Showing posts with label Sammath Gul. Show all posts
Showing posts with label Sammath Gul. Show all posts

Monday, 5 April 2010

THE DREADED NINJA


In case it's not immediately obvious, the fragment of an ingame log, above, posted on Codemasters forum yesterday and immediately copied onto a number of private forums, refers to something which took place on the Laurelin server. The player identified as Denwyn was leading a fellowship in the Sammath Gul instance, where the rare Symbol of Celebrimbor dropped after the group successfully took down Gorothul. All six players rolled for the item, with the leader scoring a lowly 7; immediately after the roll, the leader assigned the item to himself and left the fellowship. In game parlance, to acquire loot items by fraud of any kind is to ninja them.

The player concerned, a Hunter once known as Deniro, promptly changed his name once again to "Alitis", arguing a certain amount of premeditation (whether he knows it or not, by the way, his new name is the Greek word for "thug"). Now, Codemasters have rules about naming and shaming which forbid the outing of bad player behaviour on their forums, which means that by the time you look for it, the thread may have been deleted. CM Gamemasters are also under strict instructions not to take any action over player v. player complaints of things like ninja looting. I can see where they are coming from, of course - to do otherwise would almost certainly lead to a flood of trivial or even malicious complaints, quickly swamping the system. However, it strikes me that in a few serious, well-documented cases, or those where the same player has consistently been reported for abusing the rules and/or disruptive behaviour, there is every justification for GM intervention leading to a partial or total ban. The proof is easily available in the form of game logs like the one above, and I believe there are catch-all rules about harassing and inappropriate activity which could certainly be made to cover blatant ninja looting. And it's in nobody's interest to have thugs running around ingame - not even, or perhaps particularly not even the publisher's.

Tuesday, 9 February 2010

HEAVY METAL GLOVES


Illustrated above, Rochben gloves are perhaps the screwiest item drop in the current expansion, Siege of Mirkwood. They drop from the fourth and last boss of Sammath Gul, the fell spirit Demafaer, who is only accessible in hard mode; they give +25 radiance; and they are drop very often - perhaps as much as 40% of the time. And they only come in one flavour: Heavy.

Why are they weird? Well, first of all, they represent the one and only example in the game of a radiance item (and a major one at that) simply dropping as normal loot - every other item requires you to either kill a major raid boss and then win a 1:12 roll, or else gather a number of medallions. Rochben just drop, and by this time, they are being treated as vendor trash by many kinships. Secondly, there are no equivalent items anywhere in the game for medium and light armour wearers; the Dar Narbugud set gloves which are exchangeable for the Greater Elf-stone of Hand dropped by Zholuga have +20 radiance, and the Moria instance gloves only +15. Thirdly, they are the only teal radiance item in Siege of Mirkwood.

Were they left in by mistake after beta? Are they an example of whimsy on the part of the loot devs? Whatever, they're untidy. And unfair to all us non-heavy metal wearers...

Thursday, 4 February 2010

STUMBLING THROUGH THE MURK IN MIRKWOOD

I've spent the last few weeks exploring Mirkwood, leveling up my main character, replacing old legendary items, collecting new ixp runes, acquiring the +25 radiance armour pieces, running skirmishes and pioneering the new Barad Guldur 12-man raid with my kinship. In other words, it's been busy, and in that time I've sampled pretty much everything that's available in Siege of Mirkwood. So? Personally, I think this has been the best expansion since before Mines of Moria - in fact, the best expansion since the one which brought us the Rift - and I believe it vindicates those of us who insisted that the game would eventually get its act together again.



First of all, the visual design is absolutely brilliant. The various regions of south Mirkwood are all different in interesting ways, both visually and in terms of content, but they all share a common eeriness. I was particularly impressed by the way that the woods are, well, murky... In other words, they're not pitch-black, causing you to keep walking off cliffs, but actually communicate the feeling that something could be lurking in the gloom just a few yards away from you - as, in fact, it probably is. Actually depicting gloom rather than darkness is no mean feat, graphically, so congratulations yet again to the landmass designers at Turbine.



The skirmishes are fun. They are quite fun to run solo, but they can be a real hoot in groups of six or more. The devs, wisely to my mind, effectively decided to make skirmishes largely irrelevant to a character's progress in the game, so that the skirmish marks you accumulate are largely employed in increasing your soldier's abilities. There are two exceptions to this rule. One is that skirmish marks can be exchanged for class quest items, some of them once extremely rare and valuable; I'm not entirely certain I approve of this, as it obviously tends to devalue wonderful old locations like Carn Dum, but I can also see how this could come as a relief to new players who may be having a hard time getting fellowships together for the tougher mid-level instances. The other exception, which some players may not have cottoned onto and which is a very good reason for high-level players to keep running instances, is that 1,950 skirmish points will buy you a Scroll of Empowerment with which you can upgrade any legacy on a l.65 legendary item by one tier. This makes it possible, and even feasible, to boost all your legacies to the maximum.



The three and six-man instances in Barad Guldur are well-designed and intelligently plotted, and have considerable replay value. They are also very different from one another, meaning they don't necessarily all appeal to the same player. The least popular appears to be the Dungeons instance, which involves a considerable amount of trickery and sneaking about, plus a hefty dose of luck, but it makes a good pendant to Sword Hall, a fast, purely combat-oriented instance. Judging by looking for fellowship requests, the six-man Sammath Gul instance is by far the most popular, partly of course because the major boss fight here is the game's only source of the rare Symbol of Celebrimbor, without which no Second-Age l.65 legendary can be crafted.

Ah, those legendaries again... Well, the facts are straightforward: to begin with, your old, much cherished l.60 First-Age weapon is pretty nearly useless, as in DPS terms it can be trumped by any new l.65 Third-Ager. So break it up, and dry your tears. Next, while Third-Age LIs are pretty easy to find or buy, Second-Agers no longer drop from anywhere and are now genuinely rare. They can only be crafted, and crafting requires the aforementioned Symbol of Celbrimbor, whose drop rate seems to be very roughly 1:10 - so even at this point in time, not many players have even one Second-Age l.65 item, let alone two. On the plus side, your chances of getting good legacies from the start have increased dramatically - it's still a gamble, but no longer a virtually hopeless one. More interestingly, you can now effect changes to your LIs yourself; Scrolls of Delving will increase an item by ten levels, to l.70, and as noted above, Scrolls of Empowerment will upgrade one tier. You can also choose to replace a single legacy with a new one which will increase a basic ability.

As for the new 12-man raid, I can confirm that it is difficult - very difficult for the average kinship and, I would say, not even worth trying with a PUG. This is not so much a matter of design trickery, just that even after you have learned the tactics (and there seems, mercifully, to be more than one ideal tactic for each fight), it calls for considerable precision, speed and accuracy - Barad Guldur is very unforgiving. Need I mention that in the first boss fight, every player death gives Dûrchest a 17.5% melee damage buff, and that after he reaches 130k morale, every death heals him for 190k morale?