williams music way more then I would like to. Original music will be new to players and have their own style (John Williams has his own style, our music department has its own).
@Winter-Wolf: Guard of the Citadel should definitely have a place in MERP whenever we get to developing Minas Tirith :)
@DuBaas007: Books come before movie. We may have a place for both Gondorian chainmail AND plate armor that should make sense ;)
@userxxi: We want ALL of the settlements mentioned in the lore, and more. As for Rohan, just recently I came up with some original Rohan settlements, so I don't think you'll have to worry about that ;)
@natula123: We're aware of the lag caused by too many NPCs in Skyrim (due to the AI more then anything I believe). We're looking at ways around that though ;)
Yes I did, silly me. Ignore my comment Octrox.
@Octrox: How many mod projects have you looked at that give a definite release date? Especially when the game that they're modding for has only been out a couple months? There is a reason the "Release Date" on the front page of Moddb is "TBD" (to be determined).
Basically what I'm saying is: we don't have a release date and we won't be giving any out, just be patient and wait :P (and play something else in the meantime: not like we'll have any Beta release in the next month or so).
@1st_of_the_Nine*WoA*: I don't think that was the intended purpose of those swords. Originally they were 1-handed only (she couldn't figure out how to make them 2-handed). Then when she figured out how, she made them 2-handed and kept the 1-handed versions as well. I believe that's the reason why.
However, I do think the plan is to allow certain weapons can be switchable between 1 and 2-handed in MERP & Blade for Skyrim.
@iTroll: That sounds incredibley tacky ...
Well we released MERP v0.2.6 last month for Oblivion. Setbacks occured mostly due to technical difficulties at the time, which is why it took us so long to release.
MERP is a huge mod, our heightmap is over 10x the size of Skyrim. Skyrim is only a country, we obviously need a LOT of content to fill an entire continent of factions and races. Will MERP ever see a v1.0 release? I hope so, but even if MERP ever got up to only a 0.3 release or some such, I can guarantee it'd have as much content (probably more in fact) then Skyrim alone.
Creating MERP is not as simple as "drag and drop", especially when we're trying to add new races, skills, factions, creatures, combat-mechanics (ever heard of MERP & Blade?), large scripted events (battles), etc. I can guarantee you that those are NOT just "drag and drop" content. Not only that, but MERP for Skyrim still requires third party tools that haven't been released (we can't use just the CK) in order to modify Skyrim to the extent that we wish to.
And if you're so worried about the fate of MERP, ever considered trying to help? The mod won't get done by itself, we can always use more help.
@Mmarksp: I wish to allow the player as much freedom as possible, including how long they sleep. Perhaps a player may want to leave the Fellowship a bit early? And nightime would certainly be a good opportunity while NPCs are asleep (although I imagine at least someone was awake at all times ... still a better time then at midday while traveling).
MERP does want to have a camp system of some kind, and I definitely want one for the Ringbearer questline, where the NPCs will set up camp after reaching a certain point (or depending on the time of day). And yes, these would prove to be great points of character interaction! I'm excited to write some of the small talk the player could have with these characters.
I don't think there would even be an option to stay in Rivendell and catch up with the Fellowship later. There can't be a Fellowship without a Ringbearer. You either leave with them or ... well, I won't go into "what ifs" here.
@cowboymodgod: We don't plan for Orc places to be playable, since Orcs (same goes for Goblins and Uruk-hai) in Tolkien's lore have no free will. Oh same goes for Ringwraiths, which are subject only to the will of their master, Sauron.
However, maybe someday we'll have evil playable races (evil men) in the far future though. Of course right now we're focusing on the Free Peoples.
@Mmarksp: That's how I want things to go, minus the automatically waking up part (well, a Fellowship member SHOULD wake you up at a certain point so you won't oversleep ... which I guess is the same thing). Hunger and sleep is planned to be a necessity in a Realism submod (but that's a way's off), maybe have the Realism submod as a requirement for the Ringbearer questline. Of course I also want to allow the option for the player to leave the Fellowship at any point as well, in which case the player can then set their own pace (but will be without a Fellowship).
@lionheartxx: Yep, we'll have to create original settlements, otherwise the heightmap will be quite bare (and as you said, places like Lebennin and Pinath Gelin MUST have at least a few villages, otherwise where did the soldiers come from?). Mind you, that doesn't mean they have to be boring and uninspired ;)
We'd like ships in MERP, but they're not a priority to implement right now.
@jordyboii: Books come first, and then we take movie designs for inspiration (except when they go against the books for the most part).
Now look what you did fans! You've supported us SO much that the bandwidth exceeded its limit! Hope you all are proud of yourselves! :P
@Maegfaer: Come on Maeg, be easy on the guy, maybe he was just in a hurry?
Anyways, if you're interested in joining the team, I suggest checking out our forums for more details: Merp.straygenius.com
@Turin101: Script is still in the works for the Ringbearer questline. I would like to give the player as much freedom as possible, but certain limits will need to be created due to time and manpower (creating alternate histories isn't always easy). When it comes to killing Gollum, I hope it'll be an option at ANY time the player can make (not just Emyn Muil). However, do realize that by killing him, you are without a guide into Mordor (our heightmap is huge, so trust me when I say that can be a major detriment).
@Gousman: We can always use more help. Check out our forums for more details: Merp.straygenius.com
@Vanaathiel: Actually there were most likely dragons still in Middle Earth in the late Third Age (not in great numbers mind you). Gandalf only said in the books that Smaug was the last GREAT dragon, not the last dragon. Dragons most likely still existed in the Withered Heath (eastern Grey Mountains) and possibly in parts of the Forodwaith. As Alasdair said, we definitely want Fell Beasts in MERP. As for dragons ... you'll have to wait and see.