Showing posts with label Siege of Mirkwood. Show all posts
Showing posts with label Siege of Mirkwood. Show all posts
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Developer Q&A Part 2

Saturday, October 17, 2009

Not sure if I linked to the first part of the Q&A, but you can find that link here. This post will pretty much be a run down of the questions I personally find interesting and my thoughts. To simplify, I'll just quote the answers. So, here goes...

AMD’s recent announcement of their first DirectX 11 video cards included a mention that LOTRO was adding DX11 support. You will not see it with Siege of Mirkwood, but you should expect it to arrive sometime next year.

I'm really stoked that the dev team is putting effort into adding support for the next gen technology in an previously existing game. There's no doubt LOTRO has some amazing graphics. Anything to further enhance that is good, so long as it doesn't seriously hamper performance. The great thing about the DX10 support is it is activated via check boxes in the graphics options. There's no forcing players to use DX10 cards. I hope their comitment to their graphics engine continues as the game does - perhaps a ways down the road we can see a graphics overhaul similarly experienced in Eve and Ultima Online. This kind of work can certainly prepare them for such an endeavor.

Mirkwood is roughly 75-80% of the size of the Northdowns.

A little disappointed in the size, but oh well. I guess I'm just partial to a grand experience in size and scope of Middle-Earth.

Not for Siege of Mirkwood, though we’d love to revisit [housing and guilds] at some point in time.

Vague enough that I'm pretty positive they do not have any plans in the works yet. I too would love to see this "at some point in time" but previous posts from the dev team have pretty much said housing isn't a priority because it would require enough resources to cut significant work in other areas of the game. Still, at some point in time that priority has to change.

Many of the questions are very specific and reminiscent of dev chat type responses, rather than a press release. That's a good thing. I hope to see more of these types of articles in the future. Perhaps a better method then a dev chat? Maybe that's where they're going. I haven't seen a dev chat in quite a while, now that I think about it.

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A Skirmish Overview

Sunday, October 4, 2009

This starts a series of dev diaries about the new skirmish system to launch with the Siege of Mirkwood expansion this December. While the first installment is just an overview, I think it gives a nice picture of how long a development cycle a major system like this requires. Zombie Columbus and Rhidden started musing about skirmishes just as Moria was launching last year. And even then, they were just under the deadline for getting something new into the next expansion.

The overview here doesn't really give us any new info about the specifics of skirmishes. The Ten Ton Hammer interview with Jeffery Steefle does a much better job of that at the moment. However, if any of the previous dev diaries are an indication, we should be getting a lot more juicy tid-bits soon.

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Siege of Mirkwood Release Date

Tuesday, September 29, 2009

Hayo! We got a launch date for the Siege of Mirkwood digital expansion. And it is *drum roll* December 1st. This is actually a bit later than I predicted. I would have figured on a pre-Thanksgiving release. However, in hindsight the Thanksgiving shopping rush isn't as important to a digital only product as it would be to something in retail outlets. Black Friday is very much a traditional shopping event and digital distribution tends to even the field when it comes to when something is purchased. Indeed, if Christmas were earlier in the year, Turbine might have even passed up that holiday - gifts residing solely in a computer is hard to put under the tree. Really, the supreme guiding force for this was to stay in Fall (Winter beginning Dec 21st) and in 2009. December 1st is a perfect fit.

Now, here's where things get a little chaotic. If you check out Turbine's official press release, you'll find a host of pre-order options. Yay for pre-orders! But what the heck is an Adventure Pack and how is it different from the Siege of Mirkwood expansion? Seriously, could they have made this any more complicated? Don't even bother trying to figure it out from Turbine's release. Check out A Casual Stroll to Mordor's overview of the whole thing; they do an excellent job of cutting through the marketing BS.

And that's what it is. They're selling the Adventure Pack, which is basically the bonus goodies normally included with a pre-order and offering SoM for "Free"... if you buy the AP under certain conditions. Now, the AP is 19.99, the price-point previously stated for SoM. And that little similarity can lead to the question: is the AP the same thing as the expansion? Nope. It's not. And what if you don't want to pre-order (in other words, by the AP) but want to buy the Siege of Mirkwood when it releases? Well, apparently they'll now throw in the AP (minus one of the bonus perks) but tack on another 20 bucks.

So really, the Siege of Mirkwood expansion is 39.99, not 19.99. What this should have looked like is this: Pre-order the Siege of Mirkwood now for a 20 dollar discount and a bonus item. Regular price is 39.99. The whole reason this Adventure Pack thing exists is so they can use the word "Free" in their advertising. We all like free. We jump at free.

Seriously? Selling us the bonus stuff? And "lying" about the price? Cut the crap, Turbine marketing.

And just because I hate ending good news on a bad note, I've got to say "Yay! We have a release date! And pre-order goodies!"

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Siege of Mirkwood Summary

Thursday, September 24, 2009

Alas, I never got around to summarizing all the news and information about the Siege of Mirkwood expansion. Instead, I'll point you to LOTROLife for that. They've got a nice run-down of all the features revealed so far in SoM.

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MMORPG.com SoM Preview

Monday, September 21, 2009

There's nothing really new in this preview. Not even new screenshots. So, it wouldn't even rate mentioning except for a line right near the beginning that's a bit ambiguous:

"This expansion ends the epic story of Moria and the land mass that players will be able to explore is Southern Mirkwood. Dol Guldor, Elves and Olog Hai, oh my! What about Northern? Well yes, if there's Southern Mirkwood, Northern will follow. Soon. Okay, it's not Rohan, but we'll get there eventually."

The question is, does this comment reflect something said to the interviewer or did MMORPG.com just assume that Northern Mirkwood would be soon because Southern Mirkwood is coming soon? I'm inclined to go with the latter myself, because I'm hard pressed to see Turbine deviate so far from the Fellowship's journey. Then again, if we're a year out from the Rohan Expansion (i.e. next fall) then there should be one or two landscape additions from free Book updates between now and then. Where would these landscape additions go? They could be south along the Anduin to prepare for Rohan. Or they could be north farther into Mirkwood, exploring more of the evil there. Or maybe into the fields of Gladden.

It's an interesting question, at any rate, and based off of the MMORPG.com quote, there's very little to point us in the right direction. It actually just confuses the matter even more.

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Psychochild's Legendary Evaluation

Friday, September 11, 2009

Psychochild, a game developer named Brian Green, has put up a blog post evaluating the Legendary item system in LOTRO and what could change to make it better. I thought I'd point it out and respond.

He points out two problems with the system. First, its randomness, and second its negative affect on crafting. I whole heartedly agree with his assessment visa-vie crafting. Lucky for us, Siege of Mirkwood will expand the current craftability of legendary items. Depending on what is implemented, this could be a moot point. On the whole, I feel the randomness is generally well balanced, especially with the most recent changes to allow the choice of legacies (out of two) to add or upgrade. In essence, legendary items as a system actually aren't that bad right now. But I do think I would have preferred a different approach, one that would have required implementation of legendary items from launch. Such wishful thinking, however, is futile since the past cannot be changed now.

Despite the system being "not that bad", could Psychochild's suggested improvements help? First he advises to make legacies slottable instead of inherent to the weapon. Like the relics. This immediately eliminates any difference between relics and legacies and therefore should become one and the same - slottable stats. I like the idea but there needs to be a way to keep the current level of randomness present. If we can choose our legacies out of a pool like the relics, then we have too much freedom to create "uber" weapons. Now, of course legendary weapons should be some of the best weapons in the game, but not to the point where freedom to customize will lead to them being overpowered. Psychochild doesn't have any ideas on keeping the randomness, but that's because he thinks there's too much randomness at present. I would suggest that once you slot your legacy, it cannot be removed - only leveled, like present. There is mention of removing the legacy, but I think that keeps the pool of legacies too powerful and perfect. Perhaps removal is permanent - you lose the legacy. This is really only delays the inevitable super collection of legacies. Players will eventually quest enough to get any legacy the want. And since it's not random on the weapon, they will gain the "perfect" weapon relatively quickly.

Honestly, I don't think changing the legendary item system in this manner will bring about any improvement from a game mechanic perspective. From the player's point of view, they'll certainly like it better because they can now really get the weapon or item they've always wanted. But because the grind is virtually eliminated (aside from collecting legacies/relics and leveling) it has less utility for keeping players engaged.

This of course begs the question - is a grind with this system the best way of engaging the players? I would argue no, there's got to be a better, more fun, way. And I think that way can be in part linked to the crafting. Incorporating more playstyles into the legendary system will help it, regardless of the grind. If we can get crafted legendaries to speed up the grind a little, we'll see a little bit more fun.

The root problem, I think, is the dichotomy between randomness and an actual legendary weapon you would keep with you, like Sting or Glamdring or Anduril. With as much randomization as we have, it necessitates burning through legendaries we don't want to find the one that will suffice. Retaining a weapon for a long period of time, as a truly legendary weapon would, requires it be less randomized to ensure desirability on first acquisition. The latter isn't good, as I said above, for retaining interest in the mechanics of the system beyond leveling.

I think the ideas would be good to put on hold till we see how exactly the legendary system improves (or doesn't as the case may be) with SoM. Still worth thinking about though.

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TenTonHammer Vid Blocked

Monday, September 7, 2009

So there is a Siege of Mirkwood preview video over on TenTonHammer. Or there was. Now it's gated behind "Premium Content". Stroll to Mordor commented that this might be simply a way to fix the fact that the vid stopped at the 10.30 mark (out of a 40 min runtime). I'm not so certain that this is the case. A better way would to simply take down the page until it's fixed, or even just leave it be until it's fixed. So I honestly do think they intended to make the video preview premium content and just screwed up in the original posting.

Please forgive the use of profanity, but there's no better way to say this: I think premium content of this nature is bullshit. Why? Because the whole point of a developer talking about new content is to disseminate it to the players, fans, and interested consumers. It's a marketing tool and the best marketing is the marketing that sees as many eyes as possible. Making it premium doesn't do that.

Don't get me wrong - I'm not against places like TenTonHammer making money, but they've got to do it in a way that doesn't negate the time effort of someone like Jeffery Steefle taking to show off his game. Look at IGN. Their premium content is comprised of better quality video and unique content produced by them and them alone. I don't personally see a value in that type of content, but many do, and IGN isn't destroying a good marketing tool in the process. More power to them. Just don't ever hinder another company's efforts to make money and spread the word about their product by your own desire for a bit of cash.

I also need to say I'm not arguing that marketing should be free for the company desiring exposure. Rarely is marketing free, but the company pays for advertising in venues that reach a wide audience. It's worth the money because the money doesn't interfere with the goal of the ads. In this venue, where a majority of the information is disseminated in free-to-view forums, gating material only lessens the number of people able to see it, and thus the effect.

I'm not going to out and call TenTonHammer greedy. It's their right to do whatever they want with their content pending it doesn't violate agreed upon terms. But I don't think it's in the best interest of the company providing the material or the potential consumers of that material. And by extension, despite a monetary gain through membership, not in the best interest of TenTonHammer.

EDIT: YouTube for the win. Someone uploaded the TenTonHammer vid in its entirety.

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PAX Siege of Mirkwood Preview

Saturday, September 5, 2009

The folks over at ignvault were lucky enough to snag a preview of some of the Siege of Mirkwood content, specifically more info on the skirmishes. I'm absolutely thrilled by what I read. I think this could be an excellent activity for those at the cap who aren't big instance runners and raiders (such as me and some of my kinship). We as yet don't know what the rewards will be for gathering skirmish points, but I'd imagine they'd be inline with the barter items from loth rep quests or something similar.

And, as I've said before, scalable content is the wave of the future. Seriously, having content that caters to the group size rather than being forced to either 1) find more or choose between your friends who gets to go or 2) ignore some of the content because it doesn't fit your group size is an better direction. We're always looking for a more living breathing world in MMOs. Usually this means wanting more of the fluff that fills out a world, but I think it can also mean content that caters to you, rather than you to it. We're removing a barrier to entry, a wall that breaks the player from the world and puts him into the game-side of things, and a stumbling block to fun. We need to see more of this - and again, I'd love to see this implemented for all instances/raids.

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Pricing and Other SoM Clarifications

Friday, September 4, 2009

Marketroid has a forum post clarifying some points about SoM, including the price-point: $19.99 US. And Volume III will start with the regular Book updates next year.

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No Rohan?

I wanted to handle this as a separate post because it brings up larger questions. First, though, why didn't we see Rohan? I think we need to look at the development pattern we saw post Moria. Book 7 released the whole of Lothlorien which was supposed to be included with the Moria expansion itself. Book 8 included quite a lot of work in fixes for Moria content. Neither were devoid of Moria slippage content, but it did indeed affect the release schedule. We've had two Book updates from November to (guessing SoM release) November whereas we saw three in the previous year.

Like I said with the announcement post, this is Turbine keeping their promise for one expansion per year. Will this be something we'll see more often in the future? I don't know. I think it's a tool in their box they can pull out when needed. Perhaps we'll see a retail expansion every 1.5 to 2 years with one of these "digital expansions" in the middle. Honestly, that seems a more reasonable schedule than producing one large expansion on the scale of Moria per year. And even with the year and a half from release to Moria, there was some content that didn't make it to MoM.

The content needed for Rohan also made seeing Rohan only a year after Moria unfeasible. First, there's a lot of landscape needed. Two major centers are critical to Rohan - Edoras and Helm's Deep. These locations are on separate sides of Rohan, which is the size of two to three Eriador type zones. Then there's the landscape needed for the lead up to Rohan: down the Anduin and into Fangorn. We also need to look at the idea of mounted combat. Rohan is the perfect, quintessential place to launch such a combat system - and it would require a lot of work: getting the tech built, reconciling the current skills onto a horse, then adding the animations. None of this even touches on the huge amounts of quests, the at-least six books of new epic story. All the instances and raid(s). It's a huge undertaking when the development team has been working overtime on finishing up the Moria content.

I hope that makes sense, and of course it's just my guesses. A dev would be better able to tell us why. Next dev chat or a blog post?

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Siege of Mirkwood

The word expansion doesn't always mean paid retail box expansion. As is the case with the "digital expansion" Siege of Mirkwood coming to LOTRO. You can check out the nice flash animated page for the expansion as well. One last thought before I get to the feature break-down commentary: This is clearly smaller than a retail expansion, but bigger than the free book updates (glorified patches). So, Turbine can keep their quota of one "expansion" per year but stay within a more realized work load. I wonder what the price-point will be on this. Now, onto the features!

Conclusion to Volume II Mines of Moria

Really? The conclusion? This is interesting because it begs a question. It is unlikely that we'll see a retail expansion (Volume III) inside six months after this digital expansion release. And that period is long enough to see one or two Book updates, so what volume will those belong to if they're holding an epic story continuation? 3? Interesting thought, beginning volume three with free patches. Or I could be wrong about seeing a retail expansion not so close to Siege of Mirkwood (hereafter called SoM).

Level cap increase to 65

Sounds good. To be expected. Only five levels for a "smaller" expansion. Really, I'm using the word "smaller" pretty loosely here because I'm only guessing at the scope based on hints in this release. And I don't think any of the devs would appreciate their work diminished to "small".

Answer the Call of War - Skirmishes

Very intriguing concept. There's a lot here too. First, the idea of randomized instances. This has historically been a hard concept to implement because it is hard to replicate hand-crafted quality with randomly generated assets. And LOTRO shines brightly with the quality of it's world and art direction. Will be interesting to see how much a part that will play. Second, we're creating "customizable soldiers". How does that work, exactly? Could be like henchmen/pets (they better have fixed the pathing!). Could be more like a squad you give orders to and level up in games such as Mass Effect. There's so many different possibilities here. I'm excited about this concept for sure.

New instances and raids

A given, just like the level cap. 3-mans, 6-mans, and a 12-man raid. Something for everybody. Now, let's get these spaces debilitating-bug free with launch. We don't need another Moria and Book 8 fiasco. I don't mean to be mean here so I need to say I really am rooting for Turbine in getting this type of content nailed down. They've had a lot of experience correcting mistakes so far.

Other gameplay enhancements

Looks mainly like the Legendary weapon system is getting a bit of an overhaul. New legacies, new runic slot (nice!) The bit about players crafting their own legendary items is a bit ambiguous. Don't we already have that? And do they mean each player can craft his or her own weapon or only weapon smiths? And then there's combat tweaks that will "improve responsiveness". I don't know exactly what that means but I imagine it's responding to some critiques out there about combat feeling a bit clunky compared to some other MMOs. *shrug* I've not had a problem with it, but then, I play a halberd wielding captain so my combat is pretty slow anyway.

Now, onto what other people are saying...

So, bloggers, players, let's get chatting. Will this be a paid expansion or free? Is it just a glorified Book patch? What do you think about the features? Are you disappointed there's no Rohan yet? Comment, make your own posts, or join a thread on the forums.

EDIT: Added a couple more round-up links and also want to ask what you all think about the price-point since we now know it'll cost us $19.99 US.