Tobold's Blog
Friday, April 20, 2007
 
LotRO Journal - 20-April-2007

The game hasn't even really started yet, and the US LotRO forums are already in full flame war "nerf the other guy" mode. It turned out that the farming nerf was worse than expected, because while the patch notes said that only pipe-weed seeds would be reduced from 3 to 1 per poor plant, in reality the same nerf was applied to all other plants, fruits and vegetables. And as the farmers feel that this in no small part is the fault of people posting "nerf the farmers" posts on the US LotRO forums, they retaliate with "nerf the explorers" and similar posts. They demonstrate how a naked level 4 burglar, fresh out of the newbie zone, can make 100 silver per hour as explorer, gathering ores and woods, by just selling them to a vendor. Or how at level 15 a scholar can farm easy green mobs for materials, craft them, and make 100 silver per hour from vendoring the results.

Meanwhile Turbine posted a flawed policy on crafting, especially farming, which Nissl copied in a comment here. The relevant passage is "If you find yourself making money consistently by executing recipes and selling the proceeds to a vendor, do not expect that scenario to last. Farming is intended to be interdependent with other players, not vendors." Note that this excludes making *any* profit, no matter how small, by selling farmed goods to vendors. Now obviously you will always make a profit with the other gathering professions, even if you sell to vendors, so applying different rules to farming is very wrong.

Apparently the idea is that farming goods should be sold at a profit to cooks. Apart from the problem that only tinkers have the cooking skill without the farming skill, the larger flaw in that reasoning is that cooked food isn't really necessary to play. If you start with farming, which has fixed costs for seeds, water, and fertilizer, it is easy to calculate for how much vegetables have to sell to at least break even for the farmer. But if the cook buys the vegetables at this break-even cost, plus adds his own fixed costs for vendor-sold ingredients, a simple mushroom pie already costs a fortune, before the farmer and the cook have even made a single copper piece of profit. Nobody is going to use food that expensive, just to get a tiny buff or regenerate health and mana a bit faster.

Even worse is the situation with pipe-weed. Anyone can for free use the /smoke emote. Smoking pipe-weed grown by a farmer just adds cute smoke rings to the animation, and that only if the pipe-weed was one of the better sorts. The idea that players would pay large sums of money for that is ridiculous. Even if a few players would buy it, the market is necessarily tiny. It can be argued at which skill level exactly how much silver per hour a farmer should be making by growing pipe-weed and selling it to vendors. But saying that this activity should make a loss when selling to vendors is crazy.

My farmer on the Euro servers is still pre-nerf, and thus he is busy exploring the old farming system before the new rules break it. In the pre-nerf system there is a very interesting part on cross-breeding, where you have special cross-breeding recipes to grow new seeds. That is already costly at the old system, as you need lots of water and fertilizer to just try to multiply your seeds, and then cross-breeding them. But in the old system cross-breeding at least "works", in that you produce more seeds than you started with, so at the cost of the other ingredients you can sustain that activity, and slowly work your way up from Sweet Lobelia to Muddyfoot to Dragonsbreath to Eagle's Nest. Takes hours, costs hundreds of silver, and only produces pipe-weed that is worth less than the cost of the ingredients. But at least you can skill up this way and produce some rare sorts of pipe-weed for roleplaying. After the patch this system is going to be completely destroyed, as in future each field will yield less than half of the seeds needed to grow the next field. As you can't buy the seeds anywhere, there is no way to sustain cross-breeding. I don't know what Turbine was thinking when they decided to cut the seed yield instead of just reducing the price at which plants and seeds sold to vendors. Why first design a cross-breeeding system and then destroy it? It wasn't as if you would have made any money cross-breeding, so no risk of exploiting.

Anyway, as I like the pre-nerf farming system, and am highly sceptical that the post-nerf system is even remotely playable, I'm still spending all my time farming and not adventuring. I already had people here comment about that in an angry fashion, as they want me to tell stories of heroic deeds. But if you look at it from a story-telling point of view, starting LotRO like this is actually the proper way. There is a famous concept of hero's journey, which is the basis of much fantasy and scifi story-telling, including such famous stories as Lord of the Rings, or Star Wars. The hero's journey starts in the ordinary world, and the life of a hobbit farmer is very well suited to give such an ordinary world starting point. The story is more believable if the hobbit starts out as farmer, and then goes adventuring to battle the evil forces that threaten his peaceful existence. The typical MMORPG way, where you are born an adventurer and the first thing you do in the world is kill something, makes for really bad story-telling.

If you think of it, even in a fantasy world all wealth is produced by agriculture and crafting. If a dragon or orc has any treasure, it was stolen from somewhere, but produced by farmers and crafters in the first place. Thus the philosophy now explicitely stated from Turbine, but also present in all SOE and Blizzard games, that farming and crafting is a money-sink, financed by the gold that drops from monsters, is just the reverse of any realistic economy. Historically wealth is produced in peace times, and war destroys much wealth. In LotRO and WoW wealth is produced by war and destroyed by peaceful activities. And here we sit and lament that some people think that video games are a bad influence on children. They might actually have a point there.
Comments:
I really like the atmosphere of the LotRO world so far and enjoy playing it. The whole farming nerf issue has me pretty worried though. Mainly because of the incredibly poor way in which Turbine's handling this. I'm afraid it may point at future trouble over things that are more essential to the game. I mean I'm simply going to ignore farming from here on and consider it an uninteresting pasttime. Such is life, no game has everything you like and this farming issue can be ignored.

But to declare the seed stuff a "bug" and then "fix" it... very questionable. It's clear this was never a bug, for it makes total sense that you get multiple seeds out of a poor plant. Theys imply don't like the result as it panned out in the game so they nerfed it. Then let's call it like that, instead of a "bug".

The lack of understanding of what I consider basic incentives for people to get engaged in certain activities is rather stunning. Who's seriously going to cook food? Unless the buffs are massively increased, I don't see farmers producing crops and then selling/sending them to cooks to produce food that no one really needs. Sure, the high-end raiding may may require cutting edge food. But then the professions are essentially worthless at all other levels.

Ignore vocations with farming in it and move on for the time being. I'm putting Turbine on watch though. Got no experience with them whatsoever as I've never played any of their games before, but this is all a bit awkward. There's some far more urgent issues they should focus on, rather than the pasttime of bored level 15 level-capped US players.
 
Oops - it sounds like Turbine's ambitions for a vibrant crafting economy greatly over reach their knowledge of economics. I still think it is nessecary to break the link between skilling up and producing goods if the economy is to have any chance to develop. Of the MMORPGS that I am aware of EVE online seems to have developed the most sophisticated economy. It has even given rise to tertiary services such as moneylending and investment banking. CCP's laisser faire approach probably contributed to this but the total separation of skilling up from gameplay is probably just as important.

Ah well - my dwarf Throg is keeping out of all of this. He has just signed up as an explorer. You can't go broke collecting things. Can you....?
 
I'm still spending all my time farming and not adventuring. I already had people here comment about that in an angry fashion

I do not see the joy in farming, I don't enjoy doing that kind of repetitive task. But still, each to their own and if you want to farm and then write about it how you feel about it, then go for it I say and ignore the criticism. It's your blog after all!

eople think that video games are a bad influence on children - yes indeed, and regards farming pipeweed I cannot really see pipeweed being used for much else other than fancy smoke rings. I can see NEW items being added to the farming repertoire, but not much more for smoking. If I was a games designer/publisher I wouldn't want to show smoking haivng positive benefits (ie buffs),
 
You might find that some people will actually pull a profit farming and selling pipeweed to other players. Back in the day, I made a small fortune in Everquest just manufacturing fireworks and selling them in the Bazaar. I originally did it to test an idea, and ended up making much PP even though each firework could only be used once and had no real use.
Players will buy anything 'cool' if they have enough gold. And some will buy even when they don't have enough.
 
It's too bad. I was interested to read your stories about this farming system, mostly because it seemed so different from what I experience every day in WoW. It just seems like LotRO is really just a WoW clone, since they are taking out the different stuff to make it more like WoW.
 
Is the honeymoon over already?

I'm seeing complaints about a botched patch, complaints about nerfs, seeing accounts of flaming on forums, people are getting gold-seller emails.
This is why I didn't have much interest in LOTRO; because by all accounts it was WoW with a Middle-Earth maps and several new twists on tried-and-true concepts.
And I didn't really want to start over, since I was and am having a good time in WoW (I guess you could say I'm "post-burnout").

Not that I would wish bad for LOTRO, but this was inevitable for any WoW-clone -- anyone could see it coming.

Doeg
 
They did announce in that same post that there are more changes to come and the current changes are only temporary. They've already said they are going to make changes to cooking as well to try and make both profitable.

And while they don't claim to allow people to make a profit selling back to vendors, maybe they'll allow people to at least break even.

I am not too disappointed yet since the game is not even released yet, and, well, it seems almost every MMO has these problems with crafting. I just hope with enough non-hysterical feedback we can help point them in the right direction and hopefully our comments will rise above the noise.

However I am very disappointed with the quality of trolls nowadays. "space farmer"? "killing dragons"? sigh
 
Thanks Tobold, this was a hilarious entry.

Who knows at this point whether LoTRO is going to be good or not? But yeah, crafting systems should not act as gold sinks, so they need to tweak these...

Your comparison of this economy with real world economy really struck my fancy. What if we compared other LoTRO issues with the real world? Why the heck can't I get a 'spider-killer' trait that hangs above my head for clearing out the spiders from my basement?
 
They've already said they are going to make changes to cooking as well to try and make both profitable.

As I said, I doubt that will work. Because of the current fixed cost of making a single vegetable, baking a vegetable pie which needs lots of vegetables and other ingredients simply costs too much. If the only way to finance it is by selling the pie to a player, I don't see how that could work. It's like selling flasks in WoW: Nobody would ever use them for normal gameplay, they are just too expensive. So unless there are end-game raids in which a few raiders need every bit of boost they can get, there is no market for high-cost cooked goods.

Ponder this: Making an apprentice level cooked food item costs more than crafting an apprentice level weapon or armor. But the weapon or armor last until you outlevel it, while the food only lasts 20 minutes max.

If I was a games designer/publisher I wouldn't want to show smoking haivng positive benefits (ie buffs)

That is certainly part of the problem. Unfortunately the next item promised to be added to farming is making beer. And for the same reasons you can't make beer give buffs either, otherwise you'll be accused of encouraging underage drinking.

The crazy thing in all this is that violence produces less criticism than sex, tobacco, or alcohol. The ultra-violent GTA San Andreas was only given a mature rating after it turned out to have a hidden sex scene with the "hot coffee" mod. Having a player shoot others with a machine gun is okay, but you can't show him having sex fully clothed.
 
I have played several MMO's and have never really liked crafting in any of them. I can't explain why... but for some reason i enjoy crafting i LOTRO. I'm actually having fun crafting which i thought would never be possible hehe. I know i'm wasting silver while crafting, but as long as it's fun then i have no problem with it :)
 
It makes sense to me that crafting should be a money sink until max level. When someone opens a resturaunt in RL, they need to apply for a loan, then buy all the their equipment ect. When all is said and done, the resturaunt doesn't expect to turn a true profit for up to 10 years. Imagine if that were the case in MMO's.
 
This post http://forums.lotro.com/showthread.php?t=44886 specifically says “Cooking recipes and products are being adjusted to be a lot cheaper to make, and farmed goods will be much more important in that process. Ultimately, Farmed materials are intended to be sold to Cooks (and it’ll make sense for Cooks to seek out Farmers, unlike the present vendor-focused situation) with enough leeway for both the Farmer and the Cook to make a profit.” It also says “new special effects are going to be hooked up to the higher-level pipeweeds to make them much more of a fun toy than they are today (we hope this makes our role-players smile)”
 
I've never really cared about crafting, and LOTRO is no different (though supposedly the best gear is crafted with crits on one-time recipes that use rare drops in the endgame, so I'll try to level it up). However, seeing this kind of stuff worries me, as does how long it took them to fix repair costs, the fact that many classes have a clear "best" weapon choice, the extremely minimal contributions of armor, etc.

All I want is evidence that there are 5-10 turbine employees who can do basic math. I have a hard time believing they'll tune raids or PVP correctly if they can't get this stuff right.

The fact that the math-inclined employees seem to have left Blizzard, and so post-TBC there have been giant nerfs of various abilities, is one of the biggest problems facing that game right now.
 
There is a famous concept of hero's journey, which is the basis of much fantasy and scifi story-telling, including such famous stories as Lord of the Rings, or Star Wars. The hero's journey starts in the ordinary world, and the life of a hobbit farmer is very well suited to give such an ordinary world starting point. The story is more believable if the hobbit starts out as farmer, and then goes adventuring to battle the evil forces that threaten his peaceful existence. The typical MMORPG way, where you are born an adventurer and the first thing you do in the world is kill something, makes for really bad story-telling.

Thats fine man, I posted before about how I wanted to here epic stories of fighting, why couldn't they start this of as a way of progressing your characteer in a sence of leveling. LIke your a farmer thats fine, you acept quets that say you need to go into this cave to get the seeds these trolls took from you,and you gain XP by planting the seeds you got back from the trolls after killing them. And continue up that path if nessary, they need to combine the questing system witht eh crafting system in a sence. At the moment the crafting aspect of the game sounds completely self reliant. When you get to higher level crafting it could be that you group with 5-10 farmers to farm the seeds or recipes or water or fetalizer, that allows to you to gain the skills to cross bread your seeds instead........That would be better I belive, as you have a seperate roll of adventuring to other professions, and your still required to gamble your life to prgress specifiaclly in that field.

It also makes it part of the story line, which is fun and involving for players.
 
On another note, if you campare game design with what your doing now in LoTR with say Quake or Doom, what your doing is staying on the first level and getting the biggest gun straight away.....there is no need for you to progress through the game any more....
 
In my humble opinion, I believe that Starwars Galaxies (pre-NGE) had one of the most robust economical systems I have seen in a MMORPG so far. Don't get me wrong, it had its flaws and down sides however, they way they designed it managed to make players rely almost 95% on items crafted by others and managed to emulate the concept of item quality through experimentation, for example during my 1 year play time on SWG, Every single equipment (armor/weapons/food/spice) I had was crafted by a player. You'd know that (for example lets say Jack) was the best armor crafter on Naboo and his prices are fair, so you'd travel all the way to his shop to purchase his wares, money rarely used to go to vendors but instead to real players driving competition even more which resulted in return to a blooming Economy. I've always wondered why didn't other MMORPGs try to go for the same approach?
In summary, crafting shouldn't be a money sink at all, It should cost some cash to rise it however, especially in consumable items (i.e food) it should be cheaper. otherwise it would be pointless to invest so much in that profession whose output costs more than what the average Joe is willing to pay!
 
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