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2010-1 |
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1999 |
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Welcome Back to LOTRO!
To celebrate the release of The Lord of the Rings Online™: Siege of Mirkwood™,
we’re inviting all former LOTRO subscribers to come play for free* from
December 17-21, 2009! Hop back in with one of your old characters, or
start a new one. And, you’ll get a +10% XP boost for all Mob (monster) kills.
Some of the new updates you may notice when you come back for the free LOTRO weekend include:
As an added bonus, you can renew your LOTRO subscription for only $9.99 per month with any 3-, 6-, or 12-month plan**!
Special Note: You do not need to reactivate your
account to participate in the Welcome Back Weekend. Your account will
automatically be enabled for the event. If your account does not seem
to have been reactivated, please try again in a hour or two. It may
take time for our servers to update your status.
Siege of Mirkwood ™ Now Available!
The war has come. The Lord of the Rings Online™: Siege of Mirkwood™ is
now available! Join the elves of Lothlórien in the war against Sauron
among the ancient ruins, spider-haunted canyons, and foul bogs of
Mirkwood. Unless you stem the tide, the menace of Mirkwood will spread
to every land and cover the world in darkness. In the shadow of Dol
Guldur, the Necromancer’s Keep, the enemy waits—and so does glory, for
those strong enough to take it.
- Adventure into the new region of Mirkwood
- Advance your hero to level 65
- Take the power of your Legendary Items to level 70
- Battle the spreading War with the new Skirmish system
- Risk the most challenging 12-person raid ever devised against the Lieutenant of Dol Guldur!
- Experience action like never before with new enhanced combat responsiveness!
For more information about The Lord of the Rings Online™: Siege
of Mirkwood™ digital expansion or to read the latest Developer Diaries,
Click Here!
*Offer available only to former
players of LOTRO with a paid online subscription in good standing at
the time the subscription expired.
**Terms & Conditions Apply. Visit myaccount.turbine.com for more information.
***The bonus XP stacks with rest XP as well!
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Developer Diary: Yule Festival of 2009
Page 1 of 3
The Glorious Beer-fight
The glorious beer is drawing quite a crowd to the Inn in Thorin’s
Hall this year, and why should it not? It is boasting to be the finest
brew in all of Middle-earth this season…but before you get excited and
run over there with an empty flask (or five,) I should warn you that
there is a sliiiiight problem. There is nowhere near enough of this
delectable drink to go around. The beer is in perilously short supply
at the Ale Hall, and this has made many festival patrons rather furious.
Luckily, they may vent their frustration as they scramble to pick up
this rare treat before their fellows. Rare beer is not something to be
taken lightly, after all. Yule may be a time for peace and good cheer,
but there are some things worth fighting for.
This shameless content was first conceived by Raskolnikov, my
shameless co-worker, who said “By gosh, it sure would be fun to make a
festival event in which players can hit each other with the .
If you make it, I’ll make the bat for you. And the effects. And the
hotspots. I’ll make it safe, I swear. No one will get hurt….” He bet
his job on this, by the way. A spot on the Systems team might be
opening up soon at Turbine.
There’s this bat, you see. We devs feel powerful when we use it, but
it’s supposed to be a secret. Why a secret? Because it’s mean to use
the bat on fellow players. Unleashing the power of the bat would be a
terrible thing indeed; it would be like giving The One Ring as a reward
for completing the Epic storyline. But Rask promised that if I
unleashed the beast, he would do his best to contain it.
I mulled on it for a few minutes and realized that this would not be
all that difficult to implement, so we brought our cause before some
people with far, far better judgment than ours. After many
inter-departmental exchanges of hopes, fears, eye-rolling, nightmares,
unicorn wishes, and doubts as to the logistics of an event like this,
we are pleased to present you with the Glorious Beer-fight. I hope you
enjoy your concussions and broken legs. May your sprained ankle bear
you to glory!
Page 2 of 3
The New Horse Races
They’re back! The horse-races have been re-vamped to accommodate the
new mount system, and we are keeping our fingers crossed that these
will be around for a long time. I know you’ve probably noticed the long
absence of the Festival Run quests since some unexpected bugs we
encountered during the Spring Festival. That was when we cried uncle on
that particular setup, and decided that we needed to think about these
quests in a different way altogether.
The biggest problem with the old quests was unfortunately ingrained
in the nature of the gameplay – our multi-player setup did not have the
capacity to give proper feedback to the individual gamer’s experience.
I know I experienced this a number of times, and you may have too: it
looked like you were winning, and you were positive you were strides
ahead of the other three players against whom you were racing, but the
broadcast called out a different winner, and you failed the Festival
Run. Then you probably felt rage, and hated us, and cursed our name.
This happened because the client-to-server-to-client feedback had just
enough of a lag to enable you to see a different race than what was
actually happening in real time. Because of this, we collectively
decided not to turn them on again until we could give the player a
legitimate racing experience. As fun as they were, we strongly felt
that these races were essentially broken, and there was no way to fix
them.
Our solution has been to reintroduce them as a solo experience. This
is a far more reliable system that has proven its worth in the level 35
quest to obtain the riding trait. My greatest challenge, however, was
to balance the inherent frustration of an obstacle course with FUN. It
is still a festival, after all, and we want you to have fun.
The tricky racetracks have been jazzed up by the World Team with a
number of more elegant obstructions, hurdles, and barriers to better
channel the flow of the race. Players who successfully navigate the
course will enjoy speed boosts to help them along the way, while an
unfortunate misstep will trip up your horse or pony with some sticky
mud. But even accident-prone players will have a shot at the finish
line, if luck is on their side. With a combination of luck, skill, and
inevitable practice, we hope to see many people enjoying the special
Yule steeds as a reward for their hard work.
Page 3 of 3
Revisiting Pre-existing Content
Festivals have consistently been a strange piece of content to
manage over the last year. They were worked on by several pairs of
hands before I took on the task of babysitting this corner of our game,
and adding new content without paying attention to the old somehow felt
very irresponsible to me.
I’ve put as much effort into making each festival experience as
cohesive as possible as I have into implementing new events. Not only
do I want every season’s celebration to feel balanced in the amount of
content and rewards it offers, but I hope to make every area balanced
as well. Making new content for each season is the easy part, and the
fun part, as well…but trying to make sure Duillond, the Party Tree,
Thorin’s Inn, and the Horsefields all offer an equal amount of diverse
and fun gameplay has been the greatest challenge, and one that is still
underway.
I’m looking forward to seeing our festivals grow ever larger. We’re
well on our way; new highlights are coming in with every book update,
and this will continue to build and grow the range of these special
recurring events. But equal attention is given to ensuring that vendors
are present in the right places, that quests are localized to the party
grounds, and that liberal party decor helps to enhance the atmosphere
in which quests and rewards are being offered. For example, party
musicians are now present at each stage to liven up the dance lessons
as you perform steps one, two and three.
You’ll find that Yule quest-givers have moved to where you’re sure
to spot them, and that the items they’ll have you collect will not
require you to trek so great a distance as you expect. Instead of in
the town of Bree, the Yule quests are right at the party grounds on the
Horsefields. The quest-givers of Thorin’s Hall have also retired to the
more festive inn, for they wish to see if the beer-fight draws as much
of a crowd as many dwarf-patrons have anticipated.
I hope this year’s Yule Festival is a fun one for you! We look forward to seeing you there.
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Extra-dimensional Adversaries
The halls at the UNITY headquarters are silent and tense. Very, very
tense. Using his vast array of deep space scanners, the super-scientist
Mentiac has detected a dangerous anomaly - a Qliphothic Rift in space.
Mentiac
speaks of entropic energy surges and quantum disturbances, an unstable
threat which must be investigated further. Powerful UNITY mystics known
as Dr. Black and Dr. White call it a gateway into the Shining Dark, a
dimension where incredibly powerful ancient gods plot the destruction
of our reality. Both agree: This rift must be stopped, and only the
best and strongest of superheroes has a chance of coming out of this
alive.
What UNITY doesn’t know is that there is a group of
powerful super villains working together in service of this diabolical
force. Those heroes who rise to the challenge will traverse the depths
of space to find themselves facing fearsome alien gladiators, awesomely
empowered Nemeses, as well as the greatest enemy humanity as ever
known: Shadow Destroyer!
The Nemesis Confrontation update will be available to all players
starting Tuesday, November 24. Here are some of the new features you
will be able to enjoy:
- New Costume Sets! Two new costume sets based on the adversaries you battle inside the lair.
- New Nemesis Lair! Break out of an intergalactic prison to
square off against your Nemesis and the evil Shadow Destroyer. This
team-based endgame Lair sets your heroes against your Nemeses recruited
by Destroyer himself!
- New Perks! Complete all new perks to unlock items and Costume Sets.
Gain All-new Costume Sets!
Defeat the dreaded Gladiators in the Nemesis Confrontation Lair to
earn brand new Costume sets: the Gladiatorial and Shadow Destroyer
costumes.
Gladiatorial Set
Shadow Destroyer Set
Nemesis Confrontation Perks
Defend our reality from Shadow Destroyer and achieve these new perks! Below are the perks immediately available:
SHADOW DESTROYER: Defeat the evil Shadow Destroyer.
DIMENSIONAL DESTROYER: Defeat Shadow Destroyer in the Qliphothic Realm and earn his cape as a Costume reward!
NOVICUS: Defeat 25 Gladiators.
PALUS: Defeat 75 Gladiators.
PRIMUS PALUS: Defeat 200 Gladiators and earn a new Costume Set!
SECUTOR: Defeat 25 Arena Guards.
HOPLOMACHUS: Defeat 75 Arena Guards.
MURMILLO: Defeat 200 Arena Guards and earn a new Costume Set!
Rewards
You can earn all sorts of item drops and rewards in the Nemesis
Confrontation lair. These are just a fraction of the items available!
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Shadow Tainted Thaumaturgic Gloves - These gloves rapidly bind to their wearer, drawing sustenance from their life energy. |
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Hyper Dimensional Shifthopper Armbands - Increase the strength and dexterity of the wearer. |
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Gladiator’s Combat Bracers - Made of surface forged Kelvarite, these bracers are tough, durable and strong. |
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Gladiator’s Battle Belt - These belts are crafted with nanoscale accelerators that improve the wearer's natural movements. |
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Weaving Shadow Open Palm Form - This martial art form allows the practitioner to tap into dimensional energies and redirect them toward opponents. |
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Dark Inspirations from the Presences Beyond - The whispers in your mind are dark, but you can feel your life-force grow as the words sink into your psyche. |
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Qliphotic Charge - You have absorbed moderate quantities of Qliphotic Energy. |
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Luvah's Inspired Direction - Luvah's guidance can direct the movements of her avatars, granting swiftness and surety. |
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Shadow Destroyer-style Boots and Shoulders are available in the Perk Store for players who've defeated Shadow Destroyer. |
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Gladiatorial Boots and Bracers are available to champions who have achieved third-tier perks for defeating Gladiators and Arena Guards. |

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As you and your Asmodian wings approach the level 30 milestone, a new quest will pop up in your journal: [Group] The Three Keys. This little gem, once completed, will grant you access to the Fire Temple. This instance, in western Mt. Musphel near the Sky Temple of Arkanis, is sort of misleadingly named, as it has more in common with a hole in the ground (commonly referred to as cave) than it does with a temple. Although, there are some ruins strewn about the place which would lead one to believe it may at some point in its history been a temple. Now, though, it is home to fiery fire elementals, rocky rock elementals, gargy gargoyles, and one sexy lady by the name of Kromede.
Before you can begin your fantastic journey into this temple/cave you must first complete the aforementioned group quest inside the Sky Temple of Arkanis. For the most part, this quest is trickier than the instance that follows. For its completion, you must go through three element themed mini instances of increasing difficulty, or decreasing difficulty, or even random difficulty--depending on which order you do them in. The three elements the rooms are themed after are wind, which is easiest, followed by water, then finally fire is the hardest; each room has an assortment of monsters that match its respective element. These rooms are built in a similar manner and each requires you to glide heroically from floating platform to floating platform. You must be extremely cautious of monster paths and spawns when landing (and be sufficient enough at gliding) or you'll end up in a bad state.
Once you've attained the final key to this wonderful little group quest you can turn in all three keys to your friendly neighborhood fire elemental that gave you the quest. He will then give you the next quest in the line: The Captive Flame, for the Fire Temple. It should be noted that while The Three Keys can be completed by level 28, the Fire Temple's monsters are 33-37. So, while the instance itself isn't too difficult, you may not want to consider doing it until roughly 32--maybe 30 or 31 if you're feeling ballsy, or have the luxury of being a healer who doesn't have to worry about hitting high leveled monsters. As for class makeup, since it is a pretty easy instance, you can probably throw whatever at it and be just fine, I ran it for a few hours one night with a spear wielding gladiator tanking. Just like anything with elite monsters, sorcerers for crowd control are highly recommended.
This instance has six random spawning bosses; it's fairly unlikely to find them all up in one clear, though not impossible. You can expect to find one or two up in any given run. Three of these random spawning bosses are along the main path taken through the instance so you should be able to kill them with minimal clearing. The other three are well off the beaten path and, for the most part, completely ignored by most groups. In fact, I've never actually killed any of the three bosses that would require significant clearing to even see if they're spawned.
Experience rewards aren't great by any standards, but Kromede, the final boss, does drop some great gold (unique) items, though they are rather rare. She actually comes in two flavors, the most common version, Kromede the Corrupt, is a bit easier than her harder counterpart, Vile Judge Kromede. It is believed by some that Vile Judge is more likely to drop the unique items. Though, the only time I saw one drop (out of 40 or so runs) was from a corrupted Kromede. The random spawns also have a chance to drop decent level 35 greens, though most of the time they drop next to nothing.
Because of its 30 minute reset timer and quick boss runs, many people are likely to milk Fire Temple for all it's worth and repeat it for hours on end. These speed runs take the path of least resistance, skipping monsters and gliding once or two. For anyone interested in fast clears, it's most common to first run down the center of the first room and pull the far right pack of fire elementals into the corner and kill it there. Once they're dead, go down the only hallway, killing what you need to. At the end of this hallway is a stone ledge you can climb up and glide from, skipping two or three pulls this way. The first named monster you'll encounter, Silver Blade Rotan, patrols up and down this hallway if it's up. After you've dispatched a pair of kalgolems, you can either choose to go left towards the last boss, or straight to more kalgolems to see if a second rare spawns is up.
You'll begin to encounter gargoyles when you continue toward Kromede, at the end of this hall though, is the next rare spawn, a mudgolem, you may or may not run into, Tough Sipus. This room with four paths out is pretty dense and has some exciting gargoyle patrols, so it's advisable to mind your step in here, or you'll be zerged by the entire cast of Gargoyles. If Tough Sipus is too scared to come and play, then you have a decision of which way to go on your hands. Straight ahead is Chalice Guard Denlavis, the monster required for "A Captive Flame"; a quest is rather exciting to do with everyone in the group, as it requires a slew of clicking random chalices to discover which is the right one, be sure not to drink from any of the unholy grails or you may end up a pile of dust.
To the left are a couple of rare spawns, so chances are you'll never see this area of the instance like me. To the right though, is the last rare spawn, Broken Wing Kutisen, and Kromede! The rare spawn is in the room just to the right with a bunch of gargoyles; you'll see him in the back of the room, intact wings and all. If he's not there, you can just skip that room entirely.
This brings us to Kromede up ahead in the next room, in an area of the instance that resembles a temple in any regard. Every time I've run through Fire Temple, I always keep to the right and skip the center monsters all together. She's standing in the back of the room next to a talking mirror. I'm not exactly sure of the purpose of this mirror; I assume it was for a quest I skipped. But, since I was already aware I was the fairest of them all, I opted not to strike up a conversation with it.
The fight with Kromede is pretty simple, although Vile Judge Kromede is a little tougher--nothing insurmountable though. For ranged classes, you can basically just stand back and shoot or cast. She does this short ranger aoe that melee can run out for, I never thought that this was very necessary, you can probably just pop a health pot and be okay.
Chances are, by the time you get to 40, you'll be pretty burned out on Fire Temple, and if you're lucky you'll have gotten yourself a gold weapon by then. In all likelihood you'll only see one or two gold items, and they probably won't be the one for your class. So, don't get your hopes up! All in all, though, Fire Temple is a pretty drab and uninteresting instance, and I'm sure that the only reason most people will have to go through it more than once is the allure of awesome loot, which is obviously more than enough incentive.
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