The shepherd always tries to persuade the sheep that their interests and his own are the same.

lotro, melmoth, mmo 9 Comments »

I do wonder whether limiting the availability of legendary weapons to the raiding set is one of those attack roll fumbles on the part of Turbine, which results in their ranged assault taking an unfortunate intersecting trajectory with their own foot. I base this only upon my own circumstances, which may be atypical for the average Lord of the Rings Online player, but nevertheless some level of custom has been lost, even if that level equates only to the purchasing potential of the singular author of this post.

Confessing that I am somewhat averse to raiding would be as to your traditional vampire admitting that they are somewhat averse to sunlight; indeed, the last time I tried raiding my reaction at the keyboard could easily have been mistaken for the pained panicked gesticulations of one fighting off the unseen horror of supernatural fulguration, and I wouldn’t have blamed Mrs Melmoth for leaping with a cry from the arm of the sofa, blanket outstretched like a temerarious flying squirrel, and smothering me to the point of near death. And hopefully because she thought I was on fire, and not because living with my nightly game-induced rantings had finally driven her to manslaughter. So yes, I don’t raid – I may have mentioned this before. As such, upon reaching the level cap in LotRO, I was stuck for what to do, not because there was nothing left to do, but because I was prevented from my preferred path of ‘doing’ by the artificial constraints of the system. As with many MMOs these days, LotRO offers an alternative reward to experience points once a character has reached the level cap; I can’t remember if it was World of Warcraft which first offered this option in the form of increased gold, the first time a set of developers realised that “Hey chief, I could be wrong, but it seems to me that some players actually prefer basic questing over that curious hybrid of aggravated office politics enacted through the medium of Twister which we’re calling the ‘end game’”. I also can’t remember if LotRO’s system offers enhanced cash rewards, but one thing that it certainly does offer is increased item experience for the player’s legendary weapons.

In the last expansion I was able to earn, through working at the skirmish system, a token which allowed me to craft a Second Age legendary weapon for myself. Again, I think this probably wasn’t possible at the very start of the expansion, very much conforming to the ‘these are special weapons, for special people’ format of raiding being the One True Way to progress your character once it reaches the level cap. However, by the time I’d casually sauntered my way to the point where I could use a Second Age weapon, the raiding set were on to earning their First Age weapons, had thrown away enough Second Age weapons to arm the entire population of the Free Peoples, and thus it had been ordained from on high that the peasants of the player population were to be allowed to touch Second Age weapons; although they did have to hang a sign around their necks which read ‘Unclean’, so that everyone who mattered knew that these weapons hadn’t been earned through noble and honourable hard work, but instead these players had simply stolen their way to wealth through lesser means, such as skirmishing and questing.

It was fairly easy to reach the level cap in LotRO’s latest expansion, Isengard, and I still have a whole wealth of quests left to do – entire areas of the map that I’ve yet to properly explore, but I won’t go there yet. The problem is that I would feel I was wasting legendary experience by levelling up Third Age weapons (of which I already have a set which are maximum level), with the potential of breaking them down, and getting a portion of that experience back to apply to a Second Age weapon later on. I enjoyed the experience of crafting my own powerful weapon, naming it, and then levelling it up through questing and skirmishing; I liked working out which weapon title would work well with my weapon, of which I was quite proud, and then questing for the reputation to earn it; I was happy that the weapon would mean nothing in the wider echelons of power within the game, because it meant plenty to me. Hilariously I imagine that those Second Age weapons from the old expansion meant more to me than First Age weapons mean to most raiders, which seems to be more what the spirit of the system should be, even if the mechanics of it, along with the lamentable transitory nature of MMO possessions, results in something far closer to consummate consumerism.

I still use those Second Age weapons in fact, because although the power curve has moved on with the inevitable pressing drive of the expansion’s tidal wave –pushing all before it, and washing clear all that it leaves behind– they are still powerful enough in their own right for my character to quest happily and perform their role in a small group. They aren’t optimal, but they are meaningful, and for me the latter is the greater trait.

Thus, other than paying the rent for the kinship house, I won’t venture into LotRO for the time being. I’ve stopped listening to the podcasts and reading the discussions, and I haven’t looked at the LotRO Store in some time. I have, of course, read that Turbine are looking to start selling non-cosmetic (sinmetic?) armour in the store, a move which seems to indicate that they want or need to find other ways to make money from the player base. Having spent a not inconsiderable amount in the store in the past, I can say for certain that Turbine would still have my custom if they’d just opened up some basic options at the end-game outside of the standard raiding treadmill. Perhaps, though, I dwell in a curious no man’s land between the levelling game and the raiding one, which is only inhabited by a tiny subset of players. As one other curious anecdotal piece of evidence, I have noticed on several of the blogs dedicated to cosmetic outfits that recent submissions have consisted almost entirely of high-end raid items, as though some sort of creative coup d’état was taking place, such that even the realm of cosmetic outfit invention should be purely the preserve of the ‘privileged’. Yes, well done dear, you’ve earnt the highest tier raid gear and managed to put each piece into its correct slot, this is a creative cosmetic outfit how, exactly? You are a unique and special flower though, just like all the other unique special flowers standing around you.

Thankfully Turbine’s payment system is slowly spreading across the genre, such that now I can freely dip into many MMOs. More importantly, I can reward those MMOs specifically offering me rewarding content and game-play experiences. In an ideal world my purchases would offer justification to a developer to produce more content of that ilk, but such feedback loops still seem to be in the embryonic stages of development at the time of this writing. One thing seems clear, however: that exclusionist approaches to the end-game cannot be the best way to maintain a healthy balance of player types, and that if you’re going to exclude non-raiders come the end-game, then why bother with a levelling part to your expansion at all? Concentrate on making exquisite raid content and keep your raiders happy, and at least you won’t be offering half-baked raids because you’ve split your resources, trying to maintain an illusion of a levelling game which has long since fooled anyone.

Not all sheep willingly follow the herd, and it seems to me that developers need to work out whether they should work harder at convincing the players that their interests are the same, or whether they should let part of their flock wander away, and instead concentrate on building the best enclosure possible for the remainder.

Posted by Melmoth at 1:33 pm

The future of advertising.

melmoth, mmo, sto 2 Comments »



Due to equal opportunity legislation, ‘human billboards’ were renamed to ‘xenomorphic lightshows’ sometime around the year 2409.

Posted by Melmoth at 12:36 pm

For us, there is no spring. Just the wind that smells fresh before the storm.

ddo, melmoth, mmo 5 Comments »

Speaking of character creation and customisation, here’s my female dwarf in DDO.


Beauty, as they say, is often in the eye of the beholder.


Thankfully Beauty carries a big axe, so she should be able to cut her way out again.

Dwarf Barbarian/Bard. Sing loudly, and carry a big axe.

Now we just have to see how long it takes before the re-roll.

Posted by Melmoth at 4:39 pm

Every act of creation is first of all an act of destruction.

melmoth, mmo 4 Comments »

Once more the sinusoidal wave of my gaming activity seems to be fast Fourier transforming into the domain of peak enthusiasm. Gaming groups seem to have sprung up spontaneously in this new year for both Star Trek Online and Dungeons and Dragons Online, like overeager daffodils launching forth from the soil in anticipation of the efflorescence which accompanies Spring’s lusty renewal. Hopefully it is not too early a re-emergence – not just the product of an unseasonable thawing of frostiness towards the MMO Winter. Even SWTOR is getting another chance at fertilising the furrows of my imagination, with a small static group forming in order to work through the content at a more sedate pace than the traditional MMO levelling cycle demands; a bit less ‘Evel Knievel attempting to jump the Grand Canyon’ with all the requisite hanging on for dear life, bugs in teeth, legs flying out behind you like a Chinese dragon; a bit more ‘cycle holiday in the south of France’ with frequent stops in verdant fields for a nice bit of crusty French stick, some Brie, and a good glass of rich red.

It’s not all been frolicking freewheeling down dell and dale, however. Having recently placed my feet in the stirrups of character creation, swung myself up onto the back of the DDO, and been unceremoniously flung to the ground several times before I’ve even managed to fully grab the reins, I’ve found myself yet again admiring the way that Skyrim handles character creation and development. I suppose it’s a somewhat similar situation to that which Tobold describes with his party of players, who are coming to both new characters and new rule set for their pen and paper role-playing confabulation. It seems to make an awful lot of sense to have a player pick cosmetic choices such as race and sex (I always pass on the racing, but am most definitely pro-sex) and then launch them into the game. Character development in these cases generally comes from the player’s natural inclinations towards certain aspects of the class system. If the player favours a sword and shield, then their skill in both becomes greater, and thus they slowly develop their character based upon how they choose to play. It’s a much more organic system, with the character growing along the path of least resistance, which runs parallel with the path of player preference.

Of course I say the initial cosmetic choices are simple, but, for me, a mid-level re-roll can easily occur when I’ve had enough time with the character to realise that I picked the wrong beard option. Or that I should have gone for eyebrow shade number two, instead of number four. I mean, it’s obvious now, in this light, and with my crafted armour, but back when I was young and reckless and carefree, eyebrow shade number two seemed like the sexy choice! It was easy, good looking, and fun, at a time when I didn’t even realise there was the potential for an optimal eyebrow shade … ah those salad days when our judgement is so much the greener!

My approach to character creation in a game like DDO is almost Lovecraftian, starting with puppy-like exuberance, followed later by abject terror, and concluding with a not inconsiderable level of knee-hugging insanity. Creating a character in such a game is like building a house, where you get three quarters of the way through construction only to realise that you’ve plumbed-in a toilet next to the refrigerator in the kitchen – a convenient and possibly intriguing combination, but generally not the Done Thing, for a multitude of reasons. The problem, I find, is all the distractions along

SQUIRREL!

the way, where you start out with a solid goal, a perfect concept of the character you want to play, and then as you start to build that character you notice other features which could conceivably be included into the build. It’s as though you’re trying to put together a jigsaw, but you keep noticing other pieces from different jigsaws which look really nice. So you try to fit those pieces into your jigsaw, rearranging the old jigsaw by taking pieces out, or making extra holes in otherwise perfectly good pieces, or just pushing the pieces against one another and then thumping them with the bottom of your fist until they fit. Eventually you take a step back from your frantic fabrication and realise that your initial, perfectly sensible, character jigsaw has been deformed into some hideous amalgam of parts, with what you thought was a nose actually turning out to be half a knee, along with the melancholic creeping realisation that your character either has five pimply buttocks or you’ve misappropriated and misaligned several breast pieces quite badly.

So it’s back to the drawing board with a determination to stick to a core concept; to focus, damn it, focus! I’m just going to play a Fighter. That’s IT. Perhaps… perhaps with a little specialisation in one of the prestige enhancements. Kensai looks nice. Ooo, but that gives a bonus to a Monk’s Ki regeneration, so maybe a splash of Monk. But of course I’ll need the Whirlwind Steel Strike feat to make my longswords class as Monk weapons…

Three or four hours later, your design for a half-elf Fighter 8/Monk 2/Bard 6/Ranger 3/Wizard 1 is just about ready to be deleted so that you can stop arsing around and get down to creating a workable character. Damn it!

Posted by Melmoth at 12:19 pm

It is what you read when you don’t have to that determines what you will be when you can’t help it.

ddo, f'ing forums, melmoth, mmo 10 Comments »

1:26 And God said, Let us make man in our image, after our likeness: and let them have dominion over the fish of the sea, and over the fowl of the air, and over the cattle, and over all the earth, and over every creeping thing that creepeth upon the earth.

1:27 So God created man in his own image, in the image of God created he him; male and female created he them.

1:28 And yay did God visit the forums to see if his creation was good. But lo did the forums say ‘No, God’ and ‘God no!’, and they did explain unto God why only a newb would create man in a such a way. And the forums did then show God how to create a man who would have dominion over the fish of the sea, and over the fowl of the air, and over every living thing that moveth upon the earth.

1:29 Then God became confused. For though one post on the forums did say ‘Create unto ye a man in this fashion, and your man shall be the greatest upon the earth’ verily did another spring forth which declaimed the first and spoke unto God ‘nay, create man in this way or let him forever crawl upon his belly and suck dust for all the days of his life’.

1:30 And God did consider bringing floodwaters on the forums to destroy all life under the various topics and every creature that has the breath of life in it. But quickly did God realise that there were no living creatures on the forums, only phosphorous manifestations of vitriol and invective.

1:31 So God destroyed man and made him again. And again. And again. Until eventually God thought ‘sod it’ and hit the random button and hoped for the best.

1:32 And God saw every thing that he had made, and, behold, he wasn’t sure about it any of it any more.

2:1 And on the seventh day God ended his work which he had made; and he went and twiddled with Jupiter for a bit, because it was without form, and void, and he could play around with it without suffering the truculent criticism and dissent of alternating prepossessions.

And so, some six or seven thousand years hence, man is still a complete and utter shambles today, even after the great re-roll around Genesis 6:9.

In other news, I spent a few hours on the DDO forums last night trying to determine a sensible build for a new character, because stat choice can have a large impact on the viability of a character and is largely set in stone once the character is created. After searching around for absolutely ages, I concluded that there definitely wasn’t a Flood Forum button anywhere to be found. So I picked a path which looked about right (and which the forums will tell you is tantamount to deciding to eat the serviettes at a Michelin-starred restaurant rather than anything from the menu), and got on with trying to play the game under the pressure of several fathoms of guilt and inadequacy which had built up over the course of my browsing.

After such an evening of reading the forums, I can’t help but expect that I’ll login with a new character one day only to be confronted by a huge ‘NO! WRONG!’ sign, whereupon I find myself summarily ejected from the game, my account deleted, and the game in the process of uninstalling itself from my hard disk drive.

I really wouldn’t mind an MMO where I could customise a character’s abilities based upon the alien concept of them sounding fun, while still being able to fulfil a role within the game. Or, if ‘learning to play (in a very specific way determined outside of the game by spreadsheets and data mining)’ is still to be a requirement, then perhaps it would be sensible to postpone those decisions which require learning until after I’ve had a chance to play.

Posted by Melmoth at 11:46 am

Riders of the Republic.

lotro, melmoth, mmo 5 Comments »

“We’ll also introduce the option to bring Skirmish Soldier along to aid you on your adventures throughout Middle-earth.”
       – Nereid, Executive Producer for Lord of the Rings Online

Rumours that LotRO’s mounted combat will be a very pretty but slightly tedious on-rails shooter, in outer space, are as yet unfounded.

Turbine have confirmed, however, that they’ve employed a huge number of voice actors for their Riders of Rohan expansion, although they are using them primarily to type text into the quest dialogues.

Despite the general hoo ha surrounding Turbine’s decision to start selling non-cosmetic armour in the LotRO Store, they’re determined to press ahead with moving more core components of the game into the micropayment system; to that end they’re implementing a conversation dialogue wheel system in the new expansion, where responses to NPC’s dialogue can be purchased for between 50 and 250 Turbine Points depending on the type of answer given – monosyllabic grunts being cheapest, while loquacious flirtations and incensed f-bombs are priced towards the more exclusive end of the scale. So now when playing through group content, all your fellow players can see how much of a stingy git you are based upon how your character responds to the shared group conversation system!

Posted by Melmoth at 4:21 pm

Thought for the day.

melmoth, mmo, tftd 9 Comments »

In the land of the grind, the one-trick pony is king.

Applying the generic MMO philosophy to real life would mean that my boss asking me to write some code would inevitably result in me having to kill at least fifteen people or animals before the task was done.

Thankfully there is a distinct lack of wolves and boars hanging aimlessly around the office, but that pair of third floor accountants by the printer look as though they might aggro if I try to collect my hard copy.

I still find it interesting to consider ‘Why primarily combat?’ for a large number of MMOs. You may view that question in different ways depending on your prejudices, but it needn’t automatically be considered a failing of developers; indeed, many MMOs have tried other approaches without staggering success, so perhaps players have been seen to reject these alternatives. Again, though: why primarily combat?

Because combat provides an easy win condition? To satiate a fantasy which we cannot experience in real life? Because it is an easier system to encapsulate in lines of code than the alternatives? Because it’s a system which easily satisfies the input–>reward philosophy of gaming? Because we have yet to be offered alternatives which provide the exhilaration of the fight?

I’m not sure of the answer –or whether there even is an answer– otherwise this would have been the Revelation of the Day.

Posted by Melmoth at 1:32 pm

My hobby.

melmoth, mmo, my hobby, sto 8 Comments »


Creating my avatar in Star Trek Online as an Avatar, then hanging around in Ten Forward and watching Trekkies’ heads explode.

Posted by Melmoth at 1:00 am

We are spinning our own fates, good or evil, and never to be undone.

melmoth, mmo, skyrim, swtor 12 Comments »

So my time with Star Wars: The Old Republic is coming to an end. There’s no real surprise in this for me: I wasn’t going to buy SWTOR initially, but the breathless blog banter lauding its already much vaunted fourth pillar of storytelling had convinced me that, for the price of the box, it’d be worth a look whether I chose to subscribe to the game afterwards or not. The fact that m’colleague and other friends were also intending to play, however, added much needed girders of reinforcement to the somewhat shaky foundations of my decision, and thus I quickly cemented the whole deal with an order, before the building inspector of common sense could review the plan and tell me that it would never stand the test of time.

Based upon the standard indicators of ‘time played’ and ‘entertainment had’, I certainly got enough out of the game to justify the box price; compared to many games I’ve bought recently, I’d say that SWTOR settled towards the happy end of the value for money scale. Only games such as Dragon Age (89 hours played) and Skyrim (128 hours played, and counting…) can make any sort of impact on the ‘value for money’ assessment, and really those two should be treated as freakish outliers of my recent game time investment.

I have enjoyed my time in SWTOR, but while the story element is certainly entertaining, in wrestling for my continued commitment to the game, it simply wasn’t differentiating enough to be able to overpower and suplex the plodding linear progression and constricting nature which is typical of this type of MMO. This is not a failing of SWTOR – for many this is still as perfectly enjoyable and entertaining as it always was, and for those people SWTOR is surely a fast flowing stream of fresh IP into the rather stagnant pond of fantasy MMOs. My tastes have definitely changed, however; be it through burnout, or having discovered pastures which are richer grazing, better suited to my game-play appetite, I struggle now to find any pleasure in on-rails grind, as well as the hotbar combat, common to MMOs of this sort.

The simple fact is that I like to look into the world when I play a game of this sort, for if it is not –to a greater extent– about the world in which our characters inhabit, why have the world at all? We could easily write games where the player is required to stare at a number of little coloured icons, and press them in optimal order based upon the variable cooldown counters which tick above them, and simulate pretty much everything there is to MMO combat, without the need for a game world. Even UI addons which move these elements of buffs, debuffs and hotbar abilities into the middle of the screen do not alleviate the simple fact that the player’s attention must be, for a disproportionate amount of play time, concentrated on these tiny little UI elements, rather than the world around them. The perceived increase in difficulty of tanking, and to a lesser extent healing, in these games stems from the fact that the situational awareness and positioning that these roles require runs counter to the entire rest of the combat design – to stare at tiny little icons and press them when cooldowns allow, when debuffs require, or when priority demands. The entire combat design of these games, which has barely changed from generation to generation, is akin to a person in a pit spinning a comfortable number of plates on the end of broom handles, and where every now and again an angry wolverine is thrown in such that the plate spinner has to try to frantically beat it away with a spare broom handle while still trying to keep the plates spinning.

In Skyrim I have to watch where my enemy is in the world. If the enemy is close, I try to hit him with a big sword. Sometimes the enemy will try to hit me with a big sword, and in this case I have to watch for him swinging at me, at which point I block the attack. After one hundred and twenty eight hours or so of playing, this is still fantastically entertaining to me. I do not have to look down at a UI element and see if my sword is off global cooldown. I do not have to look at another, different, UI element to see if my shield is off its five minute emergency cooldown. I do not have to juggle a number of short duration buffs which, if they drop, will mean the almost guaranteed defeat of my character. The cooldown on weapons is, to some extent, reflected in the length of time it takes to swing them: two-handers feel slow and ponderous compared to their one-hander cousins, but this simply serves to add solidity and texture to the combat, while building in a suitable restraining mechanic to the more potent damage range of the various two-handed weapons. There are no plates to juggle in Skyrim’s game-play, just one big plate, which I must smash over the head of my enemy; this is what I need in a fantasy game, not taking a sixty second ‘day’ and organising my hotbar meeting schedules into this time period.

“Well I’ve got an armour buff telecon in fifteen seconds, maybe we could reconvene the channelled ranged attack best practise seminar until after then; hmmm, but that does leave me with a short window where we could probably leverage a quick value-added primary attack GCD, which would be win-win if we can then schedule for the thirty second self-heal strategic planning afterwards. Of course, we’ll have to be proactive if an off-GCD defeat response occurs in the meantime – we’ll fast track it and bump the rest of the day’s schedule if that happens. I’ll get my people to macro your people. Okay, ciao.”

I could not program an Excel spreadsheet to play my Skyrim character effectively.

That’s the feeling I can’t shake with many of these hotbar-based MMOs – that an Excel spreadsheet could probably be doing it better. The realisation hits that a spreadsheet program should be my gaming idol, that at the next PAX I may well witness an Excel box surrounded by the flickering flashlight of photographers while two scantily clad women lean in from each side, one leg kicked out saucily behind each of them, planting kisses on the sides of this perfect specimen of hardcore MMO player. And then there’ll be the stupid puns in magazine articles, such as How to Excel at MMO Gaming.

Again, I have nothing against SWTOR as a game, I’ve just come to an even more firm conclusion that MMOs “where you play combat primarily in the user interface rather than the game world” are not for me. Which is rather a shame, because that’s most of them, by my current calculations. I’ll be interested to see if games such as TERA have actually made an action-orientated MMO, or whether it’s the same old concession to hotbar plate juggling, only now the rabid wolverine is a permanent fixture; in which case I can’t imagine it will fair terribly well (the game that is, not the wolverine, who I’m sure will have a whale of a time). I’m also somewhat less sure about Guild Wars 2, because on the one hand the game has a vastly restricted hotbar space, such that there are far fewer plates to keep spinning, but on the other hand the hotbar is still there, and I’m just not sure that you can realistically expect to have a hotbar and a true action RPG occupying the same game client.

In the meantime I’ve rolled a new character in Skyrim; having finished the main story and vast swathes of the game, I now want to go exploring with a slightly less accomplished (read: overpowered) character, and discover all the places that my boss keeps telling me about from his play through, but which I’ve yet to discover. I went for my favourite character type the first time around, a female paladin sort, wearing heavy armour, wielding a sword and shield, and well versed in the arts of healing magic. It was tremendous fun, but now I’m going to play an orc barbarian, with a big two-handed axe, and wearing only light armour; I’m going to see if it’s possible to play an in-your-face melee character without relying on heavy armour or healing magic. I’m also happily taking a leaf out of SWTOR’s book and eschewing the quick save option in all but the most game-breaking cases. This has already lead to interesting developments, where, in the first town at which I arrived, my character accidentally (no, really!) stole something from the bar of an inn and –in self defence, Your Honour– killed the innkeeper when he attacked over the inadvertent indiscretion. As a result of which I quickly fled the town, with the grubby wooden plate I had stolen as a somewhat disappointing trophy of this early exploit in my adventuring career. An intriguing, if ignominious, beginning.

I’ll see you all in another hundred and twenty eight hours.

Posted by Melmoth at 2:06 pm

Thought for the day.

melmoth, mmo, swtor, tftd 2 Comments »

You know you’ve been playing a certain MMO too much when you walk past a door labelled ‘Project Room’ at work first thing in the morning, and your fuzzy mind interprets it as a project room.

I wonder if the Jedi have project rooms? Huge rooms with padded walls, full of oversize bean bags, enormous soft toys, and giant cushions, which the warrior monks can fling at one another with impunity. I always wondered why the Jedi Council looked so ruffled and out of breath every time they spoke to Anakin and Obi-Wan. If you watch closely during The Phantom Menace you can even see Mace Windu trying to discreetly hide a teddy bear that got lodged in the hood of his robes.

And pillow fights at Jedi pyjama parties suddenly take on a new and exciting outlook.

Posted by Melmoth at 7:09 am
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