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LotRO: Developer Diary - The Ettenmoors Re-vamp, Part1

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LotRO: Developer Diary - The Ettenmoors Re-vamp, Part1


The Lord of the Rings Online has released Part One of a Developer Diary that details the Revamping of the Ettenmoors that is coming with the expansion set for release November the 18th: Mines of Moria!
You can read the article on Turbine's Web Site here or continue to Read More for all the details right here at LotRO Stratics!
Developer Diary:
The Ettenmoors Re-vamp, Part 1

Foreword

There have been many changes to the face of monster play since we launched The Lord of the Rings Online™: Shadows of Angmar™: the addition of the Orc Defiler class, changes to class functionality, the institution of diminishing returns, and delicate rebalancing of classes. Now it's time to talk about the many changes to the field of battle in Mines of Moria™. These changes are varied, and are all designed to give a variety of gameplay options to participants in the battle for the Ettenmoors. This developer diary will cover the additions and alterations that have been made to the Ettenmoors for The Lord of the Rings Online™: Mines of Moria™ so you will know what to expect when you enter territory both familiar and somewhat unfamiliar.

Main Bases
Glân Vraig and Gramsfoot are meant to be safe havens for players and monster players. As time has progressed, it has become apparent that one lane of egress from the bases is not sufficient to give players and monster players an avenue to enter the fray. To alleviate camping of the exits, we have added another access point from each of these locations leading directly to the main keeps of Ost Ringdyr and Dâr-gazag. The pathways run along the mountainous borders of the Ettenmoors and feature an open face to the interior of the Ettenmoors. This means that players and monster players using these pathways can slide down into the Ettenmoors proper at any point along the paths. Additionally, the paths are blocked in the same manner as the main gate of Glân Vraig and Gramsfoot at their conclusion and a small set of elite archers watches over these new locations.
The goal of creating these pathways was two-fold. First, we wanted to provide players and monster players with an additional way out of their home base to alleviate the frustration of a push back to the gates of either location. Second, we wanted to provide a more direct and faster pathway to the main keep of each side of the battle in the Ettenmoors. Now players and monster players are able to leave the base by either means to mount a counter effort against their foes who may be camping the bases.

Main Keeps

Dâr-gazag and Ost Ringdyr have both seen a slight modification to building structure and defensive troops. The larger change is to the building structure of Dâr-gazag; it is more clear and channeled in a way that you must fight through the same number of encounters as are present in Ost Ringdyr. There are still some optional battles that you can partake in, but the main path to the keep Tyrant will now force you through a greater number of fights. We have also added a small room behind the Tyrant. This room is where you will find Artifacts, which will be discussed in depth in another developer diary. Ost Ringdyr has also seen some revision, mostly in the addition of the same artifact room behind the Captain-general. Access to the artifact rooms can only be granted once the Captain-general or Tyrant is killed.

Elf-camp and Orc-camp

Both camps now are ringed with stockade fences that make the areas safer for their factions. There is one entry point into each camp and multiple ways to leave. The camps have each seen an increase in the number of archers who defend each location. At each location, players will be able to find a flag that represents the forces there. (Again, there will be another dev diary that will speak about flags and artifacts.) The addition of these walls should do well to address the issues that we have seen with certain quest objectives in the Ettenmoors.
 
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