Agreed, the 3-man instances in Book 8 are well-designed, fun and repeatable, as well as offering another path to achieving the +50 radiance necessary for squaring up to the Watcher or the +70 essential for the new 12-man raid in Dar Nargubud.
However, one thing puzzles me: these instances drop Elf-stones exchangeable for three tier 1.5 purple armour items with +15 radiance each, a +5 radiance increase on equivalent items from the earlier set. So far, so good; acquire all three and you have a total of +45 radiance. Problem is... radiance rounds downwards, not up, so that +5 is essentially wasted, and +45 in practice becomes +40. In which case, it doesn't take long to work out that it's a waste of effort acquiring all three items, and that if you're only going for two, the ones to choose are the leggings and gloves (at a cost of 4 stones each), rather than the chest-piece (at a cost of 7 stones).
In practice, this means that the best way to exploit the 3-man instances as far as building up your radiance is concerned is to replace the original leggings and gloves (+10 rad each) with the new ones (+15 rad each), giving you an overall increase of +10, and leave it at that. Which makes me wonder whether the developers got their sums wrong in the first place. Why go to all the trouble of creating a three-part tier 1.5 set of radiance armour when only two thirds of it will ever be useful? Indeed, why bother rounding radiance up (or down) at all in the first place? Mysteries, mysteries...
Friday, 10 July 2009
RADIANCE FROM THE 3-MAN INSTANCES
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, 30 June 2009
SLOW BOAT TO CHINA
There's another two hours or so to go before Book 8 comes available in Europe, and probably between thirty minutes and two hours of downloading the patch after that... If, in less than a week, Turbine and Codemasters have managed to catch all the horrific bugs which were reported after Book 8 launched in the States, they deserve congratulations.
So before we launch into the eagerly-awaited "Scourge of Khazad-dum", this seems like a good moment to take pause briefly and take stock. LOTRO, it seems is on its way to China... According to a timely post on MMeOw, "Turbine has apparently teamed up with CDC Games to release the title in China... CDC Games will be the MMORPG’s exclusive distributor in the country. As you might expect, both parties are excited about this: CDC has 13 million active users for the games it currently handles and expects LotRO to get a piece of that". A new client base of thirteen million customers, or even a small fraction thereof, isn't to be sneezed at by any means.
There has been much grumbling in the ranks of late, and the forums are full of people swearing blind that LOTRO is on the skids, that the player base is crumbling and that at this rate we'll be lucky to see Rohan, never mind Moria. The fact is that that none of us, myself of course included, have the figures to back up our views of how LOTRO is doing from a commercial point of view - so everything you read is merely opinion, sometimes reasonably well informed but mostly based on little more than the writer's prejudices or desires. For what it's worth, I don't go along with the prophets of doom, and I certainly don't think LOTRO is in any serious danger of folding. Granted, there have been several bad design decisions since the launch of Moria - I've highlighted several of them in these pages - as well as a certain amount of bad luck, but none of them are terminal. There are many reasons for optimism. First of all, the unique Middle-earth environment, no matter how much it may have been knocked about in the process of transformation; secondly, the much larger than usual mature audience, many of whom are happy just enjoying the scenery; thirdly, the fact that two good years into the project, neither Turbine nor CM have found it necessary to merge any servers. And finally, of course, there are those millions of Chinese players just a boat journey away...
Saturday, 13 June 2009
BE VERY AFRAID - OR AT LEAST, A LITTLE UNEASY...

We have a new splash screen, according to which Book 8: Scourge of Khazad-dum is nearly upon us - and very good news that is, too. But I am made more than a little uneasy by this chap, who figures mightily in the splash screen and, is, presumably, the Scourge personified. Now, I definitely don't want to sound negative before Book 8, upon which so much rests, is actually released; also, I remember an old Hawaian (I think) proverb which says, roughly, that if you're rude about your own coconut tree, it will drop coconuts on your head.
But - and I don't know how to put this diplomatically - dear old Scourge does not look very... Tolkienesque. Particularly not the blue neon highlights, of course, but also the fact that I'm prepared to eat my boots if he doesn't turn out to be half the size of a mallorn tree. Now as I've remarked before, I'm not a lore fanatic. LOTRO's designers have come up with a number of monsters perhaps undreamed of by Tolkien which are nevertheless perfectly convincing in terms of the mythos, or which at least fit in more-or-less comfortably; Gaunt Men, Morroval, Rogmul, Doom-singers are all both imaginative and appropriate.
The rot set in with Mines of Moria (where have I heard that comment before?), and specifically with the dreadful Foundations of Stone, whose shameless steals from "Alien" are not only contemptibly lazy, but also wildly out of place in Middle-earth. I sincerely hope that Book 8 isn't going to continue that trend, but Scourge here looks as though he belongs firmly in World of Warcraft. There's nothing wrong with WoW, in it's own place, but (and we really have to be firm, here), LOTRO is not WoW, and the last thing it needs is WoW's cartooney design. I say it's spinach, and I say the hell with it.
Fingers crossed.
Thursday, 4 June 2009
LEGENDARY ITEMS LATEST
In the course of the 3 June developer chat, developers were by and large as wary as ever of making definite statements. However, sorting through the whole transcript, I found that a number of answers addressed the vexed question of Legendary Items, a frequent source of complaints and grumbles. Pulling these together, it seems as though we can expect some positive developments in the near future.
Perhaps most importantly, the devs acknowledged that there are indeed problems with the LI system as it stands today: “Are there any plans for redesigning the Legendary Item system? Completely redesigning it, no. It took a lot of work to get the various systems in place to create the LI system. However, we’re definitely monitoring the complaints and seeing where we fell short with our goals. So in that regard, we’re going to be making some solid changes. The details haven’t been completely solidified yet, but our main goal is to make it feel less grindy, to better maintain the feeling of advancement and progression”.
Other specific promises include a method of resetting the legacy points on a maxed out Legendary Item, to come “very soon”, and the ability to exchange legacies on LIs; the latter is probably more of a mid-term project, since they apparently haven’t decided exactly how to implement it.
On the question of crafted Legendaries, the response was “We definitely want to bring crafters into the LI system more than we have… this is a very large complaint we’ve heard and we fully intend to remedy it” - but no details were provided.
Finally, a crucial detail concerning the upcoming 12-man instance in Book 8 was dropped: “Some very special mobs (please see certain mobs in Dar Narbagud) are completely immune to Common damage”. This is very far from a minor point; if we are to come up against monsters immune to common damage, the implication is that either special weapons or else special titles for weapons will have to be acquired before these mobs can be attempted. So will this in practice turn out to be a weapons equivalent to the radiance armour – i.e., the instance will prove to be impossible without specific items? It certainly sounds like it…
The complete transcript can be consulted on Kill Ten Rats.
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...
Sunday, 12 April 2009
COMING SOON: THE NECROMANCER'S FORTRESS?
After Lothlórien, what? There has been much conjecture and scratching of heads over this one, and Lotro Follower, for one, has posted a longish entry discussing possible destinations; he finally, if speculatively, comes down in favour of a journey south along the river Anduin, following in the tracks on the Fellowship.
I have to say I disagree, because the conclusion of Book 7 seems to me quite unambiguous: our next mission will be to enter Mirkwood, rescue the captive dwarves from the fortress of Dol Guldur, and destroy that standing threat to the safety of Lothlórien. At the conclusion of Chapter 9, Celeborn himself announces that "... its power is growing. We cannot wait for the force of Dol Guldur to come forth in strength". And Haldir, before he hands over the reward for completing Book 7, warns the player in the starkest possible terms: "The winds of change are blowing, and I fear they carry with them the onset of war. Lothlórien cannot remain isolated and in safety forever. Lord Celeborn's gaze must turn toward Mirkwood and the great shadow that lies over Dol Guldur. When the time comes to cross the river and fight, as it seems we must, I will call for you". Could anything be clearer? I would hazard a guess that Haldir's promise will be fulfilled no later than Book 8, since there is not all that much left to do in Lorien itself.
Dol Guldur ("The Hill of Sorcery" in Sindarin) was Sauron's first stronghold in Middle-earth, and remains a place of great evil. Here it was that King Thráin II, who bore the last of the seven Dwarven rings of power, was captured: "Only long after was it learned that Thráin had been taken alive and brought to the pits of Dol Guldur. There he was tormented and the Ring taken from him, and there at last he died." (The Return of the King, Appendix A).
This all sounds fascinating enough, but study of the lore suggests the exciting possibility that in Dol Guldur, players will find themselves coming up against one or more Nazgûl, presumably by now at the height of their power. According to Appendix B of The Return of the King, amongst other ominous events which took place in the year 2951, "Sauron [sent] three of the Nazgûl to reoccupy Dol Guldur". Now, I have felt all along that the Nazgûl defeated in the treasury of Helegrod (SoA/B5/C8, "Fire and Ice") was a bit of a pussycat, and that the developers had missed an opportunity, throwing away one of the most powerful enemies of the Free Peoples on a mere fellowship quest - whereas a Ringwraith is obviously destined to be the end boss of a major raid. It may be that that oversight is soon to be rectified...
For those who wish to learn more about its history and lore, an excellent article on Dol Guldur can be found in Wikipedia.