Gaming, MMORPG, SWTOR, Currency Caps Roger Edwards Gaming, MMORPG, SWTOR, Currency Caps Roger Edwards

Star Wars: The Old Republic - Currency Caps

This post is a public service announcement. One that I’m making because of a lesson I learned the hard way. I am talking specifically about the two currency caps as they currently stand in the MMORPG Star Wars: The Old Republic. I’m sure many long term players will be aware of the current status quo. However, there may be many others who are not. If I can stop someone from making the same mistake that I made, so much the better. I would also like to highlight how developer’s BioWare has done very little to address these in-game issues. When using a vendor in SWTOR, if you are approaching the currency cap, you do get a message in the chat window. If you are not aware of the currency cap, or do not see the message and you’re moving Credits between characters then there is scope for problems. There should be a far more clear in-game alert.

This post is a public service announcement. One that I’m making because of a lesson I learned the hard way. I am talking specifically about the two currency caps as they currently stand in the MMORPG Star Wars: The Old Republic. I’m sure many long term players will be aware of the current status quo. However, there may be many others who are not. If I can stop someone from making the same mistake that I made, so much the better. I would also like to highlight how developer’s BioWare has done very little to address these in-game issues. When using a vendor in SWTOR, if you are approaching the currency cap, you do get a message in the chat window. If you are not aware of the currency cap, or do not see the message and you’re moving Credits between characters then there is scope for problems. There should be a far more clear in-game alert.

Free-to-Play and Preferred Players (those who have previously subscribed then cancelled or bought Cartel Coins) have a Credit cap of 1 million Credits. Anything you earn over that is held in Escrow. This is pretty much standard practice for most MMORPGs. The important factor here is that there is an Escrow facility, so that surplus Credits are not lost. However, a subscribing player can hold a maximum of 4,294,000,000 Credits in their inventory. If a player is selling items or moving Credits between characters by in-game mail, then they need to be aware of this cap. Once you have hit the currency cap, if you open an in-game mail and remove any attached Credits, they will be deleted. There is not any form of Escrow in this case. I was not aware of this and opened several mails recently, transferring the Credits directly to my character’s inventory. I ended up deleting a substantial amount of Credits, much to my annoyance.

According to a discussion on the SWTOR forums, this issue stems directly from the way the game was written in 2010. “It is a programming limit. The highest possible number in a 32 bit integer is 2^32-1 = 4,294,967,295”. I’m quoting here as this is not my field of expertise, however, I have no reason to doubt this explanation. I’m sure this limitation was perfectly reasonable when the game launched over a decade ago. Inflation is always an issue with MMO economies and you only have to look at prices of high end gear or cosmetic items on the Galactic Trade Network (the auction house) to see how costs have spiralled. Hence, it is not unusual that dedicated players of SWTOR have substantial amounts of Credits that they’ve built up over the years through trading and speculating. In the meantime, it is unlikely that BioWare is going to address this issue, which raises the question as to whether there’s a workaround?

Legacy Stronghold Storage that players have in their Stronghold does not have the same limitations as the player inventory. Through reading the SWTOR subreddit, it would appear that the Legacy Stronghold Storage is “likely a 64 bit float, so it can hold ridiculous numbers but starts rounding down the lowest digits once you're past 15 zeroes”. Hence players who wish to store more than 4,294,000,000 Credits, need to transfer them from their inventory to their Legacy Stronghold Storage in suitably sized increments. For convenience it may be wise to place one’s mailbox close to the Legacy Stronghold Storage in your Stronghold. Although it can store larger sums, this doesn’t address the practicalities involved in moving around Credits, nor the trading of items with a price over the Credit cap. High value items have to be sold face-to-face and payment made in multiple parts. Again, BioWare and the game does little to appraise the player of these restrictions, so be aware and act with caution.

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Star Wars: The Old Republic - Legacy of the Sith

As well as a new central story, Legacy of the Sith has also introduced some major system changes to the MMORPG Star Wars: The Old Republic. From my own perspective as a returning casual player, these changes are measured and appropriate. Firstly, my Smuggler has had some of their skills rationalised. Some buffs which you previously chose to use, such as Smuggler’s Luck, are now passive skills. Other minor skills, such as Flash Grenade, have been removed. I don’t consider any of these changes to undermine the class and welcome the decluttering of my quickbars. Perhaps more advanced players may take a different view. Change is not always welcome, especially if it removes choice. I however approve of these alterations and the way the UI has been redesigned to display your gear, outfit, combat style, loadouts and companion details.

As well as a new central story, Legacy of the Sith has also introduced some major system changes to the MMORPG Star Wars: The Old Republic. From my own perspective as a returning casual player, these changes are measured and appropriate. Firstly, my Smuggler has had some of their skills rationalised. Some buffs which you previously chose to use, such as Smuggler’s Luck, are now passive skills. Other minor skills, such as Flash Grenade, have been removed. I don’t consider any of these changes to undermine the class and welcome the decluttering of my quickbars. Perhaps more advanced players may take a different view. Change is not always welcome, especially if it removes choice. I however approve of these alterations and the way the UI has been redesigned to display your gear, outfit, combat style, loadouts and companion details. 

Secondly, another major addition to SWTOR in this expansion is Combat Styles. Prior to Legacy of the Sith, each class had two advanced classes, with three disciplines to choose from as they progressed through the game. My primary character in SWTOR is a Smuggler that has chosen the Gunslinger advanced class. I have then selected a DPS focused discipline by allocating points into a skills tree. Now I can select a second Combat Style (the new term for an additional advanced class) and hot swap between them. There are some limitations. As a Smuggler I can only choose Combat Styles from the Trooper and Bounty-hunter and Agent class. Similarly Jedi and Sith characters can only choose from each other. This new system offers a great deal of flexibility and variety. Once a player has completed chapter 3 they are offered a second Combat Style. New characters are now offered this option upon creation.

At present I have decided not to rush into choosing a second Combat Style. I am still trying to refine my current default one and determine what is the optimal skill rotation. When playing MMOs I tend to focus on one task at a time. I recently completed the Makeb story arc from Rise of the Hutt Cartel. Although I accepted the Seeker Droid and Macrobinocular missions I have yet to undertake them as I find that travelling back and forth between multiple tasks detrimental to following the various narratives. I decided to do some solo Flashpoints but found accessing them a little confusing. I wasn’t sure where to find the appropriate NPC to bestow them but eventually discovered I could access some via the Groupfinder panel. I recently discovered the Swtorista website and it has become an invaluable resource. SWTOR, like many other MMOs, doesn't do especially well at providing essential information in-game.

From my personal perspective, I have chosen a good time to return to SWTOR. I have managed to refamiliarize myself with the game and my existing characters skills quite quickly. The latest expansion has rationalised those skills making combat easier. I have a wealth of content ahead of me. SWTOR is also a very solo friendly MMO which suits me as I do not have the time to join a guild and participate in social gaming. My next goal is to play through Shadow of Revan. I am currently level 63 and will see if I can reach the level cap just by playing through the main stories of the game. I am also trying to keep abreast of the lore, which can get confusing at times. My Gunslinger defeated Darth Malgus on Ilum but it would appear that he returns in later expansions. This is why I try to do content in chronological order to maintain narrative continuity.

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Gaming, MMORPG, SWTOR, Revisiting SWTOR Roger Edwards Gaming, MMORPG, SWTOR, Revisiting SWTOR Roger Edwards

Revisiting Star Wars: The Old Republic

Star Wars is an interesting franchise in the way it elicits such a strong emotional reaction among those that venerate it. To cut a long story short, I recently reinstalled Star Wars: The Old Republic and the moment I reactivated one of my previous characters and logged into the game I was immediately smitten with what I can only describe as Star Wars “feels”. There is something about the aesthetic associated with the franchise, both visually and musically (the latter is in many ways unique to Star Wars) which taps into my subconscious and prompts a wave of nostalgia. The Star Wars theme is a unique piece of music, insofar as whenever I hear it, it never fails to make me feel like a ten year old boy again. A boy who was enamoured with the Star Wars universe. Perhaps I still am on some level.

Star Wars is an interesting franchise in the way it elicits such a strong emotional reaction among those that venerate it. To cut a long story short, I recently reinstalled Star Wars: The Old Republic and the moment I reactivated one of my previous characters and logged into the game I was immediately smitten with what I can only describe as Star Wars “feels”. There is something about the aesthetic associated with the franchise, both visually and musically (the latter is in many ways unique to Star Wars) which taps into my subconscious and prompts a wave of nostalgia. The Star Wars theme is a unique piece of music, insofar as whenever I hear it, it never fails to make me feel like a ten year old boy again. A boy who was enamoured with the Star Wars universe. Perhaps I still am on some level. 

The reason I mention this is because nostalgia and having an emotional attachment to Star Wars certainly contributed to my decision to download the 45GB client for SWTOR. And let us not forget the very selective way our memory works. Hence I was focused on all the positive aspects of this MMORPG, such as the detailed stories, the immersive worlds and the allure of the franchise. There is something very satisfying in firing a blaster pistol in SWTOR and the fact that it makes exactly the same noise as they do in the movies. Returning to this game is at first like returning to a favourite restaurant. Familiarity is indeed comforting. I was pleased to see my previous characters just as I left them. A level 50 Smuggler from 2011 and a level 54 Bounty Hunter from 2013. I rolled a new Smuggler and it didn’t take long for me to orientate myself and remember how the controls work. The sumptuous soundtrack washed over me and I was briefly floating in a sea of nostalgia and joy. Several days later I have a more realistic attitude towards the game.

You to can run through endless corridors

Never let emotions and sentiment get in the way of critical thinking. SWTOR had some major flaws at launch and despite 10 years of updates, expansions and streamlining, there are still issues today. The game suffers from skills bloat, especially with regard to the original content. Modern action combat in MMOs has seen a rationalisation of skills, usually on one quickbar. SWTOR swamps you in skills, most of which are of varying relevance. Then there are the expansive planetary maps. Travelling from A to B can be exhausting sometimes, becoming a chore. Often you feel that it’s busy work for its own sake as you fight your way across Alderaan or Corellia just to get to a quest location. And then there is the perennial MMO problem of getting the gear progression right, as you level. At present my new Smuggler is level 22 and although I am adequately healed by my companion, my twin blasters feel somewhat lacklustre. It takes a little too long to kill enemies with gear from quest rewards. Yet modifying weapons is financially prohibitive at this level.

However, these criticisms stem from the fact that the base game was released in 2011 and SWTOR certainly follows the MMO trends of that time. However, much has been done to try and rectify this. The levelling experience has changed immensely and a player can progress through the game just by undertaking their class story. I remember back in 2011/12 having to do every quest available to try and get as much XP as possible. And developer’s BioWare has made many quality of life improvements over the past decade. Quick travel is now on a 6 minute cooldown instead of 30 minutes. You can port out of a story instance now conveniently back to a safe haven without having to fight all the way on foot. Taxi travel and personal speeders are cheaper and more accessible. The game also uses a lot of “standard” mechanics so if you’ve played other MMOs or, like me, have been away for a while, it is not too difficult to pick up where you left off.

Galactic Starfighter is not as bad as you think

As for content and activities, there are now so many additional things to do. Strongholds, the player housing system, is enjoyable and very intuitive to figure out. There’s the Galactic Starfighter system as well, along with all the other raids and instances that have built up overtime. And if you like to tinker with armour and weapons you do so to your heart’s content. One of the first things I did was investigate the cosmetic options for both my new alt and their companion. I also seem to have qualified for a lot of “free stuff” over the years as I had over a dozen in-game mail alerts waiting for me when I first logged in. All of which had some sort of trinket and bauble attached. To my surprise I still had 3,500 Cartel Coins available from my previous time subscribing. The in-game store is filled with desirable items, from armour and mounts to cosmetic clothing and house furnishings. I bought a jetpack!

No one told me they had jetpacks

For me, perhaps the most compelling aspect of SWTOR is the story telling. You can hide the chat window and play this game as a single player RPG if you see fit. I did this back in 2011 and took exactly the same approach when I returned to the game a few days ago. I rolled a new Smuggler so I could familiarise myself once again with the class skills. Having done this I am now using my original level 50 character as I want to play through The Rise of the Hutt Cartel expansion, rather than repeat older content. Furthermore, I seem to have returned to SWTOR at exactly the right time, as there is a new expansion, Legacy of the Sith, due on the 15th February. So far I have subscribed for a month (as it removes a lot of the impediments that blight a free account) and it will be interesting to see if my enthusiasm for SWTOR is sustained longer than 31 days and whether those Star Wars “feels” remain.

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A Month in Gaming

It’s been a while since I’ve written an instalment of A Month in Gaming. Over Christmas and New Year I was busy with family issues and it’s only in January that I’ve started anything approaching a regular gaming schedule. The novelty of Forza Horizon 5 has run its course and I’ve grown tired of the game’s upbeat tone and neverending activities that litter the in-game map. It’s nice that the game tries hard to engage with you but it reaches a point where you never get a time to stop, think and take stock. I couldn’t find anything else included in the Xbox Game Pass which especially excited me. There were a few titles that did take my fancy but I then discovered that I already own them elsewhere via Steam or Epic Games. So I decided to cancel my subscription. I still think that the Xbox Game Pass for PC is very good value and my failure to find anything that I like is my problem and not Microsoft’s fault.

It’s been a while since I’ve written an instalment of A Month in Gaming. Over Christmas and New Year I was busy with family issues and it’s only in January that I’ve started anything approaching a regular gaming schedule. The novelty of Forza Horizon 5 has run its course and I’ve grown tired of the game’s upbeat tone and neverending activities that litter the in-game map. It’s nice that the game tries hard to engage with you but it reaches a point where you never get a time to stop, think and take stock. I couldn’t find anything else included in the Xbox Game Pass which especially excited me. There were a few titles that did take my fancy but I then discovered that I already own them elsewhere via Steam or Epic Games. So I decided to cancel my subscription. I still think that the Xbox Game Pass for PC is very good value and my failure to find anything that I like is my problem and not Microsoft’s fault.

As ever MMORPG The Lord of the Rings Online has kept me intermittently busy over the Winter months. I have continued with the central story arc that runs throughout the latest expansion Fate of Gundabad. Sadly performance issues still plague the new zone. I have experienced at least two instances, in which NPCs will not trigger the next stage of the story and remain unresponsive despite having flaming rings above their heads. Lag also persists in the Gundabad maps, especially in Câr Bronach. Handing in missions is also problematic and again you often find yourself having to wait for the game to catch up with what you’re doing. I also managed to visit the Bullroarer test server and take a look at the preview of Update 32 (Beta #4 and #5). So far I like what I’ve seen of the new zone, The Angle of Mitheithel. It’s biggest problem seems to be the correct pronunciation of the name.

Star Trek Online has just started its12th anniversary celebrations. Kate Mulgrew is the latest actor from the television shows to reprise her character in-game. Furthermore, not only do we finally get to meet Admiral Kathryn Janeway in-game, we also encounter her Mirror Universe incarnation, Terran Marshal Janeway. I cannot emphasise how important it is to STO to have the presence of so many much loved characters in-game, portrayed by the same actors that did so on television. It certainly elevates the credibility and gravitas of the proceedings. The anniversary episode continues the new Terran Empire storyline and has some very interesting lore based surprises. One plot element that’s proving a major talking point is who exactly is the current Emperor of the Terran Empire. Will it be someone who has previously not featured in the game? Will there be a major voice artist surprise later in the year?

As for what I intend to play in February and beyond, I’m not quite sure at present. I suspect I’ll be done with LOTRO shortly and will then take a break from the game. I usually return to The Elder Scrolls Online for three months or so but I cannot at present muster much enthusiasm for the game. Should I revisit an older game such as one of the Sniper Elite series, or should I replay Hand of Fate 2; a game which still impresses me. I am reluctant to buy something new as the last few times I’ve done this it hasn’t proven a good decision. Prior to Christmas I bought Tom Clancy’s Ghost Recon: Breakpoint in a sale and it has failed to hold my interest. I sure I can find something in my ever growing libraries of “free” games to keep me amused. I shall have a trawl through them and hopefully may find a pleasant surprise.

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LOTRO: The Angle of Mitheithel Preview Update

Yesterday, Standing Stone Games made Bullroarer Update 32 - Beta #5 available on their test server and invited player feedback. This latest preview of the next content update for the MMORPG, The Lord of the Rings Online, focuses mainly upon The Legendary Item Reward Track. When the revised LI system was released last October as part of the expansion Fate of Gundabad, it was not fully integrated into the game. Existing LI rewards were not replaced with new ones and no decision had been made regarding potential compensation for obsolete LI related items. There were also outstanding changes to the user interface for the LI system. These are now being addressed in Update 32. The current build, Beta #5, also has some minor updates to the new zone, The Angle of Mitheithel. As ever with anything on the Bullroarer test server, it is subject to change and may be different in the final live release.

Yesterday, Standing Stone Games made Bullroarer Update 32 - Beta #5 available on their test server and invited player feedback. This latest preview of the next content update for the MMORPG, The Lord of the Rings Online, focuses mainly upon The Legendary Item Reward Track. When the revised LI system was released last October as part of the expansion Fate of Gundabad, it was not fully integrated into the game. Existing LI rewards were not replaced with new ones and no decision had been made regarding potential compensation for obsolete LI related items. There were also outstanding changes to the user interface for the LI system. These are now being addressed in Update 32. The current build, Beta #5, also has some minor updates to the new zone, The Angle of Mitheithel. As ever with anything on the Bullroarer test server, it is subject to change and may be different in the final live release.

Beta #5 now features a new map for The Angle of Mitheithel as well as a revised map of the Trollshaws. In this test build, animals have been added to the region and there are boars, wolves and crows of a comparable level. There are now three additional stable-masters at the following locations; Gaerond, Tham Lumren and Tornhad. Gaerond is a camp to the Northern opening of The Angle of Mitheithel. Tham Lumren is a ruined Elven settlement to the West of the zone on the borders of Eregion and Tornhad is a village of men to the South of the region. Furthermore, two additional stable-masters have been added to the existing Trollshaw map. These are at The Last Bridge and directly outside The Last Homely House. The entire Trollshaw stable list has been updated to reflect these changes.

In my previous post I thought that a log bridge and a settlement that I saw was the existing route from Trollshaw to Eregion. However, in this test build, the landscape has changed further and the log bridge made from a large fallen tree appears to be the entrance to the Elven settlement of Thamren. I confirmed this by travelling to Gwingris and looking out West over The Angle of Mitheithel. You can clearly discern three of these sorts of bridges (see the gallery of pictures at the end of this post for details). Now there is a map available, I believe that The Angle of Mitheithel is a smaller zone than the Wildwood region that was added to Bree-land last year. In the middle of the new zone is a deserted Hobbit settlement called The Warrens of Tun Melen. I suspect this may be an instance or a quest hub. Similarly there is also a farmer’s cottage to the Northwest of the region which may also be a quest hub.

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Star Trek Online: The Captain’s Table

If you are a lifetime account holder for the MMORPG Star Trek Online, you get a selection of tangible benefits, as well as unfettered access to the game without currency caps and other impediments. These benefits include exclusive ships and playable races, additional bank and inventory slots and a plethora of boots and buffs. Buried among these trinkets and baubles is access to The Captain's Table. An interdimensional bar which caters exclusively to captains and leaders of note throughout the galaxy. In the early 25th century, the bar appeared aboard a mysterious Sierra-class space station, inside the Aenigma Nebula. The nebula is accessible through ship-sized portals in the orbits of Earth, Qo'noS and New Romulus. The Captain's Table is a nightclub and social venue with the following services.

If you are a lifetime account holder for the MMORPG Star Trek Online, you get a selection of tangible benefits, as well as unfettered access to the game without currency caps and other impediments. These benefits include exclusive ships and playable races, additional bank and inventory slots and a plethora of boots and buffs. Buried among these trinkets and baubles is access to The Captain's Table. An interdimensional bar which caters exclusively to captains and leaders of note throughout the galaxy. In the early 25th century, the bar appeared aboard a mysterious Sierra-class space station, inside the Aenigma Nebula. The nebula is accessible through ship-sized portals in the orbits of Earth, Qo'noS and New Romulus. The Captain's Table is a nightclub and social venue with the following services.

  • The Tailor

  • The Wholesaler (Ferengi Merchant with Mk I & II Personal Shields and Body Armor)

  • Mail, Bank and Exchange Consoles

  • Ship customization officer

  • Ship repair officer

  • Injury treatment officer

  • Vendor for minor and major repair components and regenerators.

The Captain's Table has been available in Star Trek Online since the game’s launch in 2010. On paper it’s a nice concept. A members only area offering alleged benefits. However, that isn’t really the case 12 years on. Travelling around sector space was a more complex process in 2010 with sector blocks, transition screens and then later transwarp gateways. Hence having an exclusive area with a range of services, away from Earth Spacedock, Qo'noS and New Romulus was a great way to avoid the crowds. I suspect that Cryptic may have had plans to add more functionality to The Captain's Table over time. Sadly this has never happened. The game has grown and the services available via the Aenigma Nebula can be found easily elsewhere. Furthermore, travelling in sector space was overhauled in 2015. Thus, The Captain's Table is now mainly redundant.

It would be nice if Cryptic did something with The Captain's Table to make it relevant again. Players are happy to offer suggestions and you’ll find plenty on the STO subreddit. Why not add unique missions, or allow players to refine some bonus Dilithium. Alternatively, make some exclusive gear available via the vendors there. Or at the very least add the Aenigma Nebula to the list of Transwarp destinations? Would any of these be difficult to do? Sadly, in the meantime The Captain's Table must remain as it has been for the last 12 years. A snapshot frozen in time. If you can, why not visit Aenigma Nebula, for old times sake. And reflect upon what it could have been. And while you are there, if you have any items to sell, use the vendor at The Captain's Table. He’ll give more Energy Credits for selling trash loot, than any other vendor in the game

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Gaming, MMORPG, Star Trek Online, Black Screen, Bug, Cryptic Roger Edwards Gaming, MMORPG, Star Trek Online, Black Screen, Bug, Cryptic Roger Edwards

Star Trek Online: Black Screen Bug

Over the last year an intermittent bug has been plaguing the MMORPG, Star Trek Online. For most players it is not unresolvable and there is a workaround. However, it is one of those bugs that is a low level source of annoyance for most and for a few unlucky players a major impediment to playing Star Trek Online. The bug is as follows. If you use the Arc game launcher to log into your Perfect World Entertainment account and then start Star Trek Online from the list of games, you will randomly get a black screen rather than the Cryptic logo and the game loading. If this occurs, you need to press ctrl+alt+del to bring up the Task Manager and manually click “End Task” to terminate the frozen GameClient.exe file. Relaunching the game from Arc a second time often resolves the issue and the game starts. However, the problem may occur again after exiting the game or it may not. It does seem to be somewhat random and capricious.

Over the last year an intermittent bug has been plaguing the MMORPG, Star Trek Online. For most players it is not unresolvable and there is a workaround. However, it is one of those bugs that is a low level source of annoyance for most and for a few unlucky players a major impediment to playing Star Trek Online. The bug is as follows. If you use the Arc game launcher to log into your Perfect World Entertainment account and then start Star Trek Online from the list of games, you will randomly get a black screen rather than the Cryptic logo and the game loading. If this occurs, you need to press ctrl+alt+del to bring up the Task Manager and manually click “End Task” to terminate the frozen GameClient.exe file. Relaunching the game from Arc a second time often resolves the issue and the game starts. However, the problem may occur again after exiting the game or it may not. It does seem to be somewhat random and capricious.

As this has happened to me, I have spent some time trying to determine what factors cause the “black screen bug”. Does it occur after a Windows update? Or a Star Trek Online or Arc client update? A video driver update? I’ve tried doing a file integrity test on the existing installation of the game but the bug will occur again shortly afterwards even if everything checks out. However, if you go directly to the installation directory for Star Trek Online and bypass the Arc game launcher altogether and click directly upon the GameClient.exe file, then the game launches without a problem every time. This squarely points to the problem being caused directly or indirectly by the Arc game launcher. Playing Star Trek Online without using Arc is not a major inconvenience. Arc simply provides some additional services that make life easier, such as the ability to easily buy in-game currency and to redeem game related item codes.

However, for a percentage of Star Trek Online players, the “black screen bug” is not so easily remedied and is a much larger problem. Not everyone finds launching the game directly from the GameClient.exe file bypasses the bug. I have found several subreddits and Steam discussions about this problem and some players have had to reinstall the entire game client to be able to continue to play the game. The technically minded have trawled through various log and error files but have not managed to determine a satisfactory explanation for this seemingly random problem. Perhaps it is time for Cryptic to look into this matter as it is obviously “a thing” for many players and may get worse overtime. It’s always best to try and get ahead of a problem than behind it. However, Cryptic are not known for their speed or decisiveness.

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LOTRO: The Angle of Mitheithel Preview

Yesterday, Standing Stone Games made Bullroarer Update 32 - Beta #4 available on their test server. Unlike the previous three test builds, this one allows players to visit the new area coming in Update 32 to the MMORPG The Lord of the Rings Online. According to SSG “The Angle of Mitheithel stretches south from the Trollshaws to the junction of the Bruinen and Mitheithel rivers. It is a wild land of rocky hills and deep pine-woods, and a graveyard of ancient kingdoms. The ruins of Elves and Men alike crumble among the trees, and the Rangers steal through the shadows of the trees, ever watchful, carrying out secret assignments as the north grows more dangerous by the day. The Angle of Mitheithel will be for levels 40 to 45”. This is a very early build and as a result, there are no mobs at present in the new zone, nor have any new maps or stables been added to the game at present.

Yesterday, Standing Stone Games made Bullroarer Update 32 - Beta #4 available on their test server. Unlike the previous three test builds, this one allows players to visit the new area coming in Update 32 to the MMORPG The Lord of the Rings Online. According to SSG “The Angle of Mitheithel stretches south from the Trollshaws to the junction of the Bruinen and Mitheithel rivers. It is a wild land of rocky hills and deep pine-woods, and a graveyard of ancient kingdoms. The ruins of Elves and Men alike crumble among the trees, and the Rangers steal through the shadows of the trees, ever watchful, carrying out secret assignments as the north grows more dangerous by the day. The Angle of Mitheithel will be for levels 40 to 45”. This is a very early build and as a result, there are no mobs at present in the new zone, nor have any new maps or stables been added to the game at present.

The Angle of Mitheithel utilises that same visual aesthetic last seen in the Wells of Langflood. It is a zone swathed in mist and it does lend an air of mystery to the dense pine-woods and rocky bluffs. There is a steep path to the East of the zone which leads down into a valley directly below Gwingris in Eregion. You can clearly see the fallen tree bridge that links Eregion and Trollshaw. The zone is hemmed in by high cliffs and several swift flowing rivers. As mentioned by Standing Stone Games in their press release, there are both Elven ruins as well as deserted settlements from the former kingdom of Arnor. There is also a small village populated by Rangers which will no doubt be a quest hub. At the entrance to the new zone, just south of the Last Bridge in Trollshaw, there is a camp with Elladan as an NPC.

Aesthetically speaking the new zone is pleasing to the eye and has a suitable ambience. As this is a new addition to an established part of SSG’s virtual Middle-earth, it uses art assets and textures already seen in Trollshaw and the borders of the Lone-lands. So don’t expect any surprises in The Angle of Mitheithel, other than the topographical design. Beyond this, at present there is precious little to report about the new zone as much of its resources have not yet been added to the game. However, I do like the fact that SSG is not solely focused on creating endgame content and it is pleasing to see material added to LOTRO for levelling players. The Wildwood addition to Bree-land was most welcome. Hopefully The Angle of Mitheithel will be equally well received. In the meantime, here is a gallery of pictures taken from Bullroarer Update 32 - Beta #4.

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LOTRO: Abandoned Game Mechanics and Systems Part 2

In the previous post, I focused upon several major game mechanics that were added to the MMORPG The Lord of the Rings Online with much pomp and ceremony, only to fall into abeyance shortly afterwards. I cited such examples as mounted combat, epic battles and skirmishes. Their fate may well have been due to player indifference or the fact that the mechanics were complicated to develop and expensive to maintain. In this follow-up article I would like to discuss some additional systems that are somewhat smaller in their scope and relevance, but have similarly been abandoned by the developer’s Turbine/Standing Stone Games over the lifecycle of the game. Some are ancient history within the context of the LOTRO. Others are far more recent and that is a point worth reflecting upon.

In the previous post, I focused upon several major game mechanics that were added to the MMORPG The Lord of the Rings Online with much pomp and ceremony, only to fall into abeyance shortly afterwards. I cited such examples as mounted combat, epic battles and skirmishes. Their fate may well have been due to player indifference or the fact that the mechanics were complicated to develop and expensive to maintain. In this follow-up article I would like to discuss some additional systems that are somewhat smaller in their scope and relevance, but have similarly been abandoned by the developer’s Turbine/Standing Stone Games over the lifecycle of the game. Some are ancient history within the context of the LOTRO. Others are far more recent and that is a point worth reflecting upon.

Destiny Points. All LOTRO players earn destiny points after they have reached level 10, by progressing through the game’s content. The current award is 200 destiny points per level. The currency can be spent on perks that enhance gameplay and levelling. For example, points can be spent on accelerated experience. Similarly they can be spent on a combat run speed, power and morale regeneration, hope, damage and mitigation buffs. However, only VIP players can spend destiny points on perks and this system has never been extended to free-to-play customers. Destiny points offered tangible benefits between 2007 and 2010 but when LOTRO went F2P, the system was sidelined in favour of store based perks. Furthermore, the revisions made to the games levelling curve also impacted upon their relevance. As the LOTRO level cap has grown, levelling per se has become a lot quicker in earlier parts of the game and destiny points are not really required. However, they are still quite useful if applied wisely, although nowadays the system is buried within the game’s UI.

Episodic Content. This is possibly one of the best ideas Turbine/Standing Stone Games have ever implemented. Continuous player engagement is always an issue for the MMORPG genre. The Ballad of Bingo Boffin addressed this by offering players a weekly episodic story that ran for an entire year. The first instalment was set at level 8 so the episodic content could be used to provide a weekly goal for levelling, if a player so wished. Alternatively players could play all episodes in one session if they wanted to, once they had been released and as long as they had reached the level of the final episode. The story was fun and cleverly revisited a lot of existing zones that players may not have necessarily revisited. The weekly release also generated excitement and reason to log into the game. Yet despite the success of this game mechanic it has not been utilised to a comparable extent since its initial release in 2015. A decision that is somewhat baffling.

Hobbies. Hobbies are a nice concept within the MMO genre. Something I’m sure Simon Quinlank would endorse. The idea of a non-combat based activity that can be progressed and developed over time is very appealing. Sometimes when playing a game such as LOTRO you just want some down time and to bask in the pleasant virtual sunshine. Hence hobbies were introduced to the game in 2008. The first one was fishing and sadly no further activities have been added in the ensuing 14 years. Furthermore fishing has been nerfed. Although it still yields prize fish that can be taken to the taxidermist and turned into trophies, the bait mechanic which improved critical chance has been removed. I miss the Red Wiggler bait.

Pipe-weed. For the Lore-master class in LOTRO, pipe-weed used to be an essential consumable that was required for any group content. Back in the early days of the game, the Lore-master skill Back from the Brink that can revive a downed player, was dependent on having a supply of pipe-weed. Perhaps that’s why the developer’s nerfed it and removed the dependency on actually having pipe-weed. Pipe-weed remains in the game as a farming item. The various varieties yield cosmetic smoke ring emotes but as a functional item it is now obsolete.

Class Trainers. When LOTRO was first released, as a player’s character progressed through the game, class skills were not automatically bestowed and added to the quickslot bar. Instead you received notification to visit a class trainer and you bought the skill that you now qualified for. If you didn’t have sufficient in-game gold, then you couldn’t buy the skill. Hence you had to exercise a degree of fiscal prudence. However, this system has now been removed from the game and skills are bestowed directly to your alt as you level. The class trainer NPCs are now just relics of this system with no real purpose.

Currencies. MMOs love multiple in-game currencies and LOTRO is no different. As you level your alts through content there are multiple reputations factions offering unique currencies that can be used to barter for level appropriate gear. And therein lies the rub. Once you out level a reputation faction its currency can offer you precious little. Hence it can be very frustrating to have a barter wallet full of useless currency that you’ve worked hard for. It’s a similar story with regard to seasonal festival tokens. At one point Turbine/SSG talked about creating a universal token system and phasing out all the niche currencies. Sadly this never happened and more than likely never will. LOTRO continuously undermines the effort players put into the game.

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LOTRO: Abandoned Game Mechanics and Systems Part 1

According to Merlin, played by the great Nicol Williamson in the 1981 film Excalibur, “It is the doom of men that they forget”. A criticism that could be levelled both at me and Turbine/Standing Stone Games. The MMORPG The Lord of the Rings Online is littered with systems, game mechanics and features that have been introduced to the game, proven unsuccessful, unpopular or too complex to maintain and subsequently abandoned. I can’t help but think that the last reason is possibly the most common factor in determining the fate of a new game system. Cryptic removed The Foundry system of player created content from Star Trek Online because the sole member of staff that curated it left the company, proving this problem isn’t unique to LOTRO. However, as it’s been my main MMO of choice for 14 years, I shall be using it as a point of reference. Here are a few examples.

According to Merlin, played by the great Nicol Williamson in the 1981 film Excalibur, “It is the doom of men that they forget”. A criticism that could be levelled both at me and Turbine/Standing Stone Games. The MMORPG The Lord of the Rings Online is littered with systems, game mechanics and features that have been introduced to the game, proven unsuccessful, unpopular or too complex to maintain and subsequently abandoned. I can’t help but think that the last reason is possibly the most common factor in determining the fate of a new game system. Cryptic removed The Foundry system of player created content from Star Trek Online because the sole member of staff that curated it left the company, proving this problem isn’t unique to LOTRO. However, as it’s been my main MMO of choice for 14 years, I shall be using it as a point of reference. Here are a few examples.

Mounted combat. This remains the most obvious “experiment” which was introduced to LOTRO in 2012 and persisted only while the story progressed through Rohan. Although there are still plenty of areas in which you can still ride your mount and kill mobs, it is no longer a requirement that is written into the story. Mounted combat remains a clumsy game mechanic, with unwieldy mounts and a huge disparity in its effectiveness depending upon your chosen class. It has proven so unpopular with players that the developers had to integrate additional story missions as an alternative to the mandatory mounted combat quests.

The War Wolf. Effectively this combat pet functions similarly to a skirmish soldier and is equally erratic. However it does have some useful attributes and can be used as an aggro magnet, affording a speedy getaway for the Lore-master that pulls too many mobs. If used wisely (IE by a more competent player than me) it can be quite effective. The War Wolf is unlocked by spending skill points on the yellow talent tree and accessing the "riding companion" ability. Turbine should have done more with this and tried to extend it to all classes. It made mounted combat a little more interesting.

Epic Battles. This is a system that was introduced in the Helm’s Deep expansion in 2013. Although far from popular, the developer’s persisted for another two years adding further epic battles in Gondor. It’s a great idea on paper, just like mounted combat but the reality is quite different. Epic battles only start to get interesting once you have amassed sufficient points to upgrade your Role Traits (Officer, Engineer and Vanguard). You then have skills that can make a difference during the 30 minute long battles. Many players never get that far. When you first start playing the enemy mobs pretty much ignore you and head straight for the ally NPCs. You’re left begging for someone to fight you like Connor MacLeod in the Highlander.

Skirmishes. Skirmishes which were added to LOTRO in 2010. They remain an excellent form of scaling instance with multiple achievements and goals. They can accommodate  1 or upto 6 players. They provide a great alternative means of levelling and the skirmish vendors also had a very robust range of intermediate gear upto level 105. Plus it is fun to have an AI companion. However, skirmishes stopped being added to the game after the Siege of Mirkwood, apart from some simple seasonal variations that accompany festivals. I suspect that Turbine was focused on other content at the time and later found that the staff with the requisite skills had left the company. Missions are now a watered down, poor relation to skirmishes which are far less exciting, only allow 2 players and offer war less of any worth. 

Fellowship Manoeuvres. Players who are new to LOTRO may well forget that upon its release in 2007, the game was heavily based around group content. This MMO was meant to be played in balanced teams and much of the content could not be played solo. Also known as conjunctions, fellowship manoeuvres occur randomly, or are triggered by Burglars or Guardians. They require that the target be stunned or knocked down, in any group encounter with a signature or higher enemy. If the conditions are met a menu appears on screen and each player can contribute by selecting one of four skills. Specific combinations offer advantages such as a morale or power buff to the players, an increase in outgoing damage or they can debuff the enemy. They can contribute an invaluable supplement to group healing. However, as LOTRO became more focused upon solo PVE content over the years, this game system ceased to be relevant or even known about anymore.

To be continued.

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Gaming, MMORPG, LOTRO, Turbine, Riders of Rohan, Raiding, Hytbold Roger Edwards Gaming, MMORPG, LOTRO, Turbine, Riders of Rohan, Raiding, Hytbold Roger Edwards

LOTRO: The Hytbold Experiment

In 2012, developers Turbine embarked upon an interesting experiment as part of the Riders of Rohan expansion for the MMORPG The Lord of the Rings Online. I do not refer to mounted combat. Let us leave that debacle for another discussion. I was referencing the rebuilding of the burnt out village of Hytbold, which was promoted at the time as an alternative to raiding for solo players. Hytbold is a settlement located within the Sutcrofts in East Rohan, which was burned down in an attack by Orcs from the East Wall. Once a player reaches level 84 they can undertake repeatable daily quests, participate in mounted combat and other unique events. Over time a player can rebuild the two dozen buildings that make up Hytbold and access services such as Stable Master, Provisioner and Barber. The rewards for this task are class and trait-specific armour sets that are comparable to level 85 raid gear and the title of Thane of Rohan.

In 2012, developers Turbine embarked upon an interesting experiment as part of the Riders of Rohan expansion for the MMORPG The Lord of the Rings Online. I do not refer to mounted combat. Let us leave that debacle for another discussion. I was referencing the rebuilding of the burnt out village of Hytbold, which was promoted at the time as an alternative to raiding for solo players. Hytbold is a settlement located within the Sutcrofts in East Rohan, which was burned down in an attack by Orcs from the East Wall. Once a player reaches level 84 they can undertake repeatable daily quests, participate in mounted combat and other unique events. Over time a player can rebuild the two dozen buildings that make up Hytbold and access services such as Stable Master, Provisioner and Barber. The rewards for this task are class and trait-specific armour sets that are comparable to level 85 raid gear and the title of Thane of Rohan. 

At the time, there was a great deal of debate on the Official LOTRO Forums regarding access to top tier gear and that the developers were pandering too much to raiders. Casual players and non raiders requested alternative ways to receive raid quality gear and rebuilding Hytbold allegedly provided a solution. However, just like raiding, rebuilding Hytbold requires a substantial investment of time. Former Senior Game Designer Joe Barry argued the point thus. “The overall time commitment is on par though with the amount of play hours and overall time it would take to get a raid armour set from a cluster. However, instead of spending 5+ hours once a week for 6-8 weeks raiding, you're instead spending 30-45 minutes a day doing soloable dailies for a similar amount of weeks”.

  The main method of time-gating the rebuilding of Hytbold is via reputation factions. There are four in Riders of Rohan. The Wold, Norcofts, Sutcrofts and Entwash Vale. Reputation XP is gained through doing regional quests. Although Hytbold can be accessed with lower rep, some of the quests are gated behind Ally status. Regional quests will only provide rep XP upto a certain level, so if you want to reach kindred, then playing through Hytbold is mandatory. The fact that faction rep cannot be supplemented by tasks is a major hindrance. Managing the rebuilding of Hytbold is also quite complex in itself and shortly after release, several equally complex guides appeared on the forums (like this legendary one from Fredelas) as players tried to find an optimal selection of quests which could be completed quickly and efficiently on a daily basis.

As a dedicated LOTRO player at the time, I undertook the task of rebuilding Hytbold and if memory serves, I believe it took me about one and a half months. It was an enjoyable experience initially doing dailies and speculating about how Hytbold would look when rebuilt. The burned out buildings were replaced with new ones through phasing. However, after about twenty days or so, it became a chore, especially as some of the dailies were less enjoyable than others. Admittedly once complete it was rewarding to see the town rebuilt and to be able to purchase one of three class specific armour sets. But once this lengthy task was finished there was little or no reason to return to the town of Hytbold. Furthermore, twelve month later the next expansion Helm’s Deep saw an increase in level cap and so new sets of armour.

One of the worst failings of LOTRO is the way in which the game continuously invalidates gear and more importantly, the player’s hard work to obtain it as they progress through the game. I remember grinding through numerous Moria instances and raids to get a First Age Legendary Weapon back in Autumn 2009. I finally got my weapon a month before the release of Siege of Mirkwood. Once that expansion arrived it immediately became obsolete. My Hytbold gear suffered a similar fate although I did benefit from it a little longer. At present there are 221 stable-master in LOTRO. One of these is Hytbold and you only get it if you completely rebuild the village. I can’t remember the last time I went there but it’s a badge of honour that I have it. As LOTRO content doesn’t scale there often is no reason to go back to an older zone. Also because levelling is streamlined now, new players progressing through the game have no requirement to complete Hytbold if they don’t wish to.

Hytbold was an interesting experiment which genuinely attempted to address an issue that the player community had raised. Some people like progression, a clear path to a goal and repetition. Others don’t. Raiding doesn’t always guarantee obtaining the gear you seek but it probably offers a more exciting experience than the more structured path of Hytbold. Whatever your opinion, it should be noted that Turbine did not offer an alternative to raiding in later expansions. Perhaps they felt it was too much work or wasn’t particularly well received, just like mounted combat. Perhaps back in 2013, they were already considering an alternative system that could be monetised, as it is today with lootboxes and Embers of Enchantment. As for Hytbold, it remains one of many experimental systems that litter the game that have subsequently been abandoned. A curiosity from a decade ago.

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Auto-manage

I’m sure I’ve mentioned this issue before in previous video game related posts. But I don’t think I’ve devoted an entire article to the matter, which is what I’m going to do today. So to provide some context, I logged into The Elder Scrolls Online today as I’m fast approaching that point in the year where I spend a few months subscribing to the game. Due to some recent patch, once again all my Champion Points have been refunded. Judging by the change in graphics, it may be that the entire Champion Point system has been updated. Whatever the reason, I have to re-allocate 501points into three skill trees. I wasn’t au fait with the last system, so I followed a build I found online. Now that it has changed, I’ll have to find a new one and copy it. Until I do, my character will be gimped. Shame the game doesn’t offer a selection of generic builds that can be easily implemented at the press of a button.

I’m sure I’ve mentioned this issue before in previous video game related posts. But I don’t think I’ve devoted an entire article to the matter, which is what I’m going to do today. So to provide some context, I logged into The Elder Scrolls Online today as I’m fast approaching that point in the year where I spend a few months subscribing to the game. Due to some recent patch, once again all my Champion Points have been refunded. Judging by the change in graphics, it may be that the entire Champion Point system has been updated. Whatever the reason, I have to re-allocate 501points into three skill trees. I wasn’t au fait with the last system, so I followed a build I found online. Now that it has changed, I’ll have to find a new one and copy it. Until I do, my character will be gimped. Shame the game doesn’t offer a selection of generic builds that can be easily implemented at the press of a button. 

Back in 2003, I used to play a superb, squad based, tactical shooter called Hidden and Dangerous 2. A major part of the game was picking your team and equipment for the upcoming mission. The player was given a great deal of choice with regard to weapons, explosives, ammunition and such like. If you were planning a stealthy approach you would choose gear pertinent to such an approach. If you favoured a more direct approach you would select heavier weapons. However, the developers were savvy enough to understand that where this facility delighted some players, it also bored the shit out of others. Hence in their infinite wisdom and bountiful generosity they gave us a button that would automatically equip the “recommended selection”. And there was much rejoicing. Furthermore, they weren’t the only ones that did this. 

Over the years many video games have included an “auto-manage” feature. I’ve never been a big fan of real time strategy games but I did play a lot of Star Wars: Rebellion in the late nineties. If the player found managing resources across multiple planets too tiresome or wished to focus on other elements of the game, you could assign your advisor droid to take care of these tasks. Naturally it didn’t yield the best results but it was adequate enough for new players or those who preferred other aspects of gameplay such as the epic real-time space battles. Again this comes down to a matter of personal choice, whether you wish to use such a facility. Naturally it will be an anathema to the purists and I totally understand such players being against such a game mechanic. From my perspective, I just like to have a choice and a means to bypass what I see as “chores” and unenjoyable “busy work”.

People who play video games do so for lots of different reasons. Some love to micromanage excessively complex systems, meticulously reading the text and crunching the numbers in the hope of finding an optimal build. Others like extensive choices so they can try a variety of permutations. As for me, I prefer to get straight into the action and start shooting things in the face. Anything that impedes that is a pain in the ass as far as I’m concerned. Which is why I’d like to see a lot more games implement some kind of auto-manage facility. It is these kinds of quality of life services that can make the difference between quitting out of petty annoyance and soldiering on, possibly to find one’s second wind. I can’t see how including auto-manage does any harm to a game, although I’m sure there are some gaming zealots who do. In the meantime, I shall continue to live in hope and lobby for this game mechanic.

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Star Trek Online: The Missing Missions

On October 15th 2018, Cryptic released Season 15: Age of Discovery for the MMORPG Star Trek Online. As well as adding new Star Trek: Discovery themeed content to the game, the developers also overhauled the new player experience and as a result made some major changes to existing missions in the game. Several story arcs were taken from the “Episodes” tab of the game’s Journal and relegated them to the status of side-content. As a result, several well written and enjoyable storylines are now buried in the game’s UI and are therefore easily overlooked. Some of them have been further gated behind a level 60 requirement to be eligible to play them. For more details of both these “side-content” story arcs and playing the entire game in narrative order, please see my previous post, Playing the Story Arcs in Order.

On October 15th 2018, Cryptic released Season 15: Age of Discovery for the MMORPG Star Trek Online. As well as adding new Star Trek: Discovery themeed content to the game, the developers also overhauled the new player experience and as a result made some major changes to existing missions in the game. Several story arcs were taken from the “Episodes” tab of the game’s Journal and relegated them to the status of side-content. As a result, several well written and enjoyable storylines are now buried in the game’s UI  and are therefore easily overlooked. Some of them have been further gated behind a level 60 requirement to be eligible to play them. For more details of both these “side-content” story arcs and playing the entire game in narrative order, please see my previous post, Playing the Story Arcs in Order.

The other major change that Cryptic made with the launch of Season 15 was the removal of eight missions. At the time, Cryptic stated that this was to accommodate ongoing revisions and improvements to various content. This was confirmed as five missions were changed to feature revised graphics and the addition of canonical characters to the game, such as Commander La Forge (LeVar Burton). Cryptic initially stated that the eight missions would return at some point in the future. However, after three years this has still not yet happened. Furthermore, having recently played through the games complete content, it is apparent that many of the stories have been tweaked in such a way that they do not require the return of these eight missions. If it is the case that these stories have been permanently removed from STO, it will be a loss to the overall game. The missing missions are as follows.

  • Hide and Seek. Coded messages by an Undine infiltrator sent you to a distant nebula where enemies lie and wait.

  • Stop the Signal. The player is ordered to the Bomari System to find and destroy a Klingon listening post in the area.

  • The Kuvah'Magh. Ambassador Kas invited Miral Paris, who is said to be the Kuvah'Magh, as a mediator to a peace conference on Regulus IV. However, spurred by B'vat's propaganda, the talks are sabotaged by Klingons and their Orion mercenaries who believe Miral to be a false saviour. Although the talks have failed, Kas eventually assists the player in chasing B'vat away before he can abduct Miral Paris.

  • Treasure Trading Station. Starfleet has received a communication from a servant of one of the Klingon great noble houses. She claims to have vital information about the Klingon's war plans and she is willing to exchange that information for relocation to a planet out of the Empire's grasp.

  • Task Force Hippocrates. There are more reports than usual about Klingon and Gorn attacks along the border of Federation space. Starfleet has created a task force to patrol the area.

  • The Ultimate Klingon. After rescuing Julian Bashir from a Gorn ambush on his research lab in the Korvat System, the player has to investigate a genetic research facility on H'atoria and discovers Amar Singh creating genetically modified super warriors for the Klingon Empire.

  • City on the Edge of Never. After helping Captain Thelin of the U.S.S. Kirk against a Klingon ambush, he reports that Miral Paris, the supposed Kuvah'magh, was kidnapped by B'vat. The player follows him to the Gateway System, where B'vat takes Miral through the Guardian of Forever.

  • Past Imperfect. In Past Imperfect the player is transported to the past by the Guardian of Forever to defeat B'vat's schemes and preserve the present.

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LOTRO: Changes to Embers, Motes and Figments Currencies

I dislike an excess of currencies in the MMORPG genre. I believe that such systems are implemented with a deliberate intention to obfusticate and dissemble. Especially if such currencies are bought with real money. Consider the following scenario. A player buys a specific currency and then uses that to purchase a second, different currency. They then use that to obtain an ingame item, The sole intention of such systems in video games are to disassociate the player from the fact that they have made a purchase which has a real cost. These are manipulative and predatory business practises but such is the nature of the video games industry and they are commonplace. You have to keep your wits about you when spending money ingame. Sadly those who don’t, end up falling foul of such practises.

I dislike an excess of currencies in the MMORPG genre. I believe that such systems are implemented with a deliberate intention to obfusticate and dissemble. Especially if such currencies are bought with real money. Consider the following scenario. A player buys a specific currency and then uses that to purchase a second, different currency. They then use that to obtain an ingame item, The sole intention of such systems in video games are to disassociate the player from the fact that they have made a purchase which has a real cost. These are manipulative and predatory business practises but such is the nature of the video games industry and they are commonplace. You have to keep your wits about you when spending money ingame. Sadly those who don’t, end up falling foul of such practises.

Which brings me on to The Lord of the Rings Online. A game with a plethora of barter currencies and unique monetary systems. Since 2017 and the release of the Mordor expansion, the game has had a bespoke currency that has been exclusively used for the provision of endgame gear. Five years on and this system has been overhauled several times and replaced with a new tier due to increases in the games level cap. At present Embers are the premium currency. This can be used to obtain level 140 gear, jewellery and essences. Motes are an older currency which can be used to obtain gear, jewellery and essences between levels 20 and 130. Figments of Splendour are the lowest tier of these currencies and iare mainly used to obtain cosmetic items, housing items and pets.

For many LOTRO players, Embers are the most important of these three currencies as they can be used to obtain very good gear. Effectively gear bought with Embers is the next best thing to that gained from raiding. When my primary character reached the new level cap recently, I replaced all their armour, jewellery and essences with gear bought with Embers. It is important to point out that Embers are obtained either by playing endgame content or by opening Adventurer's Steel-bound Lootbox. You have to buy Black Steel Keys to do so. Keys are paid for with LOTRO points. LOTRO points cost real money. It is also worth noting that items that are purchased with Embers can be deconstructed. If a lootbox gives an item you do not require or like, it can be “disenchanted” back into Embers. Hence Embers are an important part of Standing Stones Games ongoing monetisation of LOTRO.

Today, SSG announced that there will be changes coming to Embers, Motes and Figments currencies in Update 32, which is scheduled for February. Changes that SSG claim are designed “to clarify the value of each currency, better control their distribution, and improve the overall player experience when it comes to acquiring and spending these currencies”. Here is the short version of the proposed changes, specifically those associated with Embers of Enchantment, to give them their full title. If you want to read the more detailed account please click on the following link.

Embers continue to be our cap level currency used to barter for cap level gear.

The only gear in-game that will disenchant into Embers will come from Adventurer's (level cap) Lootboxes.

Embers will no longer barter into either Figments of Splendour or Motes of Enchantment.

In Update 32 and other large item level jumps we will version all existing Embers of Enchantment in your wallet into Motes of Enchantment. Any gear that could previously be acquired with Embers will also change to require Motes at the same time.

The Embers of Enchantment cap is being increased to 100,000 with Update 32.

According to LOTRO Producer Oleg Brodskiy (AKA Raninia), these changes are because of the imbalance between players undertaking level cap content that drops high end gear and those playing older, easier content, to obtain items that are disenchanted into Embers, that they then use to purchase level cap gear. However, as many LOTRO players have pointed out, the biggest obstacle for running top tier, endgame content, is the prohibitive time specific weekly lock. Ultimately both of these problems are of SSG own making and they are now trying to correct them by implementing a further flawed solution. Downgrading a player’s store of Embers, whenever there’s a level cap or gear change is a mistake. Taking away anything that a player has paid for is bad for business. Sadly, many of the problems and PR disasters that SSG have faced over the last five years have been of their own making. There is of course the chance that this isn’t a mistake but an intentional decision driven by a desire to increase monetisation. Whatever the reason, this decision is not going to be well received.

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Gaming, MMORPG, LOTRO, Producer's Letter, 2022, Update 32 Roger Edwards Gaming, MMORPG, LOTRO, Producer's Letter, 2022, Update 32 Roger Edwards

LOTRO: The Producer’s Letter is Now Quarterly

On the 31st December 2021 (nine days ago), Oleg Brodskiy (AKA Raninia) posted his latest Producer’s Letter for the MMORPG The Lord of the Rings Online. As ever, it wasn’t exactly promoted with any enthusiasm, being mentioned just once by the official LOTRO Twitter account. So I only discovered it yesterday when it was referenced by Justin Olivetti in a post over at Massively Overpowered. The letter mentions broadly what is coming to the game in the not too distant future. No one was surprised by what’s on offer as much has already been alluded to or openly discussed over the course of last year. A new raid, housing in Erebor, the new Legendary Item reward track and a new zone in Southern Trollshaw; the Angle of Mitheithel which has level 40 to 45 content. However, one important change is that the Producer’s Letter is now to be a quarterly publication.

On the 31st December 2021 (nine days ago), Oleg Brodskiy (AKA Raninia) posted his latest Producer’s Letter for the MMORPG The Lord of the Rings Online. As ever, it wasn’t exactly promoted with any enthusiasm, being mentioned just once by the official LOTRO Twitter account. So I only discovered it yesterday when it was referenced by Justin Olivetti in a post over at Massively Overpowered. The letter mentions broadly what is coming to the game in the not too distant future. No one was surprised by what’s on offer as much has already been alluded to or openly discussed over the course of last year. A new raid, housing in Erebor, the new Legendary Item reward track and a new zone in Southern Trollshaw; the Angle of Mitheithel which has level 40 to 45 content. However, one important change is that the Producer’s Letter is now to be a quarterly publication.

At first glance, publishing a quarterly Producer’s Letter is a great way to address the long term criticism that Standing Stone Games doesn’t handle its communication and community relationships very well. Posting a news missive every three months provides a vehicle for appraising players of forthcoming changes and an opportunity to address their concerns. It is more immediate than the previous yearly approach and highlights the ongoing work that the development team at SSG are doing. No doubt players will welcome this change. However, it can be argued that by following a quarterly press release schedule, longer term “goals” will not be discussed as they have been in previous yearly roadmaps. A more concise form of PR focused on three months periods is a more controlled form of PR. Many of the points that were raised by Raninia last July in the “delayed” yearly Producer’s Letter remain outstanding. Does the new schedule mean that they’ll be conveniently forgotten?

It should be noted that among the various content announcements mentioned in the latest producer’s Letter, there are still a few references to ongoing long term goals. Class rebalancing is one, although I can understand why SSG would wish to defer this for as long as possible because it really is a poison chalice. Class rebalances divide players and are seldom well received. More importantly, the letter specifically mentions lag which continues to plague the game. Currently new zones such as Gundabad suffer a lot of lag due to the numbers of players in the zone. However, lag still exists in both old and new content. Rohan and Minas Tirith are still areas with major stuttering and hitching. Plus missions are subject to lag both while playing and when trying to communicate with the associated NPC, afterwards. If this could be fixed, I’d happily take that as a 15th anniversary gift.

Another year on and I’m still very curious about the future of LOTRO. Comments left on a previous post that I wrote, by an informed source, has made me very sceptical about the likelihood of a console port anytime soon. It sounds to me as if the entire game would need to be re-written. In theory that would mean creating both a new PC and console version running on some contemporary game engine. Such an undertaking would be costly and time consuming. EG7 have indicated that they hope that the media attention generated by Amazon’s forthcoming Middle-earth TV show will translate into interest for LOTRO. As the show is due for release in Q4 2022, they will need to be prompt in delivering a product suitable for the tastes and needs of a modern gaming audience. I suspect that none of this will happen and that LOTRO as we know it, warts and all, will be all that greets potential new players. Looks like 2022 is going to be another year of watching and waiting. Hope can be a finite commodity.

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A Year in Gaming

Usually in a post such as this, my primary focus would be writing about the games that I’ve played over the last twelve month and what it was about them that I specifically enjoyed. However, this year I feel that I must address the wider issues that have dominated the news regarding the video games industry. Simply put, several very high profile and successful triple A video game companies have been beset by scandals over the last twelve months. And these have been of such a nature that they have finally laid to rest the myth that some still cling to, that working “in video games” is somehow different from working in more traditional industries because it’s “cool”. It turns out that it has all the same failings as TV, music and film. The people at the top are abusive and broken and maltreat those at the coalface who do all the real work for precious little reward.

Usually in a post such as this, my primary focus would be writing about the games that I’ve played over the last twelve month and what it was about them that I specifically enjoyed. However, this year I feel that I must address the wider issues that have dominated the news regarding the video games industry. Simply put, several very high profile and successful triple A video game companies have been beset by scandals over the last twelve months. And these have been of such a nature that they have finally laid to rest the myth that some still cling to, that working “in video games” is somehow different from working in more traditional industries because it’s “cool”. It turns out that it has all the same failings as TV, music and film. The people at the top are abusive and broken and maltreat those at the coalface who do all the real work for precious little reward.

Hence, I feel that there is now a moral dilemma in buying games from certain companies and that their products are in a way “tainted”. The same way as there is shopping at certain stores that are known for their unethical practises. However, a consumer boycott is not always the most effective form of protest and on occasions can do more harm to those parties one wishes to demonstrate a degree of solidarity with. However, one can still voice one’s unhappiness with the situation and that is what seems to be happening at present. Negative PR seldom goes unnoticed and as and when it impacts upon share prices, the message eventually reaches the top of the food chain. Action gets taken sooner or later but what the Activision Blizzard, Ubisoft and Bungie scandals highlight are a wider societal malaise. The abhorrent behaviour that we’ve read about seems to be ingrained in specific socioeconomic stratas. Fixing that is a much harder issue than just replacing a few managers and CEOs.

Moving on from how shitty the video game industry seems to be, personally speaking this has not been the most exciting year for my relationship with video games. As 2021 draws to an end my PC’s hard drive is filled with games that I’ve abandoned and become bored with. Cyberpunk 2077, GreedFall and Days Gone are a few examples of games that showed promise but became somewhat routine and pedestrian. I did enjoy my first major foray into the Assassin’s Creed franchise. Black Flag proved to have an engaging story and an unusual setting, hence I completed the game. My gaming mainstays, the MMORPGs The Lord of the Rings Online and Star Trek Online, also kept me busy this year. This was mainly due to the way this genre lends itself to “quick fix” gaming. STO in particular continuously runs events that afford the player a reason to log in and undertake a quick task. Yet despite this engagement, I don’t feel I’ve done anything significant in either game.

The jury is still out as to whether my Nintendo Switch has been a good or bad investment. It gets used mainly when my granddaughters come to visit and then Mario Kart is a firm favourite. But personally I have yet to find a game that enthrals me. I think I’m just culturally conditioned to do my gaming on a PC. And in other news, my love hate relationship with Fall Guys: Ultimate Knockout continues. There is fun to be had playing this game but the moment specific races and events appear, they instantly kill my passion. I have still yet to win a crown. This failure to achieve this particular goal bothers the heck out of me. I suspect that overall, my relationship with gaming is shifting. As a pastime it is becoming very much like mainstream cinema. There’s no shortage of content but it’s all rather generic, formulaic and mediocre.

As for 2022, well for the present I shall just continue to push on with LOTRO and STO. I have nearly finished the new expansion in LOTRO, Fate of Gundabad and have reached the current level cap of 140. I finally got on top of the new Legendary Item system and have managed to create a rather robust new weapon. I think I may soon make a return to The Elder Scrolls Online and see what content I have waiting for me. I usually enjoy playing for a few months continuously and feel that subscribing improves the overall experience. I shall also keep a weather eye on the video game industry to see if and how it bounces back from the recent scandals assailing it. It already looks like the player uptake of NFTs is not going to be as easy as some publishers have anticipated. Maybe I’ll chance upon some hidden video game gems in the next 12 months and my enthusiasm will be restored. Time will tell.

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LOTRO on Consoles

When EG7 bought the Daybreak Game Company over a year ago, they mentioned in a subsequent investor report that a console port was being considered for the MMORPG The Lord of the Rings Online. This was met with a degree of scepticism by the player community who saw it mainly as speculative marketing. However, one year on and EG7 has referenced a potential console version yet again. Their Q3 2021 investor report lists a “release on consoles” as a medium term goal. The fact that this idea has been mentioned twice within a 12 month period is interesting. Investor reports are public information so EG7 no doubt knew that this “talking point” would find its way into the wider gaming press. It certainly means that the concept now warrants some serious consideration from LOTRO players.

When EG7 bought the Daybreak Game Company over a year ago, they mentioned in a subsequent investor report that a console port was being considered for the MMORPG The Lord of the Rings Online. This was met with a degree of scepticism by the player community who saw it mainly as speculative marketing. However, one year on and EG7 has referenced a potential console version yet again. Their Q3 2021 investor report lists a “release on consoles” as a medium term goal. The fact that this idea has been mentioned twice within a 12 month period is interesting. Investor reports are public information so EG7 no doubt knew that this “talking point” would find its way into the wider gaming press. It certainly means that the concept now warrants some serious consideration from LOTRO players.

From a technical perspective porting an ageing Windows based MMORPG from 2007 over to the latest generation of consoles is a major project. The UI as it exists in the game at present is cluttered and doesn’t scale well for higher resolutions. Plus the layout of skills is designed for point and click mouse access. The game textures also do not fare well at 4K plus the character models and animations are somewhat dated. Then there are issues regarding lag, hitching that are zone specific. Also tearing, the draw distance, the environmental “pop in”, clipping, loading times and possibly a hundred other issues. And if you are fixing all of these fundamental issues, wouldn’t it be wise to also address LOTRO’s long standing lack of comprehensive voice acting? Will a modern console audience want to play a game that still heavily relies on text driven dialogue?

Then there are further issues stemming from a successful conversion to both the latest Playstation and Xbox consoles. It is doubtful that crossplay is going to be implemented as it hasn’t been done so for other MMOs that have been converted. Both Star Trek Online and The Elder Scrolls Online have separate servers to accommodate console players. Thus a port for LOTRO would also require a new server system to support the game which no doubt comes at a significant cost. It can be argued that LOTRO’s PC server environment is lacking at present which raises the question as to whether there would be any changes to this infrastructure. In fact the more one thinks about this “project” the more it seems like a very capital intensive undertaking. Such an investment would have to be driven by some pretty compelling financial predictions. EG7 has referenced several times the potential interest the IP may receive due to the Amazon Prime Middle-earth television production that launches next year. Is that itself a big enough incentive?

However, there is an alternative train of thought to consider inlight of the choice of words EG7 have used in their latest investor report. Specifically “a major revamp to upgrade the visuals, modernize the experience”. Modernizing the experience may simply mean making the games overall graphics and systems work on the consoles. Cryptic have successfully done this for Star Trek Online by condensing menus, automating some skills and decluttering the UI. Their port to consoles has not essentially changed the gameplay or radically altered experiences between those playing STO on a PC and those on an Xbox or Playstation. Yet, there is scope to interpret “modernize the experience” as something akin to Star Wars: Galaxies New Game Enhancements (NGE). A revamp of that classic MMO that profoundly changed the game by taking a reductionist approach. Are EG7 implying that to port a game such as LOTRO it needs to be overhauled at source IE PC level first and then converted? Such a prospect is potentially troubling.

In the meantime, a console conversion remains a “mid-term” goal for EG7. One that I’m sure will be dependent upon ongoing revenue growth and senior staff being invested in the project. Something else to consider is that EG7 owns several game development studios such as Big Blue Bubble, Piranha Games and Toadman. A project of this kind would involve more than just Standing Stone Games. Although SSG have managed to keep the LOTRO alive and ticking over in the last few years, they have not exactly taken the game forward or in any way improved its standing. Bringing the game to a new player base such as console players presents a perfect opportunity to reset community relationships. However, all of this is a long way off, assuming that it ever comes to fruition. For the present the prudent LOTRO player would be best served focusing on playing the existing game and keeping an eye on the more immediate situation.

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Gaming, MMORPG, LOTRO, Fate of Gundabad, Expansion Roger Edwards Gaming, MMORPG, LOTRO, Fate of Gundabad, Expansion Roger Edwards

LOTRO: Thoughts on Fate of Gundabad

I’ve spent the last week catching up with recent content in The Lord of the Rings Online. I started the Update 30: Blood of Azog and struggled with the PVE quests, due to the stats nerf and LI change. I got to level 132 and then decided to replace my two Legendary Weapons on my Lore-master. I would like to thank Linawillow for their advice via social media. So much for the new system being easier to understand and implement. I now have new LIs that have boosted my stats sufficiently enough for me to deal with the mobs above 130. Hence I completed the story set in the Battle of Azanulbizar, which was very well conceived and implemented. It has a great deal of canonical detail and is engagingly presented. By the time I finished the Epic Story and side quests in the area, my character had reached level 136, so I decided to go straight to Gundabad.

I’ve spent the last week catching up with recent content in The Lord of the Rings Online. I started the Update 30: Blood of Azog and struggled with the PVE quests, due to the stats nerf and LI change. I got to level 132 and then decided to replace my two Legendary Weapons on my Lore-master. I would like to thank Linawillow for their advice via social media. So much for the new system being easier to understand and implement. I now have new LIs that have boosted my stats sufficiently enough for me to deal with the mobs above 130. Hence I completed the story set in the Battle of Azanulbizar, which was very well conceived and implemented. It has a great deal of canonical detail and is engagingly presented. By the time I finished the Epic Story and side quests in the area, my character had reached level 136, so I decided to go straight to Gundabad.

As I usually participate in the Bullroarer test preview of new content for LOTRO, I was already aware of the vertical dimension that is an integral part of the Delvings of Gundabad. Mattugard and Deepscrave are very reminiscent of Moria and one needs to reconcile oneself to the reality of navigating around such an environment. Thankfully, being several levels higher than the content of the area helps. So I have taken my time to explore these areas and have just taken quests as and when they’ve been offered. At present, there are lots of other players in the area, so if you do run into any difficulty or get lost, you are not without support. Whether you actually like the labyrinthine design is a matter of personal taste. If you stick to the main routes through the area, you will miss a great deal of discovery deeds. I find the best approach is to explore specific areas between stables and to be systematic in your approach.

To make my exploration of the entire zone a little easier, I used my supply of Mithril Coins to unlock access to all the new stables. I visited them using slow travel, as this also unlocks discovery deeds as you pass through an area. It also allows you to reconnoitre and determine the level and variety of mobs, without taking any unnecessary risks. When I do get into combat, although my new LI can deal significant damage, my moral takes quite a hit. I checked into this and it would appear that my armour and jewellery is now lacking. I last re-geared my primary alt back in January 2020, using lockboxes. I think it may be time to do this again but it makes sense to do so when I hit the new 140 level cap. By then I should have sufficient barter currency to buy reputation gear or alternatively, spend some money on lockboxes.

I have never been especially knowledgeable about the statistical side of LOTRO. I know what type of stats are beneficial to my class but I am not au fait with the minutiae of the system. Hence I tend to rely on how combat “feels”. It’s difficult to quantify but I tend to know when a fight is hard or more importantly, getting away from me. The new LI system has certainly boosted my stats and I now feel in control again but when I look at my alt’s stats in the character panel, the power creep is getting silly. I have over a million Tactical Mastery at present. This will no doubt increase further when I get to level cap. I can’t help but feel that when numbers become this big, they begin to fail to convey anything tangible to the average player. I wonder if LOTRO would benefit from a level “squish” as we saw recently in World of Warcraft or some other recalibration of stats.

One of the things I often find frustrating with the MMORPG genre is the gear cycle. Superior gear is usually gated behind reputation status, barter tokens or is just awarded when the player reaches the current level cap. This comes from a historical design choice where you earned intermediate gear at level cap and then went on to do group content such as raids to get the better gear. But very few players follow that route now. Hence it seems redundant to be awarded with the best gear once you hit level cap and have nothing else to do. Sadly LOTRO is still locked in this model. You need robust gear as you’re levelling and not having access to any is an impediment. This is why I didn’t start playing through Gundabad content until I was level 136. It means I will reach the new cap of 140 and re-equip my main character and then play through the remaining half of the expansion with an optimal build. I regularly inspect other players in my journeys and sometimes marvel at how they’ve come so far while indifferently equipped.

I was surprised to see that the Allegiance system has had a further faction added with this expansion. You can now affiliate with the Zhélruka, whose main hub is in the Hall of Vérnozal in Gundabad, which is convenient. There is a fast travel skill with a 5 minute cooldown which is invaluable if you’re currently questing in this region. Unlike the Mordor-expansion allegiances, the Zhélruka allegiance is scalable, allowing players with a minimum level of 20 and above to participate. It uses the Missions system, rather than zone specific PVE content that the previous allegiances did. It came as a pleasant surprise that developers SSG had added another. However, I’m not so well disposed toward the increase in virtue traits. These now cap at 80 which is a significant increase. I finally got the five that I currently have slotted on my primary character to level 75 a few months ago. I am somewhat peeved that I have to get on that particular treadmill again.

Returning to the subject of the new LI system, one of the consequences of this major revamp is that there is now a great deal of redundant NPCs throughout Middle-earth and a lot of superfluous rewards. The User Interface also retains some outdated features which will be confusing for players just beginning to use the Legendary Item system. It will be interesting to see if SSG makes an effort to remove these obsolete aspects of the game at some future point. There are also a lot of old items that still need to be replaced. I have half a dozen relic removal scrolls which I assume I will be able to exchange at some point for traceries removal scrolls. I suspect that there will be some players who will require a great deal of compensation, especially for store bought items

As I mentioned in a previous post, Fate of Gundabad is very much a question of more of the same. This seems to be the business model that Standing Stone Games have chosen and I suspect they are not going to change. If you are a returning player, then Fate of Gundabad will offer you a familiar experience. One that is reassuring and enjoyable as you know what the game has to offer but you’ll have a new story to immerse yourself in. If you are a regular player then that familiarity, untempered with time away from the game, may feel a lot more like repetition. As ever the story is well written and thought provoking. Bill Champagne’s soundtrack is sublime and he uses many of his established leitmotifs very effectively. There is a palpable atmosphere in Glooming Tarn, especially when the sombre and portentous music cues start to play. But overall, when looked at objectively, Fate of Gundabad is essentially just treading familiar ground.

Regardless of my views on Fate of Gundabad, the expansion is certainly proving successful. The volume of players online on Laurelin server has meant that the dynamic layering system is active in most zones. In one respect this is indicative of an expansion that is engaging with players and finding an audience. Sadly the downside to this are server performance issues. Lag is a common place, especially when interacting with Mission NPCs. There are also delays with skill inductions and connecting to the chat server. It can be quite an impediment at times. No doubt SSG will address these issues in the weeks to come. Overall despite following a tried and tested formula, Fate of Gundabad is the strongest expansion LOTRO has seen for a while. It has a wide variety of maps, several ways to level and a robust narrative. The polish will come over the next few patches. But as the main story about the line of Durin comes to an end, it does raise the question where does the game go from here?

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Gaming, MMORPG, LOTRO, Legendary Items, Fate of Gundabad Roger Edwards Gaming, MMORPG, LOTRO, Legendary Items, Fate of Gundabad Roger Edwards

LOTRO: The Beginning of the End

The recent Fate of Gundabad expansion for the MMORPG The Lord of the Rings Online, has increased the game's level cap from 130 to 140. Mobs of 130 or above have seen a significant statistical increase. Hence if you play through PVE content or undertake an on level skirmish, you may well struggle to defeat your enemies. To compensate for this, if you create a new Legendary Item and replace your old weapons, you will see a boost in DPS that allegedly allows you to deal with the stronger mobs. In principle, this seems like an equitable quid pro quo. However, this is a very significant change to the game. What I and many other players find “surprising” is that the developers, Standing Stone Games, have done precious little to publicise this change in game dynamics. At present there is a major lack of information both in-game and on the official forums.

The recent Fate of Gundabad expansion for the MMORPG The Lord of the Rings Online, has increased the game's level cap from 130 to 140. Mobs of 130 or above have seen a significant statistical increase. Hence if you play through PVE content or undertake an on level skirmish, you may well struggle to defeat your enemies. To compensate for this, if you create a new Legendary Item and replace your old weapons, you will see a boost in DPS that allegedly allows you to deal with the stronger mobs. In principle, this seems like an equitable quid pro quo. However, this is a very significant change to the game. What I and many other players find “surprising” is that the developers, Standing Stone Games, have done precious little to publicise this change in game dynamics. At present there is a major lack of information both in-game and on the official forums.

Today I finally decided to try and replace my existing Legendary Items on my primary character. Replacing my maxed out, First Age Lore-master staff and book is not some trivial change. These two items have been with me for three to four years and have had a substantial amount of time and resources lavished upon them. The moment I unequip them I see a significant drop in my character’s stats. Hence it is very important to me that any new weapon is at the very least comparable to that which it is replacing. However, I found trying to understand the new LI system extremely difficult. I managed to purchase a new Lore-master staff and book and reforge them to my current level of 132. However, no information was offered regarding the realities of purchasing, equipping and managing traceries. Furthermore, no guidance is offered as to their respective interchangeability, set bonuses and restrictions.

Hence, there is scope for errors. Such errors cost in-game resources such as Ancient Scripts. These resources are scarce and can only be obtained by investing time and effort into the game. So players will have to either take a calculated risk and live with their choices, or simply leave their current LI alone until they can find the answers and reassurance they need. So far, the only people providing answers are the LOTRO community themselves. LOTRO Players have a guide on their website and it is useful insofar as how the new LI system works. However, if you want class specific advice then that is harder to come by. It may appear in the weeks to come when some of the more analytical LOTRO players write guides and post FAQ videos. However, for a player such as myself, until I feel confident enough to create new LIs, I won’t be touching this aspect of the game. As my character is effectively gimped if I keep using my old weapons, there is no point in playing as I cannot progress in a manner I find enjoyable.

So to summarise, one of the most important aspects of this MMO has been changed with virtually no support from the developers. The information vacuum potentially leaves players confused, unsure and frustrated as to what to do next. The resulting statistical imbalance makes progress to the new level cap extremely difficult. Now is it just me or is this a massive mistake on behalf of Standing Stone Games? To say that this course of action is an act of poor community relations is an understatement. Being impeded from playing a game by the game itself is ludicrous. It also tends not to make customers happy. If I can’t make any progress with my new LI build in the next few days, I’ll just go and play something else. That means the money I was going to spend on lockboxes when I hit the new level cap will be spent elsewhere. Standing Stone Games loss could well be Cryptics gain.

I have played LOTRO regularly since 2008. It is not a perfect MMO but it has its some unique points. The intellectual property is one and the community is the other. The game itself is big and sprawling, with numerous very well conceived storylines. Every now and then a reference, character or geographical feature will just strike a chord with the player and in those moments the game is at its best. However, LOTRO is also repetitive. Nothing really new has been added to the game in years. LOTRO survives by offering variations on a theme, more of the same and ultimately being the only multiplayer virtual Middle-earth game available at present. Depending upon your perspective, players are either part of an unique, exclusive, niche market experience or simply over a barrel. 

The relationship between any game developer and its players should be an equitable one. Sadly, this has not been the case with LOTRO for a long time. Put simply the community does far too much heavy lifting with regard to the games promotion and the sharing of knowledge. It is also far too forgiving of SSG failings which in recent years have been many. Community relations are poor as are communications. The games monetisation is becoming increasingly questionable and this latest debacle over LIs has been tediously predictable. I and many other players saw it coming a mile off. The question now that I and other LOTRO players have to consider is how much more are we prepared to tolerate? Because SSG seems hellbent on making the same mistakes again and again. And their intransigence further diminishes the ever decreasing fun that the game offers.

Even if I can find a prompt solution to my LI problem and resume playing, I am faced with an expansion that really doesn’t offer anything intrinsically new. I essentially get the conclusion to a story and the opportunity to replace all my gear once again. Or I can create a new alt and play through content that I’m very familiar with. There is no alternative levelling path, no new systems to explore and master, nor any fun mini-games. LOTRO is like a restaurant that has an interesting theme but sadly hasn’t radically altered its menu for 14 years. For some that may well be a selling point. For others, such as I, it’s beginning to become less and less appealing. In many respects the most saddening aspect of this change in relationship is the air of indifference from SSG. I shall give it a week or two but it may be time for me to part company with LOTRO. If that is the case, I shall be genuinely sad as the fault will not lie with me.

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Gaming, MMORPG, Play-to-Earn, Monetization Roger Edwards Gaming, MMORPG, Play-to-Earn, Monetization Roger Edwards

“Play-to-Earn” is Not a New Concept

Do you remember the days when you bought a game and then played it and that was the full extent of your financial dealings with the company that had produced it? I do. Sadly those days have pretty much gone. As video games have become a more mainstream leisure activity, the business model associated with them has similarly evolved. Microtransactions introduced charges for additional content, which then paved the way for the “live service”. Video games have ceased to be standalone products and become yet another online leisure amenity that requires continuous payment to access. I’m sure developers working at the coalface of video games still harbour sincere desires to make a “good game” but it is clear that is not the goal of the big triple A publishers that finance them.

Do you remember the days when you bought a game and then played it and that was the full extent of your financial dealings with the company that had produced it? I do. Sadly those days have pretty much gone. As video games have become a more mainstream leisure activity, the business model associated with them has similarly evolved. Microtransactions introduced charges for additional content, which then paved the way for the “live service”. Video games have ceased to be standalone products and become yet another online leisure amenity that requires continuous payment to access. I’m sure developers working at the coalface of video games still harbour sincere desires to make a “good game” but it is clear that is not the goal of the big triple A publishers that finance them. 

A cursory internet search quickly yields data regarding how the major video game publishers such as EA, Activision and Ubisoft are heavily invested in technology and patents that can be used to squeeze more money from their customer base. They have no earnest interest in producing good games but are more focused on how the product can make the player behave. They desire titles that yield a constant flow of revenue and their actions thus far show that they are not constrained by ethics and morality. They are happy to exploit those with addictive personalities, the neural divergent and the young. Hence it will come as no surprise that the industry titans are now turning their attention to blockchain technology and NFTs as a means to make their next generation of products even more financially lucrative.

Essentially the presence of these two latest buzzwords is a sign that the likes of EA, Activision and Ubisoft are preparing for “play-to-earn” gaming. Consider, if you will, the latest generation of “live service” games in which in-game currencies, items, services and even characters are subject to a predetermined scarcity. And that these virtual goods will have a real monetary value and are thus tradeable. The money earned by players will then unlock further content and thus the cycle perpetuates. Naturally the publishers will take a percentage of all transactions and therein lies the foundation of their new business model. What I find surprising about such proposals is not their very existence but the fact that the video games industry have only just got around to considering them?

For those gamers who may balk at the ethics of such a business model, it has existed to a varying degree for decades already. Since the turn of the century, the MMORPG genre has unofficially traded in-game resources for real money. Gold selling being the obvious example but there are other variations. Entire player accounts are traded online, as well as other non-account bound in-game items. However, all the money generated from such transactions at present goes to third parties. “Play-to-earn” ensures that the revenue stays with the publishers. And if you’re a “doubting Thomas” who feels that ethics and morality will trump capitalism, this idea has already been tried previously. Diablo III had a real money auction house in 2012 which ran for nearly two years. Consider that to be a beta test for Blizzard.

Therefore, I don’t think there is any doubt that “Play-to-earn” is coming. It already exists within Facebook gaming and some mobile games. However, I don’t think we’re going to wake up tomorrow and find that the triple A gaming landscape has changed overnight. Where loot boxes have trodden the fine line between gambling legislation and “surprise mechanics”, “play-to-earn”, with its trading in virtual commodities, will more than likely attract the attention of most countries' tax systems. Sorting out the legal aspects of such a game mechanic will be no small beer. But given the potential revenue that could be generated, I’m sure those video games publishers involved will lobby governments robustly to ensure that such games can exist legitimately. As for those gamers who are furiously clutching their pearls (or Mario plushies) in horror of the very notion of “play-to-earn”, there is an equal number who will see a means to make money, outside of traditional employment. Just like Twitch and YouTube afford similar opportunities.

It is this latter point that I would like to explore further. Let us embark on a thought experiment. First off, we must not just assume in our arrogance that European countries and North America are the sole target for “play-to-earn” games. In fact it is likely that they’ll initially launch in countries with less rigorous or “evolving” legislative procedures in place. Emerging economies with existing levels of poverty and cheap labour spring to mind. Naturally such an environment offers a potential means of income for those seeking employment. Thus when such games finally launch in Western countries they may well already have an established in-game economy up and running. Once again, rich consumers will initially seek to profit from the fruits of others labour. However, in a decade or so, the employment landscape in Europe and North America may not be the same as it is now. We may have a substantial level of unemployment due to technological advances and automation. “Play-to-earn” games may well be looked upon more favourably.

To summarise, “play-to-earn” as a concept is not new and may not be as unpalatable as some gamers would have you believe. All industries are subject to customer churn and therefore those gamers thinking that their departure from gaming sends some kind of message, may find themselves ignored by the major publishers, as and when they roll out games with real economies. However, the legality of managing such games is at present the biggest obstacle. Some political parties and institutions won’t like the concept of virtual work houses emerging as a means of providing employment. However, capitalism always seems to get its way eventually. Furthermore, by the time “play-to-earn” becomes any kind of reality, the current generation of gamers will probably be so conditioned to the iniquities of the industry, that they won’t offer any major ideological opposition.

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