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NOTE: I changed the title to better reflect the thread, since I intend on posting updates and other bits of news. I'll do my best to not step on the toes of MMORPG.com, but I'd really like to see the good info centralized, so check back often.
Hello All--
I recently went looking for a definitive list of LOTRO game play elements.
There isn't one.
So, I trawled through every interview, transcript, and post I could find and compiled the info, which I'd like to share with you here at MMORPG.com. Please keep in mind that I'm only including information that has been discussed by the developers at Turbine themselves. The list includes information either confirmed, denied, or discussed at length by the developers. Some bits are general in nature, and I decided to included such bits because the information given was a step beyond "We have nothing to say about that.".
The list is written in my own words, as I have interpreted the gathered information. Below is a list of the sources I used, including links to the relevant sites.
Kinudig's Interview with Harry "Floon Beetle" Teasley, www.ogaming.com , 11Sep05
Weekly Q&A with Chris "NoborBob" Foster, www.lotrosource.com
Post-LOTROG Fan Gathering Q&A with Chris "NoborBob" Foster, www.lotrosource.com , 16Aug05
Electroprogeny's PAX Wrapup, www.ardapost.com , 10Sep05
Post-LOTROG News by LightofArnor, http://lotro.turbine.com, 14Aug05
And the Interview with Jeffery Steefel, found here on MMORPG.com
This List will be updated as news is released, and under a constant state of revision. It is by no means FINAL.
PvP
PvP is currently being given more consideration. Everything points at a non-traditional system being developed to interest the PvP community.
Combat
-Conjunctions--Basically this is system of group combat attacks, with possible combo moves. Think 'special moves'. Certain parameters, including target distance will help determine available moves and combos. The conjuction's purpose is to get players to group for combat, allowing a much more simple grouping system, catering to both power-players and casual gamers. The idea is get players to 'play the game instead of game the system'.
-There is no character death, instead there will be 'defeat', with characters awaking in a safe, healing environment, having been transported there by logical means. Eg: If a player is defeated near Rivendell, a group of Elves runs across the character and brings him to a safe Elven camp to heal.
Character Information
-Reputations can be earned through quests. Reputations will be confined to certain locales, namely towns/cities. The possibilty of earning high reputations in all locales has been said to be "Very difficult".
-A Morale system is replacing the Endurance/Health system. It is to be a more traditional and simple system, letting playres focus more on game play and less on stats. More info to come in a Dev Diary at a later time.
-There will be no Multi-classes, although the classes won't be strictly linear either.
-Currently there are 4 races and 7 classes in the works.
-Characters will have 75 inventory slots: 5 pouches with 15 slots per pouch.
-Character backgrounds will be very important. A chosen background will give access to certain skills and abilities otherwise unavailable.
-Each race will have race-specific starting traits and stats.
-Players will be able to write and edit their own character bio's.
-There will be no alignment. There is discussion about a type of alignment being introduced in later expansions, as the players near Mordor or other areas that offer more dire and costly choices.
-All characters will speak Westron, a common language. Other languages are not a high priority for launch, but may appear later.
-No female Dwarves at launch. They may appear in later content releases.
-Skill will progress through experience gained via quests, tasks and other deeds.
Environs and Game World
-Player housing is not a priority. Guild systems are in the works and may offer a type of housing.
-NPC's will be very active, appearing to live their lives, instead of standing stationary awaiting input.
-The landscape is being developed to be as seamless as possible.
-Buildings will have interiors, but windows will not look out onto the game world.
-Certain terrain features will guide players to content, but subtley and to guide players around areas under construction.
-Travel shortcuts will generally be earned. An example given is being able to hire a horse, at which time there's a cutscene.
Instancing
-Private instances will be of the type commonly seen in other MMO's.
-Public instances will have a finite number of other player characters visible. An example given is the Human Starting area.
-Instances will give players more options to directly impact the environment.
-Instances are mostly for story-telling purposes. The majority of the game will be in open public spaces.
General
-Currency will be based on Copper, Silver, Gold. Elves will not have direct contact with currency, although they will be able to use it. Elf quest rewards will be item-based.
-Casual clothing is planned.
-Character's 'sitting' will be most likely of the 'crossed legs on a flat surface' type.
-Players that enjoy a more non-combat-centric play style are definitely being kept in mind and will find a place within the game.
-All needed info will be in the game play area of the screen, not displayed in the chat box.
-A customizable UI is under consideration.
-There are friend lists, Kinships, a very customizable chat filtering system, and a type of in-game IM for private messaging.
-Eating and drinking for characters is currently optional.
-Pets are under consideration.
-There will definitely be item wear and decay.
-Players will likely be able to meet key characters from the story. An example given: You may see Strider in The Prancing Pony early in the game, while later meet him again in Rivendell as you progress.
-The first time going through the newb area is expected to take from 3-4 hours of play time.
-Item-based magic is a big focus. It is being described as a "fresh, clean, new approach". More to come.
-Grouping at end-game will more than likely be necessary.
-Grouping is being encouraged for social reasons, but not necessary. Extra options for groups will be available during combat, allowing a highly sophisticated level of strategy and tactics.
-The overall objective for the game is to be multi-layered, giving a great experience for both casual and power gamers, with story being the most important factor. Casual players will find a good newbie experience, free from camping and griefing. More experienced MMOers will find a highly sophisticated combat system and world interaction system that they may not have seen before.
I hope this helps those of you looking forward to the game get a better grasp of what to expect. I know some of this sounds awfully general, but thats as specific as the Dev's have been. I've strived to be as fair and unpartial as possible. More to come. Stay tuned!
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
Comments
Thanks for the info
People who have to create conspiracy and hate threads to further a cause lacks in intellectual comprehension of diversity.
Here is the stuff that worries me.
The world "simple" always raises a red flag to me. I am an Asheron's Call fan and I play that game because most others are too simple.
They had better be far from linear. I want choices to customize my character.
7 classes isn't much in my opinion. I just hope they let you customize.
This is ridiculous. Is technology going backwards now?
We need secure storage. We need a place where we can store our spoils.
Hehe, no prob guys. It was actually pretty fun. Injected me with a lot of enthusiasm for the game. Of course, I'm going through the hang-over stage now, realising there's still a YEAR till release. (In my estimation)
I don't think you have anything to worry about, Dark. One thing I came away from that research was a larger sense of where the developer's are coming from. The biggest consideration for Turbine is Story. They are hell-bent on creating an extremely deep and engaging story-line. So much so, that the Story arc alone will be the impetus that drives players to keep coming back to play more. A bold notion, but they are serious. One comment made from a developer was that when playing, he consistently forgets that he's NOT a character in a movie. Hype maybe, but intriguing none-the-less.
Story was the basis for their decision to 'simplify' certain elements, they didn't want to bog the player down with TOO much info, but give them enough to justify a player's efforts. In other words, less a stat driven experience and more a series of consequences, or rewards, for deeds done. That also ties into their insistence that there will be no traditional PvP. They are very concerned about creating a largely Role-Playing atmosphere. Again, the Story is 'a priori'. They know there's a PvP crowd out there, hence the new consideration, but the dev's insist that the level of detail in the game world, and the epic story elements will carry the day.
Needless to say, I was very happy to hear this.
In all of the possible game worlds out there, the one that I would most like to actually RP in, is Middle Earth.
Also, Falcon, I wouldn't worry too much about some of your concerns, particularly the question of storage. Another feeling I got, making it a supposition, which is why it's not in the list, is that player item storage will be forthcoming. The dev's understand that there is a need for it.
I understand where you're coming from concerning windows not looking out on the game world. I've never played it, but I understand that in Matrix Online, a player can enter every room in every building and look out of every window and see the actual game world, with other players etc, not just a representation. That sounds fantastic to me, I'd love to have that level of immersion. But one thing that one of the dev's mentioned about zoning is connected to your concern.
From what I gather, the game world as a whole will be not only huge, but mostly open, with very little zone transitions. The exceptions will be in entering buildings. Turbine has described entering buildings as not necessarily zoning per se, but very similar. The reasoning behind this is client-based. Although the engine they are using is very scalabel, they wanted to take steps to further reduce the load on the client machine. So, when entering a building, the client will draw the interior of the building, but not the entire outside game world. After some thought, I came to the conclusion that this decision was probably the best, and I don't feel so bad about not having a window to look out on.
Except when I will be sitting in my warm and cozy Hobbit hole, and I can't look out on my garden.
Let me address one more of your concerns, Falcon. Classes. The example that was given concerning character classes, was that players won't find either D&D-type straight forward classes (just a fighter, just a thief), or D&D-type multi-classes (two different classes at once). Instead, each class type will be of a more broad description. Plus the character background that a player chooses will have a huge impact on the advancement of the character. So, and again just a supposition on my part, not gospel truth, I think that classes we'll get to choose will be pretty complex. I'm envisioning a SWG type of structure, with multiple branches under a single class tree.
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
LMAO!
Have no fear, my friend, have no fear. Some would say it's all a sham. Just who those are, I ain't sayin.
Edit: Besides, I wouldn't overly criticize. It's not my style. It's your story, your character. Unless you made a REALLY big mistake, like confusing Sam with an Uruk-Hai or something crazy like that.
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
When peoples start talking about stuff you resume like if you where staff working for Turbines and you where personnally responsible for those choices, you can take great pride. Where there was chaos and confusion, there is a little bit of understanding now. Thanks.
Wonderful job there!
- "If I understand you well, you are telling me until next time. " - Ren
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
Keep your eyes out for an update to the official FAQ at the, well official site. There's to be some more info released, one item specifically mentioned was the level cap.
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
LOL
There's one thing that kind of ircks (orcs?) me about that site though. It being the official site, it's attracted the largest population of Tolkien fan(atic)s. It always seems there's a couple of high mucky-mucks that are know-it-alls, and delight in splitting hairs to try and prove their extensive knowledge, instead of having a normal discussion.
Kind of irritating.
Biggest reason why I posted the list here, instead of there. Folk on this site are respectful, plus the need for a list seemed a bit more evident here.
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
Ran across a Developer quote that I missed at ardapost.com
It was originally posted on March 28 of this year, but I think it generally still holds true.
Basically, there will be three types of quests we'll be facing in LOTRO:
1--Non-linear one time only quests found through the world, rated by level of difficulty.
2--Linear Non-Epic Quest Arcs. Longer chain quests that tell their own story and don't relate to the Epic. Some may end in a short Instanced encounter as a climax to the story arc.
3--Epic Story Quests. Generally linear, with one quest, or even quest chain leading into the next. It's in this series of quests that the Instances will be utilized most. Tells the Epic story.
1 and 2 will make up the majority of quests that players will engage in.
Not much, but it gives a bit more light, plus it's always nice to hear something from the big-brains making the game.
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
A new Developer Diary has been posted over on the official site http://lotro.turbine.com
We've been given a little look into the Morale system, which is to be LOTRO's health/hit point mechanic.
Basically, the Morale system uses the idea of Hope as it's core. The idea is that a character with hope can drive through the darkest of times and keep themselves going through battle, while one who's lost hope is vulnerable to defeat and death.
If you cleanly block, parry or evade an in-coming attack then you suffer no cost to your Morale, but if your defense is not clean and strong, then you of course suffer a hit. No specifics were given, but the hint was made that the Morale will resemble, on the face, a structured stat. Whether it be 1-100 or not is not known.
A couple of other hints were made regarding classes:
One, which makes a lot of sense given that we're talking about Middle Earth here, is a Minstrel or Bard type of class. Tolkien's works are rife with song. It would only make sense to include a class which can use these songs and epic lays as a type of skill. The diary mentions a possible minstrel class using song to boost the morale of his ally's, suggesting either a type of group heal or buff.
The warrior type was mentioned as well, as regards morale. The front line fighter, rushing headlong into battle could also boost ally morale with his courage.
All in all, the Morale system sound like a great system, simple on the outside but able to be very complex. It also, in my opinion, fits very well into the lore of Tolkien. No D&D hit-points here!
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"
Thats an interesting read Slagg. Thanks for sharing the info. Wow this morale system seems more believable than the typical Hpts system. I get the impression that battles will have momentum swings in them. Take for example the battle of Helms Deep when Aragorn and Theoden charged on horseback into the endless number of Uruk-hai. This was a morale booster for all the defenders thus causing them to fight more effective. In a sense it's still a hpts system but with a realistic twist.
What a bold move for Turbine to come up with such an original concept! Keep up the good work!
Remember though, this is my own interpretation of the Dev Diary. But I don't think I'm too far off.
The first thing I thought of was battle momentum too. That and being able to battle multiple mobs as a soloist. Soloing multiples is something that seems to be lacking a bit in MMOs, and I'm glad to see the possibility here. Overall, it looks to be a system that opens enormous possibilities.
Man, imagine coming across a raiding party of orcs, 10 or so strong. Your party of 5 struggles for dominance only to be thrown back. At the brink, one of your party bursts into the Lay of Elbereth, raising the parties Morale enough to beat back the orcs and ultimately win the day!
Crap, I can't wait anymore
"First you wanna kill me, now you wanna kiss me...Blow."--Ash, "Army of Darkness"