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The Lone Lands Become Awesome

Tony posted this on November 29th, 2009. It has 2 Comments »
Categorized as News, Patch.
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Shorthand Link: http://mmeow.net/tw2437

Orion posted a really great devel­oper diary that details the upcom­ing changes for the Lone Lands, which I am really excited about. Over­all, I’ve been happy with the changes to Archet, Bree-land, Ered Luin and the cor­re­spond­ing Epic Quests. Things flow more smoothly and the aspects of those areas that felt a lit­tle murky have really come into their own. The revamps of those areas have cer­tainly improved things, but the updates to the Lone Lands sound sig­nif­i­cantly more inter­est­ing to me.

Also dis­cussed is infa­mous Garth Agar­wen instance. Per­son­ally, I wan­dered into that area once and never ven­tured in again. I always feel a lit­tle lost in it and the strength of the ene­mies didn’t feel worth the pay off. Garth Agar­wen was the first instance Tur­bine designed from the game and it could cer­tainly ben­e­fit from what Tur­bine has learned since then. An entire page is ded­i­cated to the changes in Garth Agar­wen and I rec­om­mend read­ing it. The area is being split up into clus­ters and the entire thing just sounds like it will flow bet­ter and be more fun. I always felt like I was just “dropped” into that area, sur­rounded by a ridicu­lous amount of mobs who seemed to have no real goal beyond stand­ing in my way. It sounds like things will be sig­nif­i­cantly improved there.

The arti­cle presents some really great ideas for the Lone Lands, but they’re also great ideas for the game in gen­eral. I hope to see some of this cap­i­tal­ized upon through­out the rest of the game. I really sug­gest read­ing the full devel­oper diary, but a few things caught my atten­tion beyond the adjust­ments to the Epic Story, the abil­ity to solo more of the Epic Quest line (or con­tinue on as a group as in the past, if you wish) and the addi­tion of the Eglain faction:

Chal­lenges

With Mines of Moria™ we intro­duced the con­cept of hard mode, a more dif­fi­cult ver­sion of the instance that pro­vided play­ers with greater rewards. As we refined the sys­tem it became appar­ent that Hard Mode was not only a silly name, but also a rather obtuse sys­tem that did noth­ing to assist play­ers in under­stand­ing what the objec­tives were. In order to adjust this, we have cre­ated Chal­lenges.

Chal­lenges are daily quests that are bestowed to all play­ers who have not already com­pleted them for that day, and meet all other quest cri­te­ria – pre­req­ui­sites or level restric­tions. These quests will appear in the quest tracker and dis­play the suc­cess and fail­ure cases for the play­ers. Upon open­ing the quest jour­nal, play­ers can read the back­ground on the quest and see fur­ther instruc­tions on the chal­lenge before them[Rewards for Chal­lenges may vary slightly from instance to instance but, typ­i­cally, they will be the fol­low­ing: coin, fac­tion, and a barter token of some type. In the case of Garth Agar­wen, the barter token is used to pur­chase rewards from the Eglain at the entrance to the Garth Agar­wen area.

I’ve not played too many Hard Mode vari­a­tions on quests, but I’ll be hon­est: I think they’re weird. I didn’t feel that they fit the spirit of the game, but I also felt they were con­fus­ing. I like the abil­ity to choose a harder vari­a­tion of a quest; Dun­geons and Drag­ons Online han­dled this well, whereas I’m not so sure that LotRO did. In any event, chal­lenges make a lot more sense and the name is much more fitting.

Optional Objec­tives

In addi­tion to the new Chal­lenge sys­tem, we have added another piece of tech to allow for Optional Objec­tives to appear for play­ers inside any given instance space. Like Chal­lenges, these appear in the stan­dard instances and tar­get mon­sters or other tar­gets within the instance. Also like Chal­lenges, these quests can be com­pleted daily and reward play­ers with coin and/or fac­tion for their com­ple­tion. There can be mul­ti­ple optional objec­tives per instance. The first of these quests, appear­ing in the Garth Agar­wen Clus­ter, pro­vide up to four dif­fer­ent objec­tives within the instance. Optional Objec­tives may be dif­fer­ent for each player..

Optional Objec­tives are meant to fol­low the main path of the instance with min­i­mal extra effort so that groups can work together to achieve each other’s goals. Fur­ther, since the optional objec­tives can each be com­pleted once daily, play­ers will have rea­sons for enter­ing the same instance mul­ti­ple times per day.

I absolutely adore this idea. This con­cept is one of my favorite things about untold amounts of sin­gle player RPGs. Dun­geons and Drag­ons Online has cap­i­tal­ized on this idea as well, offer­ing addi­tional minor objec­tives in addi­tion to the main goals of each indi­vid­ual instance. It spices things up and makes the world feel a bit more alive. I’m extremely happy about this one. :)

There’s more to it, so be sure to read it all. Have I said that enough yet?

Next on Orion and Turbine’s revamp list? The North Downs. Sweet! :D

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Diary on Siege of Mirkwood Combat Changes

Tony posted this on November 17th, 2009. It has No Comments »
Categorized as News, Patch, Siege of Mirkwood.
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Shorthand Link: http://mmeow.net/tw2405

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Mirkwood Regions Developer Diary Live

Tony posted this on October 27th, 2009. It has No Comments »
Categorized as News.
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Shorthand Link: http://mmeow.net/tw2329

Tur­bine just posted Vastin’s Devel­oper Diary today. It’s all about the Mirk­wood region and what’s gone into it.

I really enjoyed this diary as it gets into what I’ve wanted to know most. You know, lit­tle things like quest types, descrip­tions of atmos­phere, details on friendly and not-so-friendly beings we’ll run into. A lot of that is cov­ered here. Here’s a few tidbits:

We also got to play with some new lore–friendly mon­sters, like Mirk­wood spi­ders, Olog-hai, and Fell Beasts, as well as some nas­ties the Fel­low­ship never came across. New mon­sters always make us happy, and some of us were par­tic­u­larly giddy that we got a shot at the Olog-hai in par­tic­u­lar. Those guys are scary.

I love see­ing what Tur­bine does with mobs. Some of their “skins” have been nice for repeated ene­mies, but any­thing totally new really gets me interested.

We’ve also been try­ing out a num­ber of new quest for­mats (patrols, point defense, and a few oth­ers) that we have pre­vi­ously used rarely or not at all.

Vastin gets into more details about this, but vari­ety is the spice of life. Def­i­nitely look­ing for­ward to new quest types.

In ret­ro­spect, we might have reduced the scope of the Mirk­wood region in order to focus our resources more and go for a some­what shorter expe­ri­ence with more color and depth, know­ing that the Skir­mish sys­tem was going to help fill in for quite a bit of hack-and-slash game play.

This is pretty frank and hon­est, but Vastin seems to be happy with the final result.

Be sure to read the whole thing. I have to say, I can’t wait to see what they’ve done with Mirk­wood. Despite being involved on a LOTRO blog, I’ve admit­tedly wanted to be in the dark a bit about this expan­sion. Details like this whet my appetite with­out really ruin­ing any­thing. Can’t wait to go after some of these new bad guys! :D

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Mirkwood’s Legendary Item System Changes

Tony posted this on October 7th, 2009. It has 5 Comments »
Categorized as News, Patch, Siege of Mirkwood.
Tagged as , , , , .
Shorthand Link: http://mmeow.net/tw2250

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Skirmishes, Storage and Mounts, Oh My!

Tony posted this on September 29th, 2009. It has No Comments »
Categorized as News, Siege of Mirkwood.
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Shorthand Link: http://mmeow.net/tw2202

Saluting on a Horse -- Yeah, that's right.

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

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:

Read the rest of this entry »