Showing posts with label raiding. Show all posts
Showing posts with label raiding. Show all posts

Monday, 29 November 2010

MYSTERIES OF ENEDWAITH, 1

At the southernmost tip of Enedwaith, on the border between Lich Bluffs and the Mournshaws, lies an inaccessible castle. You can find your way to the enormous front gates, but no further. Inside the gate skeletons patrol. The architecture seems dwarven; four huge statues of oversized dwarven ancestor figures dominate the front courtyard. The structure is vast, even allowing for the fact that only the northern exposure can be seen. At the western edge of the outer wall is a small tented encampment, currently empty, and just beyond that a small gap in the rock face through which it is just possible to slip. This leads to a small, circumscribed area by the eastern wall with no other exit. Could the castle be the site of LOTRO's next major raid, apparently due early in the new year?

 


Wednesday, 2 June 2010

STUCK IN THE DOLDRUMS

It's June 2nd today, exactly six months - half a year - since Siege of Mirkwood was released on December 1st. That's a long, long time to go without any updates (ignoring the ridiculous Oath of the Rangers which came out on March 1st), and with no word of anything to come other than vague mutterings about some announcement which might or might not be made at E3.

Inevitably, I haven't been spending much time ingame, other than to lead kinship raids into Barad Guldur twice a week (we are just getting to grips with the Lieutenant). Given that the BG raid is really all that's available for end-game players - of whom there's an awful lot by this time, less of course those who've left the game in sheer frustration - I've been wondering just why BG is still on a weekly reset. If it were reset twice weekly, as I seem to remember Nornúan used to be, we old-timers could at least get in a few extra cracks at doing something halfway interesting. It shouldn't take Turbine more than a few minutes worth of programming, is unlikely to cause offense to anybody, and might even reduce the overall volume of grumbling for a short while...

Sunday, 11 April 2010

EVALUATING LOTRO'S RAIDS

A week or so ago, I posted a poll on the Codemasters forum asking people to say which of ten raids (including a raid-like instance) their current kinship had completed, the requirements being that all the bosses had been killed at least once, and that at least 80% of the participants belonged to the kinship. The raids included Ferndúr the Virulent, Master of Imlad Balchorth; Helegrod; Udunion the Rogmul; Bogbereth; The Rift of Nurz-Gashu; The Watcher in the Vile Maw; Nornúan the Turtle; Dar Narbugud; and Barad Gularan in both Easy and Hard modes. Despite the obvious methodological flaws (survey limited to forum readers, inadmissibility of PUGs, etc.), I was hoping to get some sense of both the difficulty and popularity of the LOTRO raids to date.

In practice, the biggest problem was that the relative inflexibility of the CM poll mechanics made it impossible to avoid multiple postings by different members of the same kinship; this means that absolute numbers cannot be trusted - for example, 34 people claimed that their kinship has completed Barad Guldur in easy mode, but does this mean that 34 separate European kinships have done so? It's obviously impossible to say. On the other hand, there should be little or no distortion due to boasting, since kinship names were not posted. It was also questioned whether the survey ought not to distinguish between raids completed on level, and those completed later (i.e., was a raid completed with l.50 or l.65 players?). My gut feeling here is that in general, even semi-serious raiding kinships would be most likely to complete a raid on or near level. In any case, over a period of about a week, 103 people took part in the poll. What follow are the results in some detail, running from the highest to the lowest completion rate.

1. Nornúan the Turtle: 96.12 %
With the highest success rate (only four kinships did not list him), Nornúan is also the easiest and quickest raid in the game, with an average completion time of under 5 minutes. Though technically a raid, in some ways it's a bit silly to compare Nornúan to, say, a raid like the Rift which, when done at level, can take a competent kinship two evenings to complete.

2. The Rift of Nurz-Gashu: 92.23 %
Everybody's favourite: difficult, demanding, well-designed, with good rewards. Not surprisingly, the second-highest completion rate, despite being vastly more demanding than the nominal first.

3. Bogbereth: 86.41 %
Another quick and simple raid, easily accessed, it was in fact designed as a "learner" raid and could be farmed by a much smaller group even at l.50.

4. The Watcher in the Vile Maw: 79.61 %
The first radiance-gated raid. Despite being quite easy of access and containing a single boss with no trash mobs, the exact tactics required are tricky, and many kinships struggled to learn the fight, particularly as the designers made several changes to the combat mechanics over time. The fact that even at this relatively late date, 20% of the kinships represented in the poll have not completed this raid is indicative of the problems raised by radiance gating.

5. Helegrod: 78.64 %
I was surprised to see Helegrod achieve this percentage, since almost every kinship would struggle to field a 24-man force over the two evenings necessary to complete this very, very long raid. My guess is that there has been some gentle cheating here, and that some of the raids were perhaps nowhere near 80% single-kinship participation.

6. Udunion the Rogmul: 78.64 %
Technically not a raid, but a very hard fight which required a fellowship to defeat several bosses before reaching Uduniuon. The relatively lower completion rate is almost certainly due to the difficulty of access; at level, reaching Barad Gularan was a feat in itself, and a wipe meant that the entire journey had to be repeated again.

7. Dar Narbugud: 73.79 %
The second radiance-gated raid, with the success rate dropping to just under three-quarters of the kinships polling. Most people dislike DN, with its heavy trash mob population and unimaginative graphic design.

8. Ferndúr the Virulent: 70.87 %
It's not surprising that Ferndur has the lowest completion rate of all the early raids, as many people don't even know of his existence; you only find out about him after competing a long string of quests. The raid is non-instanced, however, so you might just stumble across him if you travel far enough into Imlad Balchorth.

9. Barad Guldur (Easy Mode): 33.01 %
Barad Guldur is the third and most heavily gated raid; you cannot realistically even attempt it without +120 radiance, and the deeper into it you go, the more radiance you will need. There are only three bosses, but each needs to be defeated in both easy and hard modes, making it in effect two raids. The biggest obstacles to success in Barad Guldur are the nightmarish so-called trash mobs fights which precede each boss; not only are they difficult and time-consuming, but unless the boss is defeated, they reset in under an hour. This last and utterly inane detail makes learning a boss fight almost impossible, since you normally get no more than two chances before the lead-in fight resets and you have to spend anything up to another hour fighting your way back in order to try again. Frankly, very few kins other than hard-core raiding kinships can devote the enthusiasm and time necessary to overcome such handicaps, so it comes as no surprise to find the success rate crashing to 33%.

10. Barad Guldur (Hard Mode): 12.62 %
For hard mode, the completion rate drops again by two thirds from the easy mode rate. And remember, that's 12.62 % of what we can assume to be the moderately serious to hard-core group of raiding kinships, not of all the kinships on the server. Overall, I am prepared to guess that less than 2% of all kinships, and maybe 1% of all players, will ever complete Barad Guldur in hard mode. While that might be acceptable if it were due to a fiendishly designed and tricky raid, it is unacceptable as the result of a) the radiance gating system, and b) the glaring chicanery of trash mob fights which reset after almost every wipe.

Conclusion: While this admittedly rather superficial survey probably tells us nothing we didn't already suspect, it's still good to get confirmation. Using the information gathered, I plan to look into ways of hopefully performing a more elaborate and accurate survey, perhaps by means of questionaires addressed to kinship leaders or kinship raid officers.

Sunday, 14 March 2010

QUANTIFYING PUGS

A PUG, or Pick-Up Group, is what you join if you are looking for company on a quest, instance or raid; in other words, a casual assemblage of players of varying degrees of skill and experience for the completion of a specific goal. A group of people who regularly quest together, even if they belong to different kinships, is therefore by definition not a PUG.

Obviously, you’re taking pot-luck in joining or starting a PUG; there are some seriously bad and/or annoying players out there, and you won’t usually know ahead of time. Prior familiarity aside, the only clues to ability will be a player’s kinship (assuming some knowledge of the relative standing of kinships) and a gear inspection (I would turn down anyone anonymous without a second’s thought). This last will at least tell you whether the player has the necessary basic equipment, and will give some idea of previous experience (they’re unlikely to be completely hopeless if they have, say, the DN +20 radiance leggings which drop from the Blind One).

Even if you end up with a competent group, it still won't be as effective as a well-honed kinship group, if only for the reason that members of a random PUG don’t share the crucial experience of having fought together and of knowing each other’s tricks and mannerisms. Inevitably, therefore, PUGs have a mixed reputation at best, and everybody has horror stories of PUGs they’ve joined in which healers thought they were tanks, hunters pulled everything in sight and leaders ran off with the loot…

In my experience, PUGs are most effective in the case of older instances which most good players will pretty much know by heart and for which they can slot into their roles almost automatically. On the other hand, given the much greater complexity of raids in general, I would normally steer clear of a PUG raid other than for purposes of scouting. The one exception is Helegrod, where the virtual impossibility of  assembling 24 players from a single kinship makes a mixed group inevitable – but the rule here has tended to be that in each server, one or two freelance raid leaders emerge who enjoy organising Helegrod runs and, rather like raid leaders in the Ettenmoors, have become familiar with the ability of most applicants.

Though largely bereft of mathematical ability myself, I can’t help feeling that it should be possible to come up with a reliable formula to indicate what the chances of any PUG completing a particular instance or raid will be. The following parameters would have to be considered and balanced: how old the instance is (the older, the more likely it is that more players have experienced it); how many players are needed (the more, the higher the chance of including an incompetent player); the value of the rewards on an arbitrary scale (poor rewards attract fewer players); the relative difficulty, again on an arbitrary scale; and of course, gating requirements.

Given these parameters, I think it’s a virtual certainty that you would be wasting your time trying to run Barad Guldur, the latest 12-man raid, with a PUG. The gating and gear requirements are very high, the rewards are surprisingly poor, few kinships have completed it as yet (and their members are very unlikely to be joining PUGs), and the learning curve extremely steep. Six months from now, if you're really lucky, you may find a PUG that just happens to be made up of players with solid prior experience of BG. But for now, all you'll find is players who've been unlucky with their kinships, who are kinless, or who are just plain out of touch with reality; in any case, players with insufficient experience of what is a very difficult and unforgiving raid.

Friday, 12 March 2010

DISCUSSING TACTICS


It hadn't really occurred to me before, but I was struck recently by a huge difference between the European (Codemasters) and Stateside (Turbine) forums: there is almost no discussion of tactics on the CM forums. Which is quite strange, when you come to think of it.

By far the most popular sub-forum on the Turbine forums is the one called "Instances and Raids". Though it shelters a certain amount of grumbling and nit-picking, it also includes a lot of careful and serious debate about the strategy and tactics of the principal raids. Currently, there are several well-established threads about the Barad Guldur 12-man raid; one of them, "BG Strategy - Gauntlet and Boss 1 (Durchest)" includes 133 posts, many providing either detailed tactical proposals or feedback on possible changes since the latest patch. For a characteristic example of a recent post, see the illustration, above.


There are no remotely similar threads on the CM forums, whether for Barad Guldur or any other raid. When I did an advanced, post-by-post search for "Dürchest"on CM, the only posts of any interest which turned up were under the Warden sub-forum. Admittedly, a substantial thread was started recently about increased resistances since Volume III which includes some useful feedback, but nothing much more.

I'm curious about why this should be. Obviously the fact that Codemasters don't provide a tactics and raids sub-forum is one factor, but that can hardly be more than contributory. Are European players less interested in end-content raiding and/or less determined (or, of course, obsessive)? Are they less prepared to share experiences, preferring to hoard what might be regarded as hard-earned information? Or is it simply a general lack of interest in debate and discussion of matters tactical?

Friday, 19 February 2010

RUNNING THE GAUNTLET

Siege of Mirkwood has been out for some time now, but with the exception of a few hardcore raiding kinships in Europe and the States, the culminating 12-man Barad Guldur raid that came with it has yet to be cracked by most kins - or even seriously dented. Hard numbers are of course always impossible to come by, but I haven't just plucked this suggestion out of thin air. It's based on a number of facts: on first-hand knowledge about the how things stand with various kins on my server, on the frequency (or paucity) of mentions on GLFF, on the almost complete absence of extensive debate about the tactics of taking down anything but the first boss on any of the forums, on the fact that except for the odd member of the aforementioned handful of hardcore kins, you almost never catch sight of +30 armour, and of course on input from quite a large cross-section of active and competent players.

Of course, Barad Guldur is a tough and unforgiving raid, and that's pretty much as it should be. Nor is radiance that much of a problem these days; if you really want to raid, you can get +120 radiance from the three +15 and three +25 armour items, all of them available in exchange for medallions. All six items cost 120 Mirkwood medallions in total, which can be assembled in about a week or less - not too massive a grind. No, the main problem with BG appears to be the Gauntlet. The Gauntlet (as it's come to be known) is a running fight with Uruks, wargs and goblins all the way up the stairway which leads from the entrance of the tower to the room of Dûrchest, the first boss. It's a tricky fight, because adds are constantly arriving as you leapfrog your way up from one landing to another, and if you take too long, you get swamped by reinforcements. Personally, I think it's a brilliant test of raiders' ability to think on their feet, and I'm all for it, except that it's in the wrong place. In other words, it's a long fight, as hard to master as any boss fight and tougher than most - and it's still only a prequel.

Worse, much worse, is the fact that the whole thing resets entirely within a very short space of time; in fact, if you wipe on Dûrchest, you just about have enough time for one more attempt before it resets. This last bit is frankly idiotic; the fact that to take another crack at what is still only the first boss you have to run the Gauntlet again, no matter how good you've become at it, is a huge morale stripper. In fact, it may well be the main reason why, unless changes are made, Barad Guldur could end up being the most under-exploited raid since Helegrod. I don't think the Gauntlet should be removed, and I wouldn't want to see it go - though if asked in the planning stages, I would have suggested it be placed at the end rather than the beginning of the raid. But there's a simple, obvious solution which would be extremely easy to implement: treat the Gauntlet as another boss fight, and give it a lock: once you've run it successfully, that's the last you see of it till the next general reset. Here's hoping...

Saturday, 14 November 2009

GONE FISHIN'


It's the doldrums again in LOTRO, as we all wait upon the arrival of Siege of Mirkwood. Book 8, The Scourge of Khazad-dum, ultimately proved to be thin fare indeed. The three +15 radiance instances (Mirror Halls of Lumul-Nar, Water Wheels and Halls of Crafting) were interesting and well designed, but had limited repeatability; by the time one had run them enough times to gather all the elf-stones, plus several extra to help kinsmen out, the shine had definitely worn off. As for the 12-man instance, Dar Narbugud, even those with sufficient radiance to attempt it (rather less than a third of the player base, I would judge) feel that it is definitely no second Rift of Nûrz Ghâshu. For one thing, it is nowhere near as difficult as the Rift; the Blind One, the penultimate boss, is admittedly tricky, but not a patch on Thaurlach the Balrog. For another, unlike the richness and variety of the Rift, Dar Narbugud's landscape is a dispiriting succession of red, vaguely organic caverns and passages, like a proctologist's nightmare...

What many players have been feeling the lack of for a very long time has been something new and meaty to explore. The last really satisfying area we got to roam around in was Eregion; the subterranean twists and turns of Moria and the static quality of Lothlorien somehow failed to satisfy the urge. So expectations for Mirkwood are high: a new area to discover, even if it turns out to be a bit smaller than expected, a new and hopefully varied 12-man raid, and of course the skirmishes, which sound as though they really will have a serious element of replayability. In the meantime, for all us jaded old-timers, there's really not very much else to do but mark time and go fishing...

Thursday, 17 September 2009

ENTERING THE NECROMANCER'S CASTLE

The Siege of Mirkwood, we have been given to understand by Turbine’s carefully calculated press releases, will culminate in a multi-boss 12-man raid on the fortress of Dol Guldur. This is something all LOTRO raiders have been waiting for, hoping passionately that in terms of variety, interest and replayability, it will turn out to be a Rift of Nurz-gashu, Mk II. This is particularly so in view of the fact that the latest and much-heralded multi-boss raid, Dar Narbugud in the depths of Moria, is just a tiny bit disappointing.

The million-dollar question is just how severely it will be gated – in other words, what the minimum radiance level will be in order to avoid cowering. The maximum possible would be +120 radiance, representing in effect a full set of Dar Narbugud tier 2 armour, each piece of which is worth +20 radiance (as, of course, are also the tier 1 helm and shoulders which drop from the Watcher) – but I don’t for a moment think the developers will set it that high.

At the moment, minimum radiance for the Vile Maw is +50, and for Dar Narbugud +70 (which means you can enter with +65, as it rounds up). My guess is be that you will need +85 radiance (down from +90 thanks to rounding up) for Dol Guldur, making a neat progression of +50, +70, +90 for the three 12-man raids. Currently, this could be achieved with one tier 2 item, all three tier 1.5 items and two tier 1 items - but the expansion will also offer other, new opportunities to build up radiance. It looks as though radiance, like death and taxes, will be with us for a while yet…

Thursday, 10 September 2009

THE SIEGE OF MIRKWOOD

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.

Tuesday, 11 August 2009

A MODEST PROPOSAL

Richard Bartle, a British writer and game designer, was the co-author of MUD, the first multi-user dungeon and according to Wikipedia, “one of the pioneers of the massively multiplayer online game industry”. He is also the designer of the Bartle Test of Gamer Psychology, which uses a series of about 30 questions to determine the preferences of games players. Depending on their answers, player preferences are divided between the roles of Achiever, Explorer, Socialiser and Killer, with the score ranking indicating the principal thrust of a player’s interest. As an example, a pure non-consensual PvP game such as the recent Darkfall is clearly designed to appeal primarily (indeed, probably exclusively) to the Killer type of player.

A fascinating recent post in Pearls of Unwisdom argues that the current radiance gating debate in LOTRO reflects a long-standing conflict of interest between Achievers and Explorers: “Achievers and Explorers have been knocking heads together for a while now, especially with regards to gating of content […] Achiever types traditionally thrive in content gating situations […] Explorers [are] forced either to join the numbing grind, or to hang up their hiking boots and call it a day.” The post concludes by asking “given that Achievers and Explorers both seem to enjoy raiding, can they both coexist peacefully? Or is there a fundamental conflict between what they both want from the experience?”.

It must first of all be said that the Bartle test does not really fit in very well with a game like LOTRO, which has minimal PvP content – I tried the test, but kept being faced with questions which really had no application to the LOTRO experience, particularly as regards killing fellow players… More germane to this discussion is the fact that I can see a substantial overlap between Achievers and Explorer goals. However, what I found particularly illuminating was the recasting of Raiders as Achievers. The official Bartle definition of a pure Achiever goes like this: “Best, first and most are the favorite adjectives of the Achiever. They love comparison not only against others, but also with themselves. They enjoy setting goals, surpassing previous performances and hitting new milestones. They tend to have lots of high scores, badges, trophies and other concrete evidence of their successful endeavors”.

If the argument in favour of a very narrow gateway to end-content raiding, and therefore to the highest-quality gear, is that there must always be some concrete, strutting-around, high-status evidence of a player’s ability to eventually beat the hardest challenge thrown at him by the developers, there’s an easy way to achieve this without depriving everybody else (i.e., Explorers and Socialisers) from experiencing environments and challenges such as the Rift and Dar Narbugud.

Simple. Widen access to the big, multi-boss instances which everyone wants to experience, not by making the fights easier, but by providing several pathways into the instances: forget radiance gating, and offer alternatives such as crafted armour, drops from several different kinds of quests, and epic book rewards. At the same time, provide another 12-man raid which need not have more than one or two bosses, and which will not require spectacular new settings (scenery is for wimps!), but make it fiendishly, almost impossibly difficult. The rewards for completing this instance should be impressive, even flashy. They should immediately stand out in a crowd, offering instant status for those who crave it, but (and this is important) they must not be in any way functionally superior to the top rewards for finishing the other end-content raid.

Result? Genuinely rare, high-status display items for the Achievers, satisfaction for frustrated Explorers and Socialisers, and, at the end of the day, a level playing field for all.

Saturday, 25 July 2009

RADIANCE GATING: THE ISSUE THAT WON'T GO AWAY

I mentioned in my previous post that I considered radiance gating (i.e., making raids accessible only to those who have acquired radiance gear) a very poor design decision, and added "it’s no secret most players feel the same way". That was, actually, a bit of an understatement... Gating has provoked perhaps the most extensive debate ever on the LOTRO forums, and has met with almost universal disapprobation. The "Petition against the new Raid/Radiance system" started by Cuilion on the CM forums way back in February has achieved an astonishing 32,591 views and garnered 650 replies, virtually every last one supporting the petition. This is no simple storm in a teacup.

Cuilion started his petition in response to an uncompromising official announcement from Turbine to the effect that "
Radiance will continue to be an important gameplay mechanic going forward for Raids. In other words, given the amount of time and energy gone into making the Radiance system it's safe to assume Radiance gear will be required for future Raids." Well, there's certainly no ambiguity there. Problem is, everyone hates radiance gating, and this includes dedicated end-content raiders (of which I suppose I am one, albeit not an obsessive example of the species). The question here is to what extent do, or should, the developers of an ongoing game like LOTRO pay attention to the wishes and preferences of their client base? OK, it's obvious you can't please everyone, and that whatever the developers do or don't do, some categories of players will always be outraged; the minor storms which break out after every adjustment of class skills (necessitated by a sensible desire to provide a level playing field) are a classic example. Every class of player will defend their territory to the death, and complain accordingly - that's only to be expected. The same goes for many of the lore-breaking design decisions: to coin a clumsy phrase, you simply cannot make a MMORPG omelette without breaking lore eggs.

What we have here, though, is very different from the usual forum whine-fest. Players who are serious about the game, who are experienced gamers, who wish LOTRO and Turbine the very best and who have given considerable thought to the subject have expressed their opposition clearly and unambiguously: they believe radiance gating to be a design error, a one-way-street which will harm the game and its prospects in the medium to long-term. They have done so, by and large, in a restrained fashion, explaining exactly why they believe this to be the case. Unfortunately, there has not been the slightest indication from Turbine that this wave of sober criticism is regarded as anything more than a minor irritant.

Politics teaches us that when a substantial (and vocal) percentage of any population has a serious beef which is consistently ignored by the powers that be, conspiracy theories will spring up like weeds to explain an apparently irrational situation: "If They won't even admit there's a problem, then something is rotten in the state of Denmark...". A recent post by player Mai Hon encapsulates this view perfectly: "I had two accounts, I waited for some sign that someone at Turbine was listening to the outcry against radiance, but its someone's favourite child, someone who would rather see the game damaged by the division it causes than admit it was a mistake."

And in view of Turbine's deafening silence, who's to say that Mai Hon is wrong?

Wednesday, 22 July 2009

ACHIEVING MINIMUM RADIANCE IN BOOK 8

As everybody knows, the two end-game 12-man instances at the moment are gated – that is, you need a certain minimum level of radiance in order to even enter them. Personally, I think this is a poor design approach, and it’s no secret that most players feel the same way. However, we’re stuck with this situation for the foreseeable future.

Fortunately, Book 8 introduced some new paths to achieving the minimum requirements, which are currently +50 radiance for the Vile Maw (the Watcher), and +70 radiance for Dar Narbugud. What follows are some suggestions as to how this can be achieved as expeditiously as possible. Keep in mind that raiding is a cooperative affair, and that in order to get anywhere you’ll need to join a Kinship, or at least find a reasonably steady group of players - solo play doesn't enter into the debate at all.

To quickest way of achieving the +50 radiance necessary for the Vile Maw is to complete the first two (and easiest) of the 6-man instances which drop a single BoA coin when completed in Hard Mode. These are the Grand Stairs (dropping a Platinum Coin of Courage, exchangeable for Boots) and Forges (Platinum Coin of Strength, for Chest). Each of these armour items gives +10 radiance, for a total of +20.

The two new 3-man instances each drop three Glistening Elf-stones every time they are completed; four of these can be exchanged for tier 1.5 radiance armour items, each of which has +15 radiance. Completing the Mirror Halls of Lumul-Nar and the Water Wheels of Nalad-Dum four times each will net you Gloves and Leggings respectively, for a total of +30 radiance. Add these to the Boots and Chest from the earlier 6-man instances, and you have the +50 radiance needed to enter the Vile Maw.

Achieving +70, however, is harder. You will need to either complete the two toughest 6-man instances of the tier 1 series, namely 16th Hall (Iron Coin of Fortitude, exchangeable for the non-set Shoulders) and Dark Delvings (Iron Coin of Knowledge, for the non-set Helm), each worth +10 radiance, or acquire either of the two tier 1 set armour items which drop from the Watcher (Helm or Shoulders, each worth +20 radiance). Note that with the exception of the Dar Narbugud bosses, Gurvand, final boss of the Dark Delvings, is reckoned to be the toughest fight in LOTRO to date.

One further short-cut is to complete the Filikul instance (Nornúan the Turtle) as often as possible, since he sometimes drops Platinum coins exchangeable for tier 1 armour pieces. Nornúan is something of a pushover, and can easily be downed by even a halfway competent PUG (pick-up group).

Finally, it must be emphasised that +50 radiance for the Watcher and +70 for Dar Narbugud are the minimum necessary to avoid cowering; you will still have dread, with the resultant reduction of morale and skills. The more radiance you have, the better; this includes the extra +10 you can buy with Destiny Points, which stacks with whatever you get from your armour.

Sunday, 5 July 2009

BOOK 8: FIRST FEEDBACK POSITIVE!


Well, after a week of exploring Book 8, I think I can safely say that Turbine have done well by us. I have completed two 3-man and one 6-man instances, and am very happy to report that they are interesting, well-designed and fun. They include a welcome puzzle element, but it's not exorbitant, and is unlikely to baffle the average party for very long. Combat is challenging but not ridiculously difficult, and the specific tactics required to take down the bosses can be worked out after two or three attempts at most. Above all, they can be completed successfully by pretty much any mix of classes; the basic formula remains tank/healer/DPS, but any number of changes can be rung on it, and I don't think any class is likely to be left out in the cold for long.

From the point of view of loot, these three instances (Mirror Halls of Lumul-Nar, Water Wheel and Halls of Crafting) drop Glistening Elf-stones which can be exchanged for the three new tier 1.5 radiance armour pieces (respectively, gloves, leggings and jacket with +15 radiance). You need four stones for the gloves and leggings and seven for the jacket, but the good news is that all participants in these instances get one stone each, every time the final boss is defeated. I haven't yet had a chance to try the new 12-man multi-raid sequence which drops the Greater Elf-stones exchangeable for the tier 2 (+20) radiance armour, but on the strength of what I've seen so far, I'm confident it will be a good one.

Unfortunately there are no new regions to explore (other than the instance dungeons), but then you can't have everything, or at least not all at once. A nice little extra is the fact that several items now stack up to 100 per slot, including crafting materials and potions, thus freeing up quite a few slots in packs and vaults. There are also lots of new decorative trophies to collect; now all we need is for housing to get some care and attention, so that we can actually display them...

All things considered, congratulations are in order.

Tuesday, 26 May 2009

TURTLE TROUBLE


Nornúan lives in Filikul, a rather damp and plashy chamber of the great tower of Gabil-Munz, at the centre of Moria's Waterworks. He probably doesn't mind, though, as he's a giant Snapping Turtle - a chelonian not to be trifled with lightly, since he has 688,000 morale and a habit of shedding poisonous spines in all directions when he gets upset, which is often. The spines cause stacking acid damage over time (Gushing Wound) which is incurable by any potion, salve or spell.

Filikul is LOTRO's latest 12-man raid, and a very odd one it is too. Reaching Nornúan involves a swim/trek across the Waterworks and a two-minute walk down an undefended passageway - and there you are. No adds, no minor bosses, just a quick, very brutal fight; if you don't get him down in under ten minutes, the stackable DoT will wipe the party out. Now, to my mind, the first oddity about Filikul is that it feels astonishingly arbitrary. There's effectively no plot lead-in, other than a casual mention of a missing dwarf. So why, you would be justified in asking, should I go out of my way to beard a horrible great turtle in his sanctuary, where he's been living perfectly happily and not really bothering anybody?

The answer, I guess, is loot. Nornúan is supposed to drop one guaranteed First-age weapon, plus another Second-age item and an Iron Coin (good for normal radiant armour) as well some minor stuff (I say supposed, because last time my kinship took him down, there wasn't a sniff of a First-age item). Trouble is, when it does deign to drop, the First-age item is either a Warden Spear (something like 50% of the time), or else a Captain or Guardian spear; there have been reports of Hunter and Champion spears, but they are pretty rare. So if you don't belong to the spear-carrying classes, tough luck...

I haven't been overly bothered by this, as I tend to see Filikul as the designers' response to complaints that the Vile Maw instance is way too hard, particularly the post-Book 7 Watcher II: "OK, here's an easier one, no radiant armour needed (although it does help), you can have some low-cost First-age legendaries - but you probably won't like them...". Fair enough, in an weird sort of way, but there's more. It now appears that come Book 8, the developers propose to make Nornúan immune to the Burglar trick "Enrage", which causes the affected mob to attack at random - the method adopted by most raids to deal with the turtle's stacking debuffs, which would otherwise build up mostly on the tank. Note that this is not an exploit (a cheat, in other words, exploiting a design error), but the rational use of a game skill to defeat a boss attack. This decision has caused a lot of comment, most of it negative. Again, I can't say I'm too upset; it's not as though this was an astonishingly long and complex raid, and that a strategy carefully developed over weeks of trial and error had suddenly been rendered useless.

However, it is very poor design. If the developers really didn't want players to use Enrage, they should have seen it coming and done something about it beforehand. In the final analysis, Filikul looks and feels like a rather slapdash, not very well considered quick fix. On the European forums, Sanxo put the matter accurately if a little harshly: "The devs are fighting a losing battle against the law of unintended consequences, but rather than let the dust settle and think for second, they create a ragged patchwork of fixes held together with ill-considered nerfs". Ouch.

Sunday, 10 May 2009

THE STATE OF THINGS

Once again, LOTRO seems to be at a crossroads. Over the last month, the game forums have hosted some long, heated and often quite profound debates about the current state of the game and where it's headed. Looking across a broad range of these debates, both in Europe and in the States, one thing is clear: a large percentage of current players, perhaps more than half, are currently unhappy with how things have been going since the introduction of Mines of Moria. There are many reasons for this malaise, some of which I touched upon in an earlier post, "The Mines of Moria considered as a Chinese Banquet", but it can essentially be summed up as a gradual but definite swerve in the game philosophy from collaborative adventuring to a more solo (some would say selfish) approach. The signs are clear: far more solo content, no multi-boss raid requiring careful study and practice by a dedicated group of players, epic quests which can be completed almost without any outside assistance. So are the results: by all accounts, more selfish player behaviour, fragmenting kinships and players switching off for longer and longer periods.

Those unhappy with this state of things are, virtually by definition, the hard-core players, often referred to as end-content players; of course, there are also many players who prefer solo play, and who are not in the least unhappy. The point is that Shadows of Angmar by and large succeeded in satisfying both groups, by providing alternative routes to success; sure, you needed to join a group of pretty hard-core players to get a complete Rift armour set, but the best crafted armour was almost as good (and anyway, unless you were going up against Thaurlach or Thorog, you didn't need the Rift set). You could also work at PvP, if that was your preference, and assemble an Ettenmours armour set. SoA offered lots of alternatives at different levels. MoM doesn't; it's much more linear and inflexible.

It's been said the current design mindset is aimed at potential Asian customers; I can't speak to that, never having played an Asian online game. But I don't really buy the theory, since it makes no commercial sense to try and expand your client base by pissing off your current customers. And while nobody can accurately gauge just what percentage of the current client base is made up of hard-core or end-game players (they are, indeed, more vocal, so forum activity is not an accurate measure), it would be a commercially dire mistake to write them off - one which I sincerely hope Turbine won't be tempted to make.

What is absolutely clear by now is the immense importance attached to the forthcoming Book 8, and particularly to the inclusion or otherwise of another Rift-type multi-boss raid. Here is a quick sampling of recent comments from the European forums:

"I wonder if turbine know how important the book 8 update will be to them. For a lot of people it seems this will make or break lotro for them." "The new raid will be in Book 8. Another delay would be the last straw for many, they just have to." "If the multi-boss raid is not out soon - they will prob kill the game off... All the bigger kinships on Laurelin are fed up with the watcher, and the turtle seems way too easy and pointless. We all miss the days with the Rift and Helegrod - all night raiding with plenty of loot and happy players."

None of these comments, and dozens of others like them, can be written off as knee-jerk whines; these are players who love the game, want to stay with it and wish it well. What's more, I think they are right: what LOTRO needs, as soon as possible, is a new Rift. Give this group of players another Rift-type raid, and they will forgive almost anything; hell, they'll probably be too busy to notice anything else between now and Christmas. Disappointing them, however, would not be a good move...

Tuesday, 28 April 2009

THE RAIDS IN LOTRO


Though raids do not play as massive a role in LOTRO as they do in some other online games, they are nevertheless very much the core element of most players' gaming experience; two years on, it seems a good idea to take a look at how LOTRO's raids have stacked up. First of all, what exactly is the definition of a raid? A raid is an example of an instance - namely, a copy of a building, a dungeon, or other location activated by passing through a portal, which allows an individual or group to take part in a private adventure, segregated from the main game and undisturbed by other players. A combat-based instance designed to be experienced by between one and four fellowships is called a raid.

So far, and ignoring the PvP raids in the Ettenmoors, LOTRO has included five proper raids; a sixth, Filikul, was to have been packaged with Vol.II/Book 7 but proved buggy when released in the States. The first to be released, Helegrod in the Misty Mountains, was a 24-man raid (four full fellowships). A vast, sprawling affair, it included nine bosses culminating in the undead dragon Thorog. Players could choose in what order to attempt some of the encounters, and even experienced groups needed at least two evenings to complete the raid. While the raid was visually impressive and offered a good variety of combat experience, it was never as popular as it deserved because of the extreme difficulty of getting together as many as 24 determined players. It also suffered from an odd system of rewards, including titles for defeating bosses which were effectively limited to just one of the 24 participants, and above all armour set drops which were class-specific; this made it virtually impossible for anybody to put together a full set of Helegrod armour, which until the advent of MoM was probably the game's second best after the Rift set.

The other two 24-man raids to date have been Bogbereth and Ferndur, both in Angmar. The first is a quick and easy single-boss attack on the spider queen of Torech-i-Bogbereth, near Garth Fornir. With unimpressive rewards, this raid ended up being farmed for its decorative trophy by 12 or fewer experienced players. The second targets Ferndúr the Virulent, Master of Imlad Balchorth, and is a fair bit harder, but it too could be completed with 12 players; again, it offers no particular rewards beyond a trophy, and it seems likely that many players have never tried it. There have been no more 24-man raids since these two, nor does it seem likely that there will be.

The
Rift of Nûrz Ghâshu
, the most extensive and, as many believe, the best-designed raid to date, came in with Volume I/Book 11 at the end of 2007. A 12-man raid, it included eight separate bosses leading up to Thaurlach the Balrog. Killing Thaurlach was a long and complex operation for most kinships, with a steep learning curve, but it was a fascinating experience and the rewards, the best set of armour and the best weapons in Volume I, were well worth the effort. Even more than was the case in Helegrod, teams had to learn the different tactics necessary for each boss and the usually very specific actions required, and raid leaders found themselves stretched to the maximum keeping all the balls in the air. One of the great virtues of the Rift was that it managed to balance the different classes, all of whom were needed at different times. It also kept many players happily busy for at least six months, if not more.

The fifth official raid is the 12-man Vile Maw in Moria, which it's probably fair to say is the least-loved and most badly designed to date. Many players have hated the grind of assembling the six-piece set of Radiant armour without which the raid cannot be attempted, the location is minimal and unimpressive (a single room full of water), the fight with the Watcher seems, once you work out the tactics, rather tedious and mechanical, and it can only be completed once a week. Finally, compared to the splendid Thaurlach, the Watcher seems cartooney and lumpish. Not, on balance, a success. Also located in the Waterworks of Moria is the new Filikul raid, which involves killing the turtle Nornúan. Since it's not yet accessible in Europe, I can't comment on it, but - a turtle?

Though it is not officially considered a raid, I would certainly include among them Barad Gularan, a combat instance fully as complex and demanding as any raid. Six bosses must be killed, of whom the last, Udúnion the Rogmul, offers what I believe to be one of the hardest fights in the game, largely because of the split-second coordination called for. Finally, the Delvings of Fror in the Ettenmoors are home to one of the nastiest and probably least visited bosses in the whole game, Gaergoth the Unbound. Gaergoth is another Rogmul, only this one is at l.63 and has over 500,000 morale points; considering that he drops nothing better than four Luminous Stones (though this may have changed recently), it's hardly surprising he's not the most popular holiday destination in the game...

Wednesday, 11 March 2009

THE MINES OF MORIA CONSIDERED AS A CHINESE BANQUET

An old western libel, no doubt invented or at least perpetuated by French restaurateurs, would have it that Chinese banquets, though impressive in quality, quantity and variety, somehow leave the diner with a feeling of emptiness, as though he had partaken of an oddly unsatisfying fairy feast. I have often thought over the last few weeks that in that sense, the Mines of Moria have much on common with that mythic Chinese banquet…

Make no mistake: there can be no two opinions about the quality of the graphic design. Almost three months down the road, I still hold by the view I published here last December: “This is by far the most impressive game environment I have ever seen. For once, the pre-launch hype didn’t lie. The Mines of Moria are breathtakingly grandiose and wonderfully imaginative”. The problem is that after a few weeks, the game started feeling repetitive, and, like the aforementioned fairy feast, oddly unsatisfying. And judging by the comments of other players (thoughtful players whose judgements I respect), I was not alone in feeling disappointed.

Why? I don’t think there is any single reason for this sense of flatness, rather a whole series of minor reasons. First of all, perhaps, the almost universal disappointment provoked by discovering that the eagerly awaited legendary weapon system was nothing of the sort. Secondly, the absence of a good, meaty twelve-man raid involving a series of bosses – another and better Rift, in other words, which one could really sink one’s teeth in. Now I know that long-term raiding isn’t necessarily everybody’s cup of tea, but the thing about the Rift was that it kept an awful lot of players beavering happily away for well over six months. Third, the way reputation with the dwarf factions turned out to be, well, almost completely useless, with the exception of the Hunter and Warden quick travel skills. Fourth, the pointlessness of mounts in a dungeon environment, in which a rider gets knocked off his goat roughly every twenty paces. Fifth, the excessively fast levelling between levels 50 and 60, which meant that players stopped gaining experience points after completing no more than half the available quests.

At the end of the day, and despite the excellent Eregion prequel, this was, after all, largely a dungeon crawl. And the problem with that is that dungeon crawls are, by their very nature, overtly linear; despite the many nicely executed larger areas such as the Waterworks, one still had a sense of being herded along far too many dark, narrow passageways. As a result, the relief one felt at finally emerging into fresh air at the Dimrill Dale was palpable, and very real (so kudos to the designers for that!). On balance, I suspect that had MoM shipped, as originally planned, with all or most of the Lothlórien content included, it would have made for a much better balanced game. Hopefully, Book 7 will help restore that balance.

Tuesday, 10 February 2009

ARMCHAIR STRATEGY IN LOTRO

Armchair strategists and military scholars in LOTRO are no different than in real life: they tend to base their arguments on what should be, rather than what might actually turn out to be the case in practice. In the months before the German army overran France in 1940, the French general staff insisted that there was absolutely no way the invasion would come through the Ardennes, since tanks couldn’t negotiate the terrain – never mind that General Guderian, who led the invasion, had actually published a book explaining very clearly what he planned to do. Reality check…

A recent and very interesting debate on the Codemasters forums has been running under the title “Hunters are NOT tanks! Please, people!”; it includes a lot of stern comments by Guardians and the like ticking off Hunters for having the gall to think that they might sometimes find it necessary to tank an opponent. This is, of course, absolutely correct in principle, and under normal circumstances no Hunter with an ounce of sense will do something as stupid as pulling aggro off a Guardian. This is fine as far it goes… assuming the fellowship includes a competent Guardian.

Thing is, most of the arguments in the thread are predicated on the performance of an ideal fellowship, namely the classic two heavy, two crowd-control and two ranged setup. Unfortunately, unless you have the good fortune to belong to the kind of über-military Kinship which maintains one of each class online at all times, fully equipped and ready to go, your average player will find himself or herself all too often questing or raiding in a very mixed group indeed – and I don’t necessarily mean in a PUG.

In the first two months or so after Mines of Moria came out, my kinship experienced a temporary shortage of heavy tank classes, so that in a number of cases I found myself leading 6-man raids without a Guardian, indeed sometimes without any kind of melee class at all. As a result, I had no option other than to tank myself, and while of course this ended in tears a number of times, we eventually got the hang of it; by the time things got back to normal, I had successfully tanked four out of the six Moria instance bosses. Let me quickly add that this was entirely a group effort, and that I would have been ground hamburger in no time without the sterling efforts of a dedicated Minstrel and/or Lore Master – but the point is that in war as in the legal profession, hard cases make bad law. It’s easy enough to lay down rules under ideal circumstances, and those rules are obvious enough. It’s the less than ideal, or frankly chaotic, situations that are a damn sight more challenging, and that’s when the rule book won’t necessarily give you the answer.

http://community.codemasters.com/forum/showthread.php?t=331537

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.