LOTRO: Fine Tuning Your Graphics
One of the things that I find fascinating about the MMORPG, The Lord of the Rings Online, are other peoples screenshots. Being a 17 year old game, the required hardware specifications are not especially high. Hence it will effectively run on a “potato”; IE an older PC. This is often reflected in the variety of screen captures you will find for the game. No two images ever look quite alike, due to the variety of PCs and laptops that people use to play the game. Hence you’ll sometimes come across screenshots with lower resolutions, or less graphical detail. I have screenshots from when I started playing LOTRO in 2008 and they look demonstrably different to those I’ve taken more recently. The game itself has changed a lot over the last 17 years and this has included graphical updates. Hence, unlike a lot of modern games, LOTRO screenshots do not have such a homogenous look.
One of the things that I find fascinating about the MMORPG, The Lord of the Rings Online, are other peoples screenshots. Being a 17 year old game, the required hardware specifications are not especially high. Hence it will effectively run on a “potato”; IE an older PC. This is often reflected in the variety of screen captures you will find for the game. No two images ever look quite alike, due to the variety of PCs and laptops that people use to play the game. Hence you’ll sometimes come across screenshots with lower resolutions, or less graphical detail. I have screenshots from when I started playing LOTRO in 2008 and they look demonstrably different to those I’ve taken more recently. The game itself has changed a lot over the last 17 years and this has included graphical updates. Hence, unlike a lot of modern games, LOTRO screenshots do not have such a homogenous look.
I bought a new graphics card in July. Specifically a Powercolor AMD Radeon RX 6650 XT Fighter 8GB GDDR6. It is neither the best or worse GPU on the market but essentially the best I could get on my budget. It is certainly adequate for the two monitors I use. An ageing Dell U2412M (1920x1200) and a more recent Dell S2421H (1920x1080). Having recently resubscribed to LOTRO, I decided to fine tune the in-game graphic settings and see if I could get the game to look as good as it could on my PC. I also wondered if it were possible to use some third party software to enhance the ageing games visuals. After some research, I spent a day tinkering with both LOTRO and my PC to try and implement the results. I’ve added a link to a gallery of screen captures at the end of this post, for your edification. The images are at the full resolution that they were taken.
Unlike modern games, LOTRO has no facility to choose which monitor you wish to use if you have more than one. It defaults to your primary monitor. As far as I am aware, there is no easy way around this beyond changing which monitor is designated as primary within Windows but that is far from a convenient solution. I have always played LOTRO via my main monitor which has a resolution of 1920x1200, therefore an aspect ratio of 16:10. It is worth noting that LOTRO does support 2K and 4K screen resolutions but the UI suffers as a result, becoming very small and for many unreadable. Standing Stone Games are allegedly looking into this issue but recent community updates have indicated that this project is “still on the whiteboard”. However, this can be addressed by third party software. More on this later.
Upon launching LOTRO, I maxed out all the settings in “Graphics” and “Advanced Graphics”. The only one I adjusted to a personal preference was “Texture Filtering” which I set to “Very Sharp”. This produces on my PC a clearer image than the “Anisotropic” option, which appears to make the visual detail softer. I set the display “Refresh Rate” to 60Hz, which is the same as the monitor’s. I also checked the box to sync these settings. Once you have maxed out the graphic settings there is nothing else you can do within LOTRO itself to improve the visuals. It is at this point that you have to look to third party software, if you want to make further changes. However, it should be noted that external software can only enhance the existing graphic settings by presenting that visual information in an alternative way. Poor textures, bad animations and elderly character models remain as they are.
The most well known third party software that can be used with LOTRO is ReShade. ReShade is a generic post-processing injector for games and video software developed by crosire. It provides an automated means to access both frame colour and depth information. Players can then add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration and other advanced options. ReShade adds an extra folder to your existing LOTRO install. If you are technically proficient you can manually set up the visual changes you desire. Alternatively, ReShade has a library of saved settings made by other LOTRO players. You simply download a single file to the appropriate ReShade folder. You then launch LOTRO and press the “Home” key when at the character selection screen. There you choose the preset and apply it. You can swap between the new ReShade settings and the default LOTRO settings on the fly if you desire.
As stated previously, ReShade and other such software can only do so much. Yet you can still make some further graphical improvements to LOTRO via your graphics card software. For many players this will be either AMD Software: Adrenalin Edition or NVIDIA GeForce Experience. Both have option for upscaling, a technique used in gaming to render games at a lower resolution and then scale them up to a higher resolution without sacrificing performance. This can also be used to resize the GUI at higher resolutions, addressing the problem referred to earlier. GPU software can also improve image sharpness and antialiasing. Having an AMD graphics card I used the respective software for “Image Sharpening”, which I set to 80%, as recommended by the software guide. There are also optional video profiles such as “Cinema Classic”, “Enhanced” and “Vivid” but I’ve chosen not to use these.
Finally, many players have stated they have issues switching between alts in LOTRO as well as exiting the game. This usually manifests as a rather long wait, staring at a black screen. Although not a graphical alteration, I would like to reference the following “workaround” simply as a quality of life improvement. Find the following files in your LOTRO installation folder: lotroclient.exe, lotroclient_awesomium.exe, LotroLauncher.exe, lotroclient64.exe and right click on each one and select “Properties”. Select the tab marked “Compatibility” in the window that subsequently opens and check the box marked “Run this program in compatibility mode for Windows 8”. It does appear to reduce the waiting time when “alting” or exiting the game. Please note this “workaround” is for Windows 10. It would appear that LOTRO performs better when running on Windows 11.
Beyond what I have mentioned, I am not aware of any other straightforward ways to tweak and fine tune the graphics for LOTRO. Ultimately the game is a product of the era in which it was created. Furthermore being a multiplayer game it does not lend itself by design to the “modding” culture of single player games such as The Elder Scrolls V: Skyrim. I suspect that due to where LOTRO is in its life cycle and how its owners view its future earning potential, that there will not be any major investment in upgrading the game’s graphics in any meaningful way. It has already been stated that the money would be better spent on a new game altogether. Therefore, looking at the bigger picture, beyond the tinkering that I’ve referenced there’s not much more you can do to improve the graphics for LOTRO. You can’t make a silk purse out of a sow’s ear as the expression goes. That said, I am somewhat pleased with the results my changes have yielded.
Here is the link to a gallery of screenshots of LOTRO, taken with all the above graphical changes made. The images, via Google Photos, are available at the original screen resolution of 1920 x 1200.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
I always remember the sage wisdom of the great children’s TV character Huxley Pig. “If in panic, if in doubt. Run in circles, scream and shout”. Such was the initial reaction of players of the MMORPG The Lord of the Rings Online, when it was announced recently that there is to be a new 64-bit server rollout in Q1 of 2025. At first glance, new servers are surely a good thing? The 64-bit legendary servers, which were tested in 2024, have proven to be a success and do much to address the lag issues that plague the existing 32-bit servers. Surely this is what players want? Well, yes it is, in principle but new infrastructure ultimately raises the issue of server migrations. Developer’s Standing Stone Games intend to consolidate the player population in the long term with the addition of 4 new 64-bit servers. The 2 legendary servers will remain but the 32-bit legacy servers will eventually close.
Has LOTRO Lost its Way?
After the initial shock of Update 41 and the radical revisions it made to the Lore-master class, I recently returned to The Lord of the Rings Online to experiment with new Master of Nature’s Fury (red line) and Keeper of Animals (blue line) builds. It is odd to find that skills I’ve been using for years are now gated behind specific trait lines. Furthermore, the consolidation of skills has left the entire class somewhat overpowered. Some players may argue that this is a good thing. However, for me it has rendered what was a subtle class requiring skill and intelligence to use effectively, into what is just a blunt instrument. Since playing tactically is now redundant, instances and skirmishes no longer poses any significant challenge. PVE content has been easy in LOTRO for a long time. Post update 41 it is now trivial and nothing more than a minor diversion.
After the initial shock of Update 41 and the radical revisions it made to the Lore-master class, I recently returned to The Lord of the Rings Online to experiment with new Master of Nature’s Fury (red line) and Keeper of Animals (blue line) builds. It is odd to find that skills I’ve been using for years are now gated behind specific trait lines. Furthermore, the consolidation of skills has left the entire class somewhat overpowered. Some players may argue that this is a good thing. However, for me it has rendered what was a subtle class requiring skill and intelligence to use effectively, into what is just a blunt instrument. Since playing tactically is now redundant, instances and skirmishes no longer poses any significant challenge. PVE content has been easy in LOTRO for a long time. Post update 41 it is now trivial and nothing more than a minor diversion.
For all the good aspects of LOTRO, of which there are many, developer’s Standing Stone Games have a habit of making wrong calls when it comes to adding new systems to the game. Consider mounted combat, fellowship manoeuvres, destiny points and pipe weed. Some of these are interesting ideas that were just poorly implemented. Others are things no one ever asked for. All of which took time and resources to develop. The latest addition to this list is the woefully implemented “Birding” hobby which arrived with Update 41. This bird spotting activity seems somewhat ill conceived and is certainly underwhelming. The fact you don’t actually see any birds during the process is odd, to say the least. Again I return to this notion that those making decisions at SSG seem very removed from what players want.
LOTRO is a 17 year old game. The MMORPG genre and gaming per se have changed a lot during that time. LOTRO looks “old”. Some may argue that is part of the game’s inherent charm and in some respects I would agree. However, the ageing technology that LOTRO runs on is a reality. Although the game has an impressive scope of vision when it comes to its world design, the implementation is looking dated. The low resolution textures, the incessant pop-in and the constant recycling of assets is very noticeable. If you take time to set up a screenshot in LOTRO, especially one that involves an interesting vista, you’ll often find that the game struggles to load appropriately scaled trees, shrubs and buildings. The game engine also cannot cope with the waves and breakers along the coast of Umbar. The game’s UI is also from a different era and struggles to be readable at modern resolutions. Yet plans to address these issues appear to have been abandoned.
LOTRO players will often focus on the game’s strongest asset; the lore and the way that SSG draws upon it so effectively. This is not something I would dispute. If you are a Tolkien fan, you’ll find SSG’s vision of Middle-earth to be very authentic. If you’re a new player starting LOTRO today, you’ll find a wealth of content to get lost in. However, at level cap it is a different issue. You can either embark upon group play and tackle all the respective raids that are available. Or you can simply play new story content and slowly upgrade your gear. I have stated in the past that LOTRO has reached a point in its lifespan where “what you see is what you get”. However, I now feel that the game has begun to run out of steam. Narratively, the game has entered Umbar, which is an interesting region from a lore perspective. But aesthetically it is a visually uninspired zone and it sits uncomfortably with the rest of SSG’s vision of Middle-earth.
Looking at the bigger picture, in recent years there have been a lot of changes with regard to who owns SSG. Initially EG7 appeared to be keen in investing and invigorating the game. However, changes to the internal company hierarchy appear to have reversed this policy. I get the impression that the bean counters are at present happy for LOTRO to continue in the same vein as it always has. It generates revenue consistently and has a robust core playerbase. But I think no one wants to invest any further resources into the game, beyond those allocated. This issue, when combined with SSG’s “mother knows best” outlook, says to me that the game is just marking time. Rather than operating within modest parameters it now feels like lacklustre meandering. Has LOTRO lost its way? Can it be saved and given a new lease of life. Or is it simply entering the final stage of its life cycles.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
I always remember the sage wisdom of the great children’s TV character Huxley Pig. “If in panic, if in doubt. Run in circles, scream and shout”. Such was the initial reaction of players of the MMORPG The Lord of the Rings Online, when it was announced recently that there is to be a new 64-bit server rollout in Q1 of 2025. At first glance, new servers are surely a good thing? The 64-bit legendary servers, which were tested in 2024, have proven to be a success and do much to address the lag issues that plague the existing 32-bit servers. Surely this is what players want? Well, yes it is, in principle but new infrastructure ultimately raises the issue of server migrations. Developer’s Standing Stone Games intend to consolidate the player population in the long term with the addition of 4 new 64-bit servers. The 2 legendary servers will remain but the 32-bit legacy servers will eventually close.
Star Trek Online: Events and New Content
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
Where STO differs from many other MMOs is that there is no raid culture at endgame. There are some Task Force Operations (group content) that can be done on a harder setting but these do not count as traditional raids. Once a player has completed all story content and levelled their character, the focus of the game tends to be on min-maxing one’s ship and seeking to fine tune its DPS output. However, that is not to every player’s liking, which then presents an issue. Because the addition of new content has definitely slowed over the last six years. Although new missions are released episodically over the course of a year or two, Cryptic no longer releases traditional expansions as other MMOs do. Instead new content is bolstered by the regular addition of short term, themed events that often provide a reward if specific criteria are met.
So far in 2024, STO has had a First Contact Day event, various Red Alerts and the annual Summer Festival as well as others. All of which yield a reward such as gear, a ship or upgrade materials. Many of the events contribute to a wider yearly event campaign, which if completed will allow the player to choose a premium ship from the C-Store. The obvious benefit for such an approach is that there’s always something to do in-game. It provides players with a short amount of play time to log into the game and work towards a goal. However, in the long term it becomes somewhat tedious and unengaging. Due to FOMO some players feel they are stuck on a treadmill. What this endless litany of events isn’t is complex, lore driven story content. When we do get a new story arc, it is doled out over a longer time period and frankly, due to changes in writing staff, is not as good as it used to be.
Victory is Life, the last proper expansion for STO, was released in June 2018. It was a well written, engaging story arc which featured a reunion with many of the most beloved characters from Star Trek: Deep Space Nine. It provided a hefty chunk of story to work through, as well as access to the Gamma Quadrant, an increase to level cap and a new reputation faction. Since then, no further expansions have been released. New story arcs are launched episodically and lack the impact and bonus content of expansions. Perhaps the problem is that Cryptic has always chosen to make previous expansions free of charge. Was this an unsustainable business model? Did it not occur to anyone that players would be happy to pay because that’s how expansions usually work. And let us not forget the content that was taken from the game to be remastered. This remains outstanding and in all honesty seems unlikely to return.
Star Trek Online remains a good MMO which uses the intellectual property upon which it is based, well. But it most definitely has a content problem at present. There is too much focus upon creating sellable digital items rather than creating new missions. What new missions we do get are somewhat generic. The most recent arcs, The Terran Gambit and Kings and Queens have certainly been weak, compared to older content. Quark’s Lucky Seven remains a highwater mark in game content coming close to the feel on a TV episode. It remains to be seen as to whether Cryptic are going to raise their game and provide anything on a par with expansions such as The Legacy of Romulus. If they don’t then then the game is effectively slipping into a lower gear. There may well be players who are happy to tinker with their builds indefinitely but I suspect that most want the same sort of story driven content that underpins all the television shows. Its sustained absence from the game is to its detriment.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
I have confined my gaming to three MMORPGs in recent months and have not strayed into anything new. Time has been an issue due to a great deal of change in my domestic life. Hence The Lord of the Rings Online, Star Wars: The Old Republic and Star Trek Online have proven suitable for my needs. Being able to log into a game and commence an activity without any complicated preamble is convenient and currently suits my schedule down to the ground. I will be buying Sniper Elite 5 at the end of the month as this is a franchise that has always proven entertaining and engaging. While recently perusing the various game launchers I have installed, I took the opportunity to remove several games that I’m no longer playing or that have proven to be a “five minute wonder”. Hence I said goodbye to GreedFall, Tom Clancy’s Ghost Recon: Breakpoint and Days Gone. Their removal is no reflection upon their quality.
There was a perennial question being discussed over at Massively Overpowered recently. Justin Olivetti asked “why do you play MMOs solo” and as you would expect, there was a wide variety of answers. I have written about this myself in the past, as when I first started playing MMOs, I was very enamoured by the social element and therefore very disposed towards group content. However, that experience between 2008 and 2011, when I played The Lord of the Rings Online most days and dedicated Friday and Saturday nights to raiding, was very much down to circumstances. I had the time and inclination to spend hours online. That is something that I don’t have now. Plus the novelty of the social element has worn a little thin over the years. Nowadays, I do not have the luxury of waiting for a raid group to assemble, nor do I have the tolerance for the inevitable delays that always stem from any kind of human interaction.
LOTRO: The Lore-master is Broken
I started playing The Lord of the Rings Online on On Monday 22nd December 2008. I still have the receipt in the box set that I bought, which included the base game Shadows of Angmar and the newly released expansion, Mines of Moria (it had been out about a month). This was my first MMORPG and unlike many other gamers, I had not previously played World of Warcraft. Hence, this was very much a new experience for me. I spent a lot of time pondering what race and class I would play and after reading the game manual thoroughly, (remember them?) I decided upon a human Lore-master. This proved to be a wise decision because I immediately took to the class with its mixture of ranged fire attacks and combat pets. As I am not an “altoholic” this has been my primary character in LOTRO for the last 15 plus years. I have played through every update and expansion with this Lore-master. A total time investment of 7 months, 1 week, 3 days and 5 hours.
I started playing The Lord of the Rings Online on On Monday 22nd December 2008. I still have the receipt in the box set that I bought, which included the base game Shadows of Angmar and the newly released expansion, Mines of Moria (it had been out about a month). This was my first MMORPG and unlike many other gamers, I had not previously played World of Warcraft. Hence, this was very much a new experience for me. I spent a lot of time pondering what race and class I would play and after reading the game manual thoroughly, (remember them?) I decided upon a human Lore-master. This proved to be a wise decision because I immediately took to the class with its mixture of ranged fire attacks and combat pets. As I am not an “altoholic” this has been my primary character in LOTRO for the last 15 plus years. I have played through every update and expansion with this Lore-master. A total time investment of 7 months, 1 week, 3 days and 5 hours.
Over the years I have enjoyed both the good times and bad times with LOTRO. There have been occasions when I have indulged in marathon sessions and other times when I’ve taken several months break from the game. But because of my love of Tolkien and my connection with the character that I’ve created, I always return. Over the years our Fellowship (guild) has waxed and waned. Many friends have come and gone from the game and sadly, some have passed away. Such is the nature of communities within the MMO genre. 15 years has also seen a lot of changes in the games development. Systems have been added and game mechanics have been changed. Mounted combat and epic battles proved unsuccessful. The change from a flexible trait system to a generic skills tree proved problematic. Yet despite various bumps along the way, the road continues to go on and on for LOTRO.
On July 31st, I logged into LOTRO as Update 41: On the Wing was being released that afternoon. I had been away from the game for several months and read that there were to be some class changes included in the latest patch. I took screen captures of my current build, so I could quickly return to it after any system reset. I then logged out, with a view to returning later. It was not until a few days ago that I logged back into LOTRO and I quickly discovered that developers, Standing Stone Games, hadn’t made minor adjustments to the Lore-master class but had radically retooled it. In the past I would have known chapter and verse about this matter well in advance. Nowadays, I have a more casual relationship with the game, so I was blissfully ignorant of the changes. Needless to say, I wasn’t the only player who was confused and frustrated by this decision to alter a class in this fashion.
I won’t belabour casual readers with an excess of detail but all classes in LOTRO have the option to spend their skill points in three distinct skill trees. All of which offer different abilities and play styles. These are colour coded. Blue is weighted towards buffing the Lore-master pets and making them a major focus of gameplay. Red is DPS specific, buffing most fire skills and such like. Yellow line is designed to make all Lore-master buffs and de-buffs more robust and is the favoured skills tree option for those playing group content. All of these have now been nerfed by SSG with certain skills being combined or removed altogether. The most egregious changes are to the red line option. The option that I’ve always favoured. Combat pets which could previously be summoned until manually dismissed, are now relegated to short term skills. You summon them, they fight for a short period and then vanish. These skills now have long cooldowns. Considering that the Lore-master is a pet class, this decision is illogical. It also spoils having these pets as companions when out of combat.
As a mature gamer, I am not prone anymore to gaming related tantrums. They are unseemly and ultimately change nothing. But as a player of LOTRO with 15 years plus standing, who has solely played the Lore-master class for that period, I am “disappointed”. Something that wasn’t broken to begin with has been diminished and is now demonstrably inferior to how it used to be. The irony is this isn’t the first time such decisions have been made during LOTRO’s lifespan and I suspect that it will happen again. SSG developers have a habit of being tone deaf to players’ likes and dislikes and indifferent to any upset or inconvenience they cause. They have an unedifying habit of “always knowing better”, regardless of whether they do or not. As for me, I spent a little time experimenting with the new red line build and then abandoned it. I have not at present chosen an alternative option and have logged out, with no immediate plans to return anytime soon. Nothing remains the same forever but this was a crass decision by the developers and it has now degraded mine and other players’ gaming experience. Bravo SSG, bravo.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
I always remember the sage wisdom of the great children’s TV character Huxley Pig. “If in panic, if in doubt. Run in circles, scream and shout”. Such was the initial reaction of players of the MMORPG The Lord of the Rings Online, when it was announced recently that there is to be a new 64-bit server rollout in Q1 of 2025. At first glance, new servers are surely a good thing? The 64-bit legendary servers, which were tested in 2024, have proven to be a success and do much to address the lag issues that plague the existing 32-bit servers. Surely this is what players want? Well, yes it is, in principle but new infrastructure ultimately raises the issue of server migrations. Developer’s Standing Stone Games intend to consolidate the player population in the long term with the addition of 4 new 64-bit servers. The 2 legendary servers will remain but the 32-bit legacy servers will eventually close.
Raph Koster and Stars Reach
Let’s talk about Raph Koster and his proposed MMORPG Stars Reach. I am aware of the man’s pedigree within the video game industry and what his legacy is perceived to be. I never played Ultima Online and never got beyond a demo of Star Wars Galaxies so my opinion of his work and gaming philosophy mainly comes from what he has written, rather than what I’ve learned through experiencing his games. And what he has made clear time and time again is that he doesn’t like the current cultural norms surrounding the MMORPG genre. He favours a philosophy of player agency and collectivism as a means to harmoniously manage virtual worlds. He has even asserted that encouraging players to take an active role in addressing the emerging communities needs in a virtual world, may encourage reciprocal action in the real world. If you want chapter and verse on his ideas and theories, do visit the Stars Reach YouTube channel and his personal website.
Let’s talk about Raph Koster and his proposed MMORPG Stars Reach. I am aware of the man’s pedigree within the video game industry and what his legacy is perceived to be. I never played Ultima Online and never got beyond a demo of Star Wars Galaxies so my opinion of his work and gaming philosophy mainly comes from what he has written, rather than what I’ve learned through experiencing his games. And what he has made clear time and time again is that he doesn’t like the current cultural norms surrounding the MMORPG genre. He favours a philosophy of player agency and collectivism as a means to harmoniously manage virtual worlds. He has even asserted that encouraging players to take an active role in addressing the emerging communities needs in a virtual world, may encourage reciprocal action in the real world. If you want chapter and verse on his ideas and theories, do visit the Stars Reach YouTube channel and his personal website.
I’m often more interested in the video games industry itself, than I am in the games they produce. This is very much the case, so far, with Stars Reach. As a concept and an attempt to break the existing MMORPG mould, it is a fascinating proposal. But from what I’ve seen so far, the graphics alone are sufficient to put me off. I like eye candy. I make no bones about that. Eyesight is a cornerstone of human experience and therefore I find it rather crass when people try to discount that. We are hardwired to make decisions based on visual data, so please don’t upbraid me for my disdain of “cartoony” graphics. If you’re attempting to make a genre defining title, then I expect it to be made using the Unreal 5 or the Frostbite engine. However, setting aside my personal tastes, I am fascinated by what Raph Koster is proposing. Partly because the ideas are indeed bold but also because I get the distinct vibe of a serious artist about to make a change of direction that may not work out the way they think. Like Bowie with Tin machine.
Raph Koster eschews the theme park elements of MMOs. He favours dynamic worlds that have finite resources and realistic ecosystems. Hence players will need to be mindful of how they use resources. To stop such virtual worlds being a race to the bottom, Mr Koster wants the playerbase to work collectively and cooperatively in his game. “Players form economic dependencies on each other’s characters by advancing in diverse specializations and skills, all of which draw from the common exhaustible resource pools available in each zone, thereby creating a Tragedy of the Commons problem to navigate as a group”. All of which are valid ideas in principle. I have no doubt that if you round up a dozen or so like minded players who agree on the philosophical precepts of the game and give them alpha access, it will yield potentially positive results. But Stars Reach is intended as a commercial product and therefore needs to appeal to fairly broad demographics. From those who want to farm guinea pigs, to those who want to shoot guinea pig farmers in the face and steal their flock.
To put it politely, I do feel that Mr Koster’s philosophical views do come across as a little naive. Players may well want greater agency in their MMO gaming but do they really want a simulator that has the potential to produce all the bureaucratic and hierarchical problems that are inherent in the real world. Democratic decisions tacitly require the notion of “the loser's consent” to be considered legitimate. That is something that is fast vanishing in the real world. Hence, I find it unlikely that such a quality will be more abundant in a video game community. The moment a committee of gamers in Stars Reach place a restriction upon a specific form of action that negatively impacts other players, there will be problems. If you please the guinea pig farmers, you’ll piss off the face shooters and vice versa. And unlike the real world, in-game hassles can be avoided by simply voting with your feet. I therefore see a possible future where everytime Stars Reach implements a major change, it is followed by a major online brouhaha and then a patch to rectify the problem.
Another point to consider is what sort of gamer will be attracted to Stars Reach. I suspect it may be of interest to people who look to MMOs as a refuge from the real world. Players that just want to spend time in a virtual environment where they insulate themselves from the iniquities of daily life and bask in the pleasure of an idealised environment. Some may be vulnerable and fragile. Which then makes Stars Reach a massive target for predatory gamers who take pleasure from causing upset to others. Suddenly the face shooters and guinea pig farmers become bullies and their victims. We’ve seen it happen before with unchecked PVP. Something else to ponder is that Mr Koster is proposing a game under pinned with a specific sociopolitical ideology. There is a culture war going on at present and if Stars Reach got any sort of traction, especially with the youth audience, it would certainly run the risk of being attacked from within by groups with opposing political opinions and goals.
Obviously this post is purely speculative, based on what information there is about the game at present. Games change during their development, as do people. It may be a case that as and when Stars Reach does get released, its aspirations may have changed substantially as many of the ideas were tried in earlier builds and failed. It may be the game is launched true to Mr Koster’s vision but due to its nature, simply becomes a niche product that exists adjacent to mainstream games. A video game version of a kibbutz. Or it could even turn into the biggest video game controversy and shit show since gamergate. Either way there is scope for this to be a fascinating journey. Assuming that Raph Koster has read the room correctly and that sufficient people desire what he is proposing. Alternatively, even if he is wrong, failed endeavours can still yield much that is useful. At the very least the journey that is commencing will more than likely inspire many a blog post among the gaming community.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
I recently completed the main story in Tainted Grail: The Fall of Avalon. In total I spent about sixty hours playing the game. I began at the start of the year, then took a break for a while but returned to it recently because I wanted to see if I could unlock a specific ending. I did manage to do this. Like so many other RPGs, Tainted Grail: the Fall of Avalon has a central storyline, along with a wealth of side quests, based around factions in specific zones. I think I possibly completed about a two thirds of these. However, once I finished the main story, my interest in the game began to wane. I finally left my character in the last major quest hub in case I wish to return at a future date. I then logged out of the game and uninstalled it from my PC to free up space for whatever I was to play next. In this case its The Sinking City 2. None of this is a negative reflection on Tainted Grail: the Fall of Avalon. I enjoyed the time I spent playing this quirky RPG. I simply had my fill and left to play something else.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
MMO Tropes: Loot
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Where is the phat loot?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Loot has multiple purposes as a game mechanic. For many players of MMOs, looting is their primary means of earning in-game currency. Loot is farmed and then sold, providing “gold” that can be spent on other requirements. It is a cornerstone of MMO economies. Many of which are fair and equitable when a game is launched, only to go off the rails as players learn how to game the system. But that is another blog post. Returning to the matter of loot, its acquisition goes beyond the practical in some games, instead providing the actual raison d'etre for playing. Games such as the Diablo franchise are an exemplar of this concept and let us not forget that there is an entire genre of games that falls under the banner of “looter shooters”. There is something that appeals to many gamers on a very fundamental level, with regard to acquiring what is colloquially called “phat loot”. I can remember grinding for ages to get a 1st age weapon in The Lord of the Rings Online circa 2009. I was beside myself when I finally got one. I enjoyed it for a week until an expansion invalidated it with new and superior gear.
The Captain wasn’t happy with the quality of the loot
However, not all loot is equal. MMOs usually have various types of loot on an ever increasing scale of rarity and importance. Quality gear and useful item upgrades tend to be scarce, often tied to high level bosses or harder missions. Low value items are commonplace and are accurately labelled “vendor trash”. Many MMOs struggle to get the balance right when it comes to the quality and frequency of loot drops. Star Trek Online is a terrible offender when it comes to this. Specific missions have very good gear rewards but random loot acquired while fighting random mobs is usually of no value at all. It is often pointless low level items and selling them yields little financial reward. Conversely, in The Lord of the Rings Online, a level cap player can make a lot of gold, just by farming zones ten or so levels below them. Especially if they are pursuing deeds, such as killing 200 of a particular species.
MMOs also have another source of loot. Namely raids. These complex, time consuming group events have always been the favoured means for game developers of this genre, to gate the best quality gear. For many years MMO players would invest hours of their time, participating in raids in the hope of getting an opportunity to roll on a unique item. Yes, you read that right. Often there was only one item of high end gear in the loot. It may not have even been relevant to your class at all. If so you got nothing. If it was something you could use, then there was usually a random number generating facility in the chat window and you rolled a virtual dice. The person with the highest number got the item. Everyone else went home with nothing. Assuming the raid leader didn’t steal it for themselves, and then quit the game and the guild. As you can imagine this was the very definition of “fun”. If any old school gamer tries to convince you that MMOs were meritocracies back in the day, tell them to remove themselves to the nearest body of water.
Cheech and Chong themed cosmetic skins and weapon blueprint
However, things change. Video games have become more popular and game developers have gotten wise to the fact that a lot of their paying customers are buying an experience and an entertainment service. They don’t care about punishing rules and failure conditions. Hence we now live in an era where quality loot can be bought. It is a phenomenon that isn’t to everyone’s liking but again we need to step back from our own preferences and see video games as the transactional business that they are. Call of Duty sells weapon blueprints that are often superior to those available in the base game. Star Trek Online has a multitude of ships available in-game but the most desirable are those from lock boxes. As for me, whenever The Lord of the Rings Online raises the level cap, thus invalidating your current gear, I just spend my monthly subscriber stipend on loot boxes and be done with it, rather than re-gear by grinding.
Most people like getting loot when playing MMOs. Or at least they like the concept. Not necessarily the way the mechanic is implemented. I have often thought that we get superior gear at the wrong time. You don’t need it when you hit level cap (unless you buy into the maxim that the real game only begins at level cap) but rather as you’re levelling. Personally, I like upgradeable loot and the ability to keep a much loved item, as seen in Star War: The Old Republic. However it is implemented, loot is a constant in the MMO genre and that is unlikely to change. I don’t think any specific game has a system that is 100% perfect. Perhaps that all seeing oracle and minor deity, Raph Koster, will bring forth a definitive loot related game mechanic in his up and coming game, Stars Reach. Until then we’ll just have to endure the systems that we have. Now please excuse me, I have to sell 3 hides, a kumquat and a rusty ear trumpet for 4 gold.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Many MMORPGs are set in open worlds that are designed to mimic a real and living reality. Beautiful fantasy or science fiction themed environments, rich with diverse fauna and flora. Settlements are filled with people that go about their daily routine. There is often a day and night cycle and changing weather. All of which is intended to make the game world feel alive. Furthermore, these open worlds become a source of content of their own. Not only do they provide the environment for the various quests and missions that players undertake but a source of exploration and discovery. Something that many players value more than other types of game content.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”.
The MMORPG genre is a curious subset of video games. Not only is it predicated on violence against the individual, institutions and “others”, as so many video games are but also species-specific genocide and general mass extinction of fauna and flora. It is easy to understand how this gaming specific trope came about. Early MMOs often had very little or no narrative driven quests and players simply levelled their characters by gaining XP from any sort of combat. Be that against other players, mobs or general in-game wildlife. What is far more perplexing is why such an arbitrary mechanic still persists in the modern MMO. Is it simply due to “laziness” and the fact that it’s easy to implement and rely upon? Or is there more to it than that?
If I may quote myself “The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. This time round, I would like to discuss the following. The Hero, the Chosen One, the Übermensch. As that is the role that we so often are assigned in this genre. Developers broadly assume that most players want a power fantasy and precious little else is on offer. Hence we find ourselves in a story in which we are destined to do great deeds in a virtual world, whether we wish to or not. I can see the superficial appeal of such a conceit. Most of us are not such overachievers in real life. So a game in which we get to do stuff to the world, instead of the world doing stuff to us has an inherent allure. But like most MMO tropes, unless it is implemented with some panache and creativity, it quickly becomes a tiresome cliche.
I have played more than “a few” MMORPGs over the years. It’s an enjoyable (and accessible) genre of video games. But like any other type of game, MMOs have a fairly standard formula based on a handful of game mechanics. There is levelling, gaining experience and the acquisition of skills and points. Gear such as armour, jewellery and weapons come and go as you progress through the game. Then there’s crafting, trading and gaining “gold”. Another key aspect is the social dynamic. Often there’s content specifically designed for groups to complete. But this homogeneity also extends beyond the systems that underpin the games. The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post.
LOTRO: What You See Is What You Get
As many of us suspected, the proposed “remaster” of the MMORPG The Lord of the Rings Online has been formally cancelled. Daybreak boss Ji Ham touched upon this project in EG7’s latest investors pitch video and stated that the proposal was a poor return on investment. The estimated cost of $30 million could well be spent more effectively elsewhere, possibly the development of new games. As a console release of LOTRO would be dependent upon a remaster, I think it is safe to say that idea is similarly no longer an ongoing concern. Sadly, it would appear that all the ideas regarding LOTRO that were floated during Robin Flodin’s tenure as EG7 CEO, have now all been quashed. It will be interesting to see if developers Standing Stone Games push ahead with support for 4K gaming and revisions to the game’s GUI or whether that also will be abandoned.
As many of us suspected, the proposed “remaster” of the MMORPG The Lord of the Rings Online has been formally cancelled. Daybreak boss Ji Ham touched upon this project in EG7’s latest investors pitch video and stated that the proposal was a poor return on investment. The estimated cost of $30 million could well be spent more effectively elsewhere, possibly the development of new games. As a console release of LOTRO would be dependent upon a remaster, I think it is safe to say that idea is similarly no longer an ongoing concern. Sadly, it would appear that all the ideas regarding LOTRO that were floated during Robin Flodin’s tenure as EG7 CEO, have now all been quashed. It will be interesting to see if developers Standing Stone Games push ahead with support for 4K gaming and revisions to the game’s GUI or whether that also will be abandoned.
16 years on from its launch LOTRO remains a money-making concern due to its relatively stable playerbase. The licensing arrangement is as secure as it can be and so the game continues. There is an ebb and flow to player engagement with LOTRO, usually centred around the release of new content. The release of Amazon Prime’s The Lord of the Rings: The Rings of Power certainly produced a spike in activity around the MMO. This will no doubt happen again when the next update is released. However, LOTRO appears to have a finite capacity to yield revenue and as a result of this fiscal limitation, it would appear that Daybreak has no interest investing any further in the game. Hence the scope of future development for LOTRO is fixed. The MMO will continue to get new updates, expansions and monetised content. But there will not be anything outside of existing parameters.
Having played LOTRO since 2008, the game has changed significantly over the years. It has tried to embrace some of the attributes of modern MMOs and that has not been to everyone's liking. However, the loyal, steadfast, playerbase yields sufficient revenue to keep the lights on. It reminds me of a popular TV show that maintains an audience and so gets continued funding but never enough to break out of its creative lane. The steady release of new story content, new classes and races is sufficient to keep loyalists engaged. But the “more of the same” business model is also the reason why a percentage of players leave. New players arrive to find a dated game that offers a huge amount of old school, progressive, narrative content that they need to catch up on. However, it is clear now that this is the way LOTRO is going to be until the servers are closed. These are the terms that you play the game.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
Star Trek Online: Frequency Remodulation
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
However, STO developers Cryptic recently introduced some practical changes regarding the frequency remodulation system in the game. First off, the standard Frequency Remodulator that has to be equipped as a ground device, has been removed altogether. Beam weapons now have this functionality built in. A new remodulation button appears over the power tray (hotbar) that works in an identical fashion to the old remodulator. Furthermore, the button can be toggled on and off, if you do not want it showing on your UI permanently. Secondly, the faster Fractal Remodulator is still available but is now crafted via the R&D panel for the same cost in materials. The Omega Force, 3-piece ground gear reputation set still has an Integral Frequency Remodulator. This instantly overcomes Borg adaptation and prepares the next remodulation as a background process that requires 15 seconds to recharge. It is not affected by the changes made by Cryptic.
These changes were introduced to STO on Tuesday 12th September with the launch of the latest content update Incursion. After travelling to the Defera Invasion Zone I noticed that the Borg were slower to adapt to beam weapons than previously, especially with those weapons with a rapid-fire secondary attack. Now the pace of combat and adaptation by the Borg feels a lot closer to how it is portrayed in the various TV shows and films. Having the ability to frequency remodulate built into your weapons frees up a ground device slot, which is beneficial and saves you the inconvenience of confronting the Borg without a remodulator and getting caught out. Just remember to look to the right-hand side of your power tray for the switch to toggle the remodulation button. As always, Cryptic posted a press release but provided no in-game instructions.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
"Hiding" Other Players in MMORPGs
Massively Overpowered posed an interesting question today regarding the MMORPG genre. “A while back, an MOP commenter opined that MMOs should always offer players the option to fully block – that is to say, mute their speech and hide their avatars and entire presence – from the game – owing to the supposition that “the worst part of every MMO is the players.” In other words, you’d be able to blink all other players en masse right out of existence, from your point of view, unless you chose otherwise (for example, toggling other people back on for dungeoneering)”. First off, I have a worrying suspicion that the commenter may have been me, as this is the sort of irascible thing that I say. However, I’m sure I’m not the only person to have thought this out loud. However, now that it’s being fully debated, upon mature reflection I don’t think that this is a good option. No, not in the least.
Massively Overpowered posed an interesting question today regarding the MMORPG genre. “A while back, an MOP commenter opined that MMOs should always offer players the option to fully block – that is to say, mute their speech and hide their avatars and entire presence – from the game – owing to the supposition that “the worst part of every MMO is the players.” In other words, you’d be able to blink all other players en masse right out of existence, from your point of view, unless you chose otherwise (for example, toggling other people back on for dungeoneering)”. First off, I have a worrying suspicion that the commenter may have been me, as this is the sort of irascible thing that I say. However, I’m sure I’m not the only person to have thought this out loud. However, now that it’s being fully debated, upon mature reflection I don’t think that this is a good option. No, not in the least.
From a purely gaming perspective, not having other players about would significantly improve the performance of some games. It would also address differing opinions about immersion. Lore purists would no longer clash with the casual player with the “jovial” name. If this toggling on and off of other players had some degree of control, then role play guilds could segregate themselves from potential trolls and general indifference of non-role players. As could any player or group of players from a minority background, who regularly encounter harassment and prejudice. However, I think in the long term and when considered as part of a wider perspective, this could be a very troubling option. Segregation, be it voluntary or involuntary, has consequences. Blocking other players is more than just visually removing them from a game. It is making a statement. One that can righteous or steeped in bigotry.
At present, real-world politics (although I use the term loosely) and the so-called culture wars are present in video games and its associated culture. Like it or not, there are a substantial percentage of players that don’t like equality and representation, be it in the in-game character creation or within gaming guilds. Hence the ability to block and remove from sight specific groups of people would be deemed advantageous to such people. But doing such a thing, for such reasons would be more than just removing people visually. It would be an act of denying peoples existence and their right to exist. A denial of equality. In essence the first step along the road of “othering” and dehumanisation. It starts with not wanting to see specific people and groups and denying them. But often this will not be sufficient for those who espouse such prejudices.
I would assume that implementing such technology in an existing MMO would come with quite a significant cost. However, market research may indicate that there is sufficient support for such things. I don’t think it unreasonable to speculate that someone may suggest that a cheaper option would be to simply set up separate servers based around demographics, other than language and region. I don’t like such a scenario. The ideology associated with it stinks. MMOs are communities and like wider society, they work because everyone has to exist within a set of rules designed to make that society functional and broadly tolerable. It’s far from perfect but it tends to work. We encounter (well some of us do) people from all walks of life and this for the majority, breeds tolerance at the very least. Tinkering with this by confining, segregating, or removing people from a shared space is a proverbial slippery slope.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
I recently completed the main story in Tainted Grail: The Fall of Avalon. In total I spent about sixty hours playing the game. I began at the start of the year, then took a break for a while but returned to it recently because I wanted to see if I could unlock a specific ending. I did manage to do this. Like so many other RPGs, Tainted Grail: the Fall of Avalon has a central storyline, along with a wealth of side quests, based around factions in specific zones. I think I possibly completed about a two thirds of these. However, once I finished the main story, my interest in the game began to wane. I finally left my character in the last major quest hub in case I wish to return at a future date. I then logged out of the game and uninstalled it from my PC to free up space for whatever I was to play next. In this case its The Sinking City 2. None of this is a negative reflection on Tainted Grail: the Fall of Avalon. I enjoyed the time I spent playing this quirky RPG. I simply had my fill and left to play something else.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
Star Trek Online: Upgrade Your Ship Even Further?
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
Regarding the title of this post, Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
Levelling to cap in STO is not such an arduous struggle as it is in other MMORPGs. Furthermore, the average player can gain acceptable gear for their starship via PVE content, the reputation system or joining a fleet. There are guides available online that show that you can throw together the most basic gear and traits and still have a perfectly serviceable vessel that can adequately play through endgame content. However, for a percentage of players the endgame in STO is all about increasing their DPS statistics via bespoke builds. At present, such a player can assemble the right selection of gear resulting in substantial DPS output. The introduction of Tier 6-X Experimental Ship Upgrade tokens in late 2020, provided an interesting steppingstone for all players. Those playing casually with average gear, benefitted from the additional device, console and ship trait slots. High end players could tweak their builds further and perfect them. Players could also choose not to use them.
Therefore, it can be argued that the introduction of the Tier 6-X upgrade system was justified and equitable. The same arguments don’t seem so applicable with regard to Tier 6-X2. The benefits no longer seem to be couched in terms of levelling the playing field and seem to be simply about purchasing an optional and possibly superfluous statistical upgrade. Cynics will also note that to receive the benefits of a Tier 6-X2 upgrade, the player has to use a further two Experimental Ship Upgrade tokens. Yet despite paying twice the cost, you still only get the same unlocks as with the first upgrade. All of which makes me wonder whether this is worth it. I suspect not and I certainly don’t think I will be hobbling myself if I choose not to. Furthermore, this situation highlights the problem all MMOs have with power creep and the fact that it would be more appropriate for Cryptic to find a comprehensive solution to that problem, rather than offering this money making stop gap..
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
Star Trek Online: Trait Bug
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
The trait bug tends to happen when changing instances within STO. IE When transitioning from sector space to system space or when travelling to a planet surface or visiting a space station. It can also happen after the release of any content update. As STO rotates through a schedule of yearly events, the bug manifests itself quite regularly. However, despite it persisting in the game years, it is hard to pin down a specific set of factors that cause it. It is capricious by nature, which makes it more frustrating. The “unslotting” of traits will impact upon space and ground combat and it is often the feeling that your current build feels “gimped” that leads players to discover that a selection of random traits have vanished from their existing setup. A further source of annoyance is the fact that there isn’t a permanent fix or a workaround that is 100% effective.
At present, the nearest I have got to a solution is as follows. Clear all existing traits and save to a new loadout. Overwrite existing loadouts to remove them. Log out of the game and close the client. Then log back in. Go to system space above the homeworld of your faction. Set all your traits as you desire and save the loadout. I would also advise taking a screenshot or making a written note of your trait selection. This broadly works but can fail after a content update. This bug is an especially poor reflection upon Cryptic because it has been around so long. I would happily forgo a content update, if the developers spent time and resources on a comprehensive bug fix. Sadly, I suspect that is not going to happen. In the meantime, if anyone has any other workarounds, I’d be interested to know them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
LOTRO: River-hobbits Preview
There have been four test previews of Update 37 for the MMORPG, The Lord of the Rings Online, recently on the Bullroarer test server. I only managed to briefly log in on the 1st of August, specifically to check out the new River-hobbit race. During my brief time on Bullroarer I investigated their respective character creation options and after quickly throwing together a new alt, logged into the game itself. Because I have been absent from both LOTRO and the official forums of late, I was not aware of any of the details surrounding River-hobbits. I was somewhat surprised that they hailed from Lyndelby in the Wells of Langflood. As I was short on time, I didn’t play through the new bespoke starter story associated with the new race. I logged out with the intention of returning during the next beta test but sadly I missed it. Hence I have spent the last few days reading several blogs and the official game forums to find out more about River-hobbits and how well they’ve been received so far.
There have been four test previews of Update 37 for the MMORPG, The Lord of the Rings Online, recently on the Bullroarer test server. I only managed to briefly log in on the 1st of August, specifically to check out the new River-hobbit race. During my brief time on Bullroarer I investigated their respective character creation options and after quickly throwing together a new alt, logged into the game itself. Because I have been absent from both LOTRO and the official forums of late, I was not aware of any of the details surrounding River-hobbits. I was somewhat surprised that they hailed from Lyndelby in the Wells of Langflood. As I was short on time, I didn’t play through the new bespoke starter story associated with the new race. I logged out with the intention of returning during the next beta test but sadly I missed it. Hence I have spent the last few days reading several blogs and the official game forums to find out more about River-hobbits and how well they’ve been received so far.
Let it suffice to say, River-hobbits as they exist after 4 rounds of testing, have not met with universal acclaim. Broadly speaking I would say opinion on the official forums is equally divided on the matter. However, I tend to be ambivalent of this particular platform as it is not sufficiently representative of the wider LOTRO community. There are a lot of personalities who regularly contribute and participate in the various discussions there who struggle with objective criticism and acceptance of contrary opinions. That notwithstanding, based upon what I’ve seen and more importantly read so far, the objections raised are as follows.
The current River-hobbit character models are not sufficiently “hobbit” like. They look more akin to scaled down human assets.
The representation of River-hobbits seems to be canonically problematic and the associated in-game lore seems deliberately ambiguous.
The overall level and quality of development of this new race seems to be “minimal”. IE Too many reused and repurposed in-game assets. Indifferent writing and insufficient effort being put into the undertaking.
All of which tallies with what I’ve seen so far of River-hobbits. I was surprised to see how “un-hobbit like” the character models were when I logged into the test server at the beginning of the month. I was somewhat disappointed that Lyndelby had been chosen as the starter location for the new race. This remote and deliberately hidden village is already established via a prior update and is clearly an agrarian settlement. There is a river for irrigation purposes but the environment does not immediately seem an ideal fit for this new race. For me, River-hobbits conjures up images of a community specifically linked with waterways. IE One that uses boats, fishes and has homes on the river bank or on a boardwalk. Perhaps even a few adventurous denizens have houseboats.
One of the reasons that I have drifted away from LOTRO is that it never seems to be able to step beyond the technical and creative confines it has made for itself. I applaud wholeheartedly the fact that new content is continuously added to the game. But it is always “more of the same”. No more, no less. I appreciate that trying to do something radical with a game running on code from before 2007 is not easy. Yet, the developers seem to have a mindset of not even trying to think outside the box. Using the blanket excuse of “old code and technical difficulties” to absolve themselves from trying anything new is far from edifying. But it can be argued that Standing Stone Games have always been their own worst enemy. In the meantime let us wait and see if any further meaningful changes are made to River-hobbits. I suspect that after 4 beta tests, apart from some aesthetic tweaks, what you currently see will be what you get in the final release. How it is received by regular players will be interesting.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
MMO Tropes: Death
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
I use to be alive until I took an arrow to the cerebral cortex
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
Over the course of its evolution, the MMORPG genre has handled death in many different ways. There’s the scorched earth policy of permadeath, in which your in-game character dies for good. You lose everything you’ve accrued and have to create a new character and start from scratch. Then there was the infamous “corpse run”, in which your character’s spirit spawns at a designated point on the in-game map and has to return to their own dead body to re-animate it. In the meantime, any passing player can pilfer your loot from your unattended cadaver. However, such draconian rules have fallen out of favour with modern MMOs, although you will still find them in many classic games that still linger online. Death is now treated as a minor penalty that temporarily inconveniences you. It may incur damage to your gear but it is no longer the setback that it used to be.
I’ve spent many a happy hour plummeting to my death in LOTRO
In the Lord of the Rings Online, death is politely called “defeat” and occurs when your morale reaches zero. While defeated your character remains immobile, unable to use any skills. You may then use a self-revive which has a two hour cooldown by default, assuming that the immediate area is safe. If however you cannot or do not wish to self-revive, you may “retreat” which will teleport you to the nearest rally point, which is a circle of stones in a safe area. This disadvantage of “retreating” is that it may take you a substantial distance from your previous location. This is particularly problematic if you are in an instance. However, if you are playing in a group you may be revived by a fellow player, if they are of a class that can revive others. It is not the best or worst example of death mechanics in an MMO but it can be managed. You can purchase an account unlock that reduces the two hour cooldown on “revive” to one or purchase additional consumable “revives” by using in-game currency.
Death is managed in a far more equitable fashion in Star Trek Online. During ground combat, if you are inconvenienced by dying you can simply respawn at the last unlocked respawn point. However, more often than not, your character is accompanied by your “away team”. This is a group of four NPC companions or “bridge officers”. While dead you may request “help”, in which case one will come and revive you. Depending upon the intensity of the ongoing combat, your companions may well all heroically die trying to save you. However, if you ensure that you have a holographic or android NPC on your away team, these have the ability to self-reboot. Hence if your entire group is wiped out, one will self-revive and then revive everyone else. Conversely, space combat in STO handles dying far more simply. There is a short 10 second cooldown and then you can opt to respawn in the combat zone.
“He’s dead, Jim. Oh shit, it is Jim”
I have always liked the way that Guild Wars 2 has made reviving others a key social aspect of the game. Each player can use a self-revive when “downed”, the stage between zero health and “defeat”. Alternatively, while “downed” if you manage to kill an enemy you will “rally” back to a state of health. However, once dead, they can either retreat to the nearest waypoint or look to an ally or the kindness of passing strangers to revive you. In dynamic events, where there are lots of players, it is commonplace to help players who are “downed” or “defeated” as it is practical to have as many functional players attacking a target as possible. There are traits in the game that improve reviving speed and potency. Gear can be augmented with runes, some of which can improve revival mechanics.
The Elder Scrolls Online dispenses with the intermediate stage of being “downed” and once your health is exhausted, you are officially dead. At this point, you can retreat to the nearest wayshrine or self-revive using a soul gem. Soul gems are consumable items that are initially empty. However, if the player slots the right skills, they are filled with the souls of enemies they defeat. Hence soul gems come with a cost. The player has to either make them themselves or buy them pre-made from the in-game store. Reviving yourself with a soul gem will grant you a spectral form for a short time that is unable to attack or be attacked, before returning to full health. This allows the player to strategically reposition themselves. Soul gems can also be used to revive other players. However, unlike Guild Wars 2, as you are using a resource with a value, players may not always be disposed to help you.
A poultry-geist
Most people are not overly enamoured by death mechanics. However, during solo PVE gameplay, it is broadly tolerated. However, in my experience, this changes significantly during group content. I jokingly mentioned earlier about death in instances or raids. It is a fact that players do not warm to dying in an MMO when it is due to the incompetence of another player. Group content in MMOs requires a substantial investment of time and resources. Death may lead to a wipe and failure to obtain the loot you desire. Which means when Colin fucks up and you all die, tempers will flare. It can ruin a game. Colin notwithstanding, death is a legacy penalty left over from the original hardcore days of MMOs. Its relevance seems to have diminished with age and continues to do so in this era of “live services”. It may eventually vanish from the genre as it ultimately stands in the way of player gratification. Unhappy players tend not to play or pay. Business doesn’t like that.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Many MMORPGs are set in open worlds that are designed to mimic a real and living reality. Beautiful fantasy or science fiction themed environments, rich with diverse fauna and flora. Settlements are filled with people that go about their daily routine. There is often a day and night cycle and changing weather. All of which is intended to make the game world feel alive. Furthermore, these open worlds become a source of content of their own. Not only do they provide the environment for the various quests and missions that players undertake but a source of exploration and discovery. Something that many players value more than other types of game content.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”.
The MMORPG genre is a curious subset of video games. Not only is it predicated on violence against the individual, institutions and “others”, as so many video games are but also species-specific genocide and general mass extinction of fauna and flora. It is easy to understand how this gaming specific trope came about. Early MMOs often had very little or no narrative driven quests and players simply levelled their characters by gaining XP from any sort of combat. Be that against other players, mobs or general in-game wildlife. What is far more perplexing is why such an arbitrary mechanic still persists in the modern MMO. Is it simply due to “laziness” and the fact that it’s easy to implement and rely upon? Or is there more to it than that?
If I may quote myself “The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. This time round, I would like to discuss the following. The Hero, the Chosen One, the Übermensch. As that is the role that we so often are assigned in this genre. Developers broadly assume that most players want a power fantasy and precious little else is on offer. Hence we find ourselves in a story in which we are destined to do great deeds in a virtual world, whether we wish to or not. I can see the superficial appeal of such a conceit. Most of us are not such overachievers in real life. So a game in which we get to do stuff to the world, instead of the world doing stuff to us has an inherent allure. But like most MMO tropes, unless it is implemented with some panache and creativity, it quickly becomes a tiresome cliche.
I have played more than “a few” MMORPGs over the years. It’s an enjoyable (and accessible) genre of video games. But like any other type of game, MMOs have a fairly standard formula based on a handful of game mechanics. There is levelling, gaining experience and the acquisition of skills and points. Gear such as armour, jewellery and weapons come and go as you progress through the game. Then there’s crafting, trading and gaining “gold”. Another key aspect is the social dynamic. Often there’s content specifically designed for groups to complete. But this homogeneity also extends beyond the systems that underpin the games. The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post.
MMO Tropes: Running All the Way
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Although MMOs are often proud of the size and scale of the virtual world’s they’ve created, getting around is time consuming and at times a chore. Hence, running in an MMO is usually the most expedient way of travelling. It’s not mandatory though, which is why you will sometimes see role players walking everywhere for realism. The trade off is that it takes longer and you look like a fool doing it. Each to their own. When you’re new to a game, discovering and exploring a major quest hub, such as Minas Tirith in The Lord of the Rings Online, is a source of enjoyment. However, roll on a few weeks and it soon becomes a nuisance that has to be managed and endured. Mercifully, most MMOs have various means of fast travel, via waypoints, shrines, or stables. This is done for convenience, although some will argue it comes at the expense of immersion.
As many MMOs are fantasy based, animal or beast themed mounts can provide a suitable, lore friendly means to travel around. Although fast travel from point to point is convenient, riding around and exploring the immediate environment can be a major point of appeal for an MMO. LOTRO does this very well as Standing Stone Games’ virtual Middle-earth is one of the biggest gaming maps available. The world is diverse and richly designed and there are many iconic places to discover. The Elder Scrolls Online similarly offers a varied and immersive open world to explore. Cryptic’s Star Trek Online handles the vastness of the galaxy well. Sector Space is big and takes a degree of time to traverse. This situation does improve once you hit the level cap and can access Quantum Slipstream drive which allows for much faster short bursts of speed. Star Wars: The Old Republic has a far more practical point to point, hyperspace travel system but I never liked the way it cost you money for fuel.
Another thing to consider about running in MMOs is that it does have some tactical applications beyond its functional use. For example, depending upon “aggro mechanics” it is possible in some games to run past or even through a group of mobs without alerting them. Even if you do trigger enemies, in many MMOs you can outrun them although such things do come with an element of risk. For example, in LOTRO it is entirely possible to run through Moria (with an alt at the same level of the content) from the West to East gates and survive, as long as you know the most expedient route. Then there are the practical benefits of a strategic withdrawal. Remember, “he who fights and runs away, lives to fight another day”. Temporary running buffs can also be useful when “retreating to victory”.
Single player games seem to handle travel differently and certainly have some advantages. I envy the fact that a game like Grand Theft Auto V or Red Dead Redemption 2 provide the players with access to public transport. I especially like riding the train between towns in RDR2 as it is very restful and highlights for a few minutes the detail of the open world. Similarly, using the L Train in GTA V adds to the illusion of a living city. It would be nice to see something like that in the MMOs genre. I also liked the way in LA Noire, if you don’t want to drive the car yourself from case to case, you simply use the passenger door and your NPC companion would be the designated driver. All goes to show that you can approach the matter of getting from A to B with a degree of creativity, rather than just running all the way.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Many MMORPGs are set in open worlds that are designed to mimic a real and living reality. Beautiful fantasy or science fiction themed environments, rich with diverse fauna and flora. Settlements are filled with people that go about their daily routine. There is often a day and night cycle and changing weather. All of which is intended to make the game world feel alive. Furthermore, these open worlds become a source of content of their own. Not only do they provide the environment for the various quests and missions that players undertake but a source of exploration and discovery. Something that many players value more than other types of game content.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”.
The MMORPG genre is a curious subset of video games. Not only is it predicated on violence against the individual, institutions and “others”, as so many video games are but also species-specific genocide and general mass extinction of fauna and flora. It is easy to understand how this gaming specific trope came about. Early MMOs often had very little or no narrative driven quests and players simply levelled their characters by gaining XP from any sort of combat. Be that against other players, mobs or general in-game wildlife. What is far more perplexing is why such an arbitrary mechanic still persists in the modern MMO. Is it simply due to “laziness” and the fact that it’s easy to implement and rely upon? Or is there more to it than that?
If I may quote myself “The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. This time round, I would like to discuss the following. The Hero, the Chosen One, the Übermensch. As that is the role that we so often are assigned in this genre. Developers broadly assume that most players want a power fantasy and precious little else is on offer. Hence we find ourselves in a story in which we are destined to do great deeds in a virtual world, whether we wish to or not. I can see the superficial appeal of such a conceit. Most of us are not such overachievers in real life. So a game in which we get to do stuff to the world, instead of the world doing stuff to us has an inherent allure. But like most MMO tropes, unless it is implemented with some panache and creativity, it quickly becomes a tiresome cliche.
I have played more than “a few” MMORPGs over the years. It’s an enjoyable (and accessible) genre of video games. But like any other type of game, MMOs have a fairly standard formula based on a handful of game mechanics. There is levelling, gaining experience and the acquisition of skills and points. Gear such as armour, jewellery and weapons come and go as you progress through the game. Then there’s crafting, trading and gaining “gold”. Another key aspect is the social dynamic. Often there’s content specifically designed for groups to complete. But this homogeneity also extends beyond the systems that underpin the games. The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post.
LOTRO: Cardolan and Swanfleet Preview
The Bullroarer test server for the MMORPG The Lord of the Rings Online, recently had a three day preview for Update 34: Before the Shadow. Beta #1 provided an opportunity to explore the new regions of Cardolan and Swanfleet, as well as the new tutorial which starts in the village of Mossward. I shall write a separate article about the latter as it merits more than just a cursory paragraph. This post however, is specifically about the new zones themselves. The test held between Wednesday 19th and Friday 21st October, presented a fairly complete version of Cardolan and Swanfleet, which provide level 1- 32 content. The “mob” density was somewhat low in open areas. However, as this was a beta test there is scope that this will change in the final live release on Wednesday 9th November.
The Bullroarer test server for the MMORPG The Lord of the Rings Online, recently had a three day preview for Update 34: Before the Shadow. Beta #1 provided an opportunity to explore the new regions of Cardolan and Swanfleet, as well as the new tutorial which starts in the village of Mossward. I shall write a separate article about the latter as it merits more than just a cursory paragraph. This post however, is specifically about the new zones themselves. The test held between Wednesday 19th and Friday 21st October, presented a fairly complete version of Cardolan and Swanfleet, which provide level 1- 32 content. The “mob” density was somewhat low in open areas. However, as this was a beta test there is scope that this will change in the final live release on Wednesday 9th November.
Perhaps the most significant aspect of the addition of Cardolan and Swanfleet is the way these new zones fit so well into the existing LOTRO world map. The new zones fill in a major geographical gap in Middle-earth and link The Shire, Bree, The Lone-lands, The Angle of Mitheithel, Eregion and Enedwaith seamlessly. As a result, the Lonelands, Eregion and Enedwaith maps have now been updated and reflect the new visual style that has been established in recent years. Overall, there is little left of Eridor now that isn’t included in the MMO. The two regions of Lindon and the Grey Havens being the most prominent locations that remain outstanding. It will be interesting to see if these areas feature in any future updates.
Players can enter Cardolan, the first of the two new zones, via the South Farthing in The Shire. This leads to Sarn Ford. Alternatively, access can be gained via the Andrath Gate in Southern Bree. This will take the player to Southern Andrath. There is also a road South from Lone-lands which passes Minas Eriol. There is also access from The Angle of Mitheithel and the Southern Trollshaws. Cardolan has five areas. The first is Ruddymore which extends from Sarn Ford on the borders of The Shire, Eastward to the town of Herne. This area is filled with Ruffians and the environment is similar to that of The Iron Hill, with a lock of dark brown rock formation. To the North of Ruddymore lies the area of Tyrn Gorthad. This is filled with Cardolan ruins, the most substantive of which is Dol Ernil on the borders of the Old Forest. The area is home to Wights and Gaunt men and is in a similar idiom to the North Downs.
The next area is Andrath. The Northern hills in this location afford views of Bree-land Homesteads, Midgewater Marshes and Weathertop (depending on your draw distance setting). Moving to the East, Cardolan is separated from the Lone-land by the South Downs. There are two remote farming communities, Scurloc and Hove, which are similar to those we see around Bree. The Barrow of Gond Orchal and the Cardolan ruins of Haudh Nirui are home to Wights and Orcs respectively. Travelling further East to the borders of The Angle of Mitheithel, there is Amon Firn. This area is filled with both Wights and Spirits and overlooks the river Hoarwell. At the heart of the Cardolan map is the decaying fortress of Caranost. Orc infest the Western side. Rangers and Elves have an enclave on the East side. I suspect that due to the size of Caranost it may be the epicentre of several major quests or instances. The area of Sedgemead lies to the South East of Cardolan, along the banks of the river Greyflood. It is wild and overgrown with flowering plants and bushes (Like Ithilien).The ruins of Nimbarth and the Nagenstones are found here. The latter being a former Elven settlement
Herne is a major settlement of Men and main quest hub that lies on The Greenway road that runs diagonally through Cardolan. It seems to be the equivalent of Combe. The Crossway House Inn is a prominent feature and the architecture in Herne is once again similar to Bree. The road South out of the town leads to an area marked on the map as Minhiriath but you cannot access it due to an invisible barrier in ruins. To the East of Minhiriath there is the Cardolan ruins of Gaervarad and a stronghold of ruffians. The Greenway runs down to the Greyflood and the expansive ruins of Tharbad. There is an encampment here of Rangers and Elves but Tharbad itself is a major enemy stronghold. The bridges across the river are broken but there is a ford across the Greyflood into the neighbouring zone of Swanfleet.
Upon crossing the Greyflood you find The Old South Road, which spans the zone from the West to the East of Swanfleet. Mossward is the first settlement you encounter and it is a small town like Archet. This is the new starter area featured in the new tutorial included in Update 34: Before the Shadow. To the North of the town are the fens and wetlands of Wadewater. So named as the water levels are navigable by foot or on horse. This is filled with water fowl, insects and Bog Lurkers. The area is reminiscent of Enedwaith and features the village of Lhan Garan which is similar to Galtrev. Nearby are the Elven ruins of Caras Gelebren. The road East leads to Echad Mirobel in Eregion. Western Eregion lies North of Caras Gelebren and is adjacent to The Angle of Mitheithel, so shares a similar environment. Tham Lasgol and Thamn Celechir are additional Elven ruins populated by Wood Trolls and Huorns.
Perhaps the most entertaining area in Swanfleet is the Stoor-vales. This area includes three settlements quite close to each other. Glen Helyg, Clegur and Lintrev are Stoor villages set among the hills away from The Old South Road and hidden from prying eyes. Aesthetically, they are similar to Maur Talhau in Enedwaith, which they link to. Hobbit settlements have a tendency to be whimsical areas and these are no different. They also provide the practical benefits of being a major crafting hub. With regard to The Old South Road, this leads to Gloomglens and Windfells in Enedwaith. It should be noted that despite its substantive in-game map appearance, Swanfleet is another region where a lot of the terrain is inaccessible and the player is funnelled to specific areas. In reality it is not a big and open zone as Cardolan. However, it does have an immersive environment.
To conclude, Cardolan and Swanfleet provide a great sense of in-game continuity. There are lots of repeated assets from other locations, but that makes perfect sense when you consider that the new zones have borders with six other existing regions. I would like to draw special attention to the ambient music for Cardolan and Swanfleet, composed by Bill Champagne. It is very appropriate and memorable. Whatever criticisms you may raise against LOTRO, its musical score is not one of them. It remains the one to beat within the MMO genre. Overall, Cardolan and Swanfleet offer an interesting addition to LOTRO, filling in a long time gap in SSG’s virtual Middle-earth. Having a new tutorial set in these zones makes creating new alts a far more appealing prospect.
In addition to the pictures in this post, here is a link to a gallery of screenshots via Google Photos. All are available at the original screen resolution of 1920 x 1200.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
Star Trek Online: Ascension
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
Warning: Plot Spoilers (although Cryptic have given away all these details themselves, already). The Terran Emperor of the Mirror Universe, Wesley Crusher and yes you did read that correctly, is planning to join with the Mirror version of V’Ger, known as The Other. Obviously such a “melding” will not lead to such benevolent results as it did in Star Trek: The Motion Picture. During the course of Ascension, is a ground mission set within the core of The Other, where you play a Mirror version of your own alt. This character called The Inquisitor assists the Emperor’s away team. However, as this is some form of session play, you only have access to a bespoke and somewhat basic set of skills on your quickbar. So say goodbye to your own personal build and kit skills. And if that wasn’t a sufficient pain in the ass, you can’t even toggle your weapon to autofire.
Thus, while in this “gimped” state you then have to contend with a set of lacklustre tasks, such as turning off six power nodes before worker drones can bring them back online. It is a race that can be successfully done if you can figure out the shortest and most efficient route. If you don’t, then multiple drones will spawn and interrupt you, while you desperately try to catch up. The key to success is not to stand next to the power nodes but to get as close to them until the power off button appears on your screen. Hence there is a shorter optimal route that will allow you to complete the task before too many drones spawn. However, all of this still has to be undertaken with STO’s janky aim controls, while getting caught up in the environment for no discernible reason (a common bug in the game). It is far from fun and if you don’t know the workaround, very, very repetitive.
There’s nothing wrong with the story and as always, the voice acting by original cast members (in this case Wil Wheaton) is top notch. It’s just that the nuts and bolts of the game is incredibly uninventive. The V’ger, sorry The Other, environments are very well realised but just shooting wave after wave of generic drones is as dull as ditch water. It is a fact of life about the MMO genre that there is a limited amount of interactions you can make within gameplay. The key is in the creative way you “dress up” these interactions, so although they may be simple, they don’t come across that way within the context of the wider story. It is this specific element that is missing in Ascension. I do hope that Cryptic tries better than this next time. There is so much content in STO, such as the entire Agents of Yesterday expansion, that is exemplary. This is the standard that should be aimed for.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
LOTRO: Coming Changes to Race and Class Choice
Standing Stone Games are currently testing the second beta build of Update 33.2 on their The Bullroarer Test Server. The latest patch notes indicate that there are some major changes coming to the MMORPG, The Lord of the Rings Online. The proposed Minstrel class changes are proving controversial and I suspect that there will be a strong degree of pushback from players. As I have not played this particular class, I am not in a position to express an informed opinion but reading comments both on the official forums and on Reddit, I think players have legitimate concerns. Changing and rebalancing class skills and in any way altering the status quo, never goes down well as you can never please everyone. It will be interesting to see if SSG take on board player comments or push ahead with their proposed changes regardless.
Standing Stone Games are currently testing the second beta build of Update 33.2 on their The Bullroarer Test Server. The latest patch notes indicate that there are some major changes coming to the MMORPG, The Lord of the Rings Online. The proposed Minstrel class changes are proving controversial and I suspect that there will be a strong degree of pushback from players. As I have not played this particular class, I am not in a position to express an informed opinion but reading comments both on the official forums and on Reddit, I think players have legitimate concerns. Changing and rebalancing class skills and in any way altering the status quo, never goes down well as you can never please everyone. It will be interesting to see if SSG take on board player comments or push ahead with their proposed changes regardless.
However, there are some positive changes included in Update 33.2 such as the removal of racial restrictions to the class system. To date the various classes in LOTRO have been subject to a specific set of race restrictions (please see the image below), which have been justified over the years on lore grounds by SSG. This has always been debated by some of the player community, who feel if the game can be “flexible” with the lore in some areas, why not in others? It would appear that SSG have listened and the update now allows for the following race and class permutations. Dwarf/Stout-axe Captain and Warden. Elf/High Elf Burglar. Hobbit Lore-master and Champion. Human Rune-keeper. The Beorning race remains unique These changes bring the remaining classes inline with the Brawler which is available to all permutations of Elf, Dwarf, Hobbit and Man.
Naturally, there are some players who object to these changes, considering them non-canonical, but I feel that LOTRO departed from lore purity a long time ago. I am just happy that players are getting more choice. Hence, in the spirit of such change, I created a Hobbit Lore-master on Bullroarer last night and played through the first few levels of the game. It was interesting to see all the bespoke Lore-master skills induction animations as a Hobbit and I really didn’t think it an odd addition to the game. The first Lore-master pet is the bear and it is rather comical the way it towers over its Hobbit companion. So far I haven’t encountered any issues, although other players have found some minor anomalies when playing the new Dwarf/Stout-axe class variants. But that is the entire point of beta testing.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
A Month in Gaming
I last wrote a post in this series in June. Back then I wanted a break from MMOs as I had invested heavily in Star wars: the Old Republic and The Lord of the Rings Online. Because I was still enjoying the Star Wars vibe, I decided to try Jedi: Fallen Order. Sadly, despite the story showing a lot of promise, the PC version of the game handles poorly and the controls are sluggish. Often it felt like my character was wading through mud and there was a tangible amount of skills lag. So I uninstalled it and moved on to something else. One of the odd things about gaming is that despite amassing a library of free and discounted titles, we often end up buying something new, instead of playing that which we already own. And that is exactly what I did. I purchased Stray amid all the excitement surrounding the game, but to date I still haven’t played it. Make of that what you will.
I last wrote a post in this series in June. Back then I wanted a break from MMOs as I had invested heavily in Star wars: the Old Republic and The Lord of the Rings Online. Because I was still enjoying the Star Wars vibe, I decided to try Jedi: Fallen Order. Sadly, despite the story showing a lot of promise, the PC version of the game handles poorly and the controls are sluggish. Often it felt like my character was wading through mud and there was a tangible amount of skills lag. So I uninstalled it and moved on to something else. One of the odd things about gaming is that despite amassing a library of free and discounted titles, we often end up buying something new, instead of playing that which we already own. And that is exactly what I did. I purchased Stray amid all the excitement surrounding the game, but to date I still haven’t played it. Make of that what you will.
So what exactly have I been playing? Sniper Elite 5 for starters. I feel this is by far the best iteration of the franchise and as such it kept me busy in June and July. I like the weapon customisation, especially the addition of non-lethal ammunition. I finally feel that weapons choice makes a tangible difference to your play style. I also like the pace of this game or more specifically, the fact that you determine it. You can spend ages lining up a shot or you can go in all guns blazing. And the maps are by far the best that developer’s Rebellion has come up with so far. They lend themselves to continuous replay due to the variety of potential routes you can explore. Invasion mode, which I wrote about at length in a proper blog post, offers a new and interesting spin on PvP, with another player entering your campaign game and trying to hunt you down. Sniper Elite 5 has provided me with some of the best gaming I’ve had this year.
It was nice to see Fall Guys go free-to-play, in so far that it makes the game more accessible to players across multiple platforms. This is a fun game; something you can jump into and quickly start enjoying, with little or no impediment. However, the business model is based upon the selling of cosmetic skins and the pricing structure is far from generous. Running about with a default character will be a problem for some players, so they will naturally want to customise their look. Earning the in-game currency is a long grind (when is it not?), so the only alternative is the game store. FOMO is not an ethically ideal foundation for your game’s business model, but it doesn’t seem to bother publishers that much. If you are content to just play with the default skins, then Fall Guys is certainly still an enjoyable game. But sooner or later, you will want a chicken outfit or something and will have to reach for your wallet.
Despite my overall fatigue with LOTRO, I have been intrigued by the Echoes of Angmar private server and the debacle that has accompanied it. Despite a politely worded and somewhat wishy-washy cease and desist notice from Middle-earth Enterprises, the developers of this project have pushed ahead with several stress tests and delivered (so far) exactly what they intended. A version of LOTRO as it was back in November 2007, shortly after its launch. I found the few hours that I played to be entertaining, although that mainly came from the sense of nostalgia. I’m not so sure if I’d enjoy the game in this form quite so much, as I did back in the day. However, I am curious to see how this project evades the “legal issues” arising from its situation and what sort of long term audience it can sustain.
The other gaming development of note that I’ve enjoyed over recent weeks, has been my return to Guild Wars 2 after a seven year absence. There are still several elements of the game that infuriate me, but after a further two expansions there is sufficient content for me to do and enjoy. I have set about collecting mounts and earning mastery for their various skills. I continue to enjoy the various events that regularly occur and the fact that you can always find something to do if you’re pushed for time. Playing through the main story is another matter altogether. I await to see if my interest in the game lasts. As autumn approaches, the immersive nature of MMOs and their requirement for time investment becomes both appealing and sustainable. If Guild Wars 2 cannot fill that gap, there’s always The Elder Scrolls Online. The next post in this series will indicate which game prevails.
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
I last wrote a post in this series in June. Back then I wanted a break from MMOs as I had invested heavily in Star wars: the Old Republic and The Lord of the Rings Online. Because I was still enjoying the Star Wars vibe, I decided to try Jedi: Fallen Order. Sadly, despite the story showing a lot of promise, the PC version of the game handles poorly and the controls are sluggish. Often it felt like my character was wading through mud and there was a tangible amount of skills lag. So I uninstalled it and moved on to something else. One of the odd things about gaming is that despite amassing a library of free and discounted titles, we often end up buying something new, instead of playing that which we already own. And that is exactly what I did. I purchased Stray amid all the excitement surrounding the game, but to date I still haven’t played it. Make of that what you will.
Usually I keep subscribing to an MMORPG, even if I’m not playing it that much. I like to have options in case I decide to log in on a whim. Especially if an absent friend returns to a particular game presenting an opportunity to catch up. However, the current economic climate is no longer something that I can ignore. Although far from having a low income, the current ongoing increase in the cost of living is becoming apparent, so I have been fiscally prudent and cancelled my monthly subscriptions to Star Wars: The Old Republic and The Lord of the Rings Online. Both have provided me with a lot of entertainment over the last three to four months but until new content becomes available, I can happily dispense with them for the meantime. Not only have I saved £17.98 on subscriptions, I shall no longer be making ad hoc purchases of in-game currencies. Something I have been doing a lot more than usual of late.
I have confined my gaming to three MMORPGs in recent months and have not strayed into anything new. Time has been an issue due to a great deal of change in my domestic life. Hence The Lord of the Rings Online, Star Wars: The Old Republic and Star Trek Online have proven suitable for my needs. Being able to log into a game and commence an activity without any complicated preamble is convenient and currently suits my schedule down to the ground. I will be buying Sniper Elite 5 at the end of the month as this is a franchise that has always proven entertaining and engaging. While recently perusing the various game launchers I have installed, I took the opportunity to remove several games that I’m no longer playing or that have proven to be a “five minute wonder”. Hence I said goodbye to GreedFall, Tom Clancy’s Ghost Recon: Breakpoint and Days Gone. Their removal is no reflection upon their quality.
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.
September has been and gone and the nights are now drawing in. Usually this time of year is ideal for gaming but sadly I’ve had a lot on over the last 30 days and as a result there’s been precious little time for gaming or indeed writing. Such is life. When I did have some leisure time, MMOs were the easiest way to get a quick gaming fix, as per usual. Standing Stone Games announced that the next expansion for The Lord of the Rings Online would be released in November and that a revision of the Legendary Item system would be coming prior to that. Hence I took a look at the beta builds on the Bullroarer test server and then started prepping my various alts on the live servers, to get ready for this major change. I also managed to complete the latest event in Star Trek Online. However, beyond these straightforward tasks I didn’t really get to do much more.
Again this is more a case of two months in gaming. Furthermore although I was quite active in July, I was less so in August as the Blaugust 2021 Festival of Blogging event consumed the lion share of my leisure time. The majority of my gaming time is usually mid to late evening. Although Mrs P and I do many activities together, there are times when she will want to watch something I don’t, be engrossed in a book or out with friends. These occasions present sizable windows of time to focus upon a video game, which is especially useful for the MMORPG and RPG genres. However, I often have to choose whether to use this time exclusively for gaming or some other recreational activities such as writing. Another foible of my video game time management is trying to arrange things so I can undertake recurring, daily quests in a game early in the morning. I will often tackle such content in Star Trek Online, as soon as I get up.
The last installment of A Month in Gaming was at the end of April. I have decided to update this recurring post less often to ensure that I have more to write about than just cataloguing my generic activities in The Lord of the Rings Online and Star Trek Online. The only downside of such an approach is that it invalidates the title but that can’t be helped. Fortunately, I have done more than usual over the last two months. My daily schedule has changed temporarily and I now have a little more leisure time available. Hence I’ve dabbled with several new games as well as using my Nintendo Switch more often. I also took part in a “tag team” playthrough of XCOM 2, which was a very interesting experience. And I finally took the time to go through all my games libraries on the various different platforms to catalogue exactly what I have. I found a few hidden gems but the majority is just “filler” that you find in most video game bundles.
I usually write this recurring post at the beginning of each month, reflecting upon my gaming activities over the previous thirty odd days. I refrained from writing an instalment at the beginning of April as I really didn’t feel I had much to say. However, now that a further month has elapsed, I believe sufficient has happened for me to continue. I do worry that these posts get repetitive and simply writing “ I played MMO A or B” is not sufficiently engaging. Luckily, I do feel that I have more to say this time round as I’ve broadened my gaming horizons recently and feel that I’ve done more, compared to other months. So let me begin with my return to console gaming. Something I haven’t done since 1999 when I purchased a Sega Dreamcast. After some procrastination, I’ve finally bought a Nintendo Switch and it has proven quite a hit not only with me but my grandchildren.
Here we are again. Yet another month has gone by and I find myself writing another instalment of “a month in gaming”. And to be honest, I have very little to say in this particular roundup of my gaming activities. I played Star Trek Online throughout February and created a new Klingon character to take advantage of the ongoing Klingon recruitment event. I have managed to upgrade a Tier 5 D7 and kit it out in such a way that it is fairly robust. And I also created a new Jem’Hadar alt, as they start at level 60 and you are provided with a fully equipped vessel and crew. Nothing fancy but it allows you to get into the endgame content a lot quicker. I may write a more detailed blog post about this at some point. I also played a lot more Fall Guys: Ultimate Knockout as my granddaughters came to stay for a week. I have already expressed my thoughts about the mechanics of that game in a prior post.
I last wrote A Month in Gaming post in December. Quite a lot has changed over the last two months. I have abandoned Cyberpunk 2077 as it has totally failed to hold my interest. I just couldn’t get on with the first person perspective. I also stopped playing Neverwinter, despite the game having many appealing elements. Sometimes, when you start an MMORPG that has been running for years, you feel so “behind the curve” that the prospect of catching up with everyone at the endgame is too daunting. And because the Call of Duty franchise has a yearly lifecycle, a new iteration of the game was released in November. Black Ops Cold War subsequently replaced the reboot of Modern Warfare and a lot of the new games content subsequently bled through in the free Battle Royale version. I’d been playing Warzone since last April and it was beginning to get a little stale. So I didn’t buy the latest Battle Pass and decided to move on. And then there’s The Lord of the Rings Online. Let it suffice to say I have completed as much of the latest “mini expansion” as I require and the game is now “on hold”.
November proved to be a very productive month, gaming wise. I had to self isolate for 14 days, due to coming into contact with someone who had tested positive for COVID-19. Hence I had far more leisure time than usual. For a second month I applied myself to progressing through the new “mini expansion” in The Lord of the Rings Online. The new zone is a two phase map. The first is Elderslade, a mountainous region to the North of the Wells of Langflood. This area contains mainly story quests. The second phase, called War of Three Peaks, is the same zone but during a period of open war between the Dwarves and the Orcs. Quests here are mainly repeatable slayer and achievement quests. I did not discover this until I had completed the first round, so to speak, only to be offered exactly the same quests again by an NPC. As I had reached maximum rank in reputation for this new faction and there were no rewards of any note for me to spend my barter currency upon, I simply stopped playing through this content.
The last 31 days have gone by really fast, or at least that’s the way it feels. Despite having bought several new games recently and acquired yet more for free from the Epic Store, I did not embark on anything new throughout October. Due to the unexpectedly prompt release of the new “mini expansion” for The Lord of the Rings Online and the launch of a new event in Star Trek Online, I found myself focused upon the MMORPG genre, yet again. And after playing continuously for six months, Call of Duty Modern Warfare/Warzone has finally begun to lose its lustre. I didn’t especially enjoy the Halloween event, not that there was anything inherently wrong with it. It just wasn’t for me. I played a little Fall Guy: Ultimate Knockout but quickly discovered that the “season” system is just another gear treadmill, although the gear in this instance are novelty cosmetic outfits. I don’t want to be tied to too many games in this fashion (it’s bad enough with MMOs), so this is another title that has been relegated to occasional play when the fancy takes me.
September has been a difficult month. A family crisis and subsequent bereavement meant that gaming got pushed down the daily agenda. However, after the various chores and duties were done I did need some downtime and means to relax. Hence I did play some games in a limited fashion. Nothing fancy, just stuff like Fall Guys: Ultimate Knockout and Gang Beasts, which are light-hearted and undemanding. I also took the time to log on to The Lord of the Rings Online test server and check out the preview of the forthcoming “mini-expansion”. Not only was this informative but it provided material for a blog post. But overall I didn’t really achieve anything substantial with my gaming throughout September. Gaming was relegated to being just a convenient diversion from the immediate problems I’ve been facing but as such, it did fulfil that role well.
I’m still somewhat shocked that August has been and gone. Even by 2020 standards it’s been an odd month. Due to illness in the family, my schedule has been turned on its head and subsequently there has not been as much time for gaming as I’ve previously enjoyed. However, I tried to put what time I had to good use. I attempted to return to the MMORPG The Lord of the Rings Online once again, to see if I could continue through the epic story. Sadly, the game has run into further server related issues, just as it did last month. Standing Stone Games community manager Jerry Snook was a little “snippy” in responding to players' concerns and at present there are no details regarding what the problem is and when it will be resolved. If this issue persists I suspect that it is going to do some genuine harm to both the player base and community relations. I hope matters improve for SSG and LOTRO over September.
As I mentioned in the last instalment of “A Month in Gaming”, I was toying with the idea of buying Ghost Recon Breakpoint. However, I have decided against that. Yes the game may well be a third person, co-operative shooter but ultimately it’s yet more explosions and military hardware fetishism, which isn’t anything new. I have more than enough of that at present with Call of Duty Modern Warfare/Warzone. I also don’t feel disposed towards giving Ubisoft any of my money at the moment, until they get their house in order. I am so tired of continuously reading about how shitty the video game industry is to work in. It’s difficult to protest in a meaningful way but I guess for the present not buying a product is as good a way as any. So rather than purchasing any further games, I decided in July to play at least one of the many titles I’ve got in my existing library.
I stopped subscribing to The Lord of the Rings Online in June. I’ve always had a very cyclical relationship with this MMO and at present I feel I need a break from the games somewhat linear formula. Plus the new content scheduled for release centred around the wedding of Aragorn and Arwen doesn’t exactly sound enthralling. So I’ve left my primary character in Langflood and will return to the game later in the year when I feel the need to catch up with content. I have also abandoned the ongoing events in Star Trek Online as they’re getting too repetitive. I would like to see a new longterm story arc rather than just a continuous cycle of short term events and repeatable content. I don’t mind working towards a goal but it has to be something I want and the rewards offered in this MMO are getting a little too generic for my liking. I shall return to the game at some point as I’m a lifetime account holder and I’m curious to see how developer’s Cryptic overhauls the Klingon story arc.
I see by the financial data that is currently available and being pawed over by industry pundits, that April was a very good month for the video games publishers. Quelle surprise. Who would have thought it? The increase in leisure time has certainly meant that even I have had a greater opportunity than usual to invest in playing video games. And as I predominantly play the MMORPG genre that has proven to be a boon. Or at least it was initially. After two month plus that is fast becoming a bane. MMOs are great when you have new content to play through, stories to discover, goals to achieve and systems and items to advance. But once you’ve done all these things and find yourself doing dailies just out of obligation and a way to kill time, then it may well be time to move on to something else.
April has been an usual month. The ongoing lockdown here in the UK (and elsewhere in the world) has afforded me more gaming time than usual. The policy of social distancing has reduced my caring duties to just three hours a day. Hence I and many others like me have much more leisure time available. I initially thought that this situation would be the perfect time to try some of the many of the games that I have stockpiled over the years. However, despite trawling through many titles, I still failed to find anything that immediately took my fancy. So I decided to take stock of my overall gaming activities and whether it was time to revise them and try something new. And by new I don’t just mean just buying a new game but taking a step out of my current comfort zone into a genre I don’t usually play. So that’s exactly what I did and the results have been very interesting.
The problem I find with monthly gaming articles is that they tend to cover ground that I’ve already written about over the last 4 weeks in other blog posts, only in less detail. So here is the brief version of my gaming activities throughout February. I played through the entirety of the Star Trek Online 10th Anniversary event and received the new hybrid Tier 6 ship. I enjoyed the new 2 part feature episode and have managed to maintain a schedule of doing “odds and sods” to keep myself busy. STO is currently my primary game. I’ve ground to a halt in The Lord of the Rings Online, as soon as I start questing in Minas Morgul itself. It is simply too uninspiring and grindy an area. So I’ve focused on completing deeds for virtue experience and daily repeatable quests for Anfalas Scrolls of Empowerment. Due to constraints upon my schedule, I decided to temporarily stop my subscription to ESO Plus, as I simply do not have the time to invest in The Elder Scrolls Online at present. ESO is a good game and deserves attention when played. Committing to multiple MMOs at once is always a mistake.
So much for the New Year. January has now been and gone and 2020 just seems to be barrelling along. As ever, due to my real world commitments, I’ve been pushed for time over the last thirty one days. Therefore, most of my gaming has been targeted “binge” sessions conducted late at night. However, I do find playing through episodic content over several hours to be a very productive means of making progress in MMOs. So overall January has been an enjoyable experience, game wise. Due to my circumstances, I have deferred starting any new single player games and have focused primarily on two titles; The Lord of the Rings Online and Star Trek Online. Sadly, The Elder Scrolls Online has been relegated to being played just once a week, usually on a Wednesday night when I meet up online with friends. My exploration of Vvardenfell will have to wait until later in the year, as I cannot sustain three MMOs to any great degree.
October has been and gone. And as ever the MMORPG genre has been the mainstay of my gaming activities over the last thirty days. Furthermore, it has been a productive month. I managed to complete the Daggerfall Covenant narrative arc, along with the main story on my Dragonknight in The Elder Scrolls Online. I find that completing Coldharbour is the biggest obstacle in progressing. It’s an atmospheric zone but once you’ve experienced it, it doesn’t really lend itself to repeat playing. But having done all this my Dragonknight hit level cap. I had taken the precaution of buying appropriate gear ahead of this achievement, so I managed to acquire some decent armour and jewellery that provide robust set bonuses. Despite focusing mainly on ESO, I did manage to progress further in The Lord of the Rings Online. I got as far as the Wolf Denes in the Vales of Anduin update. I also took the time to visit the LOTRO test server and checked out the Minas Morgul expansion preview. As for Star Trek Online my daily visits have been focused upon completing Task Force Operations and grinding for a free ship (again).
September saw The Elder Scrolls Online becoming my primary gaming focus. No real surprises there as I’ve been having so much fun of late with this MMORPG. I managed to get my Argonian Necromancer to level cap and then had the fun task of trying to equip them suitably. I don’t quite know why this aspect of gaming appeals to me so much but I just get a real kick out of trawling around looking for appropriate gear. I tend to enjoy it in all the MMOs I play. There’s just something inherently satisfying about equipping a new piece of armour or jewellery and seeing your stats noticeably increase. This process is even more enjoyable in ESO as there isn’t any server wide auction house, so you have to travel around from region to region, individually checking each guild trader you find. It really is virtual shopping. Once I managed to find the right gear for this character, I promptly created a new Imperial Dragon Knight and started playing through the Daggerfall Covenant storyline as it the one faction I haven’t yet completed. Oh and in ESO cosmetic pet news, the ghost chicken (official name Spectral Chicken) is outstanding.
Last month panned out pretty much as I expected. Blaugust and writing daily blog posts took up a fair amount of my leisure time. And then I lost a few days due real-life social activities. What gaming time I had was focused mainly on The Elder Scrolls Online. I’m sorry to say that I’ve ground to a halt in The Lord of the Rings Online. My level 113 Guardian remains at the Black Gates and for the present I simply do not feel disposed towards working my way through Mordor again, which I did just a year ago on my primary character. I have undertaken a few quests with my level cap Lore-master and will endeavour in the weeks ahead to at least complete the Vales of Anduin region. LOTRO at present doesn’t have much of a hold on me, although I may well become more enthusiastic once the next expansion is formerly announced.
Contrary to my last A Month in Gaming post, I did actually end up buying a discount copy of Elsweyr and returning to The Elder Scrolls Online. And I’m rather glad that I did, because it has provided a welcome change of scene and an opportunity to do something different. However, you can’t just fire up ESO and dive right in. No sir. The first thing you have to do is update all your addons and if your starting a new alt (which I decided to do), ensure that your key mappings and custom settings are ported over. This process was a pain in the butt; however it did inspire a couple of blog posts. Creating a new alt is the perfect way to reacquaint yourself with ESO after a lengthy absence. In my case it has been 12 months. I decided to try the new Necromancer class and so far, it has proven to be both fun and rewarding. Rather than try to do a thousand things at once, I just started the Elsweyr main story and doggedly pursued it. The narrative is enjoyable and it was fun to see Cadwell as part of the plot focus. For practical reasons I’ve re-subscribed to ESO plus to unlock various DLC and I intend to continue playing for the next month or so.
This post should have been published two weeks ago but as ever, real life just keeps getting in the way. As expected, June proved to be a busy month, however, I managed to organise my leisure time pretty well, affording me an opportunity to not only play my two current MMOs but also experiment with some other games. At present my caring commitment keep me busy from about 10:30 AM to about 5:00 PM. I tend to get up round about 7:00 AM so if I promptly have a shower, dress and eat, I can usually create a two-hour window in the morning to either tackle admin and paperwork or undertake dailies in games such as The Lord of the Rings Online or Star Trek Online. I can also find several hours in the evening as Mrs Peril tends to go to bed earlier than I. Therefore practical time management has proven beneficial over the last four weeks.
As I suspected in my last post, my gaming activities were somewhat curtailed throughout May due to both my parents being ill. However, the time I did manage to spend in-game was both therapeutic and relaxing. For me, I’ve never really seen gaming as escapism, although I appreciate it certainly is for others. One of the aspects it offers, along with a degree of challenge and entertainment, is a release from stress and the pressures of one’s daily life. Perhaps that is why I enjoyed Sniper Elite V2 Remastered so much, because not only is it a thoroughly absorbing game, it also provides a sense of catharsis. I’ve already written about the game in some detail, along with my thoughts about the ongoing “remaster versus remake” debate. However, I would add that I enjoyed it so much I re-installed the sequel, Sniper Elite III, which I haven’t played since it’s release in 2014. This also proved to be an enjoyable undertaking, again for the self-same reasons.
So what have I been up to in April gaming wise? Oh, yes there was this. Mounted combat for the Guardian class is awful. There. I said it. As I’m not a LOTRO “altoholic” my only previous experience with mounted combat was with my Lore-master. Most of their skills are ranged which makes the fights less tedious and time consuming. And you get a combat pet which helps the proceeding slightly, but overall, it’s not that much fun. However fighting via your war steed with a Guardian is a ponderous grind. You have to be in close proximity to your foe to hit them and half the time they are running around you, conspicuously out of range. Sure there’s a skill that brings them next to you for a short period of time but as a level 85 Guardian’s DPS output is distinctly average at this point in the levelling curve, it’s a long, arduous slog to kill anything. My solution has been to summon my skirmish soldier who is an Archer and to use them in conjunction with my own bow to shoot down mounted foes while on foot. This still takes time but is quicker than doing it from horse back.
Navigating in MMORPGs
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
After considering the wider matter of maps in general in the MMO genre, it seems that most of them seem to be lacking in some fashion. The biggest problem is that traditional in-game maps are two dimensional views of three dimensional environments. LOTRO, Star Wars: The Old Republic and Guild Wars 2 are prime examples of this. Furthermore maps in this genre tend to be initially devoid of specific detail. This is to encourage exploration which then populates a map with NPC, fast travel points, crafting stations etc after they’re discovered. Another issue, especially in fantasy games, is that the maps themselves are designed in a stylised manner and are frequently not accurate in the sense that an Ordnance Survey map is in real life. The Elder Scrolls Online at least addresses the issue of multi-layers maps, allowing players to switch between levels. But it is far from perfect. The MMO does allow you to set a waypoint which can be a godsend.
As maps can prove so “unhelpful”, I find the most practical thing a game can do to help me with navigation is to provide a highly visible landmark which can be used to orientate players. Weathertop is a prime example of this in the Loneland region of LOTRO. The crumbling fortress on the highest hill in the region dominates the map. Having line of sight helps you make quick decisions when travelling and find the direction you need. Guild Wars 2 has gone all in on the concept of verticality and three dimensional environments. Does it make for interesting and complex world design? Yes. But the main problem is you cannot easily set a destination and travel there. As you seldom have any line of sight, often the only way to a location is through trial and error. Usually through “bandit territory”. It is intensely frustrating especially as there is much XP gain to be had via discovery. It makes me miss Neverwinter and its sparkly trails that can optionally lead you to your destination.
Navigating in Star Trek Online is the polar opposite of most other fantasy based MMOs and a very straightforward process. Especially after 2015 when developers Cryptic revised the galaxy map dividing it into four clearly defined quadrants, rather than sectors which were separate instances. The point and click navigation between planetary systems in sector space is simple and easy. If you wish to navigate by hand you can manually fly around at your own leisure. However, until you earn the transwarp travel skill it can take some time to get from one side of the map to another as a low level player. There is no cost associated with travel in STO. Unlike SWTOR which charges the player for the fuel used to travel across space. Both approaches are compliant with their respective lore of each franchise.
I find travelling and exploration a major source of enjoyment in MMOs. If I’m confronted with a blank map, then the first thing I want to do is open it up and see its details. I’ll often go exploring first off, rather than playing through mission or quest content. This isn’t always a shrewd decision as I can find myself in zones I am ill equipped to travel. Bu for me, looking around the game world is part of a game attraction, especially if it has a rich and diverse environment. Sometimes I will log into LOTRO and ride around Middle-earth just for the pleasure of it. Sadly, that is not the case for all MMOs. Take SWTOR, which has some industrial themed, city based maps that are a never ending maze of corridors and walkways. Overall I would like to see more games in the MMO genre having some sort of Grand Tour option or game mechanic. A means for peaceful exploration as an alternative to the usual narrative driven progression.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
I recently completed the main story in Tainted Grail: The Fall of Avalon. In total I spent about sixty hours playing the game. I began at the start of the year, then took a break for a while but returned to it recently because I wanted to see if I could unlock a specific ending. I did manage to do this. Like so many other RPGs, Tainted Grail: the Fall of Avalon has a central storyline, along with a wealth of side quests, based around factions in specific zones. I think I possibly completed about a two thirds of these. However, once I finished the main story, my interest in the game began to wane. I finally left my character in the last major quest hub in case I wish to return at a future date. I then logged out of the game and uninstalled it from my PC to free up space for whatever I was to play next. In this case its The Sinking City 2. None of this is a negative reflection on Tainted Grail: the Fall of Avalon. I enjoyed the time I spent playing this quirky RPG. I simply had my fill and left to play something else.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
Star Trek Online: Five Tips
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
1.) Like many other MMORPGs, STO allows players to customise their character. However, if you pick a specific race such as Vulcan or Klingon, there are limits to what you can do. Fortunately, there is another option that offers players a lot more creative choice. If you create an “alien” species you have access to a lot more customisation options. Hence an alien can be made to look like a Vulcan, Andorian etc. Furthermore, with some creativity you can also make a character that looks like a Cardassian, which is a cheaper option than paying to unlock the official playable version of the Cardassian race. STO also supports the ability to save custom character builds as a .jpg file. These can be exported and shared for others to use. You can find examples here.
2.) A perennial problem in MMOs is running out of storage space and STO is no different. If you find this an issue then make use of the in-game mail system simply by mailing unbound items to yourself. You can leave unread mail indefinitely and also access it from other alts, making this a very useful secondary storage system. Mail terminals can be found in most social areas such as Starfleet Academy, Earth Spacedock and DS9 (and similar areas for other factions).
3.) Bridge Officer or Boffs as many players refer to them can be a thorny issue. Some are only available via fleet resources, some from lockboxes and others are quest rewards. You can also buy a lot of generic Boff from vendors. You’ll often find a lot of discussion around which ones are “the best”. Ultimately, it is not the respective colour quality (white/green/blue/purple) that counts the most but their unique racial traits. Cardassian Boffs provide an accuracy, defence and +2% damage boosts. Very useful if pursuing a DPS build. Romulan Tactical Boffs have the Superior Operative Trait and are available via the Fleet Embassy, providing critical chance and severity boost. The Hierarchy Science Boff has the Pirate trait providing a further damage and stealth boost. It can be obtained from the mission “Alliances”. These are not expensive options.
4.) In ground combat, players can adopt a mobile approach or alternatively crouch and aim. The advantage of the latter is that crouching presents a smaller target and aiming down the sights awards a damage buff. Some players do not like the hassle of having to press several additional keys while in combat to crouch and aim. However, when in combat on a ground map, you can use a macro by copying the following into the chat bar: /Bind x ” crouch 1 $$ aim 2 “ If you then press x you will simultaneously crouch and enter aim/sniper mode. Note this tactic is not a “get out of jail card” that makes you invincible. You still need to maintain situational awareness. But if used appropriately, then crouching and aiming makes mob clearance a lot quicker.
5.) The final tips I have for new STO players is to play the game at your own pace and in a way that suits you. There is no traditional endgame as such and therefore, fine tuning your build becomes the main pursuit for long term players. If you’ve played any of the Task Force Operations in STO at some point you’ll have auto-grouped with a high DPS player who effectively destroys everything before you’ve even blinked. This can inspire you (or play on your FOMO) to pursue a fancy build yourself. The only trouble with this is players who have high end builds usually have invested a lot of time and money into the game. It is not a casual or cheap undertaking. There are plenty of budget builds that work and the main story content is manageable with average gear. Worrying about stats can leach all the fun out of STO. So only get on the DPS treadmill if that is what motivates you as a player.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.