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Teamwork is the topic of this article from the folks at Lord of the Rings Online: the Shadows of Angmar, where they discuss fellowship maneuvers, their game mechanic designed to encourage players to work as a team.
Fellowship and teamwork are important themes in The Lord of the Rings, and The Lord of the Rings Online: Shadows of Angmar development team wanted to reflect those values in LOTRO's combat system. Players who group together can execute powerful combined-effort attacks called Fellowship Maneuvers. Teamwork in combat is the basis of the Fellowship Maneuver system; the more coordinated your fellowship is, the more powerful the results can be! Fellowship Maneuvers can also be used to make up for gaps in a fellowship's abilities. For example, healing-based Fellowship Maneuvers can be life-savers for a fellowship that doesn't contain a dedicated healer.
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Comments
This sounds like an interesting feature. Although I am not a fan of voice communication in roleplaying types of settings, this will require the quick and precise communication necessary to complete these maneuvers. It may add a very different feel to party combat.
Things like this are what really has me getting even more interested in LotRO. I keep learning about new features and little details that improve my impression of the game. After playing for a while, I already enjoy it, but it's nice to keep finding out that there's even more to it!
I played a burglar for a few months during the alpha stages of beta, and newcomers be warned, it's much different than your traditional rogue! Rogues are typically not quite as welcome on teams as other classes. Burglars are possibly the most wanted class for a group do to their ability to start conjunctions. Conjunctions=the best thing since sliced bread. LOTRO definitely puts a very, very large emphasis on teaming vs. soloing.
The fellowship manuever is simply copied from EQ2. Nothing new here at all.
In fact almost all of LOTRO is a combination of WoW and EQ2. Which isn't a bad thing. Both games have alot of great ideas and I do like to see it all brought together.
Tribes 2 is back!!!! http://www.tribesnext.com/
And from the makers of tribes: Fallen Empire: Legions http://www.instantaction.com/
Only a few more days and I get to play Lotro. Can't wait hehe.
But yeah this feature sounds good however sounds like a copy of EQ2's system. But o well, it rocked anyway.
Our guild raid hit several of them last night and uncovered several new ones with random experimentation.
But... people, please roll some more Burglers..there just aren't enough..and its a great class... (I'd do it..but they take more skill than I possess.... )
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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On the other hand, LOTRO's version seems much more thought out and looks like it will give a nice boost to the action.
I could be wrong, but LOTRO's seems more promising, can't wait to try it out myself!
'forced grouping' is ok, it's JRRT world, the world of Fellowship of the Ring
but forced grinding and forced mob camping kills the game outright.
I don't wanna spend 2-3 weeks killing things to get quest rewards
to afford one of the skills to be able to kill tougher things to get
quest rewards to afford decent armor and.. skills... - to be able... you got it.. ?
in the times of WoW and EQ2 such grinding was nice,
but now... when there's Guild Wars out there... it just sucks...
All this small things, like conjuctions , titles , perks , achevements , earning emotes...etc
They are all small but wonderful ideas that add a lot of micro fun to already stale grind grind mmo gameplay
"Before this battle is over all the world will know that few...stood against many." - King Leonidas
This is so true.
On the surface, LOTRO seems quite shallow and generic, but Turbine have managed to bring in so many elements which make it diverse within itself in so many ways. With the ability to earn skills, titles, play fellowships in various different ways and the fully integrated story mode which gives it a single player RPG edge, makes it a worthwhile product definatly worth playing. And it's only the beginning - more deeds, traits will come over time to make each player more diverse and unique as well as much more exploration and story progression.
Anyway, back to the OP.
It's precisely because it places so much emphasis on teaming though that it's going to struggle, because once you get past the early levels, there is very little solo content.
Why Turbine didn't learn from that mistake from making DDO, I don't know.
People want a game where teaming makes things easier and more fun but they do NOT want a game where you are forced to team. They should have looked at something like CoH where missions scale to party size.
I was in one of the larger EU beta guilds and teamed a lot but I really did find the lack of solo content a major pain as it left me grinding professions when no one was around. At least in WoW I could go off and kill some stuff, actually earning XP but the rubbish XP from killing in LOTRO means you may as well just log off if you can't get a group once you get past the newb levels
I really wanted to like LOTRO, just like I did DDO but the simple fact is that it offers nowehere near the longevity of WoW and really doesn't look like it's a game made 3 years after WoW. Other than better graphics, the gameplay hasn't moved on from WoW at all.
CoH/CoV - D-Zol/Kinslayer
Auto Assault - Slayer
WoW, LOTRO, DDO - Kinsul
Matrix Online - Tempest
WoW's gameplay hadn't exactly moved on much from games made three years before it was released either. Anarchy Online, Everquest and DAoC offered WoW's gameplay elements long before it graced the market.