Before I get to LotRO's current worthlessness, it may be worth reminiscing on past failures.
It was only two or three months after release. I spent quite a lot of time sitting in front of the Agamaur entrance at level 32, failing instance run after instance run... or more often quitting them in disgust. The first instance cluster at level 24 had gone well enough. Everyone tried and failed and learned and triumphed, playing the instance on-level. But by the time I hit the Lone-Lands, the powergamers had hit max level, which means absolutely every group just wanted to get powerleveled through Garth Agarwen instead of actually... PLAYING THE MOTHERFUCKING GAME!!! It was literally impossible to get a real group. Even if it started with on-level characters, at the first death some retarded cunt would say "hang on I'll get my buddy to run us through it" and that was the end of gameplay. When I went from level 32-40 all by having to quit groups who'd rather cheat than play, I cancelled my subscription.
So, with player idiocy, it began.
1. Turbine
At launch LotRO was just one of many, many WoW-clone MMOs on the market, slavishly copying it in most respects. But it did a better job on the stand-and-shoot early MMO mechanics fleshed out by a healthy suite of resource management and status effects and crowd control, plus the game's signature "conjunctions" or "fellowship maneuvers" requiring groups to coordinate for big nukes or heals. Aesthetically it distinguished itself by going in the other direction from the cartoony/weeaboo trend of World of Warcraft or Guild Wars, with better-proportioned character models and staying as true to Middle-Earth lore as it could while still providing lots of uglies to beat over the head. Laudably, it avoided treading on the source material, making clear you are not the center of the story but working in the shadows of the fellowship, removing side threats and carrying messages, etc. The starter zones felt LotR-ish (which has probably done more to save this game over the years by hooking new players than any more recent content) and even early expansions like Forochel or Eregion preserved the dignity of the classic.
I wasn't playing when the Moria expansion hit, and everything I heard about it made me continue avoiding the game. The "legendary" item system was a blatant gear-farming timesink atop the existing timesink (weapons with their own inventories; recursive grinding) and when I did finally see the place, I wasn't particularly impressed. The environments were more cut-and-pasted, the monsters more kid-friendly D&D-ish (bigger flaming orcs with spikes on their shoulders) and while Lorien and Dol Guldur walked back some of that idiocy, they also continued a trend started shortly after release of long, tedious cinematics and cutscenes. Nonetheless the Moria instances remain, to this day, some of the game's most interesting, with unique spawning and phase transition mechanics rewarding group coordination.
Enedwaith, at least, returned to a more coherent Middle-Earth feel, but it also cemented a long-running trend afterwards of minor zones interposing long faction reputation timesinks between more content-heavy expansions.
2. Warner
I've said it before but in many respects getting bought up by a megacorp helped the game. The added production values show, and not just in glitz. Rohan and Gondor are both expansive and thoroughly planned out with few or no corners cut, and the writing improved, not greatly but noticeably. Characters' speech patterns and concerns feel far more authentic to their Anglo-saxon roots, and the heroics (with some glaring exceptions like Thrymm) balance most adequately between fable and modern fiction... which, let's remember, was Tolkien's big achievement in the first place.
Sadly, Warner Bros. obviously had no other interest in the game but as cross-promotion for those
disgusting Hobbit movie maladaptations, and the era (2010-2016) shows a rapid pace of cranking out zone after zone, largely indistinguishable from each other, just to keep the IP in the public's eye. Gameplay dumbed down rapidly during this period.
Sadder still, much of the extra funding sank into cinematics and half-baked attempts to diversify game modes, watering down its necessary focus on team dungeoneering dynamics, which deteriorated constantly, dropping fellowship maneuvers, resource management and anything the least bit challenging to make it more "accessible" to mass-market retards. All the new features then proceeded to fail monumentally.
- Mounted combat was never supported by a game engine and netcode which had been optimized for stationary, counter-heavy back-and-forth gameplay. Warsteeds' rubberbanding made them nigh-impossible to control, not to mention it required keeping both mouse buttons constantly pressed.
- Epic battles were supposed to make it easier for players across levels to team up, but in practice it just amounted to long, cutscene-laden minigames having nothing to do with the rest of the game.
- Roving threats, big landscape bosses, were a last-ditch attempt to rebuild the appeal of open-world adventuring. They did help for a bit, but as a lone feature thrown into an otherwise endless solo grind and endgame instance gear grind, rapidly lost relevance.
However, this is also a period when news of the game trickled out (thanks presumably to WB's advertising) to many who don't normally play games but were attracted to the Tolkien license, and you'd find, say, some random cardiologist hopelessly blundering through the fields of Fornost, or a writer and lawyer teaming up against wights in Angmar. Though it lost many of the smart players from release, LotRO (very briefly) regained a few even as it lost any better gameplay by which to retain them. When that ended I
wrote this and quit for the fourth or fifth time.
3. Standing Stone
After Warner lost interest (though I'm not sure if the game's still licensing its Tolkien content through them in some weird deal) some old developers got more creative leeway. Starting with Mordor the effect was ambiguous, with obvious stalling, slower development pace, etc. and a half-assed attempt at yet another new mechanic duplicating the existing hope/dread feature pointlessly. Also, by the late 2010s the game had simply lost the interest of better minds altogether. Where I had been able to find on-level or challenge run groups at least occasionally before, the remaining playerbase did nothing but grind the Dol Guldur arena to powerlevel and play the one latest instance. And has done nothing since.
However,
1) They've undertaken the painstaking task of undoing many of the moronic decisions from the past. They've redone skill trees to restore most skills' utility. The legendary item grind was streamlined a bit, more status/conjunction functionality has gradually returned, classes have been refunded some of their lost individual roles beyond "guardian, minstrel, and everybody else is DPS"
2) At first the new content refocusing on the admirable task of fleshing out Middle-Earth did a damn good job of sticking to the Tolkien feel. The Dale-Lands, Iron Hills, the two northern Anduin zones, were for the most part lovely, immersive places to visit.
But you weren't allowed to stay there. Notice I said "at first" which leads us to:
4. ??? who the hell is even in charge over there now?
Though some half-decent efforts at worldbuilding persist, like new alternate low-level zones in Cardolan or The Angle, these are poisoned by lacking the same cash shop currency rewards as the older zones, and therefore (unless amusement park dollars are removed) have not made a real impact in player experience. But the real break seems to have come during the pandemic, when I can only assume there must have been a major shift in writing staff, entirely for the worse.
From 2020, from The War of Three Peaks onward, the vast majority of storytelling, characters, worldbulding, has shown not just incompetence in creating a Tolkienish feel (stop. repeating.
"uh-oh!") but active vandalism toward Middle-Earth. The Gundabad expansion was especially terrible (and having gone into some depth
here I won't repeat myself) but though the social activist garbage is slightly more muted now, it's no less pervasive. The leveling thread has moved into Umbar and Harad, given the snowflake idiots writing quest dialogue plenty of chances to posture on grounds of skin colour and not just sex.
I wavered quite a bit before buying last year's Legacy of Morgoth expansion after a year's absence, knowing pretty much what to expect.
- At the tipping point between expansions, Elladan, Elrohir, Legolas and Gimli are all officiously shooed out and replacement heroine Sigileth (returned from presumed death to show up her brother) makes sure to note she doesn't know some man's name.
- Then you've got a young naive white guy getting lectured by a dark-skinned sage on how Gondorians are a bunch of imperialists who dunno nuthin' 'bout nothin'.
- Of course you immediately run into a matriarchal warlike society.
- "I am fine. These *MEN* were no match for me." quoth one female NPC (emphasis added... but not much)
- Another antivillainess is of course victimized, cast out by her beorning kin.
- No male leaders unless they're villains; all good factions led by blandly idealized "strong women"
- As you're chasing two new villains escaped from prison, both male, you're repeatedly reminded the game's sole remaining villainess is only
acting out of revenge for her dead husband. (see
rules 3, 14)
- It wasn't enough putting in black elves, of course they're special-er than regular elves, turning into trees by way of fading.
- There's an entire romance quest chain between an ingenuous young male bookworm and a woman talking down to him, particularly funny when he's forced to apologize for the presumption of saving a woman, then having to risk his neck anyway, segueing into pages-long rants about the damsel escaping male aggression, longer than far more important quests, and how independent she is, yes she's very independent, now shut up and listen to her babbling, she neeeeeds it!
- On and on like that. It's hard to miss quests resolving to some "man bad; woman good" face-off:
- Then of course, though the last dungeon brings back some of the heroes, it also features the highly... creative... enemy type of giant orcs led by evil elves from the first age. Because of course. Build up the orcs as impressive, shit on elves. Because that's apparently the brave new frontier of social justice.
With the MMO genre collapsed, LotRO stood a good chance to cleaning up the scraps, getting yet another second chance after the endless second chances it's gotten since 2007. But at the same time it tried gambling on that by offering all pre-Gundabad content for free, it also poisoned the well with the idiotic writing and mission design. And sure, I could complain about quite a few other matters:
- every class has a DPS role now
- fights move away from dazes toward interrupts, call 'em
quick-time events, meaning away from players needing to be aware of their greater surroundings and exert the minimal self-control not to break a daze and toward button mashing, idiotic twitch-gaming
- last year crafting was paramount, now it's been forgotten and all your loot upgrades are dungeon drops
- infinite teleport skills
- infinite cash from trash loot
- content is being proofread less thoroughly, see an ability placeholder-named "
a ranged double attack" or
elves from North Carolina- bugs are cropping up more often - NPC turns hostile in tower mission, NPCs do not spawn in the mission following that, etc.
- heavier emphasis on the "delving" system of solo dungeons, whose difficulty is nothing but idiotic gear-checking, getting nuked from nowhere and having enemies spawn right on top of you, giving them infinite speed to make them impossible to kite, making them aggro regardless of normal aggro radius, all to remove the possibility for crowd control or tactics
- then there's the timesink of making the new bribe loot for faction rep usable as stacks, but wasting any overflow due to progress being locked by trivial turn-in quests
But remember what I said above. During every phase of LotRO's development, no matter how smart or stupid the fights, how time-wasting or exploitative its monetization, its Tolkien license has lent it a tremendous amount of undeserved goodwill. I did try to
warn them: parasites die if they kill their host. Shit on Tolkien at your own risk. And a Middle-Earth reinterpreted by Valerie Solanas' understudy does exactly that.
I hadn't known how petty the feminazi vandalism had gotten, but apparently at some point they actually went back and invested time in rewriting a quest in the Glittering Caves so that Gimli now gets K.O.d by a miniboss, only to have a random little girl effortlessly beat the same miniboss.
Yeah.
Fuck this retarded trash.
Without the literary tie-in, you were never going to get by as a pure multiplayer game. You never had enough worthwhile individuals for it among the rabble. Simpleminded MMO grinding draws simpleminded subhuman trash, and from the very start it was impossible to get them to do anything other than
race for cake, a routine which will captivate none but the most degenerate. Middle-Earth was your selling point, and the latest expansions have less and less tying in to the peoples, events, themes of Tolkien's writing, instead being repurposed so some narcissistic snowflake wastes of oxygen can push to the forefront their original fanfic characters in a social justice warrior wonderland full of knockoff drow and noble warrior orcs.
Though they're still plugging away at improving team tactics, level design, skill balance, the few good points are too readily washed out by the stupidity of their attached content. Too little, too late. The game recently upgraded to 64-bit servers, which also functions as an unofficial server consolidation. Combined with the latest instance runs, this briefly made raids possible again. I immediately cautioned the fanboys the excitement wouldn't last, and though it lasted a month instead of the two weeks I'd predicted, group recruitment is already more slapdash with the LFF channel going blank for fifteen or thirty minutes at a time. Whatever windfall LotRO could've reaped as other MMOs contract to oblivion, it's already pissed away by deliberately destroying its core appeal in the name of vapid posturing.
Maybe I'll keep logging in now and then to continue wandering about older zones. But I sure as hell don't intend to give these clowns any more money. LotRO's gotten more undeserved second chances than anything else in the industry, and it's long past time to let it die.