There's a number of sites where you can find a consolidation of all the currently available information on LOTRO's forthcoming expansion, The Siege of Mirkwood, so I won't bother recapitulating it all here (MMeOw has a good one). It's interesting to note that unlike the previous paid-for expansion (Mines of Moria), this one does not introduce a new volume, but "only" an new book (Book 9) of Volume II. It is to be a digital expansion costing around twenty dollars US, though I would guess it will soon be followed by a boxed edition for the retail market. Significant features include a level cap raise to 65, a legendary item cap raise to 60, a new runic slot for LIs, the eagerly expected Skirmishes, an apparently very large new area to explore and, above all, a new multi-boss raid culminating, it seems, in a battle with the Lieutenant of Dol Guldur. All good stuff...
Since this will not, after all, be a new volume, there has been some grumbling about having to pay for new content, but surprisingly less than might have been expected; most people, I think, realise that the content on offer in SoM will be considerably greater than we would normally have received from a free update. And to be honest, as one of the many players who paid for a lifetime subscription, I don't mind making an occasional contribution to Turbine's revenue stream, thereby ensuring that they continue to lavish time and attention on the game.
Thursday, 10 September 2009
THE SIEGE OF MIRKWOOD
Sunday, 3 May 2009
ACCESS FORBIDDEN

By the great wheel in the north-east corner of the Waterworks, just off the passage running northwards from the Rotting Cellar to the Deep-way, a bridge leads to a great building with a colonnaded portico. In the centre of the portico is a massive door; unlike the doors in the Rotting Cellar, this one appears "usable", suggesting that it can be opened to gain access to the building!
Alas, clicking on it, even if you are at the maximum level of 60, produces the message "Your level is too low". Now this is intriguing. Other locations or sites may at times be placed in the game with a view to activation at some point in the future, but they do not normally respond in any way at all - certainly not by appearing usable at the present time. So we may assume that this location is due to be activated in the near future; probably as part of the "back to Moria" quest thread which is supposed to be part of the forthcoming Mirkwood expansion.
However, I will pass on, will all due reservations, the following entirely unsubstantiated rumour. A kinsman who happened recently to ask a GM when this door would become accessible claims to have received the answer "At level 80". If true, this is truly astonishing. We have all been assuming that the level cap would be raised to 70 with the release of the third volume, presumably entitled Riders of Rohan, towards the end of 2009. Finding that level 80 has suddenly appeared on the event horizon is, to put it mildly, disconcerting.
Saturday, 14 June 2008
SUMMER BLUES?
The next two to three months will likely prove important to the future of LOTRO. I'm assuming that Mines of Moria will not be released until September at the very earliest, with October being much likelier and even November an unlovely possibility. In the meantime, the game has been hit by an unfortunate combination of three factors; any one of the three alone could easily be shrugged off, but it's bad luck (and some bad management) that they should have hit simultaneously.
The first is simply seasonal. In the summer people go away on holidays (usually quite long ones if they happen to be Europeans), the days are longer, outdoor pursuits beckon, parents, significant others and spouses become even less understanding than in the darker days of winter and, what with one thing and another, most people spend significantly less time playing computer games. For the same reasons, people also buy fewer new games, which in turn leads to a small but significant drop in new players.
The second is the arrival of Age of Conan which, whatever its virtues or vices, has attracted a number of LOTRO players simply on the basis of novelty value. Some of them will stay with AoC, some are playing both games and most of them will, I suspect, drift back to LOTRO when the glitz has worn off. In the meantime, however, that represents another drop in activity.
Finally (and this is where bad management comes in), no matter what goodies Book 14 or, most likely, Mines of Moria eventually brings, it was a bad idea not to provide LOTRO players with some new raiding opportunities at the beginning of the summer. I know, I know, raids are not the be-all and end-all of online gaming. The point is, LOTRO is now 15 months old, and includes just two sets of raids, Helegrod and the Rift; this is plainly not enough. Most serious players have completed both raid sequences several times; in the case of the Rift, maybe even dozens of times in order to acquire complete armour sets. The result is that boredom is beginning to set in.
Consider: most average keen players probably hit the l.50 cap around Christmas time, so while they will have completed many of the new Forochel quests out curiosity, quests are simply never as interesting if you can't get experience from them. On the other hand, there are only so many times you can repeat the Rift raid chain, and once you have completed your set, it all becomes increasingly tedious (I know that if I have to face Barz one more time, I shall cut my own throat). Helegrod offers a more varied and interesting environment, but to be honest, how many kinships can rustle up 24 reasonably competent players often enough to make Helegrod adventuring accessible on a regular basis? A new 12-man raid coming out at the same time as Book 13 would have been an intelligent marketing move, particularly as the arrival of AoC was a known factor. I sometimes wonder whether the Delvings of Fror in the Ettenmoors may not perhaps have started out life as a potential raid venue which got side-tracked...
On balance, none of the above will in my view be enough to hold back LOTRO in the medium to long term, given its core client base of Tolkien fans and the very real positive aspects of the game (in a nutshell: looks, plot and updates), but it promises to be a slowish sort of summer... unless, of course, Codemasters choose to surprise us all.
Sunday, 16 March 2008
LOOKING TOWARDS MORIA
So, it's Moria after all. The smart money was on Moria all along for the first big expansion; after all, the regions of Middle Earth guaranteed to generate the most player excitement have always been Moria, Rohan, Gondor and Mordor, and it was obvious that in a plot-driven game, Moria had to come first. Lots of goodies are promised, including two new classes, a variety of raids (including more 24-man raids), six new books and a cap level of sixty. Most players seem to welcome the increased cap, though there has been some inevitable grumbling about the extent to which this will devalue the major boss fights in the Rift and Helegrod. Personally, I think it's a good thing - after all, the bosses in the new expansion will inevitably be even tougher, and the new cap will prove an additional incentive to go out there and quest. Plus, in a game obviously designed to have a lifetime of several years, a fixed cap would sooner or later prove a recipe for stagnation.
To my mind, the most exciting innovation sounds like it will be the forging of Legendary Items. According to the official Codemasters release, "Players will be able to forge weapons and class-related equipment and evolve them to build a legacy the likes of Bilbo's Sting and Gandalf's Glamdring. These legendary weapons will level-up along with the player, allowing customization by advancing the item's virtues, adding runic legacies, modifying its titles and forming fables". Now this is something genuinely new and original. If it works along the lines suggested, it could mean an end to the constant upgrading and replacing of weapons (and armour?) as better and better sets become available; this way, once you had acquired, say, a legendary sword (which presumably would in itself require considerable effort), the sword would increase in capabilities alongside you as you leveled up. You might perhaps even be allowed some latitude in selecting the increased capabilities: for instance, higher fire damage or improved speed?
Those who have played Baldur's Gate II will remember that brilliant invention, the talking sword Lilarcor, which apart from an endless stream of wisecracks was also capable of self-improvement.