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MMORPG.com is in Leipzig, Germany for Games Convention. There, he took part in a presentation from LotRO Producer Aaron Campbell who told us a little bit about the game's upcoming Mines of Moria expansion.
At Games Convention in Leipzig, Germany, MMORPG.com got its first real look at Lord of the Rings Online's upcoming expansion, The Mines of Moria. Fans of the Tolkien series will recognize the name, as the Followship passed through the massive underground city on their way to Lothlorien. The abandoned Dwarven kingdom, as you may recall, had become home to all kinds of evil, including the famous Balrog that Gandalf the Grey was forced to battle.
Well, the story for Lord of the Rings Online is that after the fellowship passed through Moria, the Dwarves begin an effort to fully reclaim their lost land. Hence, the influx of players into the mines and the action that will bring them there.
Read the article here.
Cheers,
Jon Wood
Managing Editor
MMORPG.com
Comments
The link is going to the news page for the Chronicles of Spellborn
http://www.mmorpg.com/gamelist.cfm/game/45/feature/2149
Thanks for the heads up. The link is fixed and should be working properly now.
One *huge* concern that I haven't seen anyone mention yet is this:
Will Turbine increase the number of characters players can create from five to eight?
EVen as it is now, "Altaholics" can't "try" every class without having to delete a character or, worse yet, having to create that new class character on a different server, away from friends and kin mates.
Five slots was never enough anyway and the simple fact is that many, if not most games provide at least six with a lot giving players eight slots.
With two the two new classes' debut with the MoM Expansion, it would be a shame if Turbine didn't make certain they increase the ability to create characters to eight.
Has this been brought up? If so, link please! If not, can MMORPG ask Turbine?
Nice I can't wait for this.
I've always wanted to play through the LoTRO story, but I never could make it past lvl 20 in the game, because I absolutely hated all of the classes offered. Hopefully, the Warden will be a class right up my alley. The Runemaster actually sounds interesting, but how are they justifying the class after swearing up and down they are making magic users rare, such as they were in those times.
MMORPG's w/ Max level characters: DAoC, SWG, & WoW
Currently Playing: WAR
Preferred Playstyle: Roleplay/adventurous, in a sandbox game.
The Runekeeper, unlike the Loremaster, is a true damage dealer whilst a healer in one, just not at the same time. It seems that the Runekeeper, in combat, can be the damage dealer (fireballs and such) *OR* the healer -- but cannot do both at the same time. Plus, to add to the balancing act, each side of the Runekeeper's abilities -- damage or heals -- have cooldown timers.
Anyway, that's what I've gleaned so far. The added bonus is, as far as I can see, there's no mention of a pet. I hate pets.
The Runekeeper, unlike the Loremaster, is a true damage dealer whilst a healer in one, just not at the same time. It seems that the Runekeeper, in combat, can be the damage dealer (fireballs and such) *OR* the healer -- but cannot do both at the same time. Plus, to add to the balancing act, each side of the Runekeeper's abilities -- damage or heals -- have cooldown timers.
Anyway, that's what I've gleaned so far. The added bonus is, as far as I can see, there's no mention of a pet. I hate pets.
Thanks for summarizing the Runekeeper portion of the article for me, but I read the article, so I already knew that. That isn't what I asked either. I am wandering how come Turbine decided to change their mind about magic users being playable, because in beta, they said they are staying true to the lore and will not allow players to play magic using characters, since they were rare in the times we are playing in.
MMORPG's w/ Max level characters: DAoC, SWG, & WoW
Currently Playing: WAR
Preferred Playstyle: Roleplay/adventurous, in a sandbox game.
The Runekeeper, unlike the Loremaster, is a true damage dealer whilst a healer in one, just not at the same time. It seems that the Runekeeper, in combat, can be the damage dealer (fireballs and such) *OR* the healer -- but cannot do both at the same time. Plus, to add to the balancing act, each side of the Runekeeper's abilities -- damage or heals -- have cooldown timers.
Anyway, that's what I've gleaned so far. The added bonus is, as far as I can see, there's no mention of a pet. I hate pets.
Thanks for summarizing the Runekeeper portion of the article for me, but I read the article, so I already knew that. That isn't what I asked either. I am wandering how come Turbine decided to change their mind about magic users being playable, because in beta, they said they are staying true to the lore and will not allow players to play magic using characters, since they were rare in the times we are playing in.
I know.
But the whole point of this is the fact that Turbine has found a way to include a new class that has actual damage dealing abilities without betraying the Tolkein Lore.
When/if you actually play the Runekeeper class, it will all be clear to you.
The Runekeeper, unlike the Loremaster, is a true damage dealer whilst a healer in one, just not at the same time. It seems that the Runekeeper, in combat, can be the damage dealer (fireballs and such) *OR* the healer -- but cannot do both at the same time. Plus, to add to the balancing act, each side of the Runekeeper's abilities -- damage or heals -- have cooldown timers.
Anyway, that's what I've gleaned so far. The added bonus is, as far as I can see, there's no mention of a pet. I hate pets.
Thanks for summarizing the Runekeeper portion of the article for me, but I read the article, so I already knew that. That isn't what I asked either. I am wandering how come Turbine decided to change their mind about magic users being playable, because in beta, they said they are staying true to the lore and will not allow players to play magic using characters, since they were rare in the times we are playing in.
I know.
But the whole point of this is the fact that Turbine has found a way to include a new class that has actual damage dealing abilities without betraying the Tolkein Lore.
When/if you actually play the Runekeeper class, it will all be clear to you.
You dont understand what hes saying...ITS STILL MAGIC. Fireballs are magic. Period.
playing: darkfall
waiting: earthrise
The Runekeeper, unlike the Loremaster, is a true damage dealer whilst a healer in one, just not at the same time. It seems that the Runekeeper, in combat, can be the damage dealer (fireballs and such) *OR* the healer -- but cannot do both at the same time. Plus, to add to the balancing act, each side of the Runekeeper's abilities -- damage or heals -- have cooldown timers.
Anyway, that's what I've gleaned so far. The added bonus is, as far as I can see, there's no mention of a pet. I hate pets.
Thanks for summarizing the Runekeeper portion of the article for me, but I read the article, so I already knew that. That isn't what I asked either. I am wandering how come Turbine decided to change their mind about magic users being playable, because in beta, they said they are staying true to the lore and will not allow players to play magic using characters, since they were rare in the times we are playing in.
I know.
But the whole point of this is the fact that Turbine has found a way to include a new class that has actual damage dealing abilities without betraying the Tolkein Lore.
When/if you actually play the Runekeeper class, it will all be clear to you.
You dont understand what hes saying...ITS STILL MAGIC. Fireballs are magic. Period.
What about Turbine including magic, within Tolkein's lore, don't you all understand?
Poetic license aside, it is very possible. No wait, why do I need to explain this - you will see it happen in Mines of Moria.
Well lore related it could be possible speaking of the rune keeper, but they are walking on a pretty thin line there..... It could be a maiar (there were different kinds of them abilitywise all focused to knoledge but using it differently). Or if we go waaaay back into the first and second age it could be a wandering valar that decided to stay in arda. anyways, it COULD be possible and i'm pretty sure (hope i'm not wrong) that the lore will be respected, after all their game license depends on it.
Beside from that way to go turbine!!!!!!! time passes and the game is becoming more awesome.
Namarië
Trust me, Turbine is anal about the Lore.
Think Valar. And realize that the Runekeeper will be a dwarf class, more likely than not.
And you're right again! Turbine will "allow" a new class that can actually do direct damage. WTG Turbine!
Now lets all pray (I've been beating them up on this) that Turbine actually expands the character creation screen to allow us to roll *EIGHT* characters. Truly, only five sucks farts out of dead monkeys!
"Hated"? Really? I am playing a minstrel, a hunter, a champion, a captain, and a lore-master, giving them all about about equal time because I can't decide which one I enjoy the most.
Anyways, Turbine is justifying the introduction of Runekeepers as a game mechanic added to make things more interesting and fun. As others have said, it is simply a bit of poetic license, and it bothers me not at all. The entire epic storyline that players follow throughout LOTRO (which runs parallel to the famous story by Tolkein) is pure poetic license, too -- but great fun.
One thing Turbine has done in this game, at least imo, has been to earn my trust that they will be (pretty) faithful to the world that Tolkein created. So, if they need to push the envelope in a few areas, I have every confidence they will do it right.
Amen, brother.
Turbine has been fiercely loyal to the IP and I don't see that as changing one iota.
Character slots could go either way. When DDO released the Monk class, they didn't give an extra slot. But I do recall reading a MoM interview where one of the devs mentioned something to the effect that it would suck if we got two new classes and no extra slots.
"Hated"? Really? I am playing a minstrel, a hunter, a champion, a captain, and a lore-master, giving them all about about equal time because I can't decide which one I enjoy the most.
Anyways, Turbine is justifying the introduction of Runekeepers as a game mechanic added to make things more interesting and fun. As others have said, it is simply a bit of poetic license, and it bothers me not at all. The entire epic storyline that players follow throughout LOTRO (which runs parallel to the famous story by Tolkein) is pure poetic license, too -- but great fun.
One thing Turbine has done in this game, at least imo, has been to earn my trust that they will be (pretty) faithful to the world that Tolkein created. So, if they need to push the envelope in a few areas, I have every confidence they will do it right.
Yeah, I know, it is weird that a person wouldn't like even one class. I've had games that had over 20-30 classes where I liked every one of them. To each their own. However, the Runekeeper and the Warden sound very interesting to me.
The reason why I bring up Turbines promise to honor the IP, by not putting magic users in the game as a playable class, is because if Runekeepers can shoot fireballs and heal, then they are already doing more than Gandolf did and he was supposed to be one of the most powerful beings in the world at that time. The Runekeeper doesn't stretch anything, it completely breaks the IP. The Fellowship is supposed to be comprised of the best of the best, but you have players that have better and more powerful abilities in the LoTRO game. That's not supposed to happen and the early Beta players should back me up on this, because it was then that Turbine said they wouldn't put magic using classes in the game, due to lore restrictions. Why the change? While I admit that the class sounds fun and I would probably like playing it; the class doesn't belong in LoTRO, it belongs in a high magic fantasy setting, like DnD, EQ, or WoW.
MMORPG's w/ Max level characters: DAoC, SWG, & WoW
Currently Playing: WAR
Preferred Playstyle: Roleplay/adventurous, in a sandbox game.
The fellowship was not formed from the best of the best, it was formed merely from.... the avaiable ones.
And gandalf was not the most powerfull being around the third age, he was just another maiar, he in particular was a master in knoledge a strategist and really good at making fireworks. More powerfull, mistic and perhaps older things than him lies around middle earth, i'm a bit bored rigth now to go hunting for quotes on books explaining all this but belive me there are....
Just remember that arda (middle earth) was made of the songs of the valar, they just created the world singing, so it is appropiate to understand that even after two and a half thousand years song in various forms can make amazing things.
Anyhow let's just wait and see how these 2 new classes are like, there is still some time until the expansion goes live, so let's keep the nice feeling turbine has left us over these months of no screwing anything up and just trust them.
Namarië
Uhm it was made from pretty much the best. Legolas is an elf prince right ? Boromir is the best gondor can offer pretty much. Strider, enough said. Gimli is also roaylty right ? Gandalf may not be the most powerful but still, guy pwned a Balrog .
Still mere weaklings against the evil things around, the powerfull ones were long gone or deeply hidden somewhere meanign elrond, cirdan, galadriel, celeborn amongst others. The royal line in the ones you mention was weekened for 2000 years, Boromir, just of a line of stewards of gondor, aragonrn, the last one of the line of numenor with pretty much no blood of them in him, Giimli a long cousin of the king under the mountain...etc not to mention hobbitses, my point is, they went because there were the only ones who took the chance, not because they were the finest, that's part of the suffering in LOTR stories.
Gandalft tho was that strong in part because he wore one of the 3 elven rings and because he is a maiar, and yeah he beaten a balrog hehehe.
Namarië
I simply cannot wait for Moria. With all the huplah around WoW's expansion, and the release of WAR, a lot of people still have not noticed that LotrO is the best MMO out there. Mines of Moria is going to take this game to even greater heights (or should that be depths?).
I do have a couple of questions though. Namely, does anyone know when it is due out? Also, will the expansion alter the minimum specs required to play the game? My pc is really old and it would be a tragedy for me if they had to raise the specs to play the game.
I think you make a good and valid point here, Kanosi. Turbine has said in interviews that they *know* they are stretching things with the Runekeeper class. They weren't going to do it originally but then they had to backpedal a bit. Oh well.
The way I figure it, Peter Jackson did a lot of stretching to beef up the Eowyn and Arwen roles for his films. In LOTRO, just having female warriors is also a bit of a stretch, as Tolkein was a bit more of a traditionalist than that. (I'm not up on Tolkein lore and details, but I don't recall a lot of high-profile female warriors of any kind.) But the various changes Jackson made to the basic story with his movies just made them better, imo.
So, too, the changes and tweaks Turbine has made in LOTRO work well as far as I'm concerned. The introduction of the Runekeeper class just doesn't bother me -- and I in no way feel it "weakens" the achievements and abilities of the original fellowship. In fact, I think it is very clever the way Turbine has preserved the original characters and story in LOTRO in the midst of filling in an entire world with MMO quests and adventures. This is an MMO, after all, so one has to allow a bit of "wiggle room" where the lore is concerned.
I do sometimes wonder if players are eventually going to encounter -- and defeat -- Sauron himself in some kind of epic, end-game raid. lol. But that's probably 5 or 6 expansions farther down the road. I am not worried about it, in any case.
The Runekeeper sounds like my PERFECT class. I'll definitely be coming back when Moria drops.
Whereas I do welcome the introduction of the new classes (as I feel they breathe new life into a game, and allow you to try out new alts), I can also see where the lore-purists are coming from.
I'm currently re-reading The Hobbit, before the movie comes out. Gandalf's supposed powers seem to be very limited, especially in this book. Heck, it takes him some effort to cause fire to burn the wargs when he and the dwarves are stuck up the trees. Hardly a formiddable magic-user. And yet in Tolkien's world, he is one of the best. So you can see how people who love the lore and the books will be a bit pissed off when suddenly Middle-Earth has thousands of powerful 'fireball' casting magic-users running around.
It's a tentative situation for Turbine. Perhaps the best compromise would be for a 'lore specific' server, where these classes would be eliminated. I for one don't mind the rune keeper class, but I do see how some people are dead against it.
It seems pretty clear. They are breaking IP if you want to treat the original works as the Bible, which many do. But it's already gotten approval of the people licensing the game to Turbine, which isn't Tolkein Enterprises btw, so it really doesn't matter. In fact, I can almost tell you exactly how it went down.
Saul Zantz (sp?) says to Turbine "Hey, this game got amazing reviews by all the sites but it's not doing as well as we would think given the reviews."
Turbine - "Well, as it turns out, there's fewer Lore nuts out there that are hardcore, long-term gamers. If we really want to bring people in we need to be a bit more flexible with the rules in order to attract long time WoW players."
SZ - "Can you do it without wadding up the lore and throwing it in the fire?"
Turbine - "I think we could do that although the really hardcore lore junkies are going to be extremely upset."
SZ - "Will we make more money?"
Turbine - "Probably"
SZ - "Then go for it"
And that's how we got a magic using class. Personally I'm happy about it, I'm playing a game that's an interpretation of the original works. I enjoyed the movie for what it is as well, even though there were many things wrong with it. Turbine earned their creative license at this point. I can assure you that the magic users will feel more Middle Earth-y than any caster in any other MMO.
I'm not a lore freak, but I really hate the idea of fireball and lightning casters. Okay, fireball maybe, if you have collected coal and phosphorus and such, but lightning? I hope it has at least a 20% chance of striking the caster or other fellowship member.
In fact, neither class excites me. So what exactly again is a warden? I don't grasp the concept of a medium armour wearing "tank". Why do we need it? What sort of role does it fill in a fellowship? If you want a middle of the road class, captain probably already fits the bill. "Gambits" sound just the same as existing tier-based actions, so what's new there?
Forget the new classes, but I'd still go for more character slots.