Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Sunday, 5 December 2010

RADIANCE: GOING, GOING...

From the latest Turbine news release, this: "Radiance & its removal in Q1 – We’ve received a lot of feedback on Radiance gating since its introduction and are pleased to announce that Radiance gear will no longer be a requirement for any of our instances or raids. In fact, with the release of our Q1 update next year, we will be removing Radiance from the game entirely. It will not be present in the new Instance Cluster or Epic Book and will be removed from all current instances. You should get your first look at a Radiance-free LOTRO on Bullroarer in early February of next year."

You have to love corporate double-talk. A solid year's firestorm of complaint, grumbling, reasoned argument against, violent objection and outright abuse, reduced to a nicely bland "we’ve received a lot of feedback". I'll say you have... Corporations are like governments; they would rather die the death of a thousand cuts than ever, ever have to admit, in so many words, that they were wrong. Given sufficient outrage in the population, they may eventually take action ("we will be removing Radiance from the game entirely"), but god forbid they should admit to error.

Oh well, never mind. The main thing is that the issue has been conceded and that there is to be an unqualified retreat. I can't help wondering, though, what the actual mechanics of removing radiance will be. Obviously, the simplest way of dealing with it is just to remove that particular parameter from the game, so that armour no longer has a radiance rating. The problem with that approach, however, is that it will introduce a serious imbalance: the two rarest and hardest to acquire armour sets, Dar Narbugud and Barad Guldur, are notoriously poor in everything but radiance. Remove radiance, and at a stroke you will have completely devalued the game's most valuable assets. Perhaps the designers will compensate by increasing or adding stats to these items - but economic history teaches us that devaluation is never pain-free...

Saturday, 6 November 2010

REALISM, TRAVEL AND GEOGRAPHICAL SCALE


One of the issues which crop up in the design of virtual worlds is the degree of associated realism. Some early RPGs included the requirement to buy and consume "food" on a regular basis, otherwise characters would rapidly lose abilities and wither away. That was just about acceptable if a bit tedious, but imagine a RPG in which characters in the wild had to track down, kill, skin and roast animals on a daily basis just to keep going - it would be virtually unplayable (unless, of course, it happened to be specifically a survival simulation). Similarly, everyone is aware of, and ignores, the fact that severe injuries can take weeks to heal, that even a superficial wound can get infected and cause death in a matter of days, and that nobody ever wore plate mail on the march, let alone carried two or three spare sets in a backpack.

Which brings me to the latest (and very welcome) LOTRO update. The new chapters of the epic quest involve riding south into the new region of Enedwaith with the Dunedain with a view to eventually linking up with Aragorn. It's a nicely designed addition to the story of the One Ring, but very early on players find out that, disappointingly, they won't actually get the chance to ride stirrup by stirrup with the rangers; instead, they are invited to make their own way to the next staging point. Granted that soon enough the unfolding plot will require them to ride off at all sort of tangents on associated quests, an actual gallop, in company, over hill and dale for at least a few of the early stages would have been great fun. As it is, what will almost certainly happen is that players will mutter "sod it!" and port to the next convenient location.

The standard response to this and associated grumbles (for example, that fact that many instances can now be entered with the click off the keyboard) is "well, if you'd rather walk, go right ahead" - but the point is, if an alternative method of travel is available, even hardened RPGers will sooner or later give in and make use of it. The rest of us will do so without a second's thought, though we might feel vaguely dissatisfied about doing so.

The issue of scale in games like LOTRO is indeed a tricky one. Even scaled-down massively, game equivalents of the journey times suggested in Tolkien's narrative would be difficult (and certainly unpopular) to implement. On the other hand, I tend to agree with those who feel that the epic quality of the game's geography is compromised by the over-abundance of instant travel options. It's hard not to feel just a little uncomfortable when two or three jumps will take you from the far end of Forochel to the southernmost tip of Enedwaith. The designers had got the balance more or less right in Shadows of Angmar, which really did offer a sense of vastness, with some journeys (notably the perilous initial overland foray to the Rift of Nurz Gashu) being truly memorable. I can't help feeling that the game has now swung too far in the direction of instant gratification, most of all perhaps where travel is concerned.

Friday, 23 April 2010

TURBINE PRIORITIES

On 16 April, players on Codemasters forum were asked to respond to the the following in the Talk to the Community Team thread: "You are given the opportunity to move two items to the top of our priority list. Choose two of the following items and assign them either first priority or secondary priority: Radiance, Legendary items, Housing, Kinships, PvMP, General itemization (loot, rewards), New Skirmishes, New Raids, Revamping old Raids/instances, Trait/deed revamp".

By the morning of the 23rd, 139 players had responded with the following choices:

• 89:  PvMP
• 52:  Legendary Items
• 22:  New raids and skirmishes
• 20:  Radiance
• 19: Trait/Deed revamp
• 16:  General itemisation
• 14:  Revamping old raids/instances
• 10:  Housing
•  9:   Kinships

That's a huge majority (of those responding, obviously) in favour of improved PvMP; many of those selecting PvMP didn't even bother to make a second choice. Next came Legendary Items, with dozens of different suggestions; the gist of these was "either improve the system or scrap it!". I was mildly astonished to see new raids come in a relatively lowly third with just 22 votes, but if you add the 14 votes for revamping old raids, it becomes clear that many players are unsatisfied with the level and quality of raids currently available. Those picking radiance as an item to be fixed were brief and almost unanimous: "scrap it".

Will this affect Turbine's plans in any way? I'm inclined to think that it will, given how bluntly the question was put: not "what would you like to see done", but the much more direct "move two items to the top of our priority list". It would be foolish of Turbine to be so upfront about soliciting input, only to ignore it.

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.

Thursday, 4 March 2010

ZOOOOOOOOOOOOOOM!

ZOOOOOOOOOOOOOOM!
- What was that?
- That was your new content...
- Oh. Do I get any more?
- No. Sorry.

With apologies to Basil Fawlty, that was more or less how most of us felt after checking out the latest free LOTRO content, a.k.a. Volume III, Book 1: Oath of the Rangers. I'm not one of those players who hit l.65 twelve hours after Siege of Mirkwood came out, and I like to take my time over the epic quests and enjoy the plot. So I was seriously disappointed to find that it took me slightly less than four hours to complete all of Vol.III/Bk.1. That's right, all nine chapters. Including the new instance. After which - zilch. I had just exhausted the new content...

This was, without any doubt, the thinnest update ever from Turbine. Other than the aforementioned mini-book and instance, we get some new recipes, some cosmetic loot from the Rift instance, an upgrade on a class skill and very little else. I wouldn't mind too much - after all, there's still the very tricky Barad Guldur 12-man raid to be completed - if it wasn't for the fact that a brilliant opportunity was needlessly blown by the epic quest chain. The basic idea of revisiting different regions of Eriador for the purpose of recruiting Rangers to the Grey Company of the Dunedain, leading in each case to a quest or instance, was a clever one; unfortunately, in terms of plot and narrative design the quests themselves proved unbelievably lame and superficial, as though they had been cobbled together in a spare half-hour on the back of an envelope. The saddest part is that a couple of instances, like the Annuminas tombs in the illustration above, were graphically excellent - but all the hard work of the graphics team was gratuitously wasted by whoever was in charge of writing the story. Also completely wasted was the boss mob of the Rift instance, who could have proved a tough and tenacious opponent under different circumstances, but can here be knocked over by a hobbit granny wielding a feather duster. Report: "Must do better".

Saturday, 13 February 2010

LEGENDARY ITEM SYSTEM: HAVE YOUR SAY!

I was about to write a post about the current state of Legendary Items, when my attention was grabbed by the fact that the "Tell the Community" feature on both the Turbine (Stateside) and Codemasters (Europe) forums are asking for players' views on, of all things, the Legendary Item System!

This feature of the forums isn't all that familiar, and some of the people who do know about it have sometimes been dismissive in the past; understandable, in a way, given the inanity of at least some of the questions. However, the point is that unlike unsolicited player comments in forums and blogs, the responses to questions posted in these threads are very specifically those which the developers and publishers want to receive - so the odds are that such responses will at least be read, and very likely taken into consideration where it counts.

The relevant questions here are:
1. You are given the opportunity to make two changes to the Legendary Item System. What are the two most important changes you would make? Please limit your answer to only two changes.
2. Name two things about the Legendary Item System you enjoy the most.

I would urge everybody who has ever complained loudly about the LI system to take advantage of this opportunity and make their views known. Needless to say, this involves thinking a little about the questions and coming up with succinct and intelligent answers; snappy comments along the lines of "The LI system stinks!" or two-thousand word rants are unlikely to make a big impression... I'll post my own response here in a day or two.

Thursday, 26 November 2009

ONLY IN IT FOR THE LOOT?

Back on the Stateside forums, a vicious little argument erupted on 17 November over the top-end raid loot in Siege of Mirkwood, namely the armour set dropping from the Dol Guldur instance, and raged for two days until the thread was closed. The title given to the thread by the original poster says it all: “If you value raid loot, Mirkwood is NOT for you...”. Well, we already knew (see previous post!) that DG armour will be a visual disaster, but it seems that it’s going to be distinctly poor in terms of stats as well – some posters felt it will be barely better than the full Watcher set. And to add insult to injury, it turns out to be (oh, the shame!) purple rather than teal.

At the same time – and I’m definitely confused as to the thinking behind this - it seems the new SoM legendary weapons will only come in Second-Age flavours. No First-Agers at all. So will a l.60 First-Ager be better or worse than a l.65 Second-Ager? I would guess worse, but who knows?

However, yesterday’s DevChat included a couple of interesting comments about both these issues. In response to a question about the purple DG armour set, dev ZombieColumbus (no, really) responded: “In the past, we have gotten burned by giving out the best possible gear our game could generate with the initial release. This immediately makes itemizing further instances impossible. The advantage of holding back like this, is that the jump between our subsequent raid sets will be more noticeable”.

Dev Jalessa comes in for some very bitter criticism in the forum thread; according to the original poster, “the fault lies not with the instance designers, but with the LOTRO Systems Team, led by Jalessa, which intentionally made the loot weak, ignoring all of the mountains of player feedback begging for desirable raid loot throughout beta”. However, when asked whether “we are to see Teal Armour sets and First-Age weapons in the next book update?”, Jalessa responds with “… level 65 First-Age legendaries will not be available immediately with launch of Siege of Mirkwood. We plan on introducing them in a future update”.

The obvious implication of these two comments seems to be that top-end armour sets and First-Age LIs will both come available later, though still before the next volume – in other words, as part of a Mirkwood expansion. Whether this implies that there will be yet another 12-man raid in the region remains unclear. I rather doubt it, though, given that the one currently implemented ends with the death of the resident Nazgul; I mean to say, how could you top that? On the other hand, will a second (teal) armour set start dropping from the same raid? That sounds equally unlikely. Baffling…

Friday, 20 November 2009

DOL GULDUR FASHIONS


Despite appearances, the personage depicted above is not a fashion victim with more money than sense, a colour-blind circus barker, a tourist at the Venice carnival or an actor in an Elizabethan masque. No. It is, gods above help us, a young lady sporting the latest in LOTRO action wear for archers, namely the complete +30 radiance Hunter set which will drop from the Dol Guldur 12-man instance. Or, in other words, the mightiest and most advanced Hunter armour set to date.

What's that you said? She looks like an utter twit? I couldn't agree more. But that, nevertheless, is what Turbine's fashion designers have decreed for the winter '09 collections. Never mind that nobody in their right mind is going to want to be seen dead in a ditch wearing that clown suit. True, it does have the distinction of being the ugliest bit of LOTRO armour since those dreadful purple things some lunatic devised for the Ettenmoors, but still...

It remains a puzzle to me how the design team which came up with some of the most brilliant environments and landscapes I have ever seen in a computer game can be so amazingly lame where clothing and armour are concerned. What makes it worse is that they are obviously baffled by the whole concept of Hunters. They can just about fudge it with the heavies (give'em lots of plate mail, then add more bits on top of that) and with Lore-masters (robes, robes, robes), but it's quite obvious, looking at earlier efforts such as the Lady's Favour set from Dar Narbugud, that they don't have a clue what a Hunter might want to look like.

These hideous rococco creations might be just about tolerable if there was one plain, serviceable, campaign-style set of Hunter armour in the entire game which could at least be worn cosmetically. Something along the lines of plain boots, leather leggings and simple chain mail in muted earth colours would be nice - but there isn't. Lore-masters at least get a chance of acquiring the sober, unadorned, simple black Robe of Viisaus which is the reward for completing Vol I/Bk 13/Ch 4 ; judging by the number of these I've seen recently, there's a real demand out there for unfancy gear. But no, there's nothing like that in medium armour.

As for weapons - don't get me started on the neon glow, radioactive, three-sizes-too-large rejects from a drunken WoW design session we've been seeing lately...

Thursday, 12 November 2009

LATEST LOTRO DEVCHAT FROM WARCRY

WarCry Network had a chance to chat with Turbine's developers on 11 November. The full transcript is available on their site. Nothing earthshaking was revealed, and in fact most of the responses were either disappointing or else offered nothing new.

Dev Orion clarified the new development he calls 'Inspired by Greatness', a mode which will enable players to solo Epic Quests by temporarily increasing stats: "In the current implementation, the buff increases your statistics to allow you to readily handle the foes present within instance spaces. What that means, in the short term, is that a player deciding to take the solo version of an epic quest that contains an instance will be bumped up to the approximate level of an Elite creature. This also includes some bonuses to regen that make it possible for players to survive against multiple opponents".

One of the most eagerly awaited elements of Siege of Mirkwood is the new multi-boss raid in Dol Guldur. In answer to a question about how many bosses this would include, dev jwbarry replied "The raid at the end of the cluster features multiple boss fights, it's a full raid not a lair raid. There will also be at least 8 skirmish raids launching. These are designed for 12 players and have been balanced as such, including custom built bosses for each" - so nothing really new, there.

Little of interest was said about legendary items, other than Graal reiterating "The addition of scrolls that allow legacy tier upgrades and various other improvements to Legendary items allows players to continue to upgrade their Legendary Items far beyond what is currently available. Initial ranks of legacies will be somewhat lower in Mirkwood to make room for these upgrades".

More fuel was added to the debate about whether Wardens make good main tanks by Belechannas' question: "A Warden who is defeated and then revived (with their threat reset to zero) lacks any aggro catch-up skill similar to Engage/Rising Ire. Is it intended that Wardens are the only class unable to function in their primary role after being revived in a long fight?". To which Graal responded, rather discouragingly for Wardens, "The lack of an instant threat catch up skill is one of the differences in tanking between Wardens and Guardians, just like Wardens dont have a easily used forced taunt. It is unlikely, but not impossible that this will change. Bottom line...Dont die".

To questions about the availability of new skills in SoM, Jalessa disappointingly responded "With Siege of Mirkwood, each class will get one skill upgrade at level 62", and "There are no class quests added in Siege of Mirkwood". So with five new experience levels, we get just one new skill - confirmation that current policy is for improvements to come largely through the acquisition of new gear. Unfortunately for those who aren't into raiding, or hate the radiance gating system, Jalessa also pointed out that "we're not looking to add radiance to crafted gear at this time".

jwbarry
reassured a questioner that Skirmish rewards would be available to all, even those who were unable to take part in 3, 6 or 12-man skirmishes: "All items will be available for purchase for all players. Small Tokens come from and 3 man skirmishes. Large Tokens come from 6 and 12 man skirmishes. Some rewards require Small Tokens and some require Large Tokens, in addition to an amount of Skirmish Marks. Large Tokens can be downgraded into Small Tokens with no additional cost. Small Tokens can be upgraded into Large Tokens with an additional amount of Skirmish Marks. The goal is that with enough time, everyone, regardless of playstyle or preferred group size will be able to get all the rewards they are striving for".

Champions have been particularly worried about the loss of their Fervor stance legacies with the new SoM legendary weapons. According to Graal, "The Champion legacies were worked over the most of any of the classes due primarily to the reduction and consolidation of Stance based legacies. Champions gain several legacies that give damage bonus to individual skills, a critical magnitude legacy and several more utility type legacies. In addition all of the Ardour/Glory legacies have been combined to affect both stances".

Finally, to my mind the most interesting new feature revealed here (I may have missed an earlier announcement, however) was the "Immediate" skill execution type. Graal described this as "a new skill execution type that will absolutely interrupt whatever you are doing and execute the skill. We use this for interrupt type skills like Clobber".


Thursday, 27 August 2009

LET NOT THY LEFT HAND KNOW WHAT THY RIGHT HAND DOTH...

Well, it turns out that the Great Bounty Quest Bonanza is, indeed, the result of a miscalculation by the developers. Responding to complaints on the US forums about overcrowding at the bounty sites, Vastin, a member of Turbine’s online team, admitted as much: “It might surprise you to know that rewards are handled separately from quest design. Our content team designs quests, estimates how long they'll take, and then the systems guys designate the rewards that they will give out. In this case we overestimated how long the quests would take to run, and our systems folks overshot the reward a bit, and both factors combined to provide a hefty dose of IXP love for you folks”.

Whoops. Nice to know just how these things happen, plus it’s a relief to discover that the devs will cheerfully admit to the occasional all-too-human cock-up.

What next? Still according to Vastin, “I'm considering various fixes to reduce the crush at them. The easiest and most logical short term fix would be to increase the length of the quest timers on them to 3 days or so, so that's the front runner at the moment. […]We don't have another patch scheduled for a while yet, so it'll likely stay as-is for a time”.

So gather ye rosebuds whilst ye may. Personally, I would much prefer the other solution Vastin proposed, namely upgrading the two group quest targets to massive, Arch-Nemesis-on-Steroids class, but I think that was tongue-in-cheek. Too bad.

Tuesday, 25 August 2009

BEGINNING OF THE END FOR LEGENDARIES?


The five new Bounty quests available in Esteldin can be repeated daily; between them, they give a total of 465,000 item experience points each and every day. That’s a hell of a lot of of ixp - enough to take a legendary item to l.60 in under a week…

Three of the quests are easily soloable by any competent l.60 player, and the other two represent a mild challenge to any combination of no more than two l.60s; undertaken in any group of three or more, including a Hunter to provide transport, all five can be completed in just over thirty minutes. In other words, you can take two legendary items from zero to sixty within a grand total of six hours playing time.

The bounty quest ixp represents the equivalent of flooding a real-world economy with bad money by printing shoals of banknotes, and results in rampant inflation. All other forms of gaining ixp, including in-combat ixp and the extra quests for the Moria instances have suddenly been rendered utterly irrelevant – at this point, who will care a fig for the measly 180 ixp awarded for killing a l.60 orc?

I admit to being baffled by this development; at a single stroke, the devs have effectively killed off one third of their legendary item strategy. This used to have three prongs: acquiring a LI, levelling it up, and gambling for legacies and settings. The second prong of that strategy has now had its heart ripped out. How much longer before the other two go as well? Is this the beginning of the end for LIs – and would that be a bad thing?

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.

Wednesday, 5 August 2009

RADIANCE: MORE FROM ORION

The following quote is lifted from Turbine designer Orion's blog of 4 August. There really isn't much that can usefully be added to it, apart from noting that the issue is obviously being taken seriously at a high level. As the man says, wheels are in motion...

"I am looking at the generators, resets and other scripting bits that make up the Grimbark fight when I am asked to come to a meeting on Radiance Gear. Being that I wrote a spec on how to deal with the issue, I am being asked for input on the solution. Now, I cannot go into great detail - because it is still not in implementation and I would rather let Amlug discuss this with all of you; unless of course he asks me to do so. I will say this, the changes are going to be for the better.

The meeting includes Avon, myself, Amlug and Raskolnikov. We banter back and forth, each of us expresses our understanding of the core issues with the system. They have been at it for a while when I come in the room and there is a split on the best course of action to rectify, refit and make an attempt to satisfy the issue. We know that we are dancing on a very thin line. On one hand, we need to do something to rekindle Hope to the casual player base (pun intended) in the other we still need to provide enough bragging rights for achievers. We continue the discussion until everyone has their say. The solution is on the board with some minor tweaks being added as we draw the meeting to a close and realize that it’s not the elegant solution that we each desire, rather it is an amalgam of what can be done and what we all reason can be accomplish in the time frame we have with the tools and technology at our disposal. The past and the decisions made by those who are not us haunt us ever forward. Still, we have a solution, one that dances on that fine blade and only time, concrete specs, implementation, testing and player feedback will answer if we got the solution right, partly right, mostly right, right enough, nowhere near right or some mix of all of the previous.

If I can convince Amlug to blog about the system or get his leave to explain the solution in the coming weeks I will. For now, know that wheels are in motion and the world is turning, that is the sunlight you feel on your face. We know that this is an issue and are dedicated to doing something about it. Period."

Friday, 31 July 2009

THANK YOU FOR LISTENING

Responding to my post about radiance gating a few days ago, unwize pointed me at a comment in Orion's Belt, an ongoing blog by the senior Turbine developer of that name. The blog, well worth following by anybody interested in the nuts and bolts of how a games designer tackles a specific job, is essentially about Orion's ongoing redesign of Garth Agarwen; on 24 July, however, he had the following to say about the radiance controversy:

When you deal with a mass of people all spouting opinions and everyone keeps harping on one point or another it can be very difficult to drill through to the core of the issue. This has been the case with Radiance Gear. At first, it appeared that radiance gating was the only part of the issue because that was the breadth of the complaints. After drilling deeper and reading more and more from folks it became apparent that there were many symptoms to the problem.

  1. Radiance gear is now required to enter raids.
  2. The only way to acquire radiance gear is to complete hard modes.
  3. Hard modes objectives are obtuse.

All good points, all taken to heart and all actively in the pipe for some form of retrofit to address the core issues. No time frame yet. Just and admission that we hear you, we understand you and we are committed to rectifying the issue.

It was, needless to say, heartening to read this, as it's the very first time anybody at Turbine has so much as conceded that there might be a problem. Of course, Orion's comment shows that he has very slightly missed the point: it's not that people object to completing hard mode instances, it's having to complete them over and over and over again that they hate - that, and the fact that the only pathway to the new instances is the radiance pathway. Nevertheless, his blog demonstrates that the message has registered with at least one person in the right quarters. "No time frame yet" casts a slight chill, but on the other hand, "we are committed to rectifying the issue" is pretty clear-cut. Let's hope a retrofit will indeed be applied before too long; in the meantime, thank you for listening, sir.

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.

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.

Wednesday, 3 June 2009

TALK TO THE COMMUNITY TEAM

I suspect that not many players are aware of the fact that the Codemasters forum recently started running a section in which players are invited to respond to questions about the game and its design. Since these questions are usually quite specific, and presumably correspond to things the designers actually want to know more about, I would hazard a guess that somebody actually reads and takes note of the responses posted here - which is not necessarily the case with unsolicited suggestions and complaints.

The questions seem to change every couple of weeks or so; this is the current set:

Question 1: A friend who does not play MMOs asks you why you play them. What 3 reasons would you give them?
Question 2: Currently a hot topic among forum posters is play styles, so how would you describe your play style? Casual, Hardcore, or something in between?
Question 3: You're given the opportunity to pitch one new feature to the dev team. Go! (please be brief).

As you can see, some are probably of greater interest to players than others. Among the more relevant questions from recent weeks I would include "If you could change 3 things about LOTRO's User Interface, what would they be?" and "What three(3) features would you add to the Kinship system?".


In any case, if you have constructive views about the future design of LOTRO (as opposed to merely strongly-held views), it's worth your while contributing to this little feature.

Sunday, 31 May 2009

TURTLES, BEARS & COOKIE-CUTTER RAIDS

Responding to my earlier post about Nornúan, the great turtle of the Waterworks, "Anonymous" commented that his kinship had worked out a tactic which involved using a Lore-master's bear to tank the turtle: "A burg can provoke the turtle so it doesn't switch targets so no one gets an acid dot. The healer just keeps the bear up. Dead simple." I was intrigued enough to suggest the tactic to my own kin a couple of days later, only to discover to my astonishment that it was regarded as an exploit. Though I have not been able to find anything to that effect on the official English Codemasters forums, a kinsman tracked down and translated a Danish language post in which the tactic was condemned in no uncertain terms by a GM:

[18:22] +Forgildan: Hello Traxie, I am Game Master Forgildan. You have exploited the turtle raid. Therefore you will now receive a warning. Please do not exploit again in the future.
[18:22] +Forgildan: Next time we catch you doing this, a 7 day suspension will be the outcome.

[18:25] +Forgildan: I just checked your forums. It seems that this announcement has not yet been made on the english forums. As this is the case, I will drop the official warnings, so your accounts have not been marked as exploiters
[18:26] +Forgildan: But please do not attempt bear-tanking again. If we catch you again, they will be marked as such.

So there you have it: bear-tanking is an exploit. My first reaction was to be seriously annoyed; how could bear-tanking possibly be considered an exploit, other than because it happened to run contrary to the way the designers thought this battle should be fought? Coming on top of the forthcoming nerf of the Burglar's Enrage trick, the implication is that there can only be one way to complete an instance, graven in stone as Holy Writ - anything else is heresy. For me, and for many other players, the whole point of a difficult instance is that can be fun to work out different ways of completing it, some sneakier than others. A designer policy of turning all LOTRO instances into cookie-cutter exercises does not bode well.

In fact, it turns out that there is a reason of sorts for the pet-tanking ban, which is that in the Nornúan fight, a pet does not trigger the "snapping" attack and hence does not get landed with the acid DOT (damage over time) debuff. Using this tactic, Nornúan was actually duoed by a LM and Minstrel on the Snowborn server earlier this month (the debate on the link goes far beyond this issue, by the way). So on balance, I think one has to accept that bear-tanking the Turtle does rather make a mockery of the whole concept of raiding. At the same time, it would be nice if these things could be tidied up prior to general release.