Orion
Lead Designer
It has been a few weeks since our letter to the players went live, and in the intervening time, we've seen a steady population of Creeps and Freeps make their way into the Ettenmoors. This enduring, and dare we say renewed, vigor for the Ettenmoors is refreshing. We mentioned in the letter that some changes are coming to the Ettenmoors, and we wanted to discuss what those will be sooner rather than later. This post serves as a primer for the discussion and current thoughts on the future of the Ettenmoors.
First, let us establish what we see as some of the issues currently facing the Ettenmoors.
Performance
Generally, the shift to 64-bit servers helped performance in the Ettenmoors. When battles occur across a spread of non-pinned land-block boundaries between a reasonable number of monster players and players (let's call that number 24 v 24,) performance is noticeably better. There is a point when players move between the pinned server boundaries and a number exceeding fifty, where performance degrades. This is unfortunate. However, we are making adjustments on the engineering and content fronts. The first server-side changes arrive with Update 44.
We adjusted the pinning pattern based on the behavior witnessed across the Ettenmoors during peak battle times. This new pinning structure moves the server boundaries on the outskirts of the map to surround the Lug-TA-TR circle in the center of the map. This change places these three locations and their resurrection circles onto one pinned server to stop the migration from one to another. Making this change allows players defeated in this area of the map to stay on the current server registry when moving to the respective rez circles. The intent is to mitigate the orphaning of pets and the dreaded, in-combat bug plaguing the Ettenmoors. We know this change will not eliminate the issue, but we expect it will reduce the frequency at the most egregious locations.
Other content and systems changes are planned for the U45 release to address some of the persistent performance issues.
Establish New Goals and Objectives for Players - AKA Spread Out
We want to address the shuffle. We do. There is a manifold problem with the shuffle.
Here is the current train of thought:
Siege! Integration
When we discussed the initial inclusion of Siege and began testing it in Bullroarer, it quickly became apparent it needed more time and polish before we pressed the start button. We pulled it back and made some adjustments, and we are ready to bring it back into the testing fold in the earliest rounds of U45 beta to get appropriate, actionable feedback before bringing it out to all of you. Yes, there is a measure of contradiction in stating that Siege is meant to separate the populace since its very nature suggests a mass of people standing before a massive structure laying waste to another mass of people; I beg you, bear with me.
Siege integration begins with removing the unsightly hotspots we used in the initial round of implementation. You will not need to set the siege weaponry up in prescribed locations; well, you will, but there won't be lines drawn on the ground to indicate where you can place siege weaponry. Rather, the siege weaponry can only be built in certain locations.
Catapults are unavailable in this iteration. While we did address their functionality and placement, we want to hold off on making them a feature of the siege at Lugazag and Tírith Rhaw. Ballistas must be placed near or within the confines of the tower proper. Battering rams will slowly make their way toward the gates, so it will be wise to build them close to the doors.
Speaking of doors. Once a tower is captured, doors in the lower level will immediately spawn. This will block the opposition from entering and seal in any defenders. Leaving the tower requires jumping off the ramparts for the opposition or controllers, or using a flag to leave for current owners, but beware, re-entry to the tower becomes more difficult.
New EC and New OC - Repurposed
Towers now have two methods for infiltration. Batter down the doors or capture a forward camp and make your way to the back door through interconnected tunnels.
The camps of New EC and New OC begin uncontrolled when U45 opens. You must capture the flag at the location to claim it for your side of the battle. Once claimed, it will stay yours, and you can freely enter the tunnels under the Ettenmoors. This is not the Delving of Frór. Rather, these are a snaking set of tunnels dug beneath the surface of the Ettenmoors connecting the towers of Lugazag and Tírith Rhaw to the forward camps. Traversal through this underground complex allows you to infiltrate or return to the towers you control, without dealing with roving bands on the landscape. Of course, if the opposition holds one of the forward camps, they may have scouts lurking in the tunnels.
Direct access to the locations is available when you control them at both your main base and your artifact keep.
Grimwood and Isendeep - Repurposed
As stated, the entry doors immediately spawn when TR or Lug is captured. These doors will be tougher and require battering rams to break. If you want to reinforce the exterior door or construct the interior door, you must own the Grimwood Lumber Camp. If you desire to enhance the defences and increase the damage done by the boiling cauldrons, you must own the Isendeep Mine.
Owning these respective locations unlocks a set of quests allowing the defenders to enhance the defenses by depositing the materials found in abundance at these locations.
Importance of Towers
Towers already provide bonuses when controlled. We are changing the way the bonuses are applied. The proposed change alters the bonus you receive for controlling the tower to increase the longer you hold the location. There is a cap.
Tol Ascarnen?
No major changes to Tol Ascarnen aside from adding the flags back to the bridges.
Please weigh in here and on the Official Discord.
First, let us establish what we see as some of the issues currently facing the Ettenmoors.
Performance
Generally, the shift to 64-bit servers helped performance in the Ettenmoors. When battles occur across a spread of non-pinned land-block boundaries between a reasonable number of monster players and players (let's call that number 24 v 24,) performance is noticeably better. There is a point when players move between the pinned server boundaries and a number exceeding fifty, where performance degrades. This is unfortunate. However, we are making adjustments on the engineering and content fronts. The first server-side changes arrive with Update 44.
We adjusted the pinning pattern based on the behavior witnessed across the Ettenmoors during peak battle times. This new pinning structure moves the server boundaries on the outskirts of the map to surround the Lug-TA-TR circle in the center of the map. This change places these three locations and their resurrection circles onto one pinned server to stop the migration from one to another. Making this change allows players defeated in this area of the map to stay on the current server registry when moving to the respective rez circles. The intent is to mitigate the orphaning of pets and the dreaded, in-combat bug plaguing the Ettenmoors. We know this change will not eliminate the issue, but we expect it will reduce the frequency at the most egregious locations.
Other content and systems changes are planned for the U45 release to address some of the persistent performance issues.
Establish New Goals and Objectives for Players - AKA Spread Out
We want to address the shuffle. We do. There is a manifold problem with the shuffle.
- Grams and GV Camps are monotonous and create bad performance and experience
- Having a limited # of impactful objectives in the Ettenmoors drives the gameplay to set locations
- A rotation of MP-Raid vs. P-Raid is the preferred method of battle
- Glory is still earned at too high a rate while multiple raids are involved
- There is less incentive for wandering group play
Here is the current train of thought:
- Establish more and more tightly integrated gameplay loops
- Establish important different locations and active targets
- Restore some older gameplay elements
- Provide incentives to adventure and battle in smaller groups
Siege! Integration
When we discussed the initial inclusion of Siege and began testing it in Bullroarer, it quickly became apparent it needed more time and polish before we pressed the start button. We pulled it back and made some adjustments, and we are ready to bring it back into the testing fold in the earliest rounds of U45 beta to get appropriate, actionable feedback before bringing it out to all of you. Yes, there is a measure of contradiction in stating that Siege is meant to separate the populace since its very nature suggests a mass of people standing before a massive structure laying waste to another mass of people; I beg you, bear with me.
Siege integration begins with removing the unsightly hotspots we used in the initial round of implementation. You will not need to set the siege weaponry up in prescribed locations; well, you will, but there won't be lines drawn on the ground to indicate where you can place siege weaponry. Rather, the siege weaponry can only be built in certain locations.
Catapults are unavailable in this iteration. While we did address their functionality and placement, we want to hold off on making them a feature of the siege at Lugazag and Tírith Rhaw. Ballistas must be placed near or within the confines of the tower proper. Battering rams will slowly make their way toward the gates, so it will be wise to build them close to the doors.
Speaking of doors. Once a tower is captured, doors in the lower level will immediately spawn. This will block the opposition from entering and seal in any defenders. Leaving the tower requires jumping off the ramparts for the opposition or controllers, or using a flag to leave for current owners, but beware, re-entry to the tower becomes more difficult.
New EC and New OC - Repurposed
Towers now have two methods for infiltration. Batter down the doors or capture a forward camp and make your way to the back door through interconnected tunnels.
The camps of New EC and New OC begin uncontrolled when U45 opens. You must capture the flag at the location to claim it for your side of the battle. Once claimed, it will stay yours, and you can freely enter the tunnels under the Ettenmoors. This is not the Delving of Frór. Rather, these are a snaking set of tunnels dug beneath the surface of the Ettenmoors connecting the towers of Lugazag and Tírith Rhaw to the forward camps. Traversal through this underground complex allows you to infiltrate or return to the towers you control, without dealing with roving bands on the landscape. Of course, if the opposition holds one of the forward camps, they may have scouts lurking in the tunnels.
Direct access to the locations is available when you control them at both your main base and your artifact keep.
Grimwood and Isendeep - Repurposed
As stated, the entry doors immediately spawn when TR or Lug is captured. These doors will be tougher and require battering rams to break. If you want to reinforce the exterior door or construct the interior door, you must own the Grimwood Lumber Camp. If you desire to enhance the defences and increase the damage done by the boiling cauldrons, you must own the Isendeep Mine.
Owning these respective locations unlocks a set of quests allowing the defenders to enhance the defenses by depositing the materials found in abundance at these locations.
Importance of Towers
Towers already provide bonuses when controlled. We are changing the way the bonuses are applied. The proposed change alters the bonus you receive for controlling the tower to increase the longer you hold the location. There is a cap.
Tol Ascarnen?
No major changes to Tol Ascarnen aside from adding the flags back to the bridges.
Please weigh in here and on the Official Discord.