An interface is worth a thousand pictures.

ddo, lotro, melmoth, mmo, ui, wow 3 Comments »

The major observable difference between Lord of the Rings Online and Dungeons & Dragons Online is with the pace and flow of combat. That and the largely instanced world of Eberron versus the more traditional open world of Middle Earth. And, of course, one is free to play with a Store of Pixelated Delights (Will save DC 30 to resist), where the other is subscription based.

I’ll start again.

The major observable similarity between Lord of the Rings Online and Dungeons & Dragons Online is that they both have dwarves. And rubbish beard options.

I play a Monk in DDO, and the primary mechanic of the class is a combo system that is very similar to that of the Warden in LotRO, where the player has a number of abilities to choose from that will perform combat manoeuvres, and at the same time the order in which these abilities are performed will also activate a more powerful ‘finishing’ manoeuvre. The Monk has a limited set of finishing manoeuvres compared to the Warden, and where the Warden has numerous effects both personal and group wide, the majority of the Monk’s finishers consist of one minute duration group buffs or targeted debuffs. The interesting difference, however, is the pace at which combat takes place in each game, and I think that it’s because of this that the Warden works as a class where the Monk feels a lot more awkward and, to some extent, frustrating to play.

I use pace to describe the difference in the combat between the two games, but it’s not really the whole story, although DDO definitely feels faster, with mobs dropping quickly – sometimes going down in one almighty burst of a critical attack roll – the flow of the game is also more dynamic, with caster mobs dropping back out of melee range to cast, melee mobs running past the melee front line to get to the PC casters, the combat feels more… fluid.

I was stunned and somewhat frustrated in LotRO the first time I entered the Barrow Downs in a group, coming fresh faced and level capped from World of Warcraft I was used to the power of predictable and consistent aggro generation that the tanks in that MMO provided; compared to WoW, LotRO at that time was a different world entirely. WoW’s tanks were giant electromagnets, so powerful that they could draw mobs to them from half way across the dungeon and hold them there indefinitely, and as long as an enemy caster had a few buttons on their robe that were made out of metal, they too would be drawn inexorably in. So a WoW instance run generally consisted of a giant ball bristling with angry and somewhat compacted mobs, around which several melee PCs would stab periodically while the ranged types stood back and lobbed spells at it. After a minute or so of this regimented attack formation a tank would appear from out of the resultant debris, brush off a few extraneous bits of metal that were still stuck to their armour, then trundle their way into the next pack of mobs until they looked like a hamster in a rollerball made from orcs, before rolling back and bumping to a halt on the skirting board of melee DPS. Don’t get me wrong, I’m not saying that tanking was easy in WoW but, given an accomplished player, the level of control afforded tanks in WoW was an order of magnitude greater than that of LotRO, where every care had to be taken by the DPS not to over-nuke and for the healer to carefully balance their healing output in order not to draw aggro. Even so, mobs in LotRO would run around a fair bit compared to WoW, and most fights were hectic; picture the resultant chaos from releasing a couple of agitated bats into your average teenage girls’ midnight slumber party and sealing the doors, and you have an idea of the high-pitched screaming flailing combat that occurred.

Now take that same scenario and replace the bats with a pack of terminally-rabid Fox Terriers, and you have combat in DDO.

As such you can’t rely on standing still for a moment in DDO and just punching the abilities on your hotbar, you need to be on the go all the time. There is also no auto-attack, you either have to constantly mash, or simply hold down, the left mouse button to attack, and this ‘basic’ attack in DDO constitutes the majority of damage for most classes. For those of us with only two hands, this makes hotbar activation a little trickier. Even with my key-binds set up to place the abilities I need within easy reach of my ESDF-movement hand, it’s somewhat tricky to be on the move almost non-stop and at the same time activate other abilities. I may have to look into making more use of my extra mouse buttons perhaps, but even so there’s also another limiting factor which causes a clash in combat, an area where I feel a lot of MMO developers fail to innovate when they have evolved some core part of the MMO design – the UI.

DDO sticks to the traditional ‘hotbars with cool downs’ UI design, where ability icons are greyed-out if they can’t be used, be it because they are on cool-down, the target is out of range for the ability, the PC doesn’t have enough spellpower/endurance/ki to activate the ability, or any number of other reasons. The problem I find is that, given that the combat in DDO has been changed from the traditional electromagnetic-hamster-rollerball of WoW to a more rabid-Fox-Terrier-in-a-room-full-of-hysterical-teenagers design, it seems that the traditional UI design of WoW, with its hotbars and party frames and various elements that require your concentration to be away from your character for split seconds at a time, should have been eschewed for a more Head-Up Display sort of design.

Being that my primary area of work is the software for Head-Up Displays of various types, I can quite happily relate to the need for information to be available at all times in an unobtrusive manner, so that split-second decisions can be made without having to rely on the human body’s ponderously slow response to changing focus between various display items. I’m not saying the timing requirements in DDO are nearly so stringent or critical as those we have to deal with in aviation, but at the same time it seems obvious that in a game where a mob can have moved out of attack range in the time it takes you to check to see if an ability is off of cool-down, the need for a change in the fundamental philosophy behind the UI and why it exists is evident. This problem is exacerbated when playing the Monk because they have numerous moves, all with independent cool-downs, the order of activation for which is important to get a valid combination to trigger a finishing move, and on top of which they have to have generated enough Ki to power each of these moves. That’s a lot of looking at hotbars and not looking at your character.

An instant solution to the problem would be to drag the hotbars up towards my character on the screen so that they are always within my field of view, but who wants to play a game through a viewport of hotbars and party frames? Well, some people it seems: just look at the many raid UIs in evidence on various WoW AddOn websites, where the actual game world is hidden beneath what essentially amounts to a dynamically updating Excel spreadsheet with heavy Visual Basic graph scripting. Yet on the same sites we can also find some of the neatest innovations in MMO UI design; indeed, there are even popular Head-Up Display-a-likes, with health bars, mana bars and other information presented around the character in a way that is designed to interfere as little as possible with the player’s view of the game world, after all, what’s the point in having these three dimensional DirectX 11 marvels of graphical splendour if all we’re going to do is cover them up with bar graphs and slide rules?

I think Heavy Rain has recently shown the way that UI design can be taken. It’s a splendid example of thought and attention to the user interface experience because it does the basic thing right and doesn’t get in the way, and it may be that many players will hardly even notice the clever nuanced feedback that it provides to them as they play, which is as it should be. The very best user interfaces are like the steady and dependable butler from Jeeves and Wooster: never fully appreciated by the user, they’re the ones that don’t frustrate or confuse or obstruct, while at the same time providing more information than the user might have otherwise expected to receive. They’re also the ones most likely to slip under the radar of others, because nobody notices the silent stalwart butler subtly guiding his master to victory from out of the shadows of servitude.

Despite the frustration, however, I’m not going to stop playing DDO any time soon, there’s something compelling about running around a room, leaping on to furniture and heaving ineffectually at locked windows along with a bunch of other screaming teenagers in their pyjamas, while small frothing yappy-type dogs with blood-shot eyes try to bite your ankles off.

Posted by Melmoth at 10:43 am

Progress is impossible without change, and those who cannot change their minds cannot change anything.

lotro, melmoth, mmo, wow 3 Comments »

I’ve been pondering World of Warcraft’s quest hub design, in which many NPCs are clumped together in a location such that a player can roll around and gather a huge katamari of quests, undertake the quests in the local area, before handing them all in for that rush of experience, the digital equivalent of juicing your pituitary gland in a blender with milk and ice and then injecting the resultant smoothie directly into the head for a buzz and a brain freeze all in one. It’s the perception of progress that interests me, where a player may be earning no more experience per hour than if they had to perform quests in a singular manner whilst running around all over the landscape, but the fact that the experience bar noticeably jumps in a very short period of time when handing in a bunch of quests often results in a greater feeling of progress and satisfaction than a gradual unobserved progression. That’s not to say that there’s no pleasure to be had from noticing that you’re only a smidgen away from the next level without having realised you were even close, there’s definitely satisfaction to be had from simply playing the game as its own reward and with the experience gained being an added bonus, but I think there’s a heightened rush when it comes to seeing that experience bar fill faster than a mercury thermometer in a boiling kettle.

The cause for my thinking upon this was the fact that Lord of the Rings Online now seems to have two independent systems of experience gain that run in parallel, one that gives this burst of experience, with the other giving the more traditional steady and reserved progress, where playing the game is more the focus of things. LotRO’s skirmishes give really quite generous experience the first time you run them each day due to their having an automatic daily quest associated with them that boosts experience and token gains; running the four skirmishes open to my character at the moment can net the best part of half a level for little more than an hour’s play, something that is much harder to do with standard questing due to the travelling involved in getting from the quest givers to their objectives and back again. The fact that I can get this boost of experience from the skirmishes means that when it comes to the standard questing I don’t feel as though I’m stuck in some sort of Travelling Salesman Problem, where I need to optimise routes such that I don’t waste precious time retreading old ground, I can sit back and relax and enjoy the questing and exploration of the land knowing that I’ve made a significant amount of progress in getting to the next level already.

World of Warcraft provides this sense of progress by creating islands of experience, those small self contained areas of questing, never more obvious than in the Burning Crusade expansion where each experience island slams jarringly into the next with little feeling of worldliness about the place, as though each zone were a floor of a department store; and just as you could have the department store’s elevator doors close on a view of cheese counters and meat selections, only to open on the jarringly contrasting sight of women’s lace underwear and silk nightgowns, the zones of the Outlands similarly contrasted with one another in a curious and unworldly manner. It’s possible that it’s this partitioning of progress into pockets with such obvious delineations that caused the theme park feeling, which in turn caused people to ignore any pretence that there was a story or adventure to be had, and realise that the whole questing game was really just paddling through waves of highs and lows in order to be able to catch the ultimate endorphin rush and ride the raiding wave back to shore.

Lord of the Rings Online has always attempted to focus on story, it being based on an IP that constantly lurks in the background angrily waving a placard with “Keep Including Story, Stupid!”. The various ‘book’ content that progresses the player character’s own tale in LotRO is intertwined with the main LoTR story and offers strong plot-based game-play which is entirely independent and optional to the progress-based levelling content. As such the levelling content was still a harried hurtle of heedlessly running around trying to make progress quickly, a goal often obstructed by zones such as the North Downs and the Lone Lands (prior to its recent revamp) which required the player to run back and forth across the zones for little experience gain, thus causing a noticeable trough in the progress curve of a character and resulting in more than one player quitting the game in despondent frustration. Now LotRO has an alternative option, a player can turn to skirmishes to satiate their desire for progress, which is often left unfulfilled by the lengthy roaming nature of questing within the game. This also means, however, that players can now relax and enjoy the many meandering paths that they must follow while questing, and can thus take the time to revel in the incredible atmosphere of the beautiful world that Turbine has created.

I think that variety, in addition to quality, is a path that developers could definitely take further in MMOs in order to smooth out the frightening pace at which players consume the current design of MMO content. Offering alternative paths to quick but daily-capped experience gain within the context of the game, such as LotRO’s skirmishes, is a good way to keep players invested in the levelling system without feeling the need to blitzkrieg their way through the quest-based game-play that makes up the majority of the content.

Posted by Melmoth at 10:16 am

One man’s wilderness is another man’s theme park.

lotro, melmoth, mmo 6 Comments »

Despite my unashamed love for Lord of the Rings Online it is still an MMO, and as such there are still wonderful incongruities that leap out suddenly and often unexpectedly, knocking me from the horse of immersion and into the cloying dreary mud of reality that lies beneath its feet.

One such curiosity, which I experienced recently, gave me cause to stop and ponder. I had just completed the run from the Ford of Bruinen in the Trollshaws to the entrance of Rivendell, and had made my way slowly down the winding path that leads towards the home of Elrond & Company (est. 1697). The path is lined with trees that cleverly block the view of the valley to all but the most persistent of observers until the player is close enough that, assuming you have a decent drawing distance set in your graphics options, your view of the valley becomes unobstructed by trees just as the bulk of Rivendell’s buildings ping into the back of your Z-buffer.

The majestic waterfalls around the Last Homely House sparkle in the soft sunlight that always seems to smile upon the elven city, and the delicate otherworldly architecture whispers hints of the secrets of many ages that it has known. The elegant haunting music of Rivendell begins to sigh its way to your ears on the gentle breeze, and all of nature seems bent on welcoming you with peace and love into Middle Earth’s last haven of calm and tranquillity.

“HI! WELCOME TO ELRONDLAND. HERE’S A MAP AND A TOKEN FOR THE RIDES. YOU HAVE A NICE DAY NOW!”

Ok, so I’ve exaggerated the actual message, but you should expect that of me by now, after all I’ve been exaggerating things for nigh-on a million years now.

I think the phrase, uttered by an elf who stands forever immobile at the first junction on the path into Rivendell, is actually a simple “Welcome to Rivendell!” perhaps there’s an ‘adventurer’ tagged on the end, I forget, but it was enough to slap me out of my sense of awe and wonder and into a Mighty Boosh-like dream sequence. In it I pictured the welcoming elf as one of those people you see just inside the turnstiles of amusement parks, where they offer a hearty welcome, give you a map of the park along with some vouchers for tacky items in the souvenir shop that only require you to spend another fifty pounds there in order to qualify for the promotion, and perhaps shepherd you towards a pair of people dressed in giant costumes representing the theme park’s main characters, which can only have been designed by an individual who hates children and is bent on scarring them for life by creating eight foot tall versions of popular cartoon characters with gaping hungry maws and dilated crossed eyes fixed in a malignant insane stare that screams bloody murder. I pictured my character standing between a giant Elrond with a slightly lop-sided head three times too big for the body beneath it, and an equally engorged Galadriel with impossible breast dimensions packed into a dress that was too small to be considered anything other than slutty. Our elf greeter hurriedly snaps a photo and hands me a ticket to collect the picture in an hour from a booth outside of the Last Homely House, and I’m given pointers on my map to the main attractions around the zone, and told to get to the Last Homely House as quickly as possible because it’s the most popular ride and the queues get very long fairly soon after the park has opened.

I look around in a panicked fashion, expecting to see a herd of other adventurers all making their way down the path, balloons and candy floss in hand, shuffling past one another and parting, like rapid waters past a mid-stream boulder, around those adventurers who have stopped in the middle of the path to attend the mini adventurers sitting crying in their armoured prams. It’s just me, however, and a slightly bewildered elf; he cowers away from the angry red-haired lady on a horse, who points her sword at him and shouts “I DON’T WANT MY PHOTO TAKEN!” before snapping out of her trance, sheathing her weapon and trotting off slowly and slightly embarrassed towards the city of Rivendell waiting quietly below.

Looking on the bright side, the next time that elf decides to offer a vapid and hollow greeting to a passing adventurer, it might only be a subtle hand wave from his hiding place behind a nearby tree.

Posted by Melmoth at 8:59 am

Riding a horse is not a gentle hobby, to be picked up and laid down like a game of Solitaire.

lotro, melmoth, mmo 5 Comments »

I often find that it’s the little details which capture my imagination the most in an MMO, I’m not really one for the ostentatious and meretricious things in these games – or in life, for the most part – which is one of the reasons that I appreciate having costume outfits in games such as Lord of the Rings Online, where I can create a look for my character which is slightly less King of Clowns than the average MMO adventuring ensemble. That’s not to say that I can’t appreciate the grand and the theatrical, surely there are always those elements which even the most obstinate curmudgeon can’t help but stand back in jaw ajar, misty eyed admiration. The vista of Rivendell when approached from the Trollshaws; the cavern within Blackrock Mountain with its ever-circling mobile of dragons; the wide expanse of magnificent rolling mounds that make up the buttocks of Atlas’s statue in Atlas Park; all of these things manage to inspire and impress without the need for flashing neon and riotous fanfare. Horrible thought for the day: the next tier of World of Warcraft epics will blast out a loud trumpeting fanfare as the player walks around Stormwind or Orgrimmar, a foghorn-like blarp, perhaps, that causes the monitor screens of anyone nearby to tremble in enforced awe. Hoom hrum, either that or it will have one of those announcements which are often used on heavy goods vehicles: *beep* this Epic Player is reversing *beep* please stand clear *beep* this Epic Player is reversing *beep* please stand clear. Let’s face it, with the size of the swords that characters have hanging beside their hips and jutting out behind them, it’s probably a feature that would prevent a lot of the more unpleasant impalings when the more epically geared players try to back their way carefully out of the auction house.

Anyway, a feature that I noticed in Lord of the Rings Online recently, that I haven’t been able to stop playing with and smiling at, is such simple thing. It has to do with the player’s horse mount, and I don’t know whether it’s only recently been added, whether it applies only to horses where I’ve predominantly ridden ponies up until now having played a dwarf for most of my adventuring life in Middle Earth, or whether I just didn’t notice it because I’ve been too busy considering just how ugly horse bums are, having had ample opportunity to do nothing but sit and stare at them during my time in the game. Regardless, I’ve only just noticed it and now, like a child who has just discovered the noise that can be made by holding a ruler over the edge of a table and flicking its end, I can’t stop playing with it at every opportunity. It’s such a daftly innocuous thing: when you steer your character left and right by holding the right mouse button and dragging the mouse (and probably by using the left and right turn keys for all you keyboard turners out there), the character turns in that direction, as does the horse’s head, in a very realistic and delightfully true to life manner. And now that I’ve noticed it I can’t seem to stop turning in circles in order to make myself grin in that slightly gawpish way, like a child who has found for the first time that they can make rainbows magically appear on the wall or ceiling if they tilt their watch into the sunlight just so.

It makes adventuring difficult. Picture one of those Indiana Jones segues where a map appears and a little red arrow-headed line depicts the path of our hero’s long but uneventful journey from one location to the next; now imagine that the line starts out straight but very quickly begins to veer off to the left before completing a full circle and continuing on its original course, for a short while at least, before it veers off to the right, then back left, and thus slowly wriggles its snake-like path across the map, stopping every now and again to fight a bunch of crap creatures that have had the audacity to cross one of the red line’s wayward swerves off of the beaten path. As if I didn’t spend enough time riding from one location to the next, now I’m actively drawing out the process because of a bit of ’simple’ model animation. Don’t even get me started on cresting hills.

Oh, cresting hills is so splendid! I don’t know why, but when you ride up a hill and then turn left or right as you crest it, it looks like one of those shots from a Western just before the hero pulls up sharply, the horse performing a pirouette on the spot as the rider flicks around in the saddle trying to maintain their fixed view of whatever it is in the distance that has given them cause to halt. There’s no horse pirouette emote in LotRO yet alas — Riders of Rohan expansion, you are my only hope — but the feeling and imagery is triggered nevertheless, and I will confess to more than once riding back down a sharp incline just so I could crest it again. To my, albeit minor, credit I haven’t yet tried to perform any skateboard tricks as I hack pell-mell up and down these slopes. So back to our map and the red line now also turns around whenever there are a bunch of closely packed contours, and then turns back again and continues on up the steep gradient a second time. Basically by this point our little travel map looks like the impassioned scribblings of the clinically insane, which is probably apt considering that it has been generated by yours truly.

Spinks, Tamarind and many others have been discussing immersion recently; for me immersion is, in part, down to the little details: the way a character swings a sword, the way a horse moves, the way a path wends its way up a mountainside. If the details of the game world that we can relate to are congruent with our own world, then it makes the suspension of disbelief with regards to the fantastical elements that much easier, thus priming the jaws of immersion, allowing them to snap shut and grab hold.

And now, post delivered into your expectant hand as you watch from the porch of your RSS Reader, I hold my hat up in the air as my steed rears up, and then charge rapidly off, ahead of a cloud of dust, into the sunset.

Swerving wildly left and right as I go.

Posted by Melmoth at 11:21 am

Sickness comes on horseback, but goes away on foot.

lotro, melmoth, mmo 3 Comments »

I spent the weekend being raided by what seemed like several hundred different virus pick-up groups, as though it was patch weekend in the virus world and I was the new dungeon content. None of them managed to defeat me, I’m happy to report, although one group did get me to about ten percent on Saturday night before my enrage timer kicked in and I dropped a couple of Paracetamol into their midst. The vanquished viruses struggled valiantly on, but once they were flushed out of my nose and the Tissue of Infinite Absorption came into view, they quickly resigned themselves to the inevitable wipe.

In between alternating sips of hot Lemsip and adding more white boulders to the tissue barricade that I was slowly erecting between myself and the rest of the world, I spent a little bit of time running a new character around in Lord of the Rings Online as a bit of an easy and mindless diversion from the interminable attempts at raid progression that were going on within my own body. Turbine really are working wonders on the starter areas of the game, they’ve gone back to several of the early zones now and have tweaked things to make the levelling progress swifter and less painful than it was when the game first launched. There are horse taxi ranks at various halfway points between major quest hubs where before the player had to slowly jog back and forth between said hubs and the objective of the quests found there, which invariably required you to be exactly as far away from any travel route as was computationally possible; now you can grab a handful of quests and then hop on a horse to somewhere that is, if not precisely where you need to be, then somewhere within the same geographical region.

Progression through the Lone Lands has been smoothed out as well, where before there were quests that sent you from one end of the zone to the other and back again, many of which required a fellowship, the progress through the zone is now a gentle wave of predominantly soloable progression running west to east, from the Forsaken Inn on to the new camp near Minas Eriol, via the still central focal point of Ost Guruth, then further east to Dol Vaeg which deals with the undead at Nan Dhelu, and also the Earthkin camp to the south, which sends you further south still, to visit the trolls of Harloeg. And for those who keep their eyes open there’s also a small contingent of dwarves who are having trouble with an excavation they are undertaking, located somewhere between Minos Eriol and Ost Guruth.

Although the Lone Lands is still a fairly drab place to adventure, with wide featureless rolling plains sparsely dotted with the odd ruin, albeit punctuated impressively by the looming imperious presence of Weathertop, with its stone watchtower crown, the actual quest experience is now vastly improved, the player finds themselves having to tread over old ground far less often than before, which helps to alleviate some of the previous frustration resulting from the feeling that one has seen it all before, and can we please move the tour bus of Middle Earth on to the next point of interest please?

So I’d like to give Turbine the KiaSA Hearty Pat On The Back In A Tentative-Yet-Manly ‘Jolly Good Show!’ Fashion To Show That We’re Not Coming On To You Or Anything, Just Trying To Express Our Appreciation Of Your Efforts award for service to new MMO players and alts. They’ll hopefully be pleased with it because it’s a bloody great big trophy, as it needs to be to fit that title on the plaque around its base. I didn’t win KiaSA’s Most Likely To Make Up A Spurious Award With A Title That Is Far Longer Than Really Necessary And Thus Causing All Sorts Of Trouble When Trying To Find A Trophy Large Enough To Fit The Title On The Plaque At Its Base award for three years running for nothing, you know.

Right, time to go and wipe some more raids, it might just be my imagination, but I’m sure I can see the tiny viral NPC vendors rubbing their hands with glee at the prospect of more repair bills.

Posted by Melmoth at 11:14 am

Put more trust in nobility of character than in an oath.

lotro, melmoth, mmo 2 Comments »

The latest mini-expansion for Lord of the Rings Online is called Oath of the Rangers and we here at KiaSA were given a quick peek behind the scenes at some of the new dialogue from the latest epic Book content being introduced into the game.

Aragorn: “God damn it, Gimli, if you get your beard in my coney stew one more time, I swear, I’m going to stab you in the ear with the broken end of Narsil!”

Here we see that, when vexed, the Ranger can call upon a wrathful oath to ward off his enemies.

Aragorn: “L2P U Twats!”

Whereas other oaths can be short and to the point, whilst encouraging the Ranger’s companions on to greater feats.

Along with the new raid versions of various skirmishes, which, if balanced anything like the original group versions of the content, will be nigh-on impossible, we look forward to hearing these and many other sworn oaths in Lord of the Rings Online in the coming months.

Posted by Melmoth at 7:13 am

Symptoms of an MMO.

lotro, melmoth, mmo, symptoms of an mmo 2 Comments »

Ho, what’s this?

A letter in the mail?

Urgent help required!

From Lady Galadriel! Hmm, she wants me to join her army in the fight against the forces of darkness.

Well she could have phoned…

Nevertheless! It seems that Middle Earth is in need of my proven skills as a stout warrior of no mean accomplishment. Time is pressing: the tide of darkness encroaches ever forth, so I shall away to Lothlórien to aid them in their time of need immediately!

“Come to our lands” she calls, and I willingly answer the call!

Prove you ain't no scrub, yo.

Right after I’ve pandered to a bunch of her border guards, because apparently she’s too lazy to send them a mail to inform them that I’m on my way. I mean, how much would it take?

“Yo guys,

I’ve asked this dwarf homie over to hang out an’ kill stuff an’ shit, so don’t go killing him on sight or nuttin, yo. Chill, yeah?

Peace,

Lady G”

Word to the allegedly wise: if you formally invite me into your lands to offer up my life to you in battle, you don’t then expect me to first be the errand-bitch of some hippy elf with an itchy bow finger on the border of your lands.

And why? Bringing some daft old bugger the missing half to their favourite socks which was lost in the nearby forest several ages of men ago, that will prove that I’m not an agent of the enemy will it? Killing some enlarged water voles and picking mushrooms will remove the centuries-long enmity of our peoples, will it?

I always knew elves were arrogant arses, but really.

So remember folks: when hosting a dinner party, always make your invited guests clear the front lawn of cat shit and weed the borders when they arrive, before letting them into the warmth of your home.

And if they don’t, set your dog on them. It’s the MMO way.

Posted by Melmoth at 7:18 am

Speed provides the one genuinely modern pleasure.

lotro, melmoth, mmo 1 Comment »

Skirmishes in Lord of the Rings Online: Speed Raiding for the solo generation.

I’ve lost count of the number of times I’ve repeatedly run the various instances; I just keep going back for the fun and for the challenge, but mainly, if I’m honest, for the Skirmish Marks: my own personal catnip.

Similar to raiding there are a bunch of sub-bosses and then a Big Bad to defeat at the end. The advantage is that with many of the Skirmish instances the bosses come to you! All I need now is for them to commit suicide when they reach me, like the Judean People’s Front crack suicide squad in Life of Brian, and we’ll have the electronic entertainment equivalent of fishing on a quiet private lake.

Posted by Melmoth at 6:51 am

Thought for the day.

lotro, melmoth, mmo, tftd, wow 2 Comments »

I wonder how big the team is at Blizzard that’s been tasked with implementing a copy of the Lord of the Rings Online skirmish system for their Cataclysm expansion.

Posted by Melmoth at 7:08 am

Notes from the boardroom.

lotro, melmoth, mmo 7 Comments »

Part the second.
(Part 1)

Colin: “Norman, my dearest of colleagues, why so glum?”

Norman: “Oh, you know, Colin. It’s these ‘player’ specimens that keep running around our game, killing our wildlife repeatedly for no apparent reason, honestly I think they’re a bit mad.”

Colin: “Ah yes, still here after all this time and all of our best efforts aren’t they?”

Norman: “Quite frankly Colin they irritate me.”

Colin “Well they are somewhat annoying, but they do bring in quite a lot of money, and you know that money is the only thing that these Earth creatures will accept in exchange for their delicious shoe polish.”

Norman: “No, no, they quite literally irritate me, they bring out the eczema on my nipples.”

Colin: “That’s… that’s too much information, really. Even from someone like you, who I love like my very own laundry basket.”

Norman: “Sorry Colin, I’m just tired because I haven’t found a way to slow them down at all. They scurry around all over the game like little crabs; little crabs that look like scurrying mice! And I can’t think of any way to slow them down.”

Colin: “Slugs!”

Norman: “Slugs?”

Colin: “And wargs!”

Norman: “Slugs and wargs? I’m not following you.”

Colin: “What I’m saying is ’slugs’. And ‘wargs’.”

Norman: “Yeeees, and what I’m saying is ‘I don’t follow you’.”

Colin: “Ah, I see, sorry. Well, what if we had some creatures…”

Norman: “Like slugs?”

Colin: “Or wargs. And said creatures cast a debuff on these ‘player’ organisms that slowed down their movement speed.”

Norman: “It’s an interesting idea, Colin, but I think you’ll find that most of our combat involves the ‘player’ entities standing utterly stationary whilst slugging it out toe-to-toe with the mobs, so I’m not sure how that debuff would cause them any grief at all.”

Colin: “Ah, but the mobs will cast it right at the end of the combat.”

Norman: “At the end of the combat?”

Colin: “Yes, you know, the event that is far away from the start of the combat.”

Norman: “Oh! The end of combat!”

Colin: “Indeed.”

Norman: “Well why didn’t you just say so? It’s brilliant, Colin! We could have the slugs cast an AoE slime thing at the end of combat, and that will snare the ‘player’ for absolutely no good reason until they slowly crawl their way out of it. They’ll be utterly baffled as to the point of it! But what about the wargs?”

Colin: “Ah, now they will cause a wound at the end of combat which slows down run speed by a large amount.”

Norman: “Excellent! That’ll slow the ‘player’ varmints’ progress, make them more susceptible to being attacked by other mobs in the area, and is generally pointless beyond being an obvious mechanic to spoil their fun. I like it! I feel that it needs a little something extra though, a little something to really push them over the edge…”

Colin: “It’ll last for two minutes.”

Norman: “Two minutes?! But Colin, my dear congealed kibitzer, that would seem like an eternity to a player trying to make their way anywhere in the game, even if it were just twenty yards further to the next mob!”

Norman and Colin laugh nervously at the silliness of it. Then they stop and look at each other.

Norman: “It wouldn’t work, would it?”

Colin: “It’s genius, Norman, and you know it. Get the programmers on it right away.”

Norman: “I love you, Colin.”

Colin: “I know. Let’s go and get a nice steamy bowl of shoe polish to celebrate.”

I really would love to gain some actual insight and understanding into the design decisions behind some of the debuffs these mobs give to players in Lord of the Rings Online.

Posted by Melmoth at 7:40 am
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