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

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.
Tagged as , , , .
Shorthand Link: http://mmeow.net/tw2405

Today Tur­bine posted a Devel­oper Diary about the Siege of Mirk­wood com­bat changes. It’s only a cou­ple of pages long, so I sug­gest you read the whole thing. The orig­i­nal writer was nice enough to break some things down to bul­let­points for us, though:

  • All weapon speeds have been nor­mal­ized around the fol­low­ing cat­e­gories of weapon, i.e. all weapons in each of these cat­e­gories use the same speed rating:
    • One-handed weapons (sword, axe, mace, ham­mer, dag­ger, club, spear and implements)
    • Two-handed weapons (sword, axe, ham­mer, staff, club, hal­berd, rune-stone, and implements)
    • Bows and Crossbows
    • Javelins
  • The “weapon speed” rat­ing has been removed from item examination.
  • Dam­age vari­ance, or the range of dam­age per weapon, has also been stan­dard­ized so that the high end of the dam­age range is con­sis­tent for a given cat­e­gory of weapon at a given weapon level. This reduced the high end of the dam­age range for some weapons and increased it for oth­ers. Almost all weapons will show a dam­age range change with this update.

This has also meant some changes in queue pro­cess­ing and animations:

  • We have updated skill queue pro­cess­ing to ensure that the exe­cu­tion of auto-attack skills is much more con­sis­tent. Pre­vi­ously, it was pos­si­ble to starve out the auto-attacks or have auto-attacks delay the exe­cu­tion of your cho­sen skills, depend­ing on your play style. Fur­ther pri­or­i­ti­za­tion and more aggres­sive man­age­ment of com­bat ani­ma­tions makes it a lot more dif­fi­cult to do either of these things so, over­all, play­ers should be a lot closer in terms of effectiveness.
  • We intro­duced a new skill tim­ing which we’re call­ing “imme­di­ate.” These skills exe­cute almost instantly when cho­sen, caus­ing any prior skill to com­plete and make way for the “imme­di­ate” skill to pro­ceed. These skills ignore the remain­ing “action dura­tion” of the pre­vi­ously exe­cuted skill. We have added the “Imme­di­ate” key word to skill tooltips to make it eas­ier for you to iden­tify which skills use this new timing.
  • We also updated the exist­ing “fast” skill tim­ing which we have used since the game launched. The “fast” skills will not accel­er­ate the exe­cu­tion of any prior skill, but they will exe­cute “as soon as pos­si­ble” when­ever a pre­vi­ous skill ani­ma­tion com­pletes. These skills also ignore the remain­ing “action dura­tion” of the pre­vi­ously exe­cuted skill. We have added the “Fast” key­word to these skills’ tooltips.
  • The update to skill queu­ing and com­bat ani­ma­tion man­age­ment has fun­da­men­tally changed how ani­ma­tions over­lap and blend on the client. We have added two new com­bat options (see “Com­bat Options” on the Options panel) which allow you to tai­lor some aspects of our new ani­ma­tion man­age­ment scheme so you can choose the appear­ance you pre­fer. NOTE: These options do not have any impact on your com­bat effec­tive­ness; they are cos­metic and only affect your visual play expe­ri­ence dur­ing combat.
    • “Play Optional Com­bat Animations” – This option is off by default. With the new ani­ma­tion man­age­ment scheme we some­times bypass auto-attack skill ani­ma­tions in order to get to your cho­sen skills more quickly. By enabling this option your client will still play these optional ani­ma­tions. You will see more ani­ma­tions and appear to be attack­ing more fre­quently; how­ever, you will also see more ani­ma­tion blend­ing or inter­rup­tions as your cho­sen skills exe­cute over your auto-attack skills.
  • “Allow com­bat ani­ma­tion blending” – This option is off by default. When dis­abled, you will only see one com­bat ani­ma­tion exe­cut­ing at a time on any attacker; we do not attempt to blend ani­ma­tions, rather we inter­rupt any run­ning ani­ma­tion prior to start­ing a new one. When enabled we will allow all prior ani­ma­tions to con­tinue and will attempt to blend your next skill ani­ma­tion in.

Addi­tion­ally, there will be some enemy changes as well. We might be get­ting more effec­tive, but so are some of Sauron’s minions:

The change above will affect Elite, Elite Mas­ter, Neme­sis, and Arch-nemesis crea­ture types from level 30 and above. These pow­er­ful crea­tures will do more dam­age and have bonuses to their crit­i­cal ratings.

I’m hav­ing a hard time wrap­ping my head around all of it, as it seems like some­thing you have to expe­ri­ence first hand to really under­stand. Hope­fully exist­ing play­ers will be happy with this change and those who have com­plained about “slow” or “laggy” com­bat in LotRO will be appeased.

Also, appar­ently the NDA for Siege of Mirk­wood beta test­ing has been lifted. This means peo­ple will be talk­ing about the changes and addi­tions more openly on sites and forums. Might be worth sift­ing through the offi­cial LotRO forums if there’s some­thing spe­cial you want to know.

Per­son­ally, I’m try­ing to go in as fresh as possible.

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

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

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.

Any thoughts or hopes for the future?

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 »