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LOTRO Vol. 3 Starts in Dunland?

The collective on the Lord of the Rings Online forums has found a rather interesting tidbit.  The official interactive map shows some new “in-game” geography approximately where Dunland could be.  The area is just to the left of the Waterworks, and if you flip from Terrain to Parchment, you will see the region-in-question disappear.  If you scroll in enough you can see rez-circles and a town.  Looks like Volume 3 might be pushing through the Gap of Rohan.  My guess is Rohan will be in the next buyable expansion, and Isengard will be the culmination of Volume 3.

–Ravious
break on through, to the other side

Skirmish Scaling II

skirmish mark value declining Yes, for the bargain basement price of 108 skirmish marks, you can upgrade your soldier’s power-over-time spell by 0.8 power every 3 seconds. 108 marks is about half what you get for a skirmish with the daily bonus. The herbalist likes to cast Nature’s Power on itself at the start of a fight, although it may decide to give you a recharge once its cooldown is done.

Looking at the other skirmish trainer options past rank 10, this seems typical. I could also spend 132 marks to upgrade the herbalist’s armor by 6. Six. Skirmish training is hard-capped at 20, but it seems soft-capped at 10. Lower ranks increase quickly and cheaply, which was the stated design intention, but the curve becomes a wall in the latter half.

It is a microcosm of MMOs generally: early on, large and quick increases in power; once you feel committed, increasingly small increments for increasingly large investment. On the other hand, I guess that encourages me to spend my marks on those Empowerment scrolls.

: Zubon

Skirmish Scaling

So far, I have had almost no fun running any skirmishes in groups. The scaling is ridiculous.

Solo seems balanced for you to level your soldier alone. You would not have much trouble running them without your soldier out. The bosses drop easily, and I face harder fights in normal quests. Move up to small fellowships, and the repetitive fights are still trivial, even more so given that some of the fights are against two normal enemies. The encounters are also easy, although some of the lieutenants are fairly absurd (exploding for most of a squishy’s health). Then the boss appears, and that fight seems to be balanced for a full group of six, on the assumptions that all your soldiers are leveled fully and that your group learned to coordinate well despite never needing to before that one fight. Even that would not be a problem were it not for the suicidal NPCs that do not seem much tougher when you have a group going. Beating everything in a skirmish is not bad, but the NPCs actively run into fire auras, shadow DoTs on the ground, and anything else that can hurt them, while wanting to tank.

I feel as though I am forced to solo enough skirmishes to level up my soldier to my level, and then only join groups with others that have done so. In six to eight months, this part will be a smaller problem, when most main characters have decent soldiers, although alts will continue to be suicide in group skirmishes. Until I am willing to put in that time on every character I play, and ruthlessly kick anyone who has not, any group skirmish seems like a huge waste of time. It takes 30-40 minutes to test that because the very last fight is the only challenging one. That would be less annoying if you could re-try that fight after seeing what went wrong, but the NPC dies, so you fail and must start over. Putting a half-hour of grinding trivial trash between every re-attempt is a problem. More than half your marks come from clearing the last fight and getting the daily bonus; why risk getting only a third of the full reward in a group when you can consistently get the whole thing solo?

It is a worse situation than the normal problem of needing your friends to level to the cap before you can play with them. Not only may your characters have a level difference, so do your soldiers, and you all need to level your soldiers solo unless you are happy losing at the end and only getting 1/3 of the reward when you play together. Even if you are the one at the cap waiting for your friends, you still need to solo grind to bring up your soldier.

I joined a group for the raid-sized Siege of Gondamon skirmish. The last fight was turned up to three arch-nemesis class enemies, two of which had fiery damage auras. Conveniently for our raid, one of the flaming dragons went into anti-exploit mode despite fighting on a flat surface, so we took down the other and the boss. When it exited anti-exploit mode, it reset into drama mode and never exited, so the raid just stared at an un-attackable enemy until everyone quit.

: Zubon

Lottery Winner

The secondary problem with LotRO’s legendary item system is grinding, particularly for relics. The main problem is its randomness. Every item gets random draws from the pools of legacies, with a random number to start, of random tiers (which can now be upgraded). The ideal weapon will have the four best legacies for your class/playstyle plus a couple of other good ones. Three of four is good, although you may need two specific ones and then either of the other two. Anything less than that is trash. Almost everything was trash under the previous system, and you still go through a lot of trash to find something worthwhile.

ready to shoot people in the face The nice thing about lotteries, however, is that sometimes you win. For those of you who do not know LotRO or the Hunter class there, the image is of a really nice bow, almost the best possible in the present game (before upgrading). Second Age weapons are hard to come by right now, and there are no level 65 First Age weapons yet; this will be my Hunter’s bow for the next three months, probably the next six to eight months, and possibly until the level cap rises.

I dodged what was the worst part of the LI grind under Mines of Moria: churning through in hopes of a good one. I could use a similarly nice legendary melee weapon, but she already has a good Third Age. I still have grinding ahead of me, since I can level it to 70, upgrade any or all of the legacies to tier 6,and grind grind grind relics. My best setting combined into a caster relic instead of the setting I wanted, so I have a bit of work to do there. Upgrading one legacy rank by one tier costs 75 Medallions of Dol Guldur or 1950 skirmish marks, which I estimate around 5 hours of efficient play per legacy per tier, with four free from leveling the item (I don’t think I will need to spend 45 hours and take them all to tier 6; only so many points to spend). You can see that I already turned the one useless legacy into a Fate bonus, using the free scroll from questing.

Yeah, I’m kind of bragging. Getting a bow like this a week after hitting the cap feels like beating the system, and it is about a 33% DPS increase over the bow I had been using. A Second Age may not differ from a Third Age except for a few DPS, but it is nice to get something that is about as good as it gets.

: Zubon

Barter Currency Wallet

I have said before that The Lord of the Rings Onlineâ„¢ needs a currency tab instead of having the barter items take up inventory slots. I am probably at fault for not throwing away the old stuff, but I thought I would inventory what I still have in my vault. I know there are at least a dozen more more barter token types. Continue reading Barter Currency Wallet

Challenging Promotions

Our friend Green Armadillo has asked us to mention Turbine’s most recent inspiration in promotions: that Dol Guldur is “the most challenging 12-person raid ever devised.” I might go on to add: EVAR!!! How challenging are your 12-person raids, Blizzard? I didn’t think so.

: Zubon

The graphic on that splash screen is pretty sweet, however. All the pictures of Nazgul-on-flying-beast are.

Siege of Mirkwood Contest

Siege of Mirkwood

UPDATE: CONTEST IS NOW CLOSED. Winners will be announced soon. Thanks!

It’s a caption contest! Choose one of the six images linked below and then send me an email with the caption image number and your caption.

I’m going to limit it to five entries per person but please send them all in one email.

Five winners will be selected by me as the sole judge, based purely on how hard I laughed.

Each winner will receive a free Siege of Mirkwood upgrade key. Note: the keys are for the North American accounts (Turbine run servers). So while technically anyone can use them, they’ll only update your account if you are on the US servers.

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Caption 6

Contest Ends December 31st, 2009 at midnight Central time US (or when I fall asleep that night, whichever comes first). That means sooner is better than later.

Thanks to Turbine for the upgrade keys. And good luck to you!

– Ethic

Suppliers and Expansions

This forum post is dead wrong. For those who cannot click through, it is someone complaining about the auction house prices of consumable items and the components needed to craft them. Down-thread, he goes on to rant about price-gouging and arresting merchants who raise prices when items are in short supply. I left after he took the surreal turn of equating (not just comparing) the expansion to Hurricane Katrina and calling for tools to report and perma-ban sellers the same way that gold-spammers are banned.

We have covered this before, but let’s refresh for the economically illiterate. When supply is low, you want prices to go up. This is especially true in a MMO market for crafting materials, where the cost of entry is almost nil. If prices do not rise, supply will not rise, because people have better things to do with their time than farm materials for a few silver pieces (while getting mail and /tells about what horrible gougers they are). Higher prices induce more people to sell, which brings back lower prices with more supply.

Consider the original poster, who we will refer to as the whining, greedy destroyer (WGD). WGD sees the new expansion pack and wants to experience the new content. Does he want to log on an alt, grow tea leaves, make buff food, and transfer it over? Does he want to grab a different alt, run around the previous expansion’s zones to gather materials, craft consumables, and transfer them over? No, nor did he plan ahead on any of those. WGD wants to go do the new content now. He wants to raid and run skirmishes, which produce few to no consumable components. With a worldview that even Karl Marx condemned, he wants to consume without producing.

WGD instead wants someone else to do the farming and producing so he can consume. And he wants them to do it cheap, with a smile, instead of playing with the new content. And they should be banned if they will not. I mean, with all the extra gold being pumped into the economy by having higher level enemies, why should crafters get any of it? WGD has also missed the point that banning producers leads to even less supply. Because nothing helps the situation like actively making the problem worse.

If you think prices are too high, cash in. Leveling a gathering skill is quick, so you can even start from scratch. Farm, sell, and profit until prices are too low for it to be worth your time to farm and sell. If prices are too high for you to buy, but too low for it to be worth your time to farm and sell, why do you think it is worth anyone else’s time to farm and sell to you?

: Zubon

If you want to argue that there should be no crafted consumables, and everything should be available cheap on an NPC vendor, that’s a different design argument. This is just the stupidity of making a outraged claim to others’ time.

Legendary Items and Soldiers

This forum post is dead-on. For those who cannot click through:

  1. Legendary items and skirmish soldiers are similar systems, providing post-cap advancement, customization, and grind.
  2. Soldiers win on customization. They provide full control, unlike the mostly random LIs, letting you customize to your playstyle. Many said that everyone would build the same LI, but on soldiers we see every possible class/soldier combination with many differences in traits. (Unmentioned: there is some chance of a trend away from customization, towards optimization in the future, especially if there is one clear best or worst.)
  3. Soldiers win on permanence. While you mulch hundreds of “legendary” items looking for a good one (or to get relics for that good one), you get one soldier. You do not trade out your soldier every five levels for a higher DPS one. You just pay for him to be a higher level.
  4. Skirmishes are just better than the item xp quests. They are more interesting. (I will say that the Dolven-view instances remain interesting, but then you have quests like mirror and bounty runs that have long-distance travel for one click or fight, respectively.)

Basically, take that soldier trait screen and give us the same sort of thing for LIs. Others add:

  • I really wanted a legendary weapon, but I hate the system added. I never wanted a soldier, but I love the system added.
  • Cosmetic options! You can make the soldiers look like what you want. Let me customize my weapon’s appearance!

“Basically you get a weapon, or a piece of armour or a shield and it has it’s own advancement path. It has XP. It has Deeds. You grow it, almost like a pet alongside you. Your Glamdring that has it’s own history.” – Jeffery Steefel, March 14th, 2008

I still wonder if people will get tired of skirmishes, only having about a dozen, they way they do with the hundreds of City of Heroes missions.

: Zubon

4 Months, 5 Dungeons, 13 Bosses

I have leveled to 65 in no particular hurry, and I am almost done with the new quests in Mirkwood. Lots of solo content, lots of little stories, and I have toured the zone. “Now what?” as the players always ask.

The current end-game for The Lord of the Rings Onlineâ„¢ is three three-person dungeons, one six-person dungeon, and one twelve-person raid. The three-person dungeons have one, two, and three bosses, and the three-boss dungeon lets you summon them all at once for a big fight. The six-person dungeon has three boss fights plus a bonus boss if you complete hard mode. The raid again has three boss fights.

Not to seem ungrateful for the new content, but that is 13 fights to learn in the four-ish months until the next content patch. Continue reading 4 Months, 5 Dungeons, 13 Bosses