Title: Day 1 - A Tale of a Design Post by: Mrbloodworth on July 27, 2009, 06:28:43 AM Day 1 - A Tale of a Design (http://my.lotro.com/orion/2009/07/23/day-1-a-tale-of-a-design/)
Day 2 - A Tale of A Design (http://my.lotro.com/orion/2009/07/24/day-2-a-tale-of-a-design/) Day 3 - A Tale of A Design (http://my.lotro.com/orion/2009/07/27/day-3-a-tale-of-a-design/) Day 5 - A Tale of A Design (http://my.lotro.com/orion/2009/07/30/day-5-a-tale-of-a-design/) Day 6 - A Tale of A Design (http://my.lotro.com/orion/2009/07/31/day-6-a-tale-of-a-design/) Day 7 - A Tale of a Design (http://my.lotro.com/orion/2009/08/03/day-7-a-tale-of-a-design/) Added day 5. Title: Re: Day 1 - A Tale of a Design Post by: Bandit on July 27, 2009, 07:29:25 AM Aye, a good read. Essentially a revamp of Garth Agarwen to a more accessible 3-man instance. I have only been through GA a couple of times (beat red maid and ivar). The content seemed extremely challenging for level appropriate groups, especially the Ivar fight. Not impossible, but challenging enough to skip after seeing all the content once over.
My concern is the discussion of optional "hard mode" buillshit. I hate that. What group ever does "easy mode"? They fucked up with Moria instances in this respect. I have chosen not to do most of the Moria content because of this fact. Speed-runs and skipping content to achieve ill-thought out "hard" objectives really destroyed the end game of LOTRO for me. It reminds me off trying to play DDO - where I don't know what the fuck is going on because groups have already been there 10+ times and are blazing through it. (A lot of this could be alleviated by more 60's in Riders of Middle Earth!) Regardless, still excited to see the revamp and good to see they are improving older content. Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on July 27, 2009, 10:39:12 AM Aye, a good read. Essentially a revamp of Garth Agarwen to a more accessible 3-man instance. I have only been through GA a couple of times (beat red maid and ivar). The content seemed extremely challenging for level appropriate groups, especially the Ivar fight. Not impossible, but challenging enough to skip after seeing all the content once over. My concern is the discussion of optional "hard mode" buillshit. I hate that. What group ever does "easy mode"? They fucked up with Moria instances in this respect. I have chosen not to do most of the Moria content because of this fact. Speed-runs and skipping content to achieve ill-thought out "hard" objectives really destroyed the end game of LOTRO for me. It reminds me off trying to play DDO - where I don't know what the fuck is going on because groups have already been there 10+ times and are blazing through it. (A lot of this could be alleviated by more 60's in Riders of Middle Earth!) Regardless, still excited to see the revamp and good to see they are improving older content. My understanding of most Non-"hard modes", you do not see all the content, its not the full instance its a slightly different, and shorter path. I believe. Title: Re: Day 1 - A Tale of a Design Post by: HaemishM on July 27, 2009, 01:43:01 PM Well, shit. Some local buddies and I just started to go through this area yesterday trying to clear out a buttload of old quests we had. None of us realized just how much shit there is to this area.
Title: Re: Day 1 - A Tale of a Design Post by: Bandit on July 27, 2009, 02:33:03 PM Aye, a good read. Essentially a revamp of Garth Agarwen to a more accessible 3-man instance. I have only been through GA a couple of times (beat red maid and ivar). The content seemed extremely challenging for level appropriate groups, especially the Ivar fight. Not impossible, but challenging enough to skip after seeing all the content once over. My concern is the discussion of optional "hard mode" buillshit. I hate that. What group ever does "easy mode"? They fucked up with Moria instances in this respect. I have chosen not to do most of the Moria content because of this fact. Speed-runs and skipping content to achieve ill-thought out "hard" objectives really destroyed the end game of LOTRO for me. It reminds me off trying to play DDO - where I don't know what the fuck is going on because groups have already been there 10+ times and are blazing through it. (A lot of this could be alleviated by more 60's in Riders of Middle Earth!) Regardless, still excited to see the revamp and good to see they are improving older content. My understanding of most Non-"hard modes", you do not see all the content, its not the full instance its a slightly different, and shorter path. I believe. Not my understanding of it. The Hard Modes in Moria have different objectives such as time limits, do not kill so-and-so, etc. The normal mode you can take your time and go through all of the content. Title: Re: Day 1 - A Tale of a Design Post by: rattran on July 27, 2009, 02:45:46 PM Pretty much. And any pick up groups only want to do hardmode, as they've done the content enough to know exactly what to do/when/where. Ends up being mostly a cockblock for new people. But RoME does have enough 60s to run some of the Moria stuff now, need more tanks/healers to level up though.
Title: Re: Day 1 - A Tale of a Design Post by: Yegolev on July 28, 2009, 01:12:36 AM Well, shit. Some local buddies and I just started to go through this area yesterday trying to clear out a buttload of old quests we had. None of us realized just how much shit there is to this area. I found the best way to clear out those GA quests is by using the Cancel button. Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on July 28, 2009, 06:20:33 AM Day 2 - A Tale of A Design (http://my.lotro.com/orion/2009/07/24/day-2-a-tale-of-a-design/)
Title: Re: Day 1 - A Tale of a Design Post by: Yegolev on July 28, 2009, 09:13:55 AM He's making it sound so easy, I am wondering what else is consuming his time.
Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on July 28, 2009, 11:09:02 AM Looks like documents take most of it.
Title: Re: Day 1 - A Tale of a Design Post by: Yegolev on July 28, 2009, 11:14:06 AM More likely meetings.
Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on July 31, 2009, 06:19:16 AM Added day 5.
Title: Re: Day 1 - A Tale of a Design Post by: Soln on August 01, 2009, 10:16:54 PM personally, I didn't get a lot out of those posts. But then again I'm starting to wonder if the game hasn't jumped the shark.
Title: Re: Day 1 - A Tale of a Design Post by: Yegolev on August 03, 2009, 01:10:27 AM I don't think so, but what do you think are the shark-jump bits?
Title: Re: Day 1 - A Tale of a Design Post by: tazelbain on August 03, 2009, 08:43:23 AM personally, I didn't get a lot out of those posts. But then again I'm starting to wonder if the game hasn't jumped the shark. I wonder what you expected. I didn't expect the day to day work of a content designer to be glamorous. Some his ideas of the why and how of these changes were interesting, but its never going to be riveting material. The subject is too arcane for most people.Title: Re: Day 1 - A Tale of a Design Post by: Modern Angel on August 03, 2009, 09:48:34 AM I don't think so, but what do you think are the shark-jump bits? I can jump in as a former subscriber. You really have to see the ball busting gear grind in action to fully appreciate the 180 the game does. Which isn't to say that I won't play the game again; I intend to. But the story hasn't been as good and holy fuck those overtuned instances, hard modes and a gear grind that puts pre-TBC WoW to shame. Title: Re: Day 1 - A Tale of a Design Post by: Tannhauser on August 03, 2009, 10:28:44 AM I don't think so, but what do you think are the shark-jump bits? I can jump in as a former subscriber. You really have to see the ball busting gear grind in action to fully appreciate the 180 the game does. Which isn't to say that I won't play the game again; I intend to. But the story hasn't been as good and holy fuck those overtuned instances, hard modes and a gear grind that puts pre-TBC WoW to shame. I loves me some LOTRO ,but I quit due to two issues; the gear grind and the fact that it makes my laptop smoke. MoM overall to me was a bit of a let down. I do love Lorien though. Once they put in Mirkwood or Rohan I'll probably come back. Title: Re: Day 1 - A Tale of a Design Post by: Soln on August 03, 2009, 01:46:51 PM I'm not planning to quit LotRO, but I think they have some fundamental design problems that will really tip the game one way or the other in the next few months. These essays are nice blogs, but they will need to tell the community what they are going to do in more detail before Xmas. Status quo won't hold. Mostly because everyone is in Moria grinding gear and not in the rest of the world helping on grey quests, and zones that have gone stale but might have good backstories. It's awful for new players.
No good intake or retention of new players means the game will get stale. And I wouldn't be surprised if the uptick in subs in the last few months or year has been people from WoW who came to LotRO precisely because they were sick of the gear grind. I do agree with those on the boards who point out the background narrative should require more risk, better gear as the story itself becomes more dangerous (e.g. war starts in Rohan, Sam/Frodo enter Mordor). But the design right now isn't efficient or fun, and requiring a complete focus on Moria is gross. Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on August 04, 2009, 06:37:24 AM Well, i bet if we look objectively, the "Gear grind" in LOTRO is tiny compared to other titles, and Completely optional.
I also have a thinking that Moria, moving forward is going to be THE place for this kind of content, raids (of witch there are still like, what, 2?) and group dungeon content. Moving out of Moria we will see more overland and SOA like materials. However his blog is completely about the exact opposite of what you guys are bringing as an issue. He is splitting up the huge instance of GA, something complained about on this forums because of its time commitments. He has already even stated that Carn Dun will be getting a revamp soon, its just hes working in logical order right now. Things like flow, and killing the running around are high on his list with the revamps, and I have to say, the dwarf starter area, and breeland are the better for it. They also said a bit ago, that Lorien lore practically required (Demanded!) a faction feature and light gated content, not sure we will see this much more. That is my take anyway. Title: Re: Day 1 - A Tale of a Design Post by: Yegolev on August 04, 2009, 07:41:49 AM OK, end-game problems I can see; everyone has those. I'll be OK with gear grinding if it is contained to Moria, but that would mean you would have to grind for gear that was only usable in Moria or it would become "required" in post-Lorien areas... or I guess you could just hand out better gear in those areas but then that would invalidate the Moria gear... unless you prevented that gear from working in Moria. :uhrr:
Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on August 04, 2009, 08:15:04 AM Day 6 - A Tale of A Design (http://my.lotro.com/orion/2009/07/31/day-6-a-tale-of-a-design/)
Day 7 - A Tale of a Design (http://my.lotro.com/orion/2009/08/03/day-7-a-tale-of-a-design/) Title: Re: Day 1 - A Tale of a Design Post by: Yegolev on August 04, 2009, 08:31:20 AM Where's Day 4? This isn't Socialist Europe.
Title: Re: Day 1 - A Tale of a Design Post by: Modern Angel on August 04, 2009, 08:31:51 AM Well, i bet if we look objectively, the "Gear grind" in LOTRO is tiny compared to other titles, and Completely optional. I also have a thinking that Moria, moving forward is going to be THE place for this kind of content, raids (of witch there are still like, what, 2?) and group dungeon content. Moving out of Moria we will see more overland and SOA like materials. However his blog is completely about the exact opposite of what you guys are bringing as an issue. He is splitting up the huge instance of GA, something complained about on this forums because of its time commitments. He has already even stated that Carn Dun will be getting a revamp soon, its just hes working in logical order right now. Things like flow, and killing the running around are high on his list with the revamps, and I have to say, the dwarf starter area, and breeland are the better for it. They also said a bit ago, that Lorien lore practically required (Demanded!) a faction feature and light gated content, not sure we will see this much more. That is my take anyway. It's REALLY not small compared to other titles. And not even really optional since, once it was introduced, that's what everyone PUGs and is looking for. There's not much besides that gear grind other than the Lorien faction grind. The raids are hard gated by hard mode gear so even if I wanted to do LOTRO raids, even just checking them out to see if I like them, I had to take part in the gear grind; this is a lesson WoW learned three years ago. Then there's the matter of the Radiance gear being head and shoulders above everything else due to the scaling of it. You cannot put % increase to stats on gear without making it more powerful by a large factor. I agree, though, that they'll probably (hopefully) move away from that. I'd have to think that Rohan will see more of the war and monster play. Monster play is the real gem in this game and they need to focus on that moving forward instead of raids which they don't do as well as EQ2 or WoW. Title: Re: Day 1 - A Tale of a Design Post by: Yegolev on August 04, 2009, 08:42:25 AM I want to enjoy Monster Play so bad. Somehow it usually involves me not finding a war band and deciding to go slay some rat-folk for DP, then being stomped by horse-riding freeps with Moria gear. At this point I'm just saving up my DP from leveling my freeps so I can at least get some reasonable levels on my spider. Taking keeps is actually a good bit of fun if you can get organized, although I am rather useless.
Title: Re: Day 1 - A Tale of a Design Post by: Bandit on August 04, 2009, 09:04:22 AM Well, i bet if we look objectively, the "Gear grind" in LOTRO is tiny compared to other titles, and Completely optional. I also have a thinking that Moria, moving forward is going to be THE place for this kind of content, raids (of witch there are still like, what, 2?) and group dungeon content. Moving out of Moria we will see more overland and SOA like materials. However his blog is completely about the exact opposite of what you guys are bringing as an issue. He is splitting up the huge instance of GA, something complained about on this forums because of its time commitments. He has already even stated that Carn Dun will be getting a revamp soon, its just hes working in logical order right now. Things like flow, and killing the running around are high on his list with the revamps, and I have to say, the dwarf starter area, and breeland are the better for it. They also said a bit ago, that Lorien lore practically required (Demanded!) a faction feature and light gated content, not sure we will see this much more. That is my take anyway. It's REALLY not small compared to other titles. And not even really optional since, once it was introduced, that's what everyone PUGs and is looking for. There's not much besides that gear grind other than the Lorien faction grind. The raids are hard gated by hard mode gear so even if I wanted to do LOTRO raids, even just checking them out to see if I like them, I had to take part in the gear grind; this is a lesson WoW learned three years ago. Then there's the matter of the Radiance gear being head and shoulders above everything else due to the scaling of it. You cannot put % increase to stats on gear without making it more powerful by a large factor. I agree, though, that they'll probably (hopefully) move away from that. I'd have to think that Rohan will see more of the war and monster play. Monster play is the real gem in this game and they need to focus on that moving forward instead of raids which they don't do as well as EQ2 or WoW. Going to have to agree with Modern Angel on this and from what I understand, it is the grind of grinds. I have only gone into a couple of Moria instances, one to get my Captain capstone trait (Hands of Healing) and one to try out another instance, and I decided it was enough - just because of the "hard mode" speed runs and no desire to actually grind out the rad gear. I hear people having to go 30 plus times through an instance on hard mode to get a rad peice. I guess the minimum number of times through an instance would be 6 (dedicated group) times 6 instances for a minimum 36 overall times. I couldn't imagine running alts through this, or even getting a full raid force equipped. It really doesn't bug me that much, as I don't have time to raid or run through instances over and over - but there is definitely a design philosophy change in LOTRO. To get right to the point, I wish they would start concentrating on "fluff" and content for everybody instead of tweaking and designing end game. What happened to hobbies? Why does housing suck (compared to EQ2)? It's like LOTRO did a 180 from pre-moria, almost like the designers went from casual to hardcore. I can't put my finger on exactly what has changed. I am still playing quite a bit, but casually playing alts (got a minstrel to 50 and burg to 30, unfortunately on siilverlode). Still quite enjoying the game, but still in the SoA content which I prefer. Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on August 04, 2009, 09:29:38 AM I have this to back up my theory.
(http://forums.lotro.com/showpost.php?p=3922841&postcount=33) Like I said, Moria is the original dungeon crawl, it make sense its content is dominated by, dungeon crawls. Sure, right now, this is where the end game is, and right now, people are doing the optional content (Raids, dungeons ETC...), because this is where they are at. But, if you really put your mind to it, and ignored all the optional stuff, and just followed the book quests, there isn't a gear grind to it AFAIK. Radiance gear is optional, and for the sub game play of raiding ETC.. it just has the side affect of being rather powerful in PvE too. Title: Re: Day 1 - A Tale of a Design Post by: tazelbain on August 04, 2009, 09:50:49 AM Wow and here I am stuck at 34 because the game feels like virtual chores.
Title: Re: Day 1 - A Tale of a Design Post by: rattran on August 04, 2009, 10:48:07 AM Wow and here I am stuck at 34 because the game feels like virtual chores. Mid 30s is one of those times where the content is spread out unless you're doing all the fellowship quests. Upper 30s you can get into Angmar, East/South Trollshaws or Forochel, and there's lots of stuff to do again.Title: Re: Day 1 - A Tale of a Design Post by: Bandit on August 04, 2009, 11:41:04 AM But, if you really put your mind to it, and ignored all the optional stuff, and just followed the book quests, there isn't a gear grind to it AFAIK. Radiance gear is optional, and for the sub game play of raiding ETC.. it just has the side affect of being rather powerful in PvE too. If you really put your mind to it, then EVERYTHING is optional. No sense putting your head in the sand about it - Turbine has pretty much admitted that they fucked up with radiance requirements, hard-mode, gating etc.. I still love LOTRO, but there is definitely a different design philosophy with Moria - which involves heavy doses of repetition. Obviously, 99% of end games suffer from some type of grind but this has been especially pronounced in Moria. I enjoyed pre-moria end game with Carn Dum, BG, and Uru runs ruling the day - even though it was a grind of a different sort. You could join PUG Raids, if you so chose to, in the Rift and Hele without the gear requirement. Crafted gear was more than suitable and you just had more gear options in general, just more options for adventure in general. Title: Re: Day 1 - A Tale of a Design Post by: Soln on August 04, 2009, 11:57:46 AM I'm not sure in a multiplayer game how optional something is when the overwhelming bulk of your population is only doing that one thing -- it leaves little room for choice when you need others. You are forced to participate or forced to deal with the results of not participating, e.g. not getting a PUG for an Epic Bk or other. You can opt to not participate, but you will eventually run out of mini fello quests or solo quests pretty fast.
Also, it is important to note again rad gear is the best currently in the game. And it is also pretty relevant to note that no other game does the GLOOM/DREAD mechanic. It literally stops you playing, you can't function. Every other MMO I've played has had some kind of cockblock like resists (e.g. fire resist for MC in WoW) and Dread is a version of that. But Dread is a resist++ requirement because it completely prevents you from moving. Also, it's not negated by anything other than radiance. There are no potions or easily accessible replacements (other than maybe destiny points?). All that aside, I think people are mostly sick of Moria and culturally don't like what the gear emphasis is doing (has done) to the game. So objective game designs issues + subjective player response (i.e. not fun). Title: Re: Day 1 - A Tale of a Design Post by: Modern Angel on August 04, 2009, 12:36:56 PM Well, they admit they fucked up with it and then keeping releasing gated content so they're not THAT introspective.
Really, I loved Moria until I hit the cap and then it was just a gear grind. It's that, specifically, that caused me to unsub and not being in a tunnel. Title: Re: Day 1 - A Tale of a Design Post by: Soln on August 04, 2009, 01:08:03 PM you know, it's also the case that there's TONS of content at the cap that although grey is still really challenging (e.g. Angmar, CD, Rift, etc.). So there are alternatives to the gear grind.
Problem is it's all GREY and other than the CD/URU class quest items there's literally no benefit to doing them any of these 50+ quests/instances at all. It's just a cost sink. Doesn't even offer Item XP. And it thereby makes getting PUGs really difficult. Title: Re: Day 1 - A Tale of a Design Post by: EWSpider on August 04, 2009, 01:44:37 PM Here's a gem from the Day 6 blog:
Quote I am looking at the generators, resets and other scripting bits that make up the Grimbark fight when I am asked to come to a meeting on Radiance Gear. Being that I wrote a spec on how to deal with the issue, I am being asked for input on the solution. Now, I cannot go into great detail - because it is still not in implementation and I would rather let Amlug discuss this with all of you; unless of course he asks me to do so. I will say this, the changes are going to be for the better. The meeting includes Avon, myself, Amlug and Raskolnikov. We banter back and forth, each of us expresses our understanding of the core issues with the system. They have been at it for a while when I come in the room and there is a split on the best course of action to rectify, refit and make an attempt to satisfy the issue. We know that we are dancing on a very thin line. On one hand, we need to do something to rekindle Hope to the casual player base (pun intended) in the other we still need to provide enough bragging rights for acheivers. We continue the discussion until everyone has their say. The solution is on the board with some minor tweaks being added as we draw the meeting to a close and realize that it’s not the elegant solution that we each desire, rather it is an amalgam of what can be done and what we all reason can be accomplish in the time frame we have with the tools and technology at our disposal. The past and the decisions made by those who are not us haunt us ever forward. Still, we have a solution, one that dances on that fine blade and only time, concrete specs, implementation, testing and player feedback will answer if we got the solution right, partly right, mostly right, right enough, nowhere near right or some mix of all of the previous. If I can convince Amlug to blog about the system or get his leave to explain the solution in the coming weeks I will. For now, know that wheels are in motion and the world is turning, that is the sunlight you feel on your face. We know that this is an issue and are dedicated to doing something about it. Period. Title: Re: Day 1 - A Tale of a Design Post by: Mrbloodworth on August 04, 2009, 02:30:29 PM Did you read the rest of that? :oh_i_see:
Title: Re: Day 1 - A Tale of a Design Post by: Tarami on August 04, 2009, 04:15:49 PM Day 8 (http://my.lotro.com/orion/2009/08/04/day-8-a-tale-of-a-design/)
Title: Re: Day 1 - A Tale of a Design Post by: Brogarn on August 05, 2009, 08:15:20 AM This has been a fantastic read so far.
Title: Re: Day 1 - A Tale of a Design Post by: Tarami on August 06, 2009, 07:18:58 AM Nine. (http://my.lotro.com/orion/category/design-discussion/book-9/)
No idea why we keep linking these in here, but why not. |