The latest developer diary is up and it’s all about changes to the Legendary Item system. I’m liking what I’m hearing so far as the changes appear to increase the value and strength of these items, while also making the whole process of leveling them a bit less grindy. Looking across the LOTRO blogosphere, it seems to be going over pretty well with others too (Jaxom, Merric).
I really recommend reading the entire article (there’s some nice details for Champions in there, for example), but here’s some interesting bits:
“The experience needed to move from level 30 to the maximum level of 60 (all Legendary Items regardless of Age have a max level of 60 now), is dependent on the Age of the Legendary Item. Every level from 30 to 60 is now a flat amount of experience; Third Age LI require 20,000 experience per level, Second Age take 40,000 and First Age require 80,000.”
“With Siege of Mirkwood, each class’s set of legacies has been updated. The weakest legacies have been removed and will no longer be added to new legendary items, while other weaker legacies have been improved. Additionally, each class has gained a handful of new legacies.”
“Every legendary item now has a fourth relic slot. This slot will only hold a new type of relics that are not part of the relic combining system but are instead created by Crafters. Each craft can make relics that give a bonus to a particular stat, morale or power. In addition, all crafters can make Greater Crafted relics once they reach Supreme Master rank. These Greater Crafted relics can only be used by the Crafter that made them and give a small bonus to Melee, Ranged, Tactical or Healing skills.”
“A new Tier of relics has been added to the relic combining system after Tier 8. These new relics give the same style of bonuses as the other relics.”
“We will be introducing a new set of heritage runes which can be used on all legendary items with Siege of Mirkwood.”
There will also be some new scroll types to apply to your Legendaries, which I think is pretty exciting:
Scrolls of Empowerment: “These scrolls allow the player to upgrade the Tier of any Legacy of their choice on one of their Legendary Items. There are no limits to the use of these scrolls other than availability and having a Legacy available to be upgraded.”
Legacy Exchange Scrolls: “These scrolls allow the exchange of one existing legacy for the Legacy on the scroll. So far the Wise have only been able to decipher scrolls that grant Legacies that increase basic Statistics, Might, Vitality etc.”
Scrolls of Delving: “These scrolls increase a Legendary Item’s maximum advancement level by 10 up to level 70. No item experience is granted. The extra ten levels have to be earned. Only one of these scrolls can be used on any one Legendary Item. A legacy upgrade reforge is granted at level 70. Legendary Items from level 60 to Level 70 are treated as having reached maximum level for deconstruction purposes.”
Scrolls of Renewal: “These scrolls reset the legendary points spent on the item to zero allowing the player to re-spend the points in any manner.”
These scrolls can be found as loot or may be awarded during deconstruction. The scroll that could allow a Legendary to reach Level 70 is interesting, mostly because it gives you one final chance to reforge it.
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:
Siege of Mirkwood has an official date: December 1st, 2009. To complement this, Turbine is offering several pre-order options for players:
The LOTRO Lifetime Membership is now available for $199.
Any current or former player who renews or upgrades their subscription to any multi-month plan by October 31st gets the Siege of Mirkwood digital expansion for FREE!
All players can pre-order the new LOTRO Adventurer’s Pack which contains 2 character slots and one shared storage slot that allows players to share items with all of their characters on the same server for $19.99 and get the Harbinger’s Cloak which provides 8% speed boost and the Dusky Nimblefoot Goat mount for FREE!
Starting today, existing Lifetime Members who pre-order the LOTRO Adventurer’s Pack get the Siege of Mirkwood digital expansion plus two in-game items (Harbinger’s Cloak which provides an 8% speed boost and a new mount) for FREE!
If I had more money I’d finally sign up for the Lifetime Membership at this price. It’s just easier to break up that fee than pay it all at once. Curses!
On the flipside, I’ll apparently be getting Siege of Mirkwood for free. Can’t complain!
I’m a bit confused by this Adventurer’s Pack, though. It does answer the call for more character slots (and the fee is reasonable, especially when I consider how many deals Turbine seems to like to give), but I’m thrown off by the shared storage slot. I was under the impression this was going to be part of the expansion itself. Does this mean that those with this pack and Siege of Mirkwood will have two shared storage slots? Or does it mean you need to purchase the Adventurer’s Pack to access it at all?
Since PAX there has been relatively little new news regarding the upcoming ‘Siege of Mirkwood’ expansion. However, today I came across a little nugget of new information while trawling through the LOTRO.com forums. The juice comes from the resident LotRO lore–monkey Berephon and his MyLotRO blog — which can be found here.
The blog explains how in his downtime (from fixing typos and checking the lore used in the new Mirkwood quests), he was given the opportunity to do an Orion style update on a small corner of Middle Earth. Berephon goes on to explain his choice of Fanuidhol — the orc-infested war-zone north of Lothlorien, where there are currently just a few quests. His overhaul will include 14 new tasks which include several repeatable quests to gain Lothlorien reputation, IXP, cash and silver branches. A comment in the discussion, which follows the blog entry indicates that highly-prized Lothlorien gold leaves may also be included as a quest reward, should the rewards guru permit it!
Berephon’s choice to add to the currently limited number of Fanuidhol’s quests is well justified. Based upon my own travels in the Golden Wood, any quests that add variety to the reputation-grinding quests in Lothlorien is most welcome, and I look forward to seeing the results.
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