
Saluting on a Horse — Yeah, that’s right.
Along with the date, Turbine has also posted up a few more developer diaries concerning Siege of Mirkwood. They’re really worth checking out.
Skirmishes
Zombie Columbus has a two-page diary that covers the new Skirmish system. It will be followed by even more Skirmish-related diaries in the weeks to come. Be sure to read the whole article (it’s not too long and I found the second page to be especially interesting), but here’s a bit on their vision for the system:
To cut right to the chase: Skirmishes are short, accessible, randomized, scalable, story instances with incremental rewards. Why Skirmishes became this can best be explained by discussing what the designer’s goals for the system are. Everything we added to Skirmishes was done with a high level “vision” in mind. By sharing this vision with you, I hope that you will see why we made the choices we did, and how we ended up where we are now. Our goals were to:
- Create finely crafted instance content that can be played by different group sizes and levels.
- Keep play-time short, allowing Skirmishes to fit into other activity cycles. Internally we’ve called them– “Pop-corn” experiences. If one is short and good, why not try another?
- Add randomized elements into Skirmishes to keep replays interesting.
- Encourage a rotational play of Skirmishes, to keep them fresh and prevent them from overshadowing existing playstyles. Skirmishes should complement the game, not alter it!
- Set up an incremental reward structure, like the instance barter systems.
- Allow players to feel that any amount of play time was a step closer to a desired reward.
- Give players a feeling of participating in epic struggles, and of being leaders of small armies.
I like the idea of Skirmishes. In some ways, it’s like having a Legendary NPC in addition to a Legendary Weapon. I’m always big on randomization in MMORPGs and I hope that Turbine considers using it in more additions in the future.
Storage
By now you’ve probably heard about the addition of Shared Storage, but Turbine is offering more details (and some images) of the system in action. I like the overall convenience of it, especially because the it hooks into the existing Vault system. You can transfer items to and fro as you please. It can even handle bound items, although as you may expect, only the character who that item is bound to will be able to see it.

Shared Storage in Action
Mounts
This change is a big deal, in my opinion, as it really opens up a lot of future potential for mount use. The Developer Diary on these changes is the most interesting to me, especially because it gets a bit heavier into how and why Turbine makes design and usability decisions.
For those interested in the end-results, the new system most directly offers the following:
- Mount Skill: Riding mounts is now a skill, not an item.
- Less Items: Once you use an item to learn your mount skill, that item disappears. You’ll no longer need a spot in your inventory to ride your horse or goat.
- Item Freedom: Some item types will be usable while on a mount. This includes potions, food, your map and more.
- Interaction: NPCs can now be interacted with while on your horse. The only exceptions are Stable-Masters and Bards.
- Doors: You can now open doors and go through gates (such as the one to Moria’s exterior from Eregion) while on a mount. If the door leads to an area that doesn’t allow mounts, you’ll be automatically dismounted. Some special types of ”doors” may not be usable while mounted, such as ladders. Horses and goats aren’t quite that nimble.
- Skill Usage: Many skills can now be used while riding, including crafting-node tracking and the Hunter’s tracking skill. Combat-based skills cannot be used, as Turbine notes this would be “mounted combat”. Hmmmm! Additional skills may be disabled in the Etternmoors, but currently this only affects the Hunter’s tracking skill.
- Emotes: Players can now do emotes while riding, some animated (Bother, Bye, Calm, Cheer, Drink, Eat, Munch, Fidget, Followme, Hail, Look, Lookaround, Salute, Think, Wave, Cry, Roar, laugh/lol, SwordSalute and Shakefist) and some not. Mounts will have three of their own e-motes, which will play when a player presses the space bar when standing idle.
- Improved Mount Health: Mounts have always had health, but Turbine has developed an improved system. Mount health can now regenerate over time; previously you had to dismount and remount to refresh their health. Finally!!
- Mount Names: Mounts come with a random name and can be renamed by the player.
- Level 20 Mounts: All players can purchase a mount at Level 20. This mount will be slower and have less health than the typical Level 35 mount, but that’s fine by me!
- Repeat Customer Discount: All other common mounts will be sold to you at a discount after you buy your first Level 35 horse. Nice.
- Mounted Fellowship: You no longer have to get off your mount to be summoned by your fellowship. I repeat, you no longer have to get off your mount to be summoned by your fellowship. A long time coming, I say. Thank you!
- Gray Horse/Pony: Eogar will sell replacements for this horse if you’ve gotten rid of it in the past.
I was also glad to read that this system is more extenable and can more easily handle changes made in the future. Awesome.
Anyway, we also have a bunch of questions pending with Sapience at Turbine. A good portion of them have been answered through these developer diaries now, but hopefully we’ll hear about what’s left soon.
