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City of Skirmishes

I know that I see everything through the prism of City of Heroes lately, but can you look at the new LotRO skirmishes and NOT see City of Heroes missions? City of Heroes was not the first to make the randomized, instanced content on a standard template, but I think they did it most whole-heartedly, and I am going with this because it is the one I know best.

Skirmishes are instanced quests that have a standard template with some randomized elements. They are a series of encounters that you could think of as fight units. One unit of combat for a solo character is two normal enemies or one normal and two swarm-class. Scale that up for larger groups as you add signatures, elites, and more of them. You select these enemies from a standard menu, say a dozen groups and a few enemy variations in each group, attaching a prefix to designate how tough each one is. So your first fight is against one hale wolf and two weak wolves, then two hale bandit captains, then one hale bandit captain and one hale bandit archer, etc. The skirmish sends random fight units against you until it reaches the appropriate number of them for that fight, then sends the boss.

Continue reading City of Skirmishes

Get Your Party Off Of My MMO

It seems that a recent Bioware interview for Star Wars: The Old Republic has caused quite a stir of echoes about allowing people to play the MMO solo.  It’s not too hard to stereotype the two camps.  On one hand we have Keen, a single male in college, and Tobold, who is sure to let readers know that he has plenty of liesurely time as he and his lady don’t have kids.  On the other hand we have the hardcore father-blogger-student-worker Syp, whose time is precious.  I fall in Syp’s crowd because my game time is very precious, and I agree with his assessment the most. Continue reading Get Your Party Off Of My MMO

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

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.

Bug Report: Hall of Mirrors

If you are going to encourage everyone to run through a central Epic quest line, it is important for that line not to be left in a horribly bugged state for months. I know there is the big expansion tomorrow, but if Book 8 does not work, why should I care about Book 9?

My first visit to the Hall of Mirrors had a group problem. Hall of Mirrors depends on clearing corruptions, and we had two Hunters and a DPS-traited Loremaster (no crowd control) who either could not or would not remove corruptions. Hunters cannot remove corruptions on enemies with more than half health. The corruption in question gives a massive AE HoT. You can see why we never got through that. Hey, thanks for making corruption-removal essential and then ensuring that my class cannot do it. Hunters get the bonus of being able to remove three corruptions at once when they finally can, at the cost of most of their focus, which I have found useful perhaps twice in all of Moria. Very few enemies stack corruptions. This is not strictly about Hall of Mirrors, just a game design failure that becomes important there.

I visited this weekend, and the second boss-type encounter (Morroval Task-Mistress) failed in three different ways. The first was probably our fault: the fight started before we were all in the room. Continue reading Bug Report: Hall of Mirrors

The Rolling Mid/End-Game

The Lord of the Rings Onlineâ„¢: Siege of Mirkwoodâ„¢ launches in a week. I am wondering what happens two months down the line.

Turbine’s Middle-earth has a punctuated equilibrium, with the level cap jumping once a year and the end-game moving a little further from the tutorial. If the future resembles the past, the mid-year additions will be less severe than Blizzard’s tiers of equipment, more of breadth at the cap than another ladder to climb. (More cynical version: many treadmills rather than one long one.) This leads to launching with a slim end-game, building it up over time, then moving to a new, slim end-game.

Continue reading The Rolling Mid/End-Game

Breaking From the Collective Tempo

Borderlands has two speeds of play, much like its ancestor Diablo II:  paced and rushed.  When I play alone, I am going at my own speed.  It might be a slow safe sniper battle or a quick chest run in one of the Havens, but if a pseudo-scientist looked at some waves or something, I feel that there would be an alignment.  A pacing tempo, if you will.  When I play with others, even close friends, not only does the tempo markedly increase but the speed of play is not always in alignment with the me.  Frenetic is a good word for this in its most emotional definition.

I don’t like that feeling.  I love playing with other people online, but I don’t feel at one with my gaming experience when that feeling happens. Continue reading Breaking From the Collective Tempo

Random Variation

Given a large number of trials, any random series will produce a large number of perverse-looking short streaks. If 100 people flip a coin 5 times, you should expect 6 of them to get the same result on every flip, but it will look strange to those 6 people. One-in-a-million chances happen all the time in a world of seven billion people. If millions of WoW players attack 100 times a day each, that is a lot of chances for long streaks of misses (and longer strings of hits).

More recently for me, it took two weeks to complete the Chasing Marcia achievement because one of the daily quests just did not appear for two weeks. What are the odds of that? Well, not bad. There are 5 quests, so 0.8^14=4.4% chance that any one quest will not appear for two weeks, but since there are five ways it could happen, there is a 22% chance. You should expect that to happen quite a few times each year, and if you started the dailies today, you should expect that 22% chance it will take you more than two weeks. (Maybe Blizzard does have some kind of streakbreaker in there, and maybe I just hallucinated having done the daily on a day I missed.)

I know all this and was just vaguely amused at the fishing streak. A similar thing contributed to my leaving The Lord of the Rings Onlineâ„¢ for about six months. I was trying to complete the Annuminas armor set, which involves getting the boss drop in each of three dungeons. With six fellowship members, that is a pretty clean 1/6 chance, minus the occasional member who just felt like running the dungeon but did not need that piece. In 16 tries, I won that 1/6 roll once. This should not be surprising: the expected value is to run each dungeon six times, and for everyone who wins a roll on the first time, there must be someone who just keeps running it and running it. I was not even up to 18 tries, and who knows, maybe it would have worked out perfectly and I would have won the next two. Independent probabilities, however, do not work that way: you still have a 1/6 chance, and I should expect another 12 tries to finish the set. And by that 16th trip, you get really sick of telling the new people to keep the silence-aura ghosts away from the healer.

Hence the approach of giving everyone a few badges, 1/6 the necessary token, or whatever.

: Zubon

Siege of Mirkwood Beta Thoughts

Since the NDA dropped, I wanted to share the strongest points in my mind that I experienced or read during my time in the closed beta.

The Good – Skirmishes.  I cannot stress this enough.  It will change how casual players access Lord of the Rings Online, and it might have a greater effect on the MMO landscape.  They are self-contained adventures similar to Guild Wars missions and Dungeons and Dragons Online quests, but most like solo instances in Lord of the Rings Online itself.  Since it has its own reward structure, players can solo to their hearts content, but the best feature is scalability to include other players to get, duh, better rewards.  12-man skirmishes are basically casual raids with customized bosses.  Plus players get a personalized skirmish Barbie to dress up and skill out.  If I had any qualms about activation energy to play Lord of the Rings Online, this feature destroys it.  This is seriously an expansion in itself. Continue reading Siege of Mirkwood Beta Thoughts