Showing posts with label Helegrod. Show all posts
Showing posts with label Helegrod. Show all posts

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, 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...

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...

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.