Showing posts with label traits. Show all posts
Showing posts with label traits. Show all posts
9

Road Block

Monday, April 27, 2009

I finally finished all the solo content in Moria the other day. My last zone was the Flaming Deeps. Now I have a handful of small fellowship content and then all the full fellowship instance runs. Notably in that list is my captain class quest for the Hands of Healing trait - probably the only one I really want but ironically the hardest one to get because it requires getting a full fellowship to run one of the least appealing (at least for my kinship) instances in Moria.

So, with the last quest turned in I made my way out to Lothlorien and the first camp, largely comprised of dwarfs, although it seems some elves have show up to keep watch over their off-and-on companions. These quests surprised me. I was expecting a predominantly solo affair however many of them are rated at small fellowship. Now, I did the first set of each of the quest chains without the need for a small fellowship, but I think that was half luck as there were a bunch of other players clearing out the mobs as well - keeping me more safe than I otherwise would be.

This brings me to the point where I have once again all fellowship content. This means that I will need to spend more time before questing finding groups to go questing with. It means a fundamental shift in my playstyle - for I am mostly a soloer who does group content from time to time. I'm at a point where I have to decided do I want to do fellowship content most of the time until I find more solo stuff? And even if there is (and I think there is) solo content further into Lothlorien, it still doesn't clear the fellowship quests I currently have in my log.

I think I need to give a majority fellowship playstyle a fighting chance. I need to see how much actual work it is to find fellowships (PUGs) versus the perception of the amount of work it is. Some people say you can find PUGs easily in this game, some people say otherwise. Can they both be right? All questions I don't have answers to but ones that I will should I choose to continue questing.

The other option is to grind deeds - but to what end? Every trait I use is tier 10 and many others that I might use are as well. The ones that aren't, well, I'll probably never use. Rep grinds fit in the same picture - no reason to get kindred with any of the factions I'm not kindred with because I have no need for any of the "rewards". That's a post for another day, however.

So, here I am, at a turning point in my gameplay. Do I go forward or do I stagnate? For the sake of this blog, at the very least, I ought to move forward - but ultimately a game is only a game if it's fun. If it ceases to be fun, for whatever reason, there's no reason to play.

2

Quite the Non-LOTRO Weekend

Sunday, March 29, 2009

Wow, I sure had a lot going on IRL this weekend - so much so that not only did I not manage to get into LOTRO, but I hardly had time to sit down at the computer and check my e-mail, let alone blog. This is a LOTRO blog so I won't go into details but what I will do is make an update on where I'm at in the game.

I didn't make it to Lothlorien yet. I've been side tracked by my other method of reducing burn out - and that was play more with my kinship members. Last time I logged in it was mostly "hanging out" with them.

I've been camping the AH house as of late as well trying to complete my collection of the new soup recipes for the cooking profession. I got all the level 50+ recipes collected, working on lower levels. Hasn't been any for the Journeyman tier on the AH at all, and I have three or four total from Expert, Artisan, and Master tiers. I'd like to get these as soon as I can so I can update my cooking guide, which is woefully expired. My local version is more up-to-date than the one I linked but still... need those recipes.

Interested in getting a group together in my kinship to do my class quest (Hands of Healing) for the legendary trait, which is probably the only one I'd really use unless I was needed to tank. The last one, the Lead the Charge set, is fairly useless in my opinion. Got another 60 captain waiting on that quest too. Need to do a Fil Gashan run. Seems to be an unpopular instance with many of my kinmates so we'll see how far this gets any time soon. Might pug it when me and the other captain are around.

Lastly, I'm trying to get a local friend interested in the game. Been sending him screenshots lately and he says he's "really interested" but doesn't want to commit to a monthly fee and the lifetime membership is too expensive at the moment. I'm unemployed or I'd offer to pay it for him with him paying me back whenver he can. Oh well - his computer wouldn't let the game look nearly as nice as mine does - which would be a bit of a let down after the screen shots I've been sending him.

Oh, one more thing. Going to try and get FRAPS working one more time for LOTRO. I desperately want to create some video. Nasty out of memory crashes.

2

Scalability Beyond Moria

Wednesday, January 7, 2009

What I mean by scalability is extending the current systems into multiple expansions and an increased level cap. The question I want to raise is how these systems will perform as the game is scaled.

We've already seen Turbine overhaul a system due to a level cap increase. This was the combat system. As I understand it, the previous system used direct percentages whilst the new system uses an index rating. After looking at the mouse-over tool tips on my stats, these indexes seem to correspond to an underlying percentage anyway, so I'm not sure how this new system changes anything except for burying the information deeper into the user interface. I'm trusting what I cannot see here will make the combat more scalable as the levels increase with new expansions.

What I can see is that certain other systems will be a problem, most notably in its use of superlatives, which are adjectives denoting a hierarchy. With the new tier of crafting, instead of a grand-master crafter, I'm now a supreme master crafter. The problem is that superlatives are limited in number. We're going to run out of them, and fairly quickly. So what do you then call the next best tier or crafting item (such as hides)?

Another scalability issue was briefly touched on in my last post about the deeds and associated virtues. There's a finite number of virtues and an ever-expanding list of deeds. Not having gone through most of the Moria content, I'm only guessing, but I'd say it's highly likely that every virtue can be leveled to the tenth and final tier, making additional deeds that reward that virtue useless for all but any title they might also reward. The advanced portion of the slayer deeds are completely unnecessary, so players will pick and choose completing the easiest deeds for their virtues and ignoring the rest. And ignored content, to me, points to a problem - this one being scalability.

How does one solve these problems? For the superlatives, I'd just switch the whole thing over to numbers, unnamed tiers of crafting and material. It's not nearly as pretty as words, but I don't see how it can continue much farther down the road. This is by far the easiest thing to do.

But what about the deeds and virtues? Sure, some of them like the explorer deeds that reward a title have a reward that doesn't cause a problem, but there are far more that have an associated virtue upgrade. We might be able to tack on more virtue tiers for a while, but this is only a bandaid. Like the combat system before it, the virtues will become too powerful. A diferent reward for deeds would be the easiest way to reinvigorate the deed system at this point, however they need to be just as compelling as virtue rewards. What that might be, I don't know. Titles are pretty compelling for me, but I'm a title and content whore.

We'll just have to wait and see what Turbine comes up with. There are a lot more people and smarter people working on this problem than me.

0

Do Virtues Really Help?

Monday, January 5, 2009

This question popped into my mind as I diverted my attention from Moria briefly. I have great difficulty moving onto another area of the world when I know there are activities within the previous area that are incomplete. It I really followed this philosophy, I'd still be sitting in Angmar or the Misty Mountains trying to finish Carn Dum, Urugarth, or Goblin Town amongst the countless deeds out there. Moria would be a long way off with Eregion inbetween.

So, I don't really do that, but every time I look through my deed long, I have this little nagging voice inside my head saying, get those done. It's especially "loud" when I see deeds active that I know improve virtues I have slotted.

That brings me to my point, which is do virtues really help improve your character that much? I think one needs to look at that question from two perspectives: subjectively and objectively. In absolute numbers (objectively) the virtues do improve your character. How much? Well, that depends on what tier your virtue is at. Take a tier 10 virtue and it's almost as good as a piece of equipment in terms of stat boosts. However, from tier to tier, the improvements are fairly small and unnoticeable (subjective).

I think it's a valid pursuit to complete deeds for virtue improvements you know you will use. For me, the one who likes to complete every deed, even the advanced ones that give me virtue upgrades I won't use, maybe not so much. I'm a title whore and completionist though. At the very least, the deeds give a modicum of character differentiation.

0

New Trait System Explained

Thursday, October 23, 2008

Turbine has released a trait dev diary today explaining the overhaul to the class traits. Briefly, there are three different trait sets that give additional bonuses the more of one set of traits is slotted. So, like the armor sets that accumulate bonuses the more pieces you have, your class traits will do the same thing if you slot traits from a particular set. This culminates in a legendary trait which will go in the new third legendary trait slot. But you have to have a total of 5 traits from a specific set for you to receive the legendary trait.

It all sounds pretty cool and, in my opinion, a better way to help guide players to character differentiation within their class. The critique, of course, is that it's very similar to WoW's different class specs, and that it requires certain traits you might not want if you want to get the legendary trait.

First off, I won't touch the "stolen" idea complaints with a ten foot pole. Anybody who knows anything about the MMO industry knows it's all about seeing what works well in the compeditor and trying to duplicate that as close as you can. It's the way it works - get over it. Second, sure, there might be a loss of nitty gritty customization with individual trait differences, but I think the bonuses from using traits in a set will outweigh what you might loose by being "forced" to slot a trait you don't want.

Looks like a sound system and good upgrade to me.

0

The Grind - A LOTRO Primer

Monday, October 20, 2008

This is one of those subjects that pops up on every blog about online gaming. In MMO development, there seems to be this idea that in order to maximize player time with the game, one or more "grinds" should be incorporated into the game. A grind is essentially a task that is repeated over and over again for some goal, be it experience, faction points, crafting ability, etc.

LOTRO is no exception to the idea that grinds belong in MMOs. Fortunately for me and the rest of the LOTRO players, the grind isn't necessary to advance in the game and experience a vast majority of the content. However, there are systems in this game that do require grinds.

The first, and probably most used grind is the quest grind. Now this should be an oxymoron. Unfortunately, it's not. There are moments in the game, particularly around the middle levels when working in the Lone-Lands and the North Downs where the quests begin to feel like doing the same thing over and over again. Hunt these boar (boars are infamous in LOTRO), collect this item, talk to this guy. Over and over and over. It's a moment where you must question why you are playing a game where even the quests are grinds. Fortunately, this doesn't represent the quality of most of the quest content. On the whole, I would say LOTRO's strong point is the compelling quest lines - particularly the epic book quests. Still, this grind exists. Thank goodness I got past it. But, it has been a sticking, and even dropping point, for quite a few LOTRO players. They just can't get past those middle-levels (20-30[5]). I hope that Turbine at some point takes a look at this content bracket and either revises the quests or adds another option with more varied, compelling, and even innovative quests.

The second grind is the crafting grind. Being someone who enjoys crafting, this isn't too bad. Now, I am a yeoman and have only leveled cooking and farming to grand master. Unfortunately for me, cooking is (was worse) expensive, so the grind in the last tier took quite a bit of time. Cooks don't have a very strong and stable market for food unless it's critted food. Lucky for us, this grind is the least annoying of them all - or rather, least expansive. If you hate grinds in crafting, then it might be the most.

The third grind is the deed grind. Deeds are like the XBox 360 achievments, or the recent achievments added to WoW. They're a set of optional, non-quest, objectives to complete. The come in a few varieties. You receive a title and/or a trait (character stat modifier you slot) as a reward for completing the deeds.

  • First, the explorer deed focuses on finding a set of locations in Middle-Earth. These frequently revolve around some aspect of the lore. As such, they tend to be loved by the lore junkies out there. These are the least grindy of the bunch.
  • Second, there are also quest deeds, which advance as you do a certain number of quests. These also rarely incorporate grinds (unless it's quest grinding).
  • The third type is collection deeds. These are deeds asking you to collect a set of items, typically books or papers, off certain mob spawns. These can be a grind, but in my experience, the items drop at a decent rate for almost every deed.
  • Fourth, slayer deeds are the ones that create the most grind. These are the primary source of trait upgrades, but unfortunately, those upgrades require a grind. These deeds are two-tiered. the first tier gives you a title - such as "Slug Squisher" (for killing slugs in the Rukshuk Bog in the Shire) - and the second tier gives you the trait - such as Determination (trait for the slug slayer). The second tier also requires more kills than the first. The early deeds aren't too problematic (unless being farmed by many other players) with 30 the first time and 60 the next. But, as you get to the more advanced zones, you'll frequently see 150 for the first set and 300 for the next. Killing 300 of anything is a grind.
  • Fifth are the social deeds. These deeds revolve around emotes. A player will receive a new emote of other players emote a certain type to them a certain number of times. To prevent random emote spamming, these are blind deeds. That is, you don't know where you stand in terms of progress. These are definitely grinds, but the blind nature of them reduces the impact somewhat.
  • Sixth are the class skill deeds. These deeds give you improved skill traits that will upgrade certain skills. These aren't a grind necessarily because you advance them by doing what you're already doing - using your skills.
  • Seventh is what I'd call miscellaneous. They cannot be easily classified. They might (Shire post runs) or might not (festival tavern run) be grinds.

The last grind is the reputation grind. This basically means gathering reputation drops from mobs of a certain type to turn in with a given faction's rep vendor for reputation points. The number of points you have determines the level of reputation you have with that faction, and that level determines the type of rewards you can aquire. It has been my experience that these rewards are seldom worth the grind it takes to get the required rep.

However, despite my dislike for grinds, I've been doing a fair bit of it over the past few weeks. Certainly I still have quests hanging around, but all of them are fellowship quests. With my kinmates few and far between lately (work, life, MoM beta) I've been slower in the completion of fellowship quests. I'm not a huge fan of PUGs (pick up groups) despite having a fairly high sucess rate of a good group. So I've been grinding deeds and rep.

The rep I've been focusing on has been to unlock certain quick travel routes that are gated by reputation. Merely to make things more convenient should I ever need to travel to a given place. The Council of the North is my main focus. Their quest hub in Northern Angmar is time consuming to "run" to due to aggro and the distance from the nearest ungated quick travel route. I also have a fair number of quests still up there that I might want to complete at some point. The deeds I have been focusing on haven't been in any particular order. I've pretty much completed the ones I wanted to for the trait upgrades I need. So I've just been going through them systematically. Lately it has been completing them in the Trollshaws just to say I can completely check off an area of all quests and deeds (barring the raids quests).

The question is, why is this sort of gameplay necessary. I have the fortunate (or unfortune, depending on your point of view) to have a need for coin. My crafting skills aren't particularly profitable. So, these grinds, by gathering and selling the trash loot, gives me a "good" source of income. Still, there ought to be a better way of going about gaining the rewards and money that is more fun than a grind system. It's not hard, it's just tedious and time consuming. MMO companies are taking the easy road out with this type of content, in my opinion.

So, I bide my time till Moria with my grinding. I do bring a bit of it on myself by my completionist attitude toward the game, but still, it doesn't change what exists.