The LOTRO Legacy Bundle

I wrote recently about how I wished that lifetime subscriptions were still available for the MMORPG, The Lord of the Rings Online. I explored the value of such deals and concluded that the ongoing revival of the game, especially with regard to the launch of the progression Legendary Servers, presented the developers with the perfect opportunity to offer something similar to new players. Oddly enough, Standing Stone Games have just announced the LOTRO Legacy Bundle, which although not a lifetime subscription, offers a substantial quantity of game content and bonuses at a substantially discounted price. Here is a breakdown of what is on offer.

I wrote recently about how I wished that lifetime subscriptions were still available for the MMORPG, The Lord of the Rings Online. I explored the value of such deals and concluded that the ongoing revival of the game, especially with regard to the launch of the progression Legendary Servers, presented the developers with the perfect opportunity to offer something similar to new players. Oddly enough, Standing Stone Games have just announced the LOTRO Legacy Bundle, which although not a lifetime subscription, offers a substantial quantity of game content and bonuses at a substantially discounted price. Here is a breakdown of what is on offer.

One Year of VIP Access Time

Get all the perks of being a VIP like 500 LOTRO points every month, mobile mailbox access, all character trait slots, and no 5g currency cap!

All The Content For One Great Price

Get Quests, Instances, Raids, Deeds, and Regions that LOTRO has released as of December 31st, 2018, even quests from Expansions!

*Excludes expansion pre-order or bonus items, includes only Quests, Instances, Raids, Deeds.

A Gift For All Your Characters, Forever!

Get a Crystal of Remembrance for every character on your account! You'll also get a Crystal of Remembrance on every additional character you create on your account going forward.

Bonus Items

You'll also get one Legacy Package for the character of your choice. It includes tons of bonus items to help you through your adventures and enough housing writs to buy your own premium house with no upkeep fees! Upon redemption of your Legacy Bundle code, you will immediately receive your bonus items on the character you log in on.

Your Legacy Package (one per account) Includes:

250 Mithril Coins

Wallet

Riding Skill

5 vitality stat tome pickers

10 skill and slayer deed boosts

10 Reputation supply

A Fleet-Footed Goat

A Mount Picker (Steed of the White City, Steed of the Citadel Guard, Forest Elk, Snow-Beast Steed)

A Housing kit which includes:

20 Housing Writs

Bird Bath

Hedgehog House

Premium Ingredients Crates

Fish Pond

ALL House Crafting Items

Sleeping Cat

Bevy of Swans Ice Sculpture

Makeshift Mûmak

Hound Property Guard

Gondorian Supplier Horn

Quest Packs Include:

Mines of Moria* Quest Pack

Mirkwood* Quest Pack

Rise of Isengaurd* Quest Pack

Riders of Rohan* Quest Pack

Helm's Deep* Quest Pack

Mordor* Quest Pack

Eregion

Enedwaith

Angmar

Evendim

Forochel

Misty Mountains

Trollshaws

North Downs

Lothlorien

Great River

Wildermore

East Gondor

Central Gondor

West Gondor

Old Anórien

Far Anórien

March of the King

Battle of the Black Gate

Legacy of the Necromancer

Where Dragons Dwell

For further details visit https://www.lotro.com/en/LegacyBundle

Now it is abundantly clear that this is an offer that favours the new or returning player. If you already have a lifetime subscription, then this bundle doesn’t offer you much more than the LOTRO store extras. Lifetime subscribers already have permanent VIP status, and thus an indefinite monthly stipend of 500 LOTRO points, as well as continuous access to non-expansion quests. However, this bundle is good value to those who subscribe intermittently to the game and haven’t bought any of the expansion packs. For a player who has rolled a new alt, either on the Legendary Servers or any of the regular servers, this offers access to everything that exists in the game at present. Furthermore, after a year when the VIP subscription expires, all quest content will remains unlocked.

For a long-term player like myself, who has bought all previous expansions, this bundle is also quite enticing. I currently subscribe monthly to LOTRO at a cost of £8.99 per month. That’s £107.88 per year. I pay monthly because it suits me financially and allows me to stop paying when I’m not playing. I recently started a new alt that I intend to take to level cap. Hence the additional store items included in the bundle are eminently practical. The total price of $199, works out as £157 (rounded up). That covers my years subscription (at the price I would have paid for it) along with £50 worth of store goods, which I suspect would cost more than that if I bought them separately. Again, if I stop playing for a while and return at a later date when my VIP status has expired, I will not be locked out of any quest content, apart from material that is added after December 31st 2018.

Naturally one’s perspective on the $199 cost of the LOTRO Legacy Bundle, is determined by the state of your personal finances. However, with Christmas coming up, this bundle has great potential as a gift. I am certainly giving it serious consideration. For me it’s the next best thing to a lifetime subscription. Price wise, it’s also worth considering the following. If I bought premium additions of two newly released single player games, the cost would be broadly similar to the LOTRO Legacy Bundle. 2018 has been the years where I have bought several single player games that I have ultimately been disappointed with. LOTRO regardless of its age and specific flaws, is a known quantity and a tried and tested source of amusement, entertainment and social interaction. I therefore have until December 16th to make up my mind.

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Gaming, MMORPG, LOTRO, Skirmish Soldiers Roger Edwards Gaming, MMORPG, LOTRO, Skirmish Soldiers Roger Edwards

LOTRO: Choosing a Skirmish Soldier

I’ve always enjoyed the skirmish system since it was introduced into LOTRO in late 2009 with the Siege of Mirkwood expansion. These one to twelve-person instances are designed to provide a short and targeted fix of combat, with linear objectives and a climatic boss fight. What makes them different from standard instances within the game, is that you have an AI companion or skirmish soldier. It is this facet of the game that lends itself to tactical variation, as you get to choose which variety of skirmish soldier best compliments your class and play style. As ever with LOTRO, there is not a single optimal choice to make and if you ask a hundred players what the best role is, you’ll get a hundred different answers. The other practical benefit of the skirmish system is that they provide an alternative means of levelling, outside of PVE questing.

I’ve always enjoyed the skirmish system since it was introduced into LOTRO in late 2009 with the Siege of Mirkwood expansion. These one to twelve-person instances are designed to provide a short and targeted fix of combat, with linear objectives and a climatic boss fight. What makes them different from standard instances within the game, is that you have an AI companion or skirmish soldier. It is this facet of the game that lends itself to tactical variation, as you get to choose which variety of skirmish soldier best compliments your class and play style. As ever with LOTRO, there is not a single optimal choice to make and if you ask a hundred players what the best role is, you’ll get a hundred different answers. The other practical benefit of the skirmish system is that they provide an alternative means of levelling, outside of PVE questing.

Skirmish soldiers broadly reflect the roles of the main classes in LOTRO, as you can see from the above matrix. The idea is to choose one that provides skills that your primary alt does not directly have. Often players of all classes opt for the Herbalist simply to provide themselves with additional healing. Similarly, a DPS skirmish soldier such as a Warrior is also a solid, all-round choice. However, as my new character is a Guardian and can maintain threat, I thought it may be useful to have an Archer providing ranged DPS. The idea is to round up the mobs and have the Archer pick off them off while I hold aggro. I was also toying with choosing a Sage or Bannerguard, for their ranged debuff and buff abilities. But I’m not sufficiently knowledgeable of this sort of play style so eventually opted for the Archer. So far, it is proving to be an effective choice, but skirmishes at this level (24) are fairly straight forward.

Having re-rolled my Guardian on Laurelin (I now use the Legendary Servers as a “try before you buy” environment), I have access to my shared barter wallet and an ample supply of skirmish marks. Hence my Archer is relatively over powered at present, which is how I like things. If at higher levels, the Archer proves to be less effective, I have the option of slotting a different role and changing to another play style. Then of course there is the entire issue of running group skirmishes where an eclectic array of soldiers can lead to a very “interesting” experience. Because, despite both the statistical and cosmetic customisations that can be made to a skirmish soldier, they are still a somewhat blunt tool in combat. On occasions they can be used to great effect but more often than not they are chaotic and random. But in an odd way, this is part of their appeal. The other major choice a player is confronted with when equipping a skirmish soldier is exactly what to name them, but such matters are an entirely separate blog post.

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Gaming, LOTRO, MMORPG, Crafting Roger Edwards Gaming, LOTRO, MMORPG, Crafting Roger Edwards

LOTRO: Crafting

It’s only taken a decade. Yes, I’ve finally decided to start crafting in LOTRO, mainly out of necessity. After the “debate” on the recent podcast as to whether to continue to invest time and energy into my alt on the Legendary Server, I decided to recreate my High Elf Guardian on Laurelin. The main advantage being having access to my account-wide barter wallet and its respective resources. However, unlike the healthy economy of the Legendary Servers, established servers such as Laurelin have a distinct lack of armour, weapons and jewellery for lower level characters available on Auction House. As I like to play any MMO as over powered as possible, I decided to start crafting to ensure that my Guardian is optimally equipped for the progression ahead. Now I’ve always been told about the highs and lows of crafting in LOTRO, but it has certainly been interesting to finally experience them after all this time.

It’s only taken a decade. Yes, I’ve finally decided to start crafting in LOTRO, mainly out of necessity. After the “debate” on the recent podcast as to whether to continue to invest time and energy into my alt on the Legendary Server, I decided to recreate my High Elf Guardian on Laurelin. The main advantage being having access to my account-wide barter wallet and its respective resources. However, unlike the healthy economy of the Legendary Servers, established servers such as Laurelin have a distinct lack of armour, weapons and jewellery for lower level characters available on Auction House. As I like to play any MMO as over powered as possible, I decided to start crafting to ensure that my Guardian is optimally equipped for the progression ahead. Now I’ve always been told about the highs and lows of crafting in LOTRO, but it has certainly been interesting to finally experience them after all this time.

First off there’s the “fun” of gathering resources. Well it immediately struck me that the sensible thing to do was to use my level 120 Lore-master for this chore. They can freely move around low level zones without the being incommoded by the local population, plus I have the benefit of +78% mounts run speed. I then did the requisite research to find which zones I needed to go to and farm the necessary ore. Needless to say, Google is your friend in this matter and I quickly found maps that marked the locations of all the nodes. Within 75 minutes, after making several circuits of the area, I had sufficient for my needs. It was interesting to note that I didn’t encounter any other players in The North Downs while I did this. All gathered resources where then dumped into shared storage.

Next, the “fun and games” really started as I logged into my Guardian and trudged through the various professions and slowly advanced them. Having chosen the practical Vocation of an Armoursmith, I had to refine the ore into ingots via Prospecting. Naturally making such ingots gains crafting experience and once you have obtained sufficient, it unlocks the next tier. This is important because you cannot go out and farm the next tier of ore until you have done this. It took about an hour to unlock the first three levels; Apprentice, Journeyman and Expert. By then I could process Rich Iron Ore which was the material I required to craft armour at a level appropriate for my alt. I then started processing the various ingots I had amassed into standard Heavy Armour (no additional recipe required). Again, you have to unlock each tier to progress to the next, which means you have to craft a lot more armour than you need. Since there is no market for it on server, I simply sold it to a vendor afterwards.

Crafting is an odd facet of LOTRO. Because of the age of the game, it is suitably esoteric, time consuming and frankly tedious. However, crafting provides experience gain not only in your chosen profession, but also with respect your progression to level cap. Hence, I gained two entire levels while crafting and hit 20 as I finished (and was also rewarded with the “Undying” title as a bonus). I ended up with a full set of Elven Steel Armour which has an item level of 24 but can be used from level 22, so for the present I cannot use this set. However, despite this minor inconvenience I did derive immense satisfaction in crafting this set and knowing that I don’t have to rely on random drops or quest rewards for the immediate future. I also made an additional set of armour for a friend who has an alt at a comparable level, which was also pleasing to do. Such is nature of crafting in LOTRO. It’s a necessary evil and a pain in the butt, yet it also provides an odd sense of achievement. Something that other players have known for a decade and I just found out, yesterday.

Top Tip: The Universal Toolkit is essential. Without it crafting becomes even more tedious and annoying.

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Gaming, MMORPG, LOTRO, Legendary Server, Economy Roger Edwards Gaming, MMORPG, LOTRO, Legendary Server, Economy Roger Edwards

LOTRO: Resetting the Economy

If you go to the auction house on Laurelin server, you will see all the hallmarks of an established, long term playerbase that have multiple characters at level cap. IE Mainly nothing but high-end crafted items being sold at ridiculously high prices. MMO inflation is a weird thing. Naturally people who have played LOTRO for a long time have substantial reserves of in-game gold. Gold therefore is not an asset of value in itself per se. Yet due to peoples complicated relationship with money, be it real or virtual, there is still a propensity to hoard it and increase one’s reserves. Hence, relatively sought-after items tend to be posted for sale on auction house at grossly inflated prices. Now regardless of the reasons why this inflation happens, the net result is always the same. A skewed economy with increased prices at one end of the gear spectrum and a shortage of items at the other, because no one is crafting anything beyond what they need for their new alts.

If you go to the auction house on Laurelin server, you will see all the hallmarks of an established, long term playerbase that have multiple characters at level cap. IE Mainly nothing but high-end crafted items being sold at ridiculously high prices. MMO inflation is a weird thing. Naturally people who have played LOTRO for a long time have substantial reserves of in-game gold. Gold therefore is not an asset of value in itself per se. Yet due to peoples complicated relationship with money, be it real or virtual, there is still a propensity to hoard it and increase one’s reserves. Hence, relatively sought-after items tend to be posted for sale on auction house at grossly inflated prices. Now regardless of the reasons why this inflation happens, the net result is always the same. A skewed economy with increased prices at one end of the gear spectrum and a shortage of items at the other, because no one is crafting anything beyond what they need for their new alts.

However, the launch of the two new Legendary Servers on November 8th provided an interesting opportunity, economically speaking. Some resources, perks and benefits in LOTRO are account wide, such as cosmetic items associated with the purchase of expansion packs. However, gold, mithril coins and skirmish marks are all server bound and can only be shared between alts therein. Thus, no one came to Anor and Ithil with the advantage of previously earned wealth. As a result, it has done wonder for these servers’ economies. Players are having to craft all the items they need and sell the surplus. There is also a healthy trade in the resources that sustain crafting. Two weeks on from launch and the acquisition of gold is still a relatively balanced process. Subsequently, buying new gear is still a viable option beyond that which you earn through questing. There are also lots of new kinships which support the needs of their members. So far, the game economy is not derailed.

As ever, it will be very interesting to see if this balanced and broadly equitable situation continues over the month to come. Perhaps the release of further content in four-months’ time will alter the status quo. By then there will likely be a percentage of wealthy players at level cap, along with those who are doing “okay” and some who are neither at cap or have a proverbial “pot to piss in”. Such is the nature of MMOs and those who play them. The other thing to keep an eye out for on the new servers is the presence of gold farmers. As gold is not transferable between existing servers, it has to be earned from its current location. So far, there is not a sufficient surfeit of gold to be assimilated and “redistributed” by such third party “institutions”. This again main change when the Mines of Moria expansion is added to both legendary servers. In the meantime, I am already buying any potential bargains I find on auction house, not only for my primary alt’s current needs but for the future as well. It certainly is a pleasant change from the dearth of choice currently found on the older LOTRO servers.

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Gaming, MMORPG, Pick Up Groups, LOTRO, Star Trek Online Roger Edwards Gaming, MMORPG, Pick Up Groups, LOTRO, Star Trek Online Roger Edwards

Pick-up Groups and MMOs

Star Trek Online has recently revamped group PVE activities and rebranded them Task Force Operations. These are just instanced events designed for five players, that have a handful of objectives and a boss fight at the end. Players can group with friends or use the auto-grouping tool that is available, to play through TFO of their own choosing. Alternatively, there is the option to join a pick-up group and play a random TFO for greater rewards. Now although not unduly complex, TFOs usually have a basic set of rules to follow if you want to complete them quickly and efficiently. For example, closing dimensional portals reduces the number of trash mobs joining the TFO, so it makes sense for at least one of the five players to focus on this activity. However, PUGs are open to all players and therefore there is always a chance that you may group with an inexperienced player or someone who wants to do things “their way”. Either way, if you are seeking optimal gameplay, then PUGs may not be the best place to look.

Star Trek Online has recently revamped group PVE activities and rebranded them Task Force Operations. These are just instanced events designed for five players, that have a handful of objectives and a boss fight at the end. Players can group with friends or use the auto-grouping tool that is available, to play through TFO of their own choosing. Alternatively, there is the option to join a pick-up group and play a random TFO for greater rewards. Now although not unduly complex, TFOs usually have a basic set of rules to follow if you want to complete them quickly and efficiently. For example, closing dimensional portals reduces the number of trash mobs joining the TFO, so it makes sense for at least one of the five players to focus on this activity. However, PUGs are open to all players and therefore there is always a chance that you may group with an inexperienced player or someone who wants to do things “their way”. Either way, if you are seeking optimal gameplay, then PUGs may not be the best place to look.

Now, you may well ask “why are you stating the bleedin’ obvious about PUGs?” Well the reason I’ve chosen to succinctly distil and reiterate their respective pros and cons is because I continuously come across gamers regularly lamenting the iniquities of PUGs, as if they’re supposed to function in a fashion that is contrary to their nature. It’s a bit like complaining about a compass for pointing north or a politician for lying. Joking aside, pick-up groups are not intended to be efficient. They are designed to facilitate group play in an expedient manner. Many MMOs have players who either cannot find a guild, do not want to be in a guild or simply have time restrictions that impede grouping with regular friends and online colleagues. PUGs and auto grouping tools are a means to facilitate such players in accessing instances and other content designed to be played as a group. It’s not as if game developers are oblivious to the potential shortcomings of such systems. Hence in STO and other MMOs, players will receive a bonus reward for playing via auto grouping.

The key to successfully using any PUG mechanic in an MMO is to greatly temper your expectations and to use auto grouping tactically. For example, I recently used LFF chat in LOTRO to run a particular 6-man instance. I did not expect to successfully complete everything but was simply tagging along to see if we could defeat the first boss, which I needed for a deed. The group performed poorly, and it was a struggle to progress, but we did get to the end. Not only did I complete the deed, but I also got the benefit of some loot that I wasn’t anticipating on getting. For me this was an added bonus, so I was not discouraged by the multiple wipes that the group endured. Where some players felt we’d performed poorly, I was pleasantly surprised because I had been realistic about what we could achieve as a group, right from the start.

PUGs are not always a bad experience and there are many factors that determine their outcome. Some groups in certain games require very little direct interaction. The TFOs in Star Trek Online can be undertaken without any need for chat. I personally always say “hello” and “good game” but it’s not essential. Quitting a group for whatever reason usually doesn’t involve too big a penalty. It may result in a thirty-minute sanction or reduced rewards but nothing more. Depending on the game, some will offer rewards even if the primary goals of an instance aren’t even achieved. This alone can make the use of auto grouping viable for some players. As the MMO genre has been around for over two decades, it has developed several universal foibles. One of these is the capricious nature of collaborating with random strangers. Would you expect five random people in the real world to work extremely efficiently together after just meeting? Of course not. So why should something as frivolous as a game be any different? Frankly excessive criticism of the PUG system with regard to MMOs is redundant. PUGs in other genres of games is a separate matter.

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Gaming, MMORPG, LOTRO, Coming Full Circle Roger Edwards Gaming, MMORPG, LOTRO, Coming Full Circle Roger Edwards

LOTRO: Coming Full Circle

I returned to LOTRO in August and started to work through all the outstanding content that had built up during my absence. I have subsequently completed the Mordor expansion pack, along with all of Update 22: Legacy of the Necromancer and Update23: Where Dragons Dwell. This has meant consistently playing, re-gearing my primary character (twice) and generally tweaking different aspects of their build. I have applied myself to the various stories and have not felt overwhelmed by the narrative. Overall, I haven’t played LOTRO this diligently since I joined back in late 2008. This recent experience, along with launch of the Legendary Server, has been extremely satisfying. It’s all been very nostalgic, and I have found myself of late occasionally recapturing the feelings that I had a decade ago. Especially so when questing with friends and tackling group content. I have also thoroughly enjoyed the new Dwarven focused storyline in the Grey Mountains. It’s a rugged yet interesting zone with some exceeding good ambient music.

LOTRO: 14th September 2009

I returned to LOTRO in August and started to work through all the outstanding content that had built up during my absence. I have subsequently completed the Mordor expansion pack, along with all of Update 22: Legacy of the Necromancer and Update23: Where Dragons Dwell. This has meant consistently playing, re-gearing my primary character (twice) and generally tweaking different aspects of their build. I have applied myself to the various stories and have not felt overwhelmed by the narrative. Overall, I haven’t played LOTRO this diligently since I joined back in late 2008. This recent experience, along with launch of the Legendary Server, has been extremely satisfying. It’s all been very nostalgic, and I have found myself of late occasionally recapturing the feelings that I had a decade ago. Especially so when questing with friends and tackling group content. I have also thoroughly enjoyed the new Dwarven focused storyline in the Grey Mountains. It’s a rugged yet interesting zone with some exceeding good ambient music.

It’s a curious thing, that despite having regularly played a specific MMO for a decade, I am not exactly an expert on any of the games systems or the specifics of my primary characters statistics. I often just inspect other players of the same class and have copied their build. I have not been especially selective about the skills tree either and have simply maxed out the red line and put the few remaining points into what seem relevant in the blue and yellow lines. It is only since August that I’ve started taking a greater interest in min-maxing in LOTRO, mainly because the gear check that appears early on in Mordor is so abrupt. As a result, I’ve changed my virtue traits, replaced settings, runes and gems on my LI and been far more particular about the stats on any gear that I equip. The subsequent benefits have been quite noticeable. I even pay more attention now to my skills rotation and vary it according to the enemy. It’s only taken ten years for me to start playing at this “level”, although I still find an excess of number crunching ultimately quite dull.

LOTRO: 16th November 2018

Despite having changed PC several times since I started playing LOTRO and re-installed the game numerous times, I still have every screen capture I’ve ever taken. I found on taken on 14th September 2009 back when I was playing on the European server, Gilrain. My Lore-master is sporting a very simply cosmetic outfit, comprising of some Elvish light armour (bought in Rivendell) and dyed black. In a fit of nostalgia, I promptly recreated the outfit today and am currently wearing it for old time sake. It’s strange but this simple act seems to embody the sense I have at present of coming full circle. Playing the same MMO for a decade is a substantial investment of time. A lot has happened both in-game and to me personally during this period. I suspect that a good many other players are also having similar such moments of introspection at present. The Legendary Servers seem to have roused many lapsed players into returning to the game. A LOTRO renaissance if you will. Who would have thought it?

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LOTRO: Releasing the Complete Soundtrack

I have written in the past about the quality of the soundtrack for the MMO The Lord of the Rings Online and how it is far more than an embellishment to the game but a character in itself. Now the developers of LOTRO Standing Stone Games (formerly Turbine) have released over the years a variety of soundtrack CDs and digital downloads, offering a selection of music usually associated with specific expansions for the game. Although these have been well received, they have only provided a percentage of the music that is present in the current release of LOTRO. In the latest build there is approximately 4GB of audio in the game. Admittedly some of this will be dialogue and ambient sounds but the majority of that is music cues in .ogg format. I sure I’m not the only LOTRO aficionado who would like to see a more comprehensive release of the games musical content.

I have written in the past about the quality of the soundtrack for the MMO The Lord of the Rings Online and how it is far more than an embellishment to the game but a character in itself. Now the developers of LOTRO Standing Stone Games (formerly Turbine) have released over the years a variety of soundtrack CDs and digital downloads, offering a selection of music usually associated with specific expansions for the game. Although these have been well received, they have only provided a percentage of the music that is present in the current release of LOTRO. In the latest build there is approximately 4GB of audio in the game. Admittedly some of this will be dialogue and ambient sounds but the majority of that is music cues in .ogg format. I sure I’m not the only LOTRO aficionado who would like to see a more comprehensive release of the games musical content.

When LOTRO was released in 2007, there was a soundtrack CD in the Collector’s Edition. This included 26 tracks from the Shadow of Angmar written by composers Chance Thomas and Steve DiGregorio. A similar CD was then released in the Collector’s Edition of The Mines of Moria expansion. This included 18 tracks. I believe that Turbine also made a digital download available comprising of 61 cues from the base game, shortly after this. Neither of these two official soundtrack CDs were ever made commercially available outside of these boxsets. The digital download is also no longer available. Since 2010, when LOTRO went free-to-play, there have been three further soundtrack CDs released (also available via digital download). Two of which are music written by composer Chance Thomas for the Riders of Rohan and Mordor expansions. Then there’s a tenth anniversary CD and download featuring a compilation of 26 tracks, of mainly previously available material by both composers. Some of these are alternative versions and there are a handful of new cues. These CDs are still available. It should also be noted that composer Steve DiGregorio has posted the soundtrack for the Helm’s Deep expansion and Update 14: Paths of the Dead on his Soundcloud account.

Music rights, licensing and distribution arrangements can be legally complex to administer. I am not privy to the specific arrangements that Standing Stone Games has with regard to the game’s soundtrack and its respective composers. However, the fact that music from the game has been released previously must be a positive sign. What I can say with confidence is that LOTRO’s music is held in very high regard among both fans and wider MMO players, due to its particular high standard and artistic scope. Therefore, if SSG wanted to release a more comprehensive selection of music from the game, that was broken down by region, race or release date, I’m sure it would receive a warm welcome from the player base and more importantly, sell very well. Furthermore, it is a non-egregious form of monetisation that they could continue to perpetuate as the game grows. It remains to be seen if lobbying for such a release will yield any results, but I can’t help but feel that SSG are missing out on an opportunity in this instance.

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LOTRO: Legendary Servers Launch

First off, fellow blogger Wilhelm Arcturus wrote a blog post that predicted pretty much everything that happened today, with regard of the launch of the new Legendary Servers. Yes, you read that right. Servers, plural. Apparently, there was so much interest in Anor, it led to massive login queues, so Standing Stone Games very quickly set up a second Legendary Server named Ithil to deal with the over flow. To ensure that folks get to be with their friends and kinmates, there’s also a free transfer grace period. I guess there’s no such thing as a smooth launch, be it a new game or a variation of it. The more cynical among us, may even go so far as to postulate that the server queues were planned to generate a “buzz” and the “need” for a second server. However, it’s more likely that SSG just miscalculated and had to think on their feet. There could well be server merges ahead when the excitement, queues and possibly player numbers die down. Either way, the job is now done and LOTRO now has two progression servers.

First off, fellow blogger Wilhelm Arcturus wrote a blog post that predicted pretty much everything that happened today, with regard of the launch of the new Legendary Servers. Yes, you read that right. Servers, plural. Apparently, there was so much interest in Anor, it led to massive login queues, so Standing Stone Games very quickly set up a second Legendary Server named Ithil to deal with the over flow. To ensure that folks get to be with their friends and kinmates, there’s also a free transfer grace period. I guess there’s no such thing as a smooth launch, be it a new game or a variation of it. The more cynical among us, may even go so far as to postulate that the server queues were planned to generate a “buzz” and the “need” for a second server. However, it’s more likely that SSG just miscalculated and had to think on their feet. There could well be server merges ahead when the excitement, queues and possibly player numbers die down. Either way, the job is now done and LOTRO now has two progression servers.

I logged into Anor shortly after 5:00 PM GMT today. The launcher initially showed that I was some ridiculous number in a queue and it quickly became apparent that it wasn’t decreasing, and the client had indeed stalled (Ctrl-Alt-Delete and Task Manager are your friend). So, I started multiple copies of the launcher and logged in the game and eventually one connected with the new server. I knew what class I was going to play and what my character name was in advance, so setting up a new avatar was not an issue. I skipped the tutorial, loaded my saved custom UI and then pushed ahead with the intro quests. Needless to say, the starter zone was heavily populated, and it took a while to kill the standard number of Boars or Wolves as required. However, the zerg had its benefits and tricky areas like the spider filled basement under Sprigley’s Farm was easy to navigate.

World chat was very active and relatively civilised, and players broadly seem to accommodate each other. Orderly queues formed to kill the likes of Jagger Jack and people were happy to group to make clearing quests easier. Eight hours on from launch and there was already crafted items appearing on Auction House for sale. Despite the “all about the journey” mantra your often see banded around on the official forums by many traditionalist LOTRO players, by the time I logged off there were already people approaching level 30 or so. It was also pleasant to see a lot of Kinships recruiting. Judging from world chat, there are a lot of retuning players who have been absent for quite a while. I have set up a Contains Moderate Peril kin, mainly just for fun and larks but if players stay the course, I see no reason not to run some of the endgame content.

Nostalgia is a curious thing. I liked the way the SSG has re-instated the original music at the character select screen. Playing with a low-level character is pleasingly uncomplicated with only a handful of skills. There is also a very re-assuring sense of familiarity with the game when it’s presented like this. The sheer volume of players bustling about also reminded me what the original allure of the MMO genre was; a thriving living world or at least the appearance of one. More than a decade on simply being online with others has lost its mystique and is something you just take for granted. This evening gave me a pleasant reminder of how exciting it was back in 2008 to see a town filled with other people. However, there are a few things that bring you back down to earth, such as the absence of all the items you have purchased on your regular server. Vault space was quickly filled and at present there is no kinship or personal house to use as an overflow. I also just couldn’t get used to wondering around without my standard cosmetic outfit, so I’ve already put my hand in my pocket and bought it again, which was probably SSG’s motivation all along.

It will be interesting to see if player numbers are sustained before the release of new content to Anor and Ithil in four months’ time. There’s is no real reason to leave if you’re a returning player because they are not burdened with over familiarity with the content or harbour a grudge over previous changes to game mechanics. But there will be an inevitable decrease of player as some get bored and kinships find it harder to run content due to a lack of “bums on seats”. Personally, I don’t see any problems getting to level 50. I always liked this part of the Epic Story and I tend to level quite fast due to structured and planned sessions. It’s what comes next that is a stumbling block for many. Even a revamped Moria is still a big ask for some players. However, the LOTRO community is very tenacious and often flies in the face of established wisdom. So, I shall simply wait and see how things pan out on the Legendary Servers, while having fun progressing through Bree-land and beyond.

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LOTRO: The Return of Lifetime Subscriptions?

Please note the question mark in the title. This is not a news post announcing that Standing Stone Games are offering lifetime subscriptions for The Lord of the Rings Online once again. Don’t go getting over excited. I am simply raising the question as to why they haven’t chosen to do this since they announced their “acquisition” of both LOTRO and DDO back in December 2016. Because broadly speaking, it would appear that LOTRO is doing well under the auspices of SSG as opposed to Turbine. The game had a much-needed expansion, Mordor, added a new race and has a clear road map for what is beyond the recently released Update 23: Where Dragons Dwell. Furthermore, we have the imminent launch of a new progression server on the 8th of November. The licensing issue has been laid to rest and changes at Middle-earth Enterprises and the Tolkien Estate have surely had beneficial results. The game may not have the player base of some MMOs, but its core audience appears to be loyal and stable. Surely, with LOTRO enjoying a gaming renaissance, now would be a good period to capitalise upon?

Please note the question mark in the title. This is not a news post announcing that Standing Stone Games are offering lifetime subscriptions for The Lord of the Rings Online once again. Don’t go getting over excited. I am simply raising the question as to why they haven’t chosen to do this since they announced their “acquisition” of both LOTRO and DDO back in December 2016. Because broadly speaking, it would appear that LOTRO is doing well under the auspices of SSG as opposed to Turbine. The game had a much-needed expansion, Mordor, added a new race and has a clear road map for what is beyond the recently released Update 23: Where Dragons Dwell. Furthermore, we have the imminent launch of a new progression server on the 8th of November. The licensing issue has been laid to rest and changes at Middle-earth Enterprises and the Tolkien Estate have surely had beneficial results. The game may not have the player base of some MMOs, but its core audience appears to be loyal and stable. Surely, with LOTRO enjoying a gaming renaissance, now would be a good period to capitalise upon?

Some people will argue that lifetime subscriptions are not necessarily good for the MMO genre. It raises capital for the developers in the short term but may discourage further expenditure from players in the future. Certainly, in the days of subscription only MMOs, that may have been plausible. However, as most games of this type now have a F2P hybrid model with additional tiers of payment, I’m not sure if such an argument holds true. Lifetime accounts may well offer a monthly stipend of in-game store currency, but it doesn’t cover expansions packs and such like. Furthermore, stipends accrue at a fixed rate and sometimes having only half of the cost of an in-store item may encourage the player to avoid waiting and buy further currency. Simply put, you could write multiple posts about the psychology of MMO players and what determines their personal spending habits. Hence binary statements about the effectiveness of lifetime subscriptions are not so relevant.

Star Trek Online, another MMO with a hybrid business model, still offers lifetime subscriptions. They currently have a sale where the price for such an account has been discounted from $299.99 to $199.99 (sale ends 6th December). The game no longer offers monthly subscriptions (which was $14.99) and has replaced them with a “starter pack” that allows you to permanently unlock most of the same perpetual benefits for a one-time fee. However, when you add up the cost of all the services and features that are contained with the lifetime subscription, there is still a substantial discount compared to purchasing them individually. I bought such a subscription back in April 2015 and consider it to be excellent value. In recent months I have begun to feel that it was a mistake not to have done the same with LOTRO back in the Codemasters days. The irony is that I tracked down a Collector Edition, complete with a lifetime account code, earlier this year. Sadly, the grace period in which SSG honoured such products has long expired.

SSG have experimented with various methods of monetising LOTRO over the last two years. The Mordor expansion saw an increase in lootboxes within the game that has subsequently been dialled back, possibly due to their unpopularity and the changes in the law in specific European countries. The new Legendary Server which launches soon requires a VIP subscription for access. Then there is the outstanding issue of a new class being added to the game, that will naturally require purchasing. Surely offering lifetime subscriptions or something of a similar nature is the next logical step. There are many LOTRO players who already have them, but there are equally players like me, who missed the boat or were reticent to buy last time they were available. Because a lot of the doubts about the games long term future have now been addressed, I would welcome the opportunity to purchase such a service. LOTRO has a very dedicated playerbase, many of whom are “altaholics”. I suspect that the demand for a new lifetime subscription offer would be surprisingly high. I hope that SSG therefore considers this option.

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Re-installing MMOs

Having replaced my hard drive with a solid-state drive, I’ve had to re-install various games, along with all the other apps and programs I use. However, the smaller size of the new SSD has meant I’ve had to think long and hard about which title I choose. At present, I’ve limited myself to the two MMOs that I regularly play; namely The Lord of the Rings Online and Star Trek Online. Both have improved loading times as a result of running via a SSD and are performing a lot better than previously. I also prefer clean installations, rather than long term game setups that have been through numerous patches and updates. It was interesting to note that LOTRO now installs into a Standing Stone Games folder, rather than one marked Turbine. Sadly, STO required using either Steam or Arc as a means of installing the game. I opted for Arc, purely because it has a useful facility for redeeming game codes build into the launcher. Plus, you can bypass Arc and launch the game client directly if you want.

Having replaced my hard drive with a solid-state drive, I’ve had to re-install various games, along with all the other apps and programs I use. However, the smaller size of the new SSD has meant I’ve had to think long and hard about which title I choose. At present, I’ve limited myself to the two MMOs that I regularly play; namely The Lord of the Rings Online and Star Trek Online. Both have improved loading times as a result of running via a SSD and are performing a lot better than previously. I also prefer clean installations, rather than long term game setups that have been through numerous patches and updates. It was interesting to note that LOTRO now installs into a Standing Stone Games folder, rather than one marked Turbine. Sadly, STO required using either Steam or Arc as a means of installing the game. I opted for Arc, purely because it has a useful facility for redeeming game codes build into the launcher. Plus, you can bypass Arc and launch the game client directly if you want.

LOTRO being the older of the two games and still saddled with only a 32-bit client, proved to be the more problematic to download and install. The Akamai service that handles this process is very slow, irrespective of your internet connection. Despite having a 65MB fibre connection it took over four hours to install LOTRO, which is presently a 28GB download. STO being more of a space-centric game is a smaller 14GB install and was done in under ninety minutes. Due to the instanced nature of many of the zones, you can start playing the game while it downloads. With LOTRO you have to simply watch and wait as the blue bar slowly inches across the screen. Let us hope that SSG address this installation issue if we ever see the alleged 64-bit version of the game they’re developing. I also had to update my Nvidia graphic drivers and install Direct X 11 to get both games up and running. Something I shall prepare for in advance if I have to re-install any of these games again any time soon.

Here’s a tip if you find yourself in a similar position with either of these two MMOs. You may wish to back up the various files in “The Lord of the Rings Online” folder, which is usually a sub-folder of “Documents” on a standard Windows installation of LOTRO. These have details of minor UI customisations such as the order of your bags on the quickslot bar and what chat channels you utilise. It also has all your personal settings regarding screen resolution and general game preferences. It’s not essential that you do this, but it can save you some time tweaking your new installation once its complete. Similarly, with STO, you may also wish to copy your screenshots folder (usually located here: {Local path to program}\Star Trek Online_en\Star Trek Online\Live\screenshots\). Not only does it contain your previous screen captures, but more importantly it has details of any custom outfits you may have created for your characters.

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Gaming, MMORPG, LOTRO, Star Trek Online Roger Edwards Gaming, MMORPG, LOTRO, Star Trek Online Roger Edwards

What’s in a Name?

“What's in a name? That which we call a rose by any other name would smell as sweet”. William Shakespeare, Romeo and Juliet.

There are two types of MMO players (actually there aren’t but I’m invoking a figure of speech as an opening gambit for the overall thrust of this post, so there). Those who meander through the character creation screens only to be taken by surprise by the fact that at the end, they now have to provide their avatar with a name of some kind. And then there are those who have a complete dossier compiled in advance, shedding light on the entire back story and life history of their new alt. Naturally, the latter group will already have a name prepared with much love and care. It will be relevant, appropriate and most importantly of all, it will afford them a much greater degree of connection with their in-game character. Because names are an integral part of identity and that is a much bigger aspect of MMO player psychology than some imagine. Would you simply want an index number instead of a character name?

Tee-hee, chortle and guffaw

“What's in a name? That which we call a rose by any other name would smell as sweet”. William Shakespeare, Romeo and Juliet.

There are two types of MMO players (actually there aren’t but I’m invoking a figure of speech as an opening gambit for the overall thrust of this post, so there). Those who meander through the character creation screens only to be taken by surprise by the fact that at the end, they now have to provide their avatar with a name of some kind. And then there are those who have a complete dossier compiled in advance, shedding light on the entire back story and life history of their new alt. Naturally, the latter group will already have a name prepared with much love and care. It will be relevant, appropriate and most importantly of all, it will afford them a much greater degree of connection with their in-game character. Because names are an integral part of identity and that is a much bigger aspect of MMO player psychology than some imagine. Would you simply want an index number instead of a character name?

I take a fairly hard line when it comes to character naming in the MMO genre. If a game has specific guidelines to begin with then they should be respected. I’m all for player freedom but an MMO is by its very nature shared space and so that means (or at least should in principle) that other players are due a degree of consideration. So, let us take it as read that inflammatory names, racial abuse, religious trolling and like have no place and should not be tolerated. In a game such a LOTRO, there is a great deal of lore that impacts upon names. The game goes so far as to make suggestions depending on race and region etc, which can be helpful. However, if you simply wish to give your character a generic fantasy sounding name, I don’t have a problem with that. What I do find tedious are the endless permutations of known character names, such as Legolas (in LOTRO) and James T Kirk (in STO). But for me, the greatest sin in naming after this, is giving your character your own name. Is there anything that screams “I have had the capacity to think creatively surgically removed” more than a Hunter running about the major quest hubs named “Colin Peters” or “Jacinda Barrington-Humphries”?

They drink it in the Congo…

Now joking aside, not everyone is equally creative, which is why there are plenty of online name generators that can assist you when it comes to the right name. Another strategy if you run multiple alts is to follow a naming convention and use various permutations thereof. This is a useful workaround and certainly is helpful to friends and colleagues who loose track of who is and who isn’t online within the guild. I have used name generators for inspiration in the past. However, I also think it’s important to find a name that suits your character (especially if you’re of a role-playing bent) and that is also user friendly and pronounceable. It’s all very well coming up with a cunning, lore appropriate name for your High Elf window dresser, but if everyone subsequently mangles said name every time you’re on Discord (because you always end up being known to your guild mates by your primary characters name and not your own), it gets very old fast.

Isn’t there a hat company there, on Bagel Street?

One of the things I use to get frustrated with about LOTRO was that it would suggest names, irrespective of whether they had been taken or not. Thus, you’d find a cool name for your shiny new Dwarf Quantity Surveyor only to discover there were already a dozen or so variants already on the server. More recent MMOs have addressed this issue by having an account name that suffixes your chosen name, thus accommodating duplicates. The issues still persists in LOTRO, but I have solved it for myself by not creating any alts. Overall, I think that as character customisation becomes more complex in gaming, then there needs to be scope and support for equally complex naming conventions. I know that jarring, trivial and puerile names can spoil the immersion of some players in MMOs. So why can’t phasing technology be used to remove those that bother us, or at least allow you to rename the offenders from your own perspective? Because it’s clear that despite the various changes and trends that have come and gone in the MMO genre over the last decade, names remain a very important facet of player engagement.

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Numbers, Spreadsheets and Calculations

Over the last few days, I’ve been working towards achieving “ally” reputation status with the Men of Dale while playing LOTRO. There were two particular armour pieces that I desired, which would enhance my statistics, that were gated behind this achievement. I’ve been also grinding for several jewellery items, which require 5,000 Motes of Enchantment. I was sufficiently close last night that I actually took the time to work out exactly how much XP was outstanding and what was the optimal way to earn it. I made a few notes on paper and determined that three repeatable quests and five tasks would be sufficient to reach the target. As of today, the calculation proved right, and I now have the two armour pieces equipped. The jewellery is proving more difficult as Motes of Enchantment are a lot harder to come by. That project remains an ongoing concern.

Over the last few days, I’ve been working towards achieving “ally” reputation status with the Men of Dale while playing LOTRO. There were two particular armour pieces that I desired, which would enhance my statistics, that were gated behind this achievement. I’ve been also grinding for several jewellery items, which require 5,000 Motes of Enchantment. I was sufficiently close last night that I actually took the time to work out exactly how much XP was outstanding and what was the optimal way to earn it. I made a few notes on paper and determined that three repeatable quests and five tasks would be sufficient to reach the target. As of today, the calculation proved right, and I now have the two armour pieces equipped. The jewellery is proving more difficult as Motes of Enchantment are a lot harder to come by. That project remains an ongoing concern.

Now an odd thing occurred as I did the mental arithmetic last night and figured out exactly what permutation was required to get the required rep. Just for a moment I had this brief flash of insight in which the arbitrary nature of MMO mechanics became very clear. And for an instance it spoilt my fun. Luckily this was a fleeting experience, and, in a few moments, I was back to killing spiders in Lhingris for spiny carapaces and chatting on Discord to friends. It is the social element of MMOs that helps mitigate the mundane nature of some of the basic mechanics of the genre. It is a curious thing though because where as I find all the number crunching, min-maxing and esoteric formulas somewhat dull, others consider learning all this data and becoming an expert as part of the games allure. I have a basic grasp in LOTRO of the various stats and which ones are relevant for Lore-masters. However, the intricate details are lost on me. I choose not to know because in doing so, it diminishes my enjoyment of the game.

Star Trek Online is another MMO that has a player base that delve deep into the mathematics behind the game. You will find endless discussions on the games sub-reddit regarding builds and how best to maximise DPS or survivability. It is surprisingly complex and at first glance quite captivating. I have flirted with DPS parsers and tweaked my build in the past. However, it quickly becomes clear that a lot of people’s preferences are subjective and not just based on data. Weapon type, class and play styles determine various schools of thought. Also, if you want to pursue the “best builds” you frequently need access to a lot of rare items and traits, which are really only the province of the long term and heavily invested player. That’s fine and I certainly don’t begrudge those players that play so diligently, but for us who are somewhere between the shallow and the deep end, such tinkering is not applicable to us.

When thinking of the “spreadsheet” culture that goes hand-in-hand with some games, I suppose the most obvious example is EVE Online. I never got any further than four days into a two-week trial with that niche product and I learned very quickly that the realities of that MMO were far removed from what I had assumed. For me, the selling points of the two MMOs that I play the most are their narrative, intellectual property and the provision of goal orientated achievements. The social aspect is also a strong consideration. Although both LOTRO and STO require an element of analysis and technical understanding, it never overshadows the leisure that they provide. A quick skirmish or random task force can satisfy my urge for combat. Riding around Middle-earth or meandering round the promenade on Deep Space Nine helps me relax after a tough day. A game that requires me to track everything, weigh up every pro and con and maintain a complex inventory simply doesn’t strike me as fun. However, it is very much a question of “horses for courses”.

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LOTRO: Legendary Server

Standing Stone Games announced today the launch of a new LOTRO "Legendary Server" later this autumn. This is essentially a progression server by any other name. It will be accessible to VIP monthly and lifetime subscribers allowing access initially to core content from levels 1 to 50 via The Shadow of Angmar story. It should be noted that this is not “classic” LOTRO as it existed back in 2007. The new server will offer the game as it is now with all its revised systems. Hence High Elves and Beorning classes will be available as will the skills tree system. SSG intend to update content every four months but will keep it all within the parameters of the level cap on the"Legendary Server". The developers have also made it clear that this new service does not come at the expense of regular new content for the existing game. “We have no intention of adjusting our frequent, regular, and active development of the non-Legendary game worlds, and have plans for them well into the future”.

Standing Stone Games announced today the launch of a new LOTRO "Legendary Server" later this autumn. This is essentially a progression server by any other name. It will be accessible to VIP monthly and lifetime subscribers allowing access initially to core content from levels 1 to 50 via The Shadow of Angmar story. It should be noted that this is not “classic” LOTRO as it existed back in 2007. The new server will offer the game as it is now with all its revised systems. Hence High Elves and Beorning classes will be available as will the skills tree system. SSG intend to update content every four months but will keep it all within the parameters of the level cap on the"Legendary Server". The developers have also made it clear that this new service does not come at the expense of regular new content for the existing game. “We have no intention of adjusting our frequent, regular, and active development of the non-Legendary game worlds, and have plans for them well into the future”.

I have never been a great one for alts and replaying old content. The most I’ve managed in ten years of playing LOTRO, is to get one new character to level 55 and then used the Aria of the Valar booster that that came with the Mordor expansion, to auto level to 105. Oh, the countless alts that I’ve created to try other classes, only to delete roundabout level 30 or so. However, I can see the appeal of running through the game with both old and new friends. I guess that is one of the major obstacles for a lot of lapsed players or those who want to start playing but are put off by the immense level gap. As have purchased all expansions and I’m currently a VIP and will likely remain so for the immediate future, I may well consider the new server if friends intend to do the same. That for me is the main appeal of this service. It’s been a long time since I’ve group consistently. I played essentially the first 60 levels of the game with friends. How things have changed.

It remains to be seen if this new service will attract much interest, although I suspect that it may. Its appeal may well attract players of all kind and its subscription only option means that it should eliminate any problem element. I’m interested to see how well the actual levelling works because many of the early zones in LOTRO such as Evendim and The Lone Lands have been revised several times and progression from 1 to 30 is quite rapid then changes pace again from 31 to 50. Stepping back from this new service and considering the wider changes that have come to LOTRO of late, it certainly appears that developers SSG are trying to maximise the flow of revenue into the game. The recent experimentation with lockboxes that came with the Mordor expansion appears to have been dialled back, possibly due to the ongoing legal scrutiny such mechanics are currently coming under. There was talk not so long ago of a new class, which has subsequently been down played. But when it does arrive, it will doubtless be chargeable. In light of the news about the "Legendary Server" I wonder if SSG will make any further announcements of this kind before the year ends?

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Where is the Community?

The title to this post is rhetorical. I’ve figured out where the specific community in question is. As regular readers know, my first MMORPG was The Lord of the Rings online back in 2008. It had back then an active blogging community, which still exists today to a degree. The official forums are active and continue to be useful for information, but for me the primary source of news, guides and general analysis of the game is written content that is maintained by individual players. There are also lots of active streamers and video on You Tube, but I find I can locate and digest the information I require far quicker when it is presented as text. I guess I am simply a product of my generation and prefer the written word as my primary source of data for most things. However, more recent MMOs have developed communities around different platforms. As a result, it can take a while to determine where they are and get used to their habits and ways.

The title to this post is rhetorical. I’ve figured out where the specific community in question is. As regular readers know, my first MMORPG was The Lord of the Rings online back in 2008. It had back then an active blogging community, which still exists today to a degree. The official forums are active and continue to be useful for information, but for me the primary source of news, guides and general analysis of the game is written content that is maintained by individual players. There are also lots of active streamers and video on You Tube, but I find I can locate and digest the information I require far quicker when it is presented as text. I guess I am simply a product of my generation and prefer the written word as my primary source of data for most things. However, more recent MMOs have developed communities around different platforms. As a result, it can take a while to determine where they are and get used to their habits and ways.

I also play Star Trek Online and have a lifetime subscription. This MMO has an active official forum but the biggest community associated with the game is based on reddit. There are several individuals who regularly post STO related content to You Tube, although the majority are focused upon ship builds and DPS parsing. Sadly, the game does not seem to have a major blogging community. Yes, there are some but that is not where the major interaction and discussion around the game takes place. So, if you want to stay abreast of developments in STO and keep an eye on community opinion, then you have to embrace the appropriate sub-reddit. And therein lies the rub. I don’t find this platform especially useful. It’s greats for informal discussions, but not so good at collating and indexing detailed content in an easily accessible fashion. I often have to tab out of the reddit and use Google to search it effectively.

STO Reddit.JPG

Blog posts broadly have the advantage of being clear and unambiguous “chunks” of information. Reddit by its conversational nature tends to explore a topic in a very episodic fashion. You have to sift a thread to remove the irrelevant and superfluous and then try and collate and distil that which is left for the detail you require. Plus, although, lore and wider aspects of the game are discussed, the STO community is very much fixated upon the prevailing meta, builds and number crunching. I have a passing interest in these subjects but would like to see more material based around player experience, lore and general community activities and such like. Or is it a case that these elements are simply not what most STO players want? Is it a game that is predominantly driven by the intellectual property and player min-maxing? I’m still not entirely sure, so I’ll continue to look. Perhaps there are still STO blogs to be found, out there in the “final frontier” beyond reddit.

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Gaming, MMORPG, LOTRO, Improvements, Suggestions Roger Edwards Gaming, MMORPG, LOTRO, Improvements, Suggestions Roger Edwards

LOTRO: Improvements and Suggestions

I returned to LOTRO in August and have been playing continuously since then, working my way through the last expansion and Update 22. The upside to this ongoing commitment has meant that I have really applied myself to the unfolding narrative and have absorbed a lot more of the story than previously. It is very enjoyable to see the way various strands of different plots all tie together. I have also taken the time to revise my Lore-master build and attempt to optimise it to reflect the prevailing game meta. Broadly speaking, I have been successful so far. But there have been a few negative aspects to returning to the game. Many of them are actually issues that have always be present and have been compounded by the games age. LOTRO lacks some of the modern convenience and functionality we take for granted in more recent MMOs. So, I thought I’d take time out to list a few helpful suggestions that Standing Stone Games can then promptly ignore.

I returned to LOTRO in August and have been playing continuously since then, working my way through the last expansion and Update 22. The upside to this ongoing commitment has meant that I have really applied myself to the unfolding narrative and have absorbed a lot more of the story than previously. It is very enjoyable to see the way various strands of different plots all tie together. I have also taken the time to revise my Lore-master build and attempt to optimise it to reflect the prevailing game meta. Broadly speaking, I have been successful so far. But there have been a few negative aspects to returning to the game. Many of them are actually issues that have always be present and have been compounded by the games age. LOTRO lacks some of the modern convenience and functionality we take for granted in more recent MMOs. So, I thought I’d take time out to list a few helpful suggestions that Standing Stone Games can then promptly ignore.

Auto-pathing. This subject was raised recently by fellow blogger Telwyn over at GamingSF. Unlike other MMOs, LOTRO relies mainly on the player when it comes to navigating their way around the map and travelling from quest to quest. Telwyn is indeed right that you can click on an object a small distance away such as a resource node or a quest item and your avatar will auto-path to it. But you cannot set a waypoint and safely auto-travel to it, nor are you given a visual bread crumb trail to help travel to especially esoteric locations. SSG and Turbine before them seem to delight in making navigating a real chore in LOTRO. The developers seem to have a real aversion to straight lines and intuitive paths. Try getting from one side of Dale, Moria or Galtrev easily.

Naturally I would like to see changes to this current state of affairs. In towns and safe areas, it would be nice to see auto-pathing on a practical level. For example, if you arrive at South Bree Entrance and click on Lalia’s Market, it would be convenient to simply automatically ride there without hinderance. It would also be useful to do the same out in quest zones, although to make things equitable I think players should maintain the risk of aggravating mobs they stray to close to. In default of this, I happily accept a visual route marker around some of the more esoteric areas, especially when it comes to reaching quest rings displayed on the mini map.

Landscape Soldiers. Back in 2012 when Update 6: Shores of the Great River was released, we gained the ability to summon our skirmish soldiers while PVE questing. I have often used this facility over the years as I like having backup in tricky areas and being “overpowered” (or at least robustly equipped). Broadly this tactic works but it can be like herding cats at time. Landscape soldiers are a somewhat blunt tool with little or no navigational control. You often have to dismiss them or re-summon them to avoid pulling all mobs in a given area. Having recently played Ghost Recon: Wildlands, I have learned what good AI companions can be like. So, if LOTRO could add some simple controls to landscape soldiers (just like Lore-master pets for example) then that would be really helpful.

Barter Currencies. There are simply too many of these in the game and many of them end up becoming redundant very quickly. In a previous post I mentioned that it’s worthwhile revisiting old currencies and seeing what you can trade them in for, but there comes a point when there’s nothing else useful and they just end up as being baggage. What I would like to see is some kind of currency exchange system that would allow you to hand in the old in return for new. It’s something that’s already available in-game for skirmish marks and to a degree within some of the barter currencies themselves. So, there’s no real technical reason why SSG cannot implement such a system, it’s just that the devil would be in the detail. Trying to find a fair and equitable exchange rate would be the real challenge.

Instance Finder. Ten years on, LOTRO is still a very social game. People do help and are surprisingly generous. However, try using the in-game instance finder and you’ll know the true meaning of loneliness. I don’t know whether it’s the times that I play, but I have never got the instance finder to successfully form a PUG. Usually, I run instances via my kinship but that’s not always convenient, so having a functional auto-grouping instance finding tool would be a real boon. SSG should take a leaf out of fellow developers Cryptic’s book, who have just added enhanced rewards to incentivise PUG and random queues. I don’t believe in coercing players into collaborating and favour instead the tried and tested method of providing a “carrot on the end of the stick”. If I could gain quality gear by running random or under represented instances, I’d certainly give it a try.

These are just four suggestions to improve LOTRO that I’ve quickly thought about. They’re not in any order or preference. They literally just came to mind as I was drafting this post. I’m sure most players have a comparable amount they can quickly bring “to the table”. As ever, I’d be very interested to hear reader suggestions, so feel free to leave suggestions in the comments. If LOTRO wishes to continue to move forward it would be wise for SSG to at least consider some changes. Yes, the age of the game and its respective code does impact upon what can and cannot be done, but simply expanding some of the existing functionality in to other areas of the game would be a good starting place. As ever time will tell.

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Gaming, MMORPG, LOTRO, The State of the Game Roger Edwards Gaming, MMORPG, LOTRO, The State of the Game Roger Edwards

LOTRO: The State of the Game

I am fast approaching my ten-year anniversary of playing the MMORPG The Lord of the Rings Online. So, I thought I write a few thoughts about how I find the current state of the game. I returned to LOTRO this August and finally decided to tackle all the outstanding content that I had allowed to build up. Because I initially had issues with the Mordor expansion when it first was released, I had started to level up elsewhere in the game. Thus, when I resumed playing I was two levels or so above the designated rank of most quests. The final region of Mordor, Talath Úrui, I completed last night at level 118. I have always preferred to play this way and like to ensure that I am adequately equipped for a zone. If you are underpowered combat becomes a chore. I am currently finishing off the final stages of Update 22: Legacy of the Necromancer, having worked my way through Northern Mirkwood, Lake-town, Dale on to Erebor. I always attempt content in a linear fashion, so I can stay conversant with the various storylines. By the time I finish the Erebor quests and start the new content in Update 23: Where Dragons Dwell, I shall probably be at the new level cap of 125.

I am fast approaching my ten-year anniversary of playing the MMORPG The Lord of the Rings Online. So, I thought I write a few thoughts about how I find the current state of the game. I returned to LOTRO this August and finally decided to tackle all the outstanding content that I had allowed to build up. Because I initially had issues with the Mordor expansion when it first was released, I had started to level up elsewhere in the game. Thus, when I resumed playing I was two levels or so above the designated rank of most quests. The final region of Mordor, Talath Úrui, I completed last night at level 118. I have always preferred to play this way and like to ensure that I am adequately equipped for a zone. If you are underpowered combat becomes a chore. I am currently finishing off the final stages of Update 22: Legacy of the Necromancer, having worked my way through Northern Mirkwood, Lake-town, Dale on to Erebor. I always attempt content in a linear fashion, so I can stay conversant with the various storylines. By the time I finish the Erebor quests and start the new content in Update 23: Where Dragons Dwell, I shall probably be at the new level cap of 125.

The Story. A year on after the release of Mordor and LOTRO has begun to forge ahead into quasi non-canonical territory, effectively fictionalising the events that are referenced in the appendix of The Lord of the Rings. There have been times in the past when I have found the underlying narrative of LOTRO too convoluted and frankly uninteresting. I remember little of Enedwaith and Dunland and felt that the stories based around the inter-tribal Dunlending feuds were a distraction. Beyond their function of giving further insight into the treason of Isengard they were not the most gripping of tales. I also lost track of many of the Thanes of Rohan and their respective stories during the Riders of Rohan expansion. Yet broadly, the Epic Story that runs through the entire game has been gripping and from time to time, memorable characters do stand out.

I felt that the Mordor storyline was very good, offering a plausible depiction of a ruined but not necessarily beaten realm. The notion of former acolytes of Sauron vying for dominance in a power vacuum was explored well. I also felt the plight of the Stout-axes was an interesting tale. Recent updates have also seen a more honed style of narrative, where wider issues are seen through the experience of a handful of relevant characters. The refugee quests in Dale was well handled and struck a contemporary chord. Although I usually tend to be ambivalent towards Elven focused narratives, I enjoyed the cleansing of Mirkwood and the way Thranduil’s story tied into the High Elf starter storyline. From what I’ve seen so far SSG are doing well with their post downfall of Sauron adaptations. I’m looking forward to seeing what happens next in Ered Mithrin.

Gear, statistics and combat. I’ve recently started using the Raven as my regular Lore-master pet. I’m currently using the Red Line Trait Build with a Legendary Weapon tweaked towards optimal fire-based damage, so using a combat pet that enhances this is common sense. At present I have mainly Teal and Purple armour purchased via the High Elf Enchanter along with all Teal Jewellery. Hence PVE outside of Ered Mithrin is not proving problematic. I have also adjusted my skill rotation, as Ring of Fire was nerfed in the latest update and now has become invaluable. I find there’s a fine line in any MMO between challenging combat and fights simply taking too long. At present I feel the balance is just right in LOTRO. I’m not a serious number cruncher when it comes to my characters statistics. I noticed that my moral levels have dropped since the last patch, but other adjustments to enemy stats mean that combat is not quite so grindy.

Abandoned systems and obsolete content. I briefly wanted to mention one of the inevitable consequences of a decade old MMO. LOTRO has several game systems that have either fallen by the wayside, or that remain as “work in progress”. I recently revisited Epic Battles and feel that the main flaw they have is the intial lack of agency you have as a player, on what is going on around you. You need to put a lot of points into the various “promotions” before you actually start impacting upon the flow of battle. Too me that’s simply bad design. I don’t expect to slog away for a month before something finally becomes compelling. It needs to be so right from the start. Then there are skirmishes, which are thoroughly entertaining and a great way to level outside of traditional quests. Sadly, we haven’t seen any new skirmishes in the game since 2010 or so. Hobbies and housing are other aspects of the game that have much potential but remain underdeveloped.

Due to LOTRO’s ever growing level cap, there are several gear related systems at various points in the game that are now obsolete. If you create a new alt, many of these systems can now be bypassed with alternative gear provided elsewhere. The Hytbold quest line was an involving diversion upon its initial release but it is highly unlikely that you’d ever revisited it with another character. More recently, the Allegiance system was introduced to the game. In the space of two updates it has become obsolete. I am currently level 22 with The Kingdom of Gondor, but as my primary character in now 118, none of the gear it can offer is of any use. I bought three items recently which had lower stats to what I was using, so I simply destroyed the items for Motes of Enchantment. LOTRO more than other MMOs that I play seems to have an excess of game systems that have to be experienced on level or else they end up redundant (except to the completionist player).

Lore, ambience and music. After ten years Standing Stone Games realisation of Middle-earth still captures the essential essence of Tolkien’s work. The game engine is some what old now and the graphic are very much of the era that created the game, but the world reflects the source text and the stories regularly tap into the lore in both obvious and subtle ways. I often find myself intrigued by a minor aside in the narrative or a reference to a character or place. When I subsequently research these on the internet or via my various Tolkien reference books, I always find that the writers have drawn upon genuine lore. Bar practical changes, adaptations and embellishments that are designed to facilitate the MMO genre, I have never found the stories in LOTRO objectional or taking excessive liberties with accepted canon.

Finally, I would like to reference the soundtrack of LOTRO which has grown prodigiously over the years. It remains an integral facet of the games appeal, and a means of giving an older MMO with minimal dialogue, the emotional impetus the narrative needs. There are some wonderful new (relatively speaking) themes that play around Lake-town, Dale and Erebor that suit the environment perfectly. The game also has several motifs associated with the different races, although I must say those pertaining to Dwarves are by far the best. They simply nail the cultural and philosophical idiom of the race. I know SSG have made music from the game available, but I feel they should release more. Hopefully that is something they can address in the future.

LOTRO remains for me my go to MMO and despite its flaws, it still offers me an interesting diversion in my leisure time and a rich narrative experience based upon one of my favourite intellectual properties. As long as it continues to operate within these parameters, I shall continue to support the game. I do not think I am alone in this philosophy and believe that many players have made their peace with the games foibles and embraced it for what is actually is and the needs it fulfils. Certainly, the game have provided me with a great deal of enjoyment and entertainment over the last decade and has been great value for money. Therefore, I wholeheartedly hope that it continues to grow and move the story forward in the years to come.

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Star Trek Online: Red Alert Controversy

Developer’s Cryptic announced this week that the various Red Alerts that are currently available continuously in Star Trek Online would hence forward, only be available to players on the weekend. Their official explanations was as follows. Starting this weekend, Red Alerts are moving from being always available to being special weekend events, with improved rewards! When these Red Alerts are live, you’ll be able to earn 35 Marks of your choice every time you play, with no cooldowns to prevent you from getting back into the action. These Task Force Operations will return to the galaxy regularly, as the groups of invaders do their best to take control of the four quadrants of the galaxy. As with any change of this nature, it has not been met with open arms by the STO reddit community and the official forums.

Developer’s Cryptic announced this week that the various Red Alerts that are currently available continuously in Star Trek Online would hence forward, only be available to players on the weekend. Their official explanations was as follows. Starting this weekend, Red Alerts are moving from being always available to being special weekend events, with improved rewards! When these Red Alerts are live, you’ll be able to earn 35 Marks of your choice every time you play, with no cooldowns to prevent you from getting back into the action. These Task Force Operations will return to the galaxy regularly, as the groups of invaders do their best to take control of the four quadrants of the galaxy. As with any change of this nature, it has not been met with open arms by the STO reddit community and the official forums.

Red Alerts are spaced based, five player PVE events that can be joined either through the in-game queue listing facility or via an onscreen “distress call” while travelling is certain areas of sector space. They have a simple set of objectives, culminating in a capital ship fight, that have to be achieved in a ten-minute period. There are several varieties of Red Alert, themed around the Borg, Elachi, Tholians and the Tzenkethi. Once completed the player received 480 Dilithium ore and a reputation mark package that allows them to choose from a selection of factions. Red Alerts up until this change have been on a 30 minutes cooldown. However, many players consider them a quick and convenient facet of the game. If you are pushed for time they provide a quick fix of gameplay, they are also convenient for testing a gear build, and naturally they are a very useful means of earning marks for full reputation and rep related gear projects.

It has been noted by the STO community that this change to Red Alerts has come shortly after a recent announcement via the Priority One podcast, that PVE queues per se are having a random Task Force Operation added to them. One of the biggest problems with these group PVE activities available in STO is that some, unlike the Red Alerts, only offer a specific kind of reputation mark as a reward. There is a very strong game meta in STO with regard to builds, leading to certain reputation gear being more popular than others. Hence some group PVE events available in the queue manager are continuously busy and finding a five-man team is not a problem. Conversely, for the others the opposite is true. You can join a PVE queue for Battle for Procyon V, which only offers Fleet and Temporal marks as a reward and wait all evening for another 4 players to join. Because of this Cryptic feel that introducing an optional random Task Force Operation that offers enhanced rewards and quicker cooldowns will help resolve the problem.

Unfortunately, there are cogent arguments to be made that such a facility will have quite the opposite effect. Those players with more time available may well be happy to endure the caprices of random queues. After all, reputation marks of all types are useful. However, those who have less time at their disposal, seeking specific rep marks will find themselves even less likely to find a group in a timely fashion. Plus, there is the issue of the reduction of choice. Although the proposed random queues are optional let us not forget the removal of the convenient Red Alerts. And players are also concerned about the commercial ramifications that could come with this change. The reputation mechanic in STO is getting an additional sixth tier added to it in the months ahead. Naturally this will require further rep marks to achieve. Yet it is being added at a time when the opportunity for earning such marks is being altered; or as some players see it, restricted. Will the in-game store be offering purchasable rep marks in the foreseeable future?

As ever with F2P games, there is scope for game content and systems to be subordinate to revenue generation, rather than putting quality and player experience first. I can see how developers Cryptic do not want to introduce the expanded rep system only to see veteran players complete it too quickly due to stockpiled assets. However, I as a player do not want to find my progress in the game go from an equitable pace to a tedious grind. The potential of a cash store workaround also concerns me. It remains to be seen whether this debacle will encourage Cryptic to change their current course of action. The game is still in a very good place overall at the moment with both console and PC versions doing well. The tie-in with Star Trek: Discovery is certainly a marketing boon, so it would be a shame to see the game commit an act of self-harm. As ever with the MMO genre, it’s a question of wait and see, although I think a response from Cryptic and some clarity would go a long way.

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LOTRO: An Unnecessary Increase in Level Cap?

I’ve logged into the Bullroarer test server and looked around several of the preview builds of Update 23 for LOTRO recently. So far what I’ve seen has broadly met with my approval. It’s pretty much more of the same, with the main selling point being the story and a new area of Middle-earth to explore. However, there’s one aspect of the soon to be released Update 23: Where Dragons Dwell that does strike me as a little odd. The level cap is being increased from 115 to 120. Last summer’s Mordor expansion raised the cap by ten to 115, so this new increase does feel a little too soon to me. However, if you look at the LOTRO Wiki, it would appear that increases tend to occur regularly every eighteen months to two years, so it can be argued that this pending change isn’t anything unusual. Yet, it somehow feels “off” to me, which I shall now endeavour to explain.

I’ve logged into the Bullroarer test server and looked around several of the preview builds of Update 23 for LOTRO recently. So far what I’ve seen has broadly met with my approval. It’s pretty much more of the same, with the main selling point being the story and a new area of Middle-earth to explore. However, there’s one aspect of the soon to be released Update 23: Where Dragons Dwell that does strike me as a little odd. The level cap is being increased from 115 to 120. Last summer’s Mordor expansion raised the cap by ten to 115, so this new increase does feel a little too soon to me. However, if you look at the LOTRO Wiki, it would appear that increases tend to occur regularly every eighteen months to two years, so it can be argued that this pending change isn’t anything unusual. Yet, it somehow feels “off” to me, which I shall now endeavour to explain.

The Mordor expansion presented players with a major statistical and gear adjustment. More so than at other points in the game. The in-game quest rewards gave players a helping hand but to secure a full set of equipment to successfully traverse the rigours of the zone, you needed to repeat content, run instances and raids. Lootboxes and keys also initially dropped in-game and provided a supplement to the above. Then of course there was the LOTRO store that could provide keys instantly for a price. However, in the past year there has been various tinkering by the developers and keys drops are now less common place. To date there are still a lot of players working through the expansion as well as Dale-lands, attempting to earn enough barter rewards to acquire the right gear set. The coming level cap increase will effectively bring that process to a halt and negate any ongoing hard work by introducing a new rep faction and barter reward system.

Is a new gear grind really required so soon after the last expansion? It’s a debatable point. For every high-end achiever who wants the “best of the best”, there are two laid back players who are running a new alt through Ered Luin once again, just for the fun of it. LOTRO has a very diverse player base. Which is why I think that this decision to raise the level cap is somewhat of divisive. I have felt in recent years that the gear progression system has become a little too endgame focused. Although I appreciate that raid gear should not be given out on a whim and should be gated behind high end content, I often feel that intermediate players spend too much time levelling in under specified armour and jewellery. Once a player has finished a zone such as Mordor or similar, they may well find themselves adequately equipped for their level, but if they don’t run endgame content regularly, they don’t see any major benefit from it.

I have vivid memories of running group content back in the Moria expansion days, trying to earn First Age Lore-master Staff. I finally obtained one about ten days prior to the Siege of Mirkwood expansion that immediately made it obsolete. I find it similarly saddening that by the time I perfect my level 115 build it will be negated by the availability of new 120 items. For me if SSG could make a mid-tier of gear available that could be used for those players between casual and hardcore, that would be a good compromise. They’ve done this before. The floral barter system in Ithilien which came with Update 19: March of the King provided a satisfactory alternative to gear gained from endgame content. May be something similar will be made available in future level 120 content. In the meantime, I remain sceptical of the pending level cap raise. I do not like being under powered in MMOs and like to be able to earn items that improve my stats while I’m still levelling.

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Gaming, LOTRO, MMORPG, Maps, Middle-earth Roger Edwards Gaming, LOTRO, MMORPG, Maps, Middle-earth Roger Edwards

LOTRO: The Maps of Middle-earth

I logged into the third preview of Update 23 on Bullroarer test server this evening and perused the various changes that Standing Stone Games have made. For a lot of the “serious” LOTRO players, the focus of this latest build are the statistical changes to all the various classes. As I am not so au fait with this aspect of the game, I shall leave the matter until it is finalised then discuss it with my kinship who are more learned in these matters. My primary motivation for using the preview server is to get an advance look at any new region and to explore the environment. Standing Stone Games continue to do a sound job of realising the Third Age of Middle-earth and I enjoy the attention to detail they provide along with their adherence to the lore. One of the aspects of LOTRO that I’ve always enjoyed are the regional maps. In this latest preview build, all maps for the new region of Ered Mithrin are now available and the temporary placeholders for Erebor and The Steel Keep have been removed.

I logged into the third preview of Update 23 on Bullroarer test server this evening and perused the various changes that Standing Stone Games have made. For a lot of the “serious” LOTRO players, the focus of this latest build are the statistical changes to all the various classes. As I am not so au fait with this aspect of the game, I shall leave the matter until it is finalised then discuss it with my kinship who are more learned in these matters. My primary motivation for using the preview server is to get an advance look at any new region and to explore the environment. Standing Stone Games continue to do a sound job of realising the Third Age of Middle-earth and I enjoy the attention to detail they provide along with their adherence to the lore. One of the aspects of LOTRO that I’ve always enjoyed are the regional maps. In this latest preview build, all maps for the new region of Ered Mithrin are now available and the temporary placeholders for Erebor and The Steel Keep have been removed.

One of the things that attracted me to The Lord of the Rings when I first read it in the early eighties was the fact that the books came with maps. The hardback editions that I read via my local library had sumptuous fold out maps that clearly detailed the various regions. They help convey the sense of history of Middle-earth and depth of culture and lore that existed. The maps also gave a sense of scale to the Fellowship’s journey as well as context. They were integral to maintaining the illusion that Middle-earth was a living and ancient world. Hence the maps that feature in LOTRO serve a similar purpose beyond their immediate practical functionality. They don’t just provide a means of navigating from point A to point B but further embellish the games sense of immersion by showing a world populated by people in a broad variety of geographical locations. They also often reflect interesting details of lore, or minor comments from the source text.

Over the years, due to changes in the game and the streamlining of earlier zones, some maps have been replaced resulting in two distinct art styles. The contrast can be quite jarring at times. For example, the Bree-land map is one of the oldest in the game and is somewhat cluttered. However, if you then cross into the Barrow-downs the map was redesigned and sports a clearer style and breaks the zone up into two. As new content is added to the game, the newer map style naturally prevails. From an aesthetic point of view, I prefer the this to old. The maps are more functional and convey their respective information efficiently. Overall, I think they are an improvement, although I do still think they have some flaws. As to whether SSG intends to standardise all maps and thus replace those that have the older design remains to be scene.

Although the more contemporary LOTRO maps exude an appropriate art style and are easier to read, some still have a flaw with regard to conveying navigational data.  Some of the maps do not always clearly show what route a player should take to enter a specific region. The other day, I decided on a whim to do some of the quests in Entwood. From memory I vaguely knew I could access the region from either Broadacres or Stonedean in West Rohan. Sadly, the maps lacked sufficient detail to give me a clear course to follow. Thus, I had to spend some time riding around the various hills that separate zones, until I found the right route. I believe access to Wildermore is similarly esoteric. Another problem are instance maps. They only become fully visible as you explore. If you leave and subsequently return to an instance, the process has to be repeated. Surely the logical thing would be to make it permanently available once the player had initially unlocked it.

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The maps in LOTRO are also poor at conveying data for regions that are set on multiple levels. Top down representations do not adequately express three-dimensional data, which can lead to confusion and frustration, especially in instances such as the Grand Stair in Moria. In the past when running this instance, I would have to rely on third party diagrams, outside of the game itself. Another map within LOTRO that is notoriously unintuitive when it comes to travelling around is the Misty Mountains. It displays what appear to be clear linear routes between key locations but fails to convey the topographical features that will impede you. Again, it is steep slopes or crevasses that bar your way. Now there may well be players who will take the view that these maps are not supposed to make things that easy for you and that their deliberate vagaries are designed to force the player to explore. That may well be true, but I find premeditated inconvenience to be poor game design choice. A map that doesn’t impart the necessary data you need to successfully navigate the area it represents, has fundamentally failed in its purpose as far as I’m concerned.

The key to success in getting the most out of the various regional maps in LOTRO is to familiarise yourself with both the pictorial representation of each zone and cross reference that with practical first-hand experience. Basically, learn your way around the physical foibles of an area and use that knowledge in conjunction with the map. The only downside of this strategy is that LOTRO is a big game so that’s a lot of information to commit to memory. Overall, I’m mainly familiar with the zone I’m currently questing through or those that I have a special affinity to. I haven’t really spent any time in South Mirkwood or parts of Rohan since those regions were released. Therefore, I often cannot immediately recall their subtleties or quirks. May be this is something else that can be added to the list of “bug” fixes and “quality of life improvements that SSG need to address. Clearer, more intuitive maps are only going to become more essential as the game continues to expand.

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Financing LOTRO

Back in December 2008, I bought a “compilation pack” that contained both the The Lord of the Rings Online: Shadow of Angmar base game, along with the newly released Mines of Moria expansion. I paid £20 for the lot. After the obligatory free months access, I then became a regular subscriber right up until about summer 2012. Since then I’ve subscribed and played whenever new content is released, meaning that for about six months of the year, I’m paying for the “luxury” of playing LOTRO. I’ve also purchased all the expansions over the years. Because I enjoy the game, I am not averse to buying additional LOTRO points when my monthly stipend doesn’t cover the cost of the items I want. I never availed myself of the opportunity to become a lifetime account holder, which is something I regret. It certainly would have been very good value for money, considering that LOTRO is over a decade old.

Back in December 2008, I bought a “compilation pack” that contained both the The Lord of the Rings Online: Shadow of Angmar base game, along with the newly released Mines of Moria expansion. I paid £20 for the lot. After the obligatory free months access, I then became a regular subscriber right up until about summer 2012. Since then I’ve subscribed and played whenever new content is released, meaning that for about six months of the year, I’m paying for the “luxury” of playing LOTRO. I’ve also purchased all the expansions over the years. Because I enjoy the game, I am not averse to buying additional LOTRO points when my monthly stipend doesn’t cover the cost of the items I want. I never availed myself of the opportunity to become a lifetime account holder, which is something I regret. It certainly would have been very good value for money, considering that LOTRO is over a decade old.

Although F2P games offer the benefit of reaching a wider market, I do believe that the business model is troublesome and causes more problems than it solves. Lootboxes similarly can break a game, as content is retrofitted to accommodate monetisation, rather than serve the exclusive needs of the customer. The monetisation per se of the gaming industry remains a perennial debate and one that is not going to be solved anytime soon to every one’s satisfaction. It is certainly a matter that is causing Standing Stone Games to tie themselves in knot at present. Lootboxes have been present in LOTRO for a while but they were never integral to progression through the game until the release of the Mordor expansion. Let it suffice to say that there has been a great deal of player push back against this decision and that SSG have been trying to address this matter in Update 23, which is due for release soon. However, the current proposals are complex and are very much a work in progress. They also seem to be causing a great deal of consternation among players.

I won’t attempt to summarise the latest “plan” at present as it’s being continuously “revised”. If you’re feeling stoic, then read the current thread on the official forums and you’ll see how difficult this matter is to sort out. However, I think the overall problem comes down to a fundamental difference in outlook over the financing of LOTRO, between the players, the publishers and lastly the developers SSG. LOTRO has a mature playerbase. A hardcore of thirty to fifty plus year olds, who all cut their teeth in an era where game monetisation was clear. You bought a game and paid for any additional expansions. In the MMO world, you bought the base game and subscribed. It was a simple “quid pro quo”. You paid money and got content. However, microtransactions, in-game currencies, season passes, paid DLC, lootboxes and “live services” have evolved over the last decade or so and have migrated from the mobile games market, over to console and PC gaming. Younger players who have grown up with mobile games has become “acclimatised” to such business practices. LOTRO players by and large don’t care for them.

And therein lies the rub for SSG or more to the point, their financial backers Daybreak Game Company. I suspect that there are financial targets set for LOTRO each quarter and that these are proving “challenging”. Because of the dedicated nature of many core LOTRO players it would appear that there are significant whales in the community. Yet it is the nature of the current games industry to seek whatever revenue that can possibly be generated and that the fate of a game will often come down to whether or not it yields the financial projections. Hence it become extremely difficult for SSG to find the right balance. Simply removing loot boxes and the LOTRO store from the game is not going to happen. The game is just too heavily dependent upon that business model. Some players have suggested cutting out the “middle man” of loot boxes and keys and just have a store where you buy everything that is offered. Sadly, whatever course of action is taken, it is bound to please one group and offend another. However, gating content or progression in LOTRO behind some kind of pay mechanic could well prove to be the straw that breaks the camel’s back. But I’m sure SSG knows this, so it will be interesting to see what compromise they arrive at by the time Update 23 launches.

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