Showing posts with label Symbol of Celebrimbor. Show all posts
Showing posts with label Symbol of Celebrimbor. 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.

Saturday, 20 March 2010

CHOKING THE ECONOMY

The LOTRO economy is currently in the equivalent of a deep recession, at least in the sense that economic activity is virtually frozen. Why? Because most l.65 players are awash with money, and have nothing to spend it on. The one single item that players might still be willing to shell out for is the Symbol of Celebrimbor, the essential ingredient for the forging of l.65 Second-Age items. It doesn't come up often in the AH, and when it does, the asking price ranges from 60G to 150G - though I seriously doubt that it actually sells for much over a hundred. However, the drop rate in Sammath Gul is said to be improving, and more to the point, given the depressingly limited shelf life of LIs, many people are beginning to wonder whether investing that kind of money in a weapon which will almost certainly be superannuated two months or so down the road is a smart move. LOTRO's economic czar has clearly screwed things up here, if the entire economic model is teetering, so to speak, upon the demand for one single product (and a rapidly crumbling demand, at that).

Saturday, 27 February 2010

THE TWO NAZGUL

You have fought you way into the evil Necromancer's castle of Dol Guldur, battled orcs and fouls spirits until you break into the vast hall of Gorothul, chief sorceror of Barad Guldur and sole possessor (when he remembers) of the priceless Symbol of Celebrimbor. Gorothul's voice is softly sinister, and he conjures up legions of spirits and animated corpses to destroy you, though the fact that he looks the spitting image of Ming the Merciless does give you pause for a second.

As you fight for your life (and a slim chance of acquiring the aforementioned Symbol of Celebrimbor, an artifact of immense value), you ears are battered by a steady beating sound. Glancing up for a second you see, through the dim glass of the vast windows rising up either side of the dread altar, two Nazgûl riding the great fell beasts whose flapping wings echo through the hall. When, with luck, Gorothul finally goes down to his just reward and you have discovered that once again the priceless Symbol of Celebrimbor has failed to drop, your attention may be caught by a strange discrepancy: while the fell beast seen through the south window is beating his wings energetically, rising and falling as he does, his fellow to the north is doing - well, nothing very much. He is in fact barely holding position right at the bottom of the window, listlessly twitching his wings now and again.

Is the second fell beast on strike? Tired from a long voyage to the Shire and back? Suffering from mange? The answer may well affect the whole outcome of the War of the Ring, and I for one really think we should be told...

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?