Is It Time to Rebrand the MMORPG Genre?
According to Wikipedia, a massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. 15 years ago, the MMORPG was an established and popular video game genre. It seemed that every developer wanted a title like World of Warcraft in their portfolio and were happy to sink millions of dollars into making one. WoW at the height of its popularity had over 10 million subscribers and annual turnover of over a billion dollars in the US alone. Sadly, no one ever came close to creating a WoW killer, a game that had found success through a perfect storm of events. Today the MMO genre has become synonymous with being a time sink and a grind. The universal adoption of the free-to-play business model further compounds the negative connotations associated with these types of games. Simply put MMOs are no longer seen as a licence to print money.
According to Wikipedia, a massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. 15 years ago, the MMORPG was an established and popular video game genre. It seemed that every developer wanted a title like World of Warcraft in their portfolio and were happy to sink millions of dollars into making one. WoW at the height of its popularity had over 10 million subscribers and annual turnover of over a billion dollars in the US alone. Sadly, no one ever came close to creating a WoW killer, a game that had found success through a perfect storm of events. Today the MMO genre has become synonymous with being a time sink and a grind. The universal adoption of the free-to-play business model further compounds the negative connotations associated with these types of games. Simply put MMOs are no longer seen as a licence to print money.
Hence we now find ourselves in a world where games that are definitely MMORPGs are rebranding and attempting to present themselves as something else. Guild Wars 2 is currently marketed on Steam as a “online RPG”. New World is to be launched on consoles on 15th October under the revised name of New World: Aeturnum. The marketing for the game now refers to it as a “action RPG” and the online aspect is presented as “co-op play”. Similarly, ArcheAge2 which has been rebranded as ArcheAge Chronicles, goes out of its way to avoid using the term MMORPG in its promotional material. It will be interesting to see exactly what genre it ultimately claims to be when it is released in 2025. Even the doyen of the genre, Raph Koster, who worked on Ultima Online and Star Wars: Galaxies has dodged calling his latest game an MMO. Stars Reach is described as a “massively multiplayer sandbox RPG” on its official website. So near but not quite an MMO, then.
Some gamers may argue that this doesn’t matter. It’s just marketing speak and there is a degree of truth in such a position. It has also been pointed out by many gamers and journalists over the years, that the term massively multiplayer online role-playing game is both cumbersome and inaccurate. I have written blog posts in the past about how we need to update and revise the existing gaming lexicon, as game genres and mechanics are constantly changing. Language doesn’t stay still in other areas of life. Why should it do so in the gaming community? However, setting linguistics aside, I think there are two very clear reasons why the MMO genre is perceived as being after its “best before date”. One is a matter of context within internet history. The other is a matter of perception. The former is a question of fact. The latter is more complex as perceptions are not always correct. However, mud sticks.
In the late nineties, the internet was still novel. The idea that you could communicate in real time with people all over the world was genuinely exciting. Hence the idea of playing a game in a shared environment, where the other avatars were actually real people, was revolutionary. My first exposure to this unique gaming experience was playing Air Warrior. This positive perception of the internet persisted possibly for a decade. By 2010 the MMO market was becoming saturated and the internet had gone from being a quaint, niche market talking point, to an utterly ubiquitous medium that was slowly becoming dominated by corporate interests. As a genre, the MMO had changed from being a player dependent platform for emergent gameplay, to a interactive but firmly on rails, gaming experience. As more and more players eschewed playing collaboratively many games effectively evolved into online RPGs with optional co-op play.
As to why the player base shifted away from group content, there isn’t a single smoking gun that explains it all. However, raid culture often leads to elitism, which then fuels toxicity in gaming communities. Gaming has also become a far more widespread pastime over the decades, so MMO content had to become more accessible and less gated behind group play, for straightforward business reasons. As mentioned previously, we are now at a point where certain gaming terms, rightly or wrongly, come with a lot of baggage. If you speak to a gamer who primarily plays Call of Duty or a sporting franchise such as FIFA, they will often see the MMORPG genre as something “old fashioned”. Games that are graphically dated, filled with convoluted systems that require years to master. There is also a great deal of association with “pay to win” mechanics and egregious in-game stores which “nickel-and-dime” players. There is also a perception that the communities associated with MMOs are “weird”.
When you step back and consider these things, regardless of whether they’re true or not, you can see why both players, developers and publishers may not want to be associated with the acronym MMORPG. Therefore, we again return to the subject of rebranding the genre and coming to terms that some words, phrases and indeed concepts become obsolete overtime. Exactly what the new description for an MMO should be, I’m not entirely sure. A game such as The Lord of the Rings Online, can be defined as an online action role playing game with optional cooperative play. Dedicated raiders may argue otherwise but their gaming experience is not that same as other players and they are far from the majority. Ultimately, as long as the terminology used to describe a game is accurate then I’m not resistant to change. If we have to say goodbye to the acronym MMORPG, so be it. It’s not as if we’re saying goodbye to the games themselves.
LOTRO: The Benefits of Plugins
After my recent experiment involving tweaking the graphics settings in the MMORPG, The Lord of the Rings Online, I decided to see if I could improve my gaming experience with the use of mods. These are known within the LOTRO community as “Plugins”. They are created using the Lua programming language and are managed via an option on the character selection screen, after logging into the game. They are mainly used to augment the existing GUI, often presenting existing game data in a more convenient manner. Plugins can also be used to track information such as deed progress and to mark where specific items, resources and locations are on the in-game map. They cannot be used to issue commands or create macros. The most reliable source for Lua Plugins for LOTRO is via the website LOTRO Interface which maintains a comprehensive repository along with guides and FAQs.
After my recent experiment involving tweaking the graphics settings in the MMORPG, The Lord of the Rings Online, I decided to see if I could improve my gaming experience with the use of mods. These are known within the LOTRO community as “Plugins”. They are created using the Lua programming language and are managed via an option on the character selection screen, after logging into the game. They are mainly used to augment the existing GUI, often presenting existing game data in a more convenient manner. Plugins can also be used to track information such as deed progress and to mark where specific items, resources and locations are on the in-game map. They cannot be used to issue commands or create macros. The most reliable source for Lua Plugins for LOTRO is via the website LOTRO Interface which maintains a comprehensive repository along with guides and FAQs.
As with other MMOs, the main issue with using any sort of mod or addon is cleanly installing all the appropriate files to the correct locations. While players can do this manually if so desired, the easiest way is to use a third party installation tool. LOTRO Plugin Compendium (LPC) is a windows based plugin management tool. There is also a Java version for Mac and Linux users. It can be used to search for existing Lua Plugins for LOTRO, as well as install, update and uninstall them as needed. It is broadly similar to Minion, for those familiar with the World of Warcraft mod manager. Once installed you can immediately start perusing the wealth of plugins that are available for LOTRO. Upon selection LPC will install all the necessary data to the appropriate game directories. Upon logging into LOTRO, the player has to click on the “Manage Plugins” button on the right of the character select screen to load those they wish to use.
After I installed LPC, I spent a lot of time trawling through the plugin search facility to try and find ones I thought would be beneficial to my play style. I also watched a lot of YouTube videos and read through various subreddits and forums. What I found was that there are a lot of plugins designed around combat and analysing your performance. These are very useful for min-maxing and monitoring data such as DPS, aggro and buffs, when raiding. However, for a player such as I who mainly does PVE content on its default level of difficulty, few of these plugins are relevant. Fortunately, there are plenty of “quality of life” plugins to be found. Addons that present in-game information in a more accessible fashion, so you don’t have to go and search for it at an inopportune moment. Hence I installed the following:
Titan Bar: A transparent toolbar that is located at the top of your screen, which can have a wealth of customisable information displayed on it. I use it to track in-game currency expenditure, damage to gear and reputation progress. I also have an in-game clock that tells you what phase of the day the game is currently in and how long it is until the next one.
Travel Window II: Adds a new window to your screen which lists all your quick travel skills. These can be presented in various different ways and you can minimise the window when not using it. I freed up two complete in-game quickslot bars by switching to this plugin.
Alt Inventory: Does exactly what the name says. Adds a drop down window where you can search your various alt’s inventories. Both bags and vault respectively. This plugin is invaluable if you are an MMO “pack rat”.
So far, I am not aware of the plugins causing any performance issues in LOTRO. However, I am only using three at present. Those installed do not clutter my screen in any way. All can be minimised when not actively used. In fact the Titan Toolbar vanishes during combat which is very convenient. They all provide exactly the functionality I require. I suspect that the key to effectively and efficiently using Lua Plugins for LOTRO, is the same as it is for using addons in any other MMO. Only install and use what you need and don’t get carried away. It is also worth remembering two important things about plugins. They are fan developed and maintained and game updates often break them. Hence, support for them is not indefinite or immediate. It is therefore possible that one day, a plugin you rely on may stop working. With all this in mind, a sensible selection of Lua Plugins for LOTRO can potentially enhance the game and improve your player experience.
LOTRO: Virtue Traits
I returned to the MMORPG, The Lord of the Rings Online, in April this year and caught up with 18 months worth of content. Upon reaching the latest level cap of 150, I built two entirely new Legendary Items and acquired new gear via the game’s lootbox system. As I am not the sort of player who is especially knowledgeable about the “stats” associated with my class and the overall theorycraft of the game, I did some research and found several guides to follow. As I play primarily solo PVE content, I favour a DPS build for my main character in LOTRO, which is a Lore-master. So I copied a specific build and considered my work done. However, along came Update 41 on the 1st of August, which made serious changes to this class. As a result I recently decided to look at every option for the Lore-master and see what I could do to find a new optimal build. The two areas that offer the most scope for improvement are Class Traits and Virtue Traits. This post deals with the latter.
I returned to the MMORPG, The Lord of the Rings Online, in April this year and caught up with 18 months worth of content. Upon reaching the latest level cap of 150, I built two entirely new Legendary Items and acquired new gear via the game’s lootbox system. As I am not the sort of player who is especially knowledgeable about the “stats” associated with my class and the overall theorycraft of the game, I did some research and found several guides to follow. As I play primarily solo PVE content, I favour a DPS build for my main character in LOTRO, which is a Lore-master. So I copied a specific build and considered my work done. However, along came Update 41 on the 1st of August, which made serious changes to this class. As a result I recently decided to look at every option for the Lore-master and see what I could do to find a new optimal build. The two areas that offer the most scope for improvement are Class Traits and Virtue Traits. This post deals with the latter.
Virtues are a type of trait that each character can obtain in LOTRO. Virtues grant bonuses to specific statistics. Each trait grants bonuses to 3 different stats. The first statistic listed grants the largest bonus, the next grants an intermediate bonus and the last stat listed grants the smallest bonus. In order to gain the benefits of a specific Virtue it must be slotted into the top bar in the Virtue page of the Trait Tree Panel. There are 21 Virtues in total, all of which grant a small passive stat bonus (either to Maximum Morale or Physical and Tactical Mastery) even if they are not slotted. A character can have 5 Virtue traits slotted at a time. Virtues are levelled as you progress through game content, with quests rewards often including Virtue XP. Completing deeds is another means of levelling Virtues. The current cap for Virtue Traits is 92.
The key to using Virtue Traits effectively is to slot those with statistics that are beneficial to your specific class. Naturally, you will find hardcore LOTRO players who favour bespoke selections for specific tasks. They may even swap between selections on the fly. For the average player, it is simply a question of finding those traits with stats which benefits your class and favoured play style. Post Update 41, I perused various discussions about the Lore-master class on Reddit and opted for the following Virtue Traits for my “red line” Lore-master. Honesty, Wisdom, Valour, Wit and Confidence. I then proceeded to return to older regions in the game and clear outstanding deeds to earn appropriate XP. Some of the traits I slotted I’d used before, so they were close to the level cap. Others that I had not used previously were only halfway. The benefit of having 5 maxed out Virtue Traits is that it boosts your overall stats and thus your in-game performance.
To cut a long story short, I went through Cardolan, Swanfleet, the Wastes and Elderslade completing various slayer deeds and earning virtue XP. It got somewhat tedious after a while and then I remembered that I have an abandoned Guardian alt, that I previously “boosted” to level to 120. As I hadn’t used all the resources that came with the “boost”, I transferred them to my Lore-master and subsequently maxed out their respective Virtue Traits. This combined with my rebuilt Legendary Items, along with “Teal” gear and jewellery, means that my character stats are now very robust. I always pursue a policy of being overpowered for PVE content, when playing MMORPGs. Hence this has made playing through the Corsairs of Umbar content, a lot easier and faster. I remain undecided about the merits of the last expansion but I am now happy that my primary alt is now what I consider to be optimal.
The Virtue Traits system often gets neglected in LOTRO, due to the more pressing needs such as upgrading your gear and weapon as you level, as well as selecting the right Class Traits to unlock the skills you desire. Hence, levelling your slotted traits is often something we relegate to the time between expansions or content updates, when we’ve done all the major quests and are simply looking for something to do while we kill time. However, it is something that can significantly improve your stats and is therefore well worth pursuing. If done in conjunction with completing deeds, not only will you benefit from the trait XP but you’ll also be rewarded with traceries for your LI and even the occasional additional skills point or mount. There is the possibility that the Virtue Trait cap may be increased in the future, so that is another reason to stay on top of them now.
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.
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.
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.
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.
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.
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.
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.
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.
"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.
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: 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.
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.
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.
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.
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.
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.
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.