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Topic: LOTRO: Mines of Moria - Editors choice - Gamespy (Read 4764 times)
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Mrbloodworth
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Posts: 15148
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Greatness isn't really found in innovation, but in execution. Take, for example, The Lord of the Rings Online. Turbine's Tolkien-themed MMO launched in April 2007 and has marched in the shadows of its larger brethren ever since. Often dismissed as "WoW with hobbits" (there's an element of truth -- many of its gameplay systems are derived from the WoW standard), LotRO has spent the last year and a half becoming one of the best (if not the biggest) MMOs on the market by focusing relentlessly on what it's good at: PvE content, small-group, casual and solo-friendly questing that makes content created for masses of players feel intimate and personal. The culmination of this process is the release of Mines of Moria, an absolutely brilliant expansion pack that takes everything the development team has learned and crafts it into a sublime MMO experience.
While Mines of Moria adds three new adventuring regions to the game (Eregion, Lothlorien and Moria itself), the unquestioned star of the expansion pack is the huge city of Khazad-dum. The lost underground homeland of the Dwarves race is a masterpiece of art design. It's a series of cavernous playfields that continually overwhelm the player with one stunning setting after another. As the player progresses through Moria, they'll find the imposing black and gold geometry of Durin's Hall giving way to steampunk-ish waterworks to oppressive fungus-encrusted caverns teeming with insects to the Elf-influenced hall of Nud-melek. More than the big stuff, though, it's all the delightful details ranging from huge dwarf faces carved into the rock walls to the scars on the broken bridge where Gandalf fought the Balrog that really sell that the player is exploring the greatest "dungeon crawl" ever created.
The art design is matched by the fascinating landscape design. Unlike most videogame caves, the underground world of Khazad-dum is built like a real cavern. That means that the landscape of Moria is as much vertical as it is horizontal. The huge area is made somewhat difficult to navigate by a plethora of bottomless pits, enormous staircases and monsters and features that exist on different levels and aren't afraid to pepper players with arrows from places said players will find it hard to reach quickly. Indeed, what often looks like a short distance on the in-game map can actually be a tortuous route to navigate. This makes exploring and battling in Moria a unique experience. Unlike most other MMOs, fighting the landscape is as much a part of the game as fighting monsters. Cave-claws, for example, are terrifying creatures more by virtue of their knock-back ability than their damage-dealing. This does mean that Moria is not for beginners, but LotRO veterans will relish the opportunity to step up their game.
As with the original Shadows of Angmar, the developers at Turbine have wisely decided to take the focus off the Fellowship of the Ring as much as possible and stake out their own storytelling territory within Tolkien's universe. Thus Mines of Moria finds the Fellowship itself safely ensconced in Lothlorien and has the player base dealing with the insanity in the caverns kicked up by their passage and the death of Moria's former master, the Balrog. It seems that the power vacuum created by its loss has spurred Mordor, Isengard and Angmar to enter the caverns and try to claim a share of its riches for themselves. This results in extended internecine battles between each of them, along with the native Morians and the Dwarf expeditionaries that the player gets involved with.
This storyline is relayed primarily through brilliantly executed solo and small-group PvE quest content. It's here where the development team shows just how much they've learned since the game launched. One early quest, for example, has the player scouting out a particular tribe of goblins to learn why they've stopped attacking the Dwarves. This chain ends with a harrowing instanced chase through an old water-reclamation facility where the player learns that the native goblins are being attacked by Mordor Orcs who wish them to pledge allegiance to Sauron.
What makes that particular quest series so extraordinary is the realization that this is a basic chain that culminates in a solo-instance. There's no epic loot involved, nor is this a major plot point or a big boss battle, yet it's crafted with the kind of eye for cinematic detail and challenge that most MMOs save for their big raid content. As the player steps up to larger pieces of content (six-person dungeons are the norm, though the game sports a lot of two- and three-person content as well) the quests merely get better. A puzzle-oriented Dwarven bank vault run is a particular standout, as are terrific new "session play" quests that let players leave their main characters and briefly step into the shoes of characters such as an Angmarim torturer or a bystander during Durin's discovery of the Balrog. That's not to say that every quest is crafted with such care, of course. The game still has plenty of "Kill 10 of these and bring me their skulls," but Mines of Moria does more to break up the grind with exciting PvE experiences than almost any other MMO out there.
One of the truly new elements on offer in Mines of Moria is the Legendary Item system. These are fairly ordinary magical items with mediocre bonuses that possess their own experience levels that increase as the player utilizes them in combat. As items level up, they'll earn special points and acquire special relics and gems garnered from destroying other legendary items that can then be plowed back into the item to gradually increase its abilities. This system was an instant hit the moment it was introduced and is gradually becoming a major portion of the game. It's easy to see why. The process of leveling up to six items at a time to create insanely customized loot geared specifically to an individual player is tremendous fun and actually mimics the character leveling process that makes an MMO so appealing. Indeed, after creating our beloved "Speak Softly...," (our personalized Lore-master staff), it's difficult to comprehend going back to boring old epic loot.
The expansion also offers two new character classes, and both are great new additions to the game. The Rune-keeper is a DPS/Healer hybrid that has the capability of shifting roles from fight to fight depending on which skills he or she chooses to use. While the class fills in ably as a supplemental healer, its greatest utility is simply to be a kind of high-damage "nuker" class designed to appeal to players who enjoy a World of Warcraft Mage. The Warden, on the other hand, is just awesome. It's a tank class that can actually shift from being a defensive tank to a DPS class in the middle of a fight, again depending on which combination of colored skills the player chooses to implement. While not particularly easy to use (there are a lot of combos to remember, each of which does something different) the Warden provides the kind of moment-to-moment strategic intensity that's often missing in a turn clock-based MMO combat system. The result is a character that's a blast to use and requires much more from a player than merely the ability to watch cooldown timers.
If there's a major strike against Mines of Moria, it's that it gives short shrift to a chronically underserved portion of LotRO's player base -- the PvP gamer. The game's solitary "player-vs.-monster-player" zone (the Ettenmoors) has received a significant make-over. The mechanics of capturing and holding the main fortresses and lesser camps in the zone has been shifted to finally make it worthwhile for PvP groups of less than raid size to play. Monster players get a ten-level upgrade and a whole new Trait system they can use to customize their monsters. This and other new additions are most welcome and should give dedicated 'Moors residents all kinds of new stuff to sink their teeth into. The downside is that the 'Moors are still the 'Moors, the same Iluvatar-benighted valley PvPers have been fighting over since the game launched last April. Launching the expansion without a new PvMP battlefield can't make PvPers happy when there are games like Warhammer Online out there that cater specifically to the PvP bug.
In the end, Mines of Moria proves that while innovation is nice, it plays second fiddle to vision. The Lord of the Rings Online has never been about acquiring "phat loot" or farming raids or offering the most finely tuned PvP in the MMO space. Like the license it bears, LotRO is about the journey -- exploring Middle-earth and having exciting adventures within the world Tolkien created. Mines of Moria brilliantly enhances and refines this vision, taking the first and greatest dungeon crawl ever created and bringing it to life for thousands of players. What pushes it over the top into the realm of genius is that it takes a playground made for thousands and makes it feel like your own personal adventure.
Link to evil gamespy site.
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Soln
Terracotta Army
Posts: 4737
the opportunity for evil is just delicious
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/hi5 You know, Turbine is really poking at Blizzard with a stick they can't reach. There is no way because of the size of WoW's sub base that they could have customizable legendary weapons or even simpler things like the wardrobe changes. They can't support customization because of their size 
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Mrbloodworth
Terracotta Army
Posts: 15148
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I am not quite sure what you mean.
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Soln
Terracotta Army
Posts: 4737
the opportunity for evil is just delicious
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I was speculating it would be cost prohibitive for Blizz to try something like the legendary item system.
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Tarami
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Posts: 1980
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I don't think performance would be an issue even for WoW. There are simply more servers.
However, I think LotRO supports "tinkering" much better than WoW does, in a way where one system isn't the entire gimmick of the game but instead offers a wider range of lighter systems and you play by toying a bit with each. You achieve most by being all-round, tweaking a few traits, farming some Item XP, grinding a bit of reputation, digging up some fancy clothing and even PvPing a bit for destiny points. Each system tries to reward you in a distinct way instead of advancing you along the same vector.
In that sense, the legendaries fit in. It's not a be-all, end-all system, but rather another toy for people to enjoy. In contrast, a legendary item system in WoW would to a much higher degree need to replace all itemization, because itemization and item rewards in WoW are much more important than they are in LotRO. Your average LotRO-player isn't solely focused on getting better gear, which is why only a partially implemented legendary item system works.
In short; WoW is a very, very focused game when it comes to progression. New systems intrude and compete with established paradigms, while LotRO is more diverse and wants people to do a bit of everything. Turbine isn't shy to simply "hard cap" a certain system to ensure it doesn't become the only viable progression of the game, while Blizzard tries to push a smaller number of system to their limits.
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- I'm giving you this one for free. - Nothing's free in the waterworld.
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Megrim
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Posts: 2512
Whenever an opponent discards a card, Megrim deals 2 damage to that player.
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I'm pretty sure that by this point, most medium-sized countries are not beyond being cost prohibitive for Blizzard. Having said that though, does anyone have any first-hand experience as to just how much grinding is required to level up the Legendaries?
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One must bow to offer aid to a fallen man - The Tao of Shinsei.
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Riggswolfe
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Posts: 8046
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The first ten levels are fast and easy. Say, an hour or two depending on what you do. I went into that barrow near Bree for rep items and it took me about 2 hours. It'd probably go faster in Moria itself.
It slows down a little after that but it doesn't really feel like a grind unless you're constantly checking your item's xp bar. Also, you can get drops that are item xp to use to add to your item's xp. I've also heard rumors that there are quests that give item xp.
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"We live in a country, where John Lennon takes six bullets in the chest, Yoko Ono was standing right next to him and not one fucking bullet! Explain that to me! Explain that to me, God! Explain it to me, God!" - Denis Leary summing up my feelings about the nature of the universe.
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Tarami
Terracotta Army
Posts: 1980
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At L20 my stick has required about 140K IXP.
A thirty minute run in Library or School (3-man L52 instances) will net you about 5*1000 XP in tokens and perhaps 3000 IXP in kills, along with some spare relics. Many quests inside Moria reward significant amounts (7000 and up) of IXP and later instances drop IXP tokens worth more than 1000.
All in all, it doesn't feel terribly grindy. As Riggs is saying, you're not really watching the bar all that closely, it's more of a nice bonus to get the little ding FX every now and then.
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- I'm giving you this one for free. - Nothing's free in the waterworld.
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Tebonas
Terracotta Army
Posts: 6365
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When and where can you start using those items? My Guardian is 41 at the moment and I sure hope I don't have to level to 50 first.
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Tarami
Terracotta Army
Posts: 1980
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You need to do Volume 2, Book 1, in Eregion. It can be done around level 45 and is entirely solo.
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- I'm giving you this one for free. - Nothing's free in the waterworld.
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Tebonas
Terracotta Army
Posts: 6365
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Thanks a lot, I think I can haul my ass over there soon then.
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