Delving further into Lord of the Rings Online.
I've had another week with
Lord
of the Rings
Online and while the early
afterglow of the honeymoon phase may have begun to wane, I'm still
impressed and having fun. The new free content update,
Volume
II:
Book
7: Leaves of Lórien
went live today and like an
untold
number of players, I can't wait to hop in and check out all the changes
when the servers come back up. Mainly, I want to see the differences in
the beginning areas for elves, men and dwarves. Their introductions
were fun, but there were definite areas prime for improvement.
|

I'll
be
doing the blood-sucking around here, thank you.
|
The first change I'm anxious to witness is an alteration in the
distance dwarves have to run. Newly minted dwarfs will find themselves
covering a significant amount of land during their "back and forth"
travels while fulfilling the early quest lines. I'm not entirely
positive the amount of time between locations doesn't feel longer due
to our stubby little legs pumping just as fast as they'll go, but there
were times it felt as though I was trying to run up an escalator. My
legs were moving, but I wasn't getting too far. It'll be interesting to
see whether they altered the landscape at all, or if they just moved
the objectives of some quests closer to their point of origin. Enough
of what may be though. Let's look at what I've discovered this week
instead.
The
Small Improvements
Make Big Impressions
I finally figured out the words to explain one of the most impressive
aspects I discovered last week that I meant to mention, but didn't. I'm
not sure how they pulled it off, or how many ungodly hours they spent
trying to perfect it, but Lord of the Rings Online has the most natural
and organic-feeling outdoor areas of any game I've ever played.
Throughout the years, I've had the opportunity to travel to many parts
of the real world and (unfortunately) spend a lot of that time outside.
It amazes me how *real* the various landscapes in LotRO feel. Sure, in
real life you're not going to have all these animals just hanging out,
waiting to get whacked by the crafting mob bosses, but the landscape
itself is remarkably done. It may be a game, but this is one of those
instances when you could really make the "video game as art" argument,
it's that good.
What I haven't found good though is a particular goblin chieftain
that's still kicking my tail at level 10 while he's a lowly level 7.
I've always felt if a quest is almost to the point of giving you zero
experience for completing it, then you should be able to solo the
thing. Especially when I'm pretty sure the quest doesn't mention
anything about needing to bring friends like some of the others have
done so far. Now to be honest, it's quite possible that I just suck at
playing a Rune-Keeper, and haven’t figured out some magical
combo of skills to make the battle a little easier. I'm inclined to
start thinking the class is meant to fill more of a support role
instead of being a soloing powerhouse. Time will tell.
After respawning from the third ass-whipping my new goblin chieftain
friend decided to hand out to me (
oh,
he *will*
die one of these days),
I decided what my Rune-Keeper really needed to do was take a break and
get in touch with the land for some relaxation. What better way to do
this than to do a little fishing? Yes, I was one of those weird players
that spent countless hours sitting on the beaches in the Plane of
Tranquility, content to fish and chat with friends. I enjoyed it and
was looking forward to trying out a new fishing system. When I
sauntered up to the fishing supply merchant I found near a bridge, I
bought a rod, grabbed some bait, and hurried off in a rush, all excited
to get some fishing in. Unfortunately, I discovered one tiny little
problem. I didn't know how. I ran back to the merchant to see if there
was a book or something I could buy to discover how, or ever better,
perhaps he would tell me? I didn't find either and it surprised me
because up until this point, I thought the developers had done a great
job in at least giving me the basics to try anything I needed to. Not
so with fishing.
Amazingly, it's the fact that after playing for two weeks and still
being confused by various systems in the game that probably has more to
do with still keeping me interested than anything else. I know it
sounds strange, but bear with me for a minute while I try to explain.
For anyone that's been reading my work for a while, you know I've never
been hesitant to slam a team that does a horrible job of explaining how
things work to their players. It's not that I believe everything should
be explained in great detail, but that everything should at least be
introduced. There's a huge difference between giving a player enough
information to get them started than not even mentioning a particular
game mechanic. Now while I'm a little disappointed in the fishing
incident (which I'll go digging to rectify anyway), the LotRO team has
done a great job of making me want to figure out more about the game.
Traits, destiny points, deeds, and more; the list goes on and on. It's
created an interesting dynamic and one I can't wait to explore further.