f13.net

f13.net General Forums => Lord of the Rings Online => Topic started by: Yegolev on September 04, 2009, 08:05:28 AM



Title: Siege of Mirkwood
Post by: Yegolev on September 04, 2009, 08:05:28 AM
http://www.lotro.com/mirkwood/

Quote from: Turbine
TURBINE UNVEILS
THE LORD OF THE RINGS ONLINE™: SIEGE OF MIRKWOOD™

New Digital Expansion to the 2008 MMO of the Year Launching this Fall
 

WESTWOOD, MA – September 4, 2009 - Turbine, Inc. today unveiled The Lord of the Rings Online™: Siege of Mirkwood™, the digital expansion to the award-winning massively multiplayer online roleplaying game (MMORPG).  Siege of Mirkwood will expand the online world of Middle-earth where players will join forces to press further eastward into the dark, foreboding and treacherous forest of Mirkwood and take part in the epic conclusion to Volume II of The Lord of the Rings Online.  Siege of Mirkwood will be available as a digital download this Fall with an increased level cap, a new region including the legendary evil fortress of Dol Goldur, major enhancements to combat and Legendary Items and the introduction of Skirmishes, a new system where players will train customizable soldiers and take them into battle as part of the War of the Ring.


“2009 has been a year of unprecedented growth for The Lord of the Rings Online and the launch of Siege of Mirkwood will end the year with a bang,” said Jeffrey Steefel, Executive Producer of The Lord of the Rings Online.  “As the game expands east of the Misty Mountains, players will face the raging war and shadow that has spread across Middle-earth and the new Skirmish system will thrust players and their soldiers into the War of the Ring.”

NEW FEATURES:

    * The Epic Conclusion to Volume II: Mines of Moria™ – Under the command of Celeborn and Galadriel, players will fight through vast armies of Orcs alongside the Elves of Lórien in a battle that will take them to Dol Guldur, the fortress of the Ringwraiths.  This update includes Book 9 and the Epilogue to the sweeping epic tale begun with the award-winning Mines of Moria expansion.
    * Increased Level Cap — Players will be able advance their characters up to level 65, gaining access to new traits, virtues, skills and class quests.
    * Answer the Call of War! – Jump into the heat of battle with the new Skirmishes feature.  Skirmishes offer endless action in repeatable, randomized instances where players can create and lead customizable soldiers into battle, training them to greater skill as they earn victories against the forces of shadow.  Answer the call of war wherever violence erupts with the new “World Join” function that lets players and their fellowships band together to fight in various locations throughout Middle-earth.
    * Take up Arms! – Infiltrate the dark jails, deadly arenas and savage stables of Dol Guldur, the fortress of the Ringwraiths, and strike a blow against Sauron’s forces in new 3 and 6-player instances.  Call upon your fellows to adventure into the most deadly 12-player raid yet and face the ultimate challenge – the Nazgűl Lord!
    * Major Gameplay Enhancements – Turbine continues to improve the award-winning experience of LOTRO with major improvements to the combat and Legendary Items systems.  Players will experience improved responsiveness when in the heat of battle.  Players will also be able to create and craft their own customized Second and Third Age Legendary Items from raw materials and grow their weapons’ power to level 60.  Achieve new Legacies, new titles, and a fourth Runic slot that will make Legendary Items even more unique and powerful.


The Lord of the Rings Online is an award-winning MMORPG that delivers an interactive experience brimming with life and filled with the familiar people, places and monsters from the most beloved fantasy adventure of all time. From the picturesque surroundings of the Shire to Moria, the great underground realm to the menace of Mirkwood, players will experience the world of Middle-earth as never before.  The Lord of the Rings Online: Siege of Mirkwood will be available as a digital download this Fall.  Details regarding Siege of Mirkwood’s pricing and availability will be unveiled soon.  For more information or to download a free trial, visit www.lotro.com/mirkwood.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 04, 2009, 08:08:10 AM
Noticed:
Moria Epilogue
Player level cap = 65
Item level cap = 60
Randomized instances
Enhanced Combat Responsiveness ... ?


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 04, 2009, 08:27:33 AM
I mean, it lacks detail, but on first glance, looks awesome.

Responsiveness may mean that delay others were talking about.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 04, 2009, 08:46:18 AM
Oh, I'm sure the combat responsiveness is meant to address people who don't like the existing combat.  I'm curious as to what that might do to those of us who enjoy the current combat.  Time will tell.

I'm sure we will find out about 60% of the other random shit in the next few weeks/months.


Title: Re: Siege of Mirkwood
Post by: Tarami on September 04, 2009, 09:02:39 AM
:headscratch:

So this is a paid expansion, right? And then we'll get Volume III, which will also be a paid expansion? Am I paying for every update now? Well, I don't do any recurring payment, but still.

I'm curious what the combat improvements will entail. On one hand, like Yego, I like the combat the way it is. On the other hand, a WoW-level of responsiveness in combat would lift LotRO's overall standard from great to awesome.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 04, 2009, 09:09:49 AM
There's a line somewhere between "responsive combat" and "frantic buttonmashing".  I like the combat already due to the slow pace, although now that I'm well-versed in it I would be OK if it was sped-up a bit.  Devil's in the details, though.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 04, 2009, 09:12:33 AM
Am I paying for every update now?

What? This isn't a book, its an expansion.


Title: Re: Siege of Mirkwood
Post by: tazelbain on September 04, 2009, 09:15:35 AM
:headscratch:

So this is a paid expansion, right? And then we'll get Volume III, which will also be a paid expansion? Am I paying for every update now? Well, I don't do any recurring payment, but still.

I'm curious what the combat improvements will entail. On one hand, like Yego, I like the combat the way it is. On the other hand, a WoW-level of responsiveness in combat would lift LotRO's overall standard from great to awesome.
Well, the revamps have new content in them and so do the events.  Otherwise you expected to keep up with expansions.  It's the EQ expansion model.

I wonder if they plan to alter between dital expansions and box expansions.


Title: Re: Siege of Mirkwood
Post by: Draegan on September 04, 2009, 09:21:12 AM
The only thing I had against this game was the lagged combat.  Id give the game a whirl again to see the changes


Title: Re: Siege of Mirkwood
Post by: Tarami on September 04, 2009, 09:25:40 AM
Agreed on the button mashing. I hate it whenever I pay WoW a visit during a trial or some such. I don't get why I can't just tell the game what fucken skill I want to use and have it use it as soon as it becomes available. The queue is a major advantage with the way LotRO does it. All those fractions of a second one otherwise misses adds up to combat taking significantly longer.

Blood, tazel:
I mean that logically, since this expansion concludes volume II, the next expansion is volume III - Riders of Rohan or whatever; which ought to be a paid expansion aswell. I don't mind paying for full-featured expansions, which this indeed seems to be, but rather wondering how they'll break into volume III if not with a paid expansion. So

a) We pay for SoM and we pay for V3 - which is two successive paid expansions , or;
b) We pay for SoM and we get the beginning of V3 as part of a patch, which seems an odd way to start a new "era",

I'm not saying either is necessarily wrong, but I predict much gnashing of teeth from the community unless they have some third option I can't see.

Edit:
I want to add that I'm super-psyched about getting to see what will hopefully be a significant part of Mirkwood. :heart: Mirkwood. My Elf will be home!


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 04, 2009, 09:28:47 AM
I wonder if they plan to alter between dital expansions and box expansions.

I bet they are doing digital first, then a "Complete" edition like last time that contains all previous expansions for about the price of other games expansions that require the others first.

Most likely, knowing them, you wont need the expansion to play the last chapter of volume 2. This is an assumption by players that expansion gated content.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 04, 2009, 10:12:09 AM
"Enhanced Combat Responsiveness..."

Quote from: floon;3994799
That's mostly it. Autoattacks will not delay firing a skill. What this does mean is that animation have a chance to preempt autoattack anims in such a way as to produce a pop in the anim transition that isn't there right now.


Title: Re: Siege of Mirkwood
Post by: Cheddar on September 04, 2009, 10:41:57 AM
This is exactly the tipping point for returning in a month or so.  I am gonna milk CoH for now, but expect the return of CHEDDAR.  Yeah, I know you cannot wait.   :awesome_for_real:


Title: Re: Siege of Mirkwood
Post by: Nonentity on September 04, 2009, 10:42:29 AM
I'll have to come back to my Elf Female Hunter, Flavor Flav.


Title: Re: Siege of Mirkwood
Post by: Ingmar on September 04, 2009, 11:49:14 AM
Oh man Mirkwood! I really should be putting more time towards this game.


Title: Re: Siege of Mirkwood
Post by: Sjofn on September 04, 2009, 12:01:39 PM
There's a line somewhere between "responsive combat" and "frantic buttonmashing".  I like the combat already due to the slow pace, although now that I'm well-versed in it I would be OK if it was sped-up a bit.  Devil's in the details, though.

LotRO has a looooooong way to go before it gets anywhere near "frantic buttonmashing." Even if they just make every class feel like the warden (which is still slow to me, but much more tolerable), it would be a huge improvement, I think.


Title: Re: Siege of Mirkwood
Post by: Soln on September 04, 2009, 12:17:34 PM
should make tonight's raid chat a little more interesting.  Hopefully.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 04, 2009, 12:36:21 PM
I can't believe some people are saying this should be free, or its a "Mini-expansion".

I think that player base is spoiled.


Title: Re: Siege of Mirkwood
Post by: rattran on September 04, 2009, 12:58:11 PM
Didn't they already say it was going to be free? When they announced the level cap would be going up before the next expansion. And the next one (presumably Vol3 Riders of Rohan) would be paid.

I seem to recall this at least. Too bad I'm too lazy/distracted to search.


Title: Re: Siege of Mirkwood
Post by: Nija on September 04, 2009, 01:24:01 PM
The people who dislike the laggy combat would enjoy the Rune Keeper class. You can kill even-level mobs just doing an auto-run flyby and pressing a couple buttons.


Title: Re: Siege of Mirkwood
Post by: Tarami on September 04, 2009, 01:44:04 PM
Quote
    *  Siege of Mirkwood will have a base price of $19.99. As with Moria last year, we're going to have a set of early upgrade offers that are very compelling. We're not quite ready to unveil those details yet, but we'll keep you posted.
    * The epic story continues on in Volume 3 as a regular content update early next year.
    * Some of the improvements to the game coming with Mirkwood will benefit everyone, but the key features will require the Mirkwood upgrade.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 04, 2009, 01:50:40 PM
Whatever, as long as they don't rename any crafting materials again.


Title: Re: Siege of Mirkwood
Post by: Stormwaltz on September 04, 2009, 02:31:32 PM
To my own surprise, I'm not pre-convinced to buy. What they've talked up so far is pretty raider-oriented, and I'm Not That Guy.

That said, some interesting details here. (http://lotrovault.ign.com/View.php?view=CommunityArticles.Detail&id=18)


Title: Re: Siege of Mirkwood
Post by: Soln on September 04, 2009, 02:37:03 PM
wish they would also nerf the old 40-50lvl epic book and instance content.  No reason for a full grp for CD or URU.  Or at least give us an inventive (IXP) to run those places.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 04, 2009, 02:45:55 PM
That said, some interesting details here. (http://lotrovault.ign.com/View.php?view=CommunityArticles.Detail&id=18)

Quote
Also on the list of changes, and an answer to the prayers of many LOTRO players, is the addition of shared storage space for accounts.
...
Perhaps my favorite is that mounts are being changed over to skills, not items. This means you will no longer be required to carry a mount in your inventory. In your skills panel, there will be a "mount" tab, which will list your current stable of mounts -- your horse, your other horse, your goat. And, because of mounts becoming skills, a number of issues with mounts will simply cease to exist: You will now be able to pass into instances and new zones while on your mount; you can now interact with NPCs (including vendors) from your mount; and you can now use emotes on your mount.

See, there are nice things that don't involve playing LotR: The RTS.


Title: Re: Siege of Mirkwood
Post by: Tarami on September 04, 2009, 02:57:23 PM
Bitching, bitching.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 04, 2009, 03:01:50 PM
 :awesome_for_real:


Title: Re: Siege of Mirkwood
Post by: Tarami on September 04, 2009, 03:03:06 PM
:grin:


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 05, 2009, 04:45:33 PM
To my own surprise, I'm not pre-convinced to buy. What they've talked up so far is pretty raider-oriented, and I'm Not That Guy.

That said, some interesting details here. (http://lotrovault.ign.com/View.php?view=CommunityArticles.Detail&id=18)

There is like, only one raid in the expansion.  :headscratch:

wish they would also nerf the old 40-50lvl epic book and instance content.  No reason for a full grp for CD or URU.  Or at least give us an inventive (IXP) to run those places.

You need to read Orions blog. (http://forums.f13.net/index.php?topic=17496.0)


Title: Re: Siege of Mirkwood
Post by: Stormwaltz on September 06, 2009, 10:42:23 AM
There is like, only one raid in the expansion.  :headscratch:

And it's the only content they've talked about, except for the Skirmish System. And let's call a spade a spade here -- the Skirmish System is just a bunch of raids where you can fill in empty fellowship slots with optional NPCs.


Title: Re: Siege of Mirkwood
Post by: Ard on September 06, 2009, 10:45:23 AM
I'm not even sure how you can read it as raids.  It's 30-40 minute instances that can be run in groups of 1, 3, 6 or 12.  How is that raiding?  I thought that part was pretty clear.


Title: Re: Siege of Mirkwood
Post by: Tarami on September 06, 2009, 02:06:45 PM
I see you're kinda fighting an up-hill struggle on the official forums, Bloodworth. :awesome_for_real:

What I gather from the admittedly very sparse info available on the web, Skirmishes won't be padded with NPCs, everyone will have one regardless of partysize. So for each player in the party, there'll be a personally tailored henchman along with that player.

Here come Gotrek & Felix, motherfuckers!


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 06, 2009, 02:25:58 PM
Map:



Title: Re: Siege of Mirkwood
Post by: Soln on September 06, 2009, 02:43:49 PM
I've read that blog as it came out and I'm not impressed.  The old game is badly balanced.  They should have hurried the fuck up and nerfed GA into the ground 6 months ago.  They probably would have more new players.  There is no reason any Epic Book or any relevant instance should require a full group.  It's a ridiculous set of cockblocks.  If the game was based around Angmar or the Trollshaws it might make sense, but the whole game is moving SE and there is no benefit at all for experienced people to help.  Nobody is ever there. You have to catch people with an incomplete alt to finish old content.

And why this actually matters is that the whole problem will start up again when the next Book comes out and difficult sections like 2.5.5 and 2.6.8 are never run.  It's hard even to get people to do HoM right now because the last boss with the speed debuff is so hard.  

And why any of this really matters is you need Bk6 finished to get a useful legendary trait.  You need to finish any Bk to move ahead in your legendaries.  Great design if people were actively running that stuff.



I'm 8/6 rad and I run Watcher/Turtle regularly and attempt DN occasionally and to me this expansion seems pretty thin.  Just more content -- no new gameplay or real new features.  Not sure why that warrants paying.


Edit: just spent a few minutes on the official forums -- lots of emorage it seems.  They have been locking threads and making empty threats about bans etc.  People are sour.


Title: Re: Siege of Mirkwood
Post by: Stormwaltz on September 07, 2009, 12:40:11 AM
I'm not even sure how you can read it as raids.  It's 30-40 minute instances that can be run in groups of 1, 3, 6 or 12.  How is that raiding?

Are you suggesting that 3, 6, and 12 man raids don't exist in LotRO?

I define a raid as an complex instanced fight that requires multiple players to complete. Skirmishes are raids with the option to use NPCs to replace some players.

How are you defining "raid?"


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 07, 2009, 06:50:01 AM
I'm not even sure how you can read it as raids.  It's 30-40 minute instances that can be run in groups of 1, 3, 6 or 12.  How is that raiding?

Are you suggesting that 3, 6, and 12 man raids don't exist in LotRO?

I define a raid as an complex instanced fight that requires multiple players to complete. Skirmishes are raids with the option to use NPCs to replace some players.

How are you defining "raid?"

12+ players (thies days), multi-hour encounters that usually requires systems like raid locks or keys and is an optional chink of content not required for leveling up (or storyline in this case) and is subject to its own rule mechanics, such as radiance or whatever is the Wow equivalent.

Skirmishes sound more akin to warhammers scenarios, with an npc mercenary.


Title: Re: Siege of Mirkwood
Post by: Ard on September 07, 2009, 10:39:33 AM
MBW more or less explained my stance on it.  Anything that can be done in a half hour with less than a full group isn't a raid, in my opinion.  That's just playing the game as normal.  Anything that requires an absurd number of people and/or an obscene time commitment, that's a raid.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 08, 2009, 06:37:23 AM
Here's my definition of a raid: an encounter/event that requires more than one full group.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 08, 2009, 07:17:39 AM
Not sure if you guys have seen this movie. (http://www.tentonhammer.com/node/74019)


Title: Re: Siege of Mirkwood
Post by: Stormwaltz on September 08, 2009, 09:48:36 AM
MBW, your definition has great merit. I concede the point.

But I'm still not as enthused as I was for MoM's content additions. :P

More info over at Massively (http://www.massively.com/2009/09/08/pax-2009-turbine-tells-us-all-about-siege-of-mirkwood), via PAX.

Intriguing Bit:

Quote
What this feature ultimately does is make a 12-man raid feel more like a 24-man in practice, since everyone can have one of these soldiers running around. It's obvious that this has been done to give the game a very epic feel, as many of the battles were in fact quite gigantic in size. Turbine is calling this a foundation for their Epic Battle System, which was something Jeffrey Steefel was keen to add a note on by mentioning that this system would be great for a battle where players controlled "both sides" of the action.


Title: Re: Siege of Mirkwood
Post by: tazelbain on September 08, 2009, 09:57:31 AM

Skirmishes sound more akin to warhammers scenarios, with an npc mercenary.
Well if they were actually adding real PvP, this expansion would be exciting.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 08, 2009, 11:50:45 AM
I'm thinking Ettenmoors is left to wither, some unsightly appendix on the game much like the Chicken Quests.  Today, I give up my hope of PvM being improved.


Title: Re: Siege of Mirkwood
Post by: Ard on September 08, 2009, 12:00:15 PM
YOU TAKE THAT BACK!  The chickens of middle earth are the real heroes in the war of the ring.  Without them, Frodo wouldn't have had dinner in Rivendell.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 08, 2009, 12:25:42 PM

Skirmishes sound more akin to warhammers scenarios, with an npc mercenary.
Well if they were actually adding real PvP, this expansion would be exciting.

Well, I assume you can see how a good portion of the features in this expansion is laying the ground work for things like Helmsdeep, something i suspect will be PvMP. As we get closer to Mordor, I fully believe we will see the monsters become more of a fleshed out advancement line like that of the player characters.

As for "Real PvP", your going to have to define that one, because PvMP is real Pvp. It just may not be what you see in other titles.


Title: Re: Siege of Mirkwood
Post by: Tarami on September 08, 2009, 12:46:29 PM
I think "adding" was the operative word there. :-) As far as they've told us yet, they aren't adding ANY PvP.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 08, 2009, 12:51:01 PM
I think "adding" was the operative word there. :-) As far as they've told us yet, they aren't adding ANY PvP.

Still not sure what makes PvMP not PvP.


Title: Re: Siege of Mirkwood
Post by: Nyght on September 08, 2009, 01:07:45 PM

Well, I assume you can see how a good portion of the features in this expansion is laying the ground work for things like Helmsdeep, something i suspect will be PvMP. As we get closer to Mordor, I fully believe we will see the monsters become more of a fleshed out advancement line like that of the player characters.

As for "Real PvP", your going to have to define that one, because PvMP is real Pvp. It just may not be what you see in other titles.

I have picked up in LotRO again and with the talk of the expansion I began to ponder really large battles like Helms Deep. How the hell are they going to do that besides cut scenes? Ideas?


Title: Re: Siege of Mirkwood
Post by: tazelbain on September 08, 2009, 01:09:31 PM
Still not sure what makes PvMP not PvP.
PvMP could be PvP, but currently it is not.  Too be real PvP there has to be some sort competition between players.  PvM is destiny point farming.  There is no competition.  EvE's economy is more PvP than PvMP.

PvM has some other be big flaws:
The two sides are mechanically unbalanced.  Freeps need to be canned classes like Monsters or Creeps need to be re-skinned PCs.
The two sides will have a population imbalance because people always identify more with Freeps.  Both the lore and structure of the game promote this.
No commitment from devs aggravates the first two issues.  Funny how this a self-fulling prophecy.  Dev pushes out shitty PvP.  Since no one wants to play their shitty PvP, Devs write it off because "players hate pvp."


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 08, 2009, 01:37:06 PM
Still not sure what makes PvMP not PvP.
PvMP could be PvP, but currently it is not.  Too be real PvP there has to be some sort competition between players.  PvM is destiny point farming.  There is no competition.  EvE's economy is more PvP than PvMP.

PvM has some other be big flaws:
The two sides are mechanically unbalanced.  Freeps need to be canned classes like Monsters or Creeps need to be re-skinned PCs.
The two sides will have a population imbalance because people always identify more with Freeps.  Both the lore and structure of the game promote this.
No commitment from devs aggravates the first two issues.  Funny how this a self-fulling prophecy.  Dev pushes out shitty PvP.  Since no one wants to play their shitty PvP, Devs write it off because "players hate pvp."

I'm just going to have to disagree completely.


Title: Re: Siege of Mirkwood
Post by: tazelbain on September 08, 2009, 03:10:32 PM
Since you don't want to argue that how about we argue this:

Well, I assume you can see how a good portion of the features in this expansion is laying the ground work for things like Helmsdeep, something i suspect will be PvMP. As we get closer to Mordor, I fully believe we will see the monsters become more of a fleshed out advancement line like that of the player characters.
How do more PvE "lay the ground work" for PvP?  LotRO PvP ship sank.  This "we plan have some badass PvP in LotRO, trust us" is just a facade convince players who want PvP to hold on to their accounts just a bit longer.  Call me crazy but the answer to PvP is either fix what they have or come up with something new.  Designing PvP takes practice, trial and error, and commitment and they sure as hell ain't going to figure it out with more PvE.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 08, 2009, 03:58:10 PM
Mostly because I believe the main reason that PvP was not really in LOTRO, at least other than lore reasons, was because they started with the western part of the continent and are following in the shadow of the fellowships journey.. That and turbine knows that adding PvP is like making two games. They have done really well with the first half. And we are getting closer to the eastern portion of the map, meaning a good deal more places that the army's of Mordor exist, and "level".  There is a large dose of wishful thinking on my part sure.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 09, 2009, 06:20:15 AM
I don't know about DP farming making PvM not real PvP, but my definition is just more relaxed, I think.  True, DP is not a finite resource and is not attached to territory or anything, but players are fighting other player even if poorly.

The trouble I have with these laying-the-groundwork game elements is, as I mentioned, just like the Chicken Quests: in the end they are prototypes for a Carrot and I can't expect the implementation to be overhauled in the face of better information.  The fact that I find the chicken runs to be very frustrating is only part of the issue, most of it is that I see Turbine implementing fancy gameplay and then abandoning it.  Ettenmoors is just a grown-up chicken-session set and the "rebalancing" done to it after Moria was late and half-ass.

Consequently, playing a monster is for masochists.  The main route to get DP for me, since I'm rather more casual than most MP participants, is by leveling PvE characters.  I think the DP farming was supposed to work the other way: you run a monster to farm DP which you can use for short-term buffs on your freeps during normal play... or something.  There are half a dozen things I could think of off the top of my head that they could give the MP side to help offset the power difference, but other than the basic level and power boosts (and those were implemented very late, obviously designed and implemented entirely post-MoM rollout) I have not seen any indication that Turbine cares to keep PvM interesting.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 09, 2009, 06:22:35 AM
Chicken play was the ground work, and was expanded for a great many things, troll play, ranger play, even the reenactment of the wakening of the balrog. It was never abandoned.


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 09, 2009, 06:30:24 AM
Right, I probably stated that poorly.  Chicken Sessions are the prototype for other things, like troll play.  The chicken runs themselves are what I meant.  I predict Ettenmoors PvM is going to lie dormant, much as the chicken quests do, while better iterations are brought forth in the East.  Furthermore, whatever thing gets rolled out in Mirkwood is likely to enter stasis once the expansion bugfix period ends... because as mentioned, they have to look forward to the larger battles later on and won't spend a lot of effort on existing content.

Then again, the very-welcome old-world dungeon/starter area revamps could mean that I'm completely wrong and things might be tweaked or more-largely improved.  I have been sort of watching my wife level an elf warden through the new Ered Luin and I like what I see.  Could be that I'm just leveling too fast. :oh_i_see:


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 09, 2009, 06:31:58 AM
I wonder if the chicken play was also part of the bree-land revamping. I haven't tried.

Interesting, unrelated to chickens developer quote:

Quote
Actually, one of the neat things about 'Siege of Mirkwood' is that the Epic makes use of skirmishes, so you can adjust the difficulty of some of the instances based on what challenge you'd say you're up for. A happy medium, hopefully.

MoL

A random fan video that kinda well done. Just beauty shots of the game world. (http://www.youtube.com/watch?v=lrhMErNg30c) (Not mirkwood)


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 09, 2009, 06:35:24 AM
Good question, I guess.  Let me know, I couldn't seem to complete the first run. :awesome_for_real:


Title: Re: Siege of Mirkwood
Post by: Cheddar on September 09, 2009, 07:06:34 AM
Guys, I need you to stop talking about this.  I am trying to get into D&D online.  Thanks!


Title: Re: Siege of Mirkwood
Post by: Stormwaltz on September 09, 2009, 07:37:11 AM
I have picked up in LotRO again and with the talk of the expansion I began to ponder really large battles like Helms Deep. How the hell are they going to do that besides cut scenes?

This is related to what Bloodworth and Tazelbain are arguing about. As I quoted upthread from Massively regards the Skirmish System:

Quote
Turbine is calling this a foundation for their Epic Battle System, which was something Jeffrey Steefel was keen to add a note on by mentioning that this system would be great for a battle where players controlled "both sides" of the action.

As for Helm's Deep specifically, I doubt we'll see it. Thus far they haven't directly shown events from the books. We've traveled parallel to or behind the Fellowship.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 09, 2009, 07:39:50 AM
I have picked up in LotRO again and with the talk of the expansion I began to ponder really large battles like Helms Deep. How the hell are they going to do that besides cut scenes?

This is related to what Bloodworth and Tazelbain are arguing about. As I quoted upthread from Massively regards the Skirmish System (emphasis mine):

Quote
Turbine is calling this a foundation for their Epic Battle System, which was something Jeffrey Steefel was keen to add a note on by mentioning that this system would be great for a battle where players controlled "both sides" of the action.

As for Helm's Deep specifically, I doubt we'll see it. Thus far they haven't directly shown events from the books. We've traveled parallel to or behind the Fellowship.

That's true, but they have created encounters that are somewhat a kin to what the fellowship went through. Such as the watcher.


Title: Re: Siege of Mirkwood
Post by: Tarami on September 09, 2009, 09:50:14 AM
Helm's Deep could certainly be a "skirmish session play". I think, if the engine can handle it when we get to that point, Turbine isn't going to throw away that marketing opportunity and find some way of making it work.


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 10, 2009, 06:10:42 AM
Quote
So, let's take a quick and dirty look at what a player's 20 bucks gets them:

    * Level cap raised to 65.
    * New skills, titles, deeds and traits.
    * Raised level of legendary items.
    * Several new instances.
    * Fourth crafting runic slot on legendary items for master crafters.
    * New Skirmish system. (read below for more)
    * Updated horse mechanics. (read below for more)
    * Mirkwood zone, a dark and ominious forest unlike any other seen thus far, with Dol Guldur looming in the distance.
    * Whole new reputation faction for the Elves of Mirkwood.
    * Dol Guldur, the place where Sauron was a Necromancer 'back in the day' and Gollum was tortured, as a huge vertical instance. After battling their way up this Moria-tech built behemoth of a fortress, players eventually fight a Nazgul placed there by Sauron, who's riding his felbeast.


Skirmishes

Turbine's goal was to take the concept of their story-based instances and improve their replay value. So these are more accessible randomized, repeatable and customizable instances for you and your friends with the same level of storytelling quality as any other LotRO instance.

Players can create a Skirmish directly from the user interface, invite their friends and all be in it almost immediately. Then, when it's over, the game will put everyone back where they were before. Upon creating your Skirmish you can choose its level, the degree of difficulty such as easy, medium or hard and also your party size of either three, six or 12. The game will then create an experience that's proper for the settings you give it.

What we found particularly cool was that each player can bring their own fully customizable soldier into a Skirmish. You can choose their role, which are fairly obvious analogs to classes and select their appearance just as if you were making a new character for yourself. They even have skills and ranks that you can improve as you use them in battle. Jeffrey was keen to point out that you don't have control of your soldier in battle, because Turbine felt it was just too much stuff to be doing at once. Instead, each battle you equip them with traits based on how you want them to act. We think it's a good decision, especially for the pet class players.

What this feature ultimately does is make a 12-man raid feel more like a 24-man in practice, since everyone can have one of these soldiers running around. It's obvious that this has been done to give the game a very epic feel, as many of the battles were in fact quite gigantic in size. Turbine is calling this a foundation for their Epic Battle System, which was something Jeffrey Steefel was keen to add a note on by mentioning that this system would be great for a battle where players controlled "both sides" of the action.

These all happen in areas that should be familiar to any LotRO player. Places like Bree, Tuckberry and Weathertop -- except that since the War of the Rings is beginning, there's something new going on. A couple examples given to us were scourge of the Shire-like event happening at Tuckburrow, or an attack at Bree where people have been locked in the Prancing Pony with the invaders outside ready to set it on fire. Plus, every Skirmish has nine randomizable alternate objectives. Basically, Turbine is doing everything they can to make these just as fun on the hundredth time as they are on the first.

Loot drops and Skirmish Points will probably help extend the replay value. Those points can be spent on various rewards ranging from ways to improve your soldier buddy to actually getting meaningful rewards typically gained elsewhere in the game. Jeffrey did point out that these rewards are meant to compliment, not supplant, the ones already in place throughout the other activities in LotRO.

There are limitations to how often you can do some of them, because Turbine doesn't want them to become too grindy. They don't want it to become so involving that people stop playing the rest of the game. However, we will point out that the game tracks all of your accomplishments in Skirmishes and puts it all in a big in-game window and publishes it into leaderboards at MyLotRO just so you can show everyone how awesome you are -- we can't imagine that those limitations aren't going to be too restrictive.

Updated mount functionality

The first time you summon your horse after getting Siege of Mirkwood, the game will prompt you to turn it into a skill. No longer will mounts take up inventory space, which tells us that Turbine is planning for mounts to become much more plentiful and central to LotRO in the future.


"If this isn't Turbine hinting at their next expansion's setting then they've got a pretty cruel sense of humor"

Even more importantly, mounts are being made more functional. No longer will they simply move players around the game world quickly. With Siege of Mirkwood you can talk to an NPC on your mount, buy stuff from a vendor, cross land block boundaries, enter large spaces on horse without dismounting, emote on your horse -- you can even name your horse. If this isn't Turbine hinting at their next expansion's setting then they've got a pretty cruel sense of humor.

Odds and ends

Shared account storage will allow players to move items between characters of any level on the same server. We were told that there are some limitations to what a player can put into storage in order to avoid a "mulefest" which sounded like a pretty awesome name for a band, to us at least. We were also told that in the future players who've filled up their storage may have an opportunity to earn more space.

Combat has gotten another upgrade as well, and according to Jeffrey one of the largest updates to the system that Turbine has ever done. The changes are being made at a base level, so nothing changed in what a player does in any given battle. Essentially their whole effort was to make combat feel much snappier, and the biggest change is that auto-attack is now completely interruptable by skills. Other adjustments have been made to the timing of animations, but we were assured these changes would only alter the feel of the combat and not the result. If you're still worried or confused on the topic, Jeffrey informed us that a dev diary is coming out about this very topic, so that should clear the air.

As we said in our post, the expansion is coming this Fall for 20 bucks as a digital expansion. For everything we just discussed above, that seems rather like a fair price to us.

Linky (http://www.massively.com/2009/09/08/pax-2009-turbine-tells-us-all-about-siege-of-mirkwood/)


Title: Re: Siege of Mirkwood
Post by: Yegolev on September 10, 2009, 07:46:46 AM
I smell horse-levels! :awesome_for_real:

I'm very happy about the shared storage thing but limiting it isn't limiting muling, it just means I won't have to mail things to my mules.

I'm happy about being able to set up a Skirmish from anywhere, so now I can start pestering Turbine to allow us to access the AH from anywhere.  It might be unrealistic but it would make the AH actually worth a shit by encouraging more activity.  Even on Brandywine, you can't find things you want sometimes.


Title: Re: Siege of Mirkwood
Post by: Stormwaltz on September 10, 2009, 09:32:38 AM
Linky (http://www.massively.com/2009/09/08/pax-2009-turbine-tells-us-all-about-siege-of-mirkwood/)

There an echo in here?  (http://forums.f13.net/index.php?topic=17784.msg701961#msg701961):P


Title: Re: Siege of Mirkwood
Post by: Draegan on September 10, 2009, 09:43:02 AM
Has there been any details on how the combat system is going to change? 


Title: Re: Siege of Mirkwood
Post by: Mrbloodworth on September 10, 2009, 09:44:54 AM
Linky (http://www.massively.com/2009/09/08/pax-2009-turbine-tells-us-all-about-siege-of-mirkwood/)

There an echo in here?  (http://forums.f13.net/index.php?topic=17784.msg701961#msg701961):P

My bad. Not the first time I have done that.


Title: Re: Siege of Mirkwood
Post by: Redgiant on September 21, 2009, 07:15:30 PM
I would be shocked if they did not milk Helm's Deep quite a bit, and even though we may not be in the main battle as it were, I expect to see large amounts of fighting with various missions and quests we are supposed to take which put us in and out of the edges of the main battles taking place, if not "in" a few of them as much as they can craft it to happen.

I expect to go on quests which take me amongst 100s of fighting orcs, humans and (depending on movie vs. book) elves in the area while I quest. Also, don't be surprised to see Ents lining the battlefields too.