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Static Grouping

For those of you who do not use the term, a “static group” is a way of approaching MMOs and similar games where you and your group of friends each have a character set aside strictly for playing together, all of you. For pen-and-paper players, this is just how you did it: you had your group, and you played together. You did not solo and you did not PUG. The Casualties of War have static groups for several games, and I joined the LotRO group once I found out it was on Landroval. Wednesday, 8pm Central, we all log on and run through a quest hub or two, maybe half an epic book.

Over time, you will lose members. It can be hard to fit someone new in except when you switch zones, because they will not be at the same quest point that everyone else is. Active recruiting can be done, and you may want alts who can be moved into the appropriate level range. I am on my third character joining our static group: our first was just who happened to be available and in the level range when Ethic needed another body, the second was my Loremaster, and then I moved to our back-up healer (Rune-Keeper) for when our Minstrel was unavailable. A few others have switched characters as well, as we caught up to old mains or as they decided to play the static group characters more than the once-per-week.

The most critical thing, I think, to keeping this going is also surprisingly easy: double up on key group roles. You want at least two healers and two tanks. If your game has hybrid classes that could fill several roles, great. This is essential because many times someone will be missing, and other times someone will drop out. If you have one healer, and s/he leaves, you no longer have a group. I switched to my Rune-Keeper when we needed that second healer, and I have been the primary healer for twenty or thirty levels now. I say this is surprisingly easy because people lean towards group-friendly classes if they know they will never PUG or solo. We have had a Hunter and a Champion in the group at times, but we have also gone without any primary DPS classes for months. Lots of support, lots of CC: all those roles you might want to play but could be painful to solo. We also lean towards group-friendly specs, and I wonder if I am the only Rune-Keeper leveling up with almost entirely healing traits slotted.

City of Heroes will eventually have its perfect version of this with multi-member leveling pacts. You will be able to bind a group together so that all experience is shared. Even if Bob misses a night, he has the exact same xp total as everyone else. City of Heroes also makes less strict static grouping easier, as all missions are shared instances that everyone gets a bonus for completing. The most flexible version, however, came in City of Heroes/Villains superteams. Someone designs a class template that works well with itself, say have everyone be a Radiation/* Defender or */Radiation Controller. Then your team is whatever 8 people are online at the time. You all have group-friendly builds because you never expect to solo, including all those Leadership toggles that are weak alone but stack nicely. I was fond of Brutal Speed, a villain group with all AE damage Brutes and Kinetics Corruptors. No one took the Fitness pool because triple-Speed Boost makes it irrelevant; everyone took the Leadership pool. Take 5 from group A and 3 from group B, and watch the wrecking ball fly. Superteams add flexibility by making everyone replaceable, so they can keep going long after half the people get bored and wander off.

Lifetime subscription games add one other bonus: if I had a monthly fee, I would not pay to play 2 hours per week. Even if I am bored with LotRO, I can still be interested enough to play 2 hours per week. The lifetime accounts keep people around for the static group that needs more than a year to reach the level cap.

: Zubon

The Breakups

I unsubscribed to Dungeon and Dragons Online today.  I really only subscribed to get the 1000 points, which was all I needed to buy the 32 point build.  Now I have a dual-wielding khopesh paladin, and all is well.  They will still get my money in non-monthly ways.  The breakup was easy.  Logged in to the master account.  Do you want to unsubscribe?  Are you sure?  Done.  If you want to help us with an exit survey, that’d be swell. I almost had to search to find that last sentence it was so inconspicuous. The relationship we had wasn’t working, but the breakup was clean enough to tell me we could still go have a beer once in awhile.

The so-called number 1 MMO was a different story. She started crying, showing me cute andmemorable” pictures of stuff we might have shared.  I had to scroll through her sob story of how she might change for me, and then she begged for help.  All I could say while wishing my friend would call now telling me my Aunt died was “it’s not you, it’s me.”  By the time I got away I was embarrassed for her.  Would I have to go through this every time I wanted to hang out with her?

Like Dan Savage, I seek to employ the campsite rule outside of… well, campsites.  I want to constructively tell the devs why I am leaving because it can only benefit everybody.  But, when I am being paintballed with marketing cowdung my constructive thoughts go right out the window.  On the other hand, when it is clear the company respects my time and money, I will actively seek out the feedback link.

–Ravious
put a leash on her, turkish

Gloom and Radiance, Dread and Hope

Checking those patch notes, the Dread system is being revised again. I think of it as something that has never worked well, but is again one of those features that someone thinks needs to be made to work. Suzina addressed the issue a few months ago, but the system gets another wrinkle in the expansion. So here we go. Ready?

Gloom and Radiance are now subsets within Dread and Hope. Radiance has no purpose except to counter Gloom. (For the non-LotRO players, this is what we mean by “Radiance-gating”: recent content has thrown massive amounts of Gloom at the players to force them to get Radiance gear to be able to visit those areas.) Un-countered Gloom converts to Dread, which can be countered only by Hope. You can also have Dread independently, which again demands Hope. Radiance gives no benefit beyond countering Gloom, but Hope will continue to give the bonuses that Radiance/Hope did before.

And what does all this do? Suzina’s post has the specifics. Having up to 5 Hope (or, formerly, 50 Radiance) gives you some small bonuses to health and damage. Having any un-countered Dread gives you massive debuffs: small debuffs for inbound damage and healing, moderate debuffs to the damage you deal, large debuffs to your health cap, and then some effective level-lowering starting at moderate Dread. And then you start cowering (effectively stunned) at high levels of Dread.

Major effects of separating Radiance and Hope: Moria Radiance gear no longer gives bonuses in most fights and no longer counters Dread from dying. Encounters that give Gloom are largely unchanged, and Gloom itself seems toned down a bit. Encounters that give Dread are relatively harder, as there is only so much Hope available. Dying in raid fights with Dread is now really really bad, but Minstrels now get group rez sickness clearing. Raid Radiance gating has fewer effects on the rest of the game.

: Zubon

Siege of Mirkwood – Official Notes

The release notes are even longer than they look because they pass some work to the developer diaries, notably the seven-part series on skirmishes. You may also want to review or print the five-page known issues list, which is noted as being not all-inclusive.

: Zubon

Update: in the spirit of The Lord of the Rings Onlineâ„¢ (although not perhaps Tolkien), something for you to watch while you download. There are two similar videos. HT to Woot.