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This will be the thread we post our updates on development from time to time as the older one gets archived.
If you want to keep up to date in real-time, it's better to join our Discord.
>>STATUS: PRE-ALPHA PHASE<<
Game Description
Tales of Middle-Earth is a story-driven MMORPG where you will be able to make a living and go on adventures in a fantasy world we all know.
The quests are based on the many stories told by the heroes throughout the ages of Middle Earth, taking you through stories like The Hobbit,
Lord of the Rings, Children of Húrin, and many more stories told by Tolkien.
You can choose between the iconic Humans, Elves, Dwarfs, or Hobbits to start your adventure, with a later addition of a playable Orc race.
Every race has different proficiencies but any race can become the strongest or wisest.
We give you the tools to bring RPG back to the game with level-able professions like
blacksmithing, cooking, farming, foraging, woodcutting, mining, and fletching, and are all done by player actions and not the system.
Begone modal windows!
Starting Cities
The player starts their adventure in the city of Bree.
This will later be updated to have each race start in their own city.
With each starting city comes a different beginning quest, although during the Testing Phase, everything is focused around Bree.
Men will start in Bree
Dwarves will start in Nogrod
Elves will start in Rivendell
Hobbits will start in Hobbiton
This will later be updated to have each race start in their own city.
With each starting city comes a different beginning quest, although during the Testing Phase, everything is focused around Bree.
Men will start in Bree
Dwarves will start in Nogrod
Elves will start in Rivendell
Hobbits will start in Hobbiton
Player Economy
We wish for an economy to be entirely driven by players, mostly focused on the gold income.
This means that we will be removing gold from nearly all creatures that should not yield gold as it is not immersive to have non-humanoids carry gold.
This makes item-for-item trading a lot more common, and combined with the gathering and processing systems,
players are likely to use the products gained from the systems to create a market.
Gold is earned mostly through quests, by selling to NPC's (watch out they are all scammers) but also by killing humanoids like bandits, but also orcs carry gold.
With the ability to create market stalls that allows for item selling even when not at your "store", it creates a dynamic world wherever you travel, finding a good item in a stall in some village you travel past can be the difference between life and death, and also good profits for the seller.
Some houses can also hold these stores.
This means that we will be removing gold from nearly all creatures that should not yield gold as it is not immersive to have non-humanoids carry gold.
This makes item-for-item trading a lot more common, and combined with the gathering and processing systems,
players are likely to use the products gained from the systems to create a market.
Gold is earned mostly through quests, by selling to NPC's (watch out they are all scammers) but also by killing humanoids like bandits, but also orcs carry gold.
With the ability to create market stalls that allows for item selling even when not at your "store", it creates a dynamic world wherever you travel, finding a good item in a stall in some village you travel past can be the difference between life and death, and also good profits for the seller.
Some houses can also hold these stores.
Gathering and Processing Skills
Various materials used for Metalworking, together with a cooked fish and roasted ham.
Skills are still in need of polishing.
As players can delve into dangerous adventures, most often players also want to make a living and relax in their hometown and just advance their fishing skill.
As you could create bread in Tibia, you could essentially call yourself a baker and make and sell bread, although in Tibia it wasn't a viable thing to do, not here!
We expand upon that concept and want to create more systems like this to enable more professions players could act out.
Immersion and RPG are essentially created by the minds of the player, one could wear a monk outfit and roleplay a monk, and others would indulge in your story.
These materials are highly needed to make the best armors and equipment.
Objectives and Quests
Most often we go off the ambiance the books give us regarding quests
as they are very descriptive and give a very good feel for how a quest or area should look.
- The game is played with a Main Quests progression,
you will need to advance through the storyline to access the next region quest lines,
these can be found in your Quest Log and provide a linear experience for a player.
(However, the game doesn't block your access to other locations although traveling there will be highly dangerous and would not be wise)
Completing a Main Quest gives you the most experience and gold reward, while also giving you essential items.
- There will also be Side-Quests which are also shown in your Quest Log,
these are somewhat focused quests based on adventures from the books and movies,
giving you a more descriptive progression and learning more about the quest.
Completing Side-Quests often rewards Unique Items like the Barrow Blade.
- There will be Town Quests and repeatable daily Jobs within settlements to bring daily objectives within the safe borders of a city.
These are tasks, the citizens of a settlement have various problems that need solving.
These will not be shown in your Quest Log.
Completing Town Quests often yields experience, gold, and useful items for your travels.
Completing daily Jobs often yields experience and gold as a reward.
All the quests and mapped areas are directly taken from Tolkiens Notes, Books, Scriptures, and Movies.
There will be something recognizable for any sized fan!
Players will learn the many stories of characters known from the books and movies,
you will know how kingdoms rise and fall, how certain creatures came to existence,
and why the Elves and Dwarves are in a natural stride,
you will get to feel the responsibilities of being a Ring Bearer, and much more!
as they are very descriptive and give a very good feel for how a quest or area should look.
- The game is played with a Main Quests progression,
you will need to advance through the storyline to access the next region quest lines,
these can be found in your Quest Log and provide a linear experience for a player.
(However, the game doesn't block your access to other locations although traveling there will be highly dangerous and would not be wise)
Completing a Main Quest gives you the most experience and gold reward, while also giving you essential items.
- There will also be Side-Quests which are also shown in your Quest Log,
these are somewhat focused quests based on adventures from the books and movies,
giving you a more descriptive progression and learning more about the quest.
Completing Side-Quests often rewards Unique Items like the Barrow Blade.
- There will be Town Quests and repeatable daily Jobs within settlements to bring daily objectives within the safe borders of a city.
These are tasks, the citizens of a settlement have various problems that need solving.
These will not be shown in your Quest Log.
Completing Town Quests often yields experience, gold, and useful items for your travels.
Completing daily Jobs often yields experience and gold as a reward.
All the quests and mapped areas are directly taken from Tolkiens Notes, Books, Scriptures, and Movies.
There will be something recognizable for any sized fan!
Players will learn the many stories of characters known from the books and movies,
you will know how kingdoms rise and fall, how certain creatures came to existence,
and why the Elves and Dwarves are in a natural stride,
you will get to feel the responsibilities of being a Ring Bearer, and much more!
Legendary Weapons
There are many named weapons in Tolkien's world, some that we want to use as legendary, rare, items.
But what about creating those legendary weapons yourself? After all the deeds you do with your weapon, some may evolve after killing enough of a species.
This feature will allow for just a bit more distinctive weapons, even if the weapons are the same.
But what about creating those legendary weapons yourself? After all the deeds you do with your weapon, some may evolve after killing enough of a species.
This feature will allow for just a bit more distinctive weapons, even if the weapons are the same.
Keeping your own Stories
As you progress through quests, it has always bothered me that you couldn't read back past mission states to see what you had to do back then. Not anymore! Upon receiving an important quest like The Lord of the Rings, you will also get a unique book. This book allows one to read back a quest as if it were a story.
Custom Map
>>Under Heavy Construction<<
Next to using The Atlas of Middle-Earth and countless maps found online, for landmark placements and the overall look of locations,
the map is very recognizable once you see it in full. You might even know where to go already if you have looked at any of the Middle-Earth maps online.
Between the major settlements, there are lots of villages to traverse through, and even settle in most of them.
Some are so far away from the cities that one can live a very peaceful life if one chooses to, but are also prone to murderers and scavengers.
We have implemented a feature that spawns random items in containers found in the open world.
Being it a crate, dresser, wardrobe, or barrel, these will most often not be empty and will generate loot multiple times per day.
This allows one to plunder houses and dungeons and may even stumble upon items that start a quest line.
We plan to start expanding around the four starting cities, which will be Hobbiton, Bree, Rivendell, and a dwarven settlement in the Blue Mountains.
This will cover most areas west of the Misty Mountains as this will be the first part we will be focussing on mapping and creating quests.
the map is very recognizable once you see it in full. You might even know where to go already if you have looked at any of the Middle-Earth maps online.
Between the major settlements, there are lots of villages to traverse through, and even settle in most of them.
Some are so far away from the cities that one can live a very peaceful life if one chooses to, but are also prone to murderers and scavengers.
We have implemented a feature that spawns random items in containers found in the open world.
Being it a crate, dresser, wardrobe, or barrel, these will most often not be empty and will generate loot multiple times per day.
This allows one to plunder houses and dungeons and may even stumble upon items that start a quest line.
We plan to start expanding around the four starting cities, which will be Hobbiton, Bree, Rivendell, and a dwarven settlement in the Blue Mountains.
This will cover most areas west of the Misty Mountains as this will be the first part we will be focussing on mapping and creating quests.
A full list of Patch Notes and Updates can be found on our Discord.
Keep up to date with the Tales of Middle-Earth project!
Website: Tales of Middle-Earth Homepage
Discord: Tales of Middle-Earth Discord
Planned Pre-Alpha Public Testing: Soon to be announced though Discord.
Planned Alpha Release: Q2 - 2024 (knocks on wood)
Planned Beta Release: TBA
Planned Release: TBA
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