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MP works fine for others and in fact more people are into it now than before.
I do have to say that the game over all is, nice and has plenty of lore as well as background but once you get to around the mid 20's and start (having) to find a group in order to do any of the quests that are your level.... the game starts to slow down allot. It has allot of potential but it really lacks that certain rush and excitment that games made in past years have had and many still do to date.
It basicaly becomes a game of... {wait for a group, so you can get the next weapon or piece of armour because crafted items suck} (Even Critical mastery items are not nearly as good as many drops or especially quest items). What's worse is the fact that that item you just quested for is outdated in a couple hours of questing because you level so damned fast in this game VIA questing that everything you have outdates almost immediately.
I like pie !
As far as the OP goes I am not sure what you mean here. This is RvR and the main goal is to take the keeps, and that means taking out the PC's also.
I might just be old and easily confused but which is it ? Are you leveling too slow or leveling too fast?
Only place I have found where solo quests got a bit sparse were early to mid 30's and that has been acknowledged by the Devs and is being addressed. As far as weapons/armor being outdated I have not really ran into it. Usually I have a replacement weapon/gear long before I outgrow whatever I am using. Or I buy at the AH.
I miss DAoC
I agree 100% with the original poster. PvMP is poorly designed and executed. Players have no incentive to be there. That is why they always hide behind NPCs and do not take forts. Monsters will always be second rate to player characters. 1vs1 tests have shown that level 46+ player characters can easily solo level 50 rank 5+ monster players. It takes 2-3 times the number of monsters to kill players.
I am stating this because people that have not played the game need to hear the truth.
I agree 100% with the original poster. PvMP is poorly designed and executed. Players have no incentive to be there. That is why they always hide behind NPCs and do not take forts. Monsters will always be second rate to player characters. 1vs1 tests have shown that level 46+ player characters can easily solo level 50 rank 5+ monster players. It takes 2-3 times the number of monsters to kill players.
I am stating this because people that have not played the game need to hear the truth.
They also need to hear that PvMP is only a small part of LOTRO. It's intended to be used by people who want a bit of a pvp sideline to the game (which is 99% PvE). I'm not into PvP at all, but have played it in LOTRO and it works fine for me... I actually enjoy it.
LOTRO is not a PvP game... those looking for hardcore PvP or a game which is centered around PvP are looking at the wrong game.
_________________________________
JonMichael
Currently: AION, an MMO Beta under NDA
Played: WAR, LOTRO, Hellgate: London, CoX, GW, SotNW, DAOC, EQ2, SWG, WoW, AO, Horizons, Second Life, There, TSO
Beta'd: There, Second Life, EQ2, DAOC:LotM, LOTRO, Tabula Rasa, Gods and Heroes, Hellgate: London, Requiem:Bloodymare, AoC, WAR, DDO, Fallen Earth
I agree 100% with the original poster. PvMP is poorly designed and executed. Players have no incentive to be there. That is why they always hide behind NPCs and do not take forts. Monsters will always be second rate to player characters. 1vs1 tests have shown that level 46+ player characters can easily solo level 50 rank 5+ monster players. It takes 2-3 times the number of monsters to kill players.
I am stating this because people that have not played the game need to hear the truth. Hey G...I went back about 4 or 5 pages...and yours other thread about the lag on developer MP night was the only other negative post that I found.... so not seeing this "many" posts you are speaking about....
As to it taking 2-3 times the number of monsters to kill players.... working as designed....developers are trying to keep it in line with the lore of the books/movies...where our small band of heroes constantly had to battle against hordes of monsters and always seemed to overcome them somehow, no matter what the odds. In fact, one dev was quoted as saying... "the player characters are supposed to win"....
So of course they will nerf MPs until they get the winning percentages that they are looking for....
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post deeeleeeted!
what I wish they would have done is this. Make the "monsters" into playable races from level 1, races that you can gear up with weapons and armor...then maybe it would be a good pvp system.
Assuming they are humanoids
Uruks were just pulled out of the muck and strapped with fresh gear ready to take on the heroes.
I can't see a level 1 Uruk being realistic myself, maybe warg or spider, but the evil humanoids are just kind of rough to start. It's really the Free People that need to build up their skills (level) in order to be ready for battle with enemies of that caliber.
Entering the Ettenmoors allows players to enter the region in safety. The bases are supposed to be strongholds, where the oppositions forces cannot possibly unseat their enemy. To enforce this, we made the decision to include npcs who would utilize skills to mimic the abilities of a combined force of defenders. This is handled by making the "1-shot kill" npcs take out any foe foolish enough to approach the oppositions base. This is not a new mechanism used in PvP zones. There is a bug with player earning reknown for kills earned by the npcs and that will be addressed.
Second, the subject of wargs. This is taken directly from our beta boards.
Wargs
Warg changes have been long overdue. Data suggested that the warg damage was the highest of the monster players. Wargs were never intended to be the top of the monster food chain.
That food chain should look something like this:
Reaver
|
Black Arrow
|
Stalker
|
War Leader and Weaver
Stalkers sustained damage should be third overall and their burst damage should be high, so that their overall DPS is under the Black Arrow and Reaver. Our data showed that they were below the Reaver and over the Black Arrow. To bring them in-line with balance goals we lowered their max damage output.
Changes made to Players, giving them their very much needed Shadow and Fire mitigation boosts were necessary to bring them into balance with PvE. We knew that this would have an impact on the overall DPS numbers for all monster classes with alternate damage types. Still, Stalker damage should prove to be where it belongs now.
Did we go too far?
We'll need to look at the data as it is collected before we make that judgement. Regardless, it is unlikely that wargs will see a blanket addition to their damage output. We're much more likely to re-adjust -if necessary- by enhancing their skill damage. (Of course, we might need to re-think that, so don't quote me)
The changes will likely force the warg players to make difficult choices as to what traits they slot for the roles that they fulfill. If you really want the DPS to stay up, consider trading health for damage or possibly power for damage. Remember that you also received a bump to power during this pass.
In essence, the changes made to wargs was to address a bug with their damage being too high.
Monster players are deliberately designed to be weaker than players. This weakness can be overcome through the sheer number advantage they are likely to have over normal players in the area. As monster players become more potent and achieve greater rank, the difference in their ability to stand toe-to-toe with a player increases and the advantage players enjoy against newer monster players diminishes. So, yes, you are seeing that 2-3 monster players are needed to fight against a player. As heroes are the main focus of the game, we made certain that the players felt a little more heroic than the villains.
I agree 100% with the original poster. PvMP is poorly designed and executed. Players have no incentive to be there. That is why they always hide behind NPCs and do not take forts. Monsters will always be second rate to player characters. 1vs1 tests have shown that level 46+ player characters can easily solo level 50 rank 5+ monster players. It takes 2-3 times the number of monsters to kill players.
I am stating this because people that have not played the game need to hear the truth.
I have an incentive, it's called fun.. basically all the incentive I ever look for in any content.
When I play PvMP I have fun. I don't mind being weaker than PC's, it feels right, I'm just a stupid Orc. And besides I'll be on the other end of the fight at some point in time.
Once the game comes out and the areas fill up there might be a general consensus to change the way it works, right now that isn't so. Many people are having a great time as is. Myself being one of them.
most ppl play this game for LOTR feeling , u want pvp/rvr wait for War/AoC.
For instance DDO in played it in CB and OB and release. I am a D&D player of over 12 years and thats what drew me. Orignially the game was awsome. Wizards were wizards and rogues were rogues etc. It wasn't untill LATER in the game a month or so after release when the threat of PvP was looking in the horizon. After this announcement and a couple other things. They then started to Nerf classes and make other classes stronger and able to stand on their own where they really shouldn't have been able to due to the party heavy nature of the DnD universe. The whole point of the game was to party with groups where each person had their use. Just like Pen And paper where u couldn't do anything solo because well... no ones good at everything.
Then after the PvP content and much other deress of the community started releasing SOLO content out the wazzzzzzooooo and more and more nerfing and class and gameplay alteration. Soon My lvl 10 cleric which i worked so hard to get just right was absolutly usless because all the stuff i chose was now obsolete and usless in the new game changed world.
Sorry for the long story but i meant it to relay the fact that if LOTRO were to do stuff like this and take a PVE based game and put MORE attention to PVP/solo similar content the entire gameworld will change and in the end it will not be the same game that won over the people who started playing it orignally. Now this is fine to attract newcommers but as we learned from other companies that shall not be named. If you don't remember your orignial or steady fanbase you will not be succsesfull or at least see a hefty decline.
I'm not saying PvP is a nono i'm ust stating that This game is not for the Diehard FFAPVP all time vs the world kinda fanbase. The game started out to be and continues to be a Lore heavy Pve Fellowship oriented game where you feel part of the LOTR universe. If it wasn't that way it probably wouldn't even have the LOTR name on it.
Either way you slice it though the game is nearly released and has a pretty strong and mature and generally nice fanbase and community. Most of whome are happy with the general direction of the game (nothings perfect though). Now although maybe a tweak here and a tweak there would be nice for PvP i really hope they don't start putting most their attention there and leaving it what it truely is: "A sidebar to the normal adventuring".