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f13.net General Forums => MMOG Discussion => Topic started by: Ghambit on May 28, 2009, 11:51:50 PM



Title: Rift: Planes of Telara
Post by: Ghambit on May 28, 2009, 11:51:50 PM
Sneak peek just popped up on Spike's e3 preview show last night:
http://www.gametrailers.com/player/49819.html

and

http://www.heroesoftelara.com/   (site opens June 1)

Apparently these guys (Trion) have raised about $100 million for development of this game along with a few other smaller projects (a TV-based MMO and an MMORTS).  This is the 1st inklings of any kind of real info. on this game and I supposed there will be more as E3 goes on.  It'd be nice to have a quality AAA ultra-high-fantasy title to munch on, but this thing wont be on the plate for another couple of years I'm sure.  And, uhh... who the hell are Trion???

[insert mindless promo-clone]
Quote
Redwood City, CA May 6 -Trion World Network will unveil its first videogame, Heroes of Telara™, at E3 2009. Heroes of Telara™ is a fantasy Massively Multiplayer Online Role-Playing Game (MMORPG) where everyday gamers are forged into legendary heroes. In Heroes of Telara™ players are challenged to conquer the unknown in an epic, ever-changing world. Heroes of Telara™ will feature an unprecedented level of rich and dynamic gameplay, driven by recurring events, unexpected challenges and limitless new content.

"Trion is excited to share what we have been working on and to reveal the universe of Heroes of Telara™," said Russ Brown, vice president, Channel One, Trion. "The team is producing a magnificent new universe in which players can immerse themselves in endless adventure."





Title: Re: Heroes of Telara
Post by: Ingmar on May 28, 2009, 11:55:19 PM
What the fuck. Where are these people nobody has ever heard of getting funding? In this economy?

EDIT:

Quote
Already in place is a high-caliber team from the games, media, and Internet industries. We have worked on, developed, and shipped over 100 original titles, including such bestsellers and hit series as Heroes, Might and Magic, EverQuest, World of Warcraft, City of Heroes, Lineage, Star Wars, Lord of the Rings, Pogo, and Sims. Utilizing our proprietary core technologies, we're hard at work on our first titles to be released in North America, Europe, and Asia.


Title: Re: Heroes of Telara
Post by: Falwell on May 29, 2009, 12:43:39 AM
What the fuck. Where are these people nobody has ever heard of getting funding? In this economy?

Privately held, Trion has raised funding from investors including Act II Capital, Time Warner, Peacock Equity - the joint venture between GE Commercial Finance's Media, Communications & Entertainment business and NBC Universal - Bertelsmann Digital Media Investments (BDMI) - a wholly owned subsidiary of Bertelsmann AG, a leading international media company-, Rustic Canyon, DCM and Trinity Ventures. For more information, please visit www.trionworld.com




Title: Re: Heroes of Telara
Post by: NiX on May 29, 2009, 12:48:43 AM
All that money and that's what they come up with. Progress is being made!


Title: Re: Heroes of Telara
Post by: raydeen on May 29, 2009, 02:52:01 AM
I saw Elwynn Forest 2.0 and The Barrens 2.0. Good enough for me. Where do I sign up?  :uhrr:


Title: Re: Heroes of Telara
Post by: Hawkbit on May 29, 2009, 04:15:09 AM
I liked the tooth anus monster that landed on the player's head.  Nothing better than being swallowed by something that looks like a rectum. 

Had some neato visuals though.  Hope it's not wow 2.0.


Title: Re: Heroes of Telara
Post by: tmp on May 29, 2009, 04:31:27 AM
Graphics style totally reminded me of Fable for some reason.

Not that it's a bad thing. Seems to be done decent enough to warrant at least a closer look.


Title: Re: Heroes of Telara
Post by: HaemishM on May 29, 2009, 08:03:58 AM
The trailer made me think of WoW only with modern shading and textures. Way to piss away $100 million - making another WoW clone. I saw nothing in that trailer that differentiated it from WoW in any way whatsoever.


Title: Re: Heroes of Telara
Post by: tmp on May 29, 2009, 08:16:17 AM
The trailer made me think of WoW only with modern shading and textures. Way to piss away $100 million - making another WoW clone. I saw nothing in that trailer that differentiated it from WoW in any way whatsoever.
May well be their intention. "Modern shading and textures" can be just enough difference to get both the people who say "man i'd play WoW but i can't stand these old graphics" and those who say "man i've had enough of WoW (and want another MMO) but i don't want a game that plays worse".


Title: Re: Heroes of Telara
Post by: Lantyssa on May 29, 2009, 08:50:42 AM
Meh.


Title: Re: Heroes of Telara
Post by: Brogarn on May 29, 2009, 08:51:33 AM
Meh.

Ya.


Title: Re: Heroes of Telara
Post by: WindupAtheist on May 29, 2009, 08:58:56 AM
Remember when WoW and EQ2 came out around the same time, and the latter ended up as a smear on the bottom of Blizzard's boots? Yeah, I think I know who'll be playing the role of SOE when World of Starcraft comes out.


Title: Re: Heroes of Telara
Post by: schild on May 29, 2009, 09:00:58 AM
Trion's Austin office is like 2 miles from me. But then, most of the MMOG offices down here are within 10 miles, so I suppose that isn't shocking.

Quote
What the fuck. Where are these people nobody has ever heard of getting funding? In this economy?
They've actually been at this for a while. Long before the economy took a giant bite out of itself.


Title: Re: Heroes of Telara
Post by: Draegan on May 29, 2009, 09:16:06 AM
How long is awhile?


Title: Re: Heroes of Telara
Post by: Ghambit on May 29, 2009, 09:19:31 AM
I dont mind the game looking like WoW w/perdy graphics as long as it's truly high Fantasy and has mechanics that work and are fun.  WoW is not high fantasy and as we know (even with all its success) is quite a joke of a game mechanically.

Let's be real:  if Vanguard had released completely finished, with all the barrens actually filled in with "stuff" and not looking like a shitstain with glowy pixels, it'd quite possibly be a respectable title (at least for a time).  If Trion's aiming to succeed where Vanguard failed then I think they have a good plan.... basically, it needs to be Vanguard+AoC+WoW = !suck while simultaneously leeching off of WoW burnouts once the game fizzles.  (and WoW WILL fizzle, eventually)

I just dont think the fantasy genre has been played-out yet, especially since it's not really been done right.


Title: Re: Heroes of Telara
Post by: HaemishM on May 29, 2009, 09:32:01 AM
Let's be real:  if Vanguard had released completely finished, with all the barrens actually filled in with "stuff" and not looking like a shitstain with glowy pixels, it'd quite possibly be a respectable title (at least for a time).

No, it wouldn't. It's time was 1998.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 29, 2009, 09:34:53 AM
Not sure how we got from a short video showing some landscapes, to "Vanguard".


Title: Re: Heroes of Telara
Post by: Ratman_tf on May 29, 2009, 09:38:53 AM
What the fuck. Where are these people nobody has ever heard of getting funding? In this economy?

People love to throw money away.


Title: Re: Heroes of Telara
Post by: Draegan on May 29, 2009, 09:53:30 AM
I liked the look of the game.  We have no idea if it's going to be DIKU though (probably will be).  I'll play a new WOW with better graphics and new classes etc, so will a lot of people.

I hope they succeed, but we could always use another game company to laugh at.


Title: Re: Heroes of Telara
Post by: Ghambit on May 29, 2009, 09:55:41 AM
Not sure how we got from a short video showing some landscapes, to "Vanguard".

Just making Fantasy comparisons, that's how.  It has nothing to do with anything more specific than that.
It was just to point out the void that still exists for a quality western-style AAA high fantasy game; even done DIKU style.


Title: Re: Heroes of Telara
Post by: Ingmar on May 29, 2009, 10:17:08 AM
I actually thought it looked more like Guild Wars more than anything else, style-wise.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 29, 2009, 10:18:59 AM
Not sure how we got from a short video showing some landscapes, to "Vanguard".

Just making Fantasy comparisons, that's how.  It has nothing to do with anything more specific than that.
It was just to point out the void that still exists for a quality western-style AAA high fantasy game; even done DIKU style.

Oh,m well on the flip side. Looks like all vets can try vanguard for free for a month. look at your subscription page over at SOE.


Title: Re: Heroes of Telara
Post by: Calandryll on May 29, 2009, 10:19:26 AM
How long is awhile?
Trion was founded in part by John Van Caneghem (Might and Magic series) and Lars Buttler (EA) but John is no longer there. They've been around since late 2006...so around 2.5 years or so.


Title: Re: Heroes of Telara
Post by: Soln on May 29, 2009, 10:33:45 AM
is there PvP?



also


is this New CokeTM?


Title: Re: Heroes of Telara
Post by: Yegolev on May 29, 2009, 10:41:20 AM
Not sure how we got from a short video showing some landscapes, to "Vanguard".

Vanguard is the new UO, except no one ever enjoyed Vanguard.


Title: Re: Heroes of Telara
Post by: schild on May 29, 2009, 10:50:35 AM
is this New CokeTM?

Heh.


Title: Re: Heroes of Telara
Post by: naum on May 29, 2009, 10:56:58 AM
I dont mind the game looking like WoW w/perdy graphics as long as it's truly high Fantasy and has mechanics that work and are fun.  WoW is not high fantasy and as we know (even with all its success) is quite a joke of a game mechanically.

Huh?


Title: Re: Heroes of Telara
Post by: Draegan on May 29, 2009, 11:06:37 AM
Don't you know Ghambit is like DLRiley but with clownshoes?


Title: Re: Heroes of Telara
Post by: Ghambit on May 29, 2009, 11:48:01 AM
I dont mind the game looking like WoW w/perdy graphics as long as it's truly high Fantasy and has mechanics that work and are fun.  WoW is not high fantasy and as we know (even with all its success) is quite a joke of a game mechanically.

Huh?


What are you "huhhing" for?  Did that statement go over your head?  If you disagree, say why...

-DLRiley+clownshoes


Title: Re: Heroes of Telara
Post by: Venkman on May 29, 2009, 11:58:13 AM
The heck? How is anyone except people asleep for the last five years not going to look at that and say Unknown IP + Unknown company + carboncopylook = << WoW? And they got how much in investment?

The game looks fine, but the trailer showed the same games we've been playing for ten years, when the last four of them have been dominated by the one title that still has too many competitive advantages.

Are they trying for a strong China play hoping that the new WoW operators bork it enough to chase people into a new almost-but-not-exactly-like WoW?


Title: Re: Heroes of Telara
Post by: Falwell on May 29, 2009, 12:07:44 PM
So this makes what...

Copernicus, The Secret World, Warhammer 40k, World of Darkness, TOR, and this guy launching within (ballpark guess) 18 months of each other or so? It's gonna be a fucking madhouse come 2011 - 2012.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 29, 2009, 12:17:20 PM
The heck? How is anyone except people asleep for the last five years not going to look at that and say Unknown IP + Unknown company + carboncopylook = << WoW? And they got how much in investment?

The game looks fine, but the trailer showed the same games we've been playing for ten years, when the last four of them have been dominated by the one title that still has too many competitive advantages.

Are they trying for a strong China play hoping that the new WoW operators bork it enough to chase people into a new almost-but-not-exactly-like WoW?

I guess it has something to do with the length of time it takes to make MMOs. When they start, and make a look, its "original", by the time it comes out, or starts to see the light of day again....there have already been 5 others that came and went.

Just a theory.


Title: Re: Heroes of Telara
Post by: Lantyssa on May 29, 2009, 12:22:20 PM
Let me summarize for you, Darniaq:  Meh


Title: Re: Heroes of Telara
Post by: Venkman on May 29, 2009, 12:25:07 PM
But but, does it have twitch!

(and I'm semi-serious. If it's just hotkey button mashing against a GCD, worse off for them).

I guess it has something to do with the length of time it takes to make MMOs. When they start, and make a look, its "original", by the time it comes out, or starts to see the light of day again....there have already been 5 others that came and went.

Just a theory.
They started making this 23 months after WoW broke every record there was. Your hypothesis would be more a propos for AoC... or Duke Nukem Forever before it died :-)


Title: Re: Heroes of Telara
Post by: Murgos on May 29, 2009, 12:26:43 PM
What are you "huhhing" for?  Did that statement go over your head?  If you disagree, say why...

-DLRiley+clownshoes

You make some strange, completely arbitrary comment like, "Well, as long as it's high fantasy it will do great."

Whatever the fuck that actually means.

And then follow it up with, "WoW is not high fantasy" and, "is a joke mechanically"

Which again is based on some odd little definition of high fantasy that lives ONLY in your mind combined with some whoknowswhatthefuckyoumean mechanically statement.

How is that comment not clownshoes?  In the full, not really funny but actually kind of sad, definition of clown shoes.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 29, 2009, 12:35:24 PM
But but, does it have twitch!

(and I'm semi-serious. If it's just hotkey button mashing against a GCD, worse off for them).

I guess it has something to do with the length of time it takes to make MMOs. When they start, and make a look, its "original", by the time it comes out, or starts to see the light of day again....there have already been 5 others that came and went.

Just a theory.
They started making this 23 months after WoW broke every record there was. Your hypothesis would be more a propos for AoC... or Duke Nukem Forever before it died :-)

Oh, i didn't know when it started, so i assumed.   :grin:


Title: Re: Heroes of Telara
Post by: Draegan on May 29, 2009, 12:45:29 PM
The heck? How is anyone except people asleep for the last five years not going to look at that and say Unknown IP + Unknown company + carboncopylook = << WoW? And they got how much in investment?

The game looks fine, but the trailer showed the same games we've been playing for ten years, when the last four of them have been dominated by the one title that still has too many competitive advantages.


I think you're assuming way to much.

Carboncopylook?

You hate DIKU too much.  I like DIKU, I see no problem.


Title: Re: Heroes of Telara
Post by: naum on May 29, 2009, 12:55:38 PM
I dont mind the game looking like WoW w/perdy graphics as long as it's truly high Fantasy and has mechanics that work and are fun.  WoW is not high fantasy and as we know (even with all its success) is quite a joke of a game mechanically.

Huh?


What are you "huhhing" for?  Did that statement go over your head?  If you disagree, say why...


The part about "joke of a game mechanically".

I don't get the drift…


Title: Re: Heroes of Telara
Post by: Ghambit on May 29, 2009, 01:12:23 PM
I dont mind the game looking like WoW w/perdy graphics as long as it's truly high Fantasy and has mechanics that work and are fun.  WoW is not high fantasy and as we know (even with all its success) is quite a joke of a game mechanically.

Huh?


What are you "huhhing" for?  Did that statement go over your head?  If you disagree, say why...


The part about "joke of a game mechanically".

I don't get the drift…

Ahh... well, do you honestly think WoW is a mechanically deep game?  It's not.  It was designed to be simple (yet deep enough, but not too deep) so it could appeal to the masses, hence its success.  The combat engine, the race structure, skill structure, stats and all their usages are extremely simple.  Also, the game in reality doesnt really offer a whole lot aside from polished gameplay (which I guess in today's world is a lot).  And depthwise Warcraft has never really been the cat's meow either.

Simply a simple game done right.  Nothing more.  Hence, it's a joke mechanically.  Most 1-person devved indy MUDs offer more depth and complexity than WoW for god's sake.


Title: Re: Heroes of Telara
Post by: Draegan on May 29, 2009, 01:14:30 PM
You're a funny guy.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 29, 2009, 01:29:31 PM


The part about "joke of a game mechanically".

I don't get the drift…

Ahh... well, do you honestly think WoW is a mechanically deep game?  It's not.  It was designed to be simple (yet deep enough, but not too deep) so it could appeal to the masses, hence its success.  The combat engine, the race structure, skill structure, stats and all their usages are extremely simple.  Also, the game in reality doesnt really offer a whole lot aside from polished gameplay (which I guess in today's world is a lot).  And depthwise Warcraft has never really been the cat's meow either.

Simply a simple game done right.  Nothing more.  Hence, it's a joke mechanically.  Most 1-person devved indy MUDs offer more depth and complexity than WoW for god's sake.

(http://dannyseo.typepad.com/photos/uncategorized/confused.png)


Title: Re: Heroes of Telara
Post by: Aez on May 29, 2009, 02:05:42 PM
They should hire Richard Garriott, I heard he knows what to do with 100 million.


Title: Re: Heroes of Telara
Post by: Venkman on May 29, 2009, 03:42:51 PM
The heck? How is anyone except people asleep for the last five years not going to look at that and say Unknown IP + Unknown company + carboncopylook = << WoW? And they got how much in investment?

The game looks fine, but the trailer showed the same games we've been playing for ten years, when the last four of them have been dominated by the one title that still has too many competitive advantages.


I think you're assuming way to much.

Carboncopylook?

You hate DIKU too much.  I like DIKU, I see no problem.

Liking EQ1 is fine. And you label me wrong. I actually like EQ1 as well. And just like most everyone else here, I'll be in this beta just as I am all of the other diku-inspired MMOs. I only ever dislike things when it takes too long to get a new ability (I don't care about time-to-cap/raid as much as I do time-to-new-foozle), but that's an individual thing.

Would you jump on a new MMO just because it had a diku foundation?

I don't want this to be the case where rich people thought that WoW's success was merely because they had so much money (though there's a certain amount of schadenfreude with fools and their money I guess...) But so far their entire positioning is WoW with graphics++ it seems. Here's hoping for the secret sauce.

(please to be adding schadenfreude to the forum dictionary?)


Title: Re: Heroes of Telara
Post by: tmp on May 29, 2009, 04:02:01 PM
But so far their entire positioning is WoW with graphics++ it seems. Here's hoping for the secret sauce.
Well, just getting the WoW part right would be probably pretty good secret sauce. So far no one seems to manage that.


Title: Re: Heroes of Telara
Post by: Draegan on May 30, 2009, 04:09:15 PM


Would you jump on a new MMO just because it had a diku foundation?


Depends if it passes a quick eyeball test at the very least.  Kind of like the test Darkfall failed.


Title: Re: Heroes of Telara
Post by: JWIV on June 01, 2009, 07:01:30 AM
Oh hey guys, another press release - this time with more marketing jargon and sub-classes!

http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20090601005368&newsLang=en


Quote
“With Heroes of Telara™, Trion proudly presents the first in a series of revolutionary video games on the Trion platform,” said Lars Buttler, CEO of Trion. “Trion is showcasing what server-based gaming can really give us: fun, beautiful, fully dynamic, massively social, ‘live’ video games.”

With server-based gaming, Heroes of Telara™ can trigger extraordinary events challenging the player to overcome obstacles and embrace the role of hero. Using a unique class system that allows the players to play every character class in the game and choose a class specialty, or “subclass,” the hero will be well equipped to overcome these challenges. Combining this with an easy-to-learn combat system, players will be prepared to stand against the most powerful foes and hordes of enemies.



Title: Re: Heroes of Telara
Post by: pxib on June 01, 2009, 08:25:35 AM
I'm sure Blade & Soul is going to turn out to be as much an EQ clone as this game, but at least they put design effort into making the combat aesthetic visually surprising compared to what we've been seeing ever since EQ... IN THE GAMEPLAY VIDEO... and animated it well (sorry Matrix Online). Age of Conan and Fury adapted the playstyle   without changing its look. Is it that hard?

At this point, in a world so choked with clones, "Will our gameplay vidoes look generic?" should be a pretty fundamental question.


Title: Re: Heroes of Telara
Post by: March on June 01, 2009, 08:30:44 AM
They seem to be touting the "Trion Engine" and the unique difference of "server based gaming"

"Trion is showcasing what server-based gaming can really give us: fun, beautiful, fully dynamic, massively social, 'live' video games."

Can anyone elaborate on what is new/innovative here?  Not being sarcastic, yet.  Just wondering if this is techie code for something I haven't experienced yet.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on June 01, 2009, 08:32:03 AM
This isn't one of those "Everything is streamed from the server (including visuals)" things is it?


Title: Re: Heroes of Telara
Post by: Goreschach on June 01, 2009, 08:39:10 AM
This isn't one of those "Everything is streamed from the server (including visuals)" things is it?

No, it just sounds like the marketing guy that wrote that has never even fucking heard of MMO's before. Or he just doesn't care.

Servers! Social! Dynamic! Classes! Subclasses! Events! Heros! Powerful foes! Hordes of enemies! Revolutionary!


Title: Re: Heroes of Telara
Post by: jakonovski on June 01, 2009, 11:41:11 AM
MMORPG by committee. Mark my words. :grin:


Title: Re: Heroes of Telara
Post by: Ghambit on June 01, 2009, 02:42:47 PM
New screenies from E3:
http://e3.gamespot.com/image_viewer/6210620/heroes-of-telara-screens/1/?tag=thumbs_below;thumb;1

Actually, those screenies are pretty hot imo.  I like the stylization, but obviously this game looks to need a pretty hefty rig to play.


Title: Re: Heroes of Telara
Post by: Nonentity on June 01, 2009, 06:33:56 PM
Watching the trailer for this game was a sign that I have gotten older.

It looked like a generic piece of crap.

I now have to look at every MMO and say to myself "Would I rather keep playing World of Warcraft, or play this?"

This literally looks like Everquest 2 again.


Title: Re: Heroes of Telara
Post by: ezrast on June 01, 2009, 07:10:46 PM
Quote
Play with Anyone
Experience the world and share your journeys with players of all levels. Your destiny is in your hands.
   
Master Every Skill
Train in every profession and engage in any crafting activity. Use the dynamic class system to specialize in prestigious class abilities.
Well there's that.

Trailer, screens, website, everything has way too many earth tones for me. More saturation, less real please.


Title: Re: Heroes of Telara
Post by: FatuousTwat on June 01, 2009, 09:39:59 PM
So this makes what...

Copernicus, The Secret World, Warhammer 40k, World of Darkness, TOR, and this guy launching within (ballpark guess) 18 months of each other or so? It's gonna be a fucking madhouse come 2011 - 2012.

Except half of those will most likely be pushed back or canceled.


Title: Re: Heroes of Telara
Post by: schild on June 02, 2009, 12:01:21 AM
Except half of those will most likely be pushed back or canceled.

No no, he's right. Between 2011 and let's move that to 2013, it's going to be a damned madhouse. In fact, I'd say mid-late 2010 to 2013 is going to see the largest number of MMOGs released in a 2.5 year span. Also, let's not forget DC Online, *nda*, *nda*, *nda*, The Agency, *nda*, *nda*, and *double-time nda*. Seriously, it's going to be crazy. There won't be enough hours to grind.

Edit: Oh, also - Blade & Soul, Bethsofts game (or two), the new stuff from Jagex, etc. The list is long, the hours are short, and the diku - well, the diku is strong.


Title: Re: Heroes of Telara
Post by: Falwell on June 02, 2009, 12:31:53 AM
So this makes what...

Copernicus, The Secret World, Warhammer 40k, World of Darkness, TOR, and this guy launching within (ballpark guess) 18 months of each other or so? It's gonna be a fucking madhouse come 2011 - 2012.

Except half of those will most likely be pushed back or canceled.

Oh definitely Fat, although the only one on that list I would put in danger of being outright shitcanned atm would be 40K. TSW is, according to most sources and Funcom's quarterly report, going strong.

CCP was hiring for over 60 positions for their Atlanta office at this last GDC so they certainly aren't fucking around.

Not only the amount of titles, but the amount of money is staggering. Every single one of those listed, including DCUO and Agency from Schild, are heavy hitter, big money titles. 20 - 25 mil+ bare minimum development budgets across the board guessing conservatively.

With that kind of cash in play, the board room / marketing bloodbaths are gonna be fucking amazing to watch.


Title: Re: Heroes of Telara
Post by: tmp on June 02, 2009, 06:25:49 AM
This literally looks like Everquest 2 again.
EQ2 looked nothing like this... as far as the visuals go, anyway. It was horrible jumble of stock Poser assets and generic textures thrown together half-heartedly and as if no one ever took a long, hard look at the end effect.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on June 03, 2009, 12:59:39 PM
Quote
A few days ago, a trailer for the upcoming fantasy MMORPG “Heroes of Telara” was released, revealing its existence to the world. (Even though those of us attending E3 have already had emails about it for a few weeks.) After watching the trailer, a lot of gamers (myself included) came away thinking, “Looks good, but just another fantasy MMORPG.” After seeing the game in action and actually learning about its feature, it's definitely going to be something to keep an eye on; and, right now, it might even be the most promising upcoming MMORPG of 2010.

As we gathered from the trailer, “Heroes of Telara” fits into the fantasy category. However, it's what Trion classifies as “stylized but realistic fantasy.” In other words, it may look like there are magical forests and magic throughout the land, but it also has a realistic styling to it, counter to most fantasy MMOs where players play giant dancing bulls and miniature cat-like martial artists.

The art as a whole looked great – especially for what is likely an early build – but the most promising features of the game are its truly unique aspects, including the technology behind it.

Trion's biggest boast is the technology powering their game(s). While most MMORPGs and MMOs utilize client-based gaming, with most of the content on the side of the client requiring large patches (or patches in general) when content is changed, “Heroes of Telara” is going to be a server-based MMORPG. What this means is that the developers can add new content such as quests, events, new monsters, etc. and have them happen on the fly, without players having to prepare with a patch.

In addition, the server load is going to work in a much different way than MMOs on the market. In most MMORPGs, server processing power is broken up by geographic aspects. So if 200 people are fighting a monster in an area, the area will lag. But in “Heroes of Telara,” if 200 people are fighting a monster, the game will pull some of the processing power from something not being used (like crafting or NPC movement) and throw it behind combat, to help combat lag.

So sure, the technology behind the game sounds great. But what about the game itself? Granted I only saw a brief playing session, but some of the features in this MMORPG are basically an answer to things every longtime MMORPG player have wanted.

First and foremost, there's no longer a need for alts. Once you create your character, if you head into a town you can change your class. Each class levels independently – they're just all tied to the same character. So if your friend is a mage and you're a mage, you can switch over to warrior, and not have to log out or switch characters.

Not only can you switch classes, but the game features a system known as the “subclass card system.” Basically, monsters and quests will drop subclass cards. Using one of these cards will change your character's subclass, giving you new unique abilities further customizing your class. Some of them shown include Berserker, which turned a warrior into an offensive area-based fighter; and a “gravelord,” which allowed the player to summon skeletons and shoot bolts of demonic energy.

Being able to switch both your class and subclass for your situation is a huge part of the game's strategy. Whenever you're playing, quests and heroic events (as well as larger multiple player/regional events) will start up on the fly. The one shown in the demo involved the town of “Smith's Haven” being attacked by imps. The result? The town burned down. After killing imps, a major demon appeared. The berserker warrior tried to attack the demon, but the demon had a point blank knockback that wouldn't let a warrior within range. So after switching to the gravelord subclass, he could send in skeleton servants, and cast ranged attacks until he was weak enough to finish him off by switching back to berserker and using a lunge attack. After the demon's death, the event was complete, the town rejuvenated, and a huge crowd of players raucously cheered the successful hero while confetti rained down from windows and roofs of buildings above.

So will the game turn out as great as they're making it out to be? It's still too early to tell, and it's never good to base everything off of a single staged demo. Right now, though, it's shaping up to be the most promising MMORPG of 2010. Now we'll just have to see if it can keep that title, especially with a few days of E3 left to go.

Link (http://mmorpgmmorpg.com/news/e3-09-preview-first-look-at-heroes-of-telara/222/)

An aside: What a redundantly redundant named website, website.  :why_so_serious:


Title: Re: Heroes of Telara
Post by: Ghambit on June 03, 2009, 01:15:04 PM
What kind of staffing are they gonna need to do this game server-side??  I imagine quite a large, expensive one.  And I guess we can assume these servers are going to be totally in-house.
Now I see where this $100million is gonna go.


Title: Re: Heroes of Telara
Post by: Hawkbit on June 03, 2009, 01:42:03 PM
I like being able to switch classes.  But how in the hell are they going to run a game like this on server side only?  Those graphics look good, I just don't see how thats possible.


Title: Re: Heroes of Telara
Post by: tmp on June 03, 2009, 01:46:13 PM
I like being able to switch classes.  But how in the hell are they going to run a game like this on server side only?  Those graphics look good, I just don't see how thats possible.
Could be just fancy PR wool wrapped around basic streaming, similar to how Free Realms (and Guild Wars iirc) do their thing.


Title: Re: Heroes of Telara
Post by: HaemishM on June 03, 2009, 02:11:20 PM
The switchable class/subclass feature sounds like the only thing in Heroes of Telara worth paying attention to. The claims of "We switchA da resourceZA whenA da LAGZ is aroundA" sounds like more Shadowbane Big Iron or Dawn Negative Ping Code.


Title: Re: Heroes of Telara
Post by: PalmTrees on June 03, 2009, 02:45:19 PM
Being able to switch classes easily is an ok feature, but after playing class switching games like Runes of Magic and Domo there is the big drawback of needing to maintain separate gear sets. Hope there's plenty of bank space.


Title: Re: Heroes of Telara
Post by: Hawkbit on June 03, 2009, 03:04:29 PM
Or, you know, create a game not gear based. 


Title: Re: Heroes of Telara
Post by: ezrast on June 03, 2009, 03:31:02 PM
Quote
As we gathered from the trailer, “Heroes of Telara” fits into the fantasy category. However, it's what Trion classifies as “stylized but realistic fantasy.” In other words, it may look like there are magical forests and magic throughout the land, but it also has a realistic styling to it, counter to most fantasy MMOs where players play giant dancing bulls and miniature cat-like martial artists.
Oh good, I hate it when my fantasy environments contain elements that you couldn't find in the real world. Like terrain that isn't brown.
Quote
In addition, the server load is going to work in a much different way than MMOs on the market. In most MMORPGs, server processing power is broken up by geographic aspects. So if 200 people are fighting a monster in an area, the area will lag. But in “Heroes of Telara,” if 200 people are fighting a monster, the game will pull some of the processing power from something not being used (like crafting or NPC movement) and throw it behind combat, to help combat lag.
Whaaat? Are they insinuating that Wintergrasp lags because the WoW servers are keeping 30% of the CPU idle just in case someone decides to craft something?
Quote
After killing imps, a major demon appeared. The berserker warrior tried to attack the demon, but the demon had a point blank knockback that wouldn't let a warrior within range. So after switching to the gravelord subclass, he could send in skeleton servants, and cast ranged attacks until he was weak enough to finish him off by switching back to berserker and using a lunge attack. After the demon's death, the event was complete, the town rejuvenated, and a huge crowd of players raucously cheered the successful hero while confetti rained down from windows and roofs of buildings above.
Sounds like an easy justification for not balancing PvE content to the different classes. Now when I roll a gimp class (I am drawn to those like a moth to a flame) I can be told it's my fault that my character isn't competitive. Fuck that.


Title: Re: Heroes of Telara
Post by: Draegan on June 03, 2009, 05:24:48 PM
So you would say that you're a "glass is half empty" kinda guy?


Title: Re: Heroes of Telara
Post by: ezrast on June 03, 2009, 07:13:23 PM
Um, this is f13.

(okay, the "realistic fantasy" bit I can't honestly complain about until more is revealed, but pretending to have solved server lag through magic optimization that nobody else has thought of is pretty bullshitty, unless that's just the mmorpgmmorpg.com guys totally misconstruing whatever was actually said)


Title: Re: Heroes of Telara
Post by: Kageru on June 04, 2009, 12:38:41 AM
"I have spent many years delving into the arcane and learning spells of great potency... oh, we already have a mage? One second. Let me put on my loincloth and become a barbarian with bulging muscles and skills taken from a lifetime of vicious melee combat".

Yes it's convenient, but it does come at a cost in character identity. And if I'm going to have to level up each class seperately why not just have alts?




Title: Re: Heroes of Telara
Post by: Tale on June 04, 2009, 06:19:15 AM
I keep reading this as Heroes of Telstra (http://en.wikipedia.org/wiki/Telstra).


Title: Re: Heroes of Telara
Post by: raydeen on June 04, 2009, 06:36:41 AM
Gravelord. Sold. (as long as it's like the Diablo 2 Necromancer....)


Title: Re: Heroes of Telara
Post by: Mrbloodworth on June 04, 2009, 07:54:46 AM
Quote
For many years, the only thing anyone knew about Trion Worlds was that they had raised a lot of money. At E3 2009, the company finally revealed their first major MMO project, an epic fantasy game called Heroes of Talara.

“At its heart, Heroes of Talara is about making heroes,” said Chris Mancil, the game’s Director of Community Management.

It’s a line many games have used, but Trion has a new idea on how to achieve it. On top of regular MMO quests, one core feature of the game is dynamic quests where players should have a chance to change the world and get recognition for it.

For example, in the demonstration they presented, imps and demons began to attack a town that the character had just left. There, was essentially a giant quest open to everyone in the area, regardless of level. There were groups of imps and they had lit the town on fire. The quest was not instanced at all and the town was significantly different. On the fly, Trion was able to swap out the buildings for ruined, burning structures without so much as a loading screen.

Both lower and higher level characters could contribute to the quest in their own way. Even if a character was brand new, they could help out through fire fighting while higher level players tried to take down the demonic invaders.

Eventually, once enough demons were killed, a giant demon appeared. Whoever killed it (or did the most damage) gets recognition across the server as a Hero of Talara.

Once the demon had been taken down, immediately fireworks began to go off and the townspeople returned to the city to cheer their new hero. The fires were out, the buildings restored to their former glory, ready for another day. However, while the snap was sudden, Mancil did point out that had no one saved the village, it would have been destroyed, which could unveil a new line of quests, just as its rescue could.

While the version we saw was abbreviated, Mancil said that the eventual goal is to make this style of content accessible to hundreds of players simultaneously and that even the players who do not necessarily kill the demon get some kind of recognition for their contribution.

These kinds of quests happen in three ways. They’re not live events, in that GMs would need to enter the world and play the demon. Instead, they can either be triggered through a timer, a trigger in the world or the random decisions of the Trion team.

“Every time you login, something is new,” explained Mancil. They want to create a world that goes beyond the regular day-to-day MMO experience and encourages players to react and take on world altering events.

They also are giving the players a lot of flexibility in how they approach these events. Rather than make new characters each time someone wants to try a new class, a single character is capable of being any of the game’s traditional fantasy RPG classes. At any point while in town, they can simply swap with the click of the button. Each class, though, has its own level. It’s not as if players can jump from level 50 Cleric to Level 50 Rogue, even if they had not levelled up that far as a Rogue. They need to level each individually. During the swap, they also automatically change gear, although exactly what happens with inventories between classes is not yet decided.

On top of this, the game focuses heavily on subclasses. The best loot in the game is subclass cards. These can be employed on the fly, regardless of time or location to alter the core of the class to suit the group or encounter at hand. For example, a Warrior is generally more of a tank type, but when alone, he can turn himself into a Berserker to fight multiple monsters at once. Then, later on, when fighting the epic demon, he changed into a Summoner type to bring in multiple skeletons after it became apparent that melee wasn’t going to cut it.

The theme of heroism returns in the way combat happens in Talara. There are two major differences from the average MMO. First, the NPCs are rarely if never wandering around aimlessly, waiting to be killed. They have their own goals and motivations. Players tend to find bandits skirmishing with guards, not sitting around a camp fire. The second is that as each player wants to be a hero, they better damn well fight like it. The combat is one vs. many, as players take on many monsters at a time. In our demonstration, the warrior would knock back multiple enemies with a giant, stylized staff. Beyond this, though, the combat is intended to be very familiar to fans of MMOs. It uses special abilities and hotbars.

Artistically, the game makes a lot of nice strides forward. Humanoid enemies have expressions on their faces that actually change. No longer do they look like wax figures as they blindly smack players. The game’s artistic style is stylized, but “realistically rendered.” The effect is a very detailed, high-fantasy world that looks full of life. When they say stylized, they don’t mean cartoony or World of Warcraft. This is a much gritter artistic vision.

The game also has a very deep draw distance for scenery on the horizon, all of which is able to be explored. When something is visible over the hill, players can actually walk there. For example, they showed us another zone, which seemed to have its own theme, but was only distantly visible.

Trion is also very proud of their server technology, which enables them to do things like swap out entire towns for burning ones on the fly. It also has dynamic load distribution, which means that if one player is in one are and 100 are in another, their servers will react and provide the area with 100 players more processing power, which should improve their performance.

Heroes of Talara is scheduled to enter Beta testing very soon and Trion hopes to launch it in 2010.

Link. (http://www.mmorpg.com/gamelist.cfm/game/431/feature/3112/page/1)


Title: Re: Heroes of Telara
Post by: Ghambit on June 04, 2009, 08:16:07 AM
I like the multiclass and subclass card idea.  Essentially, all it is is a way to pull up an alt w/o having to create and logon/off an entirely new character (you still have to level up each class though).  One mechanic you have to do in town, another you can just summon anywhere on-the-fly.  Metagaming the subclass cards (the on-the-fly version) was a smart move as well.

So what do we have for 2010 western-style High Fantasy so far?  Copernicus and Telara?


Title: Re: Heroes of Telara
Post by: Draegan on June 04, 2009, 02:01:49 PM
Subclass cards are loot.  I kinda dig it.


Title: Re: Heroes of Telara
Post by: Brogarn on June 08, 2009, 09:53:05 AM
Subclass cards are loot.  I kinda dig it.

Same here. Beyond that, I'm still "meh" though.


Title: Re: Heroes of Telara
Post by: schild on June 08, 2009, 10:15:17 AM
Subclass cards are loot.  I kinda dig it.
They got that from Granado Espada afaik. Though, I wouldn't be surprised if Granado got it from some console game.


Title: Re: Heroes of Telara
Post by: sam, an eggplant on June 08, 2009, 10:36:08 AM
From what I hear, their "revolutionary intelligent resource sharing server" is all HP/windows/SQL server/.NET. I can't think of any other MMOs with MS stack backends. Flat files, linux, oracle, and MySQL are all pretty common, but not windows. Is this a first?


Title: Re: Heroes of Telara
Post by: Lantyssa on June 08, 2009, 12:36:43 PM
And last?


Title: Re: Heroes of Telara
Post by: bhodi on June 08, 2009, 12:40:23 PM
EvE runs on windows and MSSQL, I believe, with stackless python as the application layer.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on June 08, 2009, 12:41:54 PM
I'm thinking the world server is just a cluster. And GM's have the ability to swap things at will, coupled with a asset streaming.


Title: Re: Heroes of Telara
Post by: Hartsman on June 08, 2009, 01:50:12 PM
From what I hear, their "revolutionary intelligent resource sharing server" is all HP/windows/SQL server/.NET. I can't think of any other MMOs with MS stack backends. Flat files, linux, oracle, and MySQL are all pretty common, but not windows. Is this a first?

EQ originally ran NT4 (on a myriad of different hardware that first started with desktop boxes).


Title: Re: Heroes of Telara
Post by: sam, an eggplant on June 08, 2009, 02:35:59 PM
Neat. They probably nicked the tanarus server code. It was developed for the MS gaming zone back when linux really sucked rocks. Like, before the 2.0 kernel.

I didn't know about EVE. Weird choice.


Title: Re: Heroes of Telara
Post by: WindupAtheist on June 08, 2009, 04:59:15 PM
stuff

Fuck it, I changed my mind. This has me interested. That "demons wrecking the village" bit snagged me. Especially compared to the whole "Let's just make some totally unworldy little instances with a lobby and call it an MMO so we can collect a fee!" strategy that's going around lately.

Bonus points for their not screaming about their game all over the interwebs years before beta.


Title: Re: Heroes of Telara
Post by: Draegan on June 08, 2009, 06:25:09 PM
It can still be years before beta.


Title: Re: Heroes of Telara
Post by: WindupAtheist on June 08, 2009, 07:13:40 PM
Not intending to scream all over the interweb years before beta, then.  :oh_i_see:

I mean, what the hell. If the western subscription MMO market is ever going to become anything but a one-horse race, it's more likely to be due to some newcomers with bags of investment money coming in out of left field than it is the usual suspects ever getting their shit together. I don't know if these guys are going to be those newcomers, but they're a more interesting contender than... I dunno, Funcom or Turbine shitting out another flop.


Title: Re: Heroes of Telara
Post by: Jerrith on June 08, 2009, 10:06:31 PM
Don't know if it has changed at all, but when I worked on Vanguard, it ran on Windows servers (except perhaps for some SOE support servers).  Of course, having Microsoft as a publisher at one point kinda encouraged that.   As for the database - I've worked with MS SQL Server, Postgres, mySQL, Oracle, and believe it or not, MS SQL Server was the easiest to use from a developer's point of view.  You get good tools for everyone (not just DBAs) in the box.  As for the others, I've only been impressed by tools for Oracle, but they come at a ~$2,000 per seat additional cost - non-DBAs are stuck with the (not so good) basics.



Title: Re: Heroes of Telara
Post by: Malakili on June 08, 2009, 10:54:42 PM
Quote
“Every time you login, something is new,” explained Mancil. They want to create a world that goes beyond the regular day-to-day MMO experience and encourages players to react and take on world altering events.

If this is legit, I will play this game.  Of course, I'm not holding my breath.


Title: Re: Heroes of Telara
Post by: Hawkbit on June 09, 2009, 05:26:50 AM
Quote
“Every time you login, something is new,” explained Mancil. They want to create a world that goes beyond the regular day-to-day MMO experience and encourages players to react and take on world altering events.

If this is legit, I will play this game.  Of course, I'm not holding my breath.

Even if it fails as an experiment, I'd really like to see someone attempt a dynamic, changing world.  Seasonal changes, political changes, environmental changes.  I know it's tough.  But it's got to be tried. 


Title: Re: Heroes of Telara
Post by: Ratman_tf on June 09, 2009, 07:08:31 AM
Even if it fails as an experiment, I'd really like to see someone attempt a dynamic, changing world.  Seasonal changes, political changes, environmental changes.  I know it's tough.  But it's got to be tried. 

Yeah... We'll see how many of these features survive public testing. Assuming they get that far, that is.


Title: Re: Heroes of Telara
Post by: UnSub on June 09, 2009, 08:13:27 AM
Seasonal changes

I can see it now: "Winter is too cold! Summer is too hot! Spring and Autumn are too boring!".


Title: Re: Heroes of Telara
Post by: WindupAtheist on June 09, 2009, 10:26:47 AM
Eh, we'll see. Fresh faces, unusual ideas, big pile of money. It's a more interesting proposition than any I've heard lately, though obviously I wouldn't bet anything I couldn't afford to lose on it turning out awesome.


Title: Heroes of Telara
Post by: Sobelius on October 07, 2009, 04:48:53 PM
Just noticed this title via MMO news/site hopping: Heroes of Telara (http://www.heroesoftelara.com)

More information is in the articles written about it than on the official site:
PCIGN (http://pc.ign.com/articles/990/990966p1.html)
1UP (http://www.1up.com/do/previewPage?cId=3174659)
Quote
"The class system and dynamic events, on the other hand, are intriguing as hell, recalling the job system of Final Fantasy XI, only without the pain-in-the-assery of having to trek back to your house to switch professions. It should make both grouping and soloing a less time intensive process"

Anyone heard/seen anything else about it?


Title: Re: Heroes of Telara
Post by: Ard on October 07, 2009, 04:53:59 PM
http://forums.f13.net/index.php?topic=17033.0


Title: Re: Heroes of Telara
Post by: NiX on October 07, 2009, 07:13:18 PM
Merged.


Title: Re: Heroes of Telara
Post by: Sobelius on October 08, 2009, 07:59:34 AM
Ah - so I'm fashionably late to the party.

I wonder if their game acronym (HoT) was deliberate?

Well, given that there is very little about this title out there, this interview with Russ Brown (Trion VP Development for HoT) (http://www.mmogamer.com/10/05/2009/heroes-of-telara-interview-trion-russ-brown) may make you smile or cringe...



Title: Re: Heroes of Telara
Post by: Nonentity on October 08, 2009, 10:30:39 AM
Any media that shows dudes and/or ladies running around with giant polearms makes me irrationally giggly. If they made a World of Polearms Online Forever, I would be the happiest little boy.

Yeah, I dunno. We'll see if they can pull off these bold claims.


Title: Re: Heroes of Telara
Post by: JWIV on October 08, 2009, 10:35:13 AM
Any media that shows dudes and/or ladies running around with giant polearms makes me irrationally giggly. If they made a World of Polearms Online Forever, I would be the happiest little boy.

Yeah, I dunno. We'll see if they can pull off these bold claims.

I have to admit I'm much the same way.  It's why I play an Arms war in WoW and will be trying to go polearms in Demon's Souls.


Title: Re: Heroes of Telara
Post by: Lantyssa on October 08, 2009, 10:47:15 AM
Demon babes wielding polearms?  Yeah, that's why I'm at least watching from afar.


Title: Re: Heroes of Telara
Post by: Severian on October 09, 2009, 06:31:01 AM
Batch of job openings at Trion (http://www.trionworld.com/careers.php) from a couple weeks ago (http://www.mmogamer.com/09/23/2009/mmog-industry-job-openings-trion-world-network-edition).

    * Design Development Manager. San Diego, CA. (USA)
    * Senior UI Artist. San Diego, CA. (USA)
    * Senior UI Programmer. San Diego, CA. (USA)
    * Terrain Arist. San Diego, CA. (USA)
    * Content Designer. Redwood City, CA. (USA)
    * Senior Content Designer. Redwood City, CA. (USA)
    * Senior Gameplay Programmer. Redwood City, CA. (USA)
    * Senior Tools Programmer. Redwood City, CA. (USA)
    * Senior Tools Programmer – Patching. Redwood City, CA. (USA)
    * Senior Producer – Beta. Redwood City, CA. (USA)
    * Audio Implementor. Redwood City, CA. (USA)
    * Environmental Artist. San Diego, CA. (USA)
    * Senior Systems Designer. Redwood City, CA. (USA)
    * Senior PS3 Programmer. Austin, TX. (USA)


Title: Re: Heroes of Telara
Post by: Kovacs on October 13, 2009, 05:32:06 PM
Did I mis it or has Bill Trost really not come up yet?


Title: Re: Heroes of Telara
Post by: NiX on October 13, 2009, 06:34:38 PM
Did I mis it or has Bill Trost really not come up yet?

Worked on EQ. And?


Title: Re: Heroes of Telara
Post by: Kovacs on October 23, 2009, 04:51:24 PM
Is still working on the game (as an answer to "who the fuck are these guys," pg.1) with at least one guy with a decent F13 post count.  So that's something.

http://www.trionworld.com/news21.php


Title: Re: Heroes of Telara
Post by: schild on October 23, 2009, 05:28:50 PM
Not just some guy. It's Scott Motherfucking Hartsman.


Title: Re: Heroes of Telara
Post by: Hawkbit on October 23, 2009, 06:58:35 PM
Wow.  That made this a bit more interesting for me.


Title: Re: Heroes of Telara
Post by: Soln on October 23, 2009, 08:23:03 PM
Not just some guy. It's Scott Motherfucking Hartsman.


 :awesome_for_real: :awesome_for_real: :awesome_for_real:


Title: Re: Heroes of Telara
Post by: Falwell on October 23, 2009, 09:04:04 PM
Well, they've done at least one smart thing with that small mountain of cash they've raised. Now I'm interested.



Title: Re: Heroes of Telara
Post by: Tarami on October 24, 2009, 12:18:23 AM
From what I hear, their "revolutionary intelligent resource sharing server" is all HP/windows/SQL server/.NET. I can't think of any other MMOs with MS stack backends. Flat files, linux, oracle, and MySQL are all pretty common, but not windows. Is this a first?
Late to the party, but I'm pretty positive LotRO runs on Windows aswell. You can see server console windows running in the background in some demo videos, suggesting they're even running the server and the client on the same machine in those cases. Thing is, once you're running on Windows, there's not much point not running MSSQL aswell if you got the finances to do so. It's a good database engine, it just has a bit of a price tag if you're looking at the enterprise editions.


Title: Re: Heroes of Telara
Post by: Hartsman on October 24, 2009, 02:01:40 AM

As a child growing up playing video games, lying even deeper than the aspiration to grow up and become a online game developer was the unspoken desire to have my middle name transform into a gerund worthy of an R rating.







(read: Thanks, sir. :)


Title: Re: Heroes of Telara
Post by: Ghambit on October 24, 2009, 07:17:14 AM
Let it begin.


Title: Re: Heroes of Telara
Post by: Nonentity on October 24, 2009, 07:29:45 AM
Every time I hear people getting into discussions about servers and server tech, I can't help but think of those Garry's Mod videos people made for Darkfall, where the server was a 486-looking PC sitting in a corner.


Title: Re: Heroes of Telara
Post by: Kovacs on October 24, 2009, 05:11:25 PM
Not just some guy. It's Scott Motherfucking Hartsman.

Obvious understaement isn't obvious?   And I liked green, it was reassuring.  There really should be a collective rethinking of the move away from it.


Title: Re: Heroes of Telara
Post by: Bzalthek on October 24, 2009, 07:32:00 PM
Welp, I'm sold.

It's gotta be creepy, though, having a cult following.



Title: Re: Heroes of Telara
Post by: Lantyssa on October 24, 2009, 08:57:57 PM
He can ask Raph for tips on how to handle stalkers. ;D


Title: Re: Heroes of Telara
Post by: Draegan on April 26, 2010, 10:56:07 AM
Rift: Planes of Telara (http://www.riftgame.com/en/)

Big overhaul on the website including the name.  It reveals a couple races and classes and how the game is set up.  Two factions, some pvp, "dynamic" content.  New video also on the front page.

The dynamic content so far appears to be just random encounters, but we'll see how they tie it in.

Schedule released date as of now is 2011.  Didn't see that coming.


Title: Re: Heroes of Telara
Post by: JWIV on April 26, 2010, 11:27:18 AM
Also of interest is the press release

http://www.riftgame.com/en/news/listings/trion-unveils.php

In addition to the Rift: Planes of Telara, they're doing a RTS (End of Nations) and a Syfy action game.




Title: Re: Heroes of Telara
Post by: Draegan on April 26, 2010, 01:23:32 PM
Scott Hartsman talks about (and shows) Rift (http://www.youtube.com/watch?v=j68253f4wbE&feature=player_embedded)

"Dynamic Content" looks like randomly spawning Public Quests.


Title: Re: Heroes of Telara
Post by: raydeen on April 26, 2010, 01:27:52 PM
Seems like they're really playing up the public quest concept with the Rifts. As long as they don't make it a mandatory thing to advancement like WAR did I'll dig it. I also like how the ambient light seems to change based on whether you're in the light or in the shadow. Most games seem to be designed with light as a given. Darker or shadier areas would be a neat implementation.

Edit: And...Draegan beat me to my observation.


Title: Re: Heroes of Telara
Post by: Draegan on April 26, 2010, 01:37:34 PM
I don't think much is going to change with this game except that the scenery might change every once in a while and players might not be clumped up in the same areas as your character progresses.

Anyway, what I'm really interested in is the class system.  From what I remember from their last E3 presentation is that you picka  class initially and then you can loot "class cards" and equip them or something.

The rest seems standard in MMOG Fantasy stuff.  Graphics seem neat though. 


Title: Re: Heroes of Telara
Post by: Stabs on April 26, 2010, 04:04:31 PM
"Dynamic Content" looks like randomly spawning Public Quests.

Well sMFh did say that the rifts were just one form of the game's dynamic content (and one of the most visually spectacular).

There's a lot of other dynamic content that could be done. The resource spawns in SWG are a much-missed feature. In fact I'd really like to see a game use dynamic resource distribution to provoke player trade wars (eg your iron mine runs out of iron so you have to go take some iron off some other clan).

Wandering quest givers, secret quests, easter eggs would all be interesting. I'd particularly like a game where stuff dries up. You find something cool and when people ask "dude, where did you get that?" (which of course means "where can I get that?") you tell them it was off a mammoth but that mammoths are now extinct. Sorry.

I think overall a game that screws with thottbot type sites would be really interesting. "Wow, where did you get that quest?" "off some gypsy woman here but she left town, sorry dude".

He also mentions that fauna reacts to alien fauna coming out of the rift by running away. This implied a VW interactivity that then seemed a bit contradicted by watching the horrible MMO mechanic of 9 mobs stood still next to a player killing one of their mates. I guess that's just a MMO trope we're stuck with, I guess also I'll never get used to how dumb it looks. Maybe it's better than big angry trains of mobs gameplay-wise but there's a "they're letting me win" feel about going up to 10 mobs and killing one safely while his 9 mates scratch their bums.


Title: Re: Heroes of Telara
Post by: Hartsman on April 26, 2010, 09:58:28 PM
He also mentions that fauna reacts to alien fauna coming out of the rift by running away. This implied a VW interactivity that then seemed a bit contradicted by watching the horrible MMO mechanic of 9 mobs stood still next to a player killing one of their mates.

Good eye.  Aggro was turned off for the demos.  (Easier to stop to go into detail on whatever you're being asked.)

I've trained myself pretty thoroughly in those by not paying attention. :)


Title: Re: Heroes of Telara
Post by: Ollie on April 27, 2010, 12:20:58 AM
Just skimmed through the new website and watched the motion sickness inducing shaky-cam YouTube clip.  :uhrr:
Interesting times, that's for sure. PQs done right is something people have been talking about ever since WAR fumbled the ball. Come to think of it, didn't we just discuss the very topic on one of these threads?

Fake edit: Yep, we did. We chatted about socialisation and PQs in the SWTOR thread, pages 89-91.

It'll be fun to watch them balance dynamic, world-affecting content while still maintaining a sense of continuity and persistence in the game world. Too little makes the whole thing inconsequential, too much and the world might become freakishly disjointed and chaotic. Constant change, while neat on paper, might become grating after a while – barring a setting like Planescape, where it would be a part of player expectations. Getting the scope right is key.

Many previous MMOGs have flirted with the idea of making dynamic content a significant part of game play (NPC-built cities and random attacks on player towns in AoC, anyone?), but once the enormity of the task sets in, these ideas are scrapped in favour of static mob grinding. Here's hoping Trion pulls it off.


Title: Re: Heroes of Telara
Post by: Ghambit on April 27, 2010, 12:33:15 AM
I'm sure Planescape was on their minds, which probably explains why they changed the title.
Btw...  http://en.wikipedia.org/wiki/Rifts_(role-playing_game) (http://en.wikipedia.org/wiki/Rifts_(role-playing_game))   :awesome_for_real:

My biggest "?" is what kind of toolkit GMs will have.  Scripted dynamics is one thing, direct event control is another.  What kind of god-mode must there be on such a server-side game wherein just about any plane of reality can pop into existence?


Title: Re: Heroes of Telara
Post by: Margalis on April 27, 2010, 12:41:56 AM
Rifts was an awesome game. (Your link is messed up by the way)


Title: Re: Heroes of Telara
Post by: WindupAtheist on April 27, 2010, 01:52:31 AM
The noise about dynamic content has me interested, in sort of a "yeah let's see if that still exists by beta" way. All it needs now is a famous athlete to come here and post some empty bullshit so a bunch of starfuckers will blow this thread up to 50 pages while spewing nonsense and calling him by his first name.  :why_so_serious:


Title: Re: Heroes of Telara
Post by: Falwell on April 27, 2010, 02:33:02 AM
Rifts was an awesome game. (Your link is messed up by the way)

Damn straight, Wormwood was host to many a gaming night for our guys. No M.D.C. / S.D.C. discussions permitted however.

(http://www.palladiumbooks.com/Merchant2/catalog/images/809.jpg)



Title: Re: Heroes of Telara
Post by: JWIV on April 27, 2010, 02:53:07 AM
Rifts was an awesome game. (Your link is messed up by the way)

Damn straight, Wormwood was host to many a gaming night for our guys. No M.D.C. / S.D.C. discussions permitted however.

(http://www.palladiumbooks.com/Merchant2/catalog/images/809.jpg)




Rifts had awesome fluff.  And Wormwood really was one of the best settings ever.  Completely disgusting, but it really hit a lot of great themes for gaming.


Title: Re: Heroes of Telara
Post by: Ollie on April 27, 2010, 03:13:03 AM
The noise about dynamic content has me interested, in sort of a "yeah let's see if that still exists by beta" way. All it needs now is a famous athlete to come here and post some empty bullshit so a bunch of starfuckers will blow this thread up to 50 pages while spewing nonsense and calling him by his first name.  :why_so_serious:

Unless their website abuses customer expectations with greater abandon than Ellingsen and Barnett combined, it seems likely that some form of dynamic content will make it to launch. The question is the extent to which it will permeate everyday play. Will it be meaningful, or relegated to a gimmick? And of course, the question everyone shudders to ask in an MMOG context, "Will it be fun?"

Anyhoo, I wonder how I've managed to miss Rifts. Especially since we played the Palladium RPG from the early 80's for a spell, so it's not like the publisher wasn't on our gaming-group's radar. The mind boggles.


Title: Re: Heroes of Telara
Post by: Hawkbit on April 27, 2010, 04:59:59 AM
Pretty game.  Animations look nice, a lot better than Bioware is putting out with SWTOR (yes, I realize the two games are of different design cores).  Regardless, it's a nice looking game.  I hope it can transcend the last four years of crap in the mmo genre. 


Title: Re: Heroes of Telara
Post by: Stabs on April 27, 2010, 05:15:55 AM
He also mentions that fauna reacts to alien fauna coming out of the rift by running away. This implied a VW interactivity that then seemed a bit contradicted by watching the horrible MMO mechanic of 9 mobs stood still next to a player killing one of their mates.

Good eye.  Aggro was turned off for the demos.  (Easier to stop to go into detail on whatever you're being asked.)

I've trained myself pretty thoroughly in those by not paying attention. :)


Thanks for clarifying that Scott.

That's very interesting. If a player walks into a field of mobs and they don't all just stand there but aggressively support each other are we heading back to the EQ paradigm of needing a group to grind optimally? Does it also bring back the dreaded train to zone?

By the way commiserations on the end of your F13 celebrity. One page you've got Schild raving about you next page WUP is lamenting your company doesn't have Michael Jordan on the dev team. I'm sure it was nice while it lasted.


Title: Re: Heroes of Telara
Post by: Xilren's Twin on April 27, 2010, 05:25:47 AM
Never had a chance to play Rifts, but i've always wanted to see an MMO that could mash up dimensions to allow for widely different flavors of gameplay.  i.e. different worlds have different tech levels and magics backgrounds so you could have your standard high fantasy world with the expected elves and dwarves and whatnot, but also be able to link to planes with no magic and musket level firearms, or high tech/alient crap.  Multiverse stuff.  Make travelling from one dimension to another non trivial and it builds in economic game play too - imagine a mission where you're group is hired to transport stuff thats low value in one world to another dimension where it is very desirable, but you have to fight your way through to do it.

At any rate, this game with better PQ sounds like its worth a look.


Title: Re: Heroes of Telara
Post by: Lantyssa on April 27, 2010, 06:02:17 AM
By the way commiserations on the end of your F13 celebrity. One page you've got Schild raving about you next page WUP is lamenting your company doesn't have Michael Jordan on the dev team. I'm sure it was nice while it lasted.
Schild knows the industry inside and out.  I doubt most would know who Hartsmann is unless they pay a lot of attention to it.  That's fine.  He's respected by a small group of people who understand the significance of what he's done, rather than followed by the legions of celebrity stalkers WUA is mocking.  We can do without the influx of "Ooh, look at me!" posters that popularity brings.

It's definitely one to keep an eye on, because now there's a small glimmer of hope that a team will take the good ideas out there and refine them into something workable.  The info release schedule might work out, too, if they are really on track to hit 2011.  Pacing that right has been another of our big gripes.


Title: Re: Heroes of Telara
Post by: Threash on April 27, 2010, 09:10:03 AM
Mildly interested, need to know about pvp before i really give it a serious look though.


Title: Re: Heroes of Telara
Post by: Ghambit on April 27, 2010, 09:13:50 AM
Mildly interested, need to know about pvp before i really give it a serious look though.

The PvP is Dynamic.  :rimshot:


Title: Re: Heroes of Telara
Post by: Malakili on April 27, 2010, 12:01:03 PM
they're doing a RTS (End of Nations)



This looks interesting, I think i'll start a thread about it.


Title: Re: Heroes of Telara
Post by: Hartsman on April 27, 2010, 11:11:27 PM
Thanks for clarifying that Scott.

That's very interesting. If a player walks into a field of mobs and they don't all just stand there but aggressively support each other are we heading back to the EQ paradigm of needing a group to grind optimally? Does it also bring back the dreaded train to zone?

This isn't a comment on our game as much as it is about MMO content in general: I think there's a fine line between "challenging solo content" and "faceroll content." 

Given that solo doesn't necessarily need to mean faceroll, it's entirely possible (and desirable) to make things interesting and fun while not going back 10 years to "You need to be in a full group to do anything."

If a player blindly walks into a field of hostile mobs in the middle of an invasion, in any fiction, solo mobs or no - Chances are, they kinda deserve to be eaten.


Trains to zone, personally (again) I'm of two minds on.  Personally? I loved them. I loved being one of the people who was good enough to derail massive ones (e.g. karnor's castle) brought by others with one or two friends.  Is that a wide-appeal dynamic?  Likely not as much.


Title: Re: Heroes of Telara
Post by: UnSub on April 27, 2010, 11:16:26 PM
I was completely ignoring this title until I saw the video - I'm now registered. Sounds interesting enough and I'm hoping the final execution matches up.

Most interesting bit of the video was the final 30 seconds, where Hartsman talked about how they are using console-experienced artists who know that if they go over budget their game typically won't ship. That kind of discipline needs to be standard for MMOs if they are going to progress forward.


Title: Re: Heroes of Telara
Post by: Ghambit on April 27, 2010, 11:24:42 PM
If they get the balance right you shouldnt be able to "farm" at all.  At least not in the sense you can just go hit a node you know produces.  For all you know, that node might be overrun with maneating venus flytraps the next time you frolick by... where before it was just pink bunnies.  All the more intriguing is if at that moment you NEED that node (assuming it even produces the same farmage) and are forced to think tactically to get the goods, or call for reinforcements, or both.   Why have to PLAN a "raid" when one can just smack you in the face when you're not ready.... and then that raid isnt scouted.

Shades of an open-pvp server I guess, with bots instead.


Title: Re: Heroes of Telara
Post by: Ollie on April 28, 2010, 01:34:50 AM
Most interesting bit of the video was the final 30 seconds, where Hartsman talked about how they are using console-experienced artists who know that if they go over budget their game typically won't ship. That kind of discipline needs to be standard for MMOs if they are going to progress forward.

That piqued my interest as well. Lord knows a project as vast in scope as an MMOG has huge inertia, and is subject to all kinds of bloat, both technical and financial. If Trion has people who are used to working in a real-world project management setting, as opposed to the normal bumblefoolery we get from MMOG dev houses, more power to them. I hope that experience translates to the end product.

It would be nice to log on to a new game on day one and have everything run more or less smoothly for a change, that's for sure.


Title: Re: Heroes of Telara
Post by: Margalis on April 28, 2010, 01:38:25 AM
The thing about that quote that excites me is that PC games traditionally have awful character animation.


Title: Re: Heroes of Telara
Post by: Spiff on April 28, 2010, 02:16:09 AM
I'm really liking the visuals of it at the very least, has a definite Lotro/AoC feel to it, but AoC done right (not just 50 shades of grey and brown).

Also: Gamasutra has an article about it: http://www.gamasutra.com/view/news/28231/Trion_Announces_MMORTS_End_Of_Nations_Renames_Heroes_Of_Telara.php

Now the article doesn't have anything particularly interesting to say (at least that you haven't read anywhere else before), but have a look at the comments, especially near the bottom; it's rare for me to feel such pity reading a forum  :pedobear:


Title: Re: Heroes of Telara
Post by: UnSub on April 28, 2010, 08:39:31 AM
D-Sma posted in that article to apparently mock the opposition. He's a role model to trolls everywhere.


Title: Re: Heroes of Telara
Post by: Lantyssa on April 28, 2010, 09:17:27 AM
Not really.  Good trolls elicit emotional outbursts, not mocking laughter.


Title: Re: Heroes of Telara
Post by: Stabs on April 28, 2010, 12:22:59 PM
Actually there is a kind of parody-beyond-parody about DS mocking Trion (or is it the Gamasutra comments section drama queens) that is rather priceless.

I'm certainly not a fan but this is a gem of internet posting.


Title: Re: Heroes of Telara
Post by: Musashi on April 28, 2010, 12:31:33 PM
I don't know if this game is slurp-worthy.  But isn't Hartsman the exact opposite of Dr. Demento in terms of game developer status?  That he pops out and kick you in the shin in a fit of passive-aggressive nerd envy, I would take as the highest compliment.

Also, prolly need a title change for this thread.


Title: Re: Heroes of Telara
Post by: Grimwell on April 28, 2010, 09:37:06 PM
"massively social gameplay"

That there is a very insightful phrase Mr. Hartsman. Hats off. :)

I'm going to steal it and abuse it heavily.  :grin:


Title: Re: Heroes of Telara
Post by: Hartsman on April 28, 2010, 11:46:53 PM
"massively social gameplay"

That there is a very insightful phrase Mr. Hartsman. Hats off. :)

I'm going to steal it and abuse it heavily.  :grin:

Haha - Hey, Craig :) 

Thanks, but I can claim close to zero credit for that one.  It may have even been Lars I heard it from first. 

I liked it a lot too.  It really is a concise way to describe collections of mechanics that net out to "more players arrive = cool!"


Title: Re: Heroes of Telara
Post by: Ollie on April 29, 2010, 02:14:48 AM
I'd hate to drag any more of Dmart's insanity into this thread since we already have an 18-pager validating his dysfunctional existence, but I can't resist a tiny derail.

I honestly thought the comment on Gamasutra was posted by a joke account. You know, someone pretending to be Derek Douchelily – even though the thought of someone willingly impersonating Dr. Dingleberry of all people is... disturbing. It turns out, I was wrong. It was the man himself.

Judging from the absurdity of his drive-by, the good doctor might be on the verge of a psychotic break. Given the circumstances, quoting Julius Caesar shows a staggering disconnect between the social reality the rest of us inhabit and whatever magic land he seems to fancy. I've chalked his previous shenanigans up to good old-fashioned douchebaggery, but this might actually be clinical. Or maybe he's just gearing up to plead insanity once they go to court.
Be as it may, someone needs to up his dosage and pop those pills like they were  :popcorn:

/end derail.


Title: Re: Heroes of Telara
Post by: Stabs on April 29, 2010, 05:40:14 AM
mechanics that net out to "more players arrive = cool!"

Make it so, Mr Hartsman, make it so.

Anti-social behaviour that directly stems from game design exasperates me, whether it's people you meet in Eve not wanting to play with you because you might be a spy or people you meet in WoW not wanting you because you have the wrong class, level, spec or gearscore.

We gamers are anti-social enough without game mechanics that explicitly require us to behave like jerks.


Title: Re: Heroes of Telara
Post by: Nija on April 29, 2010, 06:54:22 AM
Please make it a single server game with the ability to message people by a unique name that ties to their account (but isn't their account name), and then instance the overland areas so you can scale to meet the population needs. Server merges FTL.


Title: Re: Heroes of Telara
Post by: Dtrain on April 29, 2010, 09:30:02 AM
But isn't Hartsman the exact opposite of Dr. Demento in terms of game developer status?

You're pretty much dead on. Scott is a class act, as well as the genuine article.

I'm going to have to put this on the "Cautiously Optomistic?" list.


Title: Re: Heroes of Telara
Post by: Grimwell on April 29, 2010, 10:49:12 AM
"massively social gameplay"

That there is a very insightful phrase Mr. Hartsman. Hats off. :)

I'm going to steal it and abuse it heavily.  :grin:

Haha - Hey, Craig :) 

Thanks, but I can claim close to zero credit for that one.  It may have even been Lars I heard it from first. 

I liked it a lot too.  It really is a concise way to describe collections of mechanics that net out to "more players arrive = cool!"

I think it has great potential to become the next MMO buzz-word as everyone tries to tie their upcoming products to Facebook type results. Most won't deliver, but that never stopped a buzzword eh? :)


Title: Re: Heroes of Telara
Post by: Ghambit on April 29, 2010, 11:51:50 AM
M.S.G.


Title: Re: Heroes of Telara
Post by: Draegan on April 29, 2010, 12:16:28 PM
Madison Square Garden?


Title: Re: Heroes of Telara
Post by: Lantyssa on April 29, 2010, 01:20:18 PM
It enhances the flavor of your favorite games.


Title: Re: Heroes of Telara
Post by: Ghambit on April 29, 2010, 02:22:36 PM
... and then you become fatigued and hungry again a few hours later.


Title: Re: Heroes of Telara
Post by: LK on April 29, 2010, 02:55:55 PM
I didn't see anything in their website's video that screamed new and interesting to me. Just some flythroughs showing it was remarkably similar to a DIKU (NPCs / Mobs standing in one place, zones, fighting big monsters).

I'm really starting to despise cinematic trailers as a launching point for explaining a game. It says nothing of the fun, only the look and feel. It's especially distressing when you try to build tension by ramping up music while a single PC goes through several canned attack animations against three mobs.

I guess I could do more digging but the initial impression on that website isn't strong. If "Dynamic" is the strong keyword with the game, then you should construct a video showing that, explicitly, while creating a narrative with the sequence of events.


Title: Re: Heroes of Telara
Post by: Signe on April 29, 2010, 03:43:25 PM
Maybe aggro was turned off for this, too, although that doesn't sound very clever if they want to express something "dynamic".


Title: Re: Heroes of Telara
Post by: Nija on April 29, 2010, 07:49:53 PM
I didn't see anything in their website's video that screamed new and interesting to me. Just some flythroughs showing it was remarkably similar to a DIKU (NPCs / Mobs standing in one place, zones, fighting big monsters).

Yeah, you mentioning this made me realize that I did kind of cringe when the camera swooped through the little village to see all of the blocky NPCs chilling in place, with the stereotypical guy waving at you next to a wagon.


Title: Re: Heroes of Telara
Post by: Zzulo on April 30, 2010, 04:51:49 AM
I do hope a lot of emphasis is put on improving the standard and very generic MMO combat formula. It would be disappointing to see the core of the game play exactly like any other MMO


Title: Re: Heroes of Telara
Post by: Stabs on April 30, 2010, 07:04:47 PM
Very interesting post by Raph Koster talking about dynamic POIs in Star Wars: Galaxies, mentioning Heroes of Telara as the modern form of it.

http://www.raphkoster.com/2010/04/30/dynamic-pois/


Title: Re: Heroes of Telara
Post by: tmp on April 30, 2010, 07:26:08 PM
Very interesting post by Raph Koster talking about dynamic POIs in Star Wars: Galaxies, mentioning Heroes of Telara as the modern form of it.

http://www.raphkoster.com/2010/04/30/dynamic-pois/
Even more interesting is a comment there from Brandon Reinhart. Guess one may hope the modern version manages to avoid at least some of these pitfalls. I mean, all of it might seem bloody obvious but on the other hand, MMOs.


Title: Re: Heroes of Telara
Post by: Grimwell on April 30, 2010, 08:55:19 PM
I find Brandon's comment to be of greater value. It's nice to know what they were trying at the time, and how hard it was; but I learn more from what Brandon shared.



Title: Re: Heroes of Telara
Post by: LK on April 30, 2010, 10:06:11 PM
Yeah. Brandon's comments strike me as someone who had more of a clue about what was going on than the lead designer.


Title: Re: Heroes of Telara
Post by: Lantyssa on April 30, 2010, 11:18:36 PM
Raph was off SWG three months after launch.  I imagine he still made suggestions, but it wasn't his baby anymore.  Reinhart was Green Marine, yes?  He was intimately involved with systems design throughout the early years of the live game, so it's not surprising he has a knowledgeable take on matters.  Other than a little overlap near launch though, they were working on the game during different periods.  The spawning issues were something which became worse over time, too.

There's still the basis for a good system there, it's just important to do quality control on both the mechanics and the results.  That goes for any aspect of a game, really.  If Telara does that, then we'll finally see a good working model of what can be done with dynamic POIs and it'll become something others try to emulate.


Title: Re: Heroes of Telara
Post by: UnSub on May 01, 2010, 12:43:17 AM
Based solely on my experience playing these dynamic-style events, the events have to deal with 1) players wanting to ignore them and 2) players growing tired of them / not feeling the rewards are worth the time invested. To some extent, there needs to be some sort of rotating process where events are given time to rest so that players can be excited in doing them, even just for the experience of it (rather than just the XP).


Title: Re: Heroes of Telara
Post by: Ghambit on May 01, 2010, 01:01:31 AM
I dont see how they can achieve a truly dynamic system solely through scripting.  It's kind of an oxymoron.
Is there ANY indication at all that much of this model is based on GM-intervention, ala something like MxO?

I mean, why not just give your GMs a set of base rules (that can be scripted themselves) they have to abide, give them the tools and let 'em "dynamicize" to their hearts content.  I dont understand why we even need to layer all this uber tech. onto an already bloated genre, when the solution is fairly simple in my eyes.

And it's almost like "what's the point" of making a completely server-based game, when essentially you're still scripting complex events.  To me, if you're gonna ride the rocketship Dynamic, you have to have the human element involved.  Dont half-ass it with fancy code that people will still chew up and spit out and can be represented in your typical client-side single player RPG.

A "dynamic" server-side game needs to (as Raph eluded to) go back to its tabletop roots.  But use player&GM input to form and interact with the gamespace, ending up with a more perfect sandbox that isnt solely reliant on item crafting alone.  The game itself becomes the crafted entity.

Sorry if I sound out there (as usual).  But I just dont see the point of this design unless they take it to the limit.  It's a wasted opportunity otherwise, ending up being a nice toy that players still get used to after 10 hrs. of gametime.

edit:  UnSub just touched on something similar to what I'm trying to say


Title: Re: Heroes of Telara
Post by: Ollie on May 01, 2010, 02:05:58 AM
I do hope a lot of emphasis is put on improving the standard and very generic MMO combat formula. It would be disappointing to see the core of the game play exactly like any other MMO

Unfortunately that doesn't seem all that likely, at least if an article by MMORPG.com (http://www.mmorpg.com/gamelist.cfm/game/431/feature/4207/page/1) is to be believed:

Quote
Right off the bat players will notice that Rift is indeed a traditional MMORPG in terms of interface and mechanics. We didn't get to see much in the way of different menus and that sort of functionality, but the game does employ the standard highlight and hot-bar mechanics that have become a staple of the industry.

What differentiation there is combat-wise will likely come from the class system, which Trion doesn't seem to want to share just yet.


Title: Re: Heroes of Telara
Post by: LK on May 01, 2010, 02:57:17 AM
Developers can't trust GMs to manage game content, nor would they want to.


Title: Re: Heroes of Telara
Post by: Stabs on May 01, 2010, 05:19:52 AM
We start to butt our heads against the dynamics of what "truly dynamic" is. The wandering monsters table from Dungeons and Dragons is dynamic, at least compared to static spawns.

However if a roll of 68 on d100 produced Shepherdess with lost lamb who turns out to be secretly a werewolf then you can expect that someone out there would get that encounter three times in their first ten wandering monsters and whine about it on the forums.

One way round this, as stated, is to time limit the encounters. After a month replace the shepherdess encounter with a lawful good goblin ranger who just wants to be allowed to do good (with two scimitars, natch). Of course people will then bitch that they never got the shepherdess encounter but I think a thick skin to player bitching is required if you want to make a dynamic game. WoW has tried dynamic events and often players have been furious, for example when a zombie plague shut down banks and auction houses. That also teaches an important lesson - dynamic events need to dominate - if players value doing their farm raids over your event they'll resent your event. Maybe if you don't get your butts out of Naxx and defend the banks you'll lose your stuff or something.

Another way would be classifying wandering encounters as one-off and repeatable and recording in each player character's dataset whether they've met a one-off encounter.

I think manually doing it is rather defeating the object of using computers to run games. Sure it's awesome to meet a GM playing some sort of demigod and I'm not opposed to that if people want to do it. Recently a GM in Age of Conan pissed on me by the Old Tarantia tradepost which I and my friends found utterly hilarious. The /drunkpiss emote was disabled for players shortly after launch but it is one of the more magnificent sights in gaming.

There must be some way to automate the human touch if you'll pardon the oxymoron and I'm sure it's one of the things Heroes of Telara are trying to figure out.


Title: Re: Heroes of Telara
Post by: Xanthippe on May 01, 2010, 08:01:22 AM
Where are the scantily clothed babes?


Title: Re: Heroes of Telara
Post by: Malakili on May 01, 2010, 08:50:10 AM
We start to butt our heads against the dynamics of what "truly dynamic" is. The wandering monsters table from Dungeons and Dragons is dynamic, at least compared to static spawns.

...

 That also teaches an important lesson - dynamic events need to dominate - if players value doing their farm raids over your event they'll resent your event. Maybe if you don't get your butts out of Naxx and defend the banks you'll lose your stuff or something.

...

Another way would be classifying wandering encounters as one-off and repeatable and recording in each player character's dataset whether they've met a one-off encounter.

I think manually doing it is rather defeating the object of using computers to run games.

Well, I think there are a few things here.   Number 1) Dynamic content tends to be wanted by the older crowd, which I suspect is a result of having more pencil and paper players.  A lot of us (me included) would love to replicate that DnD feeling in an MMO.  I think part of the problem is that 5-6 guys around a table playing pencil and paper can pull off dynamic content SO MUCH BETTER than 2000 people.   I don't know how to easily translate this to a system that works on a large scale like that.

As for your point about raiding v. dynamic content, I think this is where we get into "how much do most people REALLY want dynamic content" discussion.  I think the answer is actually very few.  Sure, it sounds great to talk about, but most players would probably much rather sit in Dalaran in the dungeon queue than feel obligated to rush off to some town on the other side of a continent to defend something.  Most players, I think, want to choose what to do, rather than have the game choose, and dynamic content is the game choosing, or at least comes across that way a lot of the time.  As much time as raiding might take, "Show up for 7 and we will raid for 3 hours" is actually a LOT LESS of an investment in the game than "We'll contact you out of game when a big event happens so you can all log in and participate" Anyone who ever played EVE seriously knows this.   Its one thing to plan a few hours a day or play time, and another thing entirely to set your alarm clock to make sure you get up for something, or worse yet, getting a phone call in the middle of the night (which the CEO of my corp had happen with some frequency).    Then again, that doesn't, strictly speaking, need to follow from a random encounter.


You mention manually doing it defeats the purpose, and maybe so.  Its one of the reasons MMORPGs have gotten me frustrated, and I still look back at the times i played NWN persistent worlds as my best "MMO" experience (though MMO is probably the wrong term).    In the end, I think dynamic content needs to come from people though.   Whether that be players who are somehow able to generate quests for other players, or DMs, I just don't think a random encounter system can ever really do what we want it to do.


Title: Re: Heroes of Telara
Post by: Murgos on May 01, 2010, 09:24:10 AM
Where are the scantily clothed babes?

They are all over in TERA.


Title: Re: Heroes of Telara
Post by: Lantyssa on May 01, 2010, 09:56:33 AM
And it's almost like "what's the point" of making a completely server-based game, when essentially you're still scripting complex events.  To me, if you're gonna ride the rocketship Dynamic, you have to have the human element involved.  Dont half-ass it with fancy code that people will still chew up and spit out and can be represented in your typical client-side single player RPG.
A human touch is great.  When you have ten people to run events for several hundred thousand, it doesn't make any sense.  They simply cannot staff to a level to afford that.  And if they have robust enough scripts for GMs to follow... they can have a computer do the same thing.

Edit: 'Cause ten people makes much more sense.


Title: Re: Heroes of Telara
Post by: Ghambit on May 01, 2010, 11:16:50 AM
Look at it like the GM basically playing a panned-out version of the game as an RTS or TBS.  He can manage thousands of players at once with as broad or narrow a brush as he/she wants (there are toolsets out there that actually do this right now), within a certain set of constraints.  This is all akin to the argument these days to make MMOs with more powerful dev. tools even post-production.  And like I said, why go server-sdie if you're not going to take advantage??

I dunno, it just feels like a lost opportunity to do something really cool instead of generic.


Title: Re: Heroes of Telara
Post by: Lantyssa on May 01, 2010, 01:38:02 PM
If they're so far abstracted so as to be 'playing' an RTS for GM duties, then there is no personal touch involved.  An AI can do just as good a job.


Title: Re: Heroes of Telara
Post by: Dtrain on May 01, 2010, 03:03:04 PM
Ghambit, you say some insightful stuff all the time, but you couldn't be more wrong on this point.

From a simple logistics standpoint you can never ever ever staff enough qualified people to accomplish the thing you are talking about. A GM would have to A) Identify what the player wanted by observing them, B) Identify any environmental concerns already in place (eg. static content,) C) Select the right content from their list of scripts, and maybe even D) Control for the unexpected. How many people working only on the above do you think it would take to cover just one server during peak times?

And then who is handling the other service related duties of the GM?

And how does a GM select players for these events? You're going to have plenty of players who don't get these events and feel left out, or that it is a waste of time (especially if their service related issue is not being resolved.)

Maybe if the MMO was charging something like $30 a month you could account for all of the above concerns, but then at that point I think you've got a player base paying for a service that will lose it's entertainment value that much quicker.

Actually, this reminds me of what SOE tried to do with the EQ Legends premium server. They did wind up with a core of dedicated players who loved the service, but they were not a significant enough community to expand the model.


Title: Re: Heroes of Telara
Post by: pxib on May 01, 2010, 03:19:18 PM
I think it's easier to satisfy people with a reliable experience than an unreliable one. If you know what's going to happen, and it's going to be boring and frustrating, you can figure out exactly how to skip it and get on with the fun. Theme Park MMOs are full of this stuff. Quest lines you avoid, or figure out short cuts for. Starting areas, zones, and instances you preferentially avoid on alts. Those negatives fade into the background because you know where to go to find the stuff you love. The experience is always the same, so you can design your own "best of" reel. You may even recommend it to your friends and guildmates: "I love this quest. Just wait until you see the next part."

A single unreliable boring and frustrating moment can spoil your gameplay session. A roll of the dice determines whether you'll be happy or not, and even if it works out well you can't guarantee that you'll ever get to have that experience again... or even show it to somebody else.


Title: Re: Heroes of Telara
Post by: Ghambit on May 01, 2010, 03:57:00 PM
I'm not saying this is a viable thing to do given the current state of the industry, but it's something many folks have been wanting to develop for a long time.  How many seminars must we quote where this stuff is discussed?  Trion is in the position to at least try.  So why not try?  At least in some capacity.  Maybe even make endgame a sandbox god-mode for some players, I dunno.

The logistical points you bulleted are not impossible to provide given the right set of tools.  It's all about the damned tools.; and they're out there, just not used...  either because they'd have to license from a 3rd party, spend sums of money developing it themselves, or just dont have the server architecture, let alone the design vision because most of the lead devs. are themselves fairly scripted individuals.

So a single GM dynamically managing an entire cloud of users is not an impossible task.  And in essence, this is what people who PAY monthly for an MMO sub. really expect.  Active, worthwhile game-mastering and support.  No one wants to simply pay for server usage, people expect to get more from a sub. than that.  Even more than a fancy script.  As for what the monthly charge would be, I'd be willing to bet people would pay $20+/month for an actively GMed game.  Actually, if you poll hardcore pen-and-paper players, most of the time that's probably what they spend to fulfill their campaigns on a monthly basis, especially if miniatures-based.  And many times those GMs are charging players for their time anyways (printing materials, campaign building, chargen, mapgen, and on and on).  WoTC was prepared to do it w/o even providing the GMs, just providing the tools... and people were ready to pay.  (they just failed in properly implementing it during a financial crisis, and had conflicts of interest internally).

Like someone said earlier, all you're essentially doing is expanding the NWN model.  A model that worked and everyone wanted as a persistent MMO, but hasnt happened yet save for a few heavily volunteered MUDs.
And you might THINK it's easier to satisfy people with a scripted "reliable experience," but tell that to the game studios, especially MMO devs.  They'd beg to differ given the current state of the genre.  The only success is WoW because they throw so much quality and content at you on a regular basis that it's impossible to really get through it all.  And even when you do, you're still left feeling empty from the meaningless carrots... the world goes on as scripted, over and over.  But games like WoW take too much money and time to make, which is why MMO's currently fail.

A good post-dev, server-side game, with plenty of realtime tools was always the intended future.  They're cheaper and quicker to chunk out and offer a more compelling game to the player if the sandbox runs deep enough.  Otherwise, you're just trying to emulate WoW or SWTOR (which may ultimately fail)... and you will fail at doing-so.

Also, no AI will ever substitute entirely for a skilled human in any 'RTS'.


Title: Re: Heroes of Telara
Post by: LK on May 01, 2010, 05:04:37 PM
Again, a game designer relying on another human being, one who is likely less paid or treated inferiorly to the dev, to determine the quality of their game will never happen. It failed gloriously with Anarchy Online and an MMo is about delivering a fair, equal experience to ALL paying customers, not a select lucky few.

Players will likely want dynamic content a la AI Director in L4D. That is, random spawn / map generation. Also, othe players represent dynamic content: you never know what you'll run up against. A good game designer will leverage that and make PvP fun. Less content generation necessary.


Title: Re: Heroes of Telara
Post by: pxib on May 01, 2010, 05:16:03 PM
And you might THINK it's easier to satisfy people with a scripted "reliable experience," but tell that to the game studios, especially MMO devs.  They'd beg to differ given the current state of the genre.
Easier than to satisfy them with an unreliable one? Have you got a counter-example in mind? Even EVE, the only MMO I can think of that comes close to qualifying (player managed rather than GM'd), is more reliable than what you're describing. And most of its players continue to spend most of their time playing in the most reliable portion of it. No successful MMO has based that success on how random and surprising the average playthrough is.

Yes, the dream of having a satisfying custom-tailored experience every time you logged on is beautiful and universally desired. It would be wonderful because it would be RELIABLY fun! It is also, manifestly, not what will be delivered in a massively multiplayer game. NWN (and other player-tools oriented games) have failed to change the world because too few people are simultaneously skilled at interactive storytelling and willing to do the heavy lifting required to implement it. It just does not scale.

DIKU absolutely does, without the risks that player generated "dynamic content" (like PvP) includes.

A GM, even assuming she works full time at minimum wage, supplies her own computer, works from home, and does her own accounting, costs at least $1500 a month. The $5 premium you have players paying to fund her means she has to regularly supervise 300 of them.


Title: Re: Heroes of Telara
Post by: Musashi on May 01, 2010, 08:06:40 PM
I think 'dynamic content' is a buzzword that doesn't really exist.  In order for shit to be really dynamic it's going to have to be much more complex, and also much more difficult to build.  Dynamic content is going t have to be smart.  It's going to have to extrapolate data input, and be capable of rendering an environment and encounters when given a heavenly fuckton of choices.  Basically it's going to take some leaps in AI before shit like this is even possible.  It's going to take some leaps in processing power per dollar before making that kind of AI for a game intended to run on the average system is even worthwhile.

You can have your stupid triggered/random spawn bullshit, honestly.  It sucks.  It sucks on many, many levels.  It's one of those things that sounds cool to people who are staring at the prospect of hand painting content for the next two years, and yearning for some way to make it less tedious.  But it hasn't ever sounded good to me since the first time it was over-promised and under-delivered.  In lieu of something that actually approximates a real/believable environment, I'm much more happy with static mechanics that I can understand and manipulate.  And by that, I mean I'd rather play a game than have Raph's pseudo-dynamic world shoved up my ass.

With that said, it's not something I'm going to fight this game over.  Everybody's making these claims, so why not these guys?  I'm sure they're just trying to keep up with the Joneses.  I'm just saying I don't believe the hype.  I hope Hartsman makes a fool out of me.  Also, lol Raph is crazy.


Title: Re: Heroes of Telara
Post by: Ollie on May 02, 2010, 03:57:49 AM
I have to echo the majority on this one. While I would personally enjoy a game as heavily GM-driven as Ghambit suggests, I very much doubt it would be feasible to develop or operate from a financial standpoint. The studio would have staff up the wazoo even after launch, creating a business model that's very hard to sustain once you aim past the small-scale idie project and towards triple-A land. I manage small teams in my day-to-day, and the HR costs tend to rack up like you wouldn't believe. I shudder to think how high the developer would have to scale monthly fees, cash-shop items and additional content just to scrape into the black.

Also, GM-driven content seems to run a tad contrary to the player-driven trend that's been up and about lately – player-created content, emergent gameplay and all that. Now, I'm not saying these two content creation models can't coexists in the same product, but given the cost and difficulty of developing a modern MMOG, a complex world with robust GM tools and procedures would crash us head-first into the cost-prohibitive wall.

Finally, there is the audience reception angle to consider. As unappealing as it may sound to some, there will always be a sizeable audience who like their entertainment predictable, repetitive and non-challenging. Cognitively, predictability can be soothing, since it affirms our perceptions with minimal resistance. The Diku is a good example of how this principle translates to MMOGs; it works in part precisely because it is so rigidly delineated and predictable. There is safety in its familiar framework. Some people are not likely to gravitate to a more dynamic environment even if you twist their tits with pliers.

As much as I like the idea, I'm afraid the GM-driven world is relegated to small-scale endeavours and niche audiences, not least due to the cost-prohibitive human component.


Title: Re: Heroes of Telara
Post by: Stabs on May 02, 2010, 04:14:31 AM
Just a thought: what Trion mean by "dynamic" may have nothing to do with what Raph means by dynamic or expects Heroes of Telara to achieve. And I'll eat my hat if what they mean has something to do with moderating by hand.  

Second thought: it's pretty healthy that Raph drives engineers like Musashi and Brandon a little nuts. He's the ideas man, the visionary. Good ones should challenge the practical people.


Title: Re: Heroes of Telara
Post by: ajax34i on May 02, 2010, 06:24:58 AM
Developers can't trust GMs to manage game content, nor would they want to.

Developers don't have to, the suits do.  This industry will have to eventually grow up and mature to the point where the code monkeys are just workers and the product is owned by the business / corp owner(s).  No more "it's my baby", no more Visions, please.

I'm not sure what's wrong with designing a (software) system for the purpose of having a team of people control it for a larger, public pool of users.  A lot of systems are operated that way, from amusement parks to airlines to, hell, the IT infrastructure of any corporation.  Hire and train content administrators (not more devs, not GM's), and design your software as a set of tools for these guys to manage the content after the game goes live.   They can even be paid in terms of user retention, and the company can hire more or fewer based on the success of the game.

Don't make an amusement-park game, don't make an unrestricted sandbox; make a tool that allows a specific employee team to create stories and content, and hire the appropriate team to run said tool to success.  Pay them according to their work.


Title: Re: Heroes of Telara
Post by: Lantyssa on May 02, 2010, 07:33:44 AM
It's not running a ride though, it's hosting GM-driven events.  It might add a wonderful touch for those who get to participate, but the amount of content it generates is miniscule.  It's a terrible use of resources and will bankrupt anyone who tries it on the scales y'all are dreaming of.

Remember WISH?  That was their model.  Have 30 or so content people, normal $15 sub, and make a GM-driven world.  They got most of the way through production, looked at the numbers and results... and closed up shop.

Pex and his team as SOE?  They host a couple of parties or events through the various games.  They have to announce times and locations or else you would never stumble across them.  Even with more robust tools, I don't see how they could make more engaging content than their simple little events for that many people.  It works fine on the small scale, but trying to make huge events day after day isn't going to work.  And if you do it on that small scale... 99% of your customers won't be affected.

Utterly terrible use of resources to have more than a handful of people devoted to it.  That's a full team you could have devoted to permanent content.  Whether writing new variables for dynamic content, coders and designers for new systems, art guys, CSRs, etc.  Any of which would have a far greater impact to the player base.  WoW has over 200 North American servers.  Think about the size of the content team which would be needed to have a noticable impact.  Now add in Europe.  Take a small game, one or two servers.  What if they add another one or two?  The team they need just doubled, else you've cut content for all your existing customers.

It simply doesn't scale well above tiny MUD size.


Title: Re: Heroes of Telara
Post by: Draegan on May 02, 2010, 09:31:30 AM
Maybe dynamic content just means it moves around a lot so it's always in a different place.


Title: Re: Heroes of Telara
Post by: Musashi on May 02, 2010, 09:48:33 AM
I think Gambit's more or less talking about paying a dude to drive the game-play sort of like a D&D GM in a giant RTS where each player is a unit.  The tools he would have to have would be less challenging than what Raph wants, but still well out of the realm of possibilities at the moment.  That's before the problems you would have with preventing GMs from fucking up and costing you subs.  To say nothing of the cost of the GM's themselves.

Just a thought: what Trion mean by "dynamic" may have nothing to do with what Raph means by dynamic or expects Heroes of Telara to achieve. And I'll eat my hat if they what mean has something to do with moderating by hand. 

Second thought: it's pretty healthy that Raph drives engineers like Musashi and Brandon a little nuts. He's the ideas man, the visionary. Good ones should challenge the practical people.

Yes on thought one.  Yes on thought two. But I'm not sure Raph understands that pushing his ideas on people isn't always good.  There's no doubt he has good ideas from time to time.  But I worry about his visionary status sometimes when he seems to be so obstinate about these archaic social gaming ideas.  There's really nothing visionary about that idea.  It's pretty much dead already.  It may have been visionary when he and his contemporaries first thought of it.  But he's still talking about it as if it's a breath of fresh air that this game is including it, even though literally every game since SWG has had it in some form or another.  I wonder if he truly understands why it sucks.

Also, everyone, we should be grown ups and pass up this opportunity for a semantic discussion on the word dynamic.  It means what you think it means.  Happy?


Title: Re: Heroes of Telara
Post by: Ghambit on May 02, 2010, 11:04:49 AM
Well, we're pretty much getting sucked into this discussion because it's still unclear how Trion intends to wield this word - "Dynamic."  Speculation breeds semantic discussion I guess.
But yah, it most likely means what we think it means. 



Title: Re: Heroes of Telara
Post by: kaid on May 03, 2010, 08:21:05 AM
Maybe dynamic content just means it moves around a lot so it's always in a different place.


I am guessing it will be something like this. Basically you have the world with the normal static content but you also have the wild card rifts. From the sounds of it the rifts can open anywhere and once opened basically that area now basically becomes a phase similar to how cataclysm and wotlk work and now you are basically in a phased varient of that area. And to make things more dynamic you could potentially have cases where the heroes fail and now that rift stabalizes and is permanent so that area now always is in that elemental effected phase.

Doing it this way it would be pretty easy to have the game world between different servers have actual differences depending on if the heroes win or lose certain major rift battles. In one area a town could be a potential good vendor area and hub and on another server it could be taken over by the forces of death and so the quest paths on that server would go a different route.

From my reading it really sounds like this game is making use of two of the better new features of mmos produeced recently the PQ from warhammer and phasing from wow.




Title: Re: Heroes of Telara
Post by: Severian on May 03, 2010, 07:25:53 PM
Asheron's Call.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 04, 2010, 08:01:08 AM
Is the dynamic content static, as in same package(s), just random as to where.


Title: Re: Heroes of Telara
Post by: Stabs on May 04, 2010, 10:26:23 AM
Seemed to me from that interview that Scott was using the word dynamic to apply to a number of different design elements. he mentions that a rift is an example of dynamic gameplay that looks good for demos, implying there are other mechanics.

To list what I'd like to see:

- dynamic rare mob locations. No camping a spot for a rare spawn. WoW did this reasonably well with the outland rares (although tbh the main reason it worked well was because they weren't worth camping. It was horrible for the hunter pet in Sholazar and the cat in the Badlands back in Vanilla (Broken Tooth?)).

- dynamic mob stats. No "hit this with electric damage because this mob has -70% lightning resist".

- dynamic resource variables like SWG.

- dynamic resource spawns. If you mine all the silver the mine runs out. And more dynamic than WoW where you know after a while there's a mine node in a spot, it's just not up yet.

- dynamic NPC politics.

- dynamic player politics (like Eve).

- consequence laden damage from failing to cope with rifts. Eg a quest hub gets overrun and that content is unavailable until you drive the Triffids out.


Title: Re: Heroes of Telara
Post by: LK on May 04, 2010, 11:29:38 AM
Don't mix up dynamic and random.


Title: Re: Heroes of Telara
Post by: Draegan on May 04, 2010, 01:22:37 PM
What the heck is dynamic NPC politics?


Title: Re: Heroes of Telara
Post by: Stabs on May 04, 2010, 01:49:25 PM
Well, you know how in WoW Horde and Alliance have an uneasy peace? I think it would be interesting to see a game where all out war could break out, then peace could be made and so on. So for instance maybe you can't enter Dalaran today because the Kirin Tor kicked out Horde and Alliance for fighting in the streets.

Of course this hits the zombies ate my banker issue that WoW had but solves it the other way (ie yeah, tough, you can't get your stuff out today).


Title: Re: Heroes of Telara
Post by: LK on May 04, 2010, 01:50:32 PM
People don't really want to be locked out from content because of the actions of other people. Dynamic only works if the dynamic only changes your experience from your actions.


Title: Re: Heroes of Telara
Post by: Stabs on May 04, 2010, 02:28:02 PM
Don't mix up dynamic and random.

This is a good point and I had to go and think quite hard about what I really mean here. I'm afraid we'll get into semantics to an extent, apologies all.

What I think of when I think of a game being dynamic is that the virtual world is a house of cards, with one part of it affecting the other parts.

Let me give an example using resource attributes. If metal has a Hardness of between 0 and 1000 and you determine this by rolling a random number, that's random. If however what happens in the world influences the stats then that's dynamic.

So for instance if Truesteel is a metal that only spawns on Dwarven lands and its hardness value is higher when the Dwarven King is honorable and lower when the Dwarven King is dishonorable that's dynamic. Break that treaty and your smiths are going to be very angry with you, Sire.

Raph made a very interesting comment a few weeks ago about how sporadic gameplay in things like Farmville which is generally despised by hardcore MMO gamers was loved by us in SWG when it was essentially the same mechanic. Set your harvesters up, log off for a week log back on and empty the hoppers.

I think he was wrong - superficially the mechanic looks the same but it's not the same at all.

The difference is the interconnectedness of all things in the virtual world.

If I'm playing Farmville I set up my farm, log off for a week and come back to bigger numbers.

If I'm playing SWG I set up my harvesters, log off for a week, come back, build enough Comp armour for me and my elite pvp crew to dress to kill and go take a Rebel base, laughing at their puny Ubese armour as we swagger through their defences like demigods.

To come back to how dynamic qualities might influence gameplay let me give another example.

Suppose wood has a Natural Purity value that is influenced by player and environmental factors such as mining, evil magic and so on. So you go into the Archdruids' Woods and ritually sacrifice kittens to lower that stat value. The Archdruids, when they harvest their sacred trees to make +5 spears for the Defenders of the Forest find that the NP stat of the wood is too low for +5s, they have to settle for crappy +3s. They're pissed off both with the Cult of Immanent Evil and with the Dwarven miners just upstream from their sacred woods.

At the same time all this kitten-murder is having major ramifications across a whole host of other game world values. Magic power, paladin abilities, peasant productivity all suffer as the world turns evil. A lot of players will be getting very very annoyed.

Interesting player political conflict because of the house of cards effect - all things are connected to all things.

The elephant in the room is of course the horribly annoying game effects (like the bankers being dead 10 minutes before your raid starts) and I don't have a good solution. I do think though that it is solvable although some people will always dislike and resent the sort of dynamic effects I'm talking about.

Of course dynamic is such a nebulous word that what Trion are doing may have nothing to do with my notion of gameplay affecting gameworld so that tomorrow the world will be different because of something the players do today.

In fact what I'm suggesting is something for a niche game. Me personally I think niche is the future but very few developers want to stand up and say we don't want everyone to play our game.


Title: Re: Heroes of Telara
Post by: Draegan on May 04, 2010, 05:47:46 PM
You accidentally left a few paragraphs in that post.  You might want to edit it.


Title: Re: Heroes of Telara
Post by: Tarami on May 04, 2010, 05:51:23 PM
The objective definitions of dynamic versus random don't matter. It's what the individual experiences that matters.

Obligatory car analogy: If Bob goes to his car, then realizes he forgot the car keys and has to get them and as a result of this delay runs Adam over, Adam is going to think it was just fucking random that HE was hit ("bad luck.") Bob will know that if he had remembered the keys, he might not have run Adam over, so to him it's a matter of cause and effect. In this example Bob might see it as dynamic, while Adam is still going to think it was random and "out of nowhere."

Problem is, most people are going to be Adam, because they're going to be the victims of other peoples' actions (or inaction.) Thus, most people are not going to be able to tell a difference between what's random and what's dynamic. For huge groups of people (the casuals) the terms are even going to be completely interchangeable.

That, I believe, is the Achilles' heel of "dynamic" game worlds. You can't make systems take outside factors into account unless the players can make a logical connection between cause and effect. If players fail to do so they'll feel frustration, helplessness and in the end quit since they apparently just don't get the game.


Title: Re: Heroes of Telara
Post by: Stabs on May 04, 2010, 09:20:44 PM
Very good point Tarami, yet doesn't that logic lead inescapably to just re-inventing WoW? (Players know what to expect, are comfortable).


Title: Re: Heroes of Telara
Post by: Lantyssa on May 04, 2010, 09:52:32 PM
That, I believe, is the Achilles' heel of "dynamic" game worlds. You can't make systems take outside factors into account unless the players can make a logical connection between cause and effect. If players fail to do so they'll feel frustration, helplessness and in the end quit since they apparently just don't get the game.
It would depend on what the random factors influence.

A seemingly random encounter?  Not so much as long as it's fun and rewarding.  SWG's resources were completely random.  That wasn't a source of frustration but a game unto itself.  (Well, if there was never a good resource available, but that could be weighted to fix that.)  If users expect one event to lead to another, because that's how the game works, then surprises won't be so off-putting.

If it's a system where abstract concepts lead to odd results players cannot directly see, such as WAR's Realm control?  Then it's utter frustration.  It doesn't have to be that way.


Title: Re: Heroes of Telara
Post by: Ghambit on May 05, 2010, 07:02:15 AM
The better question is, "why do players even NEED to make a connection between cause and effect?"  In what manual does it say you have to pamper your players to the point they need to understand the how's and why's of every little thing that happens in a game?   Leave that shite for the static world min-maxers.  It's by no means a given.


Title: Re: Heroes of Telara
Post by: Draegan on May 05, 2010, 07:13:58 AM
From a TenTon interview (http://www.tentonhammer.com/rift/interviews/intro-scott-hartsman):


----

Basically Dynamic means a lot of little things and a few big things.  I think dynamic might mean on day you might have an NPC yelling about something in an area and the next day he's doing something different.  Or one type of mob in one area, then the next day there is something different.  They say they have the tools to implement more things as time progresses.

I also find it interesting he's considering database sites in making his decisions.


Title: Re: Heroes of Telara
Post by: Tarami on May 05, 2010, 09:09:38 PM
I'm very sorry this post turned out so long, but I'm trying to reply to a number of arguments.

Very good point Tarami, yet doesn't that logic lead inescapably to just re-inventing WoW? (Players know what to expect, are comfortable).
I will counter by asking: Why is WoW's design so flawed and why would WoW be a more satisfying experience if it had more player-influenced mechanisms? Predictability to a known extent isn't a design flaw. Games, like everyday life, need predictability but maybe more importantly, dependability. If we cannot predict, we cannot master.

It would depend on what the random factors influence.

A seemingly random encounter?  Not so much as long as it's fun and rewarding.  SWG's resources were completely random.  That wasn't a source of frustration but a game unto itself.  (Well, if there was never a good resource available, but that could be weighted to fix that.)  If users expect one event to lead to another, because that's how the game works, then surprises won't be so off-putting.

If it's a system where abstract concepts lead to odd results players cannot directly see, such as WAR's Realm control?  Then it's utter frustration.  It doesn't have to be that way.
To repeat the essence of what Bloodworth said earlier: random distribution of random resources is just that, random. Over time, the distribution and the resources are static in supply. You can't actually provoke the spawning of Unobtainium, it happens outside anyone's control. It's something even WoW does - rare spawns of gatherable nodes and mobs.

I'm going to be a bit blunt here: I'm willing to bet money that the thought of dynamic (as in player-influenced) content is so tantalizing to people because of how it would enable them to affect the world and how it would let them influence other people by playng the game well and that it has very little to do with how other people can affect them. At its core it's about the acquisition and display of status.

By extension, the dynamic game world is still going to be owned by a ruling class of players, i.e. the catasses, and you, as a solo player, is still going to be insignificant. It's a kind of democratic system where you get voting power in proportion to your commitment to the game. If the point of the game is socio-political drama, that's fine, it's basically what fuels such a game. If the point of the game is individual progression and "DIKUism," it's going to hurt the lesser players because they'll be forced to play a game that's being dynamically and systematically (catasses are organized) tailored to fit a better class of player.

An apparent example. In a generic DIKU, there's a heritage mechanism for instance bosses that does so that every time a boss is killed, it will be replaced by a slightly more powerful mob that drops slightly better loot. Are new or sporadic players going to be able to beat this new and improved boss, six months down the line? The answer is most likely no. More dedicated players have dictated how the game is supposed to be played and at the same time taken some of this power out of the hands of the developers.

The better question is, "why do players even NEED to make a connection between cause and effect?"  In what manual does it say you have to pamper your players to the point they need to understand the how's and why's of every little thing that happens in a game?   Leave that shite for the static world min-maxers.  It's by no means a given.
To go back to the original argument - in the Wurm thread, this was posted:
I logged in for the first time. I was asked to go find a tree. Apparently there wasn't a tree for several square miles. I stopped right about there.
This is an example of a reaction when an effect can be observed, but its cause cannot. MrBloodworth explained that this was because the newbie area is heavily farmed, since all new players get that task. The tangential reason is that the world dynamic in the sense that it is influenced by player actions. Making for example the trees grow back faster if the area is more heavily farmed is actually going to make the world less dynamic, as the individual experiences will more strictly conform to a static design (the task is supposed to take yay effort to complete.)

Observable cause and effect are important because when an event takes place, one of the first questions is "why." The why is pretty central to our ability to make decisions, since it tells us how to prevent or provoke it. It has absolutely nothing to do with min-maxing, it's a core principle of our behaviour. If you were Adam in my previous example and hadn't looked both ways before crossing the street, you will be from this point on, because you might rationalize the "why" as "because I didn't look both ways" while Bob's conclusion was different. It doesn't have to be perfectly true, it just has to be a good enough cause and in this instance essentially a successful analysis of the event: if Bob had remembered the keys first time and Adam had looked both ways, it probably wouldn't have happened. Even in games that are proveably random, people will still try to discern the true cause of their (mis)fortune. That's what superstition is - an attempt to explain something that appears unexplainable.

The thing there is that games aren't susceptible to superstition and everyone knows this. There IS a rational and probably simple cause. You didn't wipe because you had angered the gods, it was because the healer stood in the fire. You yell at the healer not to stand in the fire and you are rewarded with success. If analyzing the event is much too complicated or obvious reasons lead to incorrect conclusions (and thus, the repetition of a disadvantageous situation), there will be frustration.

In short, stick the power of muddling peoples' ability to correctly analyze the event in the hands of catasses, and there'll be a lot of frustration.


Title: Re: Heroes of Telara
Post by: Ghambit on May 05, 2010, 09:43:43 PM
So I decree, the ultimate persistent MMO is one in which the player has no idea why he/she is there, wtf is goin on, or wtf they're supposed to do.  The whole point of the game is to try and find out... only as they try, more questions arise until the only endgame is insanity and/or permadeath... which doesnt help you, since you reroll and things are totally different.   :why_so_serious:

Sorta like Memento meets The Time Machine... online  (but with the same actor)    Cmon you Rednamed folk, you know you want to.


Title: Re: Heroes of Telara
Post by: WindupAtheist on May 05, 2010, 10:03:39 PM
I'm going to be a bit blunt here: I'm willing to bet money that the thought of dynamic (as in player-influenced) content is so tantalizing to people because of how it would enable them to affect the world and how it would let them influence other people by playng the game well and that it has very little to do with how other people can affect them. At its core it's about the acquisition and display of status.

Fail. I can't take the rest of it seriously after that. Pile on the false dichotomy between "robotic soul-suckingly static game" and "bizzare hellworld that catasses can exploit to unplayability" and I can't even work up the interest to post a lengthy response.


Title: Re: Heroes of Telara
Post by: Kageru on May 05, 2010, 10:05:34 PM
The main thing I remember from EQ GM events was it being crashed. Half due to people trying to work out where the pellet dispenser was and half due to people who just like griefing.

Wow's approach is, to my mind, optimal. Automate the events so you can have complex behaviours (Lich king attacking Orgrimmar!) or emergent behaviour (Zombie infestation!) that a human GM would not be able to replicate. Even better the mechanisms you create are re-usable, can be incrementally improved (partly to fix exploits) and most importantly fair. If there's an event it must be repeatable at regular intervals so everyone gets to share it and it must be clear that human bias does not determine who gains rewards from it. Other examples are the fishing competitions, contested zones (wintergrasp, TBC Zone PvP) and NPC contested zones (Grizzly hills). But I'm sorry for bringing it up again because the "hand's on" approach just fails at the starting gate because of cost and scalability.

On what Heroes of Telara dynamic content will be? The version they actually implement will be PQ's that aren't always available. I'd put money on it. And then some clever person is going to wonder why content that hides itself is a good thing. Unless your game has excess content and can afford to sacrifice some base-line content in this fashion.



Title: Re: Heroes of Telara
Post by: WindupAtheist on May 05, 2010, 11:06:38 PM
Wow's approach is, to my mind, optimal. Automate the events so you can have complex behaviours (Lich king attacking Orgrimmar!) or emergent behaviour (Zombie infestation!) that a human GM would not be able to replicate.

They have them once every three years, so rarely that they basically don't count/exist. I was ranting and raving about how awesome the WoW dungeon finder was when it came out, but anymore WoW consists of Dalaran and a handful of robotically scripted dungeons. They're gonna add all this shit in Cataclysm and everyone is going to play it once out of curiosity, then go back to doing nothing but random dungeons while never leaving the auction house.


Title: Re: Heroes of Telara
Post by: Kageru on May 06, 2010, 01:06:06 AM

No, they have them all the time. It's "Children's week" at the moment. That's the advantage of the approach, seasonal events for zero cost once implemented. Sure, they could do more with it or evolve it faster... but it's probably not a high priority.



Title: Re: Heroes of Telara
Post by: WindupAtheist on May 06, 2010, 05:30:48 AM
You're the one who specifically listed unique one-off events like the zombie plague as your examples.

/shrug

Anyway, if the holiday shit in WoW is your idea of optimal event content, color me really unimpressed. Some wreaths and shit that only spawn between certain dates, a few FedEx quests scripted to be unavailable 11 months out of the year, blah blah. The whole Wrath lead-up where the zombie plague, the old-style Scourge invasion, and the Halloween shit was all turned on at the same time and sort of blended together into a general atmosphere of "Shit is fucked!" was awesome. Outside of that, WoW basically sucks at anything besides delivering the exact same tightly scripted content day in and day out.

I mean, have you played other games? UO has better events than WoW. It's just not something Blizzard gives a shit about. At all. Let's not pretend "It's November so the Thanksgiving script will let people farm a pilgrim hat now" is the height of MMO events just because it's WoW and Blizzard is supposed to be infallible.


Title: Re: Heroes of Telara
Post by: Kageru on May 06, 2010, 05:36:06 AM
I tried playing UO, but it was just a historical relic rather than a game at that point (a year ago). Indeed UO had pretty much committed suicide by the time I started in EQ.




Title: Re: Heroes of Telara
Post by: Draegan on May 06, 2010, 06:48:58 AM
I'm going to be a bit blunt here: I'm willing to bet money that the thought of dynamic (as in player-influenced) content is so tantalizing to people because of how it would enable them to affect the world and how it would let them influence other people by playng the game well and that it has very little to do with how other people can affect them. At its core it's about the acquisition and display of status.

Fail. I can't take the rest of it seriously after that. Pile on the false dichotomy between "robotic soul-suckingly static game" and "bizzare hellworld that catasses can exploit to unplayability" and I can't even work up the interest to post a lengthy response.

He's right though.  People love the thought of dynamic content (where you influence the world) because they enjoy the thought that they might be able to change something and then say to other people, "Hey look, I did that."  It's a form of epeen or trophy.  It's the same way people like showing off their new and awesome rare weapon/armor.  People like dreaming of getting better stuff (the carrot), now people can dream about changing the world.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 06, 2010, 07:04:42 AM
To go back to the original argument - in the Wurm thread, this was posted:
I logged in for the first time. I was asked to go find a tree. Apparently there wasn't a tree for several square miles. I stopped right about there.
This is an example of a reaction when an effect can be observed, but its cause cannot. MrBloodworth explained that this was because the newbie area is heavily farmed, since all new players get that task. The tangential reason is that the world dynamic in the sense that it is influenced by player actions. Making for example the trees grow back faster if the area is more heavily farmed is actually going to make the world less dynamic, as the individual experiences will more strictly conform to a static design (the task is supposed to take yay effort to complete.)

To add more detail to the case example. That problem, is unique to the starting area. New players are a constant influx, and take resources with them when they never log in again. Most long term players and paying players practice sustainable forestry (yes, we have a skill, tools and sprouts for trees). However new players come in, and expect there to be trees, understandable as we ask them to cut one. In the live game, if you deforest your area, we do nothing, its game play, it is you affecting the world, you fix it. Its a problem in the start area, because we are attempting to teach new players to play and we have to fight the things they learn from other games (If I cut tree, it will be back in 20 minutes. When the reality, our fastest tree will grow to a high wood producing state in about 3-4 RL days, our longest and most rare, real months).

My current problem is, how do I solve the deforestation in the starting area, with out setting a bad precedence (tree grow back fast), or teach the wrong things.

Contrary to popular belief, (lol) the version lorekeep encountered, is a much improved version of the starting area. I have been making tweaks to it over the past few months as well, creating more of a flow and trying to herd cats.  :oh_i_see:


Title: Re: Heroes of Telara
Post by: Lantyssa on May 06, 2010, 10:06:14 AM
An apparent example. In a generic DIKU, there's a heritage mechanism for instance bosses that does so that every time a boss is killed, it will be replaced by a slightly more powerful mob that drops slightly better loot. Are new or sporadic players going to be able to beat this new and improved boss, six months down the line? The answer is most likely no. More dedicated players have dictated how the game is supposed to be played and at the same time taken some of this power out of the hands of the developers.
You're trying to think of examples for doing things the way they have always been done.

What if killing the boss spawns a family instead?  Boss' dad is upset and so the now stronger players get to fight him.  But his wife and kids also spawned.  They're now terrorizing lowbie areas, or offer a solo adventure in the old lair.  Most importantly though, they aren't as powerful as their father.  It's dynamic, it's caused by player actions, however those results provide content for other players who may not be as far along.

Gods know I hate DIKU anyways, and Telara is aiming for breadth over depth from what they've said so far, so we're not even talking the same progression model.  It's far more akin to Guild Wars if this holds true.

Wow's approach is, to my mind, optimal. [...]

On what Heroes of Telara dynamic content will be? The version they actually implement will be PQ's that aren't always available. I'd put money on it. And then some clever person is going to wonder why content that hides itself is a good thing. Unless your game has excess content and can afford to sacrifice some base-line content in this fashion.
No, they have them all the time. It's "Children's week" at the moment. That's the advantage of the approach, seasonal events for zero cost once implemented. Sure, they could do more with it or evolve it faster... but it's probably not a high priority.
Does not compute.


Title: Re: Heroes of Telara
Post by: Soulflame on May 06, 2010, 11:15:48 AM
Have a new player plant a tree before they cut one down?


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 06, 2010, 11:29:48 AM
Have a new player plant a tree before they cut one down?

Crossed my mind. Other things preclude that happening though, like where the sprout comes from and, we get a new player about ever 5-15 minutes. Sometimes whole groups of 30.

Sorry, I was posting to illustrate that balancing "static" things VS. dynamic (and by dynamic, we really mean you can screw yourself, not with out recourse though)


Title: Re: Heroes of Telara
Post by: Count Nerfedalot on May 06, 2010, 06:07:06 PM
Have a new player plant a tree before they cut one down?

Crossed my mind. Other things preclude that happening though, like where the sprout comes from and, we get a new player about ever 5-15 minutes. Sometimes whole groups of 30.

Sorry, I was posting to illustrate that balancing "static" things VS. dynamic (and by dynamic, we really mean you can screw yourself, not with out recourse though)

Wait, you have a newbie experience that, to be experienced, requires a tree to be cut down.  But you not only cannot supply enough trees for all the newbies to experience, but you can't even handle all the newbies PLANTING a frigging tree to replace the one they cut down??  :headscratch:

OK, I'll stop pointing and laughing and try to be constructive.

How about having multiple newbie paths which vary based on what needs doing the most?  If there is a forest there, have them cut down a tree.  If there are no trees within X distance, give them a shovel instead of an axe and have them get a tree from the nursery and plant it.  If there are no trees at the nursery, give them a bucket and rake instead of a shovel and have them collect acorns from where the trees used to be and plant THEM at the nursery then water them with the bucket.  If the nursery is fully stocked with sprouts but there's no saplings ready to plant and no trees ready to harvest then give them a fishing pole and a spade and have them catch a fish and bury it next to a sapling in the nursery to fertilize it so it grows faster.  

Have all those quests available simultaneously, but make the chance of each proportional to how much it is needed to balance everything again.

But teach the newbies about the game by telling them to do something they can't possibly do because too many people already did it??  :facepalm:

*goes back to pointing and laughing*

*gasp* *wheeze*

well, I guess if the game is about kicking the player in the groin, then the newbie experience really has done the job of introducing the player to the game!   :roll:


Title: Re: Heroes of Telara
Post by: Ingmar on May 06, 2010, 08:30:35 PM
I think perhaps the best answer is "don't tell them to cut down a tree." Have them cut down some bamboo or something, that crap grows like mad.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 07, 2010, 06:24:17 AM
The response above is a bit of off, because you don't have the full picture. I wasn't really trying to solve the issue in this thread, and there is more to it than what I posted. You also seem to think it work on a game with big staff and a budget  :awesome_for_real:

I was just trying to illustrate the trials and considerations when trying to change learned behaviors from other games.

Sorry for the derail, I look forward to seeing what HoT is all about, its one of the few mainstream MMO's that interests me for various reasons.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 12, 2010, 12:58:27 PM
Breaking: Palladium Books sues Trion Worlds over "Rifts" title (http://www.massively.com/2010/05/11/palladium-books-sues-trion-worlds-over-rifts-title/)

Kinda seen that coming. Especially sense I know palladium has been shopping the IP for a mmo for a while.

When I was reading some of the concepts for Telara I kinda thought "This is rifts, but only some of the books", I didn't want to be that guy though, and I am sure that if anything there was only some inspirations from the RIFTSRPG, not whole lifting. In fact I know its not just lifted.


Title: Re: Heroes of Telara
Post by: Stabs on May 12, 2010, 03:08:33 PM
Interesting. You can't trademark a common word. I wonder what the courts consider "common" and whether the word rifts qualifies. It certainly is a pretty common fantasy trope.

Edit: wrong jurisdiction. Under US law

There are guidelines to consider when creating a trademark, such as avoiding generically descriptive terms (such as Guns Magazine for a gun magazine)
http://www.patentpending.com/tmark.html


Title: Re: Heroes of Telara
Post by: Ingmar on May 12, 2010, 03:35:58 PM
Palladium can afford lawyers?

EDIT: Wait, Palladium knows the internet exists?


Title: Re: Heroes of Telara
Post by: Ghambit on May 12, 2010, 03:51:45 PM
I wonder if this thread in any way prompted the lawsuit.  F13 is a fairly visible entity on the web.
If so, I guess that would make me "that guy."  Oh well.  I dont know anyone that even PLAYS the Rifts pnp rpg anymore (people do play it but it's fairly dead and if people wanted that style they could just go Planescape or Spelljammer) so frankly I'd be happy if I was Palladium.  HoT will attract more people to their product rather than take them away.  A smart nerdrepreneur would embrace Trion, not sue them.

Doubt it not though, HoT is basically "Rifts: Online."  (shrug)  But so what.  Rifts wasnt the first IP to use those tropes anyways.  At most maybe the lawsuit would garner a name-change, but again... that's more harmful to Palladium than helpful imo.  Why not wrap the PnP game around HoT?  Take some lore from the books, ease up the writing and quest generation, etc.  I mean, why reinvent the frakkin wheel?  Also, the Palladium books essentially would provide a free fictional marketing tool for the online game... so imo it'd behoove Trion to just license the IP and do a crossover.

We're not talkin a whole helluva lot of money here.  These PnP IPs are mostly garage operations that can be bought fairly cheaply... if not the physical parts, the human elements who do the writing.
In essence, this lawsuit should actually be to FORCE Trion to add the "s" onto Rift (making it Rifts), not to make them change the name entirely.  This way everyone wins.


Title: Re: Heroes of Telara
Post by: Kail on May 12, 2010, 04:09:13 PM
Doubt it not though, HoT is basically "Rifts: Online."

Are you seeing something I'm not?  Because the only media I've seen for this game looks nothing like Rifts, at least as I remember it.  Rifts RPG was a sci-fi post apoc thing, an "everything and the kitchen sink" mishmash of magic and giant robots and psychics and aliens and powered armor.  I'm not seeing anything in Heroes of Telara that isn't standard fantasy.  Their classes look like warrior, rogue, mage, etc.  their announced races are Elf and Humans with pretentious, unpronounceable names.  They don't even use guns, as far as I can see.  Is there more out there that I haven't seen yet?


Title: Re: Heroes of Telara
Post by: Lantyssa on May 12, 2010, 04:20:10 PM
I wonder if this thread in any way prompted the lawsuit.  F13 is a fairly visible entity on the web.
No, it didn't.


Title: Re: Heroes of Telara
Post by: Ghambit on May 12, 2010, 04:23:56 PM
Doubt it not though, HoT is basically "Rifts: Online."

Are you seeing something I'm not?  Because the only media I've seen for this game looks nothing like Rifts, at least as I remember it.  Rifts RPG was a sci-fi post apoc thing, an "everything and the kitchen sink" mishmash of magic and giant robots and psychics and aliens and powered armor.  I'm not seeing anything in Heroes of Telara that isn't standard fantasy.  Their classes look like warrior, rogue, mage, etc.  their announced races are Elf and Humans with pretentious, unpronounceable names.  They don't even use guns, as far as I can see.  Is there more out there that I haven't seen yet?

You're right in the sense the core books started in that genre.  But the entire "multiverse" encompasses pretty much everything, including Fantasy.  All of these "planescapish" games start with a basic lore template and then pretty much branch out to everywhere from there.  Trion's game simply starts Fantasy, but since it's server-side and their design is "planescapish" there's really nothing preventing them from branching out like all the others do.  These "rifts" are said to transform the actual area around them into whatever yes?   Also, I do wonder if players will ever be able to step through one and address the game from the "other side."  i.e. A group of mechas pop out of one rift slowly transforming "Fantasyland" into "Mechaland" and perhaps a player could just walk through and enter "Mechaland."   (shrug)  Regardless of which, it's the same effect.  You're playing a different game each time... hopefully.



Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 12, 2010, 05:48:58 PM
Palladium history would explain why this is happening. Embezzlement and a slew of companies attempting to copy the IP. Hes protective, because its his life's work. And rifts does indeed contain the Palladium RPG (Fantasy), but i think this has more to do with the name, and the rifts concept.

Add an "S" to this games title, and it can easily be confused as another book in the series.


Title: Re: Heroes of Telara
Post by: Ghambit on May 12, 2010, 06:19:28 PM
Do you agree that both products would mutually benefit by parsing off eachother?  Or am I the only fool to think this.   :oh_i_see:


Title: Re: Heroes of Telara
Post by: UnSub on May 12, 2010, 06:41:48 PM
Do you agree that both products would mutually benefit by parsing off eachother?  Or am I the only fool to think this.   :oh_i_see:

They could certainly do a deal, but from the Rifts perspective, they'd rather get paid a licensing fee.



Title: Re: Heroes of Telara
Post by: Stabs on May 12, 2010, 09:24:41 PM
In essence, this lawsuit should actually be to FORCE Trion to add the "s" onto Rift (making it Rifts), not to make them change the name entirely.  This way everyone wins.

It's the opposite. It's Rift not Rifts because it's a real stretch to claim all variations of the word especially since there's a pre-existing fantasy literature IP called the Riftwar Saga.


Title: Re: Heroes of Telara
Post by: Ghambit on May 12, 2010, 10:32:21 PM
In essence, this lawsuit should actually be to FORCE Trion to add the "s" onto Rift (making it Rifts), not to make them change the name entirely.  This way everyone wins.

It's the opposite. It's Rift not Rifts because it's a real stretch to claim all variations of the word especially since there's a pre-existing fantasy literature IP called the Riftwar Saga.

You kinda missed my point.
The idea is to come to an agreement to go ahead and name the MMO directly after the pnp IP, which would be RIFTS not Rift.  Since they've already delineated "Planes of Telara" they pretty much have license to run with whatever from there... since that plane in essence has little to do with the original Rift "starter area."  But there's no reason they couldnt incorporate some Palladium lore anyways.


Title: Re: Heroes of Telara
Post by: Stabs on May 12, 2010, 10:35:02 PM
No, I got your point but I don't think it's realistic. For 2 good reasons:

1. Kevin.
2. Siembieda.


Title: Re: Heroes of Telara
Post by: Kail on May 13, 2010, 05:11:21 AM
Doubt it not though, HoT is basically "Rifts: Online."
I'm not seeing anything in Heroes of Telara that isn't standard fantasy.

You're right in the sense the core books started in that genre.  But the entire "multiverse" encompasses pretty much everything, including Fantasy.  All of these "planescapish" games start with a basic lore template and then pretty much branch out to everywhere from there.  Trion's game simply starts Fantasy, but since it's server-side and their design is "planescapish" there's really nothing preventing them from branching out like all the others do.

There's nothing stopping them from branching out, I'll concede, but that doesn't make it at all similar to Rifts RPG.  World of Warcraft has "rifts" to other dimensions in it, and I don't think I'd consider that similar to Rifts RPG.  Most of the D&D settings I can recall have other planes (at least in the form of some Astral realm and some Underworld/Infernal realm).  The thing that made Rifts RPG stand out was it's basic lore, the idea that you'd be fighting alongside the Ninja Turtles in TMNT&OS and then a portal would open up in the street and Rick Hunter's Veritech would fly through.  It was about hoping you had enough credits to buy nuclear missiles for your mecha in case you ran into a dragon while flying to Atlantis.  This game has none of that.

I mean, yes, you could re-tool it to look like Rifts, and if they do that, I'll concede that I'm wrong, but you could say the same thing about any Fantasy RPG, or just about any RPG anywhere.  If I was playing WoW and a portal opened up and Juicers and Coalition Psi-Stalkers started pouring out, it could be a Rifts game, sure.  But until that happens, I think it's kind of pushing it to say that it's basically the same as Rifts, you know?


Title: Re: Heroes of Telara
Post by: Hoax on May 13, 2010, 08:02:53 AM
Someone being insanely vigilant and antagonistic in "protecting their IP"?  That never happens!

Fuck Rifts all the people who do spend enough time in game stores to know of it but never played it think of black terminators when they think of Rifts oh and I'm pretty sure a bad rule system in terms of complexity for complexities sake but again never played it just pretty sure that is what someone told me.

If anyone should be suing anyone its the Terminator franchise suing Rifts for stealing the fuck out of their art.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 13, 2010, 08:04:34 AM
The above statements are retarded. You should tell that to who ever told you such things.


Title: Re: Heroes of Telara
Post by: Ghambit on May 13, 2010, 08:43:11 AM
The above statements are retarded. You should tell that to who ever told you such things.

To his defense, it was a statement encapsulating most of the pnp world.  That is, it's one big copyright infringement.  From design all the way to purchase (wherein folks routinely give out or resell material, assuming they got it "kosherly" in the first place).  If it's not this, it's studios annihlating themselves on overzealous licensing structures or just by putting out crap... to the point no one gives a shite by the time they become sensible and go OGL.

The IPs that do best are the ones with loose licensing, if any at all.  And Palladium is making the classic mistake of biting a hand that could possibly feed them.  Ah, this aint even worth discussing  - we're talking peanuts monetarily here.  Hartsman could buy the whole Palladium production crew with his petty cash allotment; most of those guys probably have day jobs at Gamestop and pen geek lore and game systems in their free time. 


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 13, 2010, 08:59:59 AM
Quote
Licensed properties

Palladium Books has licensed some of their intellectual properties to third-party developers. In 2000, Palladium's flagship line Rifts was licensed to the now defunct Precedence Entertainment for a collectible card game. In 2004 Rifts was licensed to create the Rifts: Promise of Power video game for the failed Nokia N-Gage gaming platform. Only one licensed role-playing game book has ever appeared using the Palladium engine, Rifts: Manhunter.

As of 2004, Palladium Books optioned the Rifts film rights to Walt Disney Pictures. Jerry Bruckheimer Films is said to be developing the movie in conjunction with scriptwriter David Franzoni. As of 2006, there is no information regarding the movie available on IMDB. An April 19, 2006 press release [3] by Kevin Siembieda stated that "until Jerry Bruckheimer has a script he loves, the movie can’t get the green light." In the January 15, 2007 press release [4] it was stated that the movie option has been extended one year.

Financial troubles and the "Crisis of Treachery"

On April 19, 2006, Kevin Siembieda published a press release[5] stating Palladium Books' critical financial difficulties due to embezzlement and theft resulting in $850,000 to $1.3 million in damages[6] coupled with a series of delays in licensing their properties for other media (the N-Gage game, the still in-development Jerry Bruckheimer movie, a MMOG license, and other potential deals). They raised money to continue operations by selling a signed and numbered (but not, strictly speaking, a "limited edition") art print by Kevin Siembieda, as well as urging fans to buy directly from their online store if their financial situation allows for it.

An April 26, 2006 article[7] in the Kingsport, TN Times-News, revealed that Steve Sheiring, Palladium's former sales manager, had been sentenced in a plea bargain to a misdemeanor conviction, one year of probation and ordered to pay $47,080 in restitution to Palladium Books in connection with these thefts. It also provided more information about the thefts, which took place from 2002 to 2004 and were only discovered when Palladium took inventory.

Responding to the controversy engendered by such a low settlement amount in relation to the large loss figure claimed in his earlier press release, Kevin Siembieda posted an open letter[8] to the Palladium forum explaining the matter. Siembieda stated that he had not wanted to make public Sheiring's identity out of the fear that overzealous fans might get into trouble by committing acts of reprisal. He explained that the heaviest punishment Sheiring had been likely to receive even without the plea bargain was probation. Siembieda had a choice between getting any amount of settlement money at all to pay critical bills, or spending more time and money to attempt to get his "pound of flesh" from a man who was reportedly broke anyway. Given the urgency of Palladium's situation, Siembieda did not feel he had any real choice but to take what little he could get.

During the week of May 7, 2007, Palladium announced that revenues from increased sales of its books, its Open House and the art print sales had covered most of the immediate-term damages incurred by Palladium. The period of financial instability became referred to by Siembieda as the "Crisis of Treachery", in keeping with his stance that the root cause of the difficulties was the embezzlement engaged in by Sheiring.

Rather explains why this is what it is. There is a MMO option out already, as well as movies and such, and the entire thing was brought back from the brink after loosing millions to embezzlement. I don't see this as "trying to get rich" I read the entire ordeal as trying to protect the rifts space and to avoid confusion of other titles in the same spaces, even for potential entries to those spaces. There are also sub licensees in the Rifts IP, TMNT, robotech....


Title: Re: Heroes of Telara
Post by: Ghambit on May 13, 2010, 10:37:50 AM
Trust me Blood, he didnt lose millions.  He lost at most 10's of thousands.  He's clamining millions in "damages."   :awesome_for_real:   
How can one damage something that's already broke?

If these little pen&paper getups want a piece of the bigger pie, they have to more actively participate... not just wave their license around like it's minted paper.   And which MMO has the Rifts license?  No one.  His problem is he's looking for one and fails.

Quote
Gamesradio: What is the progress of the Rifts® MMORPG?

Kevin Siembieda: I'm afraid right now it is stalled. Every time we think we have found a company that can do the job, something happens to kill the deal. The company goes out of business, fails to get the necessary financing, or experiences other problems that put an end to our hopes for a Rifts® online game. We're still looking for an established electronic game company who can make this dream a reality, but right now we are stalled. A pity, because we think Rifts® is the perfect vehicle for an epic and endless MMORPG with unlimited possibilities.

Again, the obvious solution is for Palladium to support HoT, not the other way around.  Let em generate some lorebooks for the game loosely (very) affiliated with the original Rifts world and get paid for it. 


Title: Re: Heroes of Telara
Post by: Musashi on May 13, 2010, 10:48:31 AM
Or they could just change the name to Schism.


Title: Re: Heroes of Telara
Post by: Draegan on May 13, 2010, 11:12:49 AM
or Holes


Title: Re: Heroes of Telara
Post by: Hoax on May 13, 2010, 12:06:10 PM
The above statements are retarded. You should tell that to who ever told you such things.

Rifts is a ADND1 based ruleset that never streamlined, it has super damage weapons and armor, hella percentile checks and basically the books are a fucking mess.  None of that is not true.  You can not be the authority on what people who don't give a fuck about Rifts think when clearly you give way too much of a fuck about Rifts.

This guy running Palladium is obviously a clown, as other posters have said they will just not call them rifts if they even bother to do that and move on.  He can't control the idea of multiple universes/dimensions and honestly Telara seems to be using the rifts for gameplay not setting purposes.

I hope his grab at drumming up some publicity for his nobody gives a fuck game system backfires and he loses money for being a litigious douche.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 13, 2010, 12:31:42 PM
The above statements are retarded. You should tell that to who ever told you such things.

Rifts is a ADND1 based ruleset that never streamlined, it has super damage weapons and armor, hella percentile checks and basically the books are a fucking mess. 

Never evolved? Never streamlined? ADND1?? (http://www.palladiumbooks.com/Merchant2/merchant.mvc?Screen=PROD&Product_Code=800HC&Category_Code=R800) You said you never played it. You were told such things. I played it, even ran it, and I am telling you its not true, not from someone who used it, and prefers the system. I may indeed be biased, but thats because after playing a number of systems, I prefer this one. The guy running palladium has run a profitable publishing house for well over two decades.  It also has zero to do with the discussion.


Title: Re: Heroes of Telara
Post by: Lantyssa on May 13, 2010, 12:41:31 PM
From your link:
Quote
Not exactly a Second Edition, because most of the rules remain unchanged, ...
I like the possibilities the setting allows given a good GM and group, but Hoax' assessment really isn't far off the mark.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 13, 2010, 12:57:40 PM
Yes, I realize that the core rules have not changed, and that good for me. However they did address things like organization and what not, though it was never and issue for me personally. Having tried both systems, one enables the GM, in fact it unhinges the GM to make the calls (no, not everything has a chart, thank god), but DnD seems to appeal to the "It must be written" and rule monger crowed. So much more restrictive. IMO. I separate SDC and MDC in my games, always have i also do not mix the books to much, and I assemble things before hand that I want to use, I do not need a module to tell me what happens. I use a MDC in a situation, there is always a ROLE PLAYING avenue to get out or deal with it. Combat and rules do not make the better game. I don't need a chart to tell you that your offer to the villagers daughter is rejected. If all you want to do is read charts and kill things for point, awesome DnD or other systems may be for you. If you prefer story and role playing situations, I recommend rifts. I have done many a game where you rise from a penniless fucker to a high member of the collation, then beyond. I have also shot people with lazes of the response was warranted. Not every confrontation requires combat, but if you insist...

Story > Rules.

EDIT: Thats not the only book our of the hundreds for the system that was updated.


Title: Re: Heroes of Telara
Post by: Hoax on May 13, 2010, 03:09:46 PM
From your link:
Quote
Not exactly a Second Edition, because most of the rules remain unchanged, ...
I like the possibilities the setting allows given a good GM and group, but Hoax' assessment really isn't far off the mark.

The attempting to be neutral wiki article says the same as well.  Don't worry though Bloodworth has no need for objective assessment after all he's a Rifts GM arguing with me that he understands what people who don't play Rifts think of it.  In typical Bloodworth fashion he seems incapable of remembering what he was responding to after he's typed 5 words of a reply so he just says stuff that is somewhat related, maybe, sort of, dim the lights and squint at his posts and it might make some kind of sense.

Nobody is saying Rifts sucks and DND games that play like a wankfest version of pnp Diablo are cool dude.  Thats not even what we're talking about.  Rifts is just a fringe neckbeard extra complex the way old school PnP'ers like it game system that nobody cares about and sure as fuck shouldn't be suing anybody because they are using the word Rift because it makes them look stupid.  That's what we're talking about.


Title: Re: Heroes of Telara
Post by: Ghambit on May 13, 2010, 03:27:55 PM
Well, given the tabletop community, it's likely they'd shelve the book if they found out about the lawsuit.  A fickle bunch they are, very wary of douchebaggery and keen on high drama.   (sigh)
Rifts is a cool product, dont get me wrong...  but if they were Pinnacle,WotC,GW,Decipher, and/or a few others, we might very well be looking at a more IP specific MMO.  As such, the game currently doesnt carry enough weight for it to be advantageous for Trion, hence the reasoning Palladium should jump on-board instead of casting stones.

Given HoT's errr PoT's  :awesome_for_real: design, when IP searching Trion probably just ran into the brickwall that is WotC.  What other AAA "plane of reality" pnp RPGs are out there?

I'm all for creating large, fictional verses alongside games.  Even to the point of creating other games; TCG, boardgames, webgames, etc.  If this particular group of dorkdom put their heads together they might just be able to create something worthwhile to purchase... but, whiny egos prevail eh?


Title: Re: Heroes of Telara
Post by: UnSub on May 13, 2010, 06:53:07 PM
Story > Rules.

... which pretty much leaves it up to an argument over which rule set works best for your story. If you want your story to have dino-mechs fighting magic Terminators from the year 3125 on an abandoned space station circling a singularity that, if activated, will destroy all time, magik and space, then yes, Rifts is for you.

That said: Rifts is a rules mess at its base, especially when you take in the expansion books. You can use homebrew rulings to fix things, but that doesn't mean Rifts is a balanced RPG system.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 14, 2010, 05:47:19 AM
From your link:
Quote
Not exactly a Second Edition, because most of the rules remain unchanged, ...
I like the possibilities the setting allows given a good GM and group, but Hoax' assessment really isn't far off the mark.

The attempting to be neutral wiki article says the same as well.  Don't worry though Bloodworth has no need for objective assessment after all he's a Rifts GM arguing with me that he understands what people who don't play Rifts think of it.  In typical Bloodworth fashion he seems incapable of remembering what he was responding to after he's typed 5 words of a reply so he just says stuff that is somewhat related, maybe, sort of, dim the lights and squint at his posts and it might make some kind of sense.

Nobody is saying Rifts sucks and DND games that play like a wankfest version of pnp Diablo are cool dude.  Thats not even what we're talking about.  Rifts is just a fringe neckbeard extra complex the way old school PnP'ers like it game system that nobody cares about and sure as fuck shouldn't be suing anybody because they are using the word Rift because it makes them look stupid.  That's what we're talking about.

The subject of quality, is something you brought up and are using as some quantifier for the validity of the case. The rest is subjective opinion, never once did I talk abut the games system itself until you decided to get all RPG nerd fight on the subject.

AFAIK, quality, opinion, and complexity of the product never had a bearing on a copyright or IP case. so what was your point?

Oh, I see, the case is invalid because you think the product sucks or that no one cares about it? I see, perhaps they will bring that up in the case then.

Story > Rules.

... which pretty much leaves it up to an argument over which rule set works best for your story. If you want your story to have dino-mechs fighting magic Terminators from the year 3125 on an abandoned space station circling a singularity that, if activated, will destroy all time, magik and space, then yes, Rifts is for you.

That said: Rifts is a rules mess at its base, especially when you take in the expansion books. You can use homebrew rulings to fix things, but that doesn't mean Rifts is a balanced RPG system.

Sure, GM house rules always win though. Thing is, this isn't a mechanical system like DnD. Its a character driven system, and a role playing system story system. Different focuses. IMO. In fact in the books, it is always emphasized that you should "Use common sense, its your game". It also says in a number of places, such as the GM guide, that while the game has been play tested, balanced does not mean equal, the claim of the books ever needing or attempting to be "balanced" or equal is not coming from the creators or users. If you run games that are purely combat and grid maps, you will hate it. if you run games that are based on role playing, character, and setting, its a fucking gold mine.


Title: Re: Heroes of Telara
Post by: UnSub on May 14, 2010, 07:51:39 AM
if you run games that are based on role playing, character, and setting, its a fucking gold mine.

In that case, the choice of rule system becomes increasingly irrelevant.

And yes, I did like some sort of balance in my p'n'p gaming days because I played with world class rule abusers. Rifts is definitely open to that kind of abuse.

Back on topic: change the name to "Schisms: Champions of Telara" and we can all call the game SCOT.


Title: Re: Heroes of Telara
Post by: Modern Angel on May 14, 2010, 09:02:17 AM
Rifts is bad and if you like Rifts you are a bad person. Mr. Bloodworth.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on May 14, 2010, 09:03:36 AM
Rifts is bad and if you like Rifts you are a bad person. Mr. Bloodworth.

So it seems.  :awesome_for_real:


Title: Re: Heroes of Telara
Post by: Draegan on June 11, 2010, 07:58:27 PM
http://uk.pc.ign.com/articles/109/1096726p1.html

Souls and other stuff.


Title: Re: Heroes of Telara
Post by: Threash on June 12, 2010, 01:03:39 PM
http://uk.pc.ign.com/articles/109/1096726p1.html

Souls and other stuff.

That actually sounds pretty interesting.  Lots of character customization options is a big draw for me.


Title: Re: Heroes of Telara
Post by: LC on June 12, 2010, 04:34:23 PM
The whole rift thing sounds lot like a modified version of Warhammer's public quests.


Title: Re: Heroes of Telara
Post by: Draegan on June 12, 2010, 04:49:31 PM
The whole rift thing sounds lot like a modified version of Warhammer's public quests.

What an astute observation.


Title: Re: Heroes of Telara
Post by: Threash on June 12, 2010, 04:54:14 PM
Which was not a bad idea in itself.  The only problem with Warhammers public quests is that they vastly overoptimistic about their own popularity so you had three different public quests per single quest hub X three quest hubs per zone X three zone pairings per tier.  So just between levels 1-10 there was 54 different public quests, all of them almost deserted.  If it had been  ONE big public quest at the end of each zone that sorta tied everything together instead that would have worked out a lot better.


Title: Re: Heroes of Telara
Post by: PalmTrees on June 12, 2010, 04:59:06 PM
http://uk.pc.ign.com/articles/109/1096726p1.html

Souls and other stuff.

Wonder what the overpowered tank-mage spec will be. Probably the opposite of whatever sounds interesting to me. I always pick the gimp.


Title: Re: Heroes of Telara
Post by: Draegan on June 12, 2010, 07:52:44 PM
Which was not a bad idea in itself.  The only problem with Warhammers public quests is that they vastly overoptimistic about their own popularity so you had three different public quests per single quest hub X three quest hubs per zone X three zone pairings per tier.  So just between levels 1-10 there was 54 different public quests, all of them almost deserted.  If it had been  ONE big public quest at the end of each zone that sorta tied everything together instead that would have worked out a lot better.

I agree.  I was just being sarcastic because every article, and almost every forum post, refers to rifts as Public Quests. 


Title: Re: Heroes of Telara
Post by: Malakili on June 12, 2010, 08:02:06 PM
Which was not a bad idea in itself.  The only problem with Warhammers public quests is that they vastly overoptimistic about their own popularity so you had three different public quests per single quest hub X three quest hubs per zone X three zone pairings per tier.  So just between levels 1-10 there was 54 different public quests, all of them almost deserted.  If it had been  ONE big public quest at the end of each zone that sorta tied everything together instead that would have worked out a lot better.

Yeah, I remember the greenskin public quest in the starting area the first couple weeks, fighting waves of dwarves with a couple dozen greenskins at a time, that was fun.  The whole newbie area funneled you there, and then everyone did it a few times before moving on.  If they had kept the design like that in general, it would've been great.  But as you said, you were lucky every to find one with enough players to make it past the first stage in any other the others.  Oh well, WAR had plenty of good ideas, and plenty of botched execution.  If anything I think Guild Wars 2's "public quests" that change the way the zone functions rather than just resetting after 5 minutes could get more people involved and actually work, but I could be wrong.


Title: Re: Heroes of Telara
Post by: Draegan on June 18, 2010, 03:25:37 PM
http://www.gametrailers.com/video/e3-2010-rift-planes/700767

Gameplay demo.

The dungeon looks awesome.  It's not a WOW hallway.  Also different parts of the dungeon unlock as you get higher in level.  So there is always something to come back too.

And release date early Q1 2011?


Title: Re: Heroes of Telara
Post by: Stormwaltz on June 18, 2010, 03:33:30 PM
The bit of tech that impresses me in the recent videos is that they've managed realtime changes to ground texture and clutter/frills (grass and underbrush) during rift events. I've never seen that before. I would've loved to have that ability when I was doing dynamic mob invasions in AC1.


Title: Re: Heroes of Telara
Post by: Ghambit on June 18, 2010, 04:20:26 PM
Hmm... I was under the impression the Rift stuff would encompass more than a football field sized area.  I wouldn't call that a "dynamic world," nor would I call that fully taking advantage of server-side tech.  I mean, what about the world is really interactable??  I guess the thoughts on Rifts being just PQ's was valid.  So nothing new there.

The dungeons?  Meh.  I like the mechanic of unlocking other parts as you level up though, but that's nothing groundbreaking.  (I believe Vanguard had the same mechanic yes?  DDO also something similar.  Not to mention the elephant in the room, WoW.  Which basically disallows progression w/o significant gear churn.)   Matter of fact, I think I prefer the more abstract mechanic of progression through skill and loot, rather than just simply level.  So nothing new there.

The "death zone" was something Funcom came up with in the original AoC design.  You were supposed to fight your way out of Hades everytime you died, but they eventually did away with that for some reason.  Anyways, nothing new there either.

So like...  what is really different and cool about this game again?  It'll regain my respect if they can chunk the lion's share of the processing (graphics and otherwise) load onto the servers though.  But how do you even market such a capability?  If it even exists in this game.


Title: Re: Heroes of Telara
Post by: Lantyssa on June 18, 2010, 04:42:36 PM
It doesn't matter if it's new.  It matters how it's put together.


Title: Re: Heroes of Telara
Post by: Draegan on June 18, 2010, 04:48:15 PM
Ghambit whining about a game he isn't a pre-launch fanboy of.  Nothing new there.

From what we know, the game has some really awesome character customization.  You get to "slot" or whatever thy call it, three souls.  Each soul is a class. So there should be some really awesome multiclassing going on.  I believe I've heard that the "rifts" aren't the only dynamic thing about the game, but we'll see.

As far as the dungeon, sure it's nothing new, but it so much better than WOW and more LOTRO like.  I'm really looking forward to a game with decent production value.  VG wasn't it.  Dungeon design doesn't have to be new or groundbreaking to be fun.  Opening up different parts of the dungeon as you level gives you incentive to go back which I think is pretty neat.  I have no idea if VG did it.  But yes, nothing new really, but it really comes down to is if they made them fun.  We'll see. 

I haven't heard of the Death Zone in this game.  Unless you can actually do something in it, it may be a waste of time.  We'll see how it interacts with the game.

But yeah, except for the "dynamic content" they are toting, the multiclass part of the souls seems awesome. 


Title: Re: Heroes of Telara
Post by: Threash on June 18, 2010, 05:02:59 PM

The "death zone" was something Funcom came up with in the original AoC design.  You were supposed to fight your way out of Hades everytime you died, but they eventually did away with that for some reason. 

It fucked up groups/raids.


Title: Re: Heroes of Telara
Post by: Ghambit on June 18, 2010, 05:13:06 PM
Ghambit whining about a game he isn't a pre-launch fanboy of.  Nothing new there.

?Que que?  I thought I WAS the pre-launch fanboy for this game. (I started this damned thread man)
Besides, I always thought fanboys were the biggest whiners anyways when they didnt get what they wanted.

Not sayin I dont like the game's progress so far, I was just hoping for something a bit more visibily earth-shaking.  Ditto on the production value though, it looks fairly clean, which will be a nice thing to behold no matter how much newness there is, especially with light instancing.  And indeed, the soul-system is fairly neat.   I foresee many restless evenings brooding over class choices.

Also interesting this is slated for an early 2011 launch.  That's pretty damned efficient since word only started trickling in this time last year.   For $100 million damned dollars I'm sure the proverbial whip is crackin.



Title: Re: Heroes of Telara
Post by: FatuousTwat on June 18, 2010, 10:19:08 PM
You were supposed to fight your way out of Hades everytime you died, but they eventually did away with that for some reason.  Anyways, nothing new there either.

That could be a pretty awesome idea, if you were ultra powerful and one-shot all the mobs (your "spirit" is invincible or some crap, gives you a chance to cool down after dying to the same quest mob for the Nth time), and you could turn it off in the options.


Title: Re: Heroes of Telara
Post by: Hoax on June 18, 2010, 11:12:49 PM
I'm more dissapointed with the combat I guess I had gotten this mixed up with the 1-2 very very asian games we're expecting in the next couple years (with the insanely big boobs and shiney gfx) and thought it was going to have something beyond tab + auto attack + ability hotkey combat.

Unless they really do their core dynamic world fighting against the playerbase theme justice instead of that being an afterthought to static raid dungeons I can safely say I wont give a fuck about this title.


Title: Re: Heroes of Telara
Post by: Lantyssa on June 19, 2010, 05:26:45 AM
I thought this was Tera's info dump when first announced, so I can understand that mistake.


Title: Re: Heroes of Telara
Post by: Ghambit on June 19, 2010, 07:15:08 AM
If they're smart they'll make the death-zone some kind of social area with housing perhaps.  Buy mats (at horribly expensive prices), change armor, laugh at other dead people, etc.


Title: Re: Heroes of Telara
Post by: Segoris on June 21, 2010, 11:16:12 AM
If they're smart they'll make the death-zone some kind of social area with housing perhaps.  Buy mats (at horribly expensive prices), change armor, laugh at other dead people, etc.

I sure hope not, that sounds awful to me. If they went beyond those ideas of just having death put you in what equates to a town, then that may be a good start of something interesting. Quest objectives, having different powers while dead and fighting other souls for less xp than while alive. Those aren't extremely good ideas, but imo they sound better then "hey you died, here's a town in the underworld instead of just putting you back at a bind spot or closest town in the world of the living."

Edit: I'm not sure if different powers should be stronger/better as the trade off for less xp, though that would be a little more interesting. I don't think people should be encouraged to be in the underworld realm if the main game is supposed to be in the world of the living, thus why I think in general this isn't such a great idea at all anyways.


Title: Re: Heroes of Telara
Post by: Draegan on June 21, 2010, 11:20:16 AM
I believe that death thing is where everyone starts the game.

Quote
Players will begin life in the Shadowlands. Not to be confused with the titular location of a certain Anarchy Online expansion, the Shadowlands is sort of a place between life and death in the Rift universe. Players are all former heroes of a past war that rocked the world, and begin as what the team refers to as "Ascended Souls", a Telaran slain during the great Shade War and resurrected to combat the forces of Regulos. As one of the Ascended, players have access and the ability to commune with the souls of Telara's many fallen heroes. Basically this serves as the lore reasoning behind death and the multi-classing system.

http://www.mmorpg.com/gamelist.cfm/loadNews/17269

I think that's what people are talking about?


Title: Re: Heroes of Telara
Post by: HaemishM on June 21, 2010, 01:50:14 PM
http://www.gametrailers.com/video/e3-2010-rift-planes/700767

Gameplay demo.

The dungeon looks awesome.

I neither saw nor heard much in that video that made me think it was all that different from WAR's public quests and WoW/LotRO dungeons. The rifts spawning anywhere on the grid as opposed to in set places was kind of cool, but I saw not much else new there. Pretty, but DIKU.


Title: Re: Heroes of Telara
Post by: Threash on June 21, 2010, 02:03:26 PM
I'm not sure why you would have expected anything else.


Title: Re: Heroes of Telara
Post by: HaemishM on June 21, 2010, 02:04:04 PM
Eternal optimism? Brain damage?


Title: Re: Heroes of Telara
Post by: Draegan on June 21, 2010, 02:58:23 PM
I recognized it as DIKU right away.  I like DIKU though.


Title: Re: Heroes of Telara
Post by: Rendakor on June 21, 2010, 07:25:45 PM
I recognized it as DIKU right away.  I like DIKU though.
This.


Title: Re: Heroes of Telara
Post by: Ollie on June 22, 2010, 01:31:49 AM
I don't think most vets despise the Diku as much as they let on at times. I know I don't, despite my past bitching. It's just that the lack of viable options in the MMOG space can be depressing at times. Not everyone likes Space Spreadsheet Online or is willing to stick with decade-old dinosaurs, so blaming the Diku for homogenizing the field becomes a convenient outlet for pent-up frustration.

Rifts might turn out to be a fun game. But even so, some people are left disappointed because the team has the talent to deliver something that is both a good game and not-Diku. As naive as it sounds, I for one wish they would have taken the plunge and pushed the envelope.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on June 22, 2010, 06:05:51 AM
I know I am personally burned out on it, its why i have really enjoyed the recent shooter attempts, truth be told the whole MMOFPS is still in its larva stage in this space.

I just dont think I personally can do another treadmill if the combat in MMG stay the same.


Title: Re: Heroes of Telara
Post by: jakonovski on June 22, 2010, 06:33:29 AM
Too lazy to read the thread right now, but is this really based on the tabletop rpg Rifts?

Because if it is,  :uhrr:


Title: Re: Heroes of Telara
Post by: Draegan on June 22, 2010, 07:32:31 AM
No.


Title: Re: Heroes of Telara
Post by: HaemishM on June 22, 2010, 07:52:18 AM
I don't think most vets despise the Diku as much as they let on at times.

Hey, I can play DIKU, I can even enjoy myself with it. But man, I really want someone to do SOMETHING-THE-FUCK-ELSE. DIKU has been done, well done, overdone and badly done. It's time for some new shit to bitch about, but MMOG's keep serving us the same old shit with the same old problems and the same old inherent flaws and telling us it's the NEXT GENERATION OF MMOGS. No, assgobllin, if it's DIKU, it's not, it's the same first generation shit we've been playing since EQ.


Title: Re: Heroes of Telara
Post by: jakonovski on June 22, 2010, 07:59:55 AM
No.

Thank Cthulhu.


Title: Re: Heroes of Telara
Post by: Ollie on June 22, 2010, 08:24:39 AM
I don't think most vets despise the Diku as much as they let on at times.

Hey, I can play DIKU, I can even enjoy myself with it. But man, I really want someone to do SOMETHING-THE-FUCK-ELSE. DIKU has been done, well done, overdone and badly done. It's time for some new shit to bitch about, but MMOG's keep serving us the same old shit with the same old problems and the same old inherent flaws and telling us it's the NEXT GENERATION OF MMOGS. No, assgobllin, if it's DIKU, it's not, it's the same first generation shit we've been playing since EQ.

You and I are in the same boat, and we are hardly alone. The boat might be so crowded, in fact, that it's about to capsize. Someone is bound to make a game for us sooner or later.

Yes, I tell myself that every day.  ;D


Title: Re: Heroes of Telara
Post by: Ghambit on June 22, 2010, 09:34:54 AM
The sad fact is DIKU offers the widest variety of theme and design flexibility, yet every studio pigeon-holes themselves into one generic type (fantasy, sword and sorcery, questgrinds, etc.).  It's the equivalent of thinking the only pen&paper game out there (including epic boardgames) is D&D, fuck all the rest.


Title: Re: Heroes of Telara
Post by: Tarami on June 22, 2010, 10:35:53 AM
No, DIKU really doesn't offer the best design flexibility. Tanking/healing/CC or whatever you want to define as the Holy Trinity are central to DIKU. That's not a combination of mechanics that make sense in many settings - for example nothing that only has ranged combat. It needs a mix of melee/ranged to make sense and that basically makes it fantasy by definition, kind of how Star Wars is fantasy in space while Star Trek isn't. I guess you could make an all-melee game and still have it work, but what's the point? Neolithism Online?

DIKU has intrinsic player dynamics. That is the point of it. You're one of paper, rock, scissors each. It gives classes distinct meaning with relatively little design headaches. By extension, the Trinity and classes are so tightly coupled that you basically can't make a DIKU without classes - because any freeform skill progression will end up as cookie-cutter specs (i.e. classes) in order to satisfy the requirements on roles in a group.

Corollary, since there's no real point in having freeform skills, you will need a player progression which advances the player along a predefined arc. Ding, you got levels. You can theoretically make a DIKU without them but at this point levels are expected. A DIKU without levels would be an unreasonably hard sell. It's also undesirable from a design perspective, because levels let the designers unroll the world successively. It's both a carrot for the player and a design convenience.

Once a designer says "we're going to need tanks, and healers," he/she has implicitly subscribed to a whole swathe of designs because the alternatives we know do not make sense in combination. The game including Elves with a 99% certainty is one of them.

DIKUs have incredibly short shelf-life, because they depend on PvE encounters that leverage the class interdynamics. Encounters are used up, so content patches and expansions are required continuously. But since content takes much longer to create than consume, you need a Skinner box to make it stay appealing for longer. If you also make the content you add progressively harder, it reinforces the Skinner box, giving additional motivation to the players to "gear up" (which by that time is a well understood mechanism, since that's what they've been doing while levelling.)

No, DIKU pretty much gives  you EQ/WoW/LotRO with some minor variations. It's a design concept you eventually have to embrace pretty much wholesale.


Title: Re: Heroes of Telara
Post by: Draegan on June 22, 2010, 10:39:26 AM
Oh that's a good post.


Title: Re: Heroes of Telara
Post by: Hoax on June 22, 2010, 10:48:45 AM
I've given up on hating DIKU at this point I just hate auto attack + hotkey combat and refuse to fuck with games that have it unless they are incredibly compelling in some other way.


Title: Re: Heroes of Telara
Post by: Tarami on June 22, 2010, 10:53:49 AM
I'm not hating. I'm explaining, from my point of view, why all games employing DIKU mechanics are structurally identical - it's inevitable, basically.


Title: Re: Heroes of Telara
Post by: Ghambit on June 22, 2010, 12:54:26 PM
Oh that's a good post.

'Cept that it's wrong.
The point in me saying DIKU offers flexibility is that quite simply, a quasi-turn based trinity model is in reality a VERY objective ruleset.  There are a million and one different variations of this core design tenet in the gaming market.  JUST NOT IN THE MMO market.  So saying flat out that "DIKU really doesnt offer the best design flexibility" is really just plain stupid.

DIKU has its roots in the Dungeons&Dragons world and ruleset.  Most diku devs. are flat out old MUD and D&D lovers... so, what do they do??  They translate that directly into modern 3d gameplay online (world and ruleset entirely).  This is not the fault of the DIKU model.  DIKU itself though just represents what I said, a turn-based classed MP RPG.  That's it.  You can design a shitload of VERY compelling games using this.   The fact that very few have does not mean that DIKU sux or that DIKU is pigeon-holed.

I tend to think people that bash DIKU really arent "gamers" in the sense they collect and study the different products out there that use the model (pen and paper-wise).  They're just people that link DIKU with online high fantasy D&D clones and it ends there.  Those people are wrong and need to look around some more.  Or for that matter, into the true history of Diku... which really started with Arneson and his clan freestyling around a dungeon using generic wargaming rules.  Those same basic "rules" got applied to a helluva lot of different types of games, each that offer original experiences.

The only viable argument is Hoax', and that's just that he doesnt like auto-attack+hotkey.


Title: Re: Heroes of Telara
Post by: Tarami on June 22, 2010, 01:25:32 PM
No. D&D is not DIKU. What you're describing is essentially nothing.

Koster should have a clue, shouldn't he? (http://www.raphkoster.com/2009/01/09/what-is-a-diku/)

You're just removing all the traditional attributes of a DIKU-derivative and calling me stupid for not thinking PnP games are DIKU. They are not, have never been. They just share some aspects.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on June 22, 2010, 01:34:39 PM
Here we go again!  :awesome_for_real:


Title: Re: Heroes of Telara
Post by: HaemishM on June 22, 2010, 01:43:53 PM
Can we just agree that DIKU has been used in very horribly boring ways in MMOG's and move the fuck on?


Title: Re: Heroes of Telara
Post by: Tarami on June 22, 2010, 01:50:22 PM
;D

I don't see why not. My intention was never to define DIKU - I thought we were going with some kind of relevant point of reference when using that term. Please replace all my mentions of DIKU with "WoW-clone" and we're done.


Title: Re: Heroes of Telara
Post by: Lantyssa on June 22, 2010, 02:02:34 PM
Can we just agree that DIKU has been used in very horribly boring ways in MMOG's and move the fuck on?
Yes.

I do have to add the Holy Trinity is a more modern development than DIKU.  Though they have evolved been hopelessly entwined since MUDs went graphical.


Title: Re: Heroes of Telara
Post by: DLRiley on June 22, 2010, 02:05:31 PM
I've given up on hating DIKU at this point I just hate auto attack + hotkey combat and refuse to fuck with games that have it unless they are incredibly compelling in some other way.

Would button mashing "active/directional/real time" combat based on EQ/UO derivatives be more fun? Err AoC, FE, DF, TR, TCoSB, say your wrong.

The diku isn't tired or dead for the masses, the diku charging 15 dollars a month is dead. It will be phased out of continuity as the cashshop becomes the primary business models, with maybe a sub "premium" service attached. Diku's will be made cheaper and will try less and less to fall out of the WoW line of gaming mmo*** that isn't mmorpg being a haphazard effort like buying real estate in Baltimore; 1 out of every 1000000 houses each "this will be the new dc" idiot buys may become marginally profitable.


Title: Re: Heroes of Telara
Post by: Ghambit on June 22, 2010, 02:13:43 PM
No. D&D is not DIKU. What you're describing is essentially nothing.

You're just removing all the traditional attributes of a DIKU-derivative and calling me stupid for not thinking PnP games are DIKU. They are not, have never been. They just share some aspects.
I never said D&D is Diku.  I said Diku is based on D&D and pen&paper concepts (which every retard who knows his/her gaming history knows).  You're subjectifying my argument for the sake of your own.  Dont do that.  Also, it goes way beyond simply "sharing some concepts."  I also didnt call you stupid... I said your statement is stupid - which it was.  You were essentially saying the equivalent of "realtime reticule style combat doesnt offer design flexibility."   It makes no sense.  All these mechanics are merely tools; you either fuck up with the tool or you dont.

I feel some of what you were trying to say though.  So whatever.

Can we just agree that DIKU has been used in very horribly boring ways in MMOG's and move the fuck on?

Yes

Also, the diku model isnt this game's real issue.  It's the other stuff.


Title: Re: Heroes of Telara
Post by: Hoax on June 22, 2010, 02:44:35 PM
I've given up on hating DIKU at this point I just hate auto attack + hotkey combat and refuse to fuck with games that have it unless they are incredibly compelling in some other way.

Would button mashing "active/directional/real time" combat based on EQ/UO derivatives be more fun? Err AoC, FE, DF, TR, TCoSB, say your wrong.

Yes the combat would be more fun. Double super infinity more fun when it comes to pvp.

Was the combat in Darkfall or Spellborn less fun by virtue of them being half assed shit games or because the combat mechanics were inferior? Seriously your point is WoW is a better game than everything else including everything else that has had some other form of combat mechanics and therefore auto attack is the best combat system?

Piss right the fuck off.


Title: Re: Heroes of Telara
Post by: Tarami on June 22, 2010, 02:53:50 PM
All these mechanics are merely tools; you either fuck up with the tool or you dont.
Okay. Let's leave what DIKU is or isn't - it's irrelevant and a rehash of a million discussions as has been mentioned.

My point in this context was that Rifts is borrowing heavily from WoW - not any older system, regardless of the history of WoW's predecessors in turn - and by extension, that means it will try to copy WoW's group dynamics, which is one of its most easily identifiable mechanics. This is what MMOs have been doing the past couple of years - mimicking WoW, not some old MUD. With that in mind, I'm saying there won't come a game that manages to copy just the group dynamics and then make some vastly different game, in a vastly different setting. That's because WoW's setting (and incidentally, EQ's), implementation of a Skinner box and various other systems are closely tied to how groups work and how player roles are defined.

Meaning, if you just rip the concept of a trinity from WoW, you're going to eventually end up with something very similar to WoW after enough iterations. It's that core a concept (the main source of whine is who does this and that role best) and at the same time it's the most attractive of the mechanics to borrow because it's the mechanism with which players have already identified.


Title: Re: Heroes of Telara
Post by: Draegan on June 22, 2010, 03:03:36 PM
The trinity goes all the way back to MUDs.  Tanks, DPS, Healers (not much CC in the MUD days).

I wouldn't say RIFT is borrowing heavily from WOW, but more furthering the genre (I hope).  From SojourMUD to EQ to WOW to whatever is next.  Everyone had the trinity concept in some fashion.  New comers will see it as a WOW clone, I'll see it as an amazing progression from the MUD I first started playing in 1994.


Title: Re: Heroes of Telara
Post by: UnSub on June 22, 2010, 06:22:20 PM

They are being sued / have legal action against them by the Rifts guy, however.

The trinity goes all the way back to MUDs.  Tanks, DPS, Healers (not much CC in the MUD days).

I wouldn't say RIFT is borrowing heavily from WOW, but more furthering the genre (I hope).  From SojourMUD to EQ to WOW to whatever is next.  Everyone had the trinity concept in some fashion.  New comers will see it as a WOW clone, I'll see it as an amazing progression from the MUD I first started playing in 1994.

The trinity is really three uber-specialist classes - you can either take damage, heal damage or do damage. Most classes are a combo of these factors, given that in a DIKU 'damage' is really the only metric that counts given the importance of combat.

The vast, vast, vast majority of titles in all genres offer evolutionary change, not revolutionary. I believe that White Wolf's Storyteller system managed to be be (briefly?) more popular than D&D, but arguably it didn't reinvent PnPRPGs - it took a dice mechanic system and added more layers to it (while also making players buy enough dice that they could beat each other to death with their dice bags) while placing the game in a different genre.

Rift looks interesting in its evolution of the PQ - making it random, making it player influenced - and some of the classes look interesting, but it isn't reshaping the genre wholesale. With any luck it will be polished enough and fun at launch.


Title: Re: Heroes of Telara
Post by: DLRiley on June 22, 2010, 06:43:12 PM
I've given up on hating DIKU at this point I just hate auto attack + hotkey combat and refuse to fuck with games that have it unless they are incredibly compelling in some other way.

Would button mashing "active/directional/real time" combat based on EQ/UO derivatives be more fun? Err AoC, FE, DF, TR, TCoSB, say your wrong.

Yes the combat would be more fun. Double super infinity more fun when it comes to pvp.

Was the combat in Darkfall or Spellborn less fun by virtue of them being half assed shit games or because the combat mechanics were inferior? Seriously your point is WoW is a better game than everything else including everything else that has had some other form of combat mechanics and therefore auto attack is the best combat system?

Piss right the fuck off.

don't get pissy. The combat of spellborn registered all sorts of holy shit up until i've done the same combo to the same bear, 130 times. The thrill of no auto attack was lost in 40 minutes. You missed the point, combat can't be fun if the game is not fun. Its a mute point for me who doesn't play WoW to pick up WoW because itrs plays like god of war. You've basically said that maple story is the best game on the internet (WoW with Mario GAMEPLAY FUCK YEAH.....)


Title: Re: Heroes of Telara
Post by: Draegan on June 22, 2010, 06:44:24 PM

Rift looks interesting in its evolution of the PQ - making it random, making it player influenced - and some of the classes look interesting, but it isn't reshaping the genre wholesale. With any luck it will be polished enough and fun at launch.

Anyone who expects more than this is kidding themselves.


Title: Re: Heroes of Telara
Post by: DLRiley on June 22, 2010, 06:48:12 PM

Rift looks interesting in its evolution of the PQ - making it random, making it player influenced - and some of the classes look interesting, but it isn't reshaping the genre wholesale. With any luck it will be polished enough and fun at launch.

Anyone who expects more than this is kidding themselves.

That would still be a vast improvement over what we have now. Like make me interested in pve again improvement.


Title: Re: Heroes of Telara
Post by: Draegan on June 22, 2010, 07:05:25 PM
Also true.


Title: Re: Heroes of Telara
Post by: tkinnun0 on June 23, 2010, 08:07:44 AM
A random heroic dungeon in WoW: 1 tank, 1 healer, 3 DPS; the epitome of the Holy Trinity and DIKU?

Except Blizzard could make a few changes:

* Prevent mobs from landing critical strikes
* Scale mob damage based on the target's armor type (cloth<leather<mail<plate)
* Add a computer-controller mercenary that heals whoever has the lowest health.

Suddenly you're looking at a random heroic dungeon with 4 DPS, and the funny thing is, for the vast majority of the player-base the experience would be exactly the same. Mobs would still be running all over the place, but this time by design. So no longer a DIKU?


Title: Re: Heroes of Telara
Post by: Malakili on June 23, 2010, 08:10:38 AM
A random heroic dungeon in WoW: 1 tank, 1 healer, 3 DPS; the epitome of the Holy Trinity and DIKU?

Except Blizzard could make a few changes:

* Prevent mobs from landing critical strikes
* Scale mob damage based on the target's armor type (cloth<leather<mail<plate)
* Add a computer-controller mercenary that heals whoever has the lowest health.

Suddenly you're looking at a random heroic dungeon with 4 DPS, and the funny thing is, for the vast majority of the player-base the experience would be exactly the same. Mobs would still be running all over the place, but this time by design. So no longer a DIKU?

It really doesn't work all that well. Champions Online tried to make the trinity obsolete but the result is just that group content turns into everyone just spamming offensive abilities, then when they have aggro using defensivabilities, and so forth.  Not that the trinity is the be all and end all, but a bunch of mindless DPS zerg isn't really any better.


Title: Re: Heroes of Telara
Post by: Nija on June 23, 2010, 08:26:03 AM
The trinity goes all the way back to MUDs.  Tanks, DPS, Healers (not much CC in the MUD days).

Is this some kind of tangential troll? When people say DIKU they are shortening the term DIKUMUD.

No shit, the trinity goes back to MUDs. That's what this entire page is about!

I'm a DIKU hater, but that's due to burnout and knowing the limitations of the game within a few minutes of playing it. Hell, I'm not even really that interested in games that have the basic mechanic of "targeting mobs". Much less tanking/healing.


Title: Re: Heroes of Telara
Post by: Ghambit on June 23, 2010, 08:38:54 AM
Diku isnt diku because of MUDs.  Diku is diku because of tabletop gaming.  All it is is a DIRECT online representation of a pen&paper game, which goes back to the early 70's.  If you want to argue and study DIKU you have to consider the history of where it comes from and why it's still used today.  Matter of fact, all the foibles of the current Diku online games are the same fuckin complaints you get at the tabletop for the past 30 years...  FOR CERTAIN GAMES, If they're shit designs.


Title: Re: Heroes of Telara
Post by: Draegan on June 23, 2010, 09:06:29 AM
The trinity goes all the way back to MUDs.  Tanks, DPS, Healers (not much CC in the MUD days).

Is this some kind of tangential troll? When people say DIKU they are shortening the term DIKUMUD.

No shit, the trinity goes back to MUDs. That's what this entire page is about!

I'm a DIKU hater, but that's due to burnout and knowing the limitations of the game within a few minutes of playing it. Hell, I'm not even really that interested in games that have the basic mechanic of "targeting mobs". Much less tanking/healing.

Are you attempting to be some sort of asshole now?  Yes no shit it goes back to MUDs, you know that, I know that, some people don't even fucking know what a MUD is.

Thank you for commenting.


Title: Re: Heroes of Telara
Post by: tkinnun0 on June 23, 2010, 09:26:21 AM
It really doesn't work all that well.

I'm not saying that the Holy Trinity is worse, I'm saying that when it comes to the Looking-For-Dungeon-tool, Blizzard could get rid of the trinity and apart from boss battles the vast majority of the player-base might not even notice.


Title: Re: Heroes of Telara
Post by: DLRiley on June 23, 2010, 09:40:23 AM
A random heroic dungeon in WoW: 1 tank, 1 healer, 3 DPS; the epitome of the Holy Trinity and DIKU?

Except Blizzard could make a few changes:

* Prevent mobs from landing critical strikes
* Scale mob damage based on the target's armor type (cloth<leather<mail<plate)
* Add a computer-controller mercenary that heals whoever has the lowest health.

Suddenly you're looking at a random heroic dungeon with 4 DPS, and the funny thing is, for the vast majority of the player-base the experience would be exactly the same. Mobs would still be running all over the place, but this time by design. So no longer a DIKU?

Or

Have mobs attack the guy with the lowest hp and armor in their aggro radius
mix the mobs to have range, healers, meleedps, and cc
Have the mobs switch targets often, if they notice someone isn't dieing in 5 minutes time to hit someone else.

ooh guild wars why do mmos fail so much....



Title: Re: Heroes of Telara
Post by: Ghambit on June 23, 2010, 09:47:43 AM
It really doesn't work all that well.

I'm not saying that the Holy Trinity is worse, I'm saying that when it comes to the Looking-For-Dungeon-tool, Blizzard could get rid of the trinity and apart from boss battles the vast majority of the player-base might not even notice.

Those people who enjoy playing support classes would notice.   :oh_i_see:
Also, personally I would not risk my 4hr. 20 or 40-man raid to an AI heal-bot.  There are plenty of instances where only a human can do the job, hence why pretty much EVERY game that's tried to automate "housekeeping" (and make every toon an EveryHero) has failed, for a variety of reasons.
Reinventing the wheel is reinventing.

It's useless fighting the Diku model.  It's the most perfected social gaming premise ever devised (yet digital versions are still lightyears behind).  Bitching about it at this point is like complaining that water is too slippery.  You'll fuckin drink it and like it regardless.



Title: Re: Heroes of Telara
Post by: Tarami on June 23, 2010, 11:34:29 AM
Seriously, during the ~10 years I played PnP RPGs from all kinds of genres, I never once came across anyone suggesting they would "tank" a monster or anything as nonsensically mechanical. It may exist as a concept in some RPGs, but it's never-ever required, unlike online games.

I mean, if I GM'ed a group and the warrior said "I taunt the orc!" without verbally doing so in an appropriate language, I'd laugh and have the orc kick the rogue in the nuts. Threat just doesn't make sense in a PnP RPG in my opinion, because you have someone actually playing the monsters. It makes sense to have someone strong and/or tough but that's just a group flexibility consideration, not a mechanical one.


Title: Re: Heroes of Telara
Post by: Malakili on June 23, 2010, 11:47:58 AM
Seriously, during the ~10 years I played PnP RPGs from all kinds of genres, I never once came across anyone suggesting they would "tank" a monster or anything as nonsensically mechanical. It may exist as a concept in some RPGs, but it's never-ever required, unlike online games.

I mean, if I GM'ed a group and the warrior said "I taunt the orc!" without verbally doing so in an appropriate language, I'd laugh and have the orc kick the rogue in the nuts. Threat just doesn't make sense in a PnP RPG in my opinion, because you have someone actually playing the monsters. It makes sense to have someone strong and/or tough but that's just a group flexibility consideration, not a mechanical one.

Well, 4th edition DnD basically embraces the concept, but then again, that isn't exactly agreed upon as a good decision among the pencil and paper community.  However, I agree with your post 100%, and its one of the reasons I like dungeons and dragons a lot more than the computer variations, perhaps the with one caveat that its nice to be able to play D&D in a single player setting.  However, I think thats far more represented by say, Baldur's Gate than World of Warcraft.  One of the huge advantages of playing fighter in D&D was the huge amount of flexibility you had in how you designed your character, not the fact that it was the "tanking class"


Title: Re: Heroes of Telara
Post by: Draegan on June 23, 2010, 11:52:34 AM
That and PnP is an obviously much more controlled environment. 


Title: Re: Heroes of Telara
Post by: Malakili on June 23, 2010, 12:04:26 PM
That and PnP is an obviously much more controlled environment. 

Indeed. I think the lack  of a Dungeon Master is the single biggest problem with any multiplayer CRPG.  I don't think you can really emulate that on a big scale either. NWN persistent world servers were about the max where it can realistically work though, not to mention that those weren't paid services, so if you got griefers or players who didn't play in the spirit of the game, you could just ban them outright and be done with it.    I always hoped to find an MMO that would somehow replicate that experience, but on the scale a well funded project can do, but it turns out that I don't think its actually possible.


Title: Re: Heroes of Telara
Post by: Ghambit on June 23, 2010, 12:17:05 PM
One might not come across someone specifically saying "I tank thee via taunt" at the table.  But obviously there are "tanky" roles most balanced tabletop games have.  When groups fall outside being effective (working together as a balanced team), then it's up to the GM to either punish them or reward them for some creative gameplay, if they're even capable of such.  Most of the time though, if they stuck to the rules strictly - they'd be dead.  Which is the way it should be if you dont want to drown yourself in roleplay or scripted/circumstantial encounters.

That's not to say non-trinity groups cant succeed.  Remember the all-mage 40-man that downed Rags?  Or was it Ony...  I forgot (but even then, certain types of mages fit certain roles... so then you're basically playing Ars Magica).  BUT, like I said - it takes good strategy and creative play.  Having a balanced team just makes things easier...  in any classed co-op of any type generally.  Some systems are easier to get creative with, others arent.  But, they're still diku.

HoT's system seems pretty diverse and complex class-wise, which may be its saving grace.  People wont be bored no matter what their role as long as they're presented with enough choice.  But, that doesnt mean the devs. should make the game easymode so anyone at anytime on anyquest with anyteam arrangement can pwn their game.


Title: Re: Heroes of Telara
Post by: Cheddar on August 08, 2010, 02:49:11 PM
The fact that Hartsman is a part of this project is enough for me to give it a whirl.


Title: Re: Heroes of Telara
Post by: Sky on August 09, 2010, 06:44:42 AM
Wait, what? I need to pay more attention to the mmo forum.


Title: Re: Heroes of Telara
Post by: Hartsman on August 12, 2010, 10:39:39 PM
Wait, what? I need to pay more attention to the mmo forum.

And here I thought you just didn't love me anymore.


Title: Re: Heroes of Telara
Post by: Sky on August 13, 2010, 12:06:55 PM
 :Love_Letters:


Title: Re: Heroes of Telara
Post by: Brogarn on August 17, 2010, 08:28:38 AM
Preview over at Ten Ton Hammer: http://www.tentonhammer.com/rift/hands-on-preview-part-1

Also, details about classes have been linked or explained by Scott in blog comments (Keen and Graev, Game by Night, probably a few others) all over the place.


Title: Re: Heroes of Telara
Post by: Sky on August 17, 2010, 09:10:03 AM
Quote from: Hartsman from that preview
"We fully expect that people will discover new and exciting things that never occurred to us, and that's ok... that's part of the fun.  We're not trying to overbalance everything and make everyone feel exactly the same."
That sounds like the FFH2 ideal: fun > balance. Situationally there are different elements to 'balance' anyway. I like when people focus on making things fun:
Quote
the Saboteur (a class that specializes in sneaking up to five bombs onto a target, then detonating them - preferably when the mob is appropriately loaded down with de-buffs).
:drill:

I can see where that might be an issue in pvp, but if pvp is fun, dying isn't such a hassle (see my TF2 debacles).

Graphics look cool, but who knows with an mmo. I'm hoping they can capture what EQ2 has lost, and as far as vet mmo devs go, Scott is the man (my love letters emoticon is only a slight exaggeration, heh) to build the team of awesome. I need another game for my winter mmo fix, and the market, it's filled with meh and suck. So label me cautiously optimistic based on previews and lore and interviews (which is about a hill'o'beans, but hey).


Title: Re: Heroes of Telara
Post by: Lantyssa on August 17, 2010, 10:58:06 AM
I've resisted telling him you sleep with an 8x12 glossy at night, in case he thinks it's a little creepy.


Title: Re: Heroes of Telara
Post by: Sky on August 17, 2010, 11:11:07 AM
I had it blown up to a mural on the ceiling. Sorry, Raph.


Title: Re: Heroes of Telara
Post by: Malakili on August 17, 2010, 03:17:04 PM


Also, details about classes have been linked or explained by Scott in blog comments (Keen and Graev, Game by Night, probably a few others) all over the place.

Speaking of which, here is the post from Keen and Graev, its about classes:

Quote from: Scott Hartsman
Hey.  Happy to drop some authoritative answers:

Rift, Invasion, Defense and other overland events are not instanced. It may look like it from the videos, but, no — It’s a seamless world that dynamically changes and responds to what’s going on in it. The events can also alter the existing world population in interesting ways.

The events themselves are public, in that people’s contribution determines their reward via an implicit grouping system that keeps track of everyone who participates in any given event.

On the classes/souls: You choose your Calling (think: archetype) when you start, and the first soul (think: class) inside of that calling. That’s your soul. You can obtain the rest of the souls appropriate for your calling over time.

e.g. A warrior who started out as an Reaver, could collect a Champion soul later on, and then a Beastmaster soul, and then a Paladin soul, and so on.

As you level up, you’re able to control more souls at a at once – You start out being able to only have one Soul active, and eventually you can control and spend points in three at a time.

At the most, that high level warrior could then have three souls “loaded” into a role (think: spec) and spend points the way they chose across all three.

So, I could have a tanking role that spent exclusively in Paladin…and then also have a role where I spent exclusively in Reaver… and then also have a combination Champion/Reaver/Paladin… and then also have a Champion/Beastmaster/Reaver (which is a really good dps combo), and change between those four Roles/specs at will.

We call those Roles, and you can swap between them in the field. currently, the game supports characters having up to 4.)

And then – Yep, that takes place in a world that also has instances (dungeons, raids, etc), quests, and so on.

Hope that makes sense!

- Scott


Title: Re: Heroes of Telara
Post by: Threash on August 17, 2010, 03:25:47 PM
This really is starting to sound fun, is it coming out any time soon?


Title: Re: Heroes of Telara
Post by: Brogarn on August 18, 2010, 06:17:40 AM
Massively's hands on:

http://www.massively.com/2010/08/18/massivelys-hands-on-with-rift-planes-of-telaras-dynamic-conte/



Title: Re: Heroes of Telara
Post by: Ard on August 18, 2010, 09:56:53 AM
Okay, that write up has me wanting this out now.  That said, they better take their time and do this right.  Do not release another Age of Conan, missing all the mid to end game content.


Title: Re: Heroes of Telara
Post by: Draegan on August 18, 2010, 11:51:20 AM
If you watch the gamescom trailer you'll get a quick look at a fire rift.   :grin:

If anyone is interested I run an official fansite.

http://www.riftjunkies.com


Title: Re: Heroes of Telara
Post by: palmer_eldritch on August 18, 2010, 05:03:10 PM
If you watch the gamescom trailer you'll get a quick look at a fire rift.   :grin:

If anyone is interested I run an official fansite.

http://www.riftjunkies.com

What's an "official" fansite?

(hey, can you get me into the beta?)


Title: Re: Heroes of Telara
Post by: Draegan on August 18, 2010, 08:04:35 PM
Official meaning that I was recognized by Trion as an "Official Fansite".  

And I can't get you into something that hasn't started yet!  Not that I'll have that power when it begins anyway.


Title: Re: Heroes of Telara
Post by: Hartsman on August 18, 2010, 08:42:35 PM
Okay, that write up has me wanting this out now.  That said, they better take their time and do this right. 

My tiny producer brain just divided by zero.



(And thanks. :)


Title: Re: Heroes of Telara
Post by: Ard on August 18, 2010, 11:40:45 PM
Yes, well, I'm not Sky and I'm not about to start stalking you.  I still have beef over what EQ2 became in the time since you've left.  Just don't pull a McQuaid, or a Jacobs, or a Godager, and I think we'll be cool.  Not that it'd stop me from buying the game, I'm kinda a dumb ass that way.


Title: Re: Heroes of Telara
Post by: Brogarn on August 19, 2010, 07:00:18 AM
Not that it'd stop me from buying the game, I'm kinda a dumb ass that way.

Amen. For example: I should run screaming whenever I see the name Funcom, yet...

 :facepalm:


Title: Re: Heroes of Telara
Post by: Malakili on August 19, 2010, 07:01:48 AM
Frankly, just the fact that Hartsman posts here and comes off as a reasonable human being drastically ups my chances of buying this game.


Title: Re: Heroes of Telara
Post by: Segoris on August 19, 2010, 08:58:02 AM
Frankly, just the fact that Hartsman posts here and comes off as a reasonable human being drastically ups my chances of buying this game.

I agree, and am happy that it's not just here though. He seems consistent in everything I've seen with him posting including interviews and when he pops in places to clarify. He seems like his ego is in check and not inflated like some others. Of course perception and reality may differ, I don't know, he could just be a good actor, but combining modesty in everything I've read with the fact that the game seems awesome has this marked as my most anticipated game/mmo atm.

I'd probably be a lot more excited and posting more on the official forums instead of lurking if I didn't fear I'd turn into Sky and end up sitting in a tree outside Scott's window with binoculars :why_so_serious:


Title: Re: Heroes of Telara
Post by: Segoris on August 19, 2010, 11:50:59 AM
Anyone know if more info has been posted about crafting? I haven't been able to find anything new and I realized that is still my only concern for this game as of right now, that I don't want the crafting to resemble EQ2 at all. Sadly, the only things I've seen is that you can have multiple crafting professions and the bit on the faq about how they have some robust system planned.


Title: Re: Heroes of Telara
Post by: Draegan on August 19, 2010, 02:24:54 PM
Anyone know if more info has been posted about crafting? I haven't been able to find anything new and I realized that is still my only concern for this game as of right now, that I don't want the crafting to resemble EQ2 at all. Sadly, the only things I've seen is that you can have multiple crafting professions and the bit on the faq about how they have some robust system planned.

There have been a few mentions of different types of gathering/crafting professions.  You get up to three of them.  It was also mentioned that crafting is more traditional.  Which I assume is like WOW.  

So basically, don't expect anything different.  Just refined (I hope).

But they haven't released any crafting related articles, blogs or interviews yet.


Title: Re: Heroes of Telara
Post by: AutomaticZen on August 19, 2010, 02:39:16 PM
Massively's hands on:

http://www.massively.com/2010/08/18/massivelys-hands-on-with-rift-planes-of-telaras-dynamic-conte/
I've been following this one for awhile, since going over an interview with Lars on the site I work for, and I'm glad to see them getting more information out there.  And videos are always cool.

The Wildstorm comic deal was odd, but I'm looking forward to the game itself.  As long as I can make black people. (The Eth seem to be in the right direction)



Title: Re: Heroes of Telara
Post by: Wolf on August 23, 2010, 05:27:12 AM
This was playable at gamescom. After randomly passing by the booth about 50 times I managed to get some one on one time. I won't repeat what various previews have to say about the game but I will say, for something that's not even in Beta, this is a really polished game. And I believe that's one of the best compliments you can give an mmo game :)


Title: Re: Heroes of Telara
Post by: Mrbloodworth on August 25, 2010, 06:41:13 AM
Was this posted yet?

http://riftnexus.com/page/articles/_/events/gamescom/rift-at-gc2010-the-nexus-experience-part-one-r62


Title: Re: Heroes of Telara
Post by: AutomaticZen on August 25, 2010, 07:33:54 AM
I'm digging the class system presented here, but it seem like it'll be hell to balance.

http://www.gametrailers.com/video/gc-10-rift-planes/703481?type=flv


Title: Re: Heroes of Telara
Post by: HaemishM on August 25, 2010, 08:19:58 AM
I must admit, that video with the class stuff was impressive. This is on my radar.


Title: Re: Heroes of Telara
Post by: Sky on August 25, 2010, 09:31:33 AM
Yeah that multiclassing stuff looks wicked! Been on my radar because of Mr. H, but visuals are pretty awesome and the class mechanics look great. Too bad it's an mmo :P


Title: Re: Heroes of Telara
Post by: Chimpy on August 25, 2010, 09:58:12 AM
Yeah that multiclassing stuff looks wicked! Been on my radar because of Mr. H, but visuals are pretty awesome and the class mechanics look great. Too bad it's an mmo :P

We promise we won't tell on you if you like it. :D

I was not even aware of this until recently (I usually gloss over most of the threads on upcoming games) when a friend mentioned it. I really think this looks like it could be cool. The multiple roles in an archetype thing sounds pretty snazzy. Going to keep more of an eye on this I think.


Title: Re: Heroes of Telara
Post by: Threash on August 25, 2010, 09:59:39 AM
I'm digging the class system presented here, but it seem like it'll be hell to balance.

http://www.gametrailers.com/video/gc-10-rift-planes/703481?type=flv

The more i think about it the more it looks like they just separated their version of wow talent trees into different classes.


Title: Re: Heroes of Telara
Post by: Draegan on August 25, 2010, 11:10:27 AM
I'm digging the class system presented here, but it seem like it'll be hell to balance.

http://www.gametrailers.com/video/gc-10-rift-planes/703481?type=flv

The more i think about it the more it looks like they just separated their version of wow talent trees into different classes.

It's similar to that yes.

Using the WOW to Rift translation:

In Rift you pick a Warrior at character creation.  Using WOW terms that means you have access to all these talent trees:

Prot. Paladin
Ret Paladin
Arms Warrior
Fury Warrior
Prot Warrior
Bear Druid (But not cat?)
Blood DK
Unholy DK
Frost DK

And you get to mix and match any three.  It's been mentioned that each calling has like 8 souls to pick from.

In WOW you have dual spec.  In Rift it's been mentioned that you can have up to four saved specs that you can switch between when you're OOC.

Now just picking souls doesn't give you abiltiies.  If you watch any of the soul system videos there are root abilities.  You gain more abilities via putting points into the talent tree.  So you may specifically choose to put X points into a soul just get a specific ability.  In the Russ Brown video he mentions "Put X points into the Champion tree for Improved Charge".


Title: Re: Heroes of Telara
Post by: WindupAtheist on August 25, 2010, 01:14:56 PM
Class system is nigh-incomprehensible and will utterly mystify anyone who's not already a hardened MMO geek. Lore suffers from way too much "After the Tururrhbjbhsrf Civl War, the forces of Foghdjhsd learned to harness the power of Lowdfihsfhjk!" type stuff. Unless you've taken ten years and three games plus expansions to establish and build up your lore (like you know who) you need to keep that shit simple.


Title: Re: Heroes of Telara
Post by: Ingmar on August 25, 2010, 01:19:11 PM
Class system is nigh-incomprehensible and will utterly mystify anyone who's not already a hardened MMO geek. Lore suffers from way too much "After the Tururrhbjbhsrf Civl War, the forces of Foghdjhsd learned to harness the power of Lowdfihsfhjk!" type stuff. Unless you've taken ten years and three games plus expansions to establish and build up your lore (like you know who) you need to keep that shit simple.

Yeah I tend to agree, especially on the lore thing. The way Guild Wars handles that stuff is basically perfect. Introduce just one country/town/whatever at a time, give you a few strong personalities to attach to, then slowly do the loredump of everything else. This looks much too busy at first glance but it might be OK if they structure the new player experience right.


Title: Re: Heroes of Telara
Post by: Sky on August 25, 2010, 01:22:47 PM
Wait, WUA doesn't like it? It's going to be a huge hit!


Title: Re: Heroes of Telara
Post by: WindupAtheist on August 25, 2010, 01:34:57 PM
Oh, I'm still basically on board, what with the whole sandboxy dynamic evolving world thing. And nobody but me and the rest of a crazy 1% of players even notices lore anyway. But I've been doing a lot of newb-helping lately in my WoW guild, and it just makes me aware of the fact that this class system may as well be in Sanskrit for all the people who just fill out their trees with whatever until I pull a viable spec off EJ and send it to them because they're crying about getting kicked from groups.


Title: Re: Heroes of Telara
Post by: Lantyssa on August 25, 2010, 03:36:07 PM
I'm okay with that, since the only way to make this class system better in my opinion would be to not restrict the mage/cleric/warrior/rogue sub-specs to whichever you picked first.


Title: Re: Heroes of Telara
Post by: Hawkbit on August 25, 2010, 05:48:10 PM
That would make for a balancing nightmare... the possibilities would be endless.  Pretty well guarantees everyone takes a rank of priest.  :)


Title: Re: Heroes of Telara
Post by: jakonovski on August 26, 2010, 11:19:33 AM
Balancing (for PvP) is doable if they adopt a build-counterbuild philosophy, kind of like in M:tG. Then it becomes mostly a matter of metagaming correctly, and uncounterable things stand out immediately.


Title: Re: Heroes of Telara
Post by: Segoris on September 07, 2010, 08:53:03 AM
Bump for a couple of post-PAX write ups
Massively, not that great imo (http://www.massively.com/2010/09/06/pax-2010-hands-on-with-rift-planes-of-telara/) but there is a couple of good bits there

Horrifticintentions blog day 1 (http://horrifticintentions.wordpress.com/2010/09/03/consolidated-information-from-pax/)
 Horrifticintentions blog day 2 (http://horrifticintentions.wordpress.com/2010/09/05/my-thoughts-on-the-pax-information-after-day-two/)
Good guild info from the day 1 blog:

Curse's Q&A (http://www.curse.com/articles/rift-news/812863.aspx)

Best one, imo, came from AutomaticZen (http://forums.riftgame.com/showthread.php?3112-Final-PAX-Impressions-Your-Moment-of-Zen). Great job on a solid write up.


Title: Re: Heroes of Telara
Post by: AutomaticZen on September 07, 2010, 09:04:04 AM
Best one, imo, came from AutomaticZen (http://forums.riftgame.com/showthread.php?3112-Final-PAX-Impressions-Your-Moment-of-Zen). Great job on a solid write up.


Gracias, senor.


Title: Re: Heroes of Telara
Post by: Hawkbit on September 07, 2010, 09:56:42 AM
I suspect that my next PC upgrade is going to coincide with this game launch. 


Title: Re: Heroes of Telara
Post by: Sky on September 08, 2010, 02:11:11 PM
Thanks for the write-up, AZ. I'm jealous (though honestly I'd rather play something like this that I'm looking forward to as a finished product, heh).


Title: Re: Heroes of Telara
Post by: Draegan on September 08, 2010, 05:05:23 PM
I'm on mys phone right now, but if you head over to rift podcpast.com they have two part interview with russ brown.  Its pretty good.


Title: Re: Heroes of Telara
Post by: Bunk on September 09, 2010, 06:42:19 AM
I watched some of this at PAX without actually playing it, and at the moment I'm cautiously optomistic. Graphically, the first thing that came to mind was "garrish". There was a hell of a lot going on on the screen during combat.

Guess I'll find out more in the beta.


Title: Re: Heroes of Telara
Post by: Hawkbit on September 09, 2010, 07:05:01 AM
I'm interested in how they're planning to balance the multitude of options while building classes. 

I also am interested in the fact that WoW found their talent trees to be too in-depth with too many filler talents, so they scaled them back.  Yet Telara seems to be embracing those filler talents to flesh out their trees.  The whole concept of 'concentrated cool' seems lost. 

People like my dad who enjoy playing WoW, so slightly less dps than the rest of the party, and don't spend endless hours (or any, for that matter) reading about specs are going to be lost in a min/max world with the amount of options. 


Title: Re: Heroes of Telara
Post by: ghost on September 09, 2010, 07:52:39 AM
I'm interested in how they're planning to balance the multitude of options while building classes. 

It might end up a little bit like Eve, in which there are viable options and not-so-viable options, even though there are innumerable different permutations. 


Title: Re: Heroes of Telara
Post by: Segoris on September 09, 2010, 08:33:43 AM
No matter what there will eventually be a "preferred spec," but allowing respecs on the fly and multiple preset builds will help with when the devs make adjustments and fine tuning of abilities not as bad as when something gets nerfed in other games. I have to look back, but I believe it was Hartsman who recognized that there will be balancing issues, but that is something that will have to be dealt with as the issues arise. Perhaps Draegan or someone else remembers a statement along those line?

Edit: A quick google-fu chop has brought this up (http://www.mmorpg.com/gamelist.cfm/game/431/feature/4446/page/1)


Title: Re: Heroes of Telara
Post by: Threash on September 09, 2010, 09:27:46 AM
I'm not sure if "balance? fuck balance" is the way to go.


Title: Re: Heroes of Telara
Post by: Chimpy on September 09, 2010, 09:38:22 AM
I'm not sure if "balance? fuck balance" is the way to go.

I don't think he is saying "fuck balance" what I got from that is that is it impossible to get 100% balanced and previous games all took the tack of "must rebalance class X" which then made "class Y" considerably worse/better than they had been, etc.

It sounds like they are trying to balance the game in a more situational fashion and making it possible to re-adjust depending on situation.

No system will ever be perfect, but I think giving people the flexibility they are talking about for this game is more promising than other systems. It has the feeling of making your character fit into different actual classes as you see the need/have the desire instead of being locked into your original choice 40-50 levels later.


Title: Re: Heroes of Telara
Post by: Murgos on September 09, 2010, 10:55:22 AM
I'm not sure if "balance? fuck balance" is the way to go.

Honestly?  Balance in a PVE game is nothing more than a cause celeb for whiners to complain about someone else having fun and not playing the game 'right' (i.e. their way).  Fuck balance, just make it fun.


Title: Re: Heroes of Telara
Post by: Rendakor on September 09, 2010, 10:58:06 AM
Fuck balance, just make it fun.
This.


Title: Re: Heroes of Telara
Post by: Threash on September 09, 2010, 11:15:09 AM
I'm not sure if "balance? fuck balance" is the way to go.

Honestly?  Balance in a PVE game is nothing more than a cause celeb for whiners to complain about someone else having fun and not playing the game 'right' (i.e. their way).  Fuck balance, just make it fun.

Is this in fact a pve game? 


Title: Re: Heroes of Telara
Post by: Rendakor on September 09, 2010, 11:25:38 AM
All the hype so far has been about PQs and dungeons (aside from the class system) so I assumed it was. The official FAQ only states that PVP will exist in some form.


Title: Re: Heroes of Telara
Post by: Draegan on September 09, 2010, 11:26:27 AM
I'm interested in how they're planning to balance the multitude of options while building classes.  

I also am interested in the fact that WoW found their talent trees to be too in-depth with too many filler talents, so they scaled them back.  Yet Telara seems to be embracing those filler talents to flesh out their trees.  The whole concept of 'concentrated cool' seems lost.  

People like my dad who enjoy playing WoW, so slightly less dps than the rest of the party, and don't spend endless hours (or any, for that matter) reading about specs are going to be lost in a min/max world with the amount of options.  

Edit: Segoris got it.

Threash:
From what has been explained, it's pretty much WOW without Arenas.  PVE/PVP servers and battlegrounds.  Maybe some objectives in the world via rifts for PVP?  The only PVP specifically mentioned is the battlegrounds (warfronts) and of course open world PVP on PVP servers.


Title: Re: Heroes of Telara
Post by: Lantyssa on September 09, 2010, 12:02:29 PM
I also am interested in the fact that WoW found their talent trees to be too in-depth with too many filler talents, so they scaled them back.  Yet Telara seems to be embracing those filler talents to flesh out their trees.  The whole concept of 'concentrated cool' seems lost. 
I think Blizzard found they promised the moon, hyped its awesomeness for a year, revealed trees nearly identical to what existed, got flamed for it, then realized redesigning 30 talent trees in a week to live up to their promises is hard.


Title: Re: Heroes of Telara
Post by: Threash on September 09, 2010, 01:18:25 PM
I also am interested in the fact that WoW found their talent trees to be too in-depth with too many filler talents, so they scaled them back.  Yet Telara seems to be embracing those filler talents to flesh out their trees.  The whole concept of 'concentrated cool' seems lost. 
I think Blizzard found they promised the moon, hyped its awesomeness for a year, revealed trees nearly identical to what existed, got flamed for it, then realized redesigning 30 talent trees in a week to live up to their promises is hard.

Not to mention the fact that if you simply keep expanding the trees every time the level cap goes up you end up with people being able to reach talents in different trees that were never meant to be available together.


Title: Re: Heroes of Telara
Post by: WindupAtheist on September 09, 2010, 02:00:08 PM
I'm okay with that, since the only way to make this class system better in my opinion would be to not restrict the mage/cleric/warrior/rogue sub-specs to whichever you picked first.

They just need to do away with classes altogether, or to put it another way, have only one class but let it potentially pick from all the trees. Then just watch what happens and balance things on the fly. Oh, but that would be lots of work. Blizzard's model of balance isn't? They rebuild paladins from the ground up with every damn expansion.


Title: Re: Heroes of Telara
Post by: Hawkbit on September 09, 2010, 03:54:04 PM
Got to say, that would be awesome. 

I'll take a fire mage, disc priest, blood DK class.  Mmmm.


Title: Re: Heroes of Telara
Post by: Hartsman on September 09, 2010, 09:16:42 PM
Best one, imo, came from AutomaticZen (http://forums.riftgame.com/showthread.php?3112-Final-PAX-Impressions-Your-Moment-of-Zen). Great job on a solid write up.


Gracias, senor.

And, good meeting ya. :)


Title: Re: Heroes of Telara
Post by: HorRIFTic on September 09, 2010, 11:33:59 PM
Greetings Mr. Hartsman.  Nice to see you responding on unofficial forums as well.

This is my first post here, I found the place thanks to a referrer from my Rift blog, HorRIFTic Intentions.  It is great to see Rift slowly but surely building solid word of mouth and interest.  It is still nowhere near the hype level of SW:ToR or GW2 but I think that is a good thing.

One of the first things that caught my attention with Rift is the Soul System.  It reminds me, in many ways, of the old Magic: The Gathering card game.  Find something that you can not defeat with your current deck's color, you simply change the color and try again.  Same with the soul system.  If your current spec is not working, just change it out and try once more.  It adds freedom and a tactical aspect not present in most other MMOs.

Thanks for linking to HorRIFTic, I hope you don't mind if I stick around a bit! 


Title: Re: Heroes of Telara
Post by: AutomaticZen on September 10, 2010, 06:20:30 AM
And, good meeting ya. :)

Indeed it was sir.  You and your knee of steel.


Title: Re: Heroes of Telara
Post by: Lantyssa on September 10, 2010, 06:54:23 AM
Look out, Sky!  You've got competition... :drillf:


Title: Re: Heroes of Telara
Post by: Segoris on September 10, 2010, 09:58:22 AM
I think Sky's been beat already since he only starfucks on his own turf, afaik  :star:


Title: Re: Heroes of Telara
Post by: NiX on September 10, 2010, 10:59:52 AM
I hope this doesn't turn into WAR.


Title: Re: Heroes of Telara
Post by: HorRIFTic on September 10, 2010, 11:02:26 AM
I'm interested in how they're planning to balance the multitude of options while building classes.  

I also am interested in the fact that WoW found their talent trees to be too in-depth with too many filler talents, so they scaled them back.  Yet Telara seems to be embracing those filler talents to flesh out their trees.  The whole concept of 'concentrated cool' seems lost.  

People like my dad who enjoy playing WoW, so slightly less dps than the rest of the party, and don't spend endless hours (or any, for that matter) reading about specs are going to be lost in a min/max world with the amount of options.  

Edit: Segoris got it.



Threash:
From what has been explained, it's pretty much WOW without Arenas.  PVE/PVP servers and battlegrounds.  Maybe some objectives in the world via rifts for PVP?  The only PVP specifically mentioned is the battlegrounds (warfronts) and of course open world PVP on PVP servers.

Don't forget Port Scion, which has been mentioned as an open World warzone.  Not much information than that but it looks like a large zone that will be PvP both on PvP and PvE servers.


Title: Re: Heroes of Telara
Post by: schild on September 10, 2010, 11:13:48 AM
I hope this doesn't turn into WAR.
It won't.


Title: Re: Heroes of Telara
Post by: jayfyve on September 10, 2010, 01:13:36 PM
Excitement for this game is rising steadily for me. Trying to entice my current online circle into checking it out.


Is it just me, or are most of the developers in the vids bald? (not that there is anything wrong with that!)


Title: Re: Heroes of Telara
Post by: LC on September 10, 2010, 04:16:12 PM
I hope this doesn't turn into WAR.
It won't.

Because it's going to be worse.


Title: Re: Heroes of Telara
Post by: HorRIFTic on September 10, 2010, 06:34:03 PM
I hope this doesn't turn into WAR.
It won't.

Because it's going to be worse.

Any particular reason for this assumption?  Considering how poor WAR was and is that is a pretty big assumption.


Title: Re: Heroes of Telara
Post by: Rendakor on September 10, 2010, 06:40:24 PM
He wasn't referring to the quality of the game.  :oh_i_see:


Title: Re: Heroes of Telara
Post by: HorRIFTic on September 10, 2010, 06:46:56 PM
He wasn't referring to the quality of the game.  :oh_i_see:


Aah, my bad.  I am at work, which makes threads hard to follow! :why_so_serious:


Title: Re: Heroes of Telara
Post by: Draegan on September 10, 2010, 06:57:35 PM
You're new here, tread softly.

Or lightly.

Also, don't play nice.


Title: Re: Heroes of Telara
Post by: Rendakor on September 10, 2010, 07:25:26 PM
A further suggestion would be to participate in threads outside of this one.


Title: Re: Heroes of Telara
Post by: AutomaticZen on September 10, 2010, 07:36:57 PM
A further suggestion would be to participate in threads outside of this one.

Said the spider to the fly.


Title: Re: Heroes of Telara
Post by: Typhon on September 10, 2010, 10:00:18 PM
As an even further suggestion, you'll find many thoughtful and reasoned dialogs occurring in the Politics section of the forum.  You might think about participating in some of those topics as a good way to introduce yourself to the forum.

...

Ok, that was just a mean joke.  Stay away from politics.  I'm serious now, stay away.


Title: Re: Heroes of Telara
Post by: Bzalthek on September 10, 2010, 10:19:08 PM
Is this where we tell him about the secret forum by pressing Alt-F4?  [/pathos] high five brah yeah!


Title: Re: Heroes of Telara
Post by: rattran on September 11, 2010, 08:05:26 AM
Enough. Assuming there's no more starfucking, leave it be. If there's more starfucking, bad things will happen.


Title: Re: Heroes of Telara
Post by: Vinadil on September 11, 2010, 10:38:31 AM
Ok, so back to the original statement... in what ways would this game be "worse" than WAR?


Title: Re: Heroes of Telara
Post by: Draegan on September 11, 2010, 10:41:44 AM
Ok, so back to the original statement... in what ways would this game be "worse" than WAR?

It's not as good as Darkfall?


Title: Re: Heroes of Telara
Post by: Rasix on September 11, 2010, 11:20:48 AM
 :facepalm:


Title: Re: Heroes of Telara
Post by: Rendakor on September 11, 2010, 01:13:44 PM
Ok, so back to the original statement... in what ways would this game be "worse" than WAR?
FFS. He meant that it would be worse than WAR because it would attract more starfuckers, not because it would be a worse game.


Title: Re: Heroes of Telara
Post by: Vinadil on September 11, 2010, 02:34:44 PM
Ahhh, red names and people talking to them... got it.

And, not every game can aspire to be Darkfall... does not mean they should not release it, you know, give it a chance.


Title: Re: Heroes of Telara
Post by: Draegan on September 11, 2010, 07:03:05 PM
Ok, so back to the original statement... in what ways would this game be "worse" than WAR?
FFS. He meant that it would be worse than WAR because it would attract more starfuckers, not because it would be a worse game.

I didn't pick up on that at all.  I blame it on it being the first post of a new page.  It broke my concentration.


Title: Re: Heroes of Telara
Post by: HorRIFTic on September 11, 2010, 09:26:37 PM
Guys, I am not sure where the venom toward me has come from.  I came to this forum because of one thing and one thing only.  Someone from this forum linked one of my blog's posts.  That is it.  After I clicked on it to check it out, I found some interesting conversation about a game I am looking forward to, so I posted my thoughts.  That is all.

I did not come here because Scott Hartsman posted here (although I do think its cool when the developers interact with the community outside of official forums).  I came here because my blog was linked.  I do not really appreciate being called names, nor having accusations thrown my way simply because I decided to post on a forum where my blog was linked.  I post on many different forums that relate to MMOs in general and Rift in particular, most of which do not include Scott or any other Trion developer posting there.  I do it because I look forward to the game, I write a fan blog about it and I want to be involved in the Rift community.  No more, no less.

If I am not wanted here I completely understand.  I will stay on the MMORPG forums, the K&G forums or the official Rift forums.  That being said, if you folks have no problems with me being here, I would like to stay.  The whole Rift thread has been an interesting read and so has a few other threads on the forum.

Again, I am sorry if I gave the wrong impression but I do not believe I deserved the name calling or accusations. 


Title: Re: Heroes of Telara
Post by: UnSub on September 12, 2010, 02:36:17 AM
Again, I am sorry if I gave the wrong impression but I do not believe I deserved the name calling or accusations. 

Welcome to Fight Club. If this is your first time, you have to fight.  :why_so_serious:

Relax - the warning is that if all you are here to do is follow around a red name and / or gush heavily over a single title, you probably won't last. Post in a few different conversations, be aware that people on these forums can be old and grumpy and you'll be fine. If you feel strongly about anything around politics and / or religion, stay out of the Politics forum.


Title: Re: Heroes of Telara
Post by: HorRIFTic on September 12, 2010, 02:45:57 AM
Again, I am sorry if I gave the wrong impression but I do not believe I deserved the name calling or accusations.  

Welcome to Fight Club. If this is your first time, you have to fight.  :why_so_serious:

Relax - the warning is that if all you are here to do is follow around a red name and / or gush heavily over a single title, you probably won't last. Post in a few different conversations, be aware that people on these forums can be old and grumpy and you'll be fine. If you feel strongly about anything around politics and / or religion, stay out of the Politics forum.

I probably won't venture much into the Politics forums except to read.  I find arguing about politics on internet forums is akin to beating ones head against the wall. :awesome_for_real:

As far as falling a "red" name around, I had no idea Scott Hartsman posted here when I clicked on the link in my blog's referrer.  I simply noticed that I had a number of hits from this forum and wondered why, especially since the name of the forum seemed to have nothing to do with Rift.  


I may or may not post in other threads depending on how the mood strikes me.  I have posted in a couple of other gaming threads here, namely Global Agenda, but I haven't much to say about many of the other MMOs out there.  I have tried them all and found most of them lacking, I played WoW and DAoC for four years but both are shadows of their former selfs.  Rift is the only MMO I am actively following right now, which makes discussing others in threads kind of pointless.

That being said, I do enjoy reading many of the threads here on F13 and will contribute when I have something to say or when I actually have something worth contributing.


Title: Re: Heroes of Telara
Post by: Cheddar on September 12, 2010, 06:01:10 AM
The problem is no one knows who you are.  I recommend posting an introduction thread in the General Forums.   :grin:


Title: Re: Heroes of Telara
Post by: Brogarn on September 12, 2010, 08:10:35 AM
The problem is no one knows who you are.  I recommend posting an introduction thread in the General Forums.   :grin:

Select
Write Message
Beware of trap
x


Title: Re: Heroes of Telara
Post by: LC on September 12, 2010, 09:04:02 AM
Ok, so back to the original statement... in what ways would this game be "worse" than WAR?
FFS. He meant that it would be worse than WAR because it would attract more starfuckers, not because it would be a worse game.

I did? I meant the game is going to suck because it's just another poor copy of a copy. Let me try to summarize my reasoning in video.

This is WoW.

http://www.youtube.com/watch?v=cPuhmAhM93Q

This is war and rift:

http://www.youtube.com/watch?v=4w5l8aaMFKE

Edit: I see now. I guess I didn't read back far enough when I posted. But it's all the same. This game has the same hype surrounding it, and I'm sure plenty of people old and new will be dropping to their knees as beta/release get closer.


Title: Re: Heroes of Telara
Post by: Nonentity on September 12, 2010, 09:14:34 AM
Ok, so back to the original statement... in what ways would this game be "worse" than WAR?
FFS. He meant that it would be worse than WAR because it would attract more starfuckers, not because it would be a worse game.

I did? I meant the game is going to suck because it's just another poor copy of a copy. Let me try to summarize my reasoning in video.

This is WoW.

http://www.youtube.com/watch?v=cPuhmAhM93Q

This is war and rift:

http://www.youtube.com/watch?v=4w5l8aaMFKE



...and this is Eve?

http://www.youtube.com/watch?v=jh6y_UTp5wI


Title: Re: Heroes of Telara
Post by: LC on September 12, 2010, 09:19:21 AM
...and this is Eve?

http://www.youtube.com/watch?v=jh6y_UTp5wI

I was thinking about this for eve:

http://www.youtube.com/watch?v=mAioUyFtW3U


Title: Re: Heroes of Telara
Post by: Hartsman on September 12, 2010, 09:38:33 AM
Again, I am sorry if I gave the wrong impression but I do not believe I deserved the name calling or accusations. 

Welcome to Fight Club. If this is your first time, you have to fight.  :why_so_serious:

Relax - the warning is that if all you are here to do is follow around a red name and / or gush heavily over a single title, you probably won't last. Post in a few different conversations, be aware that people on these forums can be old and grumpy and you'll be fine. If you feel strongly about anything around politics and / or religion, stay out of the Politics forum.

...and then, after about three or four years of that, people may grudgingly accept that you're not going away.  :geezer:


Title: Re: Heroes of Telara
Post by: Lantyssa on September 12, 2010, 09:42:12 AM
It doesn't stop us from trying. ;D


Title: Re: Heroes of Telara
Post by: HorRIFTic on September 12, 2010, 03:39:11 PM
Thanks folks.  I may have over-reacted a bit, was just kinda surprised at some of the posts after mine.  One thing that is easily forgotten when posting on forums is that every forum has its own 'personality' and you have to realize that when you post.  This one seems to have a very interesting personality!  :awesome_for_real:



Title: Re: Heroes of Telara
Post by: Chimpy on September 12, 2010, 03:59:18 PM
Thanks folks.  I may have over-reacted a bit, was just kinda surprised at some of the posts after mine.  One thing that is easily forgotten when posting on forums is that every forum has its own 'personality' and you have to realize that when you post.  This one seems to have a very interesting personality!  :awesome_for_real:



Schizophrenia and mild psychosis are sometimes defined as interesting, yes.


Title: Re: Heroes of Telara
Post by: Hawkbit on September 12, 2010, 04:53:42 PM
Anyone have a bear-poking emote?


Title: Re: Heroes of Telara
Post by: Hartsman on September 12, 2010, 06:06:33 PM
Anyone have a bear-poking emote?

Nope, just a poking-bear link.  http://www.msnbc.msn.com/id/39088022


Title: Re: Heroes of Telara
Post by: Bzalthek on September 12, 2010, 07:03:09 PM
Bestiality already?


Title: Re: Heroes of Telara
Post by: Rendakor on September 12, 2010, 07:14:15 PM
:pedobear:


Title: Re: Heroes of Telara
Post by: NiX on September 12, 2010, 08:41:07 PM
I did? I meant the game is going to suck because it's just another poor copy of a copy. Let me try to summarize my reasoning in video.

He's referring to me.


Title: Re: Heroes of Telara
Post by: WindupAtheist on September 12, 2010, 09:15:17 PM
This is Eve: http://www.youtube.com/watch?v=Gz9kZh8PNVM


Title: Re: Heroes of Telara
Post by: HaemishM on September 13, 2010, 11:11:00 AM
Guys, I am not sure where the venom toward me has come from. 

Welcome to F13. We eat our own young.


Title: Re: Heroes of Telara
Post by: LC on September 13, 2010, 12:49:52 PM
Welcome to F13. We eat our own young.

I remember when the F13 welcoming committee rolled out the red carpet for me.


Title: Re: Heroes of Telara
Post by: Bzalthek on September 13, 2010, 01:06:27 PM
And you think your dog just ran away too, didn't you?


Title: Re: Heroes of Telara
Post by: Sky on September 13, 2010, 01:51:07 PM
I remember when the F13 welcoming committee rolled out the red carpet for me.
Because I'm a winner ...

(http://coolmusic.no.sapo.pt/private/retard.jpg)


Title: Re: Heroes of Telara
Post by: Typhon on September 13, 2010, 04:39:48 PM
Guys, I am not sure where the venom toward me has come from. 

Welcome to F13. We eat our own young.

He's not joking, they really are hateful.

Me?  I'm just here to learn to toughen up - I'm too nice!


Title: Re: Heroes of Telara
Post by: AutomaticZen on September 13, 2010, 06:29:13 PM
Guys, I am not sure where the venom toward me has come from. 

Welcome to F13. We eat our own young.
It's like FFA PVP in forum form.


Title: Re: Heroes of Telara
Post by: Pennilenko on September 13, 2010, 06:37:23 PM
Guys, I am not sure where the venom toward me has come from. 

Welcome to F13. We eat our own young.
It's like FFA PVP in forum form.

To me it has felt like a shark tank filled with starving sharks.


Title: Re: Heroes of Telara
Post by: Hawkbit on September 13, 2010, 07:38:47 PM
Sadly, this PvP is better than pretty much any MMO PvP out...


Title: Re: Heroes of Telara
Post by: Hoax on September 13, 2010, 08:49:32 PM
I think the biggest enemy Rift will have to fight is blandness, they are trying to do a few things that have sounded good on paper in the past and ended up being very bland and boring in execution. I'm mostly talking about their class system choices though I also worry about the dynamic content as well.

If the game is well crafted I think the formula they are pitching could be a winner. Then again what was the last well crafted MMO?


Title: Re: Heroes of Telara
Post by: Draegan on September 13, 2010, 08:58:23 PM
Well everyone that talks about the game in the media, people from PAX/GamesCom etc. say the game is extremely polished in alpha form.  Just ask AutomaticZen.  You can even listen to him talk about it in the latest podcast at Riftpodcast.com.


Title: Re: Heroes of Telara
Post by: Spiff on September 13, 2010, 11:41:34 PM
To me the biggest enemy is simply GW2. However interesting a lot of what I see and read about Rifts sounds I know I won't invest in 2 MMO's like this at once.

They both talk about dynamic content (admittedly in slightly different ways, but neither looks a lot more promising than the other atm).
They both have an interesting and somewhat novel metagame going for skills&feats and such.
They both look gorgeous (slight edge to GW2 atm I'd say, but maybe that's just because I've seen more in depth footage of it).

It's like watching Tyson Gay sprint; he's almost inhumanly fast and would win any other day, but Usain Bolt is the guy people came to see.

Unless this launches months before GW2 and I just can't resist scratching my MMO itch any longer, I can't see me choosing this instead.


Title: Re: Heroes of Telara
Post by: Chimpy on September 14, 2010, 05:53:02 AM
This has a bonus on GW2 that means a lot to some people: NCSoft has nothing to do with it.


Title: Re: Heroes of Telara
Post by: Cheddar on September 14, 2010, 08:45:44 AM
This has a bonus on GW2 that means a lot to some people: NCSoft has nothing to do with it.

Come on now, NCSoft is one of the more benevolent devs out there...    :why_so_serious:


Title: Re: Heroes of Telara
Post by: Jherad on September 14, 2010, 09:01:46 AM
To me the biggest enemy is simply GW2.

I'm interested in both. Rift for my 'deep' addiction-fulfilling MMO world, and GW2 for lighter 'instant action' play. Of course there will be competition between the two, but they're very different concepts (at least, I believe they are...).

The early polish is a good sign - the two big things that first stood out for me in WoW beta were polish and attention to detail. It isn't the be-all-end-all, but I'm convinced that is a prerequisite to mass market appeal. Of course if it requires a supercomputer to run, that'll be undone.


Title: Re: Heroes of Telara
Post by: Vinadil on September 14, 2010, 09:34:06 AM
Of course if it requires a supercomputer to run, that'll be undone.

That is my comment on "polish" as well.  It is one thing for this game to work beautifully on the developer's system in a controlled environment (for extremely short periods of time.  A demo could last for 3 hours with several people playing together and not amount to any meaningful time in MMO standards).

It is another for it to work just as well on millions of systems over hundreds of hours per month.  I can put up with new features that don't work exactly right if the game runs lag-free and crash-free.  I don't care if the ideas are brilliant if my computer sputters along (say like with EQ2 in the beginning) simply moving through town and the game crashes.

Not sure about the whole GW2 competition, I have not followed that game at all... but that is because I don't see it in the same vein as most other MMO's, so personally it does not compete with them at all.  It seems like more competition with FPS/RTS crowds to me, or at least those are the people in my guild who are most interested in it.


Title: Re: Heroes of Telara
Post by: ghost on September 14, 2010, 09:38:47 AM
Welcome to F13. We eat our own young.

I remember when the F13 welcoming committee rolled out the red carpet for me.

It only becomes red after it is thoroughly drenched in your own blood.


Title: Re: Heroes of Telara
Post by: Draegan on September 14, 2010, 10:52:38 AM
I'm definitely interested in both GW2 and Rift.  It's a no brainer if you think you'll enjoy both games.  Guild Wars 2 won't have a subscription.


Title: Re: Heroes of Telara
Post by: Sky on September 14, 2010, 12:38:33 PM
I can see TOR, GW2 and Rift each filling a particular niche, however, all of them releasing around the same time and having Blizz pound the jungle flat with their expansion, it's going to be a brutal year. Everyone better be on their A game.

As unbelievable as I find it....I think I'll be buying all three unless something goes horribly wrong. I like what I'm seeing from each one, for different reasons. Good thing there are no big home improvement projects planned for next year, I won't have any time.


Title: Re: Heroes of Telara
Post by: Draegan on September 14, 2010, 12:58:21 PM
I'm not sure that Cataclysm is going to be a massive success as the previous expansions.  That doesn't mean it won't be a success, but I don't think it's going to be amazing and awesome.  There is more hype out there in the MMOGsphere for the new games than there is about Cataclysm.

We'll have to wait for Blizzcon to see if anything new is coming soon(tm).


Title: Re: Heroes of Telara
Post by: AutomaticZen on September 14, 2010, 01:08:28 PM
To me the biggest enemy is simply GW2. However interesting a lot of what I see and read about Rifts sounds I know I won't invest in 2 MMO's like this at once.

They both talk about dynamic content (admittedly in slightly different ways, but neither looks a lot more promising than the other atm).
They both have an interesting and somewhat novel metagame going for skills&feats and such.
They both look gorgeous (slight edge to GW2 atm I'd say, but maybe that's just because I've seen more in depth footage of it).

It's like watching Tyson Gay sprint; he's almost inhumanly fast and would win any other day, but Usain Bolt is the guy people came to see.

Unless this launches months before GW2 and I just can't resist scratching my MMO itch any longer, I can't see me choosing this instead.
I'm just going to buy both as GW2 is subscription free and alternate as I see fit.  They scratch very different itches.


Title: Re: Heroes of Telara
Post by: jayfyve on September 14, 2010, 04:24:20 PM
Scott Hartsman on Ten Ton Hammer Live Podcast (http://www.tentonhammer.com/podcasts/live/19):

http://www.tentonhammer.com/podcasts/live/19

edit: Fast Forward to 47 min mark, lasts for around 45min.


Title: Re: Heroes of Telara
Post by: Threash on September 14, 2010, 08:19:39 PM
How about a summary instead :)


Title: Re: Heroes of Telara
Post by: Draegan on September 14, 2010, 09:04:26 PM
It was a basic "Intro to Rift 101".  It was meant for people who never heard of the game before.  However this time Scott got to go into a little more detail with his explanations.


Title: Re: Heroes of Telara
Post by: Grimwell on September 14, 2010, 10:00:12 PM
I can't believe that recent posts in this thread have lacked any reference to Sparta. Well done chaps! Well done!

......what's this got to do with Shadowbane anyway?




o.0


Title: Re: Heroes of Telara
Post by: Sky on September 15, 2010, 07:34:03 AM
That summary was rather spartan.


Title: Re: Heroes of Telara
Post by: Lantyssa on September 15, 2010, 09:53:44 AM
Madness.


Title: Re: Heroes of Telara
Post by: jayfyve on September 15, 2010, 11:28:59 AM
How about a summary instead :)

I'm scared to write more than a sentence or two. My writing skills aren't very good.

It really was just an intro to rifts, covering everything I've heard before. Biggest thing that I got from the interview was that I don't like TTH live podcast guys, but Scott H seemed to dominate the talking quite well.


Title: Re: Heroes of Telara
Post by: Draegan on September 15, 2010, 12:35:18 PM
... but Scott H seemed to dominate the talking...

Thankfully.


Title: Re: Heroes of Telara
Post by: Sky on September 15, 2010, 01:34:24 PM
While I was enduring the TTH dickbags yammering, I noticed they put up a transcription and read that instead.


Title: Re: Heroes of Telara
Post by: jayfyve on September 15, 2010, 04:40:59 PM
Also looks like marketing is heating up:

The Telara Chronicles
http://www.dccomics.com/wildstorm/comics/?cm=15619

Preview:
http://www.dccomics.com/media/excerpts/15619_x.pdf


Anybody know of other media in the works? Was this the MMO that was going to be tied into a SCIFI series?


Title: Re: Heroes of Telara
Post by: Chimpy on September 15, 2010, 06:50:26 PM
I believe the Sci-Fi tv MMO is a different title.

They have a section called "SyFy Action MMO" separate from Rift and End of Nations.


Title: Re: Heroes of Telara
Post by: Tearofsoul on September 18, 2010, 04:41:31 PM
Question: Is Trion gonna be at NYCC next month? I don't see it on the exhibitor list ...


Title: Re: Heroes of Telara
Post by: Draegan on September 18, 2010, 06:39:29 PM
Not that I know of, though I don't know about the comic book guys.

Curt Schilling is going to be there though.   :awesome_for_real:


Title: Re: Heroes of Telara
Post by: Tearofsoul on September 18, 2010, 07:09:23 PM
Not that I know of, though I don't know about the comic book guys.

Curt Schilling is going to be there though.   :awesome_for_real:

And GW2 too.


Title: Re: Heroes of Telara
Post by: Segoris on September 27, 2010, 12:14:27 PM
I know there are a few people here that are interested in this game, so fyi a chance for a chance to be in beta has appeared. Draegan's site Riftjunkies.com (http://www.riftjunkies.com/forums/showthread.php?224-Convention-Key-Contest-Win-a-CHANCE-to-Get-into-BETA!&p=376#post376) is holding a contest for some keys from Pax.

In other words, Draegan has been holding out on us. :mob:



Title: Re: Heroes of Telara
Post by: Sky on September 27, 2010, 12:27:10 PM
I'm sure he's holding a contest for keys he's not giving out here at f13, RIGHT?

 :why_so_serious:  :mob: :cthulu:


Title: Re: Heroes of Telara
Post by: Soukyan on September 27, 2010, 03:08:12 PM
Thanks for the heads up. I'm pretty excited to try this game.


Title: Re: Heroes of Telara
Post by: Ingmar on September 27, 2010, 03:14:26 PM
So I'm a little confused, what is this game actually called?


Title: Re: Heroes of Telara
Post by: Rendakor on September 27, 2010, 03:48:56 PM
Heroes of Planes of Rifts of Telara.  :drill:


Title: Re: Heroes of Telara
Post by: Draegan on September 27, 2010, 05:10:50 PM
Sorry, I'm wary of shilling for my own site twice in one thread.   :awesome_for_real:

Also, guild beta applications are up (forum thread).

http://forums.riftgame.com/showthread.php?3774-Beta-Guilds



Title: Re: Heroes of Telara
Post by: Segoris on September 28, 2010, 04:42:30 PM
Sorry, I'm wary of shilling for my own site twice in one thread.   :awesome_for_real:

Also, guild beta applications are up (forum thread).

http://forums.riftgame.com/showthread.php?3774-Beta-Guilds



I saw that as well. Mods/admins, any chance of an official Bat Country for F13 sign-up or issues if someone (Draegan or AutomaticZen who have both earned brownie points there) were to sign up a Bat Country and use f13.net as the guild page?


Title: Re: Heroes of Telara
Post by: Lantyssa on September 28, 2010, 04:53:19 PM
It'd be funny if we could have Hartsman sign us up as Bat Country. ;D


Title: Re: Heroes of Telara
Post by: Bzalthek on September 28, 2010, 05:32:59 PM
Must resist temptation...  This is the only game that is currently piquing my interest as far as upcoming mmos go.


Title: Re: Heroes of Telara
Post by: Hartsman on September 28, 2010, 11:50:10 PM
It'd be funny if we could have Hartsman sign us up as Bat Country. ;D

Hahaha

I bet that a link to this thread would be just fine.  Forum guilds are guilds too.










Title: Re: Heroes of Telara
Post by: Sky on September 29, 2010, 07:31:50 AM
If I can't get into your beta, I'm going to have to scrap the project to add animatronics to the life-sized Hartsman statue in my front yard. I used an elvis statue, so you're going to have to grow sideburns and wear a wig. 70s elvis, so go have some pizza, too.


Title: Re: Heroes of Telara
Post by: Chimpy on September 29, 2010, 07:38:09 AM
It will also require a lot of sequins on the jumpsuit, am I right?


Title: Re: Heroes of Telara
Post by: Sky on September 29, 2010, 08:19:36 AM
I heard he always wears a sequined jumpsuit around the office.


Title: Re: Heroes of Telara
Post by: Dtrain on September 29, 2010, 08:55:17 AM
Must resist temptation...  This is the only game that is currently piquing my interest as far as upcoming mmos go.

Failing the temptation. After sitting through FFXIV, APB, Champions, and a few I'm forgetting, I'm ready to play something that actually looks like it might be enjoyable.

Has anyone taken the initiative to register some Bat Country?


Title: Re: Heroes of Telara
Post by: Sky on September 29, 2010, 10:31:54 AM
Quote
Guild Name:
Bat Country

Number of active members:
Hard to say. Hundreds? Dozens?

How long has your guild existed?
Since 1999™

What games have you played together?
Collectively everything ever released...and some not.

What is your guild play style (casual, raid, PVP, etc,)?
Chaotic bordering on absurd.

Please link to your guild website if you have one.
forums.f13.net
I think I might take out the web address so fanboi stalkers don't find one of Scott's hidey-holes.  :grin:

edit: I did redact the address.


Title: Re: Heroes of Telara
Post by: Malakili on September 29, 2010, 10:33:34 AM
Quote
Guild Name:
Bat Country

Number of active members:
Hard to say. Hundreds? Dozens?

How long has your guild existed?
Since 1999™

What games have you played together?
Collectively everything ever released...and some not.

What is your guild play style (casual, raid, PVP, etc,)?
Chaotic bordering on absurd.

Please link to your guild website if you have one.
forums.f13.net
I think I might take out the web address so fanboi stalkers don't find one of Scott's hidey-holes.  :grin:

edit: I did redact the address.


This sums up f13 so well, add it to the wiki.


Title: Re: Heroes of Telara
Post by: Draegan on September 29, 2010, 10:49:51 AM
Well done sir.  Well done.


Title: Re: Heroes of Telara
Post by: Segoris on September 29, 2010, 11:04:25 AM
If you haven't already, remember to sign up
Quote
Please note: it is very important that you make sure your guild members have signed up  for a Trion account (https://account.riftgame.com/en/outside/new_user.html). If your guild is selected, we will only be able to invite those members who are registered with us. So make sure they are all signed up and ready to go!

I think I might take out the web address so fanboi stalkers don't find one of Scott's hidey-holes.  :grin:

edit: I did redact the address.

Just a thought, but maybe PM abigale and let her know why you redacted it? Unless Scott knows of someone else who should be informed? Or does anyone think it will even matter?


Title: Re: Heroes of Telara
Post by: Lantyssa on September 29, 2010, 11:41:01 AM
I'm sure he already warned them to not let anyone associated with Bat Country in the second it appeared in this thread.


Title: Re: Heroes of Telara
Post by: Chimpy on September 29, 2010, 11:57:48 AM
Uhm....how do you get your trion account associated with Bat Country?


(I made mine several weeks ago)


Title: Re: Heroes of Telara
Post by: Sky on September 29, 2010, 12:00:59 PM
Not an official association as far as I can tell. Just when they email me (since I posted, neener neener), I can give them a list of the trion forum accounts to send the invites to. That's how I read it, anyway.

I agree with Lantyssa, we're probably pre-banned :P

The official forums make me  :ye_gods: MMO players are nuts.


Title: Re: Heroes of Telara
Post by: Nonentity on September 29, 2010, 12:10:29 PM
Not it for running a guild this time. We all know how well that went in Warhammer.


Title: Re: Heroes of Telara
Post by: Sky on September 29, 2010, 01:04:15 PM
I've run the EQ2 chapter for years  :why_so_serious:


Title: Re: Heroes of Telara
Post by: Chimpy on September 29, 2010, 01:20:50 PM
I've run the EQ2 chapter for years  :why_so_serious:

Is that because you are the only person who has been playing EQ2 for that time frame?


Title: Re: Heroes of Telara
Post by: Bzalthek on September 29, 2010, 02:24:09 PM
Ok, so I made a trion account.  Wharrgarbl...

I am such a whore


Title: Re: Heroes of Telara
Post by: Jherad on September 29, 2010, 03:37:42 PM
Not an official association as far as I can tell. Just when they email me (since I posted, neener neener), I can give them a list of the trion forum accounts to send the invites to. That's how I read it, anyway.

I agree with Lantyssa, we're probably pre-banned :P

The official forums make me  :ye_gods: MMO players are nuts.

Are you collecting account names of hopefuls? Or going to wait until you have an idea of how many spaces you'll have?

Edit: anyway, display name is Jherad


Title: Re: Heroes of Telara
Post by: Ghambit on September 29, 2010, 04:48:31 PM
I just registered (again, since this is a new account manager it seems) under "Ghambit" [display name].


Title: Re: Heroes of Telara
Post by: LC on September 29, 2010, 09:40:13 PM
my display name is SolidTrouserSnake


Title: Re: Heroes of Telara
Post by: Shatter on September 30, 2010, 05:09:19 AM
< - Display name : Shatter


Title: Re: Heroes of Telara
Post by: AutomaticZen on September 30, 2010, 06:29:36 AM
I would've signed up BatCountry in that thread if I had hopped in here before now, but I've been busy getting my site back up and running.

I am down for some guild shenanigans.



Title: Re: Heroes of Telara
Post by: Dtrain on September 30, 2010, 06:46:57 AM
I think I might take out the web address so fanboi stalkers don't find one of Scott's hidey-holes.  :grin:

edit: I did redact the address.

Too late, I've been one a Scott fanboy all along. (Though I've got far too brief an attention span these days to stalk anyone.)

Scott is a guy that will talk to you just because. And he was an awesome producer on every title I've seen him on. To say I have high hopes for this title would be an understatement. Yaaay Scott. :awesome_for_real:


Title: Re: Heroes of Telara
Post by: Segoris on September 30, 2010, 06:59:27 AM
We need a Dtrain vs Sky fanboi slap fight :why_so_serious:

Also - forum name = Segoris for the Rift website.


Title: Re: Heroes of Telara
Post by: Dtrain on September 30, 2010, 07:07:41 AM
Nah, I'm just not angry enough to engage in any of that kind of random internet jackassery. And besides, I'm only (half) kidding.


Title: Re: Heroes of Telara
Post by: Sky on September 30, 2010, 07:12:49 AM
No need to pm me your rift name :P If I know anything, I'll post it here.
Is that because you are the only person who has been playing EQ2 for that time frame?
Now, that's not true at all. I'm the only one who didn't quit BC for an actual functional and active guild.


Title: Re: Heroes of Telara
Post by: palmer_eldritch on September 30, 2010, 11:48:56 AM
I have a forum account under the display name palmer_eldritch and will join any guild that gets me a beta spot has the fine folk of f13 as members.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on October 01, 2010, 10:29:53 AM
(Part 1) http://www.gametrailers.com/video/chara ... nes/705351 (http://www.gametrailers.com/video/character-rift-planes/705351)

(Part 2) http://www.gametrailers.com/video/chara ... nes/705349 (http://www.gametrailers.com/video/character-rift-planes/705349)



Also, Display name: Grimst


Title: Re: Heroes of Telara
Post by: Hawkbit on October 01, 2010, 11:05:08 AM
This game seems too good to be true. 

In the second video, he mentioned something about player property - anyone know about that?


Title: Re: Heroes of Telara
Post by: Draegan on October 01, 2010, 11:08:22 AM
I didn't catch that, and Gametrailer videos don't let me skip forward, what did he say?


Title: Re: Heroes of Telara
Post by: Mrbloodworth on October 01, 2010, 11:16:57 AM
I chalked it up to a bad use of terms.

In short he said "The rift army's can move in the direction of player properties or quest areas and make questing difficult until cleared out"

Not many games let PvE or PvP remove player property, he likely meant NPC city's and such.


Title: Re: Heroes of Telara
Post by: Draegan on October 01, 2010, 01:16:43 PM
He probably meant quest hubs.  I'm pretty sure I've read that they don't plan on doing player housing any time soon.


Title: Re: Heroes of Telara
Post by: Chimpy on October 01, 2010, 01:18:38 PM
I like the look of this game...

Good thing it is not out now or I would never find a new job because I would not be spending any time looking!


Title: Re: Heroes of Telara
Post by: Nonentity on October 01, 2010, 01:39:21 PM
I finally got around to making my Trion account or whatever, display name Nonentity.

I'm starting to see advertisements for this on Facebook.


Title: Re: Heroes of Telara
Post by: Hawkbit on October 01, 2010, 02:17:57 PM
Also, while they've only officially announced a few mage classes on their site, we know there's at least Warlock and a druidy class they can add.  Healing mage?  That's hawt.

I signed up at Trion as Hawkbit.


Title: Re: Heroes of Telara
Post by: Chimpy on October 01, 2010, 02:39:26 PM
My only question so far with regards to the multi-classing aspect is how itemization fits in.

It seems like the tradtional armor type (plate/chain/leather/cloth) then type of stats for a given role dynamic will have to be drastically different in this game. Unless of course, each type of item is limited to a single archetype, and the stats all are something like "health, ability damage, brain power" which work on each soul role.



Title: Re: Heroes of Telara
Post by: AutomaticZen on October 01, 2010, 02:49:37 PM
Also, while they've only officially announced a few mage classes on their site, we know there's at least Warlock and a druidy class they can add.  Healing mage?  That's hawt.

You sorta need to divest yourself of the current idea of classes, because the big strength is mix-n-match through the soul system.  In fact, the endpoint abilities aren't as necessary as they are in certain games, like WoW.  Once you're in your base class, the souls provide different flavors.  The Cleric class has more healers overall, but there are healers under Warrior, Mage, and Rogue.  It's a fun system once you get deep into it.

It's actually my fear for the game: players won't get a chance to really delve into the soul system early on, and thus they'll miss part of the real fun.

Quote
It seems like the tradtional armor type (plate/chain/leather/cloth) then type of stats for a given role dynamic will have to be drastically different in this game. Unless of course, each type of item is limited to a single archetype, and the stats all are something like "health, ability damage, brain power" which work on each soul role.
Each 'off-spec' soul seems to have talents to convert the stats you'd normally see in that class over to the off-spec.  I assume it's built that way since multi-classing is the real focus.


Title: Re: Heroes of Telara
Post by: Hawkbit on October 01, 2010, 06:44:09 PM
His words, not mine.  He called the four types of characters archetypes and he called each "tree" a class.  It looks deep though - I'm wondering how they've looked at Blizzard's "concentrated cool" philosophy.  Only because the skill system looks deep.  Seriously deep.


Title: Re: Heroes of Telara
Post by: Pennilenko on October 01, 2010, 07:56:50 PM
I am relatively optimistic. Also I would be crushed to miss out on beta.

Display name is Pennilenko


Title: Re: Heroes of Telara
Post by: Hartsman on October 01, 2010, 08:11:02 PM
"brain power"

I am so requesting a stat called that on Monday, just to see what people do.


Title: Re: Heroes of Telara
Post by: Sky on October 01, 2010, 08:42:37 PM
Mongo approve.


Title: Re: Heroes of Telara
Post by: Chimpy on October 01, 2010, 10:08:20 PM
"brain power"

I am so requesting a stat called that on Monday, just to see what people do.

I CLAIM TRADEMARK!


Title: Re: Heroes of Telara
Post by: Dtrain on October 02, 2010, 05:32:20 AM
Not to bloat the thread or anything, but I don't want to miss out in case this thread is used for something other than chatter - I registered under the display name Dtrain (amazing but true.)


Title: Re: Heroes of Telara
Post by: Segoris on October 02, 2010, 07:59:26 AM
Beta inc (http://forums.riftgame.com/showthread.php?3942-Your-Chance-at-Beta!)


Summary: Beta is starting soon. Those registered 9/30 or earlier are in the same pool as people with Pax/Gamescon codes. If picked for beta, you're in for 1 weekend. It sounds like it's a rotating schedule with lots of chances for VIP passes to keep you in the beta for the entire time, and certain people will be selected (most likely based on constructive feedback and community involvement) to stay in the beta for longer.


Title: Re: Heroes of Telara
Post by: Jherad on October 02, 2010, 09:47:39 AM
Eek. That's a first warning sign for me. Probably nothing, but I'm wary of stage-managed beta 'events' rather than a 'warts and all' experience. Hopefully there will be a full open beta later.


Title: Re: Heroes of Telara
Post by: Chimpy on October 02, 2010, 12:21:34 PM
I will rescind my trademark if I get VIP status.


Title: Re: Heroes of Telara
Post by: jakonovski on October 02, 2010, 12:24:56 PM
Eek. That's a first warning sign for me. Probably nothing, but I'm wary of stage-managed beta 'events' rather than a 'warts and all' experience. Hopefully there will be a full open beta later.

That's what APB did, and was the reason why I never touched the beta even though I was in it. Telara seems promising enough that I don't even want to be in the beta, so the experience will be fresh on release day.


Title: Re: Heroes of Telara
Post by: Pennilenko on October 02, 2010, 01:13:46 PM
I missed the cut off.


Title: Re: Heroes of Telara
Post by: Bzalthek on October 02, 2010, 01:17:39 PM
well bleh


Title: Re: Heroes of Telara
Post by: Rendakor on October 02, 2010, 07:58:13 PM
So if your beta key is flagged VIP you get in to all of them, and otherwise it's just a chance?


Title: Re: Heroes of Telara
Post by: Hoax on October 03, 2010, 07:13:50 AM
If this is a way of booting all the people who never actually test anything and never actually help make the game better its very smart. If its anything else... its probably something bad?


Title: Re: Heroes of Telara
Post by: Segoris on October 03, 2010, 08:04:01 AM
So if your beta key is flagged VIP you get in to all of them, and otherwise it's just a chance?

VIP = always having access to beta. Everything else is just a chance (it's been that way since they are pulling from various "pools"). One pool is the pre-october community, Pax, and Gamescon, while another pool is October and later community and I don't know what else.

If this is a way of booting all the people who never actually test anything and never actually help make the game better its very smart. If its anything else... its probably something bad?

I agree with it possibly being a very smart move, but I also worry that the people who get in will just make a lot of noise and not be all that well thought out (similar to the current forums in that manner, typical pre-beta community) to be seen more in hopes of becoming a vip. Additionally, providing enough constructive feedback will be more difficult only being allowed in on a single weekend since that may lead to only specific areas being tested after being transplanted to that level/content (which reminds me of WAR, and that's not good) or this will end up having the best starter area ever as many wouldn't make it past the first few areas in a weekend.

At this point, they still haven't released info on a number of souls and other key functions, which would lead me to believe they may not still be balanced and tested all that well. I'm guessing they're being tested but to what extent if they are still planning on running a pretty restrictive style beta and have less than 6 months until the end of q1 2011 when they plan on releasing (10/1/10's IRC chat just re-confirmed the goal is q1 2011 release). This is making me shift my focus to the developers confidence in this game if there are still a lot of things that can't be released (pvp, crafting, various souls and abilities, macroing and the extent of their functions).

I'm trying to stay positive though, as this is a game I'd really like to see succeed, and hoping this beta ends up being a good move. Of course, this is all dependent on if they are using beta as a test bed and not a promotional move. Also, I do like that Trion is going back to the smaller beta style from pre-wow era (while running under the title of a long alpha, essentially), I think the best way to compliment it would be to give those weekend passes to people and make them available for either a month's worth of weekends, or each weekend that beta lasts while having their core testers test the changes that come about from the weekend feedback during the week. That would give enough people a long enough time to provide positive feedback and give the devs a better idea of who is actually being constructive and who is using it as a trial.

Of course maybe I'm off base on everything, who knows


Title: Re: Heroes of Telara
Post by: Jherad on October 03, 2010, 08:11:59 AM
If this is a way of booting all the people who never actually test anything and never actually help make the game better its very smart. If its anything else... its probably something bad?

My biggest fear is that the stage management is to hide gaping content holes, a non-existent endgame, a horrible XP/cash grind, missing social tools/metagaming or some other big problem. We've all seen that before.

Focus in testing can be good - but the big picture needs to be showcased too.


Title: Re: Heroes of Telara
Post by: Draegan on October 03, 2010, 08:13:10 AM
All the souls have been "released" because people have seen them at all the shows.


Here's a good as reference as any: http://forums.riftgame.com/showthread.php?94-The-Classes-Thus-Far-%28Class-List%29

It's probably their web and lore departments that haven't written them up yet and stuck them on their website.  They're probably busy with other things I guess.


Title: Re: Heroes of Telara
Post by: Segoris on October 03, 2010, 12:24:56 PM
They are seen, but Trion have said that anything they haven't officially released is not definite at this point, 6 months before release. Though I hope you're right.


Title: Re: Heroes of Telara
Post by: Rendakor on October 03, 2010, 04:28:07 PM
What do the [G] and such mean?


Title: Re: Heroes of Telara
Post by: AutomaticZen on October 03, 2010, 04:45:27 PM
What do the [G] and such mean?

[D] Defiant - This class is selectable at character creation for the Defiant. Guardians can play this class later in the game.
[G] Guardian - This class is selectable at character creation for the Guardians. Defiant can play this class later in the game.
[H] Heroic Class - This is a class that can not be selected at character creation and must be earned through other means.


Title: Re: Heroes of Telara
Post by: Rendakor on October 03, 2010, 04:51:49 PM
Defiant and Guardian being the two factions, right?


Title: Re: Heroes of Telara
Post by: Draegan on October 03, 2010, 05:08:48 PM
Defiant and Guardian being the two factions, right?

Yes.

They are seen, but Trion have said that anything they haven't officially released is not definite at this point, 6 months before release. Though I hope you're right.

It's odd the way they are doing it.  First they were "releasing" information for each soul. Then the conventions happened.  All the souls were seen but not "released'.  For example the Chloromancer was see and not "released".  Then in Gametrailers Adam Gershowitz start talking about the class in an official capacity.

So I think the website is behind the rest.


Title: Re: Heroes of Telara
Post by: Segoris on October 04, 2010, 10:15:51 AM
The website isn't alone in being behind as the press releases are behind if the classes are finalized. Unless allowing people to see classes at conventions is their way of doing a release, which to me is fine as long as they say that is how they are releasing the class info instead of the last statement being that anything unannounced is not final.

Side note: I do like the publicly asking for help naming a class, that is a positive interaction with the community. Something like the name isn't going to affect balance or delay testing, meanwhile people may feel more attached and committed to a company, in today's market, that is willing to ask for input in that way.


Title: Re: Heroes of Telara
Post by: Bzalthek on October 07, 2010, 05:39:42 AM
Some people are reporting that a "Community Beta" code is being applied to their trion account, though there is no clue as to what, exactly, this means.  Probably for this weekend's beta whirligig, which means everyone will be downloading the client Saturday, trying to install it Sunday, and get kicked out while making a character! /green.


Title: Re: Heroes of Telara
Post by: palmer_eldritch on October 07, 2010, 06:08:03 AM
I agree with it possibly being a very smart move, but I also worry that the people who get in will just make a lot of noise and not be all that well thought out (similar to the current forums in that manner, typical pre-beta community) to be seen more in hopes of becoming a vip. Additionally, providing enough constructive feedback will be more difficult only being allowed in on a single weekend since that may lead to only specific areas being tested after being transplanted to that level/content (which reminds me of WAR, and that's not good) or this will end up having the best starter area ever as many wouldn't make it past the first few areas in a weekend.

At this point, they still haven't released info on a number of souls and other key functions, which would lead me to believe they may not still be balanced and tested all that well. I'm guessing they're being tested but to what extent if they are still planning on running a pretty restrictive style beta and have less than 6 months until the end of q1 2011 when they plan on releasing (10/1/10's IRC chat just re-confirmed the goal is q1 2011 release). This is making me shift my focus to the developers confidence in this game if there are still a lot of things that can't be released (pvp, crafting, various souls and abilities, macroing and the extent of their functions).

I'm trying to stay positive though, as this is a game I'd really like to see succeed, and hoping this beta ends up being a good move. Of course, this is all dependent on if they are using beta as a test bed and not a promotional move. Also, I do like that Trion is going back to the smaller beta style from pre-wow era (while running under the title of a long alpha, essentially), I think the best way to compliment it would be to give those weekend passes to people and make them available for either a month's worth of weekends, or each weekend that beta lasts while having their core testers test the changes that come about from the weekend feedback during the week. That would give enough people a long enough time to provide positive feedback and give the devs a better idea of who is actually being constructive and who is using it as a trial.

Of course maybe I'm off base on everything, who knows

Yes, I think there's something to be said for just letting people go off and play the game even in a genuine beta (one that's not just a marketing gimmick).

WAR worked great in beta when everyone was the same level and bunched into the same area. It was only when the game went live and people simply played it for fun that some of the issues became apparent.


Title: Re: Heroes of Telara
Post by: Malakili on October 07, 2010, 07:04:11 AM


WAR worked great in beta when everyone was the same level and bunched into the same area. It was only when the game went live and people simply played it for fun that some of the issues became apparent.

I think it was the exact opposite actually.  When the game went live, and you're character was no longer going to be wiped, it was that people no longer played just for the sake of playing, it was about leveling, or farming, or gearing, or whatever you were trying to accmplish.  The PvP in tier 1/2 beta was GREAT because people actually did it... then when it started "mattering" people were happy to farm the most efficient spot instead of actually PvP, and I was a sad sad panda.


Title: Re: Heroes of Telara
Post by: Sky on October 07, 2010, 07:53:08 AM
Because the first rule of mmo is: People are broken.


Title: Re: Heroes of Telara
Post by: Malakili on October 07, 2010, 07:55:18 AM
Because the first rule of mmo is: People are broken.

Probably true.  Much easier to satisfy people with simple dinggrats than it is to make an actually engaging experience.


Title: Re: Heroes of Telara
Post by: Chimpy on October 07, 2010, 08:13:21 AM
For most people, broken things like "dinggrats" are engaging experiences.

Because the number one rule of life is that people are broken.


Title: Re: Heroes of Telara
Post by: Lantyssa on October 07, 2010, 04:23:10 PM
For those that signed up before the cut-off date, an e-mail was sent out saying you're in the "has a chance to play in the beta sometimes" pool.

I'm willing to sell Sky to Hartsman to get into the "all-the-time" pool.  I hear he's handy around the house, and I'm sure he won't mind the exchange.


Title: Re: Heroes of Telara
Post by: Typhon on October 07, 2010, 04:30:08 PM
Also, he comes with a big-ass TV!


Title: Re: Heroes of Telara
Post by: Chimpy on October 07, 2010, 04:44:01 PM
I received no email about a beta possibilty, and I signed up a long time ago :(


Title: Re: Heroes of Telara
Post by: Segoris on October 07, 2010, 05:09:09 PM
I'm willing to sell Sky to Hartsman to get into the "all-the-time" pool.  I hear he's handy around the house, and I'm sure he won't mind the exchange.

Considering all Hartsman has to do is open his window and say "hey Sky, put down the binoculars, get out of the tree, and come inside," I don't think you'll get a taker for that offer.


Title: Re: Heroes of Telara
Post by: Lantyssa on October 07, 2010, 05:09:58 PM
Dude, you're killing my chances here!


Title: Re: Heroes of Telara
Post by: Segoris on October 07, 2010, 05:11:50 PM
I received no email about a beta possibilty, and I signed up a long time ago :(

Go to rift-game.com and in the upper left check your Trion account. This is on the front page/news area and not in the forums area. You should see a section labeled "Serial codes applied to your account." Check that area as I know some people have been having issues receiving the newsletter and were worried the email notifying their placement into the beta pool may not be received.


Title: Re: Heroes of Telara
Post by: Segoris on October 07, 2010, 05:12:57 PM
Try throwing in a sata cable or something. Or even better, bring attention to the fact that Sky comes with a big screen TV and his own wood-cutting axe!


Title: Re: Heroes of Telara
Post by: Bzalthek on October 07, 2010, 05:13:55 PM
They're applying codes slowly, some technical difficulties.  I didn't get an email until well over a day after I saw the code.


Title: Re: Heroes of Telara
Post by: Musashi on October 07, 2010, 05:37:23 PM
Same email.  God damn it.


Title: Re: Heroes of Telara
Post by: Lantyssa on October 07, 2010, 05:39:50 PM
I've got it... "Nearly instantaneous delivery!"


Title: Re: Heroes of Telara
Post by: Rendakor on October 07, 2010, 07:19:44 PM
No email received, although I already had a serial code applied to the account.


Title: Re: Heroes of Telara
Post by: Chimpy on October 07, 2010, 07:36:40 PM
Woo a key was applied to mine account. (no email tho)

"Community Beta" whatever that means.


Title: Re: Heroes of Telara
Post by: palmer_eldritch on October 07, 2010, 07:40:43 PM
Woo a key was applied to mine account. (no email tho)

"Community Beta" whatever that means.

The email will tell you:

Quote
This key doesn't guarantee that you will be invited to the beta, but it does greatly increase your chance, so stay tuned for future updates.

Which reduced the excitement just a little. But leaving that aside, I am getting a bit hyped for this game. The big name MMOs on the horizon such as SWTOR and DCO don't really appeal to me and FFXIV was horrible, but this has snuck up on me in a nice way.


Title: Re: Heroes of Telara
Post by: Hartsman on October 07, 2010, 07:41:35 PM
Woo a key was applied to mine account. (no email tho)

"Community Beta" whatever that means.
I'm about 87.9% sure that emails were only sent to people who opted in to receiving mails about the game.  We've been consistent when it comes to staying on the right side of spam regs and laws.

The # of keys applied was larger than the # of mails sent by a reasonable amount.  It looked to be about the same as the email opt-in rate.



Title: Re: Heroes of Telara
Post by: Chimpy on October 07, 2010, 07:44:29 PM
Interesting.

Maybe because I opted out at creation, then opted in it doesn't work?

I got the Rift:watch newsletter thing last week.

But no worries.

If I don't make it into beta I won't cry...much.


Title: Re: Heroes of Telara
Post by: Rendakor on October 07, 2010, 08:23:20 PM
Are codes only being applied (and emails sent) to accounts that didn't already have one? This whole tiered, possibly accepted into beta thing is confusing.


Title: Re: Heroes of Telara
Post by: Hawkbit on October 07, 2010, 09:00:48 PM
Log in to your Trion account.  If there's a beta key there, then you're likely in the pool for a community beta.  Which, from what I understand, is the one-time only beta events.  It's not guaranteed, but the way they're throwing around beta information I'd wager a lot of people are going to get to see the game in some limited capacity before it launches. 

I still contend that if ever there was a game to skip beta on, its this one.  I have a good feeling that this is going to be a very cool world that will be best explored when it's at 98% efficiency (launched). 


Title: Re: Heroes of Telara
Post by: Rendakor on October 07, 2010, 09:03:06 PM
There's a beta key there, but its the PAX one that's been on it for a month. I've heard nothing via email or anything else from Trion since signing up.


Title: Re: Heroes of Telara
Post by: Sky on October 07, 2010, 09:12:09 PM
Log in to your Trion account.  If there's a beta key there, then you're likely in the pool for a community beta. 
Oh, look I have a key!

"Scott! I HAVE A KEY, LEMME IN!"

"Dude, put another shrimp on the barbie and grab me a cold one!"

"Aw, ok." mumblemumble


Title: Re: Heroes of Telara
Post by: Chimpy on October 07, 2010, 09:13:44 PM
There's a beta key there, but its the PAX one that's been on it for a month. I've heard nothing via email or anything else from Trion since signing up.

I think they said in the thread that the PAX keys and the Forum Community Keys are the same.

Or the PAX key is better, since you can only have 1 key on your account.


Title: Re: Heroes of Telara
Post by: Rendakor on October 07, 2010, 09:18:22 PM
Ahh, ok. Thanks for clearing that up.


Title: Re: Heroes of Telara
Post by: Draegan on October 08, 2010, 06:14:09 AM
I believe that there are two types of Keys.  VIP Beta Keys which is beta access anytime all the time, and everything else (convention keys, forum keys and all that other stuff).

Also if you're in/near NYC for the Comic Con the dude who did the comic book is handing out VIP passes if you ask for them.


Title: Re: Heroes of Telara
Post by: Segoris on October 08, 2010, 06:56:26 AM

I believe that there are two types of Keys.  VIP Beta Keys which is beta access anytime all the time, and everything else (convention keys, forum keys and all that other stuff).
-VIP = access all the time
-Pax/Gamescon/Pre-October Community are the same pool
-October and later community are a different pool and supposedly not as likely to get in compared to the other community pool
-Unsure if there are, or will be, any other pool levels or not yet

Quote
Also if you're in/near NYC for the Comic Con the dude who did the comic book is handing out VIP passes if you ask for them.
For those in the area, remember, I will gladly accept any and all usable VIP codes that you may receive and wish to give away :awesome_for_real:


Title: Re: Heroes of Telara
Post by: Mrbloodworth on October 08, 2010, 07:31:41 AM
I'm no one special, but I got that email. Am I going to have to download 12 gigs to get a small 4 hour window of beta time?


Title: Re: Heroes of Telara
Post by: Sky on October 08, 2010, 07:38:31 AM
I'm apparently in the October pool, mine's dated the sixth. I think I ate an hour before getting in.

I'm not driving four hours to comic con, if it's a one-weekend preview type beta, I can just wait for release. Should be a pretty awesome game and I'd rather see it done than half-finished.


Title: Re: Heroes of Telara
Post by: Segoris on October 08, 2010, 07:43:02 AM
I'm no one special, but I got that email. Am I going to have to download 12 gigs to get a small 4 hour window of beta time?

No one has said how the downloader will work. If it's like WoW/LOTRO trial with downloading as you play or if it will be as bad as FFXIXIVIXVIXIVX's. I'd guess a direct downloader and a torrent option (official or not).


I'm not driving four hours to comic con, if it's a one-weekend preview type beta, I can just wait for release. Should be a pretty awesome game and I'd rather see it done than half-finished.

The comic con is for VIP passes which gives you access to the rest of beta, not just a weekend.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on October 08, 2010, 07:44:40 AM
I'm no one special, but I got that email. Am I going to have to download 12 gigs to get a small 4 hour window of beta time?

No one has said how the downloader will work. If it's like WoW/LOTRO trial with downloading as you play or if it will be as bad as FFXIXIVIXVIXIVX's. I'd guess a direct downloader and a torrent option (official or not).

I should reword my question. Are the various phases of beta small one day events, meaning by the time I get notice, and a download link, and then download, then deal with life, have about 4 hours of beta time? I'm wondering how long the windows to play are I guess.


Title: Re: Heroes of Telara
Post by: Segoris on October 08, 2010, 07:49:25 AM
The time allowed/window granted to play was stated to be a weekend. No info on how advance the notice will be or if they will have the client available for download to everyone before these events begin. As for dealing with life and what not, that is your's to factor in.


Title: Re: Heroes of Telara
Post by: Mrbloodworth on October 08, 2010, 07:50:25 AM
So a weekend, I hope they give good lead time if I am chosen then. Thanks!


Title: Re: Heroes of Telara
Post by: Chimpy on October 08, 2010, 08:45:24 AM
I'm apparently in the October pool, mine's dated the sixth. I think I ate an hour before getting in.

The "October pool" is people who signed up for a Rift account after the beginning of October when they did the cutoff. You signed up for the guild beta before the cutoff so I assume that you are actually in the same group as the rest of us, who also have Oct 6th as the application date on the Beat keys. That is when the key was added to the account, not when you signed up :D


Title: Re: Heroes of Telara
Post by: Sky on October 08, 2010, 08:59:05 AM
There was a beta signup thread way before the guild thread, might have been from that, too.


Title: Re: Heroes of Telara
Post by: Draegan on October 08, 2010, 09:48:33 AM

I believe that there are two types of Keys.  VIP Beta Keys which is beta access anytime all the time, and everything else (convention keys, forum keys and all that other stuff).
-VIP = access all the time
-Pax/Gamescon/Pre-October Community are the same pool
-October and later community are a different pool and supposedly not as likely to get in compared to the other community pool
-Unsure if there are, or will be, any other pool levels or not yet


True enough about the different pools.  I was referring to the different types of access.  Basically its VIP and everyone else.


Title: Re: Heroes of Telara
Post by: Lantyssa on October 08, 2010, 12:25:13 PM
There was a beta signup thread way before the guild thread, might have been from that, too.
We're in the same pool.  I signed up a month or two ago, and I got the e-mail that started the speculation.  You're fine.


Title: Re: Heroes of Telara
Post by: LC on October 08, 2010, 01:21:46 PM
I'm sure the time limit is just short enough to prevent you from seeing how much is broken/missing.


Title: Re: Heroes of Telara
Post by: waffel on October 08, 2010, 01:56:08 PM
I forgot about this and signed up yesterday, needless to say... yeah.

Thankfully there is enough people on this thread that'll hopefully get in that can give some NON-NDA-BREAKING information.


Title: Re: Heroes of Telara
Post by: UnSub on October 10, 2010, 08:38:16 AM
I've got community beta clearance, apparently.


Title: Re: Heroes of Telara
Post by: Ghambit on October 12, 2010, 05:52:53 PM
 :drill:
Ummm, so what does that mean exactly?


Title: Re: Heroes of Telara
Post by: UnSub on October 12, 2010, 06:35:38 PM
That on the totem pole of maybe possibly getting into beta at some time, I'm slightly above the peons but below the VIPs. I think.


Title: Re: Heroes of Telara
Post by: Draegan on October 13, 2010, 08:17:02 AM
http://www.tentonhammer.com/rift/features/nycc10

Quote
Ricardo Sanchez, Trion VP of Digital, came out swinging during the Trion panel at New York Comic Con 2010. “What we’re creating is the most polished and complete MMO released since 2004… Basically, it’s pick whatever you want from an MMO and we’re going to give it to you.”

This is the guy who did the comic book series for the game.  I believe he was hired internally by Trion to do other stuff with Rift.


Title: Re: Heroes of Telara
Post by: Murgos on October 13, 2010, 08:25:28 AM
Can we change the name of this thread to "Rift: Planes of Telara"?  Because, you know, "Heros of Telara" is not what its name is.

My only real complaint about this game so far is that they went through all this trouble to make people able to customize their class but still restrict them to follow arbitrary archetype rules.  I would much rather have seen it be entirely open but with reasons why you would want to specialize into one specific archetype.  Take three classes of fighter trees because you'll be a damn good fighter if you do.  But, hey, if you want to do 1 tree of rogue, 1 tree of cleric and 1 tree of mage, knock yourself out.

edit: speeeling.


Title: Re: Heroes of Telara
Post by: Draegan on October 13, 2010, 08:38:42 AM
That's how it was when it was Heroes of Telara.  When they did the rename they changed it to four archtypes.


Title: Re: Rift: Planes of Telara
Post by: Rasix on October 13, 2010, 08:46:52 AM
OK. I think I deserve unlimited beta access for changing the thread title.


Title: Re: Rift: Planes of Telara
Post by: Murgos on October 13, 2010, 09:56:55 AM
OK. I think I deserve unlimited beta access for changing the thread title.

If it was in my power I would.  Thanks!

edit: I signed up for the beta finally.  Some asshat took my name though so I'm Murgos_1 on the forums there.


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 13, 2010, 12:40:16 PM
Be wary of the official forums.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on October 13, 2010, 01:24:05 PM
Be wary of the official forums.

Anyone who has played any MMO knows this as a general rule of thumb.


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 13, 2010, 02:00:19 PM
There's a special combination of Vanguard Fanboyism, WOW hatred, and WOW Fanboyism.


Title: Re: Rift: Planes of Telara
Post by: Segoris on October 13, 2010, 02:14:05 PM
Don't forget eq2 fanboyism ni that mix. Not as much EQ1 though.


Title: Re: Rift: Planes of Telara
Post by: UnSub on October 13, 2010, 05:59:52 PM
There's a special combination of Vanguard Fanboyism, WOW hatred, and WOW Fanboyism.

I love the undertone of "This time, it will be different! He'll stop hitting me for sure, this time!".


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 13, 2010, 08:01:34 PM
There's a special combination of Vanguard Fanboyism, WOW hatred, and WOW Fanboyism.

I love the undertone of "This time, it will be different! He'll stop hitting me for sure, this time!".

It was like that from the day the forums open courtesy of most of the population of Silky Venom.


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 13, 2010, 09:01:20 PM
I'm shilling, sorry.  I'm having a contest over at my website and 1st place prize is a VIP Beta Key, I figured you guys would like to know.

http://www.riftjunkies.com/2010/10/13/win-a-vip-beta-key-and-more/

Only giving away one right now.  There will be additional opportunities in the coming weeks.



Title: Re: Rift: Planes of Telara
Post by: Lantyssa on October 13, 2010, 09:11:29 PM
Lost at needing to use Twitter. :cry:


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 13, 2010, 09:14:07 PM
I was told that I had to include Twitter by my the guy that runs it with me.  Sorry. :(


Title: Re: Rift: Planes of Telara
Post by: jayfyve on October 14, 2010, 04:19:10 AM
I was told that I had to include Twitter by my the guy that runs it with me.  Sorry. :(

I use twitter just for a small newsfeed, and I found out about your contest from the official Rift twitter, and followed. So in my case at least, it worked.


Title: Re: Rift: Planes of Telara
Post by: Arrrgh on October 14, 2010, 06:45:19 AM
Lost at needing to use Twitter. :cry:

Agree. Fuck twitter and the horse it rode in on.



Title: Re: Rift: Planes of Telara
Post by: Segoris on October 14, 2010, 05:42:40 PM
I was told that I had to include Twitter by my the guy that runs it with me.  Sorry. :(
:argh:


This contest has made me realize that I'm such a whore for this game if I'm signing up for twitter. Though, I am curious, how do people know someone actually did the facebook and twitter steps when people have different names on those sites? I'm guessing they don't know since there isn't a link back to the action being required in the contest


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on October 15, 2010, 04:48:25 AM
I do use Twitter and Facebook but I don't work in the gaming industry and don't particularly want my professional contacts (who may be connected to me on Facebook and Twitter) to know I play MMOs in my spare time. I fear it might not help my career.

So I'm not likely to "like" riftjunkies.com on Facebook or retweet you, sorry.


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 15, 2010, 06:01:10 AM
Thats ok.  You don't have to enter.

I was told that I had to include Twitter by my the guy that runs it with me.  Sorry. :(
:argh:


This contest has made me realize that I'm such a whore for this game if I'm signing up for twitter. Though, I am curious, how do people know someone actually did the facebook and twitter steps when people have different names on those sites? I'm guessing they don't know since there isn't a link back to the action being required in the contest

You can easily verify that someone did both by having them tweet a message to you and send you a message on Facebook.


Title: Re: Rift: Planes of Telara
Post by: Segoris on October 15, 2010, 06:48:01 AM
Ahh yeah, I guess communicating with any winner would be an easy verification. duuur =/


Title: Re: Rift: Planes of Telara
Post by: LK on October 15, 2010, 04:32:23 PM
Haven't been paying attention, is the general consensus on this still cautious positive, or has it barreled into pessimistic hope-crusher?


Title: Re: Rift: Planes of Telara
Post by: Chimpy on October 15, 2010, 07:09:44 PM
The general consensus here (the only place I really am paying attention to) is the same as it was before. Wait and see but cautiously optimistic.

This definitely doesn't have much of the crazy megalomania dev house stuff going on (at least in public).


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 17, 2010, 07:51:45 AM
Word from the conventions (PAX/GamesCom) is that it's an incredibly polished for a game not in beta yet.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on October 20, 2010, 06:09:44 AM
New class revealed.

Quote
Overview

Justicars are healing clerics who fight shoulder-to-shoulder with their allies in close combat. Conviction builds with each swing of their weapon, bolstering nearby comrades and powering the Justicar’s potent healing magic.
 advertisement

Strengths

A Justicar’s healing comes from damage dealt in close combat. Thus he can survive and thrive in the thick of the fighting while ensuring his allies do the same.

Weaknesses

A Justicar’s divine magic depends upon his melee prowess, so foes are wise to try and keep the Justicar from the front lines.


Background

Nidris the giant wolf crept unseen through the Faering Wood, following the scent of the invaders in the domain of Greenscale the Primordial. He tracked this war party of humans and Dwarves to an overgrown temple. Among stones pulled apart by vines, they bowed their heads in prayer, led by a Dwarven cleric who wore chainmail under his robes of office. He knelt at the remains of the altar, leaning on what looked to be a staff.

“Bidding farewell to your gods? They’ll soon be devoured by our lord Greenscale.” The impish voice belonged to Corrigan, a changeling who rode upon Nidris and fancied himself lord of this forest.

“Shed your worldly concerns,” said Corrigan, “and frolic with us in this paradise.”


A coven of winged faeries that doted on Corrigan buzzed out towards the group and began tugging at beards, pulling at tunics, and rifling through pockets for sport.

“I will frolic when I am done with my prayers,” said Thorvin Sternhammer, Justicar of Thedeor.

“A lackey of the gods!” taunted the changeling. “Do absolve us of our sins before Nidris devours you and I use your holy staff to pick the sinew from his teeth.” The faeries tittered mischievously. Nidris growled, shaking the forest.

“You wee winged demons misunderstand my faith. I am not here to absolve you. The god of battle showed me how that fat toad you call master could be beaten.” The faeries giggled and continued to painfully braid his beard. “But the strength of my faith lies not in sermons, and this is no preacher’s staff.”

The Dwarf brandished his maul of cold iron. “Absolve you? I’m here to smash you!”


The maul landed with a mighty thud, flattening a flittering faerie. Nidris howled in challenge, and Thorvin glared into its eyes. He swung his bludgeon at the tiny sprites, knocking some to splatter against the great wolf’s pelt.

Thorvin’s soldiers charged, their courage bolstered by his conviction. Teeth and metal clashed, and though Nidris bit and clawed the invaders, the soldiers’ wounds healed with every blow their cleric struck. The tide of battle turned, and soon the mighty beast found himself bloodied and nearing death.

“Flee! Flee!” screamed the terrified changeling, his mocking tone drained away. “This is no mere mortal, but an avatar of war!” Nidris yelped like a pup and turned tail, but Thorvin crippled the beast’s leg with a swing of his maul.

His heart pierced by the spears of the soldiers, Nidris collapsed with a final anguished cry, Corrigan tumbling from his back. Scrambling uselessly, the Changeling tore himself on brambles as the stout cleric strode toward him.

“I repent! I repent!” the changeling sniveled.

“I know you do, lad,” said Thorvin as he hefted the bloodstained maul. “And I’ve got your absolution right here.”

They say Corrigan’s death rattle haunts the Faering Wood to this day. He had met Thorvin Sternhammer, whose crusade hounded mighty Greenscale across all of what is now known as Mathosia.


Quotation:
“Many preach their vision of the gods. They speak of love, and health, and happiness. I am here to tell you the truth of the world. Anything good must be fought for. You must stand toe-to-toe with your demons and crush them. Only then will the gods bless you.”

(http://images.mmorpg.com/features/4624/images/Justicar1.jpg)

(http://images.mmorpg.com/features/4624/images/Justicar2.jpg)

(http://images.mmorpg.com/features/4624/images/Justicar3.jpg)


Title: Re: Rift: Planes of Telara
Post by: Sky on October 20, 2010, 06:42:59 AM
Those graphics look pretty amazing.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on October 20, 2010, 06:47:29 AM
Yes they are.


Title: Re: Rift: Planes of Telara
Post by: Shatter on October 20, 2010, 07:29:56 AM
Justicar = DoK / Warrior Priest then? 


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on October 20, 2010, 08:07:29 AM
The thing I'm most impressed with?  The female priest was wearing armor, not a mail bikini.  And.... her breasts were not fantasy EEs.  I hope the ability to create normal looking people persists. 


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on October 20, 2010, 08:22:36 AM
Her chest was still uncovered, though it is an improvement over most fantasy games.  Baby steps, I suppose.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on October 20, 2010, 09:51:00 AM
You won't be happy until every pixelated female is as oppressed as you!


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on October 20, 2010, 10:26:52 AM
No, I just want them to wear reasonable armor.  One can still look feminine in full armor.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on October 20, 2010, 10:31:16 AM
This begs for a comic strip where two hulking knights in full plate (read: steel barrel) are checking out an identical set of full plate walking past: "nice ass!"


Title: Re: Rift: Planes of Telara
Post by: Chimpy on October 20, 2010, 10:47:36 AM
The pictures look pretty nice.


Title: Re: Rift: Planes of Telara
Post by: Draegan on October 20, 2010, 12:13:04 PM
For more pretty, here's a compilation of all of the official screenshots.

http://telarapedia.com/wiki/Category:Official_Screenshots


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on October 20, 2010, 08:00:34 PM
No, I just want them to wear reasonable armor.  One can still look feminine in full armor.

Everybody knows that the best armor is basically a thong and bra with a few bits of metal sewn on.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on October 20, 2010, 08:26:40 PM
Precisely.  If anything, in a land where everyone seems to have magically enchanted blades and other arcane tools, excessive armor is just a hindrance!


Title: Re: Rift: Planes of Telara
Post by: Ghambit on October 20, 2010, 08:28:46 PM
No, I just want them to wear reasonable armor.  One can still look feminine in full armor.

Everybody knows that the best armor is basically a thong and bra with a few bits of metal sewn on.

Exactly.  'Cause who'd want to damage a half-naked fantasy vixen?  That's how that armor works...  purely psychological, and therefore built into the damage models.  e.g. The better your armor, the skimpier it is.  


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on October 20, 2010, 09:59:04 PM
If I was just some dumb peon and I saw this chick carrying a gigantic fucking sword wearing almost nothing, around an army of fully armored soldiers, guess who I would mess with last.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on October 21, 2010, 07:21:51 AM
Rift: Planes of Telara - Dynamic Dimensions Trailer (http://www.youtube.com/watch?v=7Sv_dyPQkHI)

EDIT: Shows off some of the "rifts" and how it changes the things int he area. No audio, no write up.


Title: Re: Rift: Planes of Telara
Post by: rattran on October 21, 2010, 08:06:25 AM
Rift: Planes of Telara - Dynamic Dimensions Trailer (http://www.youtube.com/watch?v=7Sv_dyPQkHI)
Any further posts with just a link and no summary, discussion, explanation, or commentary will be deleted. Put a little bit of effort into it (this goes for everyone, not just MrB).

Hey, look what got posted elsewhere! Not everyone can watch video at work.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on October 21, 2010, 08:17:11 AM
Figured the title would work. but OK. Fixed.


Title: Re: Rift: Planes of Telara
Post by: Sky on October 22, 2010, 08:49:55 AM
I was just talking about the normal mapping in EQ2, loved it so much...

Quote
We use a per pixel shader technique called normal mapping where we take the lighting information from a very high polygon model and apply it to a lower polygon model in game. So the way that light bounces off the model makes it appear much higher polygon in game than it really is. Few mmos out there are fully normal mapped so we are truly next gen in that regard.

(http://farm2.static.flickr.com/1241/5099360673_37ee66275d_z.jpg)

http://forums.riftgame.com/showthread.php?4570-Q-amp-A-with-Art-Director-Darren-Pattenden


Title: Re: Rift: Planes of Telara
Post by: Chimpy on October 22, 2010, 10:14:57 AM
For some reason, the "higher polygon" part made me think of the conversation on the last page about boobage in the game.

And I chuckled.

My friends were saying they announced the last mage soul yesterday, but I could not find information about it (and delving through the official forums lasted about 2 minutes before I ran away in fear).


Title: Re: Rift: Planes of Telara
Post by: Sky on October 22, 2010, 11:10:12 AM
You mean the stormcaller?

http://www.mmorpg.com/gamelist.cfm/game/431/feature/4627


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on October 26, 2010, 07:30:10 AM
I was just talking about the normal mapping in EQ2, loved it so much...

Quote
We use a per pixel shader technique called normal mapping where we take the lighting information from a very high polygon model and apply it to a lower polygon model in game. So the way that light bounces off the model makes it appear much higher polygon in game than it really is. Few mmos out there are fully normal mapped so we are truly next gen in that regard.


Hopefully they are using higher resolution normal maps than Eq2. But, im always leery of any multiplayer game using all out normal maps. Performance is always an issue.


Title: Re: Rift: Planes of Telara
Post by: Soukyan on October 26, 2010, 08:04:40 AM
Justicar = DoK / Warrior Priest then? 

It appears that way. I believe the lead for the team who is developing the soul trees was a developer for WAR, so I expect to see some class similarities and some skill similarities with that game. Which is cool with me because I love WAR. Rift looks even better to me, though, so I'm excited. Haven't been this interesting in an upcoming MMOG in a long time.


Title: Re: Rift: Planes of Telara
Post by: Hartsman on October 26, 2010, 10:26:47 PM
Justicar = DoK / Warrior Priest then? 

It appears that way. I believe the lead for the team who is developing the soul trees was a developer for WAR, so I expect to see some class similarities and some skill similarities with that game. Which is cool with me because I love WAR. Rift looks even better to me, though, so I'm excited. Haven't been this interesting in an upcoming MMOG in a long time.

It's been interesting - The devs working on the souls have past experience from working on: EQ, EQ2, DAoC, WAR, WoW, and even Fury. 

So far there hasn't been a "THIS GAME DID EVERYTHING BEST!" kind of mindset with the classes, which has been fantastic.

The debates on the design floor do, however, get pretty epic.


Title: Re: Rift: Planes of Telara
Post by: Shatter on October 27, 2010, 05:08:22 AM
Justicar = DoK / Warrior Priest then?  

It appears that way. I believe the lead for the team who is developing the soul trees was a developer for WAR, so I expect to see some class similarities and some skill similarities with that game. Which is cool with me because I love WAR. Rift looks even better to me, though, so I'm excited. Haven't been this interesting in an upcoming MMOG in a long time.

It's been interesting - The devs working on the souls have past experience from working on: EQ, EQ2, DAoC, WAR, WoW, and even Fury.  

So far there hasn't been a "THIS GAME DID EVERYTHING BEST!" kind of mindset with the classes, which has been fantastic.

The debates on the design floor do, however, get pretty epic.


For the love of god dont let the WOW guy lead the discussion


Title: Re: Rift: Planes of Telara
Post by: AutomaticZen on October 27, 2010, 07:01:30 AM
The debates on the design floor do, however, get pretty epic.
(http://2.bp.blogspot.com/_rFO63fzv7kY/TH6Tq1ImU-I/AAAAAAAAA44/whNAE8d1cDM/s640/MJ-Beat-It-Knife-Fight.jpg)


Title: Re: Rift: Planes of Telara
Post by: UnSub on October 27, 2010, 07:18:30 PM
Trion vs Palladium ends, leaving a Rift between them. (http://www.livingdice.com/5347/palladium-books-v-trion-worlds-inc-case-nearly-resolved/)

Probably would have been hard for Palladium to stand that they were the only ones who could use the term 'Rift' and all variants in the nerd space.


Title: Re: Rift: Planes of Telara
Post by: Stabs on October 27, 2010, 11:46:02 PM
Not least because Feist's Riftwar saga began 8 years before Rifts was published.


Title: Re: Rift: Planes of Telara
Post by: SurfD on October 28, 2010, 01:04:36 AM
Trion vs Palladium ends, leaving a Rift between them. (http://www.livingdice.com/5347/palladium-books-v-trion-worlds-inc-case-nearly-resolved/)

Probably would have been hard for Palladium to stand that they were the only ones who could use the term 'Rift' and all variants in the nerd space.
I have always felt a bit sad for the Palladium games guys.   The Rifts Universe as an IP is probably one of the coolest, most richly developed RPG worlds i have ever seen, it's just too bad that the ruleset it is attached to usually causes frothing rage after trying to understand it for more then 30 seconds.


Title: Re: Rift: Planes of Telara
Post by: Count Nerfedalot on October 28, 2010, 05:29:04 PM
I have always felt a bit sad for the Palladium games guys.   The Rifts Universe as an IP is probably one of the coolest, most richly developed RPG worlds i have ever seen, it's just too bad that the ruleset it is attached to usually causes frothing rage after trying to understand it for more then 30 seconds.

Wouldn't that imply that they brought it on themselves?  If they are good at making up IP but suck at making games maybe they should be publishing fiction instead of games?  Not sure where the sympathy for them comes from, unless its akin to the sadness you might feel for the wasted life of a convict in prison who made too many wrong choices. 


Title: Re: Rift: Planes of Telara
Post by: Ingmar on October 28, 2010, 06:54:10 PM
The Palladium dude is pants on head crazy, don't feel sorry for him.


Title: Re: Rift: Planes of Telara
Post by: Draegan on November 10, 2010, 12:24:24 PM
Trion tossed out another dungeon reveal; this one is the Abyssal Precipice. 

http://www.youtube.com/watch?v=RdKQXlr-RPs


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 10, 2010, 12:52:53 PM
Trion tossed out another dungeon reveal; this one is the Abyssal Precipice. 

http://www.youtube.com/watch?v=RdKQXlr-RPs

That really was an underwhelming little video there. Haven't heard much new about this game for a while and they show what looks like 4 people attacking 4 different creatures on top of a mountain? Where is the cool boss or crazy spell effect or something flashy?

Sigh.


Title: Re: Rift: Planes of Telara
Post by: Nebu on November 10, 2010, 01:49:23 PM
That really was an underwhelming little video there.

This.

If your video doesn't drop jaws, then you probably shouldn't release it.  Ok, unless you have to in order to maintain funding. 


Title: Re: Rift: Planes of Telara
Post by: Falconeer on November 10, 2010, 02:06:41 PM
That video critically hit my frothing interest for this game, draining away the little enthusiasm I had. I hope I am just seeing things, I really want to like Rifts, but the video REEKS of EverQuest 2 in an alarming way, and I wasn't anticipating that at all. I loved EQ2, but I am not really looking for anything that resembles it in the style/animation/combat departments.


Title: Re: Rift: Planes of Telara
Post by: SurfD on November 10, 2010, 02:23:22 PM
Trion tossed out another dungeon reveal; this one is the Abyssal Precipice. 

http://www.youtube.com/watch?v=RdKQXlr-RPs

That really was an underwhelming little video there. Haven't heard much new about this game for a while and they show what looks like 4 people attacking 4 different creatures on top of a mountain? Where is the cool boss or crazy spell effect or something flashy?

Sigh.
What the hell was up with nearly everyone in that video swinging their weapons at empty air?   All i saw in that entire video was a lot of flailing weapons at empty space.   I mean, what is the point of your fancyass graphics engine, if you cant even use it for properly beating on monsters?  How big are the hitboxes on the mobs in this game?


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 10, 2010, 02:26:19 PM
That video critically hit my frothing interest for this game, draining away the little enthusiasm I had. I hope I am just seeing things, I really want to like Rifts, but the video REEKS of EverQuest 2 in an alarming way, and I wasn't anticipating that at all. I loved EQ2, but I am not really looking for anything that resembles it in the style/animation/combat departments.

The game is named Rift, no plural.  :-P

And I don't think you can expect much of a stylistic change from the EQ2 "photorealism" way of look as a large portion of their development team appears to have come from the EQ and EQ2 teams.

There really are 3 realms of MMO art design to me:

Attempts at being as Photorealistic as possible while being a little gritty: EQ2, LotRO, Vanguard all seem to have been in that vein from what I have seen.
More stylistic and sometimes cartoony: WoW
Photorealistic world with ridiculously sterotypical female character models in stripper clothes: Anything made in Korea.



Title: Re: Rift: Planes of Telara
Post by: Lantyssa on November 10, 2010, 02:45:19 PM
No "Stylistic but not cartoony"? :sad:


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on November 10, 2010, 03:25:23 PM
Needs a "Cracks starting to show?" thread. 

Actually, either that video was a full-blown mistake on the PR side, or else they're beginning to let us all down easily.  That was terribad and like a few others above, my interest waned a notch or two.  That video should have been entitled "Been there, Done that."


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on November 10, 2010, 03:40:17 PM
That video showed me that shit was working and that I can expect a familiar feel. What type of fantasical magic mmo technology were the critical people expecting?

I mean do you all want some fantastic completely unrelated to game play cgi trailers and shit, or do you want to see what the game is really like?

Also I am not a fanboy, and am jaded like the rest of you, I just have no idea what you all are expecting.


Title: Re: Rift: Planes of Telara
Post by: Nebu on November 10, 2010, 04:01:58 PM
That video showed me that shit was working and that I can expect a familiar feel.

You should be plenty satisfied with the current MMO offerings then. 


Title: Re: Rift: Planes of Telara
Post by: Ingmar on November 10, 2010, 04:04:16 PM
The waving weapons at things from 20 feet away thing was pretty jarring. Like worse than SWTOR animations (which I am pretty neutral on overall) jarring. Hopefully it will look better when not in 3rd person marketing camera angle view.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 10, 2010, 04:04:45 PM
I expected a "hey look at this instance" to not seem like it was just a handful of player characters fighting 1 or 2 lone mobs on what looks like a part of the general outside world. I don't necessarily want to see in game UI or anything, but some actual group beating on waves of monsters that look different than "dude in brown leather v52.87" with apparently no spell effects or anything.

They can stretch the truth, I don't mind. But at least make it look interesting. That looked like  some GM turned on FRAPS and floated above 4 people killing 1 mob each on top of a mountain.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on November 10, 2010, 04:14:05 PM
That video showed me that shit was working and that I can expect a familiar feel.

You should be plenty satisfied with the current MMO offerings then.  

That's a bit of a stretch from me saying their game looks like it works and it looks like what I expect an MMO to look like. Don't be touchy because I'm wondering why people are over reacting just a bit.

Like everyone else i want to see evolution in this genre, however I am not aware of any amazing technology that allows them to design differently than we have had in the past.

Edit: If this game works well on my computer, and doesn't have tedious grind I will buy it and play the shit out of it.


Title: Re: Rift: Planes of Telara
Post by: Nebu on November 10, 2010, 04:18:30 PM
Edit: If this game works well on my computer, and doesn't have tedious grind I will buy it and play the shit out of it.

I would have agreed with you 5 years ago.  Now I expect a little more.  I want interesting gameplay that is at least a little visually appealing.  I want attention to detail.  I want novel classes, new mechanics, and things to do other than grind mobs.  I want a new drug that isn't EQ2, LotRO, or WoW.  

Maybe I want too much.  I know that I'm not alone.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on November 10, 2010, 04:35:13 PM
Edit: If this game works well on my computer, and doesn't have tedious grind I will buy it and play the shit out of it.

I would have agreed with you 5 years ago.  Now I expect a little more.  I want interesting gameplay that is at least a little visually appealing.  I want attention to detail.  I want novel classes, new mechanics, and things to do other than grind mobs.  I want a new drug that isn't EQ2, LotRO, or WoW.  

Maybe I want too much.  I know that I'm not alone.

I want what you want man. We all want what you want. The problem is that there aren't any new people making new tech in the industry. At this point, like I said, if it just works and isn't grindy i will be totally satisfied just to have something newish.

We aren't going to see anything new and fantastic in the genre until investors get a mind set change and all the old hands get fired and some new blood gets discovered.

Everyone working on this title is old hand, old school types. I was completely expecting new rehash on EQ/EQ2/WOW/LOTR.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on November 11, 2010, 12:18:08 AM
The waving weapons at things from 20 feet away thing was pretty jarring.

A thousand times this.


Title: Re: Rift: Planes of Telara
Post by: NiX on November 11, 2010, 12:32:23 PM
A thousand times this.

Giant hammer theory: You're so strong that your attach, even from a distance, has the power to damage. :grin:


Title: Re: Rift: Planes of Telara
Post by: Hartsman on November 13, 2010, 07:57:05 AM
The waving weapons at things from 20 feet away thing was pretty jarring.

A thousand times this.

That is so getting fixed.


Title: Re: Rift: Planes of Telara
Post by: UnSub on November 13, 2010, 08:06:10 AM
The waving weapons at things from 20 feet away thing was pretty jarring.

A thousand times this.

That is so getting fixed.

You're making the weapon models longer? Everyone gets a 30-foot polearm skill?  :grin:


Title: Re: Rift: Planes of Telara
Post by: Chinchilla on November 13, 2010, 12:11:39 PM
Just saw the video.  The other video I watched w/ showing the Rifts was much better.  The most recent one is terrible.


Title: Re: Rift: Planes of Telara
Post by: Draegan on November 13, 2010, 02:25:28 PM
In game MMOG combat never really looks good in a cinematic unless it's zoomed out and quick.


Title: Re: Rift: Planes of Telara
Post by: Draegan on November 18, 2010, 11:43:03 AM
First Rift beta event will be on December 3rd (http://trion.gamespress.com/link.asp?i=1112&p=0)

Quote
REDWOOD SHORES, Calif. – November 18, 2010 – Trion Worlds, a global developer and publisher of premium online games, announced today that the first closed beta event for RIFTTM, the highly-anticipated MMORPG, is scheduled to take place December 3-6, 2010. Gamers worldwide have the chance to participate in one or all of the upcoming beta events by creating an account at www.RIFTgame.com.

“This is a momentous event for the entire Trion team, as well as the fans that have been following RIFT since we first announced the game,” said Scott Hartsman, RIFT’s Executive Producer and Trion’s Chief Creative Officer. “We’ve created this deep, vibrant world that’s just waiting to be populated with enthusiastic players, and our hope is that gamers will enjoy playing the game as much as we’ve enjoyed building it.”

Players interested participating in the closed beta event series can sign up for an account now at www.RIFTgame.com. Additionally, players can improve their chances of being selected by obtaining VIP beta-keys that Trion will be giving away on RIFT’s Facebook, Twitter, and community forum pages leading up to each of the event. If selected, testers will be notified via email a few days before the start of each beta event with download and feedback instructions.

Featuring the first 20 levels of play, the “Rise of the Defiant” closed beta event will include the full starting zone for RIFT’s technomagical Defiant faction, plus the Plane of Death-invaded land of Freemarch. Players can tour the fortress-city of Meridian, and battle hordes of undead in the Iron Tomb dungeon.

I've got 5 VIP keys to give away through Rift Junkies.  Not sure how I'm going to do it.  Going to try to give them away is some fashion that involves the least amount of bullshit, but just short of just giving them to people.  Gonna give them away probably the week leading up to the 3rd.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 18, 2010, 11:48:32 AM
Ugh....gotta use facebook or twitter to get a VIP key.

Guess I will just take whatever free weekend they give me and hope I get the time to play. Only thing I wish is that they had a way to link people together so, say, me and my 3 pals who played other games together could all try it at the same time instead of one person one weekend and one another weekend.



Title: Re: Rift: Planes of Telara
Post by: Nebu on November 18, 2010, 12:03:33 PM
Ugh....gotta use facebook or twitter to get a VIP key.

I'm starting to think that I'm the only person in the world not on Facebook or Twitter.  I guess that goes hand-in-hand with the fact that I just recently bought a cell phone.


Title: Re: Rift: Planes of Telara
Post by: Ard on November 18, 2010, 12:27:34 PM
I'm starting to think that I'm the only person in the world not on Facebook or Twitter.  I guess that goes hand-in-hand with the fact that I just recently bought a cell phone.

You aren't alone, and I only have a cell phone because it was issued to me by work.  But then, I don't like people, so that might be a large portion of it for me.


Title: Re: Rift: Planes of Telara
Post by: Malakili on November 18, 2010, 12:42:17 PM
Ugh....gotta use facebook or twitter to get a VIP key.

I'm starting to think that I'm the only person in the world not on Facebook or Twitter.  I guess that goes hand-in-hand with the fact that I just recently bought a cell phone.

I'm not on facebook or twitter either, though I have to qualify that by saying I used to be on Facebook, but deleted my account when it started getting insane.

Oh, also I've had a cell phone for years, but no landline, soooo yea.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on November 18, 2010, 01:29:23 PM
Ugh....gotta use facebook or twitter to get a VIP key.

I'm starting to think that I'm the only person in the world not on Facebook or Twitter. 

I am not as well.


Title: Re: Rift: Planes of Telara
Post by: Sky on November 18, 2010, 01:31:16 PM
No cell phone, facebook or twitting. I do kinda backdoor facebook with the fiancee's account, though. She's friended a bunch of the bands and cultural stuff I'd use it for. Even that's annoying because people try to talk to me through her. If you don't know my email or where to pm me, there might be a reason for it. Mostly just call me, and I'll screen that, too.

Drae, let me know when least amount of bullshit means just giving them away to people :p Although honestly, there are probably people who actually enjoy mmo that would be better suited.  :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 18, 2010, 01:56:13 PM
You just need to send Scott some of your "special recipe dressing" for Thanksgiving, I am sure he will make you a VIP then.  :drillf:


Title: Re: Rift: Planes of Telara
Post by: Musashi on November 18, 2010, 04:07:49 PM
I deleted my Facebook to prevent Blizzard from informing everyone I know just how long I spent on my Warlock last night.  "Oh, you're late for work this morning?  Traffic eh?  Yea it looks like it was really backed up around Stranglethorn Vale at 4:30 this morning."


Title: Re: Rift: Planes of Telara
Post by: Le0 on November 19, 2010, 02:31:20 AM
you can disable this sort of stuff by the way, and you should no one cares that you achieved something in Wow !


Title: Re: Rift
Post by: Sky on November 19, 2010, 06:20:05 AM
I deleted my Facebook to prevent Blizzard from informing everyone I know just how long I spent on my Warlock last night.  "Oh, you're late for work this morning?  Traffic eh?  Yea it looks like it was really backed up around Stranglethorn Vale at 4:30 this morning."
We have a couple people at work who do the stupid facebook games. Hey, see you were fifteen minutes late this morning. Did you get the dung for your farm you were asking for at 3am?

In topical news, looks like they dropped the pot. It's just Rift now.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on November 19, 2010, 09:13:57 AM
You have to be careful about that stuff. I see people with their YouTube account associated with their Twitter account, so that every time they "like" a YouTube vid it shows up on their Twitter timeline. As some people use YouTube for fun and Twitter for professional purposes, it sometimes looks bad.

On topic, I signed up for the Rift beta claiming I was a member of a guild named f13/Bat Country. If enough people sign up on that basis, maybe it will come true!


Title: Re: Rift: Planes of Telara
Post by: NiX on November 19, 2010, 01:26:04 PM
You have to be careful about that stuff. I see people with their YouTube account associated with their Twitter account, so that every time they "like" a YouTube vid it shows up on their Twitter timeline. As some people use YouTube for fun and Twitter for professional purposes, it sometimes looks bad.

On topic, I signed up for the Rift beta claiming I was a member of a guild named f13/Bat Country. If enough people sign up on that basis, maybe it will come true!

We're still waiting for access to the Jumpgate guild beta. Good luck with that!


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 19, 2010, 01:34:50 PM
Sky is in charge of the Bat Country "guild" beta signup.

And considering his questionable "relationship" with Hartsman, we will be lucky if we don't all get served with restraining orders instead of beta keys  :-P


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on November 19, 2010, 01:40:09 PM
It's fine.  I have plausible deniability because I was stalking Raph at the time.


Title: Re: Rift: Planes of Telara
Post by: Tarami on November 19, 2010, 02:58:17 PM
Hey, they got Rob King and Paul Romero doing music. That is very :drill:!

http://www.youtube.com/watch?v=bIYMAuPEiE8


Title: Re: Rift: Planes of Telara
Post by: Nonentity on November 21, 2010, 10:43:06 AM
...I have my VIP key already. I whored it up on Facebook for a while until I managed to get one.

Does... am I a bad person?


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 21, 2010, 11:00:52 AM
...I have my VIP key already. I whored it up on Facebook for a while until I managed to get one.

Does... am I a bad person?

You are terrible.


Title: Re: Rift: Planes of Telara
Post by: Sky on November 22, 2010, 09:59:52 AM
Sky is in charge of the Bat Country "guild" beta signup.
If by 'in charge' you mean made a post on the official site, then yes.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on November 22, 2010, 11:09:03 AM
Sometimes that's all it takes, Mr. Bossmandude.


Title: Re: Rift: Planes of Telara
Post by: Threash on November 22, 2010, 05:00:22 PM
They keep sending me emails with beta in the subject that are not beta invites.  This is irksome.


Title: Re: Rift: Planes of Telara
Post by: UnSub on November 22, 2010, 05:25:12 PM
Sky is in charge of the Bat Country "guild" beta signup.
If by 'in charge' you mean made a post on the official site, then yes.

Any success we all share in.

Any failure and we blame you.

 :grin:


Title: Re: Rift: Planes of Telara
Post by: Wasted on November 22, 2010, 10:43:47 PM
This is about the only upcoming MMO I have any interest in at the moment.  All these different beta keys flying around and community beta key and increased chance of beta and blah blah is getting annoying though.  I can handle waiting for a beta key I'll probably never get until its open for all but all these hoops and reminders of facebook giveaways and stuff rub my face in it more than most.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 22, 2010, 11:02:58 PM
Their betas currently appear to be targetted stress-test type things and not a "start and play through to level cap" kind of thing.

And the facebook advertising stuff is a cheap way to generate buzz these days.


Title: Re: Rift: Planes of Telara
Post by: Segoris on November 23, 2010, 07:33:45 AM

I've got 5 VIP keys to give away through Rift Junkies.  Not sure how I'm going to do it.  Going to try to give them away is some fashion that involves the least amount of bullshit, but just short of just giving them to people.  Gonna give them away probably the week leading up to the 3rd.

Maybe hold some Thanksgiving themed event, or hold a pool of whoever is the closest at predicting one of the Thanksgiving day football game scores.

They keep sending me emails with beta in the subject that are not beta invites.  This is irksome.

I agree. I understand they want to keep interest high, but it is a bit annoying.


Title: Re: Rift: Planes of Telara
Post by: Shatter on November 23, 2010, 07:47:21 AM
Got my key, being a mod on another MMO site finally came with a perk FFS. 


Title: Re: Rift: Planes of Telara
Post by: Rendakor on November 26, 2010, 09:56:32 AM
Check your emails; the latest newsletter went out, and mine had a beta key attached. I already had one and now I've got a spare, so if anyone didn't get one PM me and I'll hook you up.

Edit: Key gone.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on November 26, 2010, 10:16:57 AM
http://www.curse.com/ is giving away keys right now. You need to sign up for a free account on their site but you don't need to pay anything or do anything strange.

Having said that, these beta keys apparently "increase your chances" of being invited into the beta, so they're not like the beta keys I'm used to. On the Telara site they show up as a "Curse_RIFT_Beta_Invite", if that means anything to anyone.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on November 26, 2010, 08:59:42 PM
Hmmm, I checked my account today and there's a community beta key that was added over a month ago (must be from here).  Suweeeet.
Went ahead and added all the other keys too though.

edit:  nvm, that community key was the one Trion automatically added a long time ago eh?


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on November 26, 2010, 09:57:47 PM
Yes.

The Curse key sounds like it is of the same nature, although I don't know if it doubles your chances to have both.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on November 28, 2010, 08:38:56 PM
Anyone know if guilds will be active for this weekend's beta event??


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 29, 2010, 12:39:29 AM
Anyone know if guilds will be active for this weekend's beta event??

If you mean the ability to make/be in a guild in game, I can't see why they wouldn't have that in there.


Title: Re: Rift: Planes of Telara
Post by: Shatter on November 29, 2010, 07:39:46 AM
Anyone else having registration problems?  I have registered 3 different accounts/emails including 1 hotmail and none got the confirmation email back so I cant fully activate my account.  Apparently this problem is happening to a lot of people.  Many are also simply being redirected back to their main webpage when they click the activation link if they did get an email.  This sucks since I have a beta key and cant even get an account to play...guess Ill try gmail :P


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 29, 2010, 09:28:33 AM
Sounds like a problem with their fancy new "email as your username" login system (which was a bad security move IMO).



Title: Re: Rift: Planes of Telara
Post by: Draegan on November 29, 2010, 10:41:59 AM
Ok folks, I've got a VIP Beta Key to give away and I'm going to give it away to one of you guys.

What you don't need to win:  Facebook or Twitter
What you do need to win: An F13 account older than one year.
How to automatically lose: Send me a PM about it.

How to win:  I will pick someone totally not at random.

I'll give it to whoever before the beta event starts this weekend (Dec 3rd).


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on November 29, 2010, 11:06:18 AM
YAY! :grin:

So what does totally not at random mean?


Title: Re: Rift: Planes of Telara
Post by: Draegan on November 29, 2010, 11:09:44 AM
I'm open to suggestions.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on November 29, 2010, 11:10:28 AM
I'm open to suggestions.

I don't have any great ideas, but I do think you should give it to somebody that actually still loves MMOs. If you can find somebody like that on these forums.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 29, 2010, 11:20:40 AM
You should require a 500 word essay describing why tanks are better than mechs (or vice versa).

Then have WUA judge them.


Title: Re: Rift: Planes of Telara
Post by: Rasix on November 29, 2010, 11:24:24 AM
Grammar snake, ATTTAAAAACKKKK!


Title: Re: Rift: Planes of Telara
Post by: Draegan on November 29, 2010, 11:27:23 AM
You should require a 500 word essay describing why tanks are better than mechs (or vice versa).

Than have WUA judge them.

I'm not sure if that would be painful or amusing.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on November 29, 2010, 11:38:05 AM
Grammar snake, ATTTAAAAACKKKK!

Wut?

Oh, damn....Draegan quoted me.  :heartbreak:


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on November 29, 2010, 11:53:09 AM
You should make interested parties write poetry about why they want to play. :drillf:


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on November 29, 2010, 12:04:19 PM
Vogon poetry. 


Title: Re: Rift: Planes of Telara
Post by: Sky on November 29, 2010, 12:14:48 PM
I've got community beta...that doesn't sound like VIP, does it? If not, you should probably give it to me. That way, I can call a GM in the game and ask Scott to turn on the heat in the poolhouse, it was cold out here last night. And he's got it padlocked.

I don't love mmo, though. Witness my half-hour jaunt into WoW. I probably wouldn't even log in! Or worse, download the 89GB client, log in, they ask me to kill ten rats and I end up in the newspaper. Thanks alot, Drae. Look what you did. I hope you can live with yourself.

Anyway.

There once was a man from Telara
Who wore copious amounts of mascara
Gave Regulos a fright
To the defiant's delight
He left, saying "I'll be back tomorrow"



Title: Re: Rift: Planes of Telara
Post by: Draegan on November 29, 2010, 12:33:47 PM
 :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on November 29, 2010, 12:49:46 PM
Maybe I shouldn't have suggested poetry, even though I was specifically thinking of Sky's Ode to Hartsman.


Title: Re: Rift: Planes of Telara
Post by: shiznitz on November 29, 2010, 12:52:19 PM
Let's re-write Taylor Swift songs!


It's late at night and he's sendin' you a text
But you just bought your first box of Kotex
He doesn't know you're a bloody mess
But if he saw your crotch, he could probably guess…


Title: Re: Rift: Planes of Telara
Post by: NiX on November 29, 2010, 03:16:26 PM
 :ye_gods:


Title: Re: Rift: Planes of Telara
Post by: Segoris on November 29, 2010, 03:53:03 PM
Trade you for a t-shirt from the social media contest that I still need to email you my address for. It would save you s&h :awesome_for_real:

Other than that, possibly hold an MSpaint contest of some sort. It's never a bad idea to hold an MSpaint contest.


Title: Re: Rift: Planes of Telara
Post by: Musashi on November 29, 2010, 04:57:58 PM
I don't really give a shit about beta, but this contest is going places.


Title: Re: Rift: Planes of Telara
Post by: UnSub on November 29, 2010, 06:56:44 PM
I'm open to suggestions.

We can start a thread titled "draegan, the man, the myth, the legend".


Title: Re: Rift: Planes of Telara
Post by: Falconeer on November 30, 2010, 12:19:39 AM
Draegan, I would almost certainly join your guild this time :)


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on November 30, 2010, 12:38:08 AM
You should require a 500 word essay describing why tanks are better than mechs (or vice versa).

Then have WUA judge them.

I am totally down with this.


Title: Re: Rift: Planes of Telara
Post by: Draegan on November 30, 2010, 06:08:39 AM
Draegan, I would almost certainly join your guild this time :)

Heh, I'm not running a guild this time. 

You should require a 500 word essay describing why tanks are better than mechs (or vice versa).

Then have WUA judge them.

I am totally down with this.

Now I'm actually tempted.   :grin:

Would anyone second and third this idea?


Title: Re: Rift: Planes of Telara
Post by: Segoris on November 30, 2010, 07:08:42 AM
While I'm not a fan because I couldn't give two shits about mechs vs tanks, I do like the potential entertainment value of the idea.


Title: Re: Rift: Planes of Telara
Post by: Typhon on November 30, 2010, 07:34:50 AM
I don't want in the beta, but I love the argument!


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on November 30, 2010, 08:03:31 AM
Draegan, I would almost certainly join your guild this time :)

Heh, I'm not running a guild this time. 

You should require a 500 word essay describing why tanks are better than mechs (or vice versa).

Then have WUA judge them.

I am totally down with this.

Now I'm actually tempted.   :grin:

Would anyone second and third this idea?

seconded!


Title: Re: Rift: Planes of Telara
Post by: Sky on November 30, 2010, 08:46:48 AM
I'm so going to have Signe kick you out of BC and blame Lt Dan.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on November 30, 2010, 08:57:14 AM
You should require a 500 word essay describing why tanks are better than mechs (or vice versa).

Then have WUA judge them.

I am totally down with this.
Tanks would win because 'mechs are impossibly stupid.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on November 30, 2010, 09:10:08 AM
Anyone know when they're going to announce who's in this round of beta? And/or when they're going to allow you to download the client?


Title: Re: Rift: Planes of Telara
Post by: Sky on November 30, 2010, 11:42:06 AM
I've already got the outline for my essay. Sadly, it's probably too long to do entirely in limericks and haiku. I should just TL;DR it.

I've an idea for an essay
But at the length I am meant to convey
the words I'll use are
TL;DR
Succinct is the style of the day


Title: Re: Rift: Planes of Telara
Post by: Ard on November 30, 2010, 12:19:33 PM
I just worry that your "essay" is actually a manifesto, and I just hope Hartsman can meet up to the demands.


Title: Re: Rift: Planes of Telara
Post by: Daeven on November 30, 2010, 08:15:25 PM
I don't want in the beta, but I love the argument!

http://www.youtube.com/watch?v=9F7dL41VaRk


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on November 30, 2010, 11:48:28 PM
Tanks would win because 'mechs are impossibly stupid.

Oh no, no, no. That won't do at all. Entries will need to make a logically sound comparison on the basis of mobility, firepower, survivability, and logistics. Either that or be really funny. Massive bonus points if charts are involved.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 01, 2010, 06:27:00 AM
Well the beta invite emails are out and people are starting to download the client.  Lets get this key out sometime today.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 01, 2010, 07:42:21 AM
Are we going with the tanks vs mechs than? Or did you decide on another way to compete for it?


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 01, 2010, 07:46:39 AM
Sure why not.


Title: Re: Rift: Planes of Telara
Post by: waffel on December 01, 2010, 08:00:39 AM
So do we know what this Curse website key did?

Other than get that website traffic and force people to sign up with free accounts?


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 01, 2010, 08:27:06 AM
Oh no, no, no. That won't do at all. Entries will need to make a logically sound comparison on the basis of mobility, firepower, survivability, and logistics. Either that or be really funny. Massive bonus points if charts are involved.
Fine.  If you're not going to make this easy then I was just saying that to flatter you.  A mech would kick a tank's armor any day. :-P


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 01, 2010, 08:27:41 AM
I think they were the "you have a chance to get in.." variety.  I only read an RSS feed though, never went to check.  If they were the guarantee ones it had to say VIP in it somewhere.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 01, 2010, 08:28:25 AM
I believe the Curse key is the same as the community key and Pax key, which is basically giving you a higher chance to get in on one of the weekends. I don't believe I've heard of that being the same as a VIP key.

Fake edit  - what Draegan said.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 01, 2010, 08:50:44 AM
NSFW:


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 01, 2010, 03:27:57 PM
Looks like invites for this weekend's beta event are going out.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 01, 2010, 03:32:09 PM
Well the beta invite emails are out and people are starting to download the client.  Lets get this key out sometime today.

Looks like invites for this weekend's beta event are going out.

I wonder if beta invites are going out for this weekend yet.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 01, 2010, 03:38:45 PM
If I didn't fail to notice the last page of a thread at least twice a week, I wouldn't be me.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 01, 2010, 04:29:00 PM
got mine and dl link


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 01, 2010, 04:39:38 PM
I'm in... thanks whoever got me the invite, if someone did indeed get me one.
We gonna get organized this weekend to tackle this thing??


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 01, 2010, 05:14:24 PM
Snagged a VIP key and just got my email.  :drill:


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 01, 2010, 05:20:37 PM
I didn't get in, but I have a lot of stuff to do the next few weekends so it is probably a good thing.


Title: Re: Rift: Planes of Telara
Post by: Ceryse on December 01, 2010, 06:38:15 PM
No VIP key here, but I just got my invite for the beta event this weekend, which is nice given I'll have a ton of time to play it this weekend.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 01, 2010, 07:00:12 PM
Got in too, and this is the perfect weekend for me. If it was any later I'd have to cheat on Cata.  :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 01, 2010, 07:01:12 PM
Can we talk about Fight Club?


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 01, 2010, 07:05:59 PM
So I lied about not getting a key. I checked my email and now I have one.

Guess I get to see what 20 levels of the game are like.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 01, 2010, 08:02:43 PM
At least the DL speeds are decent :)


Title: Re: Rift: Planes of Telara
Post by: Sky on December 01, 2010, 09:53:32 PM
I'm in. My essay on guerrilla warfare > tanks and mechs will have to wait.


Title: Re: Rift: Planes of Telara
Post by: Zetor on December 01, 2010, 10:25:30 PM
I'm in as well, as a Euro... finally a non-world-segregated beta/game!

(will I still think that after experiencing the game on US servers with Euro ping? :why_so_serious: )


Title: Re: Rift: Planes of Telara
Post by: Jherad on December 01, 2010, 10:31:16 PM
I'm also in. Woot.

Now to persuade the wife that there is absolutely nothing I need to do around the house this weekend.


Title: Re: Rift: Planes of Telara
Post by: Wasted on December 01, 2010, 11:12:45 PM
I'm in the event too.  Already got a busy weekend planned hopefully I can fit some time in.


Title: Re: Rift: Planes of Telara
Post by: waffel on December 01, 2010, 11:38:05 PM
Rub it in guys  :sad:  :heartbreak:


Title: Re: Rift: Planes of Telara
Post by: Dtrain on December 02, 2010, 12:25:35 AM
The idea is cool, but mechs really are an impractical design that has more to do with human vanity than any sound military design. Walking on 2 legs, with the increased structural demands, and higher profile makes for a gaint unstable target in any practical application. As much as I hate the little shits, it's not much of a stretch to suppose that ewoks could whup up on AT-STs as depicted in Return of the Jedi. So I think we can safely rule out mechs as any kind of effective military development.

More than awesome tanks or guerrilla tactics (which are both irreplaceable depending on military objectives,) the future of warfare will be decided by unmanned technology. Aside from what is possible in fighter jets without a pilot, the first country that manages to field flesh eating nano-bot swarms will earn my respect and fear.

Also, see you this weekend, 'fos!


Title: Re: Rift: Planes of Telara
Post by: Lucas on December 02, 2010, 03:47:25 AM
I'm in too! (european as well)


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 02, 2010, 04:27:27 AM
Uh, so what are peoples opinions on possibly being charged to be in a beta?  Not that anyone is suggesting that might happen in the future or anything... :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 02, 2010, 04:49:55 AM
Uh, so what are peoples opinions on possibly being charged to be in a beta?  Not that anyone is suggesting that might happen in the future or anything... :why_so_serious:

Rather slam my dick in a car door


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 02, 2010, 06:16:07 AM
So does anyone want this VIP key? 


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 02, 2010, 06:34:22 AM
I could use it


Title: Re: Rift: Planes of Telara
Post by: Rasix on December 02, 2010, 06:36:58 AM
Yah, sure.  Why not. Give. 

OR ELSE.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 02, 2010, 08:11:36 AM
Oh my new computer arrives today and i am in the beta weekend tomorrow which ends the day before cataclysm.  Everything is coming up millhouse!


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 02, 2010, 08:14:23 AM
I'm in. My essay on guerrilla warfare > tanks and mechs will have to wait.
The VIP gets you in forevah.  You're just getting the weekend taste right now.  Only one person has attempted a MvT essay.  :cry:

More than awesome tanks or guerrilla tactics (which are both irreplaceable depending on military objectives,) the future of warfare will be decided by unmanned technology. Aside from what is possible in fighter jets without a pilot, the first country that manages to field flesh eating nano-bot swarms will earn my respect and fear.
Unmanned drone mechs!


Title: Re: Rift: Planes of Telara
Post by: veredus on December 02, 2010, 08:24:55 AM
That can shoot flesh eating nanobots?


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 02, 2010, 08:52:04 AM
Nanomechs!  Because the only thing more awesome than a giant humanoid war machine is a swarm of tiny humanoid war machines, all equipped with pico-scale sized swarm missiles.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 02, 2010, 09:08:45 AM
Cant seem to find any kind soul / skill calculator for this, probably because its in beta I guess.  Wanted to check out skill trees to help me decide what to play but I am disappoint :(


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 02, 2010, 09:17:01 AM
Cant seem to find any kind soul / skill calculator for this, probably because its in beta I guess.  Wanted to check out skill trees to help me decide what to play but I am disappoint :(

Well, seeing as the first beta event weekend has not even started yet, and anyone that is playing the pre-beta software is probably under some kind of heavy NDA, the chance of there being any information out there would be pretty slim wouldn't it?



Title: Re: Rift: Planes of Telara
Post by: Segoris on December 02, 2010, 09:19:51 AM
http://www.riftrolebuilder.com/

IIRC, it's based on info from the Telarpedia and game shows. Due to lack of info and NDA, I'm not sure how accurate it is to the current build, but it is something to play with and get an idea of some of the abilities and how the trees work.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 02, 2010, 09:28:32 AM
Cant seem to find any kind soul / skill calculator for this, probably because its in beta I guess.  Wanted to check out skill trees to help me decide what to play but I am disappoint :(

Well, seeing as the first beta event weekend has not even started yet, and anyone that is playing the pre-beta software is probably under some kind of heavy NDA, the chance of there being any information out there would be pretty slim wouldn't it?



Well of course but was hoping info might of slipped out somewhere


Title: Re: Rift: Planes of Telara
Post by: Kovacs on December 02, 2010, 09:52:32 AM
This falls on a good weekend for me.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 02, 2010, 10:31:27 AM
http://www.youtube.com/watch?v=1Hc2ZZcu-2o&feature=player_embedded

New video from Massively.  Shows invasions/rifts etc.  Stuff people probably haven't seen yet.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 02, 2010, 10:42:14 AM
Hey, Hartsman fixed the flailing with weapons thing!

Also, was there a guy riding a gorilla  :ye_gods: ?


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 02, 2010, 11:28:09 AM
Well of course but was hoping info might of slipped out somewhere
If it had, we wouldn't post it here because f13 respects NDAs.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 02, 2010, 12:16:50 PM
I have a feeling that I'm going to buy this game and spend four weeks on talent builds, then log off and never come back because I couldn't decide on something. 

Also, I find it interesting that Blizzard just went through their trees and pulled all the +1%/2%/3% talents, yet Rift seems to display them proudly.  Not good, not bad, just... interesting.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 02, 2010, 12:48:14 PM
It's also funny that WoW went through and made it so you have almost no choice in talents and Rift lets you choose them across three trees.


Title: Re: Rift: Planes of Telara
Post by: Daeven on December 02, 2010, 02:03:56 PM
Only one person has attempted a MvT essay.  :cry:

Ok. In a future where tanks and mechs battle for supremacy on the ground, dropping rocks from LEO wins.

Conclusion: the future belongs to whomever builds the best orbital trebuchet.


Title: Re: Rift: Planes of Telara
Post by: Ard on December 02, 2010, 02:29:53 PM
It's also funny that WoW went through and made it so you have almost no choice in talents and Rift lets you choose them across three trees.

Heh, three trees, two of which you can flip around on demand, unless something changed when I wasn't paying attention.  The level of complexity almost boggles the mind.  See how it goes for people after this weekend I guess, assuming they're even allowed to delve that far into the souls.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 02, 2010, 03:09:38 PM
Were those mech. horses I saw in the video?     :drill:
Also, I get this creepy 'tornado' vibe every time I watch a vid.  It's almost like much of the game is built upon this quasi-stormchaser premise.  Find the storm, report the storm, help out the victims... rinse, wash, repeat.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 02, 2010, 03:22:55 PM
Yeah I kind of wonder if I will end up resenting the rifts interfering with my game the same way I felt about the things in Oblivion popping up.


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 02, 2010, 03:42:05 PM
Ok. In a future where tanks and mechs battle for supremacy on the ground, dropping rocks from LEO wins.

Conclusion: the future belongs to whomever builds the best orbital trebuchet.

Anything in LEO is really just a big shiny target that can be seen by a large chunk of the planet at a time.


Title: Re: Rift: Planes of Telara
Post by: Dtrain on December 02, 2010, 04:51:52 PM
Anything in LEO is really just a big shiny target that can be seen by a large chunk of the planet at a time.

Yeah, but if the enemy spends more time and money to shoot down your homing telephone pole floating in space than you did making it and getting it up there, then you've effectively won that battle.

Nanomechs!  Because the only thing more awesome than a giant humanoid war machine is a swarm of tiny humanoid war machines, all equipped with pico-scale sized swarm missiles.

I like to picture flesh eating nano-bots as burrowing insects that liquify your insides.


Title: Re: Rift: Planes of Telara
Post by: Slyfeind on December 02, 2010, 05:31:35 PM
http://www.youtube.com/watch?v=1Hc2ZZcu-2o&feature=player_embedded

New video from Massively.  Shows invasions/rifts etc.  Stuff people probably haven't seen yet.

Just saw this video, late to the party. So it's Tabula Rasa with WoW graphics?

It's also funny that WoW went through and made it so you have almost no choice in talents and Rift lets you choose them across three trees.

K! Got me interested!


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on December 02, 2010, 09:31:39 PM
Nanomechs!  Because the only thing more awesome than a giant humanoid war machine is a swarm of tiny humanoid war machines, all equipped with pico-scale sized swarm missiles.

Pfffft, an even tinier swarm to swarm each machine in your relatively giant, cumbersome, and unwieldy swarm is being developed as we speak  :why_so_serious:   !

It's turtles all the way down bitches !!!!


Title: Re: Rift: Planes of Telara
Post by: Brogarn on December 03, 2010, 04:19:02 AM
http://www.youtube.com/watch?v=1Hc2ZZcu-2o&feature=player_embedded

New video from Massively.  Shows invasions/rifts etc.  Stuff people probably haven't seen yet.

 :grin:

Kinda wish I had taken today off. I'm going to be antsy all day.

You know... no matter how many MMO's... no matter how many MMO betas... I still can't stop myself from succumbing to hype. I've got freakin beta and launch day Anarchy Online callouses... no... scars... but yet, here I am. /sigh


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 03, 2010, 04:30:36 AM
http://www.youtube.com/watch?v=1Hc2ZZcu-2o&feature=player_embedded

New video from Massively.  Shows invasions/rifts etc.  Stuff people probably haven't seen yet.

Did they scour the entire guild population to find the four skinny, mostly normal looking people?


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 03, 2010, 06:10:10 AM
I watched the video without the volume off.  Did they sound normal?


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 03, 2010, 07:02:38 AM
I watched the video without the volume off.  Did they sound normal?

If by normal you mean, slightly nasal white people with too much passion for a video game, then yes.


Title: Re: Rift: Planes of Telara
Post by: Nonentity on December 03, 2010, 07:09:41 AM
I watched the video without the volume off.  Did they sound normal?

If by normal you mean, slightly nasal white people with too much passion for a video game, then yes.

In their voices, you can hear the carefully measured pace of someone who is trying to sound normal and not lose their shit over minutiae.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 03, 2010, 03:21:17 PM
Did we have beta boards so we can talk about this one?


Title: Re: Rift: Planes of Telara
Post by: Lucas on December 03, 2010, 03:49:10 PM
Did we have beta boards so we can talk about this one?

I was wondering the same...


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 03, 2010, 04:18:31 PM
Pretty sure the email Trion sent me told me to not discuss the contents of the Beta anywhere but on their special Beta Forums.

So creating a beta section here would be against the policy of not facilitating breaking of NDA.

(and I probably just broke NDA by mentioning the contents of communication that anyone who under same NDA should have read themselves, I hope Hartsman forgives me).


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 03, 2010, 04:37:54 PM
Have we ever had beta boards for anything under NDA? Seems like people ask this a lot.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 03, 2010, 04:41:13 PM
I would think that would probably still violate most NDAs unless Trippy worked something out with the company.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 03, 2010, 04:43:15 PM
We have for certain games.  Usually with direct permission and processes I'm not privy to.

However, this is also a beta weekend event.  People let into one will not necessarily be there for the next.  That creates all sorts of wackiness.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 03, 2010, 05:01:28 PM
I was just coming to ask that same question. I'd like to see a board since interest is high.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 03, 2010, 05:42:05 PM
Have we ever had beta boards for anything under NDA? Seems like people ask this a lot.

Well yeah, i thought the whole point of having beta boards was so people in the beta could talk without breaking nda but i guess not.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 03, 2010, 05:45:04 PM
There are beta boards. On the official Rift site. Posting about it somewhere else, even in "beta" boards, is still breaking the NDA. Even if you're only doing it with other beta participants, you're breaking the NDA if you post about the game somewhere other than the approved site. The only way we'd get away with it is if we had special permission from Hartsman and crew.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 03, 2010, 06:46:26 PM
So talking about the beta inside Vent with other beta participants is also NDA-Breakage?    :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Jherad on December 03, 2010, 06:51:40 PM
FYI, I've set up Bat Country on the official forums (not an in-game thing, it's a forum group). You can search for groups via your profile.

I'll transfer admin to an oldie asap - it's a moderated group rather than an invite only, so I think you can request to join it (didn't want to leave it wide open).

I assume that's ok to say? It looks like you can set up discussions in the group.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 04, 2010, 08:37:23 AM
Kinda nice having the ol' early morning MMO hangover again.  :heart:


Title: Re: Rift: Planes of Telara
Post by: FatuousTwat on December 04, 2010, 09:44:40 PM
So, I got in, but they only decided to send the email to me about 2 hours ago...  :uhrr:


Title: Re: Rift: Planes of Telara
Post by: Brogarn on December 06, 2010, 04:41:23 AM
I played this most of the weekend. My quick and I'm presuming non-NDA breaking comments are a) I wish I had a VIP beta key and b) I'll be buying this game when it comes out.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 06, 2010, 05:02:35 AM
I've got some really high praise and some really pointed criticisms. Since me and general beta forums don't get along in the fanboy vs troll hard dichotomy I'll just have to leave it at that for now.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 06, 2010, 05:13:23 AM
Overall, I'd like to say  :nda: and  :nda:, but I think  :nda:.

Also, I wish I had a VIP key and I will most likely be buying this at launch.  Both statements could be made regardless of whether or not I took part in beta this weekend.    :grin:


Title: Re: Rift: Planes of Telara
Post by: Njal on December 06, 2010, 05:23:51 AM
I've got some really high praise and some really pointed criticisms. Since me and general beta forums don't get along in the fanboy vs troll hard dichotomy I'll just have to leave it at that for now.

That sounds much like what I would have said about the Warhammer and SWG betas. In both of those the next stage is ... what they're releasing now ... oh shit.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 06, 2010, 05:33:41 AM
Well I'll adjust it if it's NDA skirting but, in keeping with the others above me, I am going to buy the game. Unlike others I came in basically knowing zero about it since all my focus has been on Guild Wars 2.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 06, 2010, 06:37:23 AM
As long as release isnt another Tortage-like experience, I'll be happy.  Starter-zones a game does not make.
Also, please to be giving me a VIP key someone!


Title: Re: Rift: Planes of Telara
Post by: Threash on December 06, 2010, 07:00:06 AM
This weekend killed any interest i had in cataclysm.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 06, 2010, 07:13:34 AM
See this is why we need a dingdanged forum for us to chat and then shut it down after the fact so that people not in later betas can't spy too much. Because I am dying to talk about this game.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 06, 2010, 07:14:31 AM
Yeah, i even tried going to the official forums but it's impossible to have any kind of discussion there.


Title: Re: Rift: Planes of Telara
Post by: Njal on December 06, 2010, 07:16:45 AM
Arrgh. Stop making me want to buy this. It's going to be more of the same with a minor twist and be horribly underpolished, just like all the rest.

Well that didn't work. I can feel my interest growing. Sigh.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 06, 2010, 07:18:24 AM
I played some this weekend buit I think I need to level higher to make a better call. 


Title: Re: Rift: Planes of Telara
Post by: Blackluck on December 06, 2010, 07:18:41 AM
After five years I stopped playing EQ2 this past summer.

My MMOitis was rekindled as I too was in the weekend Rift beta event ... and now I'd also really like a VIP key :(
Actually two, so I can play, erm test along with my SO.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 06, 2010, 07:26:46 AM
I don't think ill get this, but, it has nothing to do with quality of the title.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 06, 2010, 07:40:16 AM
This weekend killed any interest i had in cataclysm.

Late last night I took Cataclysm off my x-mas list.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 06, 2010, 08:14:03 AM
The way I figure it, roughly about the time I've seen what I want with Cataclysm, RIFT will launch and I'll take a break from WoW.  We'll see.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on December 06, 2010, 08:16:33 AM
This weekend killed any interest i had in cataclysm.

Huh, quite the opposite for me, I suddenly appreciated Cataclysm even more.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 06, 2010, 08:44:31 AM
The way I figure it, roughly about the time I've seen what I want with Cataclysm, RIFT will launch and I'll take a break from WoW.  We'll see.
This. I figure I'll have finished the first tier of raids and be waiting on 4.1 (or whatever) when this launches, which will give me something to play during off seasons in WoW.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 06, 2010, 09:12:06 AM
Wow.  :grin:  :drill:

Ass is dragging after hitting the sack at around 5am all weekend.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 06, 2010, 09:13:34 AM
Wow.  :grin:  :drill:

Ass is dragging after hitting the sack at around 5am all weekend.

Was the internet service good from the tree outside Scott's window? I assume you had nice weather too?


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 06, 2010, 10:24:40 AM
I had to transform back into a Human before my SO got home last night.  Bad time to lose the shaver...  looked like Robinson Crusoe.

The way I figure it, roughly about the time I've seen what I want with Cataclysm, RIFT will launch and I'll take a break from WoW.  We'll see.
This. I figure I'll have finished the first tier of raids and be waiting on 4.1 (or whatever) when this launches, which will give me something to play during off seasons in WoW.

I considered doing the same, but I just cant conceive of being able to pull it off w/o a total life-meltdown.   I mean, are you really taking a "break" if you just jump from WoW to Rift??  I'd say yes if this was CoH, STO, BlackProphecy, or some such, but it aint.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 06, 2010, 11:24:30 AM
Was the internet service good from the tree outside Scott's window?
It was fine once I killed all the squirrels with a slingshot.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 06, 2010, 11:29:19 AM
This weekend killed any interest i had in cataclysm.

Huh, quite the opposite for me, I suddenly appreciated Cataclysm even more.

Ditto


Title: Re: Rift: Planes of Telara
Post by: Dtrain on December 06, 2010, 11:40:11 AM
Was the internet service good from the tree outside Scott's window?
It was fine once I killed all the squirrels with a slingshot.
Did you collect their :nda: afterwards?

Edit: Boo.


Title: Re: Rift: Planes of Telara
Post by: Rasix on December 06, 2010, 11:43:40 AM
I think some of you are straddling a fine line with your NDAs.  Stop.

edit: As for the whole forum here, it's very difficult to pull off.  We need a) every admin/mod to have signed an NDA b) a way to verify that posters given access have signed the NDA c) the CM for Rift signs on for this. 

Also, given the nature of the testing, some people may be in some testing periods and not others.  Logistical nightmare.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 06, 2010, 12:03:39 PM
Was the internet service good from the tree outside Scott's window?
It was fine once I killed all the squirrels with a slingshot.

Poor little bastards. I bet their families are devastated.


Title: Re: Rift: Planes of Telara
Post by: FatuousTwat on December 06, 2010, 02:20:10 PM
Bleh, now REALLY I wish my ISP wasn't out fucking the dog this week.


Title: Re: Rift: Planes of Telara
Post by: NiX on December 06, 2010, 02:28:30 PM
I think some of you are straddling a fine line with your NDAs.  Stop.

edit: As for the whole forum here, it's very difficult to pull off.  We need a) every admin/mod to have signed an NDA b) a way to verify that posters given access have signed the NDA c) the CM for Rift signs on for this. 

Also, given the nature of the testing, some people may be in some testing periods and not others.  Logistical nightmare.

I still don't get why people around here go full retard whenever they get in a beta.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on December 06, 2010, 02:42:06 PM
I don't need a beta to go full retard around here, I can manage just based on some hype and my personal obsession with the golden mmorpg of my dreams that will actually never happen. In fact, I think I just realized that in this case NOT having a beta key just made me go full retard. My kink are imaginary MMOs.


Title: Re: Rift: Planes of Telara
Post by: Jamiko on December 06, 2010, 03:02:20 PM
Quote
RIFT™ BETA EVENT #2 TO START DECEMBER 17TH

Featuring the first 20 levels of play, Rift’s second closed beta event “Guardians of the Vigil” is scheduled to start at 10am PST Friday, December 17th and run through Monday, December 20th at 10am PST.

About “Guardians of the Vigil”:

Players will be reborn as Ascended souls of the Vigil, prophesized to put an end to the tyrant Aedraxis and his plan to sacrifice the world to Regulos. Save the forest of Silverwood from the war between fiery minions of chaos and the corrupted followers of the elven prince Hylas. Venture into the Realm of the Fae to break the hold that Greenscale’s lieutenant Lord Twyl has over the ancient home of the elves.

“Guardians of the Vigil” will be localized for English, French and German speaking territories.


Title: Re: Rift: Planes of Telara
Post by: NiX on December 06, 2010, 03:09:30 PM
I don't need a beta to go full retard around here, I can manage just based on some hype and my personal obsession with the golden mmorpg of my dreams that will actually never happen. In fact, I think I just realized that in this case NOT having a beta key just made me go full retard. My kink are imaginary MMOs.

...What just happened here? :uhrr:


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 06, 2010, 03:32:27 PM
edit: As for the whole forum here, it's very difficult to pull off.  We need a) every admin/mod to have signed an NDA b) a way to verify that posters given access have signed the NDA c) the CM for Rift signs on for this. 

Also, given the nature of the testing, some people may be in some testing periods and not others.  Logistical nightmare.

Yeah, I'm sympathetic to all that. It's fiddly.


Title: Re: Rift: Planes of Telara
Post by: UnSub on December 06, 2010, 03:49:25 PM
Trion's drip feeding of these short betas periods really is very clever.


Title: Re: Rift: Planes of Telara
Post by: Trippy on December 06, 2010, 04:21:37 PM
If you are in the beta read this:

http://forums.f13.net/index.php?topic=13793.0

If you are in the beta and unclear about what you are allowed to post here don't post about the game until you talk to me or schild.

Have we ever had beta boards for anything under NDA? Seems like people ask this a lot.
Well yeah, i thought the whole point of having beta boards was so people in the beta could talk without breaking nda but i guess not.
We have had beta boards for games under NDA but we had permission from the developers to do so.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 06, 2010, 04:45:08 PM
Someone has likely figured this out by now, but it looks as if there's a total of seven planned beta tests from Dec 2010 to Feb 2011.  From the Terms and Conditions of the beta contest (of which is public knowledge) http://www.riftgame.com/en/beta/rules.php

They list the prize as one card per beta, valued at $189.99 each.  Total prize value of $1329.93.  Decently staggered, and maybe leans towards a March launch then? 


Title: Re: Rift: Planes of Telara
Post by: Falconeer on December 06, 2010, 05:45:20 PM
I don't need a beta to go full retard around here, I can manage just based on some hype and my personal obsession with the golden mmorpg of my dreams that will actually never happen. In fact, I think I just realized that in this case NOT having a beta key just made me go full retard. My kink are imaginary MMOs.

...What just happened here? :uhrr:

I didn't get in the beta!


Title: Re: Rift: Planes of Telara
Post by: Rasix on December 06, 2010, 05:52:08 PM
Someone has likely figured this out by now, but it looks as if there's a total of seven planned beta tests from Dec 2010 to Feb 2011.  From the Terms and Conditions of the beta contest (of which is public knowledge) http://www.riftgame.com/en/beta/rules.php

They list the prize as one card per beta, valued at $189.99 each.  Total prize value of $1329.93.  Decently staggered, and maybe leans towards a March launch then? 

I hope they include some end to end testing.  The lack of this has really bit some recent releases in the ass.  Testing in level "tiers" or staggered content releases is a recipe for gripes about an uneven playing experience.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 06, 2010, 06:00:34 PM
Yeah, I think that really really hurt the big picture testing of WAR.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 06, 2010, 06:09:48 PM
Trion's drip feeding of these short betas periods really is very clever.

Yeah, it worked out great for Cryptic in CO and STO....

I mean, I haven't played this so I can't truthfully say anything about it, and my feeling based on what people may or may not be telling me is that is that its actually going to be pretty decent.  BUT, they do need to make sure they do get some full on beta testing going at some point.  Cryptics leveling and power curve was really horribly tested as a whole in both STO and CO because of their piecemeal beta plan, and while those games can basically be tossed in the bin and done away with, it would be a same for this game to suffer a similar fate in that respect even though they rest of it sounds a lot more solid than those games.


Probably unnecessary doom saying, but just my off the cuff reaction to that comment you made.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 06, 2010, 06:18:06 PM
So next weekend will be another Geektastic one for sure.  Opening night for Imax Tron then 12 hrs. later Rift beta again.  :drill:
I'd be willing to bet Trion doles out keys more liberally post-Cataclysm, 'cause odds are their beta playerbase will take a pretty huge hit after midnight tonite.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 06, 2010, 07:13:11 PM
Testing during the holidays dampers things, too.  Those in beta for the next run might be running into family gatherings and parties.  That's going to drop population numbers a hair, I'll wager.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 07, 2010, 06:47:22 AM
I did not participate in last weekend's beta event so I don't have an NDA to break!   :awesome_for_real:

But from what I've read, it appears that these Beta Weekends are all about stress testing servers and population loading on different zones to find bottle necks in quest design and mob spawns and that sort of thing.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 07, 2010, 08:48:33 AM
Scott Hartsman on the conclusion of the first beta event. (http://www.riftjunkies.com/2010/12/07/scott-hartsman-on-the-conclusion-of-the-first-beta/)


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 07, 2010, 09:14:30 AM
I can neither confirm nor deny anything from that link.   :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 07, 2010, 09:46:01 AM
I really, really like them being vocal about what they liked and didn't.  I know it's hard to do that when you have player expectations, but communication with the players goes a very long way with me.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 10, 2010, 10:53:04 AM
For people with an account created before Sept 1st, 2010 they are giving VIP keys away. Post with your rift forums name and what you're looking forward to the most about rifts

http://www.facebook.com/notes/rift/are-you-a-rift-old-timer/169943599712775


Title: Re: Rift: Planes of Telara
Post by: Threash on December 10, 2010, 11:11:05 AM
Quote
We will verify account information, and send keys to the first 25 eligible accounts early next week.

Unless you get extremely lucky and those first hundred or so posts are invalid this is pretty much over already.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 10, 2010, 11:35:49 AM
Completely didn't read that part, sorry about that. Still, it's a nice thing of them to do despite all the complaints from people who don't win.


Title: Re: Rift: Planes of Telara
Post by: NiX on December 10, 2010, 11:51:26 AM
Completely didn't read that part, sorry about that. Still, it's a nice thing of them to do despite all the complaints from people who don't win.

Or they could do a real beta test and stop letting people in based on how much they want to play the game.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 10, 2010, 12:10:51 PM
While I don't disagree completely, I don't mind them using a testing schedule where alpha is longer and more closed if the end result is worth it while also having smaller beta events a couple of times leading to release.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 10, 2010, 12:42:26 PM
Yes, the  lesson that most companies still don't seem to have learned is you should use your beta for Actual Testing, not as a marketing-first event.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 10, 2010, 12:51:47 PM
Yes, the  lesson that most companies still don't seem to have learned is you should use your beta for Actual Testing, not as a marketing-first event.

Pretty sure they did use the Beta for actual testing. The stress-test kind. The one next week should be the same way.

Creating as close to a launch day scenario in your noob zones as possible during testing is at least as useful testing as having 5000 people go through your content from beginning to end.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 10, 2010, 03:21:28 PM
Sure, stress testing is useful, but 5000 people going beginning to end in order will tell you a lot too, and what you get from that is more useful probably in the long term. Something WAR didn't do, for example, to its great detriment.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 10, 2010, 08:01:05 PM
Hopefully they're smart enough to consider that.


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 11, 2010, 08:33:30 AM
They seem to be going pretty methodically about their testing.  Test 1 jam everyone through side A starting area.  Test 2 jam everyone through side B starting area.  Put in incentives to get the cat assers to really cat ass to see the real leveling rate, etc...  Well, see how it goes as it moves forward but it seems pretty reasonable so far.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on December 12, 2010, 04:49:52 AM
Could someone recap their class system for me? I talking talking up this game recently to a friend, and he asked what was cool about it. I said something about the class system, but I forgot the specifics.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 12, 2010, 06:21:12 AM
The ability to mix-and-match Souls, each of which represents a sub-class within an Archtype.  You can have up to three equipped at any one time.  You can switch them up to take on different roles.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 12, 2010, 08:02:18 AM
Basically there are the 4 base classes (Warrior, Priest, Mage, Rogue), each of which has a number (7 maybe? 9? n?) of "souls". These souls are like WoW's talent trees; you spend points in them for passives and abilities, etc. and you can have up to three souls active at a time. I believe they plan to allow dual speccing as well, and a spec can consist of not just points spent but souls selected.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 12, 2010, 01:28:28 PM
8 souls (talent trees) per calling (aka archetype) that can be mixed and matched. The ability to dual spec was shown in a video where you can switch, so that was in. Telarapedia (http://telarapedia.com/wiki/Soul_tree) has what is probably the best write up of the root and branch abilities and how that works.


Title: Re: Rift: Planes of Telara
Post by: Goreschach on December 12, 2010, 02:00:51 PM
While everyone else is fawning over their class system, I can't help but think they're setting themselves up for failure. The fact that Blizzard, the biggest and most well respected(possibly only respected) development house has proven themselves incapable of balancing a game with something like ten classes with three trees each doesn't bode well for these guys. They've got, what, 40ish trees? And every player can have three active at one time? Just going to be another case of the scrappy trying to outclimb King Kong.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 12, 2010, 02:28:37 PM
I get the impression that there's going to be imbalances and they're okay with certain amounts of it.  No game is ever balanced, but as long as things are relatively competitive it will be okay.  Besides, with the ability to change souls at virtually any time, you can go FOTM to your heart's desire. 

It helps that this is not a PvP focused game.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 12, 2010, 06:12:36 PM
The fact that Blizzard, the biggest and most well respected(possibly only respected) development house has proven themselves incapable of balancing a game with something like ten classes with three trees each doesn't bode well for these guys.
Mechanics have never been WoW's strong point.  Please don't mistake most popular with best.


Title: Re: Rift: Planes of Telara
Post by: Nightblade on December 12, 2010, 06:15:43 PM
The fact that Blizzard, the biggest and most well respected(possibly only respected) development house has proven themselves incapable of balancing a game with something like ten classes with three trees each doesn't bode well for these guys.
Mechanics have never been WoW's strong point.  Please don't mistake most popular with best.

In contrast to the rest of the crap, maybe.

Most other MMOs view player key input as a suggestion IE: I'll use that skill in 5 seconds (LOTRO) or I'll look like I just used that skill, but nothing happened! (WAR) or I'll use that skill, and it'll activate after my needlessly long and gorey animation plays out (AoC).


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 13, 2010, 04:15:23 AM
Mechanics have never been WoW's strong point.  Please don't mistake most popular with best.

In contrast to the rest of the crap, maybe.

Most other MMOs view player key input as a suggestion IE: I'll use that skill in 5 seconds (LOTRO) or I'll look like I just used that skill, but nothing happened! (WAR) or I'll use that skill, and it'll activate after my needlessly long and gorey animation plays out (AoC).

Hi, you seem to be confusing mechanics with animation.  It seems a rather silly mistake but, yeah, stop that.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 13, 2010, 07:42:06 AM
Here's a bit people left out.

The class system is made up of 4 callings.  Mage, Warrior, Cleric, Rogue.
Each Calling has, as of now, 8 souls that you eventually have access too.
Of those 8 souls you can mix and match three of them at a time.
You have 51 points to spend.
You can put all 51 points into one soul if you want.
The top tier talent ability requires 31 points.

Each soul has to parts.  The Tree and The Root.

As you put points into the Tree (i.e. normal talent tree), the points accumulate in The Root.  The Root is where each soul's abilities are.  If you put 4 abilities into the tree you unlock all the abilities that require 4 points or more, most souls have abilities frontloaded in the Root then spread out up to 51 points.

The presumed strategy will be how many points do you put into a certain tree accumulated passive buffs and abilities before you put points into other souls.

However the official site does a much better job than me!
http://www.riftgame.com/en/classes/system.php


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 13, 2010, 10:58:25 AM
www.riftpodcast.com

Their last podcast (up today) has Adam Gershowitz on to talk all about the beta stuff regarding Rifts, Invasions and the GCD.  It's a good podcast if you're interested on beta stuff.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 13, 2010, 11:08:03 AM
Mechanics have never been WoW's strong point.  Please don't mistake most popular with best.

In contrast to the rest of the crap, maybe.

Most other MMOs view player key input as a suggestion IE: I'll use that skill in 5 seconds (LOTRO) or I'll look like I just used that skill, but nothing happened! (WAR) or I'll use that skill, and it'll activate after my needlessly long and gorey animation plays out (AoC).

Hi, you seem to be confusing mechanics with animation.  It seems a rather silly mistake but, yeah, stop that.

Actually no. In some games (LotRO, CoH/V, for example) animation time is tied directly into the actual abilities. It isn't 'confusing mechanics with animation' when the animations directly impact the mechanics.


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 13, 2010, 11:21:34 AM
Actually no. In some games (LotRO, CoH/V, for example) animation time is tied directly into the actual abilities. It isn't 'confusing mechanics with animation' when the animations directly impact the mechanics.

OH NOS!  MY INSTANT GRATIFICATIONS!!!

MUST PUSH BUTAN!!! NOTHING HAPPEN!!! PUSH BUTAN MORE!!!


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 13, 2010, 11:27:41 AM
Actually no. In some games (LotRO, CoH/V, for example) animation time is tied directly into the actual abilities. It isn't 'confusing mechanics with animation' when the animations directly impact the mechanics.

OH NOS!  MY INSTANT GRATIFICATIONS!!!

MUST PUSH BUTAN!!! NOTHING HAPPEN!!! PUSH BUTAN MORE!!!

Jeez, such vitriol. Its pretty clear that the very responsive nature of WoW combat and ability usage compared to some other MMOs is one of the appeals of how combat actually plays.  If you want to get into an argument about whether or not that is a "mechanical" issue, you're welcome to, but I think its relevant.  Its not really about the quality of the animation, its about the animations interaction with ability use, I think thats mechanical.   Take it out of the context for moment:  If you press reload in an FPS, and the gun reload animation plays, but it is really out of sync with the actual reloading going on, or if the reloading doesn't happen in a timeframe that is reasonably based on when you pressed the button, thats a mechanical issue.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 13, 2010, 11:36:07 AM
Actually no. In some games (LotRO, CoH/V, for example) animation time is tied directly into the actual abilities. It isn't 'confusing mechanics with animation' when the animations directly impact the mechanics.

OH NOS!  MY INSTANT GRATIFICATIONS!!!

MUST PUSH BUTAN!!! NOTHING HAPPEN!!! PUSH BUTAN MORE!!!

If you prefer a game where things don't happen when you actually give them the command to, that's fine, but you are very clearly in a minority on that.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on December 13, 2010, 11:37:17 AM
Here's a bit people left out.

The class system is made up of 4 callings.  Mage, Warrior, Cleric, Rogue.
Each Calling has, as of now, 8 souls that you eventually have access too.
Of those 8 souls you can mix and match three of them at a time.
You have 51 points to spend.
You can put all 51 points into one soul if you want.
The top tier talent ability requires 31 points.

Each soul has to parts.  The Tree and The Root.

As you put points into the Tree (i.e. normal talent tree), the points accumulate in The Root.  The Root is where each soul's abilities are.  If you put 4 abilities into the tree you unlock all the abilities that require 4 points or more, most souls have abilities frontloaded in the Root then spread out up to 51 points.

The presumed strategy will be how many points do you put into a certain tree accumulated passive buffs and abilities before you put points into other souls.

However the official site does a much better job than me!
http://www.riftgame.com/en/classes/system.php


Looks complicated, but it might seem a lot easier with a bit of playing around in-game and designing your own class sounds like fun. I just hope they let you respec, or whatever the equivalent is. Ie, to let you try different builds without too much penalty.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 13, 2010, 11:40:23 AM
No, it's pretty damn complicated.  It's meant to be complicated.  Expect lots of people running around with complete shit builds.  You are allowed four different specs i believe and respecs are in, this was shown in one of the videos earlier on the thread so i assume it does not count as nda breaking.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 13, 2010, 12:30:35 PM
You can have four roles that you can switch between them when you are out of combat.  Just like WoW's dual spec.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 13, 2010, 12:42:46 PM
Just get comfy with the fact that aside from manually applying attribute points and seeing what happens (ala DDO, D&D3.5, et. al), Rift's class/talent system is as robust and complex as it gets.
You can make any goddamned fantasy creation you can think of.   One will pet their PC's, hold them, caress them, and call them "George" and what not.

And this is all before we get into the myriad layers of weapon specializations., slotting, 'playing the elements,' and crafting in the game.   :drill:

Note:  I am opining here based on publicly available information   :grin:


Title: Re: Rift: Planes of Telara
Post by: Sky on December 14, 2010, 11:36:05 AM
Everyone in Bat Country who still needs a VIP beta key, pm me the email associated with your Trion account. They're doing a give-away for ten guilds, so don't get your hopes up. Unless Hartsman joins BC. But Signe would probably kick him anyway.

Deadline is Thurday morning, so I'm sending it in tomorrow night. So get crackin', crackers!

Again, no promises, as a bajillion guilds will probably inundate this offer. But you can't win if you don't play!

You can also sign up for our guild forum group here: http://forums.riftgame.com/group.php?groupid=147 though we aren't really using the page and any discussion seems to be public, so even if we're all in beta,  :nda: :cthulu:


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 14, 2010, 11:53:23 AM
For those interested there's a Haiku contest on their facebook page:

http://www.facebook.com/RIFTgame?v=wall#!/notes/rift/rift-beta-haiku-contest/170882326285569



Title: Re: Rift: Planes of Telara
Post by: Sky on December 14, 2010, 12:00:11 PM
Limericks > Haiku, dammit!


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 14, 2010, 12:12:00 PM
Limericks > Haiku >>>>>>>> spamming f5


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 14, 2010, 01:27:54 PM
You can also sign up for our guild forum group here: http://forums.riftgame.com/group.php?groupid=147 though we aren't really using the page and any discussion seems to be public, so even if we're all in beta,  :nda:
Pick some avatars you slackers. :-P


Title: Re: Rift: Planes of Telara
Post by: Ard on December 14, 2010, 01:44:10 PM
Wouldn't that imply that I plan to not only post on the official forums, but actually expect the post tol be read?


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 14, 2010, 05:59:44 PM
It looks like the next round of invites are going out.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 15, 2010, 08:59:51 AM
Pick some avatars you slackers. :-P
Nag.









Done.


Title: Re: Rift: Planes of Telara
Post by: Rasix on December 15, 2010, 09:26:40 AM
Got two invitations so I had to accept the NDA twice.  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Ard on December 15, 2010, 10:30:45 AM
*shakes fist*

No love so far this time around.  Harts-Man, you will rue the day!  Now I need a cape and a mask...


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 15, 2010, 11:02:59 AM
If you had a non-vip invite the last time, you won't get one for this round. They pretty much flat-out said that the "community" keys were "you get into one, and that's it" from the start.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 15, 2010, 02:50:20 PM
I still wouldnt bank on the amount of playerbase this go around.  Then again, they might not need those kinds of numbers this time.
Also, remember you can apply as many keys as you want.  Each one gives you a chance (filefront, mmorpg, etc.).


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 15, 2010, 04:24:22 PM
Nvm.


Title: Re: Rift: Planes of Telara
Post by: Ard on December 15, 2010, 07:04:45 PM
If you had a non-vip invite the last time, you won't get one for this round. They pretty much flat-out said that the "community" keys were "you get into one, and that's it" from the start.

This part is pretty clearly not true, since I just got an invite and was in last time, unless threatening Hartsman actually worked.  If I have that power, I'm clearly wasting it though.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 15, 2010, 07:11:35 PM
I just signed up for the guild group on the official forums, my forum name there is zhenya, so if you see that join request come through, thats me.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 15, 2010, 07:42:36 PM
Last call for the remote chance to win VIP for BC. PM me the email for your Trion account in the next fifteen minutes or so. Deadline is technically in the morning, but I know I'll forget, rest of the week is going to be busy.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 15, 2010, 07:55:49 PM
If you had a non-vip invite the last time, you won't get one for this round. They pretty much flat-out said that the "community" keys were "you get into one, and that's it" from the start.

Hmm no, i just got in again and im not a vip.


Title: Re: Rift: Planes of Telara
Post by: FatuousTwat on December 15, 2010, 09:44:12 PM
Meh, kind of disinterested since the whole email-me-after-the-beta-weekend-is-half-over-to-tell-me-to-start-downloading-the-6gb-client bullshit happened.


Title: Re: Rift: Planes of Telara
Post by: Lucas on December 16, 2010, 02:31:04 AM
If you had a non-vip invite the last time, you won't get one for this round. They pretty much flat-out said that the "community" keys were "you get into one, and that's it" from the start.

Hmm no, i just got in again and im not a vip.

Same here  :grin: :drill:


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 16, 2010, 07:51:14 AM
With non-vip invites, you go back into the same pool and aren't eliminated from it. That is why people can be picked multiple times without vip invites.

Good to know it's working out for some people in such a manner.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 16, 2010, 11:37:34 AM
Maybe I'll eventually get invited on a weekend when I *don't* have plans.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 16, 2010, 04:20:05 PM
Fileplanet offering VIP keys now.  Not sure how many they've got or the hoops one must go through to get one though.

http://www.fileplanet.com/promotions/rift/


Title: Re: Rift: Planes of Telara
Post by: veredus on December 16, 2010, 06:50:43 PM
Requires paid membership it seems.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 16, 2010, 07:02:32 PM
One of the few betas where one could say "yah, this is worth $3.00."


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 16, 2010, 08:51:49 PM
If they're still available, $3.00 is MUCH better than the f5 game or trying to compete with thousands for a key.


Title: Re: Rift: Planes of Telara
Post by: Ard on December 16, 2010, 10:46:46 PM
Sky, you've gone beyond just stalking Hartsman now, haven't you?

http://forums.riftgame.com/showthread.php?12483-VIP-Beta-Guild-Winners!


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 17, 2010, 06:59:16 AM
Nice job!


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 17, 2010, 07:13:37 AM
Has anyone had their key yet?


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on December 17, 2010, 07:15:47 AM
no


Title: Re: Rift: Planes of Telara
Post by: rattran on December 17, 2010, 07:57:24 AM
According to Abigale later in the thread:
Quote
Just a quick update.

It took us a little longer to get everyone entered into the data base this evening than we had expected. I'm not sure if the invites will get sent tonight. But the winning accounts should already be enabled. If your guild was listed, log into your account and you should have the option to accept the EULA and then proceed to the download.

So, log in and Don't Panic.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 17, 2010, 08:21:14 AM
Not panicking, just curious. I have a key for this weekend already so I'm cool.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 17, 2010, 08:27:55 AM
Nada yet, but I'm not really concerned about it.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 17, 2010, 11:09:26 AM
Sky, you've gone beyond just stalking Hartsman now, haven't you?

http://forums.riftgame.com/showthread.php?12483-VIP-Beta-Guild-Winners!
Wow, that's awesome! Wish we had more people respond by the deadline, though. I think there were maybe 8 or 9 total interested (beyond the initial 5 we received).

I guess I will have to download and play this after all, I was going to spend the weekend playing Risen and Just Cause 2, now I'm going to have to roll up mah cleric. :) Hope I can get a decent download rate.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 17, 2010, 04:35:30 PM
Really need a better way to meet up and get organized.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 17, 2010, 04:40:13 PM
I suggest IRC. f13 used to have a channel?


Title: Re: Rift: Planes of Telara
Post by: rattran on December 17, 2010, 04:41:37 PM
There's a teamspeak3 stickied at the the top of the forum. Ask Nix nicely to make a channel


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 17, 2010, 07:15:19 PM
Nobody's ever in there.  I pop in from time to time.


Title: Re: Rift: Planes of Telara
Post by: veredus on December 17, 2010, 08:21:57 PM
Has everyone gotten their VIP keys? I still don't have mine. No biggie yet since already in this event at least.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 17, 2010, 08:27:24 PM
Did you go look on your account page at the riftgame site? Should be enabled on there with an NDA/download link.

Only took me about two hours to download the client, it's 6.88GB (and re-usable in later beta events, wish I had known that before I deleted beta1).

Also, Nix, please make a TS channel for us :) Would be nice to coordinate servers, at the very least. Everyone who got in, jump on there.


Title: Re: Rift: Planes of Telara
Post by: veredus on December 17, 2010, 10:49:56 PM
Ya, my VIP key is not showing though. I posted in that Guild winner thread and Abigale gave me a link to get it fixed. So if anyone else didn't get it that was supposed to, let me know and I'll include you too.


Title: Re: Rift: Planes of Telara
Post by: waffel on December 17, 2010, 11:12:59 PM
Ugh, hopefully next beta for me.

I swear this damn Curse 'key' is worthless.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 17, 2010, 11:17:16 PM
Ya, my VIP key is not showing though. I posted in that Guild winner thread and Abigale gave me a link to get it fixed. So if anyone else didn't get it that was supposed to, let me know and I'll include you too.
I didn't seem to get a key either. Username is same as here, would be great if you could include me in your report, please.


Title: Re: Rift: Planes of Telara
Post by: Hoax on December 18, 2010, 07:18:58 AM
Nice work Sky.

Me personally? I'm not sold on how the game looks in videos and I can't help of think of SB when I hear about the skill building system's complexity.  I have always wanted to see someone try to make the world more dynamic though I'm not sure if the Rifts matter if you aren't building player towns/outposts somewhere.

Not sure if this will be the AAA+ gold plated with honors MMO (read: we want $60 + $15/mo) that gets me to try a MMO again but it at least has something going for it which is much more than I can say for most of these titles.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 18, 2010, 07:20:53 AM
I can't help of think of SB when I hear about the skill building system's complexity. 

You say that like it's bad.  Character build complexity was the best thing about sb.


Title: Re: Rift: Planes of Telara
Post by: Xilren's Twin on December 18, 2010, 10:16:27 AM
Apparently it IS Christmas after all  :drill:


Title: Re: Rift: Planes of Telara
Post by: veredus on December 18, 2010, 11:22:17 AM
I didn't seem to get a key either. Username is same as here, would be great if you could include me in your report, please.

PM me the email address you sent Sky and I'll turn it in today.



Edit: Sent it in. Tarami I never got your email address so could not include you. Sorry bud.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 18, 2010, 05:26:17 PM
I didn't seem to get a key either. Username is same as here, would be great if you could include me in your report, please.

PM me the email address you sent Sky and I'll turn it in today.



Edit: Sent it in. Tarami I never got your email address so could not include you. Sorry bud.
Don't worry about it mate. Honestly I've seen all I need to see, really.


Title: Re: Rift: Planes of Telara
Post by: waffel on December 18, 2010, 05:33:54 PM
Beta weekend, very few posts....

GUYS, STOP HAVING FUN  :tantrum:

Why aren't you guys complaining about the servers being down, or crashing, or other-things-you-can-mention-without-breaking-the-NDA?

I'm sure stuff like that is happening nonstop in the beta... right? ....right?


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 18, 2010, 05:42:53 PM
Beta weekend, very few posts....

GUYS, STOP HAVING FUN  :tantrum:

Why aren't you guys complaining about the servers being down, or crashing, or other-things-you-can-mention-without-breaking-the-NDA?

I'm sure stuff like that is happening nonstop in the beta... right? ....right?

Its snowing here, the days are short, as you can imagine, there isn't a lot to do outside.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 18, 2010, 06:11:09 PM
Why aren't you guys complaining about the servers being down, or crashing, or other-things-you-can-mention-without-breaking-the-NDA?
All of that would likely be breaking the NDA.  It's kind of the problem with betas that have wide acceptance.  Speculation has to go down because people know, and around here at least, we attempt to respect NDAs.  (Also it's getting close to the holiday season.)


Title: Re: Rift: Planes of Telara
Post by: Threash on December 20, 2010, 08:02:30 AM
I really wish there was talent calcs available already, I've spent both weekends doing nothing but rerolling to check everything but it's not quite the same without all the points to play with.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 20, 2010, 09:49:09 AM
Beta weekends at the holidays = fail. For the next few rounds, I promise to try and organize a bit better. Using TS is definitely a good idea, since we can't set up a board here.


Title: Re: Rift: Planes of Telara
Post by: waylander on December 22, 2010, 07:03:58 AM
Beta 2 Wrap Up from Scott Hartsman (http://www.riftpodcast.com/blog/2010/12/21/scott-hartsman-beta-2-wrapup-once-upon-a-time.html)

All I can say is the event he talked about was awesome.



Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 07:26:15 AM
Beta 2 Wrap Up from Scott Hartsman (http://www.riftpodcast.com/blog/2010/12/21/scott-hartsman-beta-2-wrapup-once-upon-a-time.html)

All I can say is the event he talked about was awesome.



The part where he talks about the soul system and how good it is and how they are making everything available earlier? That's EXACTLY what i would have posted they should do if there wasn't an NDA.  Fucking perfect.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 22, 2010, 08:22:35 AM
Beta 2 Wrap Up from Scott Hartsman (http://www.riftpodcast.com/blog/2010/12/21/scott-hartsman-beta-2-wrapup-once-upon-a-time.html)

All I can say is the event he talked about was awesome.


:Love_Letters:


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 22, 2010, 08:51:02 AM
I didn't get to play unfortunately, but I am so glad on the Soul acquisition going forward.  I was worried they would go the other way.  Great change since the diversity of Souls is one of the unique things the game offers and being chintzy with it would be a huge negative.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 22, 2010, 09:10:38 AM
Scott's always talking about his vest. Until he talks about what he has up his sleeve, I have to think it means this:

(http://dl.dropbox.com/u/3667682/ScottSr.jpg)

We'll just call you Scott Sr.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 22, 2010, 09:25:23 AM
massively says the NDA is lifted. (http://massively.joystiq.com/2010/12/22/rift-beta-massivelys-first-impressions/)


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 22, 2010, 09:40:17 AM
massively says the NDA is lifted. (http://massively.joystiq.com/2010/12/22/rift-beta-massivelys-first-impressions/)

Until Trion posts "NDA lifted" in big ass letters, you won't see me commenting on anything.


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 22, 2010, 09:47:44 AM
Quote
In time for Beta 3, expect to see all of the souls available to choose from the outset, more souls available earlier in the experience, and more total points to spend. The system is there, and it’s fun, and there’s no reason to hide it from people.


Quote
Soul Preview: This one was always on the list of things we’d like to do. After Beta 1, it got promoted to the top of it. It made the “We absolutely need this” list after Beta 2. The goal is to get it out there in time for Beta 3.

Both of these issues were my two of my top three complaints so I am glad that they are being addressed.  The not having a 'preview' before making a permanent choice was just bang your head painful.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 22, 2010, 09:54:17 AM
massively says the NDA is lifted. (http://massively.joystiq.com/2010/12/22/rift-beta-massivelys-first-impressions/)

Until Trion posts "NDA lifted" in big ass letters, you won't see me commenting on anything.

Same, but still.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 09:57:42 AM

Both of these issues were my two of my top three complaints so I am glad that they are being addressed.  The not having a 'preview' before making a permanent choice was just bang your head painful.

Yeah even the npcs who were supposed to tell you about your choices basically said variations of "whats a nightblade? a fucking bad ass, thats what".


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 22, 2010, 10:06:01 AM
Hartsman says no more NDA:

http://forums.riftgame.com/showthread.php?14805-The-Rift-NDA-Free-Podcast-Scott-Hartsman-Alyvian-Abigale-amp-Beta-Gameplay


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 22, 2010, 10:11:18 AM
Is that official enough for F13?  Not posting until I see otherwise. 


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 10:14:28 AM
I don't see how that wouldn't be.  This game is fucking awesome.


Title: Re: Rift: Planes of Telara
Post by: Blackluck on December 22, 2010, 10:16:44 AM
I hardly post here but I've lurked for years.

I've been in both beta events, and while initially I was lukewarm, the game grew on me substantially this past event.
Enjoyed it a lot. Very polished for early beta, and the team is responsive to rational feedback.

I'm a Hartsman fanboi though, so YMMV.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 22, 2010, 10:18:24 AM
Is that official enough for F13?  Not posting until I see otherwise. 

http://forums.riftgame.com/showthread.php?14574-%E2%80%9CEnter-the-Rift%E2%80%9D-Beta-Event-Set-for-December-28


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 10:20:45 AM
They've got the NDA lift as a sticky in their forums and people are spilling on the official site. That's as legit as it gets. I'm just going to copy paste my thoughts from elsewhere:

So let's get this part out of the way. This game is shockingly open about its WoW clone status. I'm not talking about "Oh look another MMO with quest grinding!" That's baseline now. That's normal. I'm talking about little stuff you notice if you play WoW for an extended period of time. Rogue classes have the exact same mechanics; you even start with sinister strike and eviscerate analogues with the exact same mechanics. There are flasks under a different name. The achievements are organized almost exactly the same with the exact same interface. I'm sure there are others but that's what jumped out at me.

There are a LOT of quests. Too many, almost, and they're almost strictly vanilla WoW quality. Kill X these, come back. They're not especially well written. They're a bit tedious sometimes. It's quest GRINDING in the strictest sense of the word.

So if it's just like WoW, why play it? Because it's NOT just like WoW. There are going to be a lot of people who play the first five levels (the noob tutorials for both factions stink, frankly) and write it off as an exact replica of WoW with pretty lighting effects. They're doing both the game and themselves a great disservice.

Let's start with the outer layer of the onion. The lore's awesome. The factions are awesome. Things still break down on the micro level, where individual quest text comes into play because the quests (like most quests) just aren't super well written and who reads that shit anyway, right? But the MACRO, zoomed out level really works.

Aside from the stuff I wrote in the OP, the two factions are compelling. One faction is the basic "good guy" faction. Generic humans, dwarves and high elves. Except it turns things on its head by making them religious fanatics. They set up a shield to keep out the great evils from Beyond but it turned into a calcification of their thinking. The "bad guy" faction took the tack of using arcane technology to fight the evils and are mostly atheistic. You can see how a three way war breaks out between the two PC factions and the gribblies invading. Unlike WoW, which has a visually well realized world but a kitchen sink stupidity to its lore once you zoom out, I feel like Rift has lore which works for me on that zoomed out level. Oh, it's also visually well realized which makes it a rarity in the MMO world and something that cannot be dismissed when gauging the popularity of other games.

So that leads us to rifts themselves. These are FUN. They work exactly as advertised. They'll open the fuck up right on top of you or that quest hub you're heading to. They'll launch roving patrols to gank you if you're on the roads. People have to work together to close them if they want to solo quest. That's going to irritate the shit out of some people; MMO players are generally conservative weirdos who want no derivation from the expected. They thrive on it. And there's plenty of that in Rift, too, with all the quests but the real crux of things is the unpredictability of the rift mechanics. There's also a huge variance in difficulty with them, as well, from soloable to group to raid. All level appropriate so you can presumably get raid level rewards as you level.

The classes are awesome, too. I like that there are pure support classes or quirky mechanics that won't fly in a world increasingly given to class homogenization. My first character was a pet mage class that played pretty much exactly as you'd expect. I decided to have my second soul be the pure cc mage class and I switched over to see how it played when I specced solely cc mage. What? No real direct nuke, just a channeled mana drain/damage? Lots of cc? It's a group class for specific situations. The great thing is that you can do this in Rift due to the way it's laid out and not worry about the useless class syndrome since you can switch them around on the fly. It's having your old school MMO cake and eating it too.

Will the class mechanics be hard to balance? God yes; maybe impossible. But I appreciate the attempt to do *something* besides homogenize all the classes in a game for the sake of balance. Nobody wants gross imbalance but the opposite extreme is just as bad.

I got my invite out of the blue, like I said, and I didn't really think much of it. What I ended up with, though, is a game that I really, REALLY like. It's better than the superficial glance would reveal, much better. I'm buying it with bells on.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 10:22:53 AM
Let me add as a further thought that I have never, ever been in a beta as feature complete and bug free as this game. They're not even in open beta and they could launch tomorrow. They could've launched two months ago. When they said that this game will be complete when it ships they weren't bullshitting. You may not like the content but nobody will be able to say it's not there.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 22, 2010, 10:27:46 AM
I agree with Modern Angel, however.

The rifts were my big disappointment.

They open in the same locations every time, they go through the same sequence every time, and its the same mobs every time. They are only dynamic in when they pop up. I also soloed every single one I encountered.

The quests..... I was highly disappointed. I was already burned out in LOTRO and WOW because of the quest system that hasn't evolved..... It weighted on me here too. That may just be me though.

My other gripe was the giving out of the souls, however it seems they will address that.

Art is amazing in all aspects, and I'm highly surprised it does not have the performance issues I thought it would have being fully normal mapped.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 10:35:44 AM
Is that official enough for F13?  Not posting until I see otherwise. 

I got an official email from Trion's Media dept:
Quote
“ENTER THE RIFT” BETA EVENT SET FOR DECEMBER 28

 

“Enter the Rift,” the third closed beta event for Rift™, the upcoming MMO from Trion Words, is scheduled to start at 10am on December 28th, and run through 10am, December 31th. Choosing a character from either the Guardian or Defiant factions, players will fight through the first 20 levels of the game battling back planar rifts, running dungeons and exploring the vibrant world of Telara.

 

Editor’s Note: The NDA for Trion Worlds' Rift closed beta officially lifts today at 9 AM PST. Beta participants and press are now free to post information and assets from the first two events, along with all subsequent beta events through launch.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 10:39:08 AM
The rifts were my big disappointment.

They open in the same locations every time, they go through the same sequence every time, and its the same mobs every time. They are only dynamic in when they pop up. I also soloed every single one I encountered.

Nope. They open in random locations. In the first event for the first two days they had them turned down in scope and difficulty. They're also not all soloable. There are full fledged raid rifts which scale to zone level, too.



Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 22, 2010, 10:41:21 AM
I didn't play much. The total mob of people in the real zone was too much for me. Having no instant cast spells made it impossible to tag mobs for quests.

They really need to look into a way to segment the population out a bit better. I really thought Aion's Channel system worked great (but the design of Rift's world I think is such that it would not work as each zone outside of the newb area does not appear to be a separate instance as in Aion).


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 10:43:09 AM
I agree with Modern Angel, however.

The rifts were my big disappointment.

They open in the same locations every time, they go through the same sequence every time, and its the same mobs every time. They are only dynamic in when they pop up. I also soloed every single one I encountered.

The quests..... I was highly disappointed. I was already burned out in LOTRO and WOW because of the quest system that hasn't evolved..... It weighted on me here too. That may just be me though.

My other gripe was the giving out of the souls, however it seems they will address that.

Art is amazing in all aspects, and I'm highly surprised it does not have the performance issues I thought it would have being fully normal mapped.

A few things here I'd like to comment on.

The soul acquisition is going to change.  Scott said this in the open letter about Beta 2.

Rifts will vary.  There will be Expert Rifts (hardmode) and Raid Rifts all with different mechanics.  You just saw the low level Rifts which is essentially in the first zone of the game.  They've said in plenty of interviews that they can input different encounters on the server side without having to patch them in.  It's a big part of their technology.

Also, regarding Calling (class) mechanics, each calling has it's own gimmick.  All Rogues have a 5 combo point system like WOW, but each soul works with it differently.  While the assassin does have the cookie cutter Sinister strike like abilities, try playing a Bard or a Blade Dancer.  Mages use a "charge mechanic" and warriors use a 3 point-but-different-than rogues system.  Clerics are the only calling that uses "only mana".

If you get an invite into the next beta event and are playing the lowbie characters, as a Cleric I would suggest picking up the Shaman, Druid, Warden souls first.  As a Rogue make sure you pick up the Blade Dancer, Bard and Ranger souls.

If you want me to expound just ask.


Title: Re: Rift: Planes of Telara
Post by: Ard on December 22, 2010, 10:45:23 AM
The rifts are the real draw for me, despite the fact that they open in set locations more or less.  The did a very, very good job of evoking the same feeling I get from pvp with them and from the invasions, of the "oh shit, I need to get over there and help, RIGHT NOW".  It definitely breaks of the tedium of quest grinding really nicely, for me, especially since what comes out of the rifts is more or less random, and you don't really know what's coming.  I haven't been this excited about an MMO in a long, long time.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 22, 2010, 10:46:30 AM
Note the NDA drop is for Beta Weekend events.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 10:50:59 AM
Technically, it's Beta Events now since next week's is from Tuesday through Friday. 


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 10:54:33 AM
One thing i didn't like was that the races seemed very pigeon holed into their roles by their very powerful racials.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 10:56:07 AM
Somewhat. Mostly I found the races a bit bland even as I found myself liking the faction split, including their racials.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 22, 2010, 10:57:46 AM
I'll just step out now, then.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 22, 2010, 10:58:51 AM
Technically, it's Beta Events now since next week's is from Tuesday through Friday. 
Events then.  I'm trying to be all wink-wink to warn the super-secret testers they shouldn't get too gung-ho.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 11:16:14 AM
Somewhat. Mostly I found the races a bit bland even as I found myself liking the faction split, including their racials.

I think they did a really good job with the humans, something rare on a game with multiple races.  I worry about the side with the dwarves, they have never been popular on any game ever and yet devs keep adding them, in a game with 3 races per side though having a very unpopular one could wreck hell with faction balance.  They do have the high elves though, which are way better looking than the avatar elves the other side gets.


Title: Re: Rift: Planes of Telara
Post by: Raguel on December 22, 2010, 11:20:46 AM
I think I killed my enjoyment early on when I made the mistake of making several characters to test out different combos (1 (human?) mage, 1 human warrior, 1 dwarf rogue, 1 elf cleric). There was only one starting area and doing the same thing 4x was incredibly annoying so at some point I abandoned that. I didn't get to play a lot after saturday but I did get the cleric (shaman/druid) to 10ish.

As MA stated, the quests are pretty bland. I'm going to have to agree with a poster on another forum and say I really wish games would delineate menial tasks from quests. Saving the princess, killing the dragon, instigating (or stopping) holy wars: these things are quests. Killing 10 rats are tasks.

I'm disappointed that the paladin class doesn't really fit the mold of what I'd consider a paladin to be (i.e. no any time heals and from what I saw no buffs, but I really didn't look hard after finding no heal spells  :heartbreak:)

I can't stress enough how disappointed I am with how much this game reminds me of WoW (especially given that I've only played it for about 1 1/2 mos and I'm already getting tired of it). The class system appears awesome, I just wish the PvE matched it.

Having a rift open literally right on top of me was  :drill:. I like the fact that rifts are basically open quests (someone said it's like a WAR mechanic, but I didn't get out of WAR's tutorial, so I dunno). I basically solo'd one and helped close 2 others. It was pretty chaotic and a lot more fun than doing anything else.




Title: Re: Rift: Planes of Telara
Post by: Sky on December 22, 2010, 11:35:41 AM
Arg, another holiday beta event. I'll do what I can to coordinate, it'll be easier without the beta NDA in place. We had a couple folks on faeblight. Use teamspeak! I have a BC charter on the Guardian side there that needs two more sigs. I'd prefer to play Defiant, though, and we could run two guilds if we had enough people interested.

For the defiant beta, I rolled an Inquisitor/Sentinel with Warden for group healing. There was some nice synergy between Inq and Sent, but this changed between test events. So I rolled a Shaman/Sentinel (I like the free instant heal!) for the second event, but only hit level 12 because of the holiday weekend, so didn't get to test this build with groups or build another group build. To tack onto what Draegan was saying about mechanics (rogue combo points and warrior action points), some souls also have their own mechanics, the Justicar cleric soul has Convictions that can be built up and spent on special abilities in combat, kind of like combo and action points.

I'm glad they're opening up the soul system, it's easily the coolest thing about the game. When you get to twenty and have a couple roles and more points/souls to move around, you begin to see the power in the system. In one Iron Tomb run in the first event, I was the backup cleric. I was in my dps role (Inq primary with some Sentinel) with just a couple 0pt heals for backups. Then for bosses (or tougher trash fights), I could swap into my healer role with Warden primary and really push up the healing for the group. Being able to swtich roles on the fly like that is amazing.

Also, it's wicked pretty.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 11:45:54 AM
I loved the fact that i could pick rogue and could switch between melee dps, range dps, aoe dps, tank, buffer, or even healing if bards were up to the task just by switching between four roles.  I can level once and have access to a massive amount of different playstyles.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 11:49:52 AM
Somewhat. Mostly I found the races a bit bland even as I found myself liking the faction split, including their racials.

I think they did a really good job with the humans, something rare on a game with multiple races.  I worry about the side with the dwarves, they have never been popular on any game ever and yet devs keep adding them, in a game with 3 races per side though having a very unpopular one could wreck hell with faction balance.  They do have the high elves though, which are way better looking than the avatar elves the other side gets.

In Beta 3 take a peak at the Kelari Racial.  Those who were in Beta 1 can attest to this.  It's the best one in the game.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 11:59:18 AM
Somewhat. Mostly I found the races a bit bland even as I found myself liking the faction split, including their racials.

I think they did a really good job with the humans, something rare on a game with multiple races.  I worry about the side with the dwarves, they have never been popular on any game ever and yet devs keep adding them, in a game with 3 races per side though having a very unpopular one could wreck hell with faction balance.  They do have the high elves though, which are way better looking than the avatar elves the other side gets.

In Beta 3 take a peak at the Kelari Racial.  Those who were in Beta 1 can attest to this.  It's the best one in the game.

I did get to play the kelari, i honestly do not expect that racial to make it in that form to live.  It is so far beyond overpowered it makes any other race superfluous.


Title: Re: Rift: Planes of Telara
Post by: waylander on December 22, 2010, 12:00:25 PM
Yeah the Kelari racial will get toned down, or everyone who knows better will end up rolling Defiant.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 12:25:34 PM
I think everyone's going to roll Defiant ANYWAY. Way cooler motif. I freely admit but still tilt Guardian because I try to always go underdog side... and I love dwarves. Love. LOVE. I'd still go Defiant in a hot minute if I knew they'd be underpopulated.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on December 22, 2010, 12:28:30 PM
Is there somewhere I can go read up on the lore? I am getting mixed messages here, as people are saying 'the lore is great!' but the only bit I've heard directly is that the factions are named "Guardian" and "Defiant" which seems really generic sounding.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 12:35:15 PM
It's all over the place, but there is some in the wiki.

The story is essentially:

The Blood Storm comes to Telara, this is essentially the big bad guys of each of the 6 elements.
Regulos, of Death, comes down and invades. 
Shit gets fucked up.
People fight back and put them back into their Planes and seal everything behind the "Ward"
Cults pop up regarding each dragon aspect.
Lots of time goes buy.
Human kingdoms are all over the place
The humans in the south develop technology based on magic/sourcestones.
Human fuck shit up.
The ward gets cracked.
The Shade War happens.
Regulos takes control of the human empire.
Shit gets bad.
Telara breaks up.
Humans resurrect technology (Hi2u Defiant) and gain the assistance of other races.  Kelari and Bahmi.
Humans go back to the Gods (hi2u Guardians) and gain the assistance of other races.  Elves and Dwarves

Guardians are a bunch of prissy puritans and god freaks.  They think they can seal the Ward and push back the bad guys.  They think their way is the best and fuck everyone else.  Also Defiants using sourcestone is like heathens pissing on the christian cross.

Defiants are a bunch of tech freaks.  They hate the gods, they think they cause the problem in the first place.  They think they can do better, and are more powerful that the Vigil (gods).  Guardians are just getting in their way and will probably fuck it up again.

Game starts.



Title: Re: Rift: Planes of Telara
Post by: Segoris on December 22, 2010, 12:36:37 PM
Is there somewhere I can go read up on the lore? I am getting mixed messages here, as people are saying 'the lore is great!' but the only bit I've heard directly is that the factions are named "Guardian" and "Defiant" which seems really generic sounding.

http://telarapedia.com/wiki/Rift:_Planes_of_Telara_Wiki
http://www.riftgame.com/en/game/index.php
http://www.riftgame.com/en/world/index.php


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on December 22, 2010, 12:41:02 PM
As I understand it, you only get 50 points to spend per role.  Aren't you shooting yourself in the foot by splitting that pool of points between 2, or even 3, souls?  Or am I just not understanding how it all works?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 12:43:42 PM
There's a lot of thinking which suggests that, yes, you are shooting yourself in the foot. This is part of why they're loosening up the system and talking about more points and more options.

Re: Lore: There's some generic thrown in with the good stuff. It works best in the big, zoomed out macro view. To contrast with WoW, Azeroth is fucking absurd, terrible kitchen sink stuff when viewed as a whole. When you zoom down into individual zones, however, there are instances were it really works. Rift is like the opposite of that.


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 22, 2010, 12:45:21 PM
I'm disappointed that the paladin class doesn't really fit the mold of what I'd consider a paladin to be (i.e. no any time heals and from what I saw no buffs, but I really didn't look hard after finding no heal spells  :heartbreak:)

I can't stress enough how disappointed I am with how much this game reminds me of WoW (especially given that I've only played it for about 1 1/2 mos and I'm already getting tired of it). The class system appears awesome, I just wish the PvE matched it.

Heh.

Make up your mind.  Do you want the game to be more like WoW or less?  Because it's pretty silly to complain that the Rift Paladin isn't exactly the same as the WoW one and then in the next breath whine about how much the game is like WoW.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 22, 2010, 12:48:11 PM
The rifts didn't really impress me the way they were presented in the betas. I appriciate the technological muscle needed to realize them, I just don't think they added that much actual value or replayability to the game. There was a kind of naked, algorithmic nature to them that I found extremely discouraging. I also didn't get the sense of "working together" as much as trying to zerg them (while placing as high as possible in the ranking.) It was hopeless as a healer especially and I don't really believe in the longevity of "DPS as hard as you can" as a type of content. They do appear to work correctly though.

The quests were, quite frankly, fucking, god-damn awful. Arrive at a quest hub. Get 4-5 quests; two kill quests, for three types of mobs. One quest to loot an item from bodies. One quest to loot something from static objects. Repeat twice, then proceed to ding. Rinse, repeat, rinse, repeat. "But that's every MMO!" Yeah, no. LotRO takes a bunch of basic quest types and gets them much, much farther than this, or at the very least manage to be assymmetrical. There's also some variation, intended or not, in difficulty and approach. This was painfully symmetrical in every sense.

Only seen two zones (the two starter zones) but judging from that, the world looks nice. It's about as interesting as WoW's but less than LotRO's. It has that weird, barren feel that WAR and AoC have. It's like a vague sense of agoraphobia with intermittent attacks of claustrophobia, like it's always slightly out of proportion in some way, an uncanny valley of sorts. Or, as a friend put it, "this must be how it feels to be Superman." Not pleasant enough to feel like sitting down just about anywhere and just thinking about things. Yeah, I do that in MMOs.

Combat is like WoW. Everyone who plays WoW don't seem to think so but according to me they're pretty much the same. Responsive and a little clunky. The targetting is however iffy. Mechanics are run-of-the-mill DIKU and doing some light theorycrafting has me believing that they simply just ripped WoW's more or less straight off. Stats, items and abilities seem to combine in the exact same way.

I find graphics and animations to be good. Occasionally very pretty and most of all very consistent. There's however a great lack of variety in terms of weaponry and armour. May be that they stripped out a lot to keep the downloads down in size for the beta, but it was very disheartening. Checking out the armour sets in the wardrobe made it even more so; looked like the worst out of WAR and LotRO combined. YMMV.

Sound was servicable but unspectacular. Music unintrusive, bordering on pointless.

The instances are simplistic but okay. The difficulty seems about right. One of them, Realms of the Fae, has a pretty neat theme where you go through the seasons as you progress through the instance (spring/summer/autumn/winter.) The winter finale was very cool, on the summit of a mountain with a blizzard raging.

The soul system is the most interesting part of it all but I don't have a lot to add there, it seems too much in flux. It seems good. Time will tell.

Lastly, no serious bugs, anywhere. This is in itself very impressive. Does it make Rift worth playing? I don't know. I guess that depends on how much you hate bugs.

Verdict after ~35 hours of playtime: Pretty much every DIKU MMO you've played is in there somewhere. They've stolen from everyone but WoW in particular and ended up with another very polished, very mechanical MMORPG. There's probably a lot of fun to find in the theorycrafting of the soul system and the grinding of rifts, but the game doesn't exactly radiate warmth.

As always, YMMV.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 22, 2010, 12:50:38 PM
Oh, sound. The effect on the water, and entering a water rift. Fucking well done. I was sitting for hours just going in and out.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 12:51:56 PM
As I understand it, you only get 50 points to spend per role.  Aren't you shooting yourself in the foot by splitting that pool of points between 2, or even 3, souls?  Or am I just not understanding how it all works?

You get 51 points.

Here's an exercise (assuming things don't change drastically) for the next beta event.  Take a look at as many soul trees as possible and find where the sweet spot is in each tree.  Once you find that sweet spot, take a look at what root abilities you don't get without putting more points in.  For example if you put 31 points in one tree, what root abilities would you get from 32 to 51 points?  Are they necessary?  

If you think they are necessary, take a look at another soul and see what you would get with those 20 points and see if those benefits outweigh the additional points.  


Title: Re: Rift: Planes of Telara
Post by: Murgos on December 22, 2010, 12:58:34 PM
In my post before the NDA drop I said there were three big items on my list of peeves.  One and two were covered, the third one is that 'newbie road'.

Go down path to next hub, interact, get quests, kill/collect, turn in, ding, go down path to next hub, repeat.

I'm chalking up the linearity of the newbie zones to them being newbie zones, the map is enormous so if the PvE quest mechanic stays the same it will be very disappointing.  Pretty much unplayable for me, because my main focus when playing an MMO these days is exploration.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 01:00:48 PM
On what Tarami said, I think there's a very valid point about feel in there which was brought up on the forums and relayed to me by a friend. It prompted a long discussion.

The game thrusts you right into a war. This is something that we've always said that we want but now that we have it in a MMO without crippling bugs and content issues it's almost too much. There's no time to appreciate and grow fond of the world. One of the things LOTRO and WoW do very well is to have a world you care about on some level due to the slow ramp up of the action. Like Elwynn Forest... nothing in there is going to end the world. So you kill some low level, local bad guys and discover it's connected to stuff in Westfall, which is slightly bigger. LOTRO (and the novels for that matter) starts with hobbits. It will end with hobbits.

I may not be phrasing this as nicely as I want. But the world is cool, pretty and fairly dynamic when you toss in the rifts but you don't have space to breathe and figure out why you should give a shit about it. It's very well realized visually, which is a huge deal and one of only a few MMOs that have actually done that, but there's a small disconnect between yourself and the world.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 22, 2010, 01:12:31 PM
As I understand it, you only get 50 points to spend per role.  Aren't you shooting yourself in the foot by splitting that pool of points between 2, or even 3, souls?  Or am I just not understanding how it all works?
As Drae said, there is a lot of low-hanging fruit in the soul trees. Going 10-20 points is going to get you a lot of the soul's basic functionality, with 31 (the top of the tree) getting you the majority of it. From what I was looking at, after 31 the gains really start spreading out, the last 20 points might only get you 6 or 8 abilities. Are they worth it? Dunno. Anyway, Scott said more points are on the way, hopefully by the third beta!

Sound: yeah, the water stuff is cool. Also the stun effects, your vision blurs and you get a 'concussed' sound diminishment. Nice little touches, there are a ton of them.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 01:14:01 PM
I always thought LOTRO's quests were standard fair in regards to the world at large as any other game.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 22, 2010, 01:27:43 PM
I always thought LOTRO's quests were standard fair in regards to the world at large as any other game.

The writing quality is better but that only works if you read the quests. The day in, day out questing is pretty standard. The only diku doing truly radical stuff is Cataclysm WoW but it's so on rails that I'm not certain if the trade off is worth it.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 01:43:12 PM
I only played through the Goblin newbie are and all of Azshara but I have yet to see anything truly awesome about Cata questing.  It's just a better and more streamlined diku kill 10 rats experience with a lots of auto transporting you around here and there.

Who reads quest text?  Really?


Title: Re: Rift: Planes of Telara
Post by: Sky on December 22, 2010, 01:54:18 PM
Who reads quest text?  Really?
Hi!


Title: Re: Rift: Planes of Telara
Post by: Raguel on December 22, 2010, 01:54:28 PM
I'm disappointed that the paladin class doesn't really fit the mold of what I'd consider a paladin to be (i.e. no any time heals and from what I saw no buffs, but I really didn't look hard after finding no heal spells  :heartbreak:)

I can't stress enough how disappointed I am with how much this game reminds me of WoW (especially given that I've only played it for about 1 1/2 mos and I'm already getting tired of it). The class system appears awesome, I just wish the PvE matched it.

Heh.

Make up your mind.  Do you want the game to be more like WoW or less?  Because it's pretty silly to complain that the Rift Paladin isn't exactly the same as the WoW one and then in the next breath whine about how much the game is like WoW.

I wasn't expecting a WoW-like paladin but a DnD like paladin.  :grin: , or  the paladin that apparently only exists in my head (see the "story in games" thread). Mostly I want a holy warrior that can heal a bit. In Rifts, it looks like some mix of cleric souls will get me what I want so that's what I'm going to play instead of a paladin.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 22, 2010, 01:54:51 PM
I'm available a lot more for the next event.  I'll get on TS this time and roll up where F13 will be.  

I'm officially drinking the koolaid.  

While I do feel that the quest hub system is dated, the lore and rifts make up for it.  

If there's no official F13 guild when this goes live, I'll likely look to join Draegan's guild.  

Well done.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 01:55:19 PM
I'm disappointed that the paladin class doesn't really fit the mold of what I'd consider a paladin to be (i.e. no any time heals and from what I saw no buffs, but I really didn't look hard after finding no heal spells  :heartbreak:)

I can't stress enough how disappointed I am with how much this game reminds me of WoW (especially given that I've only played it for about 1 1/2 mos and I'm already getting tired of it). The class system appears awesome, I just wish the PvE matched it.

Heh.

Make up your mind.  Do you want the game to be more like WoW or less?  Because it's pretty silly to complain that the Rift Paladin isn't exactly the same as the WoW one and then in the next breath whine about how much the game is like WoW.

I wasn't expecting a WoW-like paladin but a DnD like paladin.  :grin: , or  the paladin that apparently only exists in my head (see the "story in games" thread). Mostly I want a holy warrior that can heal a bit. In Rifts, it looks like some mix of cleric souls will get me what I want so that's what I'm going to play instead of a paladin.

Yeah what you want is the justicar.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 22, 2010, 02:05:51 PM
The instances are simplistic but okay. The difficulty seems about right. One of them, Realms of the Fae, has a pretty neat theme where you go through the seasons as you progress through the instance (spring/summer/autumn/winter.) The winter finale was very cool, on the summit of a mountain with a blizzard raging.


RoF had some nice design for a starter dungeon between the seasonal theme and two of the bosses (the boss with two assistants, one healing them while the other increases the bosses' damage and the last boss with the waves of mobs), but overall I think it just didn't stand up to Iron Tombs.

I think IT was really well done as I can't remember the last time, if ever, the first instance had so many different things going on. The rock piles that you need to destroy which spawn mobs, the light beacons that allow you to reenact the movie Pitch Black, fighting the 3 kings, the end boss with an AE attack unless you're standing on a beacon. For end game, no it's not some amazing design, but for the starter dungeon I thought it was great.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 22, 2010, 02:10:31 PM
In my post before the NDA drop I said there were three big items on my list of peeves.  One and two were covered, the third one is that 'newbie road'.

Go down path to next hub, interact, get quests, kill/collect, turn in, ding, go down path to next hub, repeat.

I'm chalking up the linearity of the newbie zones to them being newbie zones, the map is enormous so if the PvE quest mechanic stays the same it will be very disappointing.  Pretty much unplayable for me, because my main focus when playing an MMO these days is exploration.
I mentioned that in a round-about way, but you're absolutely correct. The 1-20 progression is a soul-crushing grind that I only dragged myself through once each weekend. The fact that there are literally 3 or 4 types of quests just emphasizes that problem. There's just barely enough quests in the starter zones to hit 20, at that.

Modern Angel, I think there's a lack of.. beauty and history, somehow. Even if I just go out in the woods around here and sit down on a rock, there's a kind of wild beauty to the pines. Just sitting there gives me a sense of age and ancient times. LotRO is the same, sitting on top a ruin in the outskirts of a forest gives a notion of insignificance - there are things so old here that I'm just a speck of shit on the tapestry of history. It gives you perspective. It's not just about Here and Now. Almost everything in Rift seems like it could be built yesterday. There's no proper sense of scale or permanence.

I always thought LOTRO's quests were standard fair in regards to the world at large as any other game.
The writing quality is better but that only works if you read the quests. The day in, day out questing is pretty standard. The only diku doing truly radical stuff is Cataclysm WoW but it's so on rails that I'm not certain if the trade off is worth it.
I can't agree with this even under the pretention that "all quests are alike." LotRO has pie/mail deliveries, a couple of small quest instances, plenty of scripted little events, escorts, rescues, towns burning to the ground, hobbits disguising as Black Riders to scare townfolks, wolves attacking the farmer's hens and so on and so on. There's a lot of variety in approach at any rate. It tries its damnest to make you care about what you do and these are all things that happen before level 20. There are also a number of sub-zones that have their own little lore and feel. That's not to say LotRO doesn't have (many) very grindy, standard quests, but it does a lot using some pretty blunt tools to mix it up.

Silverwood has murdering evil dudes and stealing/destroying their stuff, five simultaneous tasks at a time. Indefinitely. There are a few exceptions and they're all related to the dwarf Scotty pretty much.

Edit: Should be added that the Defiant zone, Freemarch, is better in this regard. Growing crops was rather neat, for example.

Who reads quest text?  Really?
Many people still do. Many others still care about the general gist of the quest, even if they don't actually read the text. There are many ways to kill dudes and loot shit, Rift has a tendency to chose the most boring way.

To me it seems like you're saying "who cares if the game is grindy and dull, we just do it to ding anyway" which strikes me as apologetic. It may be true for some people, but far from everyone. If you have to stick your dick somewhere, there's a difference in pain between putting it between two loaves of bread and two defibrillator paddles.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 22, 2010, 02:15:34 PM
In my post before the NDA drop I said there were three big items on my list of peeves.  One and two were covered, the third one is that 'newbie road'.

Go down path to next hub, interact, get quests, kill/collect, turn in, ding, go down path to next hub, repeat.

I'm chalking up the linearity of the newbie zones to them being newbie zones, the map is enormous so if the PvE quest mechanic stays the same it will be very disappointing.  Pretty much unplayable for me, because my main focus when playing an MMO these days is exploration.
I mentioned that in a round-about way, but you're absolutely correct. The 1-20 progression is a soul-crushing grind that I only dragged myself through once each weekend. The fact that there are literally 3 or 4 types of quests just emphasizes that problem. There's just barely enough quests in the starter zones to hit 20, at that.

Leveling via rifts was not a bad way to level and avoid the same 'ole same 'ole quests. IMO, two things are needed to greatly improve the leveling experience 1) a merchant with gear/weapons/armor available with the currency items you get in rift 2) making quests simply level based (save for story line quests) instead of making it so you have to complete all the quests in an area to go to the next.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 22, 2010, 02:21:40 PM
I don't think the Rift frequency we saw in the betas is the frequency intended for the live game (the zones would be a mess with less population,) which makes them less feasible to use for levelling.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 22, 2010, 02:25:32 PM
Less feasible to level by exclusively, but to mix with questing/grinding should still be a good viable option.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 02:40:27 PM
I'm available a lot more for the next event.  I'll get on TS this time and roll up where F13 will be.  

I'm officially drinking the koolaid.  

While I do feel that the quest hub system is dated, the lore and rifts make up for it.  

If there's no official F13 guild when this goes live, I'll likely look to join Draegan's guild.  

Well done.

No guild this time!  I don't have enough time like with Aion.  Having a faincee and soon to be wife kind of nixes that idea.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 22, 2010, 03:52:50 PM
Not if you get her interested in the game.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 22, 2010, 04:14:35 PM
Hopefully a good complete talent calc shows up soon.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 22, 2010, 05:49:27 PM
I don't think the Rift frequency we saw in the betas is the frequency intended for the live game (the zones would be a mess with less population,) which makes them less feasible to use for levelling.

Your argument, though valid for a 'normal' game, has no bearing on this one.  Rift is server-side and half the point of these weekend tests was to show-off the flexibility that affords.  They can tweak them at will... position, difficulty, frequency, whatever.  It's quite literally your neckbeard dungeonmaster sitting at the server-controls and messing with people.

So there is no "intended frequency."  They'll tweak it as the playerbase permits and maybe get overzealous occasionally to throw people off.  Perhaps a raid boss in that favorite quest hub, etc.  Or, maybe a full-on scripted event, who knows.  In a way, the weekend stuff and the impending open beta are really just experiments to see how far they can take things w/o pissing people off and/or breaking the game.

Great example of this was the 1st beta event as Defiant.  The mob spawns were woefully underpopulated and took waaaay too long to refresh, so there was a lot of mindless waiting and group fights over the scraps.  By the next day this was fixed and you then had to be mindful of your pulls, maybe even group sometimes.  Same deal with the Rifts... we were raping them every time they popped into existence even for a split second.  By the end of the weekend they were invading towns.  (shrug)

I didnt get to play for the whole weekend this last time, but of the time I did spend in-game I was pleasantly surprised to see a lot of random interaction with GMs.  Stuff like, "hay guys!  Wanna see an event we've been workin on for a bit?  Check out Silverwind."  A bit later in the evening:  "uhhhh, we suggest you take care of the army we now have approaching Argent Glade."  And so on.  Yah, some of the time these were simply neglected Rifts that gained a foothold, but many times it was simply a GM pushing a button.  That to me is why I'll play this game.  You could have an uber-raid of twinked badasses roaming the map and a GM could pop in and drop the whoopass on you just when you thought you had the game min-maxed to the hilt.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 22, 2010, 07:20:35 PM
To me it seems like you're saying "who cares if the game is grindy and dull, we just do it to ding anyway"
It's Draegan. That's how he do. Straight to level cap, no mix, no chaser. To be fair, he represents a significant portion of mmo players, whether others of us roll our eyes or not  :grin:


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 07:54:38 PM
Not if you get her interested in the game.

She's far from being a gamer. Far far far.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 22, 2010, 07:57:32 PM
To me it seems like you're saying "who cares if the game is grindy and dull, we just do it to ding anyway"
It's Draegan. That's how he do. Straight to level cap, no mix, no chaser. To be fair, he represents a significant portion of mmo players, whether others of us roll our eyes or not  :grin:

I hate leveling.  I like character progression when my character has their full toolbox of abilities and points.  Essentially I would prefer a game that was all about gear progression through story telling and other group/solo activities.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 23, 2010, 03:57:49 AM
I'm available a lot more for the next event.  I'll get on TS this time and roll up where F13 will be.  

I'm officially drinking the koolaid.  

While I do feel that the quest hub system is dated, the lore and rifts make up for it.  

If there's no official F13 guild when this goes live, I'll likely look to join Draegan's guild.  

Well done.

No guild this time!  I don't have enough time like with Aion.  Having a faincee and soon to be wife kind of nixes that idea.

Doh, sorry.  I thought you were running a guild off your RJ site. 


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 23, 2010, 04:50:36 AM
To me it seems like you're saying "who cares if the game is grindy and dull, we just do it to ding anyway"
It's Draegan. That's how he do. Straight to level cap, no mix, no chaser. To be fair, he represents a significant portion of mmo players, whether others of us roll our eyes or not  :grin:

I hate leveling.  I like character progression when my character has their full toolbox of abilities and points.  Essentially I would prefer a game that was all about gear progression through story telling and other group/solo activities.

Should I interpret "character progression" as gearing?  If you dont have to level a character and have all their abilities to start with that leaves...achievements?  What do you mean by character progression specifically?


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 23, 2010, 07:02:51 AM


I hate leveling.  I like character progression when my character has their full toolbox of abilities and points.  Essentially I would prefer a game that was all about gear progression through story telling and other group/solo activities.

Should I interpret "character progression" as gearing?  If you dont have to level a character and have all their abilities to start with that leaves...achievements?  What do you mean by character progression specifically?

Gearing.  Moving your way through a story/dungeons/raids/zones/whatever becoming more powerful.  That's just on a very simple level.  Gear wouldn't simply be +gooderer stats.  I'd toss out Diablo style loots so gear just rains down on you.  Run through content trying to get those really rare items.  Also toss in plenty of gear/gems/enchants/augments that alter your abilities in some way.  Your heal now gets a HOT.  Your DD now gets a DOT!  Ability X is now an AOE.  That type of stuff.

Essentially in my perfect world, I would condense the leveling portion of the game down to no more than 20 hours of played time at the most.  My perfect time would be somewhere between 5-10 hours (essentially an extended tutorial).  You quickly gain levels and you create a system that allows for a quick learning curve.  So imagine playing Rift where after 5-10 hours of play time you gain all the souls and get the full compliment of soul points.  You then enter the world some gear and you now the devs are free to create a world based on story and dungeons and crawls and don't have to worry about leveling curves and how many collect 10 bear asses it takes to get to from level 34 to 35 and how your content is being paced.

Essentially all the content is gated by character power.  You have to gear up in each area before doing dungeons/stories in the next.  Or you can be a douchebag and key everything based off of quests or accomplishments.

Ok that's enough armchair deving right now.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 23, 2010, 07:06:11 AM

No guild this time!  I don't have enough time like with Aion.  Having a faincee and soon to be wife kind of nixes that idea.

Doh, sorry.  I thought you were running a guild off your RJ site. 

Heh, If I had the time I would.  But I don't have time for running a fansite and running a guild.


Title: Re: Rift: Planes of Telara
Post by: Xilren's Twin on December 23, 2010, 07:39:15 AM
I didnt get to play the first event but tried out the second and I'll echo the thoughts of many I have seen here.  The similarity to WoW will make it easy for current players to jump in and hit the ground running, but the do it yourself, change on the fly class design with the souls plus the rifts themselves are the hooks aimed to keep them.  I do agree that this game will actually be probably a little overwhelming to a brand new MMO player; there is so much stuff from the very beginning that it could definately be confusing.  Consider, by level 7-8 you had multiple souls and a bunch of abilities, probably some green gear, up to 3 crafting path choices to make, lots of quest done or in the works, some acheivements earned, some collections started, some faction points earned, and some artifact peices collected (which i still need to go look up and see what those are actually for).   Oh yeah and a rift just spawned right next to you.  Pay attention boy, there is a lot going on.

Definately seems quite stable and polished; i saw no bugs, missing systems, or other problems during the entire event which was pretty impressive.  Lots of nice little touches (rare named mobs always drop something, shared quest objective completions even when not grouped if in the immediate area, being able to click on the usable item on the quest line row rather than drag it to your hotbar, hp/mana regen rates, self heal stuff, graphics, etc)

Im going to let my kids check it out this next event; my one son plays WoW in spurts when there's something "new" and had his goblin DK 85 2 days after after getting Cata.  I expect by the time Rifts is released he'll be ready for another break from WoW to play for at least a few months.

On the whole, i think it will do well and will keep participating in the beta to see more.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 23, 2010, 07:48:53 AM
I like the focus on quality of life stuff.  A lot of little things add up into an enjoyable experience.  I had a hell of a time convincing anyone of that in my MUD days because they'd rather have worked on some grandiose project.


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on December 23, 2010, 09:41:51 AM

Forsooth! I hast lost mine bauble. Praps the moose over yonder hast consumed it. Verily, if thou diggest through the moose turds, thou masyest find mine bauble for me.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 23, 2010, 09:49:10 AM
The fundamental tension is going to be between the mediocre quests and the (imo) great rift mechanic. If the rifts are good enough to smooth the quest design in your mind you'll have a good time. I think that's the case for me. And moving forward switching up writers and designers on quests is a lot easier than cooking up fundamental design directions.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 23, 2010, 12:53:47 PM
I'm obviously not in the beta. Didn't even apply until today, this one passed me right by. You all say the quests are pretty standard kill those dudes and collect 10 bear asses, which is a bummer, but are they wrapped in scripts, cutscenes, and custom events like the latter WoW expansions?

In WoW's evolution of these simple diku tasks you're still asked to kill 10 bears (http://www.wowhead.com/quest=26953), but you get a hilariously incompetent companion to help out with funny little quips and whatnot. Or you're sent to collect 7 dragon eggs off the ground (http://www.wowhead.com/quest=27765), and after you pick up each one a nearby dragon attacks, but then when you hand them in to the questgiver you're rewarded with a little in-game cutscene as they're purified, and the entire thing is part of a series of quests that leads to a showdown with the big bad foozle of the entire expansion.

The base mechanics are of course unchanged. You're picking shit off the ground and killing 10 mobs to collect their asses. That's all undeniably true. Thing is, WoW wraps so much stuff around these simple kill/fetch quests that they're still enjoyable the first time you do them, even for someone totally burned out on dikus like me.

Now if it's "collect me 10 bear asses" and that's it, he provides a breadcrumb to the next vaguely related questgiver, that sucks. I don't see how they could do that and hope to compete with WoW, because blizzard has been doing it better since 2008.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 23, 2010, 02:10:35 PM
These are vanilla WoW style quests. No frills. The difference comes in the rift mechanics.

I would add that the new WoW questing comes with a huge side of railroading and on rails, gated by quest bottlenecks. It works great at lower levels where it's extremely rapid fire and on the move. The 80-85 stuff made me want to stab my eyes out. So, as I stated in one of our WoW threads, if you have diku quest grind games as the constant new normal you then have two ways to go:

1) Heavy storyline, heavy cinematic, focused and less open questing. New WoW and it looks like KOTORO
2) Some dynamic content to alleviate the standard quest grind, potentially with some borderline emergent behavior. Rift and GW2

Either way you're spending the bulk of your time quest grinding, no matter how it's disguised. It just depends on which of those two you want. I want number two more than I want one, having just done one.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 23, 2010, 04:39:02 PM
I don't see how they're mutually exclusionary. Why not both?

If you have feature X in your MMO, its quality needs to be comparable or superior to the market leader's. Otherwise it shouldn't there in the first place.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 23, 2010, 05:31:24 PM
Invites for beta event 3 are in the mail.

Planning on rolling Defiant on Faeblight. I have a cleric at 20 there and can heal anyone up through the levels if needed. If we have a concentration of f13ers on another beta server at lvl 20, sound off and we can roll there instead.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 23, 2010, 06:26:41 PM
Faeblight Defiant it is.  I'll be a paladin. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 23, 2010, 06:28:54 PM
I don't see how they're mutually exclusionary. Why not both?

If you have feature X in your MMO, its quality needs to be comparable or superior to the market leader's. Otherwise it shouldn't there in the first place.

Because the tight focus and cinematic effects everyone is going apeshit over in Cataclysm is reliant on a tight, exclusionary story. There's still plenty of ways to conceivably do it so you get an open world's randomness but it ain't being done right now and won't be. If that's bothersome look no further than the market leader. But as it is right now there will never, ever be a mechanic like rifts in WoW because WoW is reliant on steady pacing and tight storylines. A rift eating the Crossroads and slaughtering a zone's worth of newbies for five hours would cause a shitstorm... in fact, it sort of already did once during the undead invasion.



Title: Re: Rift: Planes of Telara
Post by: Tarami on December 23, 2010, 06:55:57 PM
Patching at 10.5 MB/s is pretty awesome. First time ever I properly max my connection I think.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 23, 2010, 07:00:52 PM
Whatever pipes they're running on are absurd.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 23, 2010, 07:02:43 PM
Indeedio. It's like having the data centre for a neighbour. :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: waffel on December 23, 2010, 08:19:46 PM
nm already mentioned.


Title: Re: Rift: Planes of Telara
Post by: UnSub on December 24, 2010, 12:20:42 AM
RIFT is WoW a little bit further along the evolutionary ladder. I liked the Rift themselves, but the rest of it leaves me cold. It's not bad, it's just not for me.


Title: Re: Rift: Planes of Telara
Post by: Zetor on December 24, 2010, 02:43:25 AM
IMO Rift is only WOW++ if you're looking at BC WOW (2006-2007) as your measurement stick. WOTLK and especially Cata just do the standard diku stuff much better, imo.

However, I still enjoyed my beta time (in the defiant event). As already mentioned, the quests are nothing to write home about, but the game itself is solid -- also, the Iron Tombs instance was about on par with WOW instances (which are the best in the business currently, IMO), even though it was rather taxing for a low-level pug with strong CC and focus-fire requirements. Rift mechanics are interesting, and it's very good to see a non-sucky scaling implementation of PQs for a change.


Title: Re: Rift: Planes of Telara
Post by: Lucas on December 24, 2010, 02:57:20 AM
w00t, got the invitation again :). I haven't had the chance to explore the mage path, so I think I'll roll a defiant one.

Yeah, patching servers are insane: I constantly max out my connection here from Italy at 650kb/sec (on a 6MB ADSL) without any slowdown.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on December 24, 2010, 05:24:55 AM
Rift reminded me of WAR more than any other game. The rifts themselves are similar to WAR's public quests, the "straight into a war" tone and atmosphere is reminiscent of WAR's and even the fonts used were similar to what I recall from WAR.

I didn't play in Beta_event_2 because the servers were constantly full, but at least it shows that people want to log in to this game. I don't think that's true of every beta.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 24, 2010, 05:52:30 AM
Got my invite (you're off the hook, for now, Sky...) and some free time so I might make this one.  I'm curious just how much they'll be loosening up soul acquisition.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 24, 2010, 05:57:27 AM
IMO Rift is only WOW++ if you're looking at BC WOW (2006-2007) as your measurement stick. WOTLK and especially Cata just do the standard diku stuff much better, imo.

I think this is a completely fair observation. As it turns out, BC was the pinnacle of diku questing for me. Tighter storylines and more developed mechanics than WoW without the railroading and gated by quest stuff of LK and especially Cataclysm. I completely get why people might prefer the Cataclysm mode but it's been a hard sell for me.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 24, 2010, 09:47:50 AM
It kinda strikes me as funny how we speculate on this game from literally one night's worth of gameplay (<lvl20).  My only real interest is in how things hold up near endgame, especially since re-rolling in this game isnt very desirable (unless you switch faction) due to the zone setup, quest monotony, and the logic behind souls in the 1st place.  The instanced meat of the game is also most important along with grouping content in general, which all doesnt take place until post-20 generally.

Soooo, the only people in here (that I know of) who know of what the game gives post-20 are **** and ****, since they're in the alpha.  And they cant discuss it really 'cause it's outside the realm of the weekend betas.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 24, 2010, 10:54:00 AM
Possibly breaking other people's NDAs by throwing their names out is not cool, dude.



Title: Re: Rift: Planes of Telara
Post by: Selby on December 24, 2010, 11:10:14 AM
And they cant discuss it really 'cause it's outside the realm of the weekend betas.
That they can't ;-)

As my friend who works there said way back last year when I asked him what the game was going to be like: "WoW clone, but hopefully different enough to attract those who are no longer interested in the game."  He was pretty excited about it and still is, which is very nice to see from people working on a product.


Title: Re: Rift: Planes of Telara
Post by: Nebu on December 24, 2010, 11:40:36 AM
Possibly breaking other people's NDAs by throwing their names out is not cool, dude.

Are handles names now?  :ye_gods:


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 24, 2010, 05:15:08 PM
It kinda strikes me as funny how we speculate on this game from literally one night's worth of gameplay (<lvl20).
What exactly is Trion doing so differently with Rift that such speculation can't be more properly viewed as extrapolation, seen through +10 year's worth of MMO experiences?

We know that their decision to make PvP Souls will make said souls mandatory for PvP, and severely curtail the # of potential PvP builds (while making game balance easier, takes a mean dump all over the char customization they're touting as a selling point of their game).  From previous MMO experience, taking dump on your own game = SOP, but bad nonetheless.

Same with specialized gear for PvP and PvE; I don't need to experience both gear grinds on all their DIKUish glory to know that said grindage will be hard on working folks that enjoy both PvP and PvE.

If anything, I think most folks in this thread are being deliberately obtuse; there's certainly a preponderance of evidence, just in what's been publicly stated/released, to get a good handle on how this game will do, and what the intentions/capabilities of the world/class designers are.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 24, 2010, 09:12:11 PM
The pvp souls are one thing i am not thrilled about.  Why ruin the best thing about your game with a must have talent dump?


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 24, 2010, 10:44:31 PM
This is another spot where they learned a hard lesson from WoW. Trying to balance the same abilities across both PvE and PvP is an enormously difficult task, and you end up special-casing nearly everything anyway. There's no real payoff beyond the cosmetic. Separate is the right choice.


Title: Re: Rift: Planes of Telara
Post by: HorRIFTic on December 25, 2010, 12:11:02 AM
The pvp souls are one thing i am not thrilled about.  Why ruin the best thing about your game with a must have talent dump?

I can not say a whole lot but I will say this; do not worry about the PvP souls.  They are not a requirement for a PvP build.  In some builds they are nice and in some they are not needed.  There will be plenty of variation in Soul distribution in both PvE and PvP.  Yes, there will be "cookie-cutter" builds, there is no way to prevent that, but there is a wide variation on possible builds for PvP and the PvP souls are not part of all of them.


Title: Re: Rift: Planes of Telara
Post by: Spiff on December 25, 2010, 12:22:15 AM
I saw the PvP soul as their buffer to "everyone in the know runs the same cookie cutter 2 months into the game".
A somewhat easy tool for them to address unavoidable balance-issues without brewing up the whole "my PvE build got screwed for PvP"-shitstorm or vice versa and without being forced to start micro-managing every single soul to death.

People find must-have souls for PvP anyway (or convince themselves they have), Trion just put a big neon sign above 'em saying "PvP soul here!", hopefully giving them a bit more control.
Not the most elegant solution maybe, but it looks like a robust one.

All very theoretical though, endgame and PvP are still a big mystery for the most part to me (which is the one thing that bothered me about the beta; it's a very small taste of a big pie).


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 25, 2010, 05:16:31 AM
It kinda strikes me as funny how we speculate on this game from literally one night's worth of gameplay (<lvl20).

The reality is, I'm not going to play an MMO to end game to see how it is anymore.

On to my opinions of Rift:

Enormous potential.  I actually think these rifts have the potential to be a lot  more than randomly appearing public quests.  The big invasion event (dm initiated) was one of the best MMO times I've had in a while, at least PvE wise.  Unfortunately, the rest of the pre 20 game is extremely extremely boring questing.  Tiny hubs, quests that aren't the least bit memorable or useful, kill 10 x, collect 8 y.

All the pieces are there, and if they can rearrange them in a more interesting way they'll be in good shape.


Title: Re: Rift: Planes of Telara
Post by: Shatter on December 25, 2010, 07:02:45 AM
It kinda strikes me as funny how we speculate on this game from literally one night's worth of gameplay (<lvl20).  My only real interest is in how things hold up near endgame, especially since re-rolling in this game isnt very desirable (unless you switch faction) due to the zone setup, quest monotony, and the logic behind souls in the 1st place.  The instanced meat of the game is also most important along with grouping content in general, which all doesnt take place until post-20 generally.

Soooo, the only people in here (that I know of) who know of what the game gives post-20 are #$y and $#@@!^n, since they're in the alpha.  And they cant discuss it really 'cause it's outside the realm of the weekend betas.

If the game doesnt grab me the first few hours why should I assume it will miracuously later?  The game is ok but really doesnt offer anything new outside of the rifts and lets face it, those will get boring after you have seen the 100th rift that week.  End game is going to be...and this is just a guess....instances and gearing!!  Personally I see little reason to leave X MMO you currently play(assuming you are having fun) for this one since this is just rehash of current MMO's with 1 thing thats "unique" but will become boring quickly.  Also based on the 2 faction setup you better pray that servers are balanced which as we know wont happen.  I see Rift as an MMO where if you arent playing anything or hate your current game then its a good option.  This is not a next-gen MMO. 


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 25, 2010, 01:13:45 PM
This is another spot where they learned a hard lesson from WoW. Trying to balance the same abilities across both PvE and PvP is an enormously difficult task, and you end up special-casing nearly everything anyway. There's no real payoff beyond the cosmetic. Separate is the right choice.
Could you be more wrong?   WoW, finally, went the opposite (and correct) way; no more PvP Sou... er, Talents.

Fucking their best feature (char customization) with this PvP Soul bullshit is a first-class fuckup, and something they should have learned NOT do to from WoW.

I can not say a whole lot but I will say this; do not worry about the PvP souls.  They are not a requirement for a PvP build.
Yes, do worry, because yes, they ARE mandatory if you want a competitive PvP build.  Have you ever even PvPed before?  A couple of devs/hand-picked testers mucking around =/= the reps that release PvP will put into PvP builds.

If you think the PvP souls won't be mandatory, then you don't know shit about MMO PvP.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 25, 2010, 01:34:28 PM
There are PvP souls?  Are these in addition to the eight each?  Because from a PvE perspective, they all seemed equally valid.

(Though really, PvP in a game not designed exclusively for PvP is going to suck, so why even bother?)


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 25, 2010, 01:36:49 PM
Yes, do worry, because yes, they ARE mandatory if you want a competitive PvP build.  Have you ever even PvPed before?  A couple of devs/hand-picked testers mucking around =/= the reps that release PvP will put into PvP builds.

If you think the PvP souls won't be mandatory, then you don't know shit about MMO PvP.
And how much competitive PVP have you done in Rift so far? What's your arena team ranking? Link me achieves for 2s, 3s, and 5s, or GTFO.  :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: waffel on December 25, 2010, 02:10:49 PM
I don't understand, do people want worthless fluff PvP souls or do they want useful souls with the issue being that they are required 'to be competitive'?

Or do they live in some magical dream world where they expect a MMO company to release 2 factions, various different classes, various different abilities, and somehow make PvP souls useful, but not required?

Looking back at pre-ToA DAoC, there were a few required Realm Abilities on most classes (Purge, endurance for melee classes, MoC for caster, etc) and a shitton of ones that were up to the user to get. I thought it worked well.

And finally, fuck competitive PvP. If you enjoy poopsocking the PvP element of a game and boiling it down to the absolute 'best' classes/soul setup, good. Have fun playing with the other minority of 'e-gamers' From what I saw in other MMOs with a competitive scene like that, it was nothing but elitists running around bitching nonstop about 'zerging' and 'bullshit classes' and 'radar hacks' The other majority of the playerbase will be running around experimenting and trying different abilities and really don't give two shits if some archer class on the other faction has some overpowered PvP soul that does 5% more damage than their faction's corresponding archer.


Title: Re: Rift: Planes of Telara
Post by: Tearofsoul on December 25, 2010, 02:16:48 PM
There are PvP souls?  Are these in addition to the eight each?  Because from a PvE perspective, they all seemed equally valid.

(Though really, PvP in a game not designed exclusively for PvP is going to suck, so why even bother?)

Yes, there are PvP souls in addition to the eight :D


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 25, 2010, 02:26:19 PM
And how much competitive PVP have you done in Rift so far? What's your arena team ranking? Link me achieves for 2s, 3s, and 5s, or GTFO.
Rift doesn't bring any special new Diku mechanics; if you've played EQ/AC/DAoC/WoW etc, then you've played Rift.

I don't understand, do people want worthless fluff PvP souls or do they want useful souls with the issue being that they are required 'to be competitive'?
Rift would be better off without either; but the PvP Souls are OP as fuck in PvP compared to, say, the benefits of taking a second or third soul (points in the PvP Soul trees give insane PvP-only % buffs to damage/healing, etc.)

PvP fluff-souls would be stupid, but ultimately not as damaging as forcing anyone that wants to PvP in your game (and not be an automatic victim) to change from their PvE build.

Quote
Or do they live in some magical dream world where they expect a MMO company to ... somehow make PvP souls useful, but not required?
Apparently some folks are fucking ignorant/stupid and expect just that, yes.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 25, 2010, 03:13:00 PM
There are PvP souls?  Are these in addition to the eight each?  Because from a PvE perspective, they all seemed equally valid.

(Though really, PvP in a game not designed exclusively for PvP is going to suck, so why even bother?)
Honestly, they shouldn't bother; I think far more folks would prefer to be able to que for a BG and not *have* to switch specs; they'll never get PvP balance perfect anyway, so why fuck with their most fun game mechanic (char customization)?

Not to mention 'second-class citizen syndrome'; why are PvPers forced to spec a certain way, but not PvEers?  I find it hard to believe that folks will drop their WoW Guilds/Raid to come poopsock in Rift; I'd guess that they'll get far more folks doing 'Warfronts' or w/e than raiding.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 25, 2010, 03:34:22 PM
Wait, don't you eventually have access to all the souls in a given class? If so who cares? Respeccing is painless, limitless and customizable. If I'm a cleric whose Heal Dude soul sucks then I just go to the store and turn into a Vampire Warrior soul or whatever. There's not even need to reroll which is the real punishment for people who choose poorly.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 25, 2010, 03:49:41 PM
Wait, don't you eventually have access to all the souls in a given class? If so who cares? Respeccing is painless, limitless and customizable. If I'm a cleric whose Heal Dude soul sucks then I just go to the store and turn into a Vampire Warrior soul or whatever. There's not even need to reroll which is the real punishment for people who choose poorly.

The point isn't having to respec, it's that having a must have talent sink like a pvp soul kills the variety of character building which is pretty much the biggest draw in this game.


Title: Re: Rift: Planes of Telara
Post by: veredus on December 25, 2010, 04:05:19 PM
Ya but you can switch on the fly between 4 different specs. I guess I am having a hard time seeing the issue here. It literally takes two seconds to switch specs, you can even hotbar it.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 25, 2010, 04:21:25 PM
I'm a little sympathetic to the limitless specs which are also completely balanced and open because that would be rad. It's also impossible. Just glancing at the souls you have available and must have talents and roots jump out at you.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 25, 2010, 04:23:44 PM
Ya but you can switch on the fly between 4 different specs. I guess I am having a hard time seeing the issue here. It literally takes two seconds to switch specs, you can even hotbar it.

It has nothing to do with that, the problem is being pigeon holed into having to put a lot of points into one specific soul if you want to pvp.  Being able to switch on the fly doesn't matter if when you want to pvp you have to use the pvp soul.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 25, 2010, 04:56:24 PM
Can't you spec into 3 souls at a time?


Title: Re: Rift: Planes of Telara
Post by: veredus on December 25, 2010, 05:11:48 PM
to Rendakor: yes

to Threash: How is it different then if I want to heal I am pigeon holed into putting a lot of points into a healing soul? I personally would much rather just take the two seconds to swap to a different soul/spec instead of rerolling cause my class sucks at PvP or healing or whatever.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 25, 2010, 09:57:04 PM
We gotta remember that Rift took a bit of AoC's tact on some of these talent/class builds.  Your typical cc-oriented +dmg pvp builds arent really the be-all end-all unless you're talkin about solo pvp.  There's a shitload of synergistic group-oriented pvp mechanics that we havent even talked about here.  Take AoC's Conqueror (arguably one of the greatest classes ever devised in any mmo imo); in Rifts, you can make a similar build (minus all the fancy bladework obviously).  Now, this build would suck ass in solo pvp... but as soon as it's grouped, it's the primary target for every opposing faction or it's typically instadeath if the Conq's group knows what they're doing.

This is only a small example since there seems to be your 'battlemaster/controller' type build in nearly every tree.  Obviously some are better at it than others like Champion, Justicar, etc.  But the choices are there.  Anyways, I guess I'm a bit of a head-scratcher myself at this whole pvp soul thing because of these facts.  There's just too much variety even in pvp builds to even warrant needing a pvp soul to begin with unless they're doing it to make pvp-battles more manageable. 

For instance, if everyone had vanilla gear/specs, in some cases it'd be near impossible to bring people down even when you're got the initiative.  So it's quite possible their engine breaks down in pvp w/o having souls that crank up the typical pvp stats.  I've seen this happen before in games that didnt anticipate this and they end up either swinging the nerf-bat too hard or creating a whole subset of pvp-only gear to TRY and balance things out.  In Rift's case, it's pvp souls I guess...  which imo is better than creating a mandatory gear-grind in order to compete.  Or is it?   :headscratch:


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 25, 2010, 10:30:34 PM
Ya but you can switch on the fly between 4 different specs. I guess I am having a hard time seeing the issue here. It literally takes two seconds to switch specs, you can even hotbar it.
People tend to identify with/want to play their main spec.  Take WoW Arena, for example; everyone knew Aff Warlock/Resto Druid was OP as all hell in S2-3 in 2's, but most PvPers, even the hardcore, would rather stick to 'their' class/spec than reroll.

That's the issue.  I'm looking forward to trying a Shaman/Justicar, not a Shaman/PvP Crutch. Rift class combos are basically classes unto themselves; *forcing* me to change my class/playstyle to PvP competitively seems like is a shitty deal.

In Rift's case, it's pvp souls I guess...  which imo is better than creating a mandatory gear-grind in order to compete.  Or is it?   :headscratch:

Neither is necessary, let alone desirable.  Just add a global flag to PvP targets (or whoever they'd want to do it) that simulates said PvP gear/spec/Soul/whatever.

No soul-crushing (read: butt-hurting) item grind/mandatory PvP speccing necessary.

I really find it hilarious that while Trion says they want to make PvP less scary/more accessible for players... then they add additional roadblocks like mandatory PvP specs (and gear, from what I've heard).   Eh... more sad than funny, I guess.  6 months from now, they'll prolly be pointing fingers at everyone but themselves for the pink slips.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 25, 2010, 11:20:46 PM
My main spec is DPS, but I wanna tank! I don't wanna tank in tank spec, I wanna tank in my main spec, my dps spec! WAAAAAAAAAAAAHHHHHHHHHHH!!!!!!!!!!!!


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 25, 2010, 11:33:49 PM
Of course many people that like DPSing don't want to have to respec/regear to 'tank', but are often forced to (and, I dare say, enjoy the game less then they would if they didn't have to).

Did you have an actual fucking point?


Title: Re: Rift: Planes of Telara
Post by: waffel on December 26, 2010, 12:08:55 AM
But you DON'T HAVE TO HAVE A PERFECT PvP SPEC.

I don't understand this. Why do you have to have the UBER PvP spec? Why can't you just play whatever the fuck you were playing in PvE and just have fun in PvP?

I haven't been in a beta yet (just got in), but I'm pretty goddamn sure your PvE spec will do just fine in PvP. I'm positive you'll be able to kill players and all that fun shit.

I really find it hilarious that while Trion says they want to make PvP less scary/more accessible for players... then they add additional roadblocks like mandatory PvP specs (and gear, from what I've heard).   Eh... more sad than funny, I guess.  6 months from now, they'll prolly be pointing fingers at everyone but themselves for the pink slips.

I'm sorry, but you're a dumbass.

How the fuck does a perfect PvP spec/perfect gear matter to the influx of new PvP players that Trion wants to pull into PvP? Guess what, it doesn't. They don't give a flying fuck if they have perfect gear or a perfect spec. Thats the point. The only people caring about it are poopsockers (you) who Trion sounds like they're not all that interested in since their focus is making PvP more accessible.

You seem hilariously out of touch with the majority of MMO gamers.


Title: Re: Rift: Planes of Telara
Post by: Spiff on December 26, 2010, 12:48:35 AM
I always hear the 'hardcore PvP'ers' talk about how "they want to compete" and "are looking for a real challenge", making a PvP build work without the PvP soul might be a nice challenge for them.
The not-so-fanatics get an easy little push in the right direction with the PvP soul, just throw a few points in this and you can feel competitive as well!

Everyone is happy, no?  :why_so_serious:

Honestly from what I've seen of these souls they're all about passive buffage, they offer little to no active utility (as opposed to every other soul I've seen).


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 26, 2010, 04:19:36 AM

How the fuck does a perfect PvP spec/perfect gear matter to the influx of new PvP players that Trion wants to pull into PvP?
Because it's one more barrier between casual players and their not being victimized in PvP.

Most players don't want to have to worry about 'speccing right' to PvP, and they're not going to want to be an easy kill because they don't.  Think before you post, jackass.


Honestly from what I've seen of these souls they're all about passive buffage, they offer little to no active utility (as opposed to every other soul I've seen).
CC breaks and passive PvP-only % bonuses ~3 times as high as regular class passives.  Will be absolutely mandatory for anyone that doesn't enjoy RPing UO-style assrape victims.


Title: Re: Rift: Planes of Telara
Post by: rattran on December 26, 2010, 05:40:48 AM
Hey, I have an idea! Everyone stop being a shitheel in this thread. At least pretend to be civil.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 26, 2010, 06:43:12 AM
Quote
Could you be more wrong?   WoW, finally, went the opposite (and correct) way; no more PvP Sou... er, Talents.
You are incorrect.

WoW has abilities that act differently in PvP, stats useful only for PvP, gear required to PvP, and yes, many talents that are only useful in PvP. It's confusing for players and enormously difficult to balance. Many extremely cool and fun PvE abilities had to be nerfed due to PvP implications, and probably vice versa.

Now you're correct that the design goal for the latest expansion is for WoW to have no PvP-only talent trees. That is a weakness, because they will fail to balance all the specs equally (if such a thing is even possible), and some specs will come out on top for PvP and some for PvE. This is of course already happening, so there's no meaningful debate here.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 26, 2010, 07:16:22 AM
Of course many people that like DPSing don't want to have to respec/regear to 'tank', but are often forced to (and, I dare say, enjoy the game less then they would if they didn't have to).

Did you have an actual fucking point?
The point is that you have to spec for the role you want to play, be that tank, dps, heal, or (heaven forbid) PVP. Just like you might spec one way while leveling up, then respec for endgame raiding.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 26, 2010, 08:14:01 AM
How ironic, every time PvP comes up in these games people go for eachother's throats.   :drill:


Title: Re: Rift: Planes of Telara
Post by: waffel on December 26, 2010, 08:57:00 AM
CC breaks and passive PvP-only % bonuses ~3 times as high as regular class passives.  Will be absolutely mandatory for anyone that doesn't enjoy RPing UO-style assrape victims.

Funny, same thing as DAoC. Which was a fine PvP game. Were the abilities required? Yes, in 8 man group or solo play. Not so much in zerg play.

I picture the same exact thing in Rift. Seems perfectly fine to me.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 26, 2010, 10:21:27 AM
Well this whole PVP debate has been a big break in the NDA.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on December 26, 2010, 10:28:16 AM
I thought this place was supposed to respect nda rules. It would suck if red names had to start avoiding us.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 26, 2010, 10:36:34 AM
Why is this an NDA break? you could get the pvp souls during the last beta weekend.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 26, 2010, 11:33:46 AM
I was only in the beta event a few weeks ago, and did no PVP; I've been speaking entirely from speculation and previous MMO experience.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 26, 2010, 12:16:51 PM
Well this whole PVP debate has been a big break in the NDA.

How so?


Title: Re: Rift: Planes of Telara
Post by: rattran on December 26, 2010, 12:24:31 PM
Anyone in the Alpha should be saying nothing at all about it, those in the beta weekends can talk. If you're in both, I think staying quiet is for the best as well.



Title: Re: Rift: Planes of Telara
Post by: Ratama on December 26, 2010, 03:09:18 PM
Quote
I thought this place was supposed to respect nda rules. It would suck if red names had to start avoiding us.
This conversation isn't breaking the Rift NDA; it's really a conversation about game design vs specific mechanics, anyway.  

And we've already seen many of these same devs make a dog's dinner out of Warhammer PvP; I'm thinking that's no longer covered by an NDA. :p

CC breaks and passive PvP-only % bonuses ~3 times as high as regular class passives.  Will be absolutely mandatory for anyone that doesn't enjoy RPing UO-style assrape victims.

Funny, same thing as DAoC. Which was a fine PvP game.
You probably don't remember how fun-wreckingly OP CC was in DAoC at first.  And Trion's making the same mistake with Rift.  And many of them also fucked up CC in Warhammer PvP, too; not such a great batting average for these folks so far.

Quote
Were the abilities required? Yes, in 8 man group or solo play. Not so much in zerg play.

I picture the same exact thing in Rift. Seems perfectly fine to me.
Character customization wasn't a big selling point of DAoC's; it's arguably THE selling point of Rift, and forcing PvPers to make do of an inferior version of a core gameplay feature seems pretty shitty.

They could easily just lower damage output/CC durations in PvP as a global effect.  That's much less onerous that forcing people to respec.

Again, Trion has come out and said they want PvP to be more accessible and less scary for more players; forcing people to respec and relearn part of the game if they don't want to be victimized in PvP runs directly contrary to that stated goal.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 26, 2010, 08:55:23 PM
PvP is always going to be completely different to PvE. This is true even for games which are absolutely identical in single- to multiplayer, like Unreal Tournament. You have to learn a completely new set of skills and strategies to play against people, because people act fundamentally differently to bots. In shooters it's basically harmful to your multiplayer skills to play against bots, because you learn bad habits that don't apply against people.

The point is that you're going to have to re-learn everything you know about your given tools regardless of whether the tools are familiar or not. Changing familiar tools into unfamiliar tools (like through a global debuff) is probably going to cause even more confusion than having a different set of tools altogether. At least the new tools clearly signal that they ARE different.

Besides, you said it yourself - soul customization is going to be a major pull for Rift. People are going to be used to speccing and experimenting with builds. People HAVE to get accustomed to it because it's how you get all your skills.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 26, 2010, 09:16:45 PM
Learning to use your normal skills in new ways is a lot less of a hassle than learning all new ones; that's exactly the sort of familiarity they should work to preserve, not force folks out of to PvP.


Title: Re: Rift: Planes of Telara
Post by: UnSub on December 26, 2010, 09:26:00 PM
How the fuck does a perfect PvP spec/perfect gear matter to the influx of new PvP players that Trion wants to pull into PvP?

It matters when the casual PvPers repeatedly get a testicles-eye view of the poopsockers. 2 - 3% difference matters a lot if you assume that every PvP match is a baseline 50/50 chance to win for each side.

It's great that there is all this variety. 30 days out there will be a collapse into a few main soul / ability combinations that are determined to be the best for PvP (and PvE, for that matter). There will be a few fringe examples, but most players will ask, "What is the best build for PvP?" and the answers will be similar.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 26, 2010, 09:50:41 PM
Learning to use your normal skills in new ways is a lot less of a hassle than learning all new ones; that's exactly the sort of familiarity they should work to preserve, not force folks out of to PvP.
That's what blizzard thought too. But it's flat-out impossible to balance. You end up compromising both playstyles.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 26, 2010, 09:57:52 PM
That's not what happened with WoW's PvP at all.  PvE-oriented CC was/is the problem with their PvP; that's a different/bigger issue.

Nerfing CC/damage for PvP in general is a hell of a lot easier for the devs, and less intrusive for the players.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 26, 2010, 10:14:55 PM
That's not what happened with WoW's PvP at all.  PvE-oriented CC was/is the problem with their PvP; that's a different/bigger issue.

Nerfing CC/damage for PvP in general is a hell of a lot easier for the devs, and less intrusive for the players.
I disagree with what you said.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 27, 2010, 05:53:29 AM
I have to as well, considering how many abilities I had nerfed to accommodate PvP.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 27, 2010, 06:32:21 AM
I have to as well, considering how many abilities I had nerfed to accommodate PvP.

I recall this being especially bad back in vanilla but I may be mistaken.

 The bigger issue as I see is that PvP is basically a side show in all these games.  Yeah sure lots of people do BGs and Arenas or whatever, but the reality is that they are mini games in the context of a bigger game.  PvP only MMOs have proven not to be big sellers, but not having PvP at all also seems to hurt your sales.  In the end this means we are getting MMOGs that are more and more a series of mini games, the only problem being all those mini games are balanced using one set of characters.   

I think RTS games like DoW2 and SC2 have gotten it right lately, and thats basically that their "PvE" and "PvP" sections are effectively two entirely different games.  An MMOG has a hard time doing that because its by definition one big game world, even when its heavily instanced or whatever, so you have this inherent conflict.  No one cares that you can get obscenely over powered upgrades in SC2 single player, because its just not the same game as SC2 multiplayer.

If PvP was a normal part of WoW, designed from the ground up with PvP and PvE existing side by side, then you can balance it around that. But when you try to separate them out, you ALSO have to separate out the characters, or the abilities, or something else you have this eternal conflict we've all come to know and love. 

Incidentally, EVE's solution to this is interesting, you can be skilled for a variety of things, but what really matters is your current ship fittings.  I guess this could be seen as somewhat like talents/specs but I think its a bit better.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on December 27, 2010, 10:37:10 AM
I have to as well, considering how many abilities I had nerfed to accommodate PvP.

I recall this being especially bad back in vanilla but I may be mistaken.

 The bigger issue as I see is that PvP is basically a side show in all these games.  Yeah sure lots of people do BGs and Arenas or whatever, but the reality is that they are mini games in the context of a bigger game.  PvP only MMOs have proven not to be big sellers, but not having PvP at all also seems to hurt your sales.  In the end this means we are getting MMOGs that are more and more a series of mini games, the only problem being all those mini games are balanced using one set of characters.   

I think RTS games like DoW2 and SC2 have gotten it right lately, and thats basically that their "PvE" and "PvP" sections are effectively two entirely different games.  An MMOG has a hard time doing that because its by definition one big game world, even when its heavily instanced or whatever, so you have this inherent conflict.  No one cares that you can get obscenely over powered upgrades in SC2 single player, because its just not the same game as SC2 multiplayer.

If PvP was a normal part of WoW, designed from the ground up with PvP and PvE existing side by side, then you can balance it around that. But when you try to separate them out, you ALSO have to separate out the characters, or the abilities, or something else you have this eternal conflict we've all come to know and love. 

Incidentally, EVE's solution to this is interesting, you can be skilled for a variety of things, but what really matters is your current ship fittings.  I guess this could be seen as somewhat like talents/specs but I think its a bit better.

Eve also doesn't worry about upsetting players by making them victims of crowd control. Crowd control (eg capacitor draining, similar to draining all a character's mana so they can't do anything) actually works better in PvP than PvE in Eve.


Title: Re: Rift: Planes of Telara
Post by: Hoax on December 27, 2010, 11:47:46 AM
Eve also doesn't worry about upsetting players
:heart: CCP.

As for the rest of this bs argument I couldn't stand reading, there are two historical reference points that need to be brought up.

a) cc in launch DAOC made for literally the worst pvp I've ever seen. It was so bad you couldn't even worry about their terrible stupid XXXlonesniperninjawolfXXX666 bullshit stealth classes.

b) we've seen this kind of complexity in character creation before in SB and I'd like to remind people how it was equal parts awesome and incredibly annoying. Does nobody remember centaur prelates? Flying dual wielding throwing hammer aracroix barbs? Nigh indestructible dwarf builds? Other crazy stuff people came up with?

I'm not going to make a point because I haven't played the game at all and I don't have a clue about resoul/spec options or what pvp how much pvp or how good the pvp will be. But for real I like the soul system and assuming it isn't soul crushingly hard to get all the souls and you really can remix which ones your using and your talent tree build on the fly I think it will be great for pvp unless gear is very specific and plays a huge part in maximizing every build.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 27, 2010, 02:14:58 PM
I have to as well, considering how many abilities I had nerfed to accommodate PvP.

I recall this being especially bad back in vanilla but I may be mistaken.

You guys are remembering wrong, I think.  They nerfed/buffed a lot of abilities, but PvP was only part of the equation in their minds.

I'm not so sure you should point at a game that at release only had one guy doing talent trees for every class, and spent two years making one of 4 tanking class/specs 'the' tanking spec due to dev butthurt from a previous game they *played*, as an example of a game that 'had to do what they did'.

WoW's game mechanic problems were a lot deeper/more complicated than mere PvE/PvP spillover; most of their nerfs are a symptom of game mechanic design flaws, as opposed to inevitable changes due to having PvE and PvP in one game.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 27, 2010, 02:58:56 PM
WoW's game mechanic problems were a lot deeper/more complicated than mere PvE/PvP spillover; most of their nerfs are a symptom of game mechanic design flaws, as opposed to inevitable changes due to having PvE and PvP in one game.
Thanks for elevating the discussion past the "u suck no u do" level. We appreciate it.

I don't think anyone is saying all of WoW's balance issues were due to PvP/PvE in the same trees. However, as a player, the nerfs that I can recall really pissing me off could all be traced back to PvP.

Blizzard fully realizes this, too. They talked about it several times in the pre-release Starcraft 2 press junket, emphasizing how their single-player and multi-player were really two different games, because all those cool over the top abilities in single-player wouldn't work in a competitive environment.

On another note, I registered december 23rd and just got into the annoyingly limited open-ish beta starting tomorrow, so obviously spots are still open.  Looking forward to trying this one out-- I haven't seen this kind of support from F13 since, well, the AoC beta.

Hrmm.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 27, 2010, 04:40:40 PM
Starcraft's Single Player/Multi player dichotomy =/= PvP/PvE in an MMO.  Not even close.

The reason non-CC abilities get nerfed via PvP in WoW is that PvP exposes imbalances faster than PvE; of course most nerfs come from PvP.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 27, 2010, 04:54:16 PM
Starcraft's Single Player/Multi player dichotomy =/= PvP/PvE in an MMO.  Not even close.

The reason non-CC abilities get nerfed via PvP in WoW is that PvP exposes imbalances faster than PvE; of course most nerfs come from PvP.

I think its very similar.  No one cares if you are OP in PvE because no one feels bad about losing.  In PvP a human being is getting their ass kicked because X is too powerful.  Same with SC2.  GRANTED, in something like WoW raiding, if mages are far superior to rogues (as a random example, I have no idea about class balance in WoW right now), the rogues do actually lose their raid spot to extra mages, so there is a semi competitive aspect there that makes PvE balance matter more in an MMO than in a single player game.  I think the principles aren't terribly far apart though.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 27, 2010, 04:57:30 PM
Why not tweak gear rewards rather than the souls themselves??  For instance, obviously a pure healing oriented soul wont excel as much at pvp as a cc-drain oriented one.  So, make the BG turnins less valuable for the cc-drain oriented soul (or lower the BG rewards that you turnin for loot).  To take it further, you could assign 'pvp-values' to particular talents and those who spec higher get lesser rewards.  e.g. you have a value of 10 (from speccing a lot of cc, etc.) you get 5 BG insignias, but if you've got a value of 5 (from speccing more support) you get 10 insignias, etc.  Assuming you're successful in the BG.

This adds a bit of meta to the PvP-game that causes people to seriously consider the risk/reward potential for their pvp builds.  Furthermore, it brings skill rather than build more to the forefront.  Look at it as a "skill ante" similar to many tabletop games, wherein there are diminishing returns the more you spend.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 27, 2010, 05:31:28 PM
Here are the patch notes from Beta 3. (http://www.riftjunkies.com/2010/12/27/beta-3-patch-notes/)

A few things of note concerning the soul system.

Quote
SOUL ACQUISITION
* All souls are now available in Meridian and Sanctum through soul-specific quests. These are just placeholder for now to prep the new system and will be replaced later with real quests.
* Souls are now given out sooner and with more choices available – all souls are available at level 1, and you will leave the starting zone with three souls for your character.
* Increased the number of soul points awarded to characters. You now receive 1 additional point every third level, and finish with a total of 66 points at level 50.
* Please let us know how the new point balance feels!

Pretty badass.

Yes, I have permission to post these.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 27, 2010, 08:18:59 PM
I love the potential character customization; I sure hope they don't end up using playstyle-specific souls as balance crutches.

I think its very similar.  No one cares if you are OP in PvE because no one feels bad about losing.
This is a joke post, right (green text?)?  You've really missed the years and literally millions of posts of PvE DPS-meter drama on WoW's forums?  (My sarcasm-ometer might be off).


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 27, 2010, 10:10:20 PM
Here are the patch notes from Beta 3. (http://www.riftjunkies.com/2010/12/27/beta-3-patch-notes/)

A few things of note concerning the soul system.

Quote
SOUL ACQUISITION
* All souls are now available in Meridian and Sanctum through soul-specific quests. These are just placeholder for now to prep the new system and will be replaced later with real quests.
* Souls are now given out sooner and with more choices available – all souls are available at level 1, and you will leave the starting zone with three souls for your character.
* Increased the number of soul points awarded to characters. You now receive 1 additional point every third level, and finish with a total of 66 points at level 50.
* Please let us know how the new point balance feels!

Pretty badass.

Yes, I have permission to post these.

And next will come the mandatory difficulty increase.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 28, 2010, 01:17:48 AM

And next will come the mandatory difficulty increase.
Maybe new PvE-only Souls will help offset the difficulty!


Title: Re: Rift: Planes of Telara
Post by: Threash on December 28, 2010, 03:42:48 AM
Here are the patch notes from Beta 3. (http://www.riftjunkies.com/2010/12/27/beta-3-patch-notes/)

A few things of note concerning the soul system.

Quote
SOUL ACQUISITION
* All souls are now available in Meridian and Sanctum through soul-specific quests. These are just placeholder for now to prep the new system and will be replaced later with real quests.
* Souls are now given out sooner and with more choices available – all souls are available at level 1, and you will leave the starting zone with three souls for your character.
* Increased the number of soul points awarded to characters. You now receive 1 additional point every third level, and finish with a total of 66 points at level 50.
* Please let us know how the new point balance feels!

Pretty badass.

Yes, I have permission to post these.

And next will come the mandatory difficulty increase.

Well this does obviously increase the power of your character, things were balanced enough before.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 28, 2010, 07:01:32 AM
Yah, I thought the balance between npc and pc was pretty close if not a touch too easy.  Now that they're essentially tripling the early-game PC 'toolbox' they WILL have to tweak mob/noid dmg. and or HP.  There can be no doubt in this and one can safely assume that'll be the main thing they're looking at tonite.  But really, do they have to?  Kinda obvious.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 28, 2010, 07:06:27 AM
A lot of the abilities overlap early on though, depending on archtype.  I'm not sure they'll have to do all that much tweaking for the early levels.  Probably, for the higher levels, but that's not to be unexpected with a lot more points and flexibility at that level.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 28, 2010, 07:12:59 AM

Quote
SOUL ACQUISITION
* All souls are now available in Meridian and Sanctum through soul-specific quests. These are just placeholder for now to prep the new system and will be replaced later with real quests.
* Souls are now given out sooner and with more choices available – all souls are available at level 1, and you will leave the starting zone with three souls for your character.
* Increased the number of soul points awarded to characters. You now receive 1 additional point every third level, and finish with a total of 66 points at level 50.
* Please let us know how the new point balance feels!

That seems almost excessive in the other direction. Rather huge pendulum swing there.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 28, 2010, 07:23:19 AM

Quote
SOUL ACQUISITION
* All souls are now available in Meridian and Sanctum through soul-specific quests. These are just placeholder for now to prep the new system and will be replaced later with real quests.
* Souls are now given out sooner and with more choices available – all souls are available at level 1, and you will leave the starting zone with three souls for your character.
* Increased the number of soul points awarded to characters. You now receive 1 additional point every third level, and finish with a total of 66 points at level 50.
* Please let us know how the new point balance feels!

That seems almost excessive in the other direction. Rather huge pendulum swing there.


I dunno, I think a rather big change was needed. It seemed like for all the customization available, it was most viable to simply pump one soul most of the time, and that kind of defeats the purpose.  Hopefully these additional points will help make it more viable to spread points around a bit.  Granted, I don't know what the max level for Beta 3 will be, so it might not matter.


Title: Re: Rift: Planes of Telara
Post by: Lucas on December 28, 2010, 07:25:19 AM

Quote
SOUL ACQUISITION
* All souls are now available in Meridian and Sanctum through soul-specific quests. These are just placeholder for now to prep the new system and will be replaced later with real quests.
* Souls are now given out sooner and with more choices available – all souls are available at level 1, and you will leave the starting zone with three souls for your character.
* Increased the number of soul points awarded to characters. You now receive 1 additional point every third level, and finish with a total of 66 points at level 50.
* Please let us know how the new point balance feels!

That seems almost excessive in the other direction. Rather huge pendulum swing there.


Yes, quite intimidating for novice MMOG players ; I guess they'll find some sort of "middle road" along the way, though.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 28, 2010, 08:33:24 AM
It's not that drastic of a change.  You should have about 6 more points to play with by level 20.  That won't necessarily make you over powered.  Stronger for sure, not over powered though.

Edit:
Anyone playing this week I was wondering if you can help me out.  I'm going to start creating a user generated screenshot gallery and if you are willing, take a bunch of screenshots of anything in game and send them my way.

Draegan@riftjunkies.com

Thanks!


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 28, 2010, 09:55:01 AM
Max level should still be 20 so far as I know. I don't think this changes much in the lowbie game; you're still wanting to make a beeline for the top of a single tree. It does change endgame pretty drastically, I would imagine.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 28, 2010, 10:23:17 AM
Max level should still be 20 so far as I know. I don't think this changes much in the lowbie game; you're still wanting to make a beeline for the top of a single tree. It does change endgame pretty drastically, I would imagine.

Not necessarily for some callings.

For Solo/Dps Builds:
For a Rogue you want to take 7 points into a Blade Dancer, then 12 in Bard.
For a Melee Clerics you want to go about 17 or so points into Druid then dump into a Shaman.

There are some tank builds you want to diversify.  However, it being under level 20, it's hard to make a mistake and the game is still forgiving to some degree.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 28, 2010, 10:36:08 AM
Yeah, most of the chars i rolled didn't spend a single point until i got my second soul and didn't suffer for it.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 28, 2010, 10:57:08 AM
I like this change a lot; it struck me as weird before that you only had enough points to max out one tree. Now you'll be able to dip into a second Soul at least, or go for some sort of hybrid build.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 28, 2010, 11:09:00 AM
Tanks would always be the exception to any rule. That awesome ability up top at 31 points may not be worth an extra 5% mitigation or whatever at the bottom.

Correct me if I'm wrong but the trees being 31 points to the top is new, right? It was 51? The roots are still 51 points which is a little... weird but offers some reward for deep speccing still.


Title: Re: Rift: Planes of Telara
Post by: March on December 28, 2010, 11:24:00 AM
Max level should still be 20 so far as I know. I don't think this changes much in the lowbie game; you're still wanting to make a beeline for the top of a single tree. It does change endgame pretty drastically, I would imagine.

Not necessarily for some callings.

For Solo/Dps Builds:
For a Rogue you want to take 7 points into a Blade Dancer, then 12 in Bard.
For a Melee Clerics you want to go about 17 or so points into Druid then dump into a Shaman.

There are some tank builds you want to diversify.  However, it being under level 20, it's hard to make a mistake and the game is still forgiving to some degree.

I don't know if I'll play... but I definitely want a soul-calculator NOW.

Fake edit: looks like riftfolebuilder is active


Title: Re: Rift: Planes of Telara
Post by: Sky on December 28, 2010, 11:49:02 AM
Faeblight, Defiant side. Bat Country charter started. I'm rolling with my cleric Kamata from beta 1 with a dps and heal role set up.

Use the teamspeak server! Info stickied in MMO forum. (http://forums.f13.net/index.php?topic=19679.0)

I only work a couple hours this week, so I'll be on a bit to PL people if they want. Be nice to do a couple f13 dungeon runs before this beta cycle is over and get people prepped for next beta cycle with some level 20s.


Title: Re: Rift: Planes of Telara
Post by: Jherad on December 28, 2010, 11:51:31 AM
Apologies for starting up the forum guild then essentially vanishing - had a death in the family, had to travel, and didn't have any real internet access to speak of. If there is someone who wishes to take that over, I'd appreciate it - just send me a PM.


Title: Re: Rift: Planes of Telara
Post by: SnakeCharmer on December 28, 2010, 11:55:29 AM
I'll load it up tonight and shoot..somebody..a message.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 28, 2010, 11:58:20 AM


Correct me if I'm wrong but the trees being 31 points to the top is new, right? It was 51? The roots are still 51 points which is a little... weird but offers some reward for deep speccing still.

It still takes 31 pts to get to the top of the tree and 51 pts to get to the bottom of the root.  Each Tree had 51 points in it, but you only needed 31 to get the top of the tree ability.    You gain most of a soul's abilities by 30 points in the root.  The rest of the abilities are usually fluff or situational with cooldowns towards the end.


Title: Re: Rift: Planes of Telara
Post by: Segoris on December 28, 2010, 12:35:23 PM
Soul vitality loss in pvp when no healers are around is a bit dumb. Otherwise, open pvp is about as expected


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on December 28, 2010, 02:20:03 PM
Based off what you all have said this is definately going to be the next mmo my friends and I play, getting precedence over even GW2.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 28, 2010, 02:27:35 PM
The new tree setup makes a lot more sense, though much of my initial abilities in all three trees are similar.  It's redundant and will likely confuse the heck out of some people starting up. 

BUT!  Giving the option to do 51pts in a tree while dabbling in another is going to be awesome.  I forsee a lot of two-tree builds. 


Title: Re: Rift: Planes of Telara
Post by: Sky on December 28, 2010, 04:27:40 PM
Two, tree, mebbe four. Fuggedabouddit.

Nobody on TS3, so lonely on faeblight, no signers on the guild charter. BC business as usual.  :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 28, 2010, 04:45:49 PM
Haven't logged in yet.  Will try to tonight.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 28, 2010, 04:56:46 PM
I played a bit, finished the newbie area for defiants. It's fairly polished for a MMO beta, but the newbie experience needs a ton, and I mean a TON, of work to compete with WoW. Running around and killing 6 foozles doesn't cut it. There were two scripted encounters; one where you kill a dude that goes invulnerable and summons 3 other dudes until you kill him and the end of the newbie area interactive cinematic. The entire thing should be the same quality as that very end of the newbie area with the rift.

When I went back in time (left the newbie area) there was a rift nearby swarming with other players and monsters. I shot each monster between 0 and 1 times before it died. At the end I got a reward of basically a potion. The rift itself looked awesome, and the boss monster looked sweet, but they didn't have any special dialogue or scripting or anything. It was indeed fairly reminiscent of a public quest in WAR.

The soul mechanic is pretty confusing. You're faced with WAY too many choices within half an hour of starting play and receive no guidance whatsoever.

I started off as a necromancer, with a death magic bolt spell, a DoT, and a pet. Then I chose a warlock, because it said they worked well with necromancers, and I got another seemingly identical death magic bolt spell and a DoT. Then a chloromancer, and got a life magic bolt spell and a reactive heal (which was indeed new). These spells did something called "charges", which was never actually explained anywhere. This sort of duplication within a "class" and ambiguity is not a good thing. At level 8 I had something like 12 abilities. I can only imagine how many nearly identical abilities you'll have to manage at 50. Just like EQ2, sins of the father, etc.

As discussed extensively in this thread, it is EXTREMELY close to WoW. The achievement UI, for example, is reskinned WoW. Most of the buttons are the same. I guess I have no problem with that if the gameplay offered something new, but...

I dunno, guys. I'm not seeing what's so special here. What made you fall in love with this game?


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 28, 2010, 05:07:24 PM
I'm live streaming if anyone wants to watch.

http://www.own3d.tv/live/11388


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 28, 2010, 05:14:23 PM


I dunno, guys. I'm not seeing what's so special here. What made you fall in love with this game?

The massive Rift invasion they did during the last beta event was really something special.  The rest is basically normal MMO fare.  It was pretty awesome, and made me want to keep playing in beta 3 even though I basically thought the rest was boring quest grind material.  I basically agree with you though, its pretty standard otherwise, even the normal rifts are just PQs.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 28, 2010, 05:15:12 PM


I dunno, guys. I'm not seeing what's so special here. What made you fall in love with this game?

The soul system.  Multiclassing, character building, coming up with new things.  The same thing that i loved about shadowbane and neverwinter nights.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 28, 2010, 05:28:01 PM
The soul system is indeed innovative, but it's presented in the worst way possible. The amount of choice and lack of explanation is paralyzing, like going to an asian supermarket to buy noodles and being faced with an entire aisle full of different types, all labeled in Cantonese and seemingly identical to the untrained eye. They need to slowly walk players through the mechanic, not toss us in the pool and see if we swim.

The ability duplication needs to go away. When a new player gets two spells with a 2.0s casting time that do exactly the same type and amount of damage in the first half hour of play, something is very wrong. This is one spot where they made a mistake deviating from the market leader. WoW carefully controls how many buttons players are expected to manage.

To put it another way, I chose warlock for my second soul, saw that "void bolt" was absolutely identical to "plague bolt", and took it off my bars. Then I put a point in and saw that my new "dark touch" DoT was identical to "necrosis". Took that off my bars too. As a developer, is that the kind of experience you want for your newbies?

Before anyone says it, I realize that I was supposed to take it off my bars, because talents further up the tree buff each tree's basic abilities. That's not the point. The point is that this is a confusing, unpolished, generally shitty newbie experience. I expect to have my hand held and be fed a constant diet of concentrated coolness for my first hour or so of play. I did not get that.

Also while the graphics are pretty, they suffer from shimmering textures, stuttering, and pop-in on my 5850. Oh, and there was an invisible wall right across the road about 20 feet up the hill from where you leave the newbie area. Invisible walls? Really? At least put a mountain there or a chain link fence or something.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 28, 2010, 05:49:51 PM
The soul system is indeed innovative, but it's presented in the worst way possible. The amount of choice and lack of explanation is paralyzing, like going to an asian supermarket to buy noodles and being faced with an entire aisle full of different types, all labeled in Cantonese and seemingly identical to the untrained eye. They need to slowly walk players through the mechanic, not toss us in the pool and see if we swim.

I am not new to MMOs, this is the kind of thing i've been waiting a long time for.  The ability duplication thing is because each class has to be viable on its own.  Your complaints are all based around why some theoretical newbie might not like the game, yet you had no trouble knowing what to do.


Title: Re: Rift: Planes of Telara
Post by: Kageru on December 28, 2010, 05:53:45 PM

Yes, but it's still noise and confusion with no gain to the new player. It would be much more useful if there was a "primary" soul and secondary souls only contributed powers that did not replicate your existing ones. The whole thing sounds like a balance quagmire though. Should be fun to watch.

I'm getting a feeling for Rifts are but I still have no idea how they intend to balance challenge, execution variety and progression in open world and free-form encounters. I'm assuming it is going to end up being a "zerg the boss" which will be fun but ultimately a diversion from the most challenging content. Which is probably going to be instanced raid content just like WoW so it can be controlled, balanced and scripted.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 28, 2010, 06:08:28 PM
They are also why I did not like the game.


Title: Re: Rift: Planes of Telara
Post by: Nebu on December 28, 2010, 06:14:39 PM
I'm still waiting for someone to answer a simple question for me:

Based on your beta weekend experience, why should I want to play this game and is it fun?


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 28, 2010, 06:25:54 PM
If you like WoW's questing, you like WAR's public quests and you like new lore, then it's worth playing.  If you hate all those things, then you'll hate this.  It is fun. 

Also, super-mega optimization went through on graphics.  With my Q6600/8800gtx/4gig I'm running locked 54fps on low specs, 24-30fps on Ultra.  Ultra.  On a 8800gtx.  That's a three year old card. 

As far as the souls are concerned, most of the players they pull in will have already played WoW.  They're going to be mildly familiar with how to place talent points.... so while there is a lack of newbie friendliness about the soul system, it's okay.  Not many players are going to be true newbies.  You'll get the hang of it fast.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 28, 2010, 06:29:49 PM
I'm still waiting for someone to answer a simple question for me:

Based on your beta weekend experience, why should I want to play this game and is it fun?

Think it's been answered plenty of times, most people liked the rifts and the soul system plus the game is very polished and bug free.


Title: Re: Rift: Planes of Telara
Post by: Margalis on December 28, 2010, 06:32:54 PM
Looks like this is set to answer the question "so are people bored with WOW yet?"


Title: Re: Rift: Planes of Telara
Post by: Nebu on December 28, 2010, 06:35:08 PM
Think it's been answered plenty of times, most people liked the rifts and the soul system plus the game is very polished and bug free.

I guess I must have missed it between the semantics debates and the cries over NDA violations.  

Thanks to both of you for the comments though!


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 28, 2010, 06:36:56 PM
If Rift had released in its current state with full content up to the level cap before WoW:WOTLK, it would have been absolutely huge. As is, I don't feel any particular need to play any more of the beta. Polish alone doesn't cut it any more. MMOs are a moving target. You need to compete with the market leader now, not its state four years ago.

I don't want to kill 6 bears and collect their uterii unless there's neat scripting justifying it like WoW:Cataclysm or a fully voiced story with branching responses and decisions like SWTOR.

If the game is really about the rifts, then why have WoW:TBC-quality questing at all? Focus on the rifts and make them cool. Not just kill 3 waves of monsters, actual encounters with stories and consequences, like Guild Wars 2 promises. That's evolution. Rifts is navel-gazing.

Rifts' major failing will be remembered by history as their lack of ambition.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 28, 2010, 06:46:36 PM
Looks like this is set to answer the question "so are people bored with WOW yet?"

If they're not yet (I sort of am already and the xpac came out three weeks ago) I bet they will be in March or April when Rift releases.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 28, 2010, 06:54:20 PM
Also, am I the only one who when they first heard about this game thought to themselves "Awesome! A MMO based on the ancient Palladium Rifts RPG!" (http://en.wikipedia.org/wiki/Rifts_%28role-playing_game%29)

One of my all-time favorites, alongside Torg. (http://en.wikipedia.org/wiki/Torg)


Title: Re: Rift: Planes of Telara
Post by: Sky on December 28, 2010, 07:24:12 PM
This sort of duplication within a "class" and ambiguity is not a good thing.
The way it used to be, people complained you could get a 'gimped' soul. So some of the souls have been fleshed out with more redundant early skills to ease up on that. I favored having specialized souls that you simply couldn't use on their own, no early nukes, etc. Ah well. LCD there.

But beyond that, if you look at the necro abilities, they work within the necro framework, giving charges the pet can use to heighten its abilities. The warlock works alongside that with a lifetap dot pretty well.

Biggest single problem I've seen this beta, compared to the first one especially, is that they've gutted a lot of the cross-soul specialization. The cleric I had built for the first beta was based on +life damage and crits on life spells. Almost that entire setup was gone, and the same souls didn't work together and I ended going with an entirely different setup.

Playing with the soul combinations was a lot of fun, and I like the way they hand out the souls better now...but the downside is I don't like the changes to the souls themselves. They seem to be more stand alone than they were before, yet they've made changes (more points) to encourage using them together while taking away many things that made them work together.

Personally, fuck the new players, you think there's a whole lot of people who will pick up RIFT as their very first mmo? And then they're only new for a couple hours. I'd rather be allowed to play with the cool soul system, getting three souls in the newbie area is SO MUCH better, and being able to set up any combination by the time you hit 20 or whatever, that's just the way it should be. Before I was stuck with my choices, tough luck charlie. And even then, I was severely restricted in what I could do, might as well be class-based at that point. Right now I can pick from three types of healer, a few different dps, and even a tank soul...on my single cleric character. Now...I'm not sure I'm going to tank IT with a cleric, but having those kind of options is what has me excited about this game, the possibility of no more "Sorry, we need class X not YOU" exclusionary BS that makes 'social' games suck balls.

Ahem.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 28, 2010, 08:03:30 PM
Also, am I the only one who when they first heard about this game thought to themselves "Awesome! A MMO based on the ancient Palladium Rifts RPG!" (http://en.wikipedia.org/wiki/Rifts_%28role-playing_game%29)

One of my all-time favorites, alongside Torg. (http://en.wikipedia.org/wiki/Torg)

Palladium thought so. They sued. They didn't win.


They sue a lot.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 28, 2010, 08:45:55 PM
The soul system is indeed innovative, but it's presented in the worst way possible. The amount of choice and lack of explanation is paralyzing, like going to an asian supermarket to buy noodles and being faced with an entire aisle full of different types, all labeled in Cantonese and seemingly identical to the untrained eye. They need to slowly walk players through the mechanic, not toss us in the pool and see if we swim.

The ability duplication needs to go away. When a new player gets two spells with a 2.0s casting time that do exactly the same type and amount of damage in the first half hour of play, something is very wrong. This is one spot where they made a mistake deviating from the market leader. WoW carefully controls how many buttons players are expected to manage.

To put it another way, I chose warlock for my second soul, saw that "void bolt" was absolutely identical to "plague bolt", and took it off my bars. Then I put a point in and saw that my new "dark touch" DoT was identical to "necrosis". Took that off my bars too. As a developer, is that the kind of experience you want for your newbies?

Before anyone says it, I realize that I was supposed to take it off my bars, because talents further up the tree buff each tree's basic abilities. That's not the point. The point is that this is a confusing, unpolished, generally shitty newbie experience. I expect to have my hand held and be fed a constant diet of concentrated coolness for my first hour or so of play. I did not get that.

Also while the graphics are pretty, they suffer from shimmering textures, stuttering, and pop-in on my 5850. Oh, and there was an invisible wall right across the road about 20 feet up the hill from where you leave the newbie area. Invisible walls? Really? At least put a mountain there or a chain link fence or something.

You were really confused with the different souls?  Each soul needs the tools of the tree in case a person wants to use it as their main soul so it has to be self sufficient in it's own abilities.  You can't change that.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 28, 2010, 08:56:26 PM
Of course you could change it. Every mage archetype needs a spell that throws some sort of energy, right? So you give it to them at level 1.

Necromancer talents turn that bolt into death energy that also buffs their pet.

Warlock talents turn that bolt into death energy that also heals them for part of its damage.

Pyromancer talents turn that bolt into fire energy that also has a small DoT attached.

Chloromancer talents turn that bolt into life energy that also buffs their self-healing.

And so on and so forth, for all the "basic" abilities-- of which there wouldn't be all that many, really. A direct damage projectile, a DoT, some sort of shield, etc. Once you get beyond those basic abilities, the specs then branch out.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 28, 2010, 09:14:54 PM
That's pretty much how it is, except you can mix and match, or just not use redundant ones. For example, as a necro I use the necro bolt and dot but also the warlock lifetap dot, because I lean necro heavy. I also have tried it leaning to warlock, but early on I don't have enough points to make that viable. Actually, I did take chloro, too. So I get the benefit of radiant spores, then the necro dot, the warlock lifetap dot and then nuke with the necro bolt while the pet beats on it. Where is the fail? That plays pretty awesome. And this is still within the newbie instance.

In your system, I'd be tied to one of them rather than getting the best of all three, and mixing them to fit the situation.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 28, 2010, 09:31:07 PM
It also ruins synergy.  There is a Chloro first tier talent that increases my intelligence every time I cast a Life spell.  How do I differentiate it between the two souls if we merge attack spells.  Chloro has a DOT that heals the group, Necros just have a DOT.  Both do different damage and have different durations.

The easiest solution is to not just put the spells on your hotbar, or just read the description and notice one does 30 damage and the other does 50 and you have talents augmenting the latter so therefore the first one is useless to your build.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 28, 2010, 09:45:37 PM
In your system, I'd be tied to one of them rather than getting the best of all three, and mixing them to fit the situation.
No, you would have all of them. You start off with "energy bolt", doing plain-jane 100 damage, say.

- If you put points into the necro talent for the bolt spell, it gives your pet a stacking buff for each hit.
- If you then invest in the corresponding warlock talent, it also drains life as a percentage of damage done.
- If you also go with the chloromancer talent, each hit triggers a heal over time.
- If you decide to go with the pyromancer, it adds X% of direct damage as a fire DoT over the next 4s.
- If you spec pastamancer, it adds alfredo sauce to your linguini.

And so on and so forth. By the end of the day, your energy bolt spell kicks much ass (and is best accompanied by a caesar salad and a nice chianti).

One button, modified by talents. All mages press that same button, but it does vastly different things depending on your spec. Every point you invest actually does something worthwhile, whereas now they just unlock abilities you will probably never use. Less confusing, more awesome.

That's how I would do it, piloting my designing armchair after dipping my toes into the game for a couple of hours.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 28, 2010, 10:33:10 PM
I'd like it if the bolt spells stacked like that.  Having one bolt that applies my necro pet buff and refreshes my life tap plus increases my healing might be a bit excessive though.  As it functions now, it means I have to choose which to cast and in what rotation.  Do I work on buffing my pet?  Do I want to decrease the cast time of the bolt that refreshes my life tap?  Is it still worth buffing both since it means I can refresh life tap with a quick cast and can quickly ramp up my pet damage?

Having the 'duplicate' dots is not a problem though.  It means there are two dots running at the same time, providing twice the damage.  That's a powerful benefit.

Is it complicated?  Yes.  But it allows one to play around with combinations other games would never let one consider.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 28, 2010, 10:53:42 PM
Looks like this is set to answer the question "so are people bored with WOW yet?"
Warhammer already answered that 2 years.  Question is, can people responsible for that trainwreck (and others) somehow keep the million+ people that will try their game this time?

Quote
Having one bolt that applies my necro pet buff and refreshes my life tap plus increases my healing might be a bit excessive though.
Not when everyone else has commensurate abilities.

Too many crappy buttons vs too few awesome buttons... I'd rather have awesome.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 28, 2010, 11:51:24 PM
One catch-all bolt removes an element of skill from the PVP; the system as it exists allows for considerable variation and choice when you cast spells. Having one button do it all would make gear (or class imbalance) play a larger role by removing player skill from the equation.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 29, 2010, 12:42:52 AM
Removing multiple mostly redundant buttons from the hotkey bar would be worth losing one element of skill.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 06:11:08 AM
You guys should stop putting every single ability on the hotbar and trying to use them constantly.  If you end up speccing for both bolt spells then you're like those people who spec for melee hunters in WOW or like speccing for shield slam as a dual-wielding fury warrior.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 29, 2010, 06:24:53 AM
On a different note, I like the flavor of the Defiant a TON more than the guardians.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 29, 2010, 06:33:26 AM
You guys should stop putting every single ability on the hotbar and trying to use them constantly.  If you end up speccing for both bolt spells then you're like those people who spec for melee hunters in WOW or like speccing for shield slam as a dual-wielding fury warrior.

This, mostly.  I did find it annoying that it kept adding abilities to my hotbar, but it is easy enough to remove them.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 07:15:18 AM
You guys should stop putting every single ability on the hotbar and trying to use them constantly.  If you end up speccing for both bolt spells then you're like those people who spec for melee hunters in WOW or like speccing for shield slam as a dual-wielding fury warrior.

This, mostly.  I did find it annoying that it kept adding abilities to my hotbar, but it is easy enough to remove them.

I think you might be able to toggle this on and off.  I noticed some hotbar options, but didn't really look at them fully.


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 29, 2010, 07:30:29 AM
On a different note, I like the flavor of the Defiant a TON more than the guardians.
Aye... hard to imagine that the Defiant won't be much, much more popular than the Guardians.

That, combined with no third faction and crappy PvP mechanics... not optimistic about Rift's PvP atm.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 07:34:57 AM
Well outside warfronts the only PVP we will see is probably Open World stuff and they haven't mentioned anything about open world objectives.  What I can imagine though is once both factions start leveling in the same zones and you have very large rifts to fight over.  That could be interesting.

Remember there are Raid Rifts.  :awesome_for_real:  Time for griefing raid targets.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 29, 2010, 07:51:51 AM
I wasn't aware that anyone SHOULD be optimistic about Rift's PvP. Is it remotely a main thrust of the game? At least I haven't seen it presented as such.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 29, 2010, 07:59:07 AM
I didn't even know it had PVP at all until Ratama started ranting about PVP souls a page or so ago.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 08:00:36 AM
There is as much PVP as there was in WOW prior to Arenas as far as I know.  It's a PVE game almost entirely.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 29, 2010, 08:01:51 AM
So he's basically being "that guy".


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 29, 2010, 08:32:06 AM
PvPers never change.  If a game allows so much as a duel they think it should be the primary focus of the game.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 29, 2010, 08:36:22 AM
PvPers never change.  If a game allows so much as a duel they think it should be the primary focus of the game.
War never changes.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 29, 2010, 08:49:02 AM
There's a reason I set Faeblight (rp pve) as the BC server ;)

In theory, I love pvp. In reality, people are horridly broken.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 29, 2010, 09:06:06 AM
One catch-all bolt removes an element of skill from the PVP; the system as it exists allows for considerable variation and choice when you cast spells. Having one button do it all would make gear (or class imbalance) play a larger role by removing player skill from the equation.
This is just the bolt. If you look at the early abilities in all talent trees, they all share a few similar abilities. Every mage tree has an energy bolt, some kind of DoT, a shield, etc. They are core abilities that they all share. Once you get deeper in the tree they diverge so skill duplication wouldn't be an issue.

I don't actually care about PvP, but I do think they made the right choice completely separating PvE and PvP skill trees.

Oh, and one more thing-- having to go to the trainer to train rank X+1 of your fireball spell sucks. This is particularly annoying when you're training effectively the same spell three times, then taking two of them off your bars. Awesome, I made level 7! Time to go train void bolt 3, parmesan topping 3, and fireball 3! I imagine at later levels you get access to all 8 soul trees, so you end up training a total of eight identical bolt spells when you level. During design sessions, how did nobody think of this as a problem?

This is another spot where Rift could learn from WoW, where you train abilities once and they scale as you level. WoW also tells you what you can train as you level, so you can plan when you want/need to train. It's a recent interface improvement but again, you need to compete with the market leader now, not what it looked like 5 years ago.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 29, 2010, 09:15:57 AM
Jesus christ, if you're that fucking picky maybe the game isn't for you. It's like you're TRYING to find shit to dislike. I'm probably not even buying this, but "When I train a spell it goes on my bar" is not a valid complaint, particularly since you've been using the retarded perspective of someone who's never played an MMO before.

Competing with WoW != ripping off every single UI change as soon as they're patched in.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 29, 2010, 09:25:18 AM
One catch-all bolt removes an element of skill from the PVP; the system as it exists allows for considerable variation and choice when you cast spells. Having one button do it all would make gear (or class imbalance) play a larger role by removing player skill from the equation.
This is just the bolt. If you look at the early abilities in all talent trees, they all share a few similar abilities. Every mage tree has an energy bolt, some kind of DoT, a shield, etc. They are core abilities that they all share. Once you get deeper in the tree they diverge so skill duplication wouldn't be an issue.

I don't actually care about PvP, but I do think they made the right choice completely separating PvE and PvP skill trees.

Oh, and one more thing-- having to go to the trainer to train rank X+1 of your fireball spell sucks. This is particularly annoying when you're training effectively the same spell three times, then taking two of them off your bars. Awesome, I made level 7! Time to go train void bolt 3, parmesan topping 3, and fireball 3! I imagine at later levels you get access to all 8 soul trees, so you end up training a total of eight identical bolt spells when you level. During design sessions, how did nobody think of this as a problem?

This is another spot where Rift could learn from WoW, where you train abilities once and they scale as you level. WoW also tells you what you can train as you level, so you can plan when you want/need to train. It's a recent interface improvement but again, you need to compete with the market leader now, not what it looked like 5 years ago.

Or you could do the obvious thing and only train the stuff you are using.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 29, 2010, 09:28:23 AM
Rendakor, I obviously don't give a shit about Rift. I just like talking about game design. These are not the vaultnetwork boards, or whatever the fanboy analogue is these days.

The "obvious thing" when you go to the trainer is to train all your new abilities. With the ability to easily respec and switch between multiple specs, it's also the right thing to do in Rift.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 29, 2010, 09:48:40 AM
Except that your last point was just that the spell-training doesn't work exactly like WoW, and so, it's bad. Skills going on your bar when you train them, however, is more helpful to your hypothetical noob who might have forgotten that he has Skill_X. It's also easier when you get a new skill so you can use it immediately, unlike (IN WOW!) sorting through pages of your spellbook trying to find it.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 29, 2010, 10:07:21 AM
You came to an unsupported conclusion. I didn't say that WoW is the one true and right way to handle it, just that their method is superior.

I can easily come up with even better mechanisms. Why should you have to run back to town to train every level or two in the first place? It's just a money and time sink. Time sinks are abominations and money can be removed from the economy in other ways. Just give players abilities when they level alongside a short pop-up explaining what they do.

Even better-- Here's how I would do it myself, given infinite freedom and budget. I would trim the ability list way back so each skill tree only has 3-5 "soul-defining" abilities. These abilities are all useful, powerful, and most importantly, cool and unique. When you reach the proper level for each soul-defining ability, you're given a teleport keystone to a private solo instance that teaches you how to use them both alone and in conjunction with your other abilities, and both solo and with other players.

One example, for the crowd control ability, you're in a "group" with 4 NPCs about to pull a group of mobs and have to turn the opposing healer into a cockroach, for example. Then you need to open a chest with a 10 second channel time and jump into a rift to escape, but it's guarded by a giant minotaur that would one-shot your entire party-- which you turn into a cockroach. These instances would be short, taking around 10 minutes to complete, but story-rich and fully scripted. Players would level souls just to see them. Concentrated coolness.

That's what I would do.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on December 29, 2010, 10:16:44 AM
Your idea would work pretty well (provided they were optional and not required to learn your skills), except that dev houses have been reluctant to create lots of content that can only be seen by a portion of the playerbase because it is seen as a poor use of dev time.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 10:46:36 AM
Not all souls are created equal in abilities at lower levels.  Not even close.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 29, 2010, 11:02:15 AM
Sure, but there are ways to minimize that impact so you don't need to create 40 different instances per class.

You could easily recycle resources for multiple training scenarios, limiting the amount of asset generation required. Each instance could have multiple resolution mechanics as well. For example, the simple scenario where the player needs to execute a 10s channel to open a chest while avoiding death from a big bad minotaur could be resolved through:

- If you're a dominator, turn the minotaur into a cow and simply open the chest. Afterwards your NPC group cooks him up and serves a roast beef dinner toasting your ingenuity avoiding the fight entirely.
-  If you're a pyromancer, cast "burn hands" on the minotaur, causing him to drop his giant 2H axe on his foot, doing terrible damage and letting your NPC group easily tank/kill him.
- If you're a warlock, use fear and snare on the minotaur, allowing your group to kill him while he runs around toppling over fine glassware and china.
- If you're an archon, turns out the minotaur's heavy damage is really due to him stacking curses on the tank. Decurse to win.

And so on and so forth.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 29, 2010, 11:42:53 AM
I'm going to be streaming on and off today  www.livestream.com/newslang if you are interested.  Feel free to chat, I'll be watching the window and can answer questions.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 29, 2010, 11:44:38 AM
Odd, this.  In playing Cata recently I realized that if we have scaling abilities, why not remove the need to run to a trainer to get new spells altogether?  Find another way to pull the money from the economy.  They removed the need for ranks, why not remove the need for the trainer as well.  It just flows better.

So, in playing RIFT I realized the same:  spells should scale and trainers should be removed.  It removes one step from the process that offers no 'fun'.  Running back to town to train makes you no better at any part of the game.  It's simply antiquated.  

This coming from someone who will be playing this game, for likely a long time.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 29, 2010, 11:48:27 AM
Some games do. Some games use the money sink, and as a reason to ever go to NPC towns.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 29, 2010, 11:57:49 AM
Training is an ineffective money sink since costs must be kept affordable. If players can't afford to train their new abilities upon leveling, they revolt.
And of course it's obviously one time per character. Since it's a crappy money sink, why charge at all? Streamline the process.  Remove trainers and training costs.

Towns are for quest hubs, trading, and trade skills. Forcing players to travel back to town while leveling is just a time sink, and time sinks are abominations.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 29, 2010, 12:16:47 PM
While I'd like it as an option, the philosophy is that it gives a visual cue as to 'new' abilities.  Perhaps to revisit a spell you rarely use or to introduce you to a completely new one.  If it just showed up in the middle of a big fight, the player might never realize it exists.

It also tickles the ding-gratz nerve.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 29, 2010, 12:23:29 PM
That role builder site has out dated info on most classes, bleh.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 29, 2010, 12:28:54 PM
While I'd like it as an option, the philosophy is that it gives a visual cue as to 'new' abilities.  Perhaps to revisit a spell you rarely use or to introduce you to a completely new one.  If it just showed up in the middle of a big fight, the player might never realize it exists.

It also tickles the ding-gratz nerve.

But in RIFT, you get your new abilities from the soul tree, not a trainer.  The trainer only serves to make your known abilities stronger.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 29, 2010, 12:30:41 PM
It's almost as if some mmo players are difficult to please.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on December 29, 2010, 12:32:43 PM
It's almost as if some mmo players are difficult to please.

lol. Your on a roll with getting me to giggle today.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 12:57:17 PM
It's almost as if some mmo players are difficult to please.

I would like this in limerick form please.


Title: Re: Rift: Planes of Telara
Post by: Paelos on December 29, 2010, 01:09:14 PM
It's almost as if some mmo players are difficult to please.

I would like this in limerick form please.

There once was a player from Belize, whose epeen hung down to his knees. But without any furries, his game caused him worries. Some mmo players are difficult to please.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 29, 2010, 01:10:59 PM
There once was a man named Sam
Who just didn't give a damn
He hated to train
But loved golden rains
So I pissed in his girlfriend's clam


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 29, 2010, 01:28:52 PM
It's almost as if some mmo players are difficult to please.

I'm convinced that the world will end if we stop telling developers how to design their own game.  Besides, we know how to do it better anyways.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 29, 2010, 01:40:19 PM
It's almost as if some mmo players are difficult to please.
We're used to eating the finest dry aged perfectly seared prime strip steak. It's downright delectable. Thing is, we've had the same steak every night for the past 7 years. It keeps getting better every 2 years or so, but it's still the same steak. Delicious, absolutely fucking tasty beyond belief, but we'd love some variety. A palate-cleanser, if you will.

What I'd really love is to get away from steak entirely and nosh on a nice dish of lobster thermidor. But if it's gotta be steak (and it really, really seems like it does) you'd better put some motherfucking DELICIOUS steer on that table or I will walk away.

Rifts serves up a competently cooked supermarket quality USDA Choice ribeye. It's a bit fatty, and I have to cut it off the bone myself, but overall fairly well executed. It doesn't need A1 sauce, lets put it that way, it's pretty tasty. Thing is, it's still a steak, so it's entirely appropriate to compare the ribeye to the strip steak... and it comes up short in almost every way. How do you directly compete with a perfectly cooked dry-aged steak? It takes years to build to that level of consistent execution, and you can't make money doing it without economies of scale anyway.

So lets assume your backers have final control over the menu and they mandate you must serve steak. You know you can't compete with that dry-aged ribeye. Blizzard's steakhouse has been around for years. They have an enormous budget and even better public relations-- they can do no wrong. You know, you know that their steak will be better than yours and there's not a damn thing you can do about it. But you have to serve steak!

Maybe the solution is to focus on the side dishes. How about hash browns fried in goose fat? Creamed spinach with shaved white truffle? Traditional caesar salad built tableside? Make a spectacle of it to take the focus off the steak. Yeah, it's right in the center of the plate, and yeah you're a steakhouse, but your side dishes aren't afterthoughts.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 29, 2010, 01:45:35 PM
Could you redo that with ice cream flavors please?


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 03:03:36 PM
I would prefer different flavors of skittles.


Title: Re: Rift: Planes of Telara
Post by: Lucas on December 29, 2010, 03:23:00 PM
 :eat:


Title: Re: Rift: Planes of Telara
Post by: Margalis on December 29, 2010, 04:37:17 PM
Is there some sort F13 award for most labored analogy of the year?


Title: Re: Rift: Planes of Telara
Post by: Ratama on December 29, 2010, 04:37:50 PM
I wasn't aware that anyone SHOULD be optimistic about Rift's PvP. Is it remotely a main thrust of the game? At least I haven't seen it presented as such.
So he's basically being "that guy".
God, I hope not.

It's actually Trion's devs that came out and said that they intend their PvP to be more accessible and less scary for the average player (than WoW's PvP, I'm guessing).

Just saying that much of their game design in general, and recent PvP-oriented changes particularly, run in the face of that statement.

Also, sam's analogy ftw; they're not going to out-PvE WoW.  If they're counting on that to keep subs, then they're fucked.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 29, 2010, 04:46:17 PM
"Boorsube," Faeblight, Defiant.
Giant Rogue of asshatery.    /friend


Title: Re: Rift: Planes of Telara
Post by: Margalis on December 29, 2010, 05:13:15 PM
Quote
I don't want to kill 6 bears and collect their uterii unless there's neat scripting justifying it like WoW:Cataclysm or a fully voiced story with branching responses and decisions like SWTOR.

Did anyone else find this incredibly sad?

For all his talk about amazing steak what sam is really saying is that he's perfectly happy with rancid liver and onions as long it's drowned in enough Velveeta to mask the taste.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 05:17:36 PM
I'm live streaming if anyone wants to take a peak.

http://www.own3d.tv/live/11388


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 29, 2010, 06:22:39 PM
Like I said, I'd prefer a nice lobster thermidor. Sadly, steakhouses are seen as more profitable.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 29, 2010, 06:27:07 PM
they're not going to out-PvE WoW.  If they're counting on that to keep subs, then they're fucked.

Why aren't they? I know that the hyper-scripted, cutscene heavy, gated by story content that WoW's become is pretty popular in a lot of quarters but it's not worn well everywhere. A lot of my friends (and I) were ready to stab ourselves to death after Vashjir and Uldum. I'm also not convinced that they've picked things up after the WLK drop off in dungeon quality, though I've been hearing good things about the raids. The five mans in Cataclysm are a bit better but vary widely in quality.

So I think there's plenty room for PvE WoW style with some randomized content and quirky classes mixed in with the standard stuff. Is it 3 million subs or something like that? Christ no, but I certainly think they'll pick up enough to sustain themselves.


Title: Re: Rift: Planes of Telara
Post by: Margalis on December 29, 2010, 06:43:52 PM
Why aren't they? I know that the hyper-scripted, cutscene heavy, gated by story content that WoW's become is pretty popular in a lot of quarters but it's not worn well everywhere. A lot of my friends (and I) were ready to stab ourselves to death after Vashjir and Uldum.

I don't think that's an isolated opinion. With WotLK I saw basically nothing but universal praise for the questing. With Cata I've seen a significant number of complaints about the things you're talking about. From the perspective of someone who does not play WOW this is the most negative response I've seen to an expansion.


Title: Re: Rift: Planes of Telara
Post by: Hoax on December 29, 2010, 07:11:10 PM
Quote
I don't want to kill 6 bears and collect their uterii unless there's neat scripting justifying it like WoW:Cataclysm or a fully voiced story with branching responses and decisions like SWTOR.

Did anyone else find this incredibly sad?

For all his talk about amazing steak what sam is really saying is that he's perfectly happy with rancid liver and onions as long it's drowned in enough Velveeta to mask the taste.

I fucking love you man.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 29, 2010, 07:52:07 PM
I don't think that's an isolated opinion. With WotLK I saw basically nothing but universal praise for the questing. With Cata I've seen a significant number of complaints about the things you're talking about. From the perspective of someone who does not play WOW this is the most negative response I've seen to an expansion.
Fully agree.

Also Trion seems to be doing something you don't see often in other betas... the fundamentals seem down pretty well, but they're testing the range of options.  They're actually making use of the beta to look at player behavior.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 29, 2010, 09:01:05 PM
I don't think that's an isolated opinion. With WotLK I saw basically nothing but universal praise for the questing. With Cata I've seen a significant number of complaints about the things you're talking about. From the perspective of someone who does not play WOW this is the most negative response I've seen to an expansion.
Fully agree.

Also Trion seems to be doing something you don't see often in other betas... the fundamentals seem down pretty well, but they're testing the range of options.  They're actually making use of the beta to look at player behavior.

This.
One of the few betas I've been in where they dont spend the majority of time working out game engine or server-side bugs.

Speaking of balance and 'range of options' btw.  Anyone else find the "threat" mechanics a bit softcore?  I rolled a riftwalker-saboteur-ranger and I just cant fathom how I can lay that much DPS and not grab threat from my pet.  For those who arent testing, this build is essentially a Ninja who shoots exploding arrows (at 25+ yards no less; oh and you're slowed and DOTed and if you bring friends it's AOE as well) at hapless foes who simultaneously must fend off his raging boar-rhinoceros thing.  Even if they make it past my pet, they run into a hurricane of comboed pointed blade attacks if they make it into melee range.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 29, 2010, 09:39:15 PM

I don't think that's an isolated opinion. With WotLK I saw basically nothing but universal praise for the questing. With Cata I've seen a significant number of complaints about the things you're talking about. From the perspective of someone who does not play WOW this is the most negative response I've seen to an expansion.

Just chiming in that I'm in this group of players.  I had a ton of fun questing in WotLK and had a fair amount of fun in the dungeons.  While I do like some parts of Cata, if it weren't for my dad and brother playing, I'd drop my sub and not look back.  It's too homogenized for my liking.  While I do give Blizzard credit for all the design changes they put out there, I just don't think this one is a winner.

RIFT has a pretty nice balance of PvE that I hope they retain.  I *like* the questing as-is, as well as the rift groups. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 29, 2010, 10:29:13 PM
I've got a Dev Tracker up and running on my site if anyone needs it for any reason.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 29, 2010, 11:19:46 PM
Some nice changes in. They've really pushed forward the whole rift/foothold/invasion mechanic with each beta event (this time around there are raid mobs and upgradable wardstones, new foothold mechanics). Not to mention a ton of soul overhauling.

Just puttering around on my cleric, mostly hoping f13 people might actually show up :P Spent an hour or so with a posse I put together chasing some guardians that got frisky. Pure healer (Sent/Pur/Warden, mostly Sentinel) but the combination of healing (two instant; one direct and one HoT) and instant firepower (two instant nukes and one instant dot) made for a surprisingly good pvp build.

Needs to be better tools for breaking a rogue's stealth, I guess my dot was doing the job but one rogue I was chasing got away twice.


Title: Re: Rift: Planes of Telara
Post by: Spiff on December 30, 2010, 03:56:57 AM
Speaking of balance and 'range of options' btw.  Anyone else find the "threat" mechanics a bit softcore?  I rolled a riftwalker-saboteur-ranger and I just cant fathom how I can lay that much DPS and not grab threat from my pet.

That rogue boar feels incredibly powerful in PvE yeah, I threw in ranger as a "I dunno what I want for 3d soul" with my assassin build and he basically tanks 2-3 mobs while I backstab 'em to death. Problem I think is you get so much power out of the tree at the start (best pet without a single point).

I'll be very interested to see their approach to balance, because with those extra points and some of the changes they made to the trees they've started on a slippery slope.
I've glimpsed some borderline godmode builds in this beta-phase.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 30, 2010, 05:17:53 AM
Speaking of balance and 'range of options' btw.  Anyone else find the "threat" mechanics a bit softcore?  I rolled a riftwalker-saboteur-ranger and I just cant fathom how I can lay that much DPS and not grab threat from my pet.

That rogue boar feels incredibly powerful in PvE yeah, I threw in ranger as a "I dunno what I want for 3d soul" with my assassin build and he basically tanks 2-3 mobs while I backstab 'em to death. Problem I think is you get so much power out of the tree at the start (best pet without a single point).

I'll be very interested to see their approach to balance, because with those extra points and some of the changes they made to the trees they've started on a slippery slope.
I've glimpsed some borderline godmode builds in this beta-phase.

I seem to remember Hartsman saying somewhere (maybe here?) something along the lines of "yea, some builds are going to be really powerful, doesn't that sound fun?"

Found it, not quite as dismissive of balance as I made it out to be:

Quote from: Hartsman
"We fully expect that people will discover new and exciting things that never occurred to us, and that's ok... that's part of the fun.  We're not trying to overbalance everything and make everyone feel exactly the same."


Title: Re: Rift: Planes of Telara
Post by: Zetor on December 30, 2010, 05:23:57 AM
I think many souls are very powerful even if you put no points in the tree. Picking dominator as a tertiary soul for my character gave me a 'polymorph' spell that made soloing a ton easier (for double / pet pulls) and improved my group viability a LOT by giving me a reliable CC (yeah, fear 'can' act as crowd control, but it's way too risky).

Compared to that, picking archon as a secondary soul was kinda blah. It got me an extra dot that increases my vitality when I cast it (this is actually a bad thing with lifetap, since the hp lost scales with max hp), and a nuke that steals some stats from an enemy (I guess this is kinda ok).


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 30, 2010, 06:25:41 AM
Every calling has some pretty good 0pt abilities.

Mage:
Necromancer - Pet
Elementalist - Pet
Dominator - Polymorph
Chloromancer - Heal Proc

Warrior:
Champion - Charge
Riftblade - Weapon Proc
Beastmaster - Pet

Rogue:
Ranger - Pet
Assassin - Weapon Proc (poison)

Cleric:
Warden - HOT
Druid - Pet that heals
Sentinel - Instant Cast Heal
Shaman - Weapon Proc
Purifier - Self-Only Shield


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 30, 2010, 07:29:24 AM
I went Paladin/Warlord/Reaver this time around and it's solid.  At lvl 11 I can comfortably take 3 mobs, 4 if all goes well.  The Paladin/Reaver combo seems very strong for tanking, as the reaver DoTs keep building threat.  It's not often that someone pulls a mob from me in a rift.  And I don't even have decent threat abilities yet. 

I really, really like that I can put points in another soul without sacrificing points in my main tree.  Having a lot of fun! 



Title: Re: Rift: Planes of Telara
Post by: Draegan on December 30, 2010, 07:50:40 AM

I really, really like that I can put points in another soul without sacrificing points in my main tree.  Having a lot of fun! 


Yeah that's pretty good.

A cool thing happened to me last night in one of the level 11-12ish quest hubs while soloing.  All of the sudden two or three Life Invasions charged into the quest area and 5 to 10 of us fended them off.  There was a mixture of elite invasions and regular invasions.  It was chaos but in the end we gained a ton of experience and it was incredibly fun.

Took a breather and then all of the sudden...

A Life Invasion, a Fire Invasion and a Defiant Invasion all came at us in the space of 30 seconds.  It was a four way melee.  Life vs. Fire vs. Defiant vs. Us.  These were all NPCs and Guardian PCs.

Oh the glory of mass confusion. 

This whole experience lasted maybe 10-15 minutes?  I gained more than half a level and got a few shiny bits from rewards.

Upgrading the Wardstones are pretty awesome.  They start off has normal blue crystal things, then you get one gargoyle turret (they graphic needs help imo) then you get a second one, then you get a floating angel above the stone and it gives you a 20% damage redux buff and a 20% damage increase buff.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 30, 2010, 08:15:57 AM
Who's the cockmunch who decided that the rare planar weapons should cost 10 emblems rather than 2 as in last beta?

Rifts/invasions/et cetera - they're not that fun. I can stand doing a few here and there as breaks from the quest grind. I'm not going to grind them too.


Title: Re: Rift: Planes of Telara
Post by: Blackluck on December 30, 2010, 08:26:59 AM

Upgrading the Wardstones are pretty awesome.  They start off has normal blue crystal things, then you get one gargoyle turret (they graphic needs help imo) then you get a second one, then you get a floating angel above the stone and it gives you a 20% damage redux buff and a 20% damage increase buff.

Upgrading the wardstones? Sorry to sound stupid, but how is this done?

Re costs for the planer items, agreed, way too high, not to mention they're only useful for a handful of levels.
However, I do enjoy running around fighting the rifts as I harvest. Prior to hitting 20 I would do both those and quests, so I never got bored with one or the other.



Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 30, 2010, 08:27:18 AM
A cool thing happened to me last night in one of the level 11-12ish quest hubs while soloing.  All of the sudden two or three Life Invasions charged into the quest area and 5 to 10 of us fended them off.  There was a mixture of elite invasions and regular invasions.  It was chaos but in the end we gained a ton of experience and it was incredibly fun.

Took a breather and then all of the sudden...

A Life Invasion, a Fire Invasion and a Defiant Invasion all came at us in the space of 30 seconds.  It was a four way melee.  Life vs. Fire vs. Defiant vs. Us.  These were all NPCs and Guardian PCs.

Oh the glory of mass confusion.  

This whole experience lasted maybe 10-15 minutes?  I gained more than half a level and got a few shiny bits from rewards.

Upgrading the Wardstones are pretty awesome.  They start off has normal blue crystal things, then you get one gargoyle turret (they graphic needs help imo) then you get a second one, then you get a floating angel above the stone and it gives you a 20% damage redux buff and a 20% damage increase buff.
What?  FML, I havent even fooled with the wardstones yet aside from destroying them and/or calling in reinforcements.

Hartsman's right about not wanting to gimp the crazy builds people are coming up with.  I had a shitton of fun last night with my porting-giant-bomberman-ninja build.  The Bhaami racial plays right into the rogue class and the ranger's sniping+pet means the enemy is half dead before you even toss a single bomb or blade combo.  Things get dicey?  Toss a slow bomb and Port away...heh.  All this before even reaching level 10.   Crazy.

Feels like the Diku-Fantasy version of ChampO only with meaningful stats.  And yah, I feel more "Ascended" now.



Title: Re: Rift: Planes of Telara
Post by: Draegan on December 30, 2010, 08:32:01 AM
Upgrading the wardstones? Sorry to sound stupid, but how is this done?

There's an item I got from rewards of quests and other rifts that you can target your own wardstone and it buffs it.


Title: Re: Rift: Planes of Telara
Post by: AutomaticZen on December 30, 2010, 08:40:39 AM
Faeblight, Defiant side. Bat Country charter started. I'm rolling with my cleric Kamata from beta 1 with a dps and heal role set up.

Use the teamspeak server! Info stickied in MMO forum. (http://forums.f13.net/index.php?topic=19679.0)

I only work a couple hours this week, so I'll be on a bit to PL people if they want. Be nice to do a couple f13 dungeon runs before this beta cycle is over and get people prepped for next beta cycle with some level 20s.

Life struck (not in a bad way, just busy) and took my game time away, but soon I shall return, and I see a few beta emails in my inbox already.  Keen.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 30, 2010, 09:38:33 AM
Hartsman's right about not wanting to gimp the crazy builds people are coming up with.
The day will come when he bitterly regrets saying that. Bigtime.

He probably already does.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 30, 2010, 09:46:33 AM
Hartsman's right about not wanting to gimp the crazy builds people are coming up with.
The day will come when he bitterly regrets saying that. Bigtime.

He probably already does.


I think this is sad but true.  If there is one things the extreme ease of respecing + changing souls is going to do it is that flavor of the month builds are going to be extremely common.  That may or may not be a bad thing, but there will definitely be ways to gimp yourself, and ways to make yourself very powerful, and thats walking a fine line.  Last game I tried with that possibility was Champions Online, and I think a lot of people just ended up quitting because the hero they wanted to make sucked compared to the heros they didn't.  Granted...CO had a lot of other problems RIft seems to be avoiding.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 30, 2010, 10:13:22 AM
Every calling has some pretty good 0pt abilities.
Question is, how do they scale at later levels. The boar might be awesome for the 1-20 game we're seeing, but deeper in the trees are other pets and Greater versions, leading me to believe that a 0pt pet at level 50 won't be nearly as effective as a 0pt pet at 20.

As far as gimping builds, every beta event I've run with a different build because the previous one was nerfed :p The nerf bat is in full effect, so take Hartsman's quote with a grain, he's not going to let some comment he made stand in the way of making the game he's trying to make.
Who's the cockmunch who decided that the rare planar weapons should cost 10 emblems rather than 2 as in last beta?

Rifts/invasions/et cetera - they're not that fun. I can stand doing a few here and there as breaks from the quest grind. I'm not going to grind them too.
I was thinking the same thing last night. We killed a raid boss rift, I got a second emblem and rushed off to the vendor...10? For a level 13 item that's not even as good as the level 20 stuff I have, including some greens? PFFT!


Title: Re: Rift: Planes of Telara
Post by: Spiff on December 30, 2010, 10:47:28 AM
I was thinking the same thing last night. We killed a raid boss rift, I got a second emblem and rushed off to the vendor...10? For a level 13 item that's not even as good as the level 20 stuff I have, including some greens? PFFT!

Pretty sure someone messed up on those rewards for this beta tbh, there was just one bow and only warriors could use it and some sort of hammer with +wisdom that again only warriors could use (iirc).

I've been looking more into those rift specific consumables you get as well and there's some fun ones; one that allows you to call in NPC reinforcements at an enemy foothold for instance.
They are cluttering up my bags something awful though.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 30, 2010, 10:52:10 AM
The zero point pets, for example, don't level passed 30.  Soooo once you're 35 they're useless.  Great leveling tool though.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on December 30, 2010, 11:10:14 AM
The nerf bat is in full effect, so take Hartsman's quote with a grain, he's not going to let some comment he made stand in the way of making the game he's trying to make.
Obviously. So why say it?

Players are going to quote that line back to his CM team on an hourly basis until the heat death of the universe.


Title: Re: Rift: Planes of Telara
Post by: Nija on December 30, 2010, 11:25:56 AM
I knew that I wasn't this games target audience when I accepted and installed and whatnot. I knew that it was a complete WoW clone. I really did know exactly what I was getting into.

I wasn't prepared for how badly it would bug me, though. Seeing a blue item linked in chat and seeing that it has +spellpower on it was pretty much the final straw. I'm no IP lawyer, but damn.

NOTHX. Enjoy.


Title: Re: Rift: Planes of Telara
Post by: Sky on December 30, 2010, 11:58:29 AM
Probably my biggest problem with the game, as well. I don't like WoW.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 30, 2010, 12:06:22 PM
Yeah, that's kind of a big one there. 


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 30, 2010, 12:06:50 PM
Probably my biggest problem with the game, as well. I don't like WoW.

Funny thing is, in spite of that its really close to doing something interesting anyway.  I just wish it was more viable to get off the quest treadmill.  I made it to 15 in the last beta and only 13 this time, before just wanting to put the game down altogether, thats not the best sign.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 30, 2010, 12:20:39 PM
Probably my biggest problem with the game, as well. I don't like WoW.

Funny thing is, in spite of that its really close to doing something interesting anyway.  I just wish it was more viable to get off the quest treadmill.  I made it to 15 in the last beta and only 13 this time, before just wanting to put the game down altogether, thats not the best sign.

Well i love the game but i feel the same way.  Doing the newbie grind over and over is pretty much the best way to burn out on a game fast.  I keep rerolling to try new stuff and frankly i'm sick of it by now, i think i'm done until launch.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 30, 2010, 12:25:42 PM
Probably my biggest problem with the game, as well. I don't like WoW.

Funny thing is, in spite of that its really close to doing something interesting anyway.  I just wish it was more viable to get off the quest treadmill.  I made it to 15 in the last beta and only 13 this time, before just wanting to put the game down altogether, thats not the best sign.

Well i love the game but i feel the same way.  Doing the newbie grind over and over is pretty much the best way to burn out on a game fast.  I keep rerolling to try new stuff and frankly i'm sick of it by now, i think i'm done until launch.

I've only done it twice, so it isn't as if I've done it 20 times and am now sick of it.  I think its more than unless the game changes drastically over level 20, I've played this game before, and I just can't bring myself to do it again.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 30, 2010, 01:29:19 PM
There's plenty that's just straight lifted. Like I said, it's a clone in very blatant ways that other games have at least tried to have the pretense of being different. +spellpower. Items are Soulbound. Flasks by a different name.


Title: Re: Rift: Planes of Telara
Post by: Azuredream on December 30, 2010, 01:33:04 PM
I'm getting excited about this game because I DO like WoW, and it'd be fun to play something with near-WoW quality and is similar but wasn't.. you know, WoW.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on December 30, 2010, 03:14:45 PM
Seeing a blue item linked in chat and seeing that it has +spellpower on it was pretty much the final straw. I'm no IP lawyer, but damn.


Perfect use for my term "Brain Power" IMO!



Title: Re: Rift: Planes of Telara
Post by: Raguel on December 30, 2010, 03:24:50 PM

I'm really torn. On the one hand I love the soul/class system and the Rift Raid at around midnight was pretty fun; on the other hand the pve in general is just awful.

I found it ironic that one of the quests was named "Trials of Ascension". For those that don't know, there was a mmorpg in development (now canned) by the same name. The devs wanted to create a truly unique game; unfortunately, their talents/founding didn't match their aspirations.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 30, 2010, 05:05:07 PM
I chalk Rift up to being that super-polished trimmed down MMO that wont require too much "Life" input to play.  It's the casual-MMO that's brainy enough to inspire a few minmaxers and loreboys out there.
So those folks who wanted WoW, but not AS MUCH as WoW, this is probably the game for you.  Leveling is faster, more machine-like, quest hubs and towns are compact, and the Rifts keep you on your toes during the monotonous times.

So if they price the game right it'll be a fine buy.  If they want big money, frankly I dont see the "oomph" that'd justify it.  Game just isn't grandiose enough, and at the higher pricepoints I may as well play AoC.

What WOULD justify a high pricepoint??  More server-side magic that's what.  More on-the-fly gamemastering along with more effect on the gameworld, etc.  People will pay for a well designed, small game that's actively GMed.  They wont for just a plain ol' small game.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 30, 2010, 05:18:08 PM
Except they're billing it as a game for veteran MMO players and it's not as casual as WoW.


Title: Re: Rift: Planes of Telara
Post by: Tarami on December 30, 2010, 05:59:15 PM
Help me out here, what's the point of the rifts? Yeah, I go around whack generic mobs for a while, then get some generic loot... what's the leverage? What's the twist that supposedly makes this fun for more than a week? Because I'm seriously not seeing it, no matter how much people keep telling me "it's awesome!"


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 30, 2010, 06:04:48 PM
Help me out here, what's the point of the rifts? Yeah, I go around whack generic mobs for a while, then get some generic loot... what's the leverage? What's the twist that supposedly makes this fun for more than a week? Because I'm seriously not seeing it, no matter how much people keep telling me "it's awesome!"

Well the standard randomly spawning PQ thing is kind of take it or leave it.  The really big events are awesome though, where the whole zone gets invaded, there are rifts and footholds and invasion forces everywhere.  That is legitimately neat and worth seeing.  Unfortunately, it seems such a rare event that the rest of the generic questing hardly seems worth enduring.


Title: Re: Rift: Planes of Telara
Post by: Raguel on December 30, 2010, 06:15:02 PM
Help me out here, what's the point of the rifts? Yeah, I go around whack generic mobs for a while, then get some generic loot... what's the leverage? What's the twist that supposedly makes this fun for more than a week? Because I'm seriously not seeing it, no matter how much people keep telling me "it's awesome!"

I'm assuming that if players don't put down rifts, mobs will quickly take over hubs. I don't know how true that is. The fun factor is mostly from the randomness of them, but it was cool to roam around with 40+ other people. I also like the fact that I don't have to worry about ksing or ninjas; everyone is working towards the same goal.

Now, if I were playing the game regularly as opposed to 2 - 4 days with a few weeks in between, I'd want to play against a more fleshed out enemy, but I don't think that's going to happen in Rift.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 30, 2010, 07:46:17 PM
Help me out here, what's the point of the rifts? Yeah, I go around whack generic mobs for a while, then get some generic loot... what's the leverage? What's the twist that supposedly makes this fun for more than a week? Because I'm seriously not seeing it, no matter how much people keep telling me "it's awesome!"

I'm assuming that if players don't put down rifts, mobs will quickly take over hubs. I don't know how true that is. The fun factor is mostly from the randomness of them, but it was cool to roam around with 40+ other people. I also like the fact that I don't have to worry about ksing or ninjas; everyone is working towards the same goal.

Now, if I were playing the game regularly as opposed to 2 - 4 days with a few weeks in between, I'd want to play against a more fleshed out enemy, but I don't think that's going to happen in Rift.

Yeah, if they are left alone invasion armies will start marauding towards a quest hub, and when they destroy the stone, they take it over until you clean them out.  With the entire beta popuation basically within spitting distance of each other (in level and in space) most of these things just get shut down immediately.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 30, 2010, 08:25:01 PM
Well i've played through three of this things already and i still have no effing clue what i want to play.  I am paralyzed with too many options.


Title: Re: Rift: Planes of Telara
Post by: SnakeCharmer on December 30, 2010, 08:29:55 PM
Help me out here, what's the point of the rifts?

From what I can tell, it's like developer sponsored community RP events.  They spawn a big bad through a cool graphic, players beat on it for a while, get some shiny, and done.  But an entire game is built and marketed around it.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 30, 2010, 08:39:22 PM
Probably my biggest problem with the game, as well. I don't like WoW.

LOL


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on December 30, 2010, 10:53:28 PM
PvPers never change.  If a game allows so much as a duel they think it should be the primary focus of the game.

Lol thats going in the sig.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on December 31, 2010, 04:51:33 AM
Do the Rifts have the same problems as WAR's public quests (which they are very similar to)?
Will it be possible to defeat a rift once the server is matured and you are the only player around when it forms?
Are the rewards shared fairly, so that the person tanking the mobs has as much chance of getting something as the mage blasting away at them?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 31, 2010, 05:02:25 AM
Potentially the same problems but they seem to have some plans to deal with it. The number and difficulty of rifts seem to be something that the devs have complete and total control over. So when you get to that point where the game's mature and the noob zones are far less populated they can presumably just make them solo rifts and lower the numbers.


Title: Re: Rift: Planes of Telara
Post by: Hartsman on December 31, 2010, 08:12:41 AM
Potentially the same problems but they seem to have some plans to deal with it. The number and difficulty of rifts seem to be something that the devs have complete and total control over. So when you get to that point where the game's mature and the noob zones are far less populated they can presumably just make them solo rifts and lower the numbers.

Yep.  The system knows exactly which players are where and is making decisions accordingly, even right now. 

Beyond that, we can override a few dozen different things it pays attention to in runtime - either globally, or on specific servers.

That said, a smart system isn't really going to solve everything for everyone 100% of the time (and probably shouldn't even try, otherwise it's kind of just the game playing itself). 

On top of that, there are gameplay elements people can use if they find themselves potentially overrun. 

For instance, if you're at a wardstone you'd like to beef up because you see an invasion coming and you're on your own, there are ways to upgrade both its "health" and its active defenses.   

Conversely, if you're at a foothold that you want to take back from invaders, there are ways to summon faction defenders from your side to assist.

There are also emergent behaviors between different factions of invaders that you can take advantage of if you know to look for them and get a little lucky -- e.g. An enemy faction invasion that's heading toward the fire-controlled foothold. Great, let them fight it out a while, then mop it up and get credit for defeating them both. 

In past generations, we probably would have called that exploiting risk-vs-reward, but in our case, we're intentionally treating it as valid gameplay.

The idea really is to make this part of it a game on top of game.



Title: Re: Rift: Planes of Telara
Post by: Xilren's Twin on December 31, 2010, 08:34:57 AM
For instance, if you're at a wardstone you'd like to beef up because you see an invasion coming and you're on your own, there are ways to upgrade both its "health" and its active defenses.   Conversely, if you're at a foothold that you want to take back from invaders, there are ways to summon faction defenders from your side to assist.

Yeah, those cosumable magic items you can use for that sort of stuff.  Can you tell if there are being heavily used yet?  A lot of the rift battles seem frentic enough that i dont know if any sort of coordinated "you buff the stone, ill summon defenders, etc" is actually happening beyond just dogpile zergs.  There were so many rifts active last night that for about an hour you couldnt really do regular questing with all the invasions happening and overlapping.  Fun though.  Also, need more hot bars and bag space asap: tons of abilities and items to lug about.

Quote
There are also emergent behaviors between different factions of invaders that you can take advantage of if you know to look for them and get a little lucky -- e.g. An enemy faction invasion that's heading toward the fire-controlled foothold. Great, let them fight it out a while, then mop it up and get credit for defeating them both. 

Saw some of that behavior too last night, but the vast majority of rifts seemed to be Death ones.  Things did quiet down after that hour of frantic activity after the players had mopped up the open rifts.


Title: Re: Rift: Planes of Telara
Post by: Hartsman on December 31, 2010, 08:42:33 AM
Yeah, those cosumable magic items you can use for that sort of stuff.  Can you tell if there are being heavily used yet?  A lot of the rift battles seem frentic enough that i dont know if any sort of coordinated "you buff the stone, ill summon defenders, etc" is actually happening beyond just dogpile zergs.  There were so many rifts active last night that for about an hour you couldnt really do regular questing with all the invasions happening and overlapping.  Fun though.  Also, need more hot bars and bag space asap: tons of abilities and items to lug about.

Exactly like you suspect -- With the current overpopulation levels (100% of the server population in 2 zones) they're not getting a ton of use.

That, and the fact that they're obscured by being largely a part of the merchant/item system right now isn't helping.

And that they're largely an inventory hog isn't at all lost on us.

That's going to be one of the big beta3 takeaways:  "Yes, there's cool stuff there.  It needs to be presented a lot more cleanly, and not take up bag space."  We need to integrate it quite a bit better.


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 31, 2010, 08:55:23 AM
I need more bag space.

So I was just running the Relam of the Fae instance as the healer.  And I was a mage.  It's pretty awesome.

Terrible thing about it?  My ress is at level 20, and I'm level 19.  That ress should be knocked down a few points to match the entry level of the dungeon.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 31, 2010, 08:58:53 AM
And this, really, is what has me excited. I hate to use the word "potential" because that's a word so entwined with failed or mediocre games but the potential of the rifts is what has me excited. The quests offer a framework the modern MMO player can relate to; the ship's sailed, that's the standard for a new game with a few notable exceptions. But here's this layer of emergent, random, open world stuff slapped on top of the narrative. For one, technologically it's impressive. Mainly, however, it's a throwback to unpredictable behavior in MMOs or, at least, offers that potential. And in that sense they're not taking WoW head on. WoW's now the most predictable, self-referential, in love with its own story game on the market. There's none of that here. The quests are just the skeleton.

Now, it may very well be that I get sick of rifts after a couple months. I completely grant that. But for now? This is great stuff and a really good foothold into something new. Don't think this isn't a watershed because I know for a fact that there are designers at a couple other companies who are going "Holy shit!" at the rift stuff even if the totality leaves them a little cold. They're seeing what they can do about adding in their version of "rifts" too.

ENDNOTE: I have a hunch that GW2's systems are going to be far more similar to Rift than not. Just a feeling, for what it's worth.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 31, 2010, 08:59:34 AM
I really, really like the fact that there are sometimes moving invasions that I can't simply kill by myself.  In fact, with three other people we couldn't get coordinated to do it.  That is awesome; if a force is invading it should be damn tough to beat it up.  I was level 12 and a tough lvl 9 invasion was working towards the refuge.  I died about 8 times to it, trying different tactics.  Never did beat it and I think it despawned, not sure.

Seriously:  There's an army in the open world that is tougher than I am.  And it moves.  And it consumes.  

While I hope some of the questing gets fleshed out a bit, I'm officially drinking the kool-aid.  

I hope they offer the game for sale digital download through Trion, but at least Steam has it listed.  Though I'm considering a boxed collector's on this one.  


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 31, 2010, 10:05:36 AM
There were two or three Defiant NPC warband invasions just roaming around the zone randomly.  And killing me since they were all elite.

I wonder if Rift Footholds will be able to be upgraded by the NPCs like Wardstones can if they are left alone for a while.


Title: Re: Rift: Planes of Telara
Post by: waylander on December 31, 2010, 11:48:45 AM
I really hate not having a mount until level 20 because the character movement is so slow.  I see they put up a mount vendor near King's Retreat (defiant side) so hopefully there will be a level 10 mount available at some point.

The quest rewards are very spotty and you either end up with too much gear of the same type, not enough upgrades for other things, or the rewards can't keep up with how fast you are leveling.  On the flip side player crafting seems to take too long in the early levels, and you quickly outlevel your gear before you can work it up to the next level.  It basically creates a situation where you are forging ahead with subpar gear much longer than you should, and that hurts you until you finally get a quest or player crafter who can outfit you properly.

One thing I hate about the Rifts is that they don't seem to drop any gear, and there's only so many things I can do with 200 sourcestone motes.  Another thing I dislike is that the best tanks in the game are rogue tanks, and when a rogue tank is your best tanking class then you have some real balance problems. Lastly there are a ton of pet classes, but most of the pets cannot hold aggro and the pet owner gets wtfpwned. This is especially true with casters, and the necromancer in particular.

Overall the game is fun, but in my opinion they are a ways off from these classes being remotely balanced. Right now for PVE and PVP you should roll a cleric/tank build and a rogue tank, and that's all you need in a group.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 31, 2010, 11:57:56 AM
I don't really see how your gear can be considered subpar unless you are having trouble with the pve, which really is not the case.


Title: Re: Rift: Planes of Telara
Post by: waylander on December 31, 2010, 12:14:58 PM
I don't really see how your gear can be considered subpar unless you are having trouble with the pve, which really is not the case.

It is really more about being stuck with the same gear for too many levels prior to getting an upgrade. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on December 31, 2010, 12:37:40 PM
Yeah Rifts need to drop more gear.  Or I need more things to do with motes.

---

So.  There was just a zone wide raid/invasion/wtf!/ :awesome_for_real:/ :heart:/ :drill:/ :grin: event.  Raid targets, raid defenses, zone wide quests.  For winning you get a purple token where you need a few to get some purple gear from the vendor.  It was excellent.

Essentially the whole zone got invaded by 50 rifts and invasions.  We had to fight back raid mobs and make our way to the center of the map to win.

The center of the map was ezmode though.  They need to tweak that.

It was fucking amazing.

I'll have video and stuff up sometime soon of the whole thing.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on December 31, 2010, 02:21:02 PM
The outlying areas were brutal if you were under level though.  Thankfully people started gathering around the Kelari Refuge and despite being a warrior I had three ranged attacks so I was fairly safe, but early on I was a lone level 10 surrounded by level 15 raid footholds in King's Refuge.

It'd be nice if the force that invade outlying areas would scale themselves a bit so those at the lower range of an area can feel like they're participating.

Also, level 20 golems with 700k health suck.  Thankfully they either kept us up long enough to beat it, or we got luck and took it down right before the server was shut off.  I would have liked to see what loot I got for it though. :sad:


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 31, 2010, 02:56:43 PM
All that sounds like a helluva good time.
I wonder though, is more fun to be had if one purposely waits a few weeks after release when the starter zones are /crickets, so that one might be able to reap the rift defense rewards for oneself or a small leveling guild? Seems like a well organized low level guild purposely behind the level curve could have a helluva good time and get quite kickass gear after the release-hordes die out.

Feels good to have a whole zone to yourself every now and again.


Title: Re: Rift: Planes of Telara
Post by: Threash on December 31, 2010, 03:14:55 PM
Something wow needs to steal from this game is having to loot a pile of corpses just once.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on December 31, 2010, 03:33:34 PM
Yeah Rifts need to drop more gear.  Or I need more things to do with motes.

---

So.  There was just a zone wide raid/invasion/wtf!/ :awesome_for_real:/ :heart:/ :drill:/ :grin: event.  Raid targets, raid defenses, zone wide quests.  For winning you get a purple token where you need a few to get some purple gear from the vendor.  It was excellent.

Essentially the whole zone got invaded by 50 rifts and invasions.  We had to fight back raid mobs and make our way to the center of the map to win.

The center of the map was ezmode though.  They need to tweak that.

It was fucking amazing.

I'll have video and stuff up sometime soon of the whole thing.

I have done a lot of cool things in my roughly 13 years of PvE mmo playing, but the Battle for Freemarch quest is just about the coolest.  That event was awesome, and guaranteed a box sale out of me.  I'm not sure I can convince my dad to switch from WoW, but I will be playing RIFT a LOT. 

My paladin went from lvl 12 to 17 just by /raid with 19 others, running from rift to foothold.  If they retain the fun, loot items and small XP gains from these events, I would be very, very surprised if this game isn't a runaway success. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 31, 2010, 03:41:27 PM
I'm worried that the trap of too little gear while leveling may be imminent. I get the idea. Something a little grindy to keep people funneled to what the devs deem important. But seriously, just give out the gear. It doesn't matter. There's no time sink there. They're getting xp, they're still leveling. It's not even a speed bump to hold back gear.


Title: Re: Rift: Planes of Telara
Post by: Malakili on December 31, 2010, 03:45:01 PM
I'm worried that the trap of too little gear while leveling may be imminent. I get the idea. Something a little grindy to keep people funneled to what the devs deem important. But seriously, just give out the gear. It doesn't matter. There's no time sink there. They're getting xp, they're still leveling. It's not even a speed bump to hold back gear.

I was thinking about this myself.  I wanted to see how viable it would be to more or less just ignore quests because the XP while decent isn't quite as huge a % of the total exp as in some games, but I quickly realized I was going to have no avenue for upgrading my gear


Title: Re: Rift: Planes of Telara
Post by: Hartsman on December 31, 2010, 03:56:56 PM

I'm worried that the trap of too little gear while leveling may be imminent. I get the idea. Something a little grindy to keep people funneled to what the devs deem important. But seriously, just give out the gear. It doesn't matter. There's no time sink there. They're getting xp, they're still leveling. It's not even a speed bump to hold back gear.

I was thinking about this myself.  I wanted to see how viable it would be to more or less just ignore quests because the XP while decent isn't quite as huge a % of the total exp as in some games, but I quickly realized I was going to have no avenue for upgrading my gear


On a live server, you should. 

By then the economy around the items bought with rift currencies (currently portrayed as zone based event tokens) will be more balanced (they were just plain too expensive in B3), and servers would have a crafting economy, letting you keep gear up.

If you played that right, you'd likely come out ahead of solo questing in terms of most gear.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 31, 2010, 03:59:21 PM
I'm glad to see you guys are in agreement that the gear via rift tokens was too expensive this event. I think you've got to work out how long it'll take to go from zero tokens to N tokens, how much xp you get in that time and bring it in line so that you get the gear while it's an upgrade at the appropriate level. You level fast and how long are you actually going to use gear in something you level fast in?


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on December 31, 2010, 04:12:56 PM
There are also emergent behaviors between different factions of invaders that you can take advantage of if you know to look for them and get a little lucky -- e.g. An enemy faction invasion that's heading toward the fire-controlled foothold. Great, let them fight it out a while, then mop it up and get credit for defeating them both. 

In past generations, we probably would have called that exploiting risk-vs-reward, but in our case, we're intentionally treating it as valid gameplay.

Bravo. As long as the risk/reward doesn't get completley ridiculous, taking advantage of enemy 'situations' is fun.


Title: Re: Rift: Planes of Telara
Post by: waylander on December 31, 2010, 04:14:35 PM
That's nice to hear Scott, but your tank classes are broken when people want a rogue/tank over a real warrior class tank. You need to fix that asap or you'll have howling masses of unhappy warriors on your hands come retail. On the pet classes, how hard would it be to make sure all pets can hold aggro as well as the ranger's razorbeast pet? Too many pet users complain about most pets being unable to hold aggro, and that's downright deadly for a pet based caster since most of their dps is tied up in the pet.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 31, 2010, 05:11:01 PM
Warriors dont have energy right?  They do have mana though.  One would think a tired Rogue would have a harder time holding aggro. than a full-manaed Warrior.  It's the initial burst damage that's probably the issue until the rogue runs out of Energy.  Also, the third soul early on should've made it easier for tank-specced warriors to properly spec as true tanks if they wanted.  (shrug)

Warriors always seemed like Masters of the Battlefield rather than simple "Tanks" in this game anyways.  Game is more built on having multiple off-tanks and situational buffs (based on elements/attacks) rather than a single main.  For fuck's sake you can build a tank-mage real easy also.  And there are indeed threat generating abilities in the rogue trees, which is actually kinda cool imo.  So you're saying they should take these out?  

So given all the classes abilities to "tank," (and the gameplay options this provides) praytell how you'd balance the game well enough to make your standard faire warrior-tank happy.  A gold star awaits a viable answer.

Also, as for pet users... I never once in any of the betas had aggro. issues <lvl15 with any pet class I played.  By the time I pulled aggro. from my pet (which was usually 'cause the pet died) the enemy was either mostly dead, about to die from DOTs, or I had a slew of burst damage in waiting.  For casters wherein the pet is their primary source of dmg., well... aside from that being kinda gimpy to begin with, how does one even PULL aggro. from the pet if the pet is the primary dmg. source?  Healing??


Title: Re: Rift: Planes of Telara
Post by: Threash on December 31, 2010, 05:45:21 PM
Warriors use uh... power i think.  It's not mana, it seems almost exactly like energy actually.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on December 31, 2010, 05:50:05 PM
Warriors use uh... power i think.  It's not mana, it seems almost exactly like energy actually.

Bah, you're right.  I just remember it rarely being used up (I never even looked at it really), unlike my rogue who was constantly out of energy.  At least the warrior has mana-based abilities to fall back on though.


Title: Re: Rift: Planes of Telara
Post by: Kejjan on December 31, 2010, 06:22:38 PM
Just pulled down a functional VIP-Key from FilePlanet. Linking if anyone is interested.
No subscription needed.

http://www.fileplanet.com/promotions/rift/


Title: Re: Rift: Planes of Telara
Post by: Threash on December 31, 2010, 06:49:55 PM
Woo, thank you!


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on December 31, 2010, 08:30:13 PM
That's nice to hear Scott, but your tank classes are broken when people want a rogue/tank over a real warrior class tank. You need to fix that asap or you'll have howling masses of unhappy warriors on your hands come retail.

"Real" tanking is relative. It's a real tanking class if the devs say it's one, doubly so if the game's not even out yet. WoW druids are real tanks. So were EQ2 monks.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 01, 2011, 01:23:19 AM
That's nice to hear Scott, but your tank classes are broken when people want a rogue/tank over a real warrior class tank. You need to fix that asap or you'll have howling masses of unhappy warriors on your hands come retail.

I never felt left behind with my warrior-tanking spec personally (although I didn't try out the rogue tank soul), dps on the other hand felt quite a bit bigger/easier on my Paragon-heavy full dps build compared to a rogue.
Warriors do get plate armour and shields and stuff, at lower levels armour always makes less of a difference, but closer to endgame I'd assume that to give them a big boost in survivability.

Rogues do have more options though, as do Clerics; from what I saw they can both fulfil the 3 major roles quite decently (healing/tanking/dps), while warriors have no serious healing options and I don't think mages have any ways to tank.
Won't that turn them into second class citizens when filling different roles is such a huge selling point for the game?


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 01, 2011, 01:45:35 AM
I want in the goddamn beta.  :x (And I haven't been interested in a beta in quite a while.)


Title: Re: Rift: Planes of Telara
Post by: Ard on January 01, 2011, 03:44:37 AM
Just pulled down a functional VIP-Key from FilePlanet. Linking if anyone is interested.
No subscription needed.

http://www.fileplanet.com/promotions/rift/

This is still active.  My wife just got a VIP key out of it as of this post.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 01, 2011, 04:58:21 AM
Rogues do have more options though, as do Clerics; from what I saw they can both fulfil the 3 major roles quite decently (healing/tanking/dps), while warriors have no serious healing options and I don't think mages have any ways to tank.
Won't that turn them into second class citizens when filling different roles is such a huge selling point for the game?

Bards aren't going to be solo healing instances, I don't think. I'm curious about the cleric tanking soul since I didn't even know it existed until I saw references to it.


Title: Re: Rift: Planes of Telara
Post by: Lucas on January 01, 2011, 06:58:28 AM
Just pulled down a functional VIP-Key from FilePlanet. Linking if anyone is interested.
No subscription needed.

http://www.fileplanet.com/promotions/rift/

This is still active.  My wife just got a VIP key out of it as of this post.

Yep, I just did the same; even though I've been invited to all the events thanks to the plain "Community" one, you never know :)


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 01, 2011, 08:22:40 AM
The events were awesome. Though, after the beginning zones are no longer populated, I'm having a hard time picturing how anyone will finish the Freemarch one without some sort of mentor system, ability to upgrade orbs of heroism for higher level currencies, or people of higher level just coming down to farm it for friends/guildies.

Also, did anyone do both zones invasions? I was playing defiant this time around and my only experience with the Silverwood event was trying to grief their event by escorting the invasion (by killing Silverwood guards and anyone who flagged). From what I saw though, by comparison, the Silverwood one seems much easier and less tedious with basically only needing to kill two tank n' spank mobs.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 01, 2011, 08:36:03 AM
I only did the Defiant, and starting it at level 10 I didn't make it further than King's Retreat and the Kelari Refuge, which suffered heavily through the first invasion I was in.  After it was over two level 20s from Legacy, and a group of their guildies went around cleaning up the footholds.  It wasn't until the final invasion that there were enough people in the area to fight anything during the heaviest of it.

Maybe the invaders wouldn't have been any worse closer to the heart of the event, but getting there for a level 10 is a bit dicey.  I might have gone with the first group, but thought the invasion stuff was over and so went back to questing since the town was finally clear and wanted to fight things I didn't miss seventy-five percent of the time.


Title: Re: Rift: Planes of Telara
Post by: Raguel on January 01, 2011, 09:31:46 AM
What kind of fps were you guys getting? For the most part (and at max settings) I averaged around 20 fps, and around 8 in the middle of the zerg. Sometimes I'd get in the 30s 40s range, but that was rare.


eta: the reason I ask is that someone in global chat claimed he was getting 60 fps during the raid (and at max settings).


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 01, 2011, 09:38:08 AM
I don't know the numbers, but mine was holding up well.  Hardly any slowdown, so it must have been higher than 20 fps.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 01, 2011, 09:51:31 AM
What kind of fps were you guys getting? For the most part (and at max settings) I averaged around 20 fps, and around 8 in the middle of the zerg. Sometimes I'd get in the 30s 40s range, but that was rare.


eta: the reason I ask is that someone in global chat claimed he was getting 60 fps during the raid (and at max settings).

I was getting around 40-50 the whole time, no decline at all during the event.  Max settings also.  My computer is brand new though.


Title: Re: Rift: Planes of Telara
Post by: veredus on January 01, 2011, 10:02:18 AM
I had a level 10 cleric running as a Cabalist/Warden/Druid when the first Defiant event took place during Beta 3. Made 6 levels following the big raid groups spot healing and just AOE nuking everything and was a ton of fun.

I was really pleasantly surprised about the performance in this last Beta since in Beta 1 it slowed to a crawl. I missed any Beta 2 events so not sure how they were but both of the ones I did in Beta 3 had almost no slowdowns at all. Was really impressive. I wasn't max settings but it was at the same settings I was already running around at. My computer is also fairly new though too.


Title: Re: Rift: Planes of Telara
Post by: Raguel on January 01, 2011, 10:34:22 AM
What kind of fps were you guys getting? For the most part (and at max settings) I averaged around 20 fps, and around 8 in the middle of the zerg. Sometimes I'd get in the 30s 40s range, but that was rare.


eta: the reason I ask is that someone in global chat claimed he was getting 60 fps during the raid (and at max settings).

I was getting around 40-50 the whole time, no decline at all during the event.  Max settings also.  My computer is brand new though.

Mine is relatively new. I'll make a post in the "build me a pc" thread so someone can help me be less lame :/



Title: Re: Rift: Planes of Telara
Post by: waylander on January 01, 2011, 12:43:39 PM
Our lowest computer spec person was running on a Core2Duo 2.2 GHZ I believe, and they would get between 15-30 FPS depending on what was going on in the game.  I did find that turning shadows off and reducing drawing distance to the minimum (55) would increase almost everyone's FPS by about 10 regardless of the system or vid card they had. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 03, 2011, 06:07:16 AM
Beta 4 Starts this Friday.

Quote
    Warfronts!
    Friday, Jan. 7, 2011 at 10:00 AM PST (18:00 GMT) through 10:00 AM PST (18:00 GMT) on Monday, Jan. 10, 2011
    Levels 1-25

    As conflict grows increasingly brutal, the Warfronts of Telara call for champions to take arms and stain the earth with enemy blood. Will you join the Guardians and follow the will of the Vigil to salvation, or fight as a Defiant to usher in an age of techno-magical dominance?

    Play to win! Participate in any Warfront and you could be eligible to win an NVIDIA GeForce GTX 460 video card! Terms and conditions apply, click here for details.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 03, 2011, 06:15:02 AM
That sounds like pvp testing time.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 03, 2011, 07:30:11 AM
Still wish there was a Defiant Technomancer soul. Or really a faction-specific soul at all. Paladins, the atheist warrior!


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 03, 2011, 07:38:28 AM
Speaking of PvP.  What fun is there to be had rolling with your faction invasions into enemy territory?? (on a pve server)
I assume it's just mostly "griefing" in the form of killing their NPCs?

Lately though, I've been giving serious thought to trying out Rift on a PvP server, mostly because of the invasion/rift mechanics.  I'm normally a PvE guy, but PvP in such a game intrigues me.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 03, 2011, 07:51:16 AM
A couple Guardians rolled into the Battle for Freemarch and really hampered things a bit.  Nothing too crazy because there were only a few of them, but I could see that if you get a solid enough group together you could have a lot of fun when the opposite faction is being invaded.

I, too, am strongly considering rolling PvP for the added change. 


Title: Re: Rift: Planes of Telara
Post by: waylander on January 03, 2011, 08:07:16 AM
Warfronts are cool, but how much can really be determined by trying to test them with level 25 characters is my question.


Title: Re: Rift: Planes of Telara
Post by: Murgos on January 03, 2011, 08:12:16 AM
Warfronts are cool, but how much can really be determined by trying to test them with level 25 characters is my question.

That the mechanisms work when stressed?  Which is what they should be testing at this point.

Top end balance issues that can't been seen by the in house testers probably have to be expected to not be found until it can get really hammered by extended playing by large amounts of people anyway.  I.e. after launch.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 03, 2011, 08:28:32 AM
Warfront tests basically test how balanced the map is and finding all the exploit spots I guess.

I'm sure there are tons of back end testing too; also group making or testing the queuing system.  Even the rate of gain of favor and other rewards.


Title: Re: Rift: Planes of Telara
Post by: EWSpider on January 03, 2011, 09:21:41 AM
If I picked up one of the FilePlanet VIP codes will I be able to access Beta 4 on Friday?


Title: Re: Rift: Planes of Telara
Post by: Threash on January 03, 2011, 09:41:36 AM
If I picked up one of the FilePlanet VIP codes will I be able to access Beta 4 on Friday?

You should, although i haven't gotten an email yet.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 03, 2011, 09:45:37 AM
A couple Guardians rolled into the Battle for Freemarch and really hampered things a bit.  Nothing too crazy because there were only a few of them, but I could see that if you get a solid enough group together you could have a lot of fun when the opposite faction is being invaded.

I, too, am strongly considering rolling PvP for the added change.  

Yah, the more I think on it the more I'm starting to realize that this may be a bit of a diamond in the rough for Rift.  Their server-side control coupled with rift/invasions in an OpenWorld, seamless map PvP environment is just too   :drill:  for me to ignore.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 03, 2011, 09:51:05 AM
Go for it on a pvp server if you want, Ghambit. It's not like BC is going to happen.


Title: Re: Rift: Planes of Telara
Post by: Nija on January 03, 2011, 10:24:52 AM
PVP servers just aren't what they should be. They need to at minimum forcefully turn off the pvp flag once you leave the newbie area. Optimally, there needs to be a FFA server.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 03, 2011, 11:21:18 AM
Wha? They're just like WoW PvP servers, so far as I know. You're force flagged once you leave noob zones, right?


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 03, 2011, 11:56:09 AM
Go for it on a pvp server if you want, Ghambit. It's not like BC is going to happen.

Meh, I gotta learn more about pvp first.  They've been pretty tight-lipped about how exactly things are gonna work out.  This weekend will be the decider and regardless, I'll have toons on both servers.  Most likely I'll get frustrated and just stick PvE and have fun griefing NPCs.

What's the theory on why BC never happens btw??
Always seems like people scatter like roaches during release-time instead of conglomerating.  Kind of... odd.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 03, 2011, 12:03:54 PM
What's the theory on why BC never happens btw??

Because most of f13.net is populated by antisocial gamers.  I've been in quite a few f13 guilds and I see the same thing in all of them: a bunch of closet catasses that refuse to type anything in guild chat while insisting on being a guild leader. 

I should write a social science journal article on this stuff. 


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 03, 2011, 12:09:50 PM
We usually all pick different servers and hang out with different groups of friends, in addition to keeping different hours and having a wide assortment of playing styles.

What we need is a single server and something which allows you to join multiple guilds.  CoH kind of worked this way when they added the cross server chat channels, because we could all join a custom channel regardless of where we were.

New Reply: Nebu may have a point.  I'm not sure we all want to be guild leader so much as whomever gets in first gets stuck with the job, though.  I'm chatty, but I need people to give me stuff to talk about, lest I find myself babbling then shutting up to keep from annoying everyone.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 03, 2011, 12:16:52 PM
I'm definitely going to play Rifts (either in beta or at release) and would love to hear chatter in guild chat.  I don't care if I never group with guild folks, I just like the distraction of chat to keep the mundane quest grind from driving me nuts.  I still treat MMOs as a chat room with a 3D graphical interface. 


Title: Re: Rift: Planes of Telara
Post by: Sky on January 03, 2011, 01:03:20 PM
Ghambit and I talked a bit, was it Ard that was in the guardian one with us?

This last event was very meh for me, which doesn't bode well, I guess. I didn't feel like doing all that content over again for an alt and there was nothing but repetitive rift chasing to do at level 20, though I guess I could have done the repetitive IT in case there were a couple items I didn't get the first bunch of times I did it. The most fun I had in beta event 3 was the pvp clash, but I'm certainly not going to roll on a pvp server in an mmo.

I was mostly hoping to group with f13ers, didn't work that way and I got pretty burnt on the game. Soul system is a lot of fun, but not if there's not fun stuff to do with it.


Title: Re: Rift: Planes of Telara
Post by: Ard on January 03, 2011, 01:22:09 PM
Yeah, it was me.  I wasn't home for the holidays so I missed the last event completely.  I was all  :crying_panda: over it.  I'm super curious about the things I've been hearing about the dungeons.

I'm still not even sure if I want to keep doing these beta events at this point personally though.  I know I'm going to buy it at this point, and even though I'm giving a ton of feedback, I'm at the point where I want to cut myself off so I can experience most of it for the first time fresh once it's in retail.  I'm actually at odds with myself on this one, especially since it does seem like it might get repetitive doing the same starting areas over.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 03, 2011, 01:26:28 PM
It's an awful release date for me. I generally try not to game after mid-April until October, and this year with finances where they are, we're considering turning off cable entirely for the summer, and possibly thereafter. I also wish SWTOR would launch in October, but then maybe a spring launch for these guys is good, get the rush out of the way and some patches applied.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 03, 2011, 01:27:53 PM
Repeating the same lowbie content over and over again will get old pretty fast, this doesn't mean i won't enjoy the rest of it.  This beta weekend has pvp, that's something new.


Title: Re: Rift: Planes of Telara
Post by: Ard on January 03, 2011, 01:41:57 PM
It's an awful release date for me.

Wait, did I miss something?  Did they actually announce the release date?  I was expecting it this week since there's a dead preorder link on the launcher now, but I don't see a date mentioned anywhere.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 03, 2011, 01:54:21 PM
Hasn't the word been Q1 2011? With TOR in "Spring 2011"?


Title: Re: Rift: Planes of Telara
Post by: Ard on January 03, 2011, 02:11:37 PM
I thought you were talking about some specific date, which is what I've been looking for the day or so, ever since I noticed the preorder link in the launcher when I updated yesterday. 

Did dig these up though if anyone cares, CE details:

http://forums.riftgame.com/showthread.php?16164-Rift-Collector-s-Edition-Details!
http://www.riftgame.com/en/products/exclusives.php


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 03, 2011, 04:48:00 PM
I stopped playing the Betas for exactly the reasons you guys say. I've seen enough to pre-order, and assuming its launch doesn't hit at a bad time (WoW. 4.1) I'll probably play it. How sticky it is (for me) will depend largely on the endgame.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 03, 2011, 04:48:43 PM
I played very little in the last beta due to work/holidays, like most folks.  Next one is shaping up to be a bit better for me though, but then again... I'm getting burnt like most folks.  4 betas of essentially the same content-wipes over and over is taxing.  So the PvP will be my focus this time I think, specifically how much actual xp can be gained from it.


Title: Re: Rift: Planes of Telara
Post by: Ard on January 03, 2011, 05:37:50 PM
I'm just hoping for two things out of it.  That the warfronts are a viable leveling path, both for xp and gear, and that they level buff your stats like WAR did.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 03, 2011, 06:32:40 PM
I can't play ANYTHING like I used to, much less hitting the same content multiple times in a row. I ain't who I was 10 years ago or even 6 when WoW came out. Absolutely I'm having fun with it when I do play new content and fiddle with new classes, regardless of playtime.


Title: Re: Rift: Planes of Telara
Post by: Nija on January 03, 2011, 06:50:07 PM
I can't play ANYTHING like I used to, much less hitting the same content multiple times in a row. I ain't who I was 10 years ago or even 6 when WoW came out. Absolutely I'm having fun with it when I do play new content and fiddle with new classes, regardless of playtime.

Someone mentioned last page (Nebu?) about writing an article. Here's a good topic and if I could put thoughts to paper better I'd attempt to write something myself.

Topic: Coming to terms with the fact that you are no longer hardcore.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 03, 2011, 07:01:31 PM
Speaking of articles did Hartsman write a blog after the latest beta?


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 03, 2011, 08:29:37 PM
Repeating the same lowbie content over and over again will get old pretty fast, this doesn't mean i won't enjoy the rest of it.  This beta weekend has pvp, that's something new.

I believe your characters carry over.

Speaking of articles did Hartsman write a blog after the latest beta?

Not really, more like a New Years happy happy message.

http://forums.riftgame.com/showthread.php?18804-Milestones-Into-the-New-Year&p=370298#post370298

Edit: Forums are down for maintenance.  If you don't mind me linking my own site, here's the post (http://www.riftjunkies.com/2011/01/03/hartsman-on-beta-3-milestones-into-the-new-year/).


Title: Re: Rift: Planes of Telara
Post by: Jerrith on January 03, 2011, 08:35:00 PM
Speaking of articles did Hartsman write a blog after the latest beta?

Yes, (someone did, at least) but...  The forums are down so you can't read it.  The beginning of it is on their Facebook page:

Quote
(Evening, all. Your regularly scheduled Beta 3 wrap-up will come in the form of the Beta 4 preview because of the short cycle. In the meanwhile, here's a brief new years recap and a heads up on a different kind of excitement in the week ahead.) Since we unveiled this game and its universe a

http://forums.riftgame.com/showthread.php?18804-Milestones-Into-the-New-Year&p=370298#post370298 (http://forums.riftgame.com/showthread.php?18804-Milestones-Into-the-New-Year&p=370298#post370298) - Link when it comes back up.

Edit: Oh look, full text is here: http://www.riftjunkies.com/2011/01/03/hartsman-on-beta-3-milestones-into-the-new-year/ (http://www.riftjunkies.com/2011/01/03/hartsman-on-beta-3-milestones-into-the-new-year/)  Thanks Draegan. :)


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 03, 2011, 10:33:08 PM
Finally got done editing, rendering, encoding, fighting with these videos and got them on Youtube.  

This of the Realm of the Fae dungeon and what might make these videos interesting was that I was main healing as a Chloromancer, a Mage soul.  The first two bosses were fully solo healed by me.  I had help on the last two bosses due to a few server crashes and we had too many healers.

Part 1 (http://www.youtube.com/watch?v=rQdzTiaH5hY&feature=player_embedded)
Part 2 (http://www.youtube.com/watch?v=cJIOP-XR58U&feature=player_embedded)


Title: Re: Rift: Planes of Telara
Post by: UnSub on January 04, 2011, 01:29:01 AM
Topic: Coming to terms with the fact that you are no longer hardcore.

I am still hardcore; it is the world that has gotten soft.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 04, 2011, 05:36:53 AM
I'm pretty comfortable with my not hardcore-ness. It's everyone else that seems confused.

Guy: So you playing Rift all weekend?
Me: I'll hop on. I have a level 20 already though so I probably won't play very much.
Guy: So you don't like it?
Me: No, I like it a lot! I just don't want to play it 36 of 48 hours.
Guy: It doesn't sound like you like it very much.
Me: ...


Title: Re: Rift: Planes of Telara
Post by: EWSpider on January 04, 2011, 10:40:29 AM
Launch date announced and what not:


Quote
RIFT™ SET TO LAUNCH MARCH 1, 2011

Retail and Digital Pre-Order Start Today

REDWOOD SHORES, Calif. – January 4, 2011 – Trion Worlds, a global publisher and developer of premium online games, today announced that the upcoming MMORPG Rift™ is scheduled to launch in North America on March 1st  and in Europe on March 4th. Today also marks the start of the game’s pre-order program through both digital and retail channels.

“The launch of Rift is the culmination of our tireless efforts over the past several years to bring players the most complete, full-featured, and dynamic online game they’ve ever experienced,” said Lars Buttler, CEO of Trion Worlds. “Through the dedication, creativity, and incredible track record of our veteran development team, we’ve been able to create an exceptionally polished and immersive online world filled with adventure, surprise, and beauty. We can’t wait to share Rift with players around the world.”

Beginning today, customers who pre-order Rift receive their choice of one-of-three exclusive in-game pets, and are eligible to participate in the head-start period anticipated to begin February 24th. Pre-order customers will also be granted access to play in all remaining closed-beta events. Beta details, including a regularly updated event schedule, are available at http://www.RIFTgame.com/beta.

Available for purchase online and at select retail outlets, the Standard, Digital Collector’s and Retail Collector’s Editions of the game will sell for $49.99, $59.99 and $79.99 USD, respectively. The standard monthly subscription rate for the game will be $14.99 USD.

Rift will also offer a limited-time “Founder’s Pricing” for players, featuring a $9.99 USD/month price for a multi-month subscription.  For more information on Founder’s Pricing and subscription details, visit http://www.RIFTgame.com/subscriptions.

For all info on the Collector’s Editions, pre-order incentives, and subscription plans, please visit http://www.RIFTgame.com/preorder.

Rift is rated T for Teen by the ESRB with the following content descriptors: Alcohol Reference, Blood, Mild Language and Violence.

For the latest info on Rift, please visit http://www.RIFTgame.com/.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 04, 2011, 10:47:16 AM
Cool.  Sooner than I expected, but cool.  They should be ready.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 04, 2011, 10:49:36 AM
Draegan - What are the best sites for learning about this game?  I also want to start looking for a guild for it, where's the best place for that?


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 04, 2011, 11:03:47 AM
I love Hartsman as much as anyone here, but I'm not reading anything that tells me this will be a smashing success.  Am I jaded in predicting a large number of box sales followed by a gradual decline in subscriptions as bored WoW veterans return to their original crack dealer? 

I'm going to play it at some point, but I'm merely seeing this as a "not-WoW" MMO to try.  Someone fill me with the spirit of a Rifts fanboi.  I really want to believe. 


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 04, 2011, 11:06:25 AM
"not-WoW"

Don't bank on it.

Me, personally. Its finely crafted game with some solid advancements in the genre. I'm just burned out of this framework of game. Very, very burned out.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 04, 2011, 11:07:46 AM

I meant to say "another WoW-clone that isn't WoW". 

Better?


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 04, 2011, 11:08:06 AM
Yeah.  :grin:


Title: Re: Rift: Planes of Telara
Post by: Threash on January 04, 2011, 11:08:13 AM
More like New-Wow, but so far it doesn't have the obvious fuck ups that drove people away from other games like AoC and Warhammer.   Plus that 9.99 sub thing makes it easier to just keep your account open even when you aren't logging in very often.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 04, 2011, 11:16:23 AM
No. I will not kill Ten Murloc lookalikes. No.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 04, 2011, 11:18:57 AM
More like New-Wow, but so far it doesn't have the obvious fuck ups that drove people away from other games like AoC and Warhammer.   Plus that 9.99 sub thing makes it easier to just keep your account open even when you aren't logging in very often.

So, I'm not seeing how Rifts are any different from scalable PQ's in WAR.  Fun idea at release.  After a month, not so interesting.  Even when WAR scaled things to smaller newbie zone populations, people still were using alternative paths to leveling.  Why will Rifts be different?  No matter how engaging PvE is in these games, it still becomes a repetitive exercise of mashing a select few buttons. 


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 04, 2011, 11:21:58 AM
Edit: Removed pricing info as it was in the big ass post above


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 04, 2011, 11:27:58 AM
Draegan - What are the best sites for learning about this game?  I also want to start looking for a guild for it, where's the best place for that?

You can use my site for news information, I've got a dev tracker (which broke due to their forum upgrade, so stay tuned), I've put up a few guides that are more primers than guides.  If you want to start going through a wiki, the best one by far is www.telarapedia.com (http://www.telarapedia.com).  It's still the best resource when it comes to class/soul information at the moment.

If you don't want to use my site for news, the only other sites that are still regularly updating are ZAM's and IGN's Rift sections.

As for guilds, Rift Junkies just started a Guild Database.  I've got about 73 guilds on there already registered so you can start there.  It's very bare bones right now, but we're trying to model it after WOWprogress without the ranking and armory data (since it doesn't exist yet for Rift).  Hopefully it helps/works.

Otherwise there are recruitment threads in my forums as well, but the biggest collection is still probably on the Official Forums.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 04, 2011, 11:37:05 AM
As I said, not a fan of the release date nor the limits on founder's pricing (since I only play at best 6mo/year). Oh well.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 04, 2011, 11:48:46 AM
More like New-Wow, but so far it doesn't have the obvious fuck ups that drove people away from other games like AoC and Warhammer.   Plus that 9.99 sub thing makes it easier to just keep your account open even when you aren't logging in very often.

So, I'm not seeing how Rifts are any different from scalable PQ's in WAR.  Fun idea at release.  After a month, not so interesting.  Even when WAR scaled things to smaller newbie zone populations, people still were using alternative paths to leveling.  Why will Rifts be different?  No matter how engaging PvE is in these games, it still becomes a repetitive exercise of mashing a select few buttons.  

Well they do have zone wide scalable "PQ" invasions that are part raid, part holy fuck.   Essentially none static mobs rush in and kill all NPCs and PCs that are not of the same plane.  So you can get NPC vs. NPC vs. Player (vs. Player if PVP enabled).  It's a truely epic event and that was only in the newbie area.  You're able to participate and get rewards as a solo player or a raider and everything in between.

That's good enough for me.  I'll have some sort of video from the one event from last week sometime soon.  I need more hours in the day.  :/

If you're looking for sandbox, this isn't it.  This is a better WOW in my point of view.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 04, 2011, 11:51:49 AM
I think they'll have better retention than AoC or WAR.  Not sure if I'll be participating though.  There are a lot of games I can play these days which don't require a $15 sub.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 04, 2011, 11:54:36 AM

So, I'm not seeing how Rifts are any different from scalable PQ's in WAR. 

I'm not seeing why they have to be, PQs are one of the few good points anyone ever brings up about WAR. 


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 04, 2011, 11:57:45 AM
I'm not seeing why they have to be, PQs are one of the few good points anyone ever brings up about WAR. 

PQ's were awesome for a week.  After that, it was clearly just a veiled xp grind.  Neat idea for initial impression, but I'm not sold that it has enough to aid in retention.  Games need a hook if they're going to charge a sub fee.  Unless the Rifts are determining world outcomes and events, they're just glorified mob spawn points.  We saw that (to a lesser degree) in SWG.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 04, 2011, 12:00:34 PM
I'm not seeing why they have to be, PQs are one of the few good points anyone ever brings up about WAR. 

  Unless the Rifts are determining world outcomes and events, they're just glorified mob spawn points. 

That's basically what they do.  They are not just static events like in WAR, they move around, they invade quest areas and set up footholds, they take over zones.


Title: Re: Rift: Planes of Telara
Post by: EWSpider on January 04, 2011, 12:04:07 PM
How long I stay subscribed will be based entirely on how well I can level up while completely ignoring quests.  If I can level up on PvP and PQs I may stick around to max level.  After that it depends on how fun the PvP is.  The class/Soul system was enough to get my initial interest.  I'm completely burnt out on quests.  


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 04, 2011, 01:01:36 PM
I played WAR (in beta and release) and played Rift (in beta and soon-to-be release) and I can flat out tell you that Rifts are nothing like PQs in WAR.  The Rifts didnt evoke the same feelings I had with PQs at all, even when it came to getting loot (which seems to be a heck of a lot better with Rifts).

The Rifts, as bland and predictable as I thought they'd be, by the 3rd beta were a pretty "in your face" game mechanic.  You HAD to deal with them, it was planar war... and sometimes you had to deal with opposing faction NPCs, and sometimes both.  Sure, you can meander around and just quest-grind, but sooner or later you'll be dodging Regulos' patrols like everyone else, or fighting them back.  Same to be said of guardians/defiants.  There were times when an entire quest area was overrun and I just had to skip the quest or deal with it.  And there were times when you'd be questing and you'd simply get "rift-ganked" and did the same.

I'd say if you were going into the game thinking you could just quest your way through and ignore the Rifts entirely, that you probably shouldn't play.  Also, get used to grouping in some way, shape, or form.  They've balanced the quests to where you can solo MOST of them, but the souls are so varied in their makeup that many times you'll have no choice but to group unless you've just cloned a typical solo-leveling build.  And then of course you'll still have rifts to deal with and slow-spawning quest hubs where it's unrealistic to solo unless you're a soulless huntard tagger.

How long I stay subscribed will be based entirely on how well I can level up while completely ignoring quests.  If I can level up on PvP and PQs I may stick around to max level.  After that it depends on how fun the PvP is.  The class/Soul system was enough to get my initial interest.  I'm completely burnt out on quests. 
Although not my determining factor.  I've been much intrigued with how some guilds will flesh themselves out in regards to this.  Will we see "guardian" guilds?? (policing the rifts and frontlines)  And would they be viable to level under?  Will the endgame farmeage make it worthwhile?  And most importantly, will the GMs crank up the heat when said guilds have the zones in "safemode?"


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 04, 2011, 01:34:54 PM
If all we've seen is newbie minor and major rifts, I want to see level cap raid rifts and invasions.


Title: Re: Rift: Planes of Telara
Post by: EWSpider on January 04, 2011, 02:16:12 PM
What's the skinny on the interface?  What level of customization?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 04, 2011, 02:27:40 PM
Everything is scalable and movable. They're saying no mods, though


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 04, 2011, 02:32:29 PM
They're saying no mods, though

That alone may garner my support.  I like the idea of everyone having to play with an identical interface, particularly if PvP is worthwhile.   


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 04, 2011, 02:55:20 PM
I'm not seeing why they have to be, PQs are one of the few good points anyone ever brings up about WAR. 

PQ's were awesome for a week.  After that, it was clearly just a veiled xp grind.  Neat idea for initial impression, but I'm not sold that it has enough to aid in retention.  Games need a hook if they're going to charge a sub fee.  Unless the Rifts are determining world outcomes and events, they're just glorified mob spawn points.  We saw that (to a lesser degree) in SWG.
I have this concern myself. I've experienced two zone-wide events. Cool? Yeah, sure. Never the less I was getting rather sick of rifts at the end, without even really going for them. Which brings me to a related possible issue, which has two basic scenarios:

1) If the rifts of higher levels will require organization, how annoying will it be to form ad hoc groups over and over in order to beat them? People cry foul if as much as a single group quest stands in their way and here we have an entire game system that possibly requires you to group with random people.

2) If those rifts will not require organization, how will they be made more interesting than smaller rifts? From what we've gotten to see in the betas, the larger rifts aren't more interesting, just... larger. Fundamentally they're still just zergs, only with more and tougher mobs.

3) ?

I'm probably going to hold off on this until I know whether the rifts will stand the test of time (i.e. a few weeks) or not. The rest of it is just... too bland to bother.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 04, 2011, 02:57:00 PM
What's the skinny on the interface?  What level of customization?

I have a video, but it's boring.  Essentially think Warhammer's in game editor but bit more stable and better.  You can move and scale every UI frame and mess with the opacity.  You can easily root any UI element to any other including the side of the screen.

You can't remove artwork or anything else.

There has been mention of allowing full UI skinning eventually, I'm assuming similar to EQ2.  They have said nothing like WOW's addons.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 04, 2011, 03:46:41 PM
Cool.  Sooner than I expected, but cool.  They should be ready.
Has anyone not under NDA played through the >lvl 20 content?

Tortage-- nevar forget!


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 04, 2011, 03:51:07 PM
Thanks for the webite links, Draegan.  Those are pretty much the ones I know of, so I'll just have to delve deeper into them.  Much appreciated.



Title: Re: Rift: Planes of Telara
Post by: Threash on January 04, 2011, 04:46:47 PM
Cool.  Sooner than I expected, but cool.  They should be ready.
Has anyone not under NDA played through the >lvl 20 content?

Tortage-- nevar forget!

The under 20 content is in no way shape or form Tortage quality, i don't fear a drop off because frankly that is the weakest part of the game.


Title: Re: Rift: Planes of Telara
Post by: UnSub on January 04, 2011, 05:12:05 PM
There are a lot of games I can play these days which don't require a $15 sub.

... and here's the winning answer. Sub games - particularly sub games who price themselves at the same level as WoW - are under a lot of pressure from the F2P market. I'd give Rift a better chance if they'd set the sub fee at $10 a month (or even $12) as another way to encourage players to pick and stick with this title over WoW.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 04, 2011, 06:33:36 PM
What is their endgame looking like? I don't even  mean specifically, what have they mentioned? Rifts? Dungeons? Raids? PvP?

If they class customization is half as good as it's claimed to be it will be enough to keep me around for a month, but there has to be something other than that to get me to stay.


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 04, 2011, 07:04:30 PM
http://store.steampowered.com/app/91000


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 04, 2011, 08:27:30 PM
What is their endgame looking like? I don't even  mean specifically, what have they mentioned? Rifts? Dungeons? Raids? PvP?

If they class customization is half as good as it's claimed to be it will be enough to keep me around for a month, but there has to be something other than that to get me to stay.

Just PVE not counting PVP and Crafting.

Level 1-50
Normal Dungeons
Tier 1 Expert Dungeons x5
Expert Level Rifts
Tier 2 Expert Dungeons x5
Raid Level Rifts
Raids

That's the progression.  It was explained that you can't go from Tier 2 Experts without doing Tier 1s.  I'm not sure where the rifts fall into place.

I made a chart too, I love charts, and explained it (http://www.riftjunkies.com/2010/12/17/rifts-endgame-progression-and-raids-explained/).


It's all speculation though based on a podcast some of the developers did.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 04, 2011, 08:35:51 PM
The under 20 content is in no way shape or form Tortage quality, i don't fear a drop off because frankly that is the weakest part of the game.
But... tortage was pretty sweet.  We're coming at this from opposite directions.


Title: Re: Rift: Planes of Telara
Post by: Arrrgh on January 04, 2011, 08:36:46 PM
Are any of the upcoming beta phases endgame content?

If not they're pulling an AoC only showing the newbie isle.


Title: Re: Rift: Planes of Telara
Post by: Arrrgh on January 04, 2011, 08:39:36 PM
Cool.  Sooner than I expected, but cool.  They should be ready.
Has anyone not under NDA played through the >lvl 20 content?

Tortage-- nevar forget!

Sorry, you had already pointed out the Tortageness of it all.



Title: Re: Rift: Planes of Telara
Post by: Kageru on January 04, 2011, 09:59:44 PM
http://store.steampowered.com/app/91000

An error was encountered while processing your request:
This item is currently unavailable in your region

They don't even have the trailer on Australian steam.


Title: Re: Rift: Planes of Telara
Post by: Kitsune on January 04, 2011, 11:34:33 PM
Everything I've seen of Rift so far shows five people running down an unbranching path evenly spaced with monsters, making the people briefly stop and throw glowy balls at the monsters until they fall down, whereupon they run to the next group of monsters and repeat.  This begs the not-facetious question about how this isn't an inferior WoW.  Warcraft at least has some awesome sprawling instances with beautiful design, even of most of the more recent stuff has all been 'straight path with evenly spaced monsters'.  The class design at least seems interesting, but do any of these things have unique mechanics that give them an interesting playstyle?


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 05, 2011, 12:17:48 AM
+1 to the post above me.  Haven't played the game, but damn do the videos of it look....uninteresting.

The soul trees have interested me much more than the gameplay.


Title: Re: Rift: Planes of Telara
Post by: Zetor on January 05, 2011, 01:17:33 AM
It's been said a few times, but "nothing special" is about the most positive thing I can say about Rift questing. It's on the level of BC WOW (2006) with a few very minor improvements; it's just kill-x, collect-y, interact-with-z, move-to-next-hub all the time. YMMV though -- some people prefer BC WOW to wotlk/cata WOW, and that's fine.

I'm on the fence, myself. The soul design looks kinda interesting (now that they give you enough points to actually branch out), and the instances I tried were fun -- it's just the questing that I'm not looking forward to, especially since I'm playing WOW Cataclysm right now. Who knows, maybe in a few months Cata burnout will set in and I'll give this game a try. :p

(personal pet peeve: no spell queuing / latency compensation of any sort, unlike WOW. Playing with 400-700 ping, I have to spam my instant casts so they actually get through... that got old 6 years ago!)


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 05:32:44 AM
They added a queue. It's even an adjustable queue with three settings: no queue, .5 second and full gcd (1.5 seconds).

The world design is a bit problematic. It's well sized but there aren't any nooks or crannies to explore. Nothing to get lost in. It's too... open. I don't know precisely how to describe it, because it's not a matter of size or color or visuals. To compare to WoW, even with everything on rails to the Nth degree now the zones have little dips and valleys which at least LOOK out of the way even if they aren't really. Rift lacks that.


Title: Re: Rift: Planes of Telara
Post by: Lucas on January 05, 2011, 05:48:16 AM
I also think different starting zone for the races would help (yes, of course, it's too late for that now), and I mean *after* the prologue, of course.

For example, I really like Kelari Refuge,  nice layout and atmosphere. It would be a very nice starting zone for the Kelari themselves, instead of a generic quest hub (albeit quite interesting with the invasions going on the beach) like it is now.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 05, 2011, 07:56:35 AM
Warcraft at least has some awesome sprawling instances with beautiful design,

They do?  I'm assuming you're talking about non-raids.  Every instance I've ever been in has been a straight narrow hallway.  Did this change in Cata much?

The world design is a bit problematic. It's well sized but there aren't any nooks or crannies to explore. Nothing to get lost in. It's too... open. I don't know precisely how to describe it, because it's not a matter of size or color or visuals. To compare to WoW, even with everything on rails to the Nth degree now the zones have little dips and valleys which at least LOOK out of the way even if they aren't really. Rift lacks that.

I'm not sure how you can say that having access to only two zones on the map, but even in Silverwood/Freemarch I disagree.

I also think different starting zone for the races would help (yes, of course, it's too late for that now), and I mean *after* the prologue, of course.

Unfortunately they penned themselves into the corner since the lore doesn't support that.  For example the Bahmi's world/plane/home or whatever was destroyed so they are taking refuge with the Eth.  The Dwarves and the Mathosians's homes were taken over by bad guys when the world blew up and took refuge with the Evles.

What they should of done since everyone is time traveling in the newbie tutorial zone was make 6 different ones.  That would be the perfect way to do it.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 05, 2011, 08:03:25 AM
Well, the problem with starting with racial areas is your character was dead.  You don't have any ties to the current areas other than maybe more of your race are present there.  Guardians have been dead for a few decades when they join the real game.  Defiants were resurrected at some nebulous point in the future from an alternate timeline, and due to how they were brought back could have been dead for a very long time.

Maybe they don't smack players upside the head with it enough in quest text, but I'd wager anyone not knowing that isn't going to read revised quest text or the little info blurbs a lot of NPCs have anyways.

What would be nice is if there were more race-specific quests like the one (three?) in the Defiant starter zone, something which does tie your character to them.  Obviously they won't want to do too many because it limits content exposure, but a few which really makes you want to feel a part of them would be nice.  The Kelari could have some real heart tuggers given their current plight.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 08:15:37 AM
WoW from BC on does dungeons that are straight loot tubes with the illusion of there being more off the beaten path. You'll be happy to know that the two instances I've done in Rift are very much old school WoW style. They actually are windy and big instead of just seeming to be. Not BRD big. But big.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 05, 2011, 08:17:00 AM
We'll get to see two more this weekend too.  I love Iron Tombs as a whole.  Good atmosphere, cool mobs.  Fae is annoying just because it's all faerie stuff, but the seasonal changes are awesome.  I love the blizzard effect at the end, it's my favorite part.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 08:28:46 AM
I see lots of sites calming it as a "WAR clone", with out the cool PvP.  Makes some sense, as some key staff is off that title. But I think they are way off :)


Also: Massively take (http://massively.joystiq.com/2011/01/04/rift-beta-events-impressions-from-the-staff/)

Quote
I am less-than-thrilled with the quest system, which is mindless chore-completion repeated endlessly, and I soon lost interest in reading the quest text or figuring out the story of the world. That's a shame, because it looks like a great world in truth, and the dynamic rift events show incredible promise to push public questing to a much more exciting level.

Quote
I rolled a Pyromancer in the Defiant beta and spent about an hour running around the initial zone (and fiddling with the UI). That probably doesn't seem like a lot of time to form an accurate impression, but it was more than enough for me to realize I've played this game about a hundred times over the last few years.

Quote
I played in the first and third betas, getting to level 15 on my Defiant Kelari Rogue. When I first played the game I was happy to make jokes about it, my favorite being: "It was nice of Trion to transfer my hunter from WoW, for free!" I've seen too many linear, multi-class click-fests to stomach another. In fact, finishing the tutorial zone was an exercise in patience. I literally wished I could skip the process because it felt so boxed-in and devoid of heart. According to the RIFT trailer, this was a "next-gen" experience that would "drive the genre forward." If you believe this, I have a titanium rocking chair to sell you.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 05, 2011, 08:32:00 AM
I don't see being a WAR-clone as a bad thing.  I enjoyed WAR a lot.  With some significant fixes it could have been a very good game. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 08:39:37 AM
All of which confirms my fear that the cool stuff isn't up front and obvious enough for people to get it in the first little bit. The tutorial zones suck. I don't think anything in those quotes is unfair for a casual playthrough.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 08:40:16 AM
RIFT TV spot. (http://www.youtube.com/watch?v=yzpnQrUjB14)

lolz. Going for the full on assault a?

All of which confirms my fear that the cool stuff isn't up front and obvious enough for people to get it in the first little bit. The tutorial zones suck. I don't think anything in those quotes is unfair for a casual playthrough.

I can't speak, but I think you will see more of the same line of comments as time goes on.

Its a good game, a solid game, a polished game, competing for people already saturated with its style of game play.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 08:43:58 AM
Goddammit, don't do that. Don't. I don't know how much eyerolling you have to witness the past five odd years whenever anyone does a direct "we are steak, WoW is burgers" comparison to understand that shit turns people off. You should punch the guy who made that directly in the fucking throat for that last two seconds. Then kick him while he's down because there are things that are direct and OBVIOUS lifts from WoW.

Christ, that almost makes me irate enough to cancel my preorder.

Blood, I think it's only fair to not trim the quotes now that I'm reading them fully on the site. That first one is from a dude who really enjoys the game and has almost the exact same outlook as I do.

Quote
The polished UI, the fun character-building system, the familiar feel and the terrific animations are little things that add up to a worthwhile package, so I'm certainly inclined to keep on playing at this point. I just want to see more massive rift invasions and tackle a few dungeons before I come to any long-lasting opinion on the game.

It's also strange that the more beta events I've experienced, the more RIFT is growing on me -- a phenomenon I've heard echoed by some of my fellow bloggers. It's absolutely essential to get involved in the mass invasions and dynamic content before levying a judgment against this game, because it's started to open my eyes to how enjoyable it is when you're trotting off to a quest giver for a turn-in and you see a giant 500,000-health boss stomping all over the town as dozens of players band together to take him down. I'm also entranced with some of the smallest details, like the sound and art direction, which is absolutely terrific (check out how the game sounds when you're underwater!).


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 08:52:28 AM
I did trim, but to bring up the things some of us have been saying are being echoed, including the praise.  Its not the praise people will focus on though.  If the first things people are saying is "I have played this before", "Quests are boring", "Exercise in patience" the "Rifts are kinda neat" won't float it.

I too loved the rifts, loved the invasions....... Its everything else not superficial thats the problem.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 08:57:25 AM
I'd be really curious to see what they need to swing for a profit. It's obviously pretty big budget if they're buying television spots but there's something about the entire endeavor which makes me think they kept costs down. I have absolutely no concrete information to sway me on that. Just a weird hunch.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 05, 2011, 09:31:44 AM
Goddammit, don't do that. Don't. I don't know how much eyerolling you have to witness the past five odd years whenever anyone does a direct "we are steak, WoW is burgers" comparison to understand that shit turns people off. You should punch the guy who made that directly in the fucking throat for that last two seconds. Then kick him while he's down because there are things that are direct and OBVIOUS lifts from WoW.
The marketing tag was silly given all the effort to clone parts of WoW.  Also if the reason given to play your game is it isn't WoW, you've already lost.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 05, 2011, 09:36:21 AM
I preordered. Who's making a guild?


Title: Re: Rift: Planes of Telara
Post by: Threash on January 05, 2011, 09:37:18 AM
RIFT TV spot. (http://www.youtube.com/watch?v=yzpnQrUjB14)




Ah geez, that is such a bad idea.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 05, 2011, 09:41:34 AM
You know, that spot would have been fine with ANY OTHER TEXT involved. Like "The start of a new adventure" or anything besides trying to mock the people who even if you are wildly successful will still dwarf your subscriber base.

Is the current industry idea still "I know, let's try and poach all the people who don't like WoW! By.. making WoW with a higher poly count!"

That said, I'm miffed I've never gotten a beta invite to this. :(


Title: Re: Rift: Planes of Telara
Post by: Nightblade on January 05, 2011, 09:51:10 AM
Quote
RIFT TV spot.

...

http://www.youtube.com/watch?v=qsf8LnThk5Y&feature=related


Title: Re: Rift: Planes of Telara
Post by: Kitsune on January 05, 2011, 10:51:58 AM
The thing is, if a game really pulled off a dynamic world, I'd totally be in.  And not "dynamic" like occasionally a monster spawns somewhere, but real dynamic like demons invade the Miffertons' farm, smash the place to build an altar to evil out of their skulls and set their cow on fire, and the Miffertons do not respawn the next day.  If a different family moves in and takes over the farm after adventurers clear out the demons, that's fine, but it shouldn't be an immediate sort of thing.  If a game had a constant stream of dynamic events occurring in place of static quest chains, I'd be pretty thoroughly impressed.

It would also help if the core gameplay beat out WoW.  I enjoyed class mechanics like Warlocks stealing souls and the seal/judge system for Paladins, anything that got away from the basic 'hit auto attack, then hit the 1 key as soon as the cooldown ends, while occasionally pressing the 2 key'.


Title: Re: Rift: Planes of Telara
Post by: Paelos on January 05, 2011, 10:52:09 AM
How much is it going to cost me to try this?


Title: Re: Rift: Planes of Telara
Post by: Ingmar on January 05, 2011, 11:03:26 AM
Bear with me if this is a stupid question, but what happens 6 months in when the lower level area is deserted and that 500,000 hp boss starts stomping things? Too bad for any stragglers still leveling there? Is there a mechanic to deal with this?

That was always the #1 problem with PQs, that without a certain minimum amount of participation they were unusable (this happened a lot especially in ChampO.) Isn't that problem going to be much much worse when the PQs come to you instead?


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 11:06:21 AM
They can change that stuff on the fly. No downtime needed.


Interesting note: End of nations is using the same tech.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 11:20:05 AM
And there's an illustration of the inexplicable badness of the communication on how rifts work. That's been answered three or four times just HERE. Despite the obvious that answering things on forums is always problematic it shouldn't need to be asked anyway. There should be an insanely thorough guide on the mechanics on the Trion website. Transparency on this thing.

Thinking further about the commercial, it strikes me that it's completely counterproductive to do the "We are not Azeroth" and especially the "Azeroth is stupid" things because the entire point of the MMO is to identify closely with the product. That's the whole reason the arguments are the exact same in MMO general chats everywhere. If you take as a given that people who have played WoW for any length of time feel strongly about it, maybe even identify with the world and their characters deeply, the last thing you want to do is run the risk of insulting them or their intelligence.

Thinking about the strength of my reaction I think it was partially that. It made me feel stupid on some level. I felt they were calling me stupid for logging on yesterday and I they were calling me stupid for scheduling a five man later today. That's not the totality because it's bad for a lot of reasons but that was definitely part of it.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 11:23:13 AM
Most readers won't understand, or care what that means. (The server side change on the fly thing)


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 05, 2011, 11:29:53 AM
That TV spot would have been A-OK if Rifts was bowel-clenchingly awesome and about to take WoW's lunch money.

"Look out bitches, new Sheriff in town. We are going to kick WoW's ass."

Cool beans, if only Rifts wasn't about blowing the same goats we've been fellating for the past decade. My jaw is getting tired, and I think I'm coming down with strep throat.

I realize they all sunk several years of their life into the game, and they're sure to be the biggest Rifts evangelists around, but the reality is that Rift is not going to fare well in a direct comparison to WoW. Trion needs to control or indeed outright replace their marketing firm. Their message simply didn't fit the product.

Baaaaa. <spit>


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 11:31:27 AM
Most readers won't understand, or care what that means. (The server side change on the fly thing)

You can write it so they will understand. Forcing caring is a little different


Title: Re: Rift: Planes of Telara
Post by: Ingmar on January 05, 2011, 11:35:21 AM
The ad wasn't as bad as the posts about it led me to believe, but the whole 'take the bull by the horns' thing never really pays off for people very often, they should probably stick to the merits of their own project. I mean just mentioning Azeroth in it will probably get some people thinking "hey, I should check out WoW again".  :-P


Title: Re: Rift: Planes of Telara
Post by: Threash on January 05, 2011, 11:37:13 AM
The ad wasn't as bad as the posts about it led me to believe, but the whole 'take the bull by the horns' thing never really pays off for people very often, they should probably stick to the merits of their own project. I mean just mentioning Azeroth in it will probably get some people thinking "hey, I should check out WoW again".  :-P

The add isn't bad, it's calling out WoW that's bad.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 05, 2011, 11:49:51 AM
Well, the CG is shit compared to what we're used to from Blur et al, but that's not what pricked my thumbs when watching it.


Title: Re: Rift: Planes of Telara
Post by: waylander on January 05, 2011, 11:54:04 AM
Lets see here....the last two WoW killers AOC and Warhammer.....

AOC devs said they were steak and WoW was a hamburger. I guess Ronald McWoWDonald won that one with the value meals. The few people willing to eat AoC steak are keeping the lights on since the other 1.2 million people who bought AoC copies quickly fled the game.

Warhammer was billed as the next WoW killer.  I think it sold 800k copies and had lost over 50% of its launch day customers within 90 days, the colorful Mark Jacobs got canned and his company gobbled up, and 2 years later Warhammer struggles to keep a few small servers running.

If you are going to even appear to take on WoW you need to offer a compelling and different style of gameplay, a game that performs well on average computers, and a good end game.  If you can't do that then people will quickly bail on the game, and you'll be wearing a clown suit at the end of the day.  

People don't give you a year to fix your game or make it fun anymore, and these days you are lucky if you even have 90 days. If your game looks like WoW, plays like WoW, and feels like WoW then people will play or return to WoW instead of sticking with your game.



Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 05, 2011, 11:56:11 AM
Nah, it's possible to make a superior clone and beat them at their own game. Heck, that's what WoW itself did with Everquest.

That strategy does not work with an inferior clone.


Title: Re: Rift: Planes of Telara
Post by: Typhon on January 05, 2011, 11:57:28 AM
You know, that spot would have been fine with ANY OTHER TEXT involved. [snip]

Completely agree.  A shame.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 12:18:02 PM
Using that text also assumes that you will some how peel players off the 3-4 years of time investment they have invested in the game.

They likely won't. Something "better" could come along, however it may only knock wow down to 7 million users. But they will be back.


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 05, 2011, 12:19:30 PM
The thing is, if a game really pulled off a dynamic world, I'd totally be in.  And not "dynamic" like occasionally a monster spawns somewhere, but real dynamic like demons invade the Miffertons' farm, smash the place to build an altar to evil out of their skulls and set their cow on fire, and the Miffertons do not respawn the next day.  If a different family moves in and takes over the farm after adventurers clear out the demons, that's fine, but it shouldn't be an immediate sort of thing.  If a game had a constant stream of dynamic events occurring in place of static quest chains, I'd be pretty thoroughly impressed.

It would also help if the core gameplay beat out WoW.  I enjoyed class mechanics like Warlocks stealing souls and the seal/judge system for Paladins, anything that got away from the basic 'hit auto attack, then hit the 1 key as soon as the cooldown ends, while occasionally pressing the 2 key'.

How much is it going to cost me to try this?

Realistically I don't think it matters anymore what I think as I may just be too far removed from the $60 box + $15/month crowd to ever come back.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 12:21:28 PM
Games stable enough to have a free trial right out the gate.


Title: Re: Rift: Planes of Telara
Post by: Paelos on January 05, 2011, 12:35:12 PM
I can put it this way. I'm not tossing down $50 up front to take a chance on this.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 05, 2011, 12:36:47 PM
You didn't get into the beta? I got into beta3 like 4 days after applying, and got a free VIP key from fileplanet from this thread the next week.

I guess I could just be lucky, but with my karma.... no.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 05, 2011, 12:56:18 PM
This thread needs more tired analogies.  Let's see, we had steak a few pages ago, McDonalds and blowjobs on this one. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 01:06:10 PM
If the steak to McDonald's analogy is tired blame Gaute Godager. That's verbatim what he said. That's why it gets repeated here, because it's the gold standard of incredibly fucking stupid comparisons in MMOdom.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 05, 2011, 01:09:41 PM
My issue with the response that rifts can be changed on the fly (ooh, hotfixes, so novel and new?) is that they need to be changed automatically. Not "hey, this quest has sucked for a month, we should alter the difficulty", but "so a rift spawned, and only two people are participating. The game should dynamically change the spawn rate/spawn difficulty to account for the low participation, and re-evaluate later if more people join"

Basically, the way WoW deals with it's respawn rate adjuster, but for boss level mobs in open world areas. 300 people running around? That rift needs to be pouring out mobs like crazy. Some couple leveling alts in 4 months the only people in the zone? Spawning a 4,000 man invasion on top of them is a kick in the "we should play something else, honey" region of the brain.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 05, 2011, 01:21:15 PM
Bear with me if this is a stupid question, but what happens 6 months in when the lower level area is deserted and that 500,000 hp boss starts stomping things? Too bad for any stragglers still leveling there? Is there a mechanic to deal with this?

That was always the #1 problem with PQs, that without a certain minimum amount of participation they were unusable (this happened a lot especially in ChampO.) Isn't that problem going to be much much worse when the PQs come to you instead?

Events are smart enough to scale to the amount of people in the region.  Or so they say.

About the TV ad: 
Obviously I'm extremely biased but here's my opinion.  I thought the commercial was fine.  The text at the end didn't really bother me, it got me to chuckle.  I'm not as bitter as the rest of you to get all upset about a tag line in a 30 second spot.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 05, 2011, 01:36:49 PM
I'm not upset, i just think it's a horrible idea.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 01:38:39 PM
My issue with the response that rifts can be changed on the fly (ooh, hotfixes, so novel and new?) is that they need to be changed automatically.

Its not a hotfix. Its a dynamic change from the server including values, textures and assets. With out bringing down the server. AFAIK they can add a new mob if they want.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on January 05, 2011, 01:51:49 PM
My issue with the response that rifts can be changed on the fly (ooh, hotfixes, so novel and new?) is that they need to be changed automatically.

Its not a hotfix. Its a dynamic change from the server including values, textures and assets. With out bringing down the server. AFAIK they can add a new mob if they want.

But it is still a person having to sit down and do it? That is what you are making it sound like.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 01:53:07 PM
It's both. It's dynamic on its own the way WoW's spawn adjustments are (though I think they manually set it each downtime or something) AND it can be done realtime with no downtime on the fly.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 05, 2011, 02:07:47 PM
My issue with the response that rifts can be changed on the fly (ooh, hotfixes, so novel and new?) is that they need to be changed automatically.

Its not a hotfix. Its a dynamic change from the server including values, textures and assets. With out bringing down the server. AFAIK they can add a new mob if they want.

... Hotfix, live patch, hot swap, whatever you want to call it. It's a hotfix if someone is sitting down and going "update X" and it happens. We do it all the freaking time in every industry.

A hotfix is a change applied to a system WITHOUT DOWNTIME. It's not "a change that doesn't involve textures, values, or assets" or anything else. Rifts supports hotfixes. Whee?

As an aside: a hotfix involving texture changes will actually be considered a client side hotfix, because the server doesn't give a fuck what texture is involved, it's just telling the client what texture is involved and possibly supplying a download path to the client to get said texture if it doesn't have it.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 02:28:40 PM
 :roll:


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 05, 2011, 02:30:33 PM
But it is still a person having to sit down and do it? That is what you are making it sound like.
This is my concern.

Being able to have a person adjust the spawn on the fly is great.  Can the  computer do it without any human intervention though?  That is what is required for day-to-day operation.  Every time someone brings it up though, they make it sound like a person has to be pushing that button.

It's not eye-roll worthy because it's an important distinction.  Requiring GMs to babysit forty zones across a couple of dozen servers means adjustments will not happen in any responsive fashion.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 05, 2011, 02:37:42 PM
Obviously these events aren't triggered by humans, since they occur all day long. The devs claim to have a whole dynamic emergent system ready to go, and I see no particular reason to doubt that, since it's a central feature of the title and it doesn't seem like it would be so difficult to implement assuming they planned it from the get-go and didn't tack it on last minute. Since the game is called Rifts, my guess is they thought about it.

I still don't see why random events with multiple waves of monsters would hold player attention over time, even when you get 2-3 of them and they all fight each other, but I think my opinion on the game is pretty clear. Generally competent, but I won't be playing.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 05, 2011, 02:38:25 PM
Like I said, NVM. Go on.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 05, 2011, 02:48:54 PM
I just said it's both. It's not just human intervention.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 05, 2011, 03:08:16 PM
I kind of liked it when Life fought Fire and then got Zerged by Defiant Invasions and I watched while the game fought itself.  Then I jump in the end and claimed lootz from the weakened NPCs.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 05, 2011, 03:42:46 PM

It's still a dead-end mechanic though. If there's going to be progression it's going to be in a more controllable format fairly much guaranteed to look like WoW raids. So pretty much a waste of development time and game focus.

Now if they had a world where rifts have enough game interaction (dynamically changing the world) and spiraling challenge where they are the end game I would be impressed.


Title: Re: Rift: Planes of Telara
Post by: Nija on January 05, 2011, 04:19:28 PM
The only thing that the rifts and invasions added during my limited playtime were extra ways to get killed while I was AFK pooping. You can't park anywhere for any period of time. There is just all kinds of crazy shit going on with this game. Even the map screen looked like a rave towards the end of that last beta. Blinking crap and arrows all over the place.


Title: Re: Rift: Planes of Telara
Post by: UnSub on January 05, 2011, 05:24:47 PM
This thread needs more tired analogies.  Let's see, we had steak a few pages ago, McDonalds and blowjobs on this one. 

Apparently we're orally fixated in our analogies as well.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 05, 2011, 06:15:28 PM
Odd question I can't find the answer to, if anyone knows:  If I preorder through Trion, do they charge me immediately? 

WoW required immediate payment for Cataclysm digital download.  I'm not sure if that's the trend now or not.


Title: Re: Rift: Planes of Telara
Post by: Kitsune on January 05, 2011, 06:20:08 PM
So, nobody's yet chimed in at all on the presence or lack of gameplay mechanics beyond 123456121212120 loot repeat.  Synergies, combos, different ways of doing things aside from just mashing your best spells and waiting for cooldowns.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 05, 2011, 08:58:09 PM
So, nobody's yet chimed in at all on the presence or lack of gameplay mechanics beyond 123456121212120 loot repeat.  Synergies, combos, different ways of doing things aside from just mashing your best spells and waiting for cooldowns.
There aren't any.

Character development is extremely flexible, allowing all 4 classes to fill pretty much any role. That's pretty cool, and if it works out, an idea that I expect to be stolen by competing titles.

Rifts are dynamic randomly placed PQs with limited emergent effects. They're a cool concept, although I don't see how they could compare to going through a dungeon with a group (which Rift also has). I hope they do a lot more with the actual rifts.

Quests are TBC-era collecting bear uteruses. Deeply disappointing in a 2011 title.

The actual gameplay mechanics are the same as WoW, WAR, and any of a dozen other dikuclones. I don't have a major problem with that, although I'd love to see someone do better-- the familiar tank/heals/dps interdependencies work, and it's not like anybody else has improved on them in any real way, although GW2 is ambitious enough to promise that they will and SWTOR dresses up those stodgy mechanics in a thick creamy frosting of story and consequences. That's Rifts problem in a nutshell, lack of ambition. They think polish alone is sufficient, and it's just not.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 05, 2011, 09:06:17 PM
The whole rift mechanic from simple minor rifts to raid rifts, from small invasions to zone wide crusades is a pretty ambitious system.


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 05, 2011, 10:21:00 PM
Technically, yes, mechanically, no. It spawns random mobs. It's a massive olde encounter table filled with only wandering monsters. It gets stale, really really quickly, as expected. The entire thing feels half-baked.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 05, 2011, 10:28:26 PM

It's still a dead-end mechanic though. If there's going to be progression it's going to be in a more controllable format fairly much guaranteed to look like WoW raids. So pretty much a waste of development time and game focus.

Now if they had a world where rifts have enough game interaction (dynamically changing the world) and spiraling challenge where they are the end game I would be impressed.


[insert usual strat layer argument here]

I looked at the rifts as a viable "tool" for players to use to dynamically change the world themselves.  As said before, opposing factions can help push rift footholds and invasions into opposing territory... essentially "pushing the map" as is done in a game like WW2O or PS.  This is even more apparent on a PvP server obviously, where I imagine Rift will be a fairly chaotic and difficult experience unlike any other MMO out there.  The blandness comes from what actually occurs after these "dynamic" events happen.  Towns dont really get sacked and things tend to just reset and respawn instantaneously.

It really should be more like fighting over Astranaar in early WoW, where the quest hub would take quite a damned long time to respawn the NPCs if they were killed.  Mix in some Tabula Rasa type base battles and LOTRO world effects and you're set.

The reality is though, they can more easily inject these mechanics into the game than any MMO prior.  That's not anything to snicker at is it?


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 05, 2011, 10:32:53 PM
Gah, March 1 is just too damn soon for me.  I'm not done with Cataclysm yet (leisurely leveling a goblin) and by the time I burn out or realize Blizzard still hasn't learned the lessons I thought they already learned, I won't be in the mood for another DIKU.  This sort of thing doomed some of my attempts at LOTRO and EQ2.

Only way this would work is if I go cold turkey now.

The only thing that the rifts and invasions added during my limited playtime were extra ways to get killed while I was AFK pooping. You can't park anywhere for any period of time.

That's not good. I need a poop-escape mechanic.  Any classes get feign dead?


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 05, 2011, 10:47:13 PM
Honestly now, that ad is just plain out pathetic. "Hey everyone! We're not WoW!!! (Implication on being edgier and more hardcore then WoW).....but don't look too hard at our interface, dungeon design, class moves, et al came from"  I Know that being just like WoW but different is their big selling point (hell it's how I've gotten my friends to play it), but when you come right out and say it like that, instead of at least sugar coating it, the whole thing comes off as entirely desperate. Really desperate.

Hartman, dude, smack marketing until they make a different ad! That one has no effect on people that haven't played WoW, and just puts off those that do.

Edit: Petty, that's the word I was digging around for. Fucking petty. I dunno, it feels like, if this game can't at least say what it is that separates it from WoW, then why should I bother?


Title: Re: Rift: Planes of Telara
Post by: Margalis on January 05, 2011, 11:28:56 PM
I watched a little bit of the stream that someone here had set up - to me it looked exactly like WOW, down to the font and the < > surrounding some of the nametag text above character heads.

If there was ever a game not to attach "we're not in Azeroth anymore" to this is probably the one. Also this makes the exact mistake that Blur vs. Mario Kart commercial did - it gives me no positive reason to play the game other than that it's not the game that has sold a bazillion copies and that everyone loves. I don't think negative campaigns like this can work except in very special cases.

Who is the target audience here? WOW players? But WOW players like WOW, they like Azeroth. People who don't like WOW? But the game looks exactly like WOW. They even showed a Warcraft enemy (2 headed Ogre) It's like if you showed a picture of Dorothy dancing with the Scarecrow and some Munchkins and wrote "we're not in Oz anymore." What?

After watching that commercial I'm very confused as to why in the world I'd want to play Rifts. If the game is different from WOW tell me how. If it's like WOW but better tell me how, or at least hint.

Quote
Most readers won't understand, or care what that means. (The server side change on the fly thing)

Agree 100%. I don't care if the game is changing because a person is operating it, or a robot, or because a cat is randomly prancing on a keyboard in their office. What I care about is the end result. If the Rifts are fun and awesome then I don't care (as an end user) why they are awesome - they're awesome. If they're merely ok then the fact that they can totally be tweaked by hand in real-time is just technobabble porn.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 06, 2011, 12:46:45 AM
I wasn't terribly impressed by the promised on-the-fly tweaking of the rifts tbh; on several occasions I ran into elite filled rifts when there was only 2 or 3 of us around and (even worse imo) rifts often got zerged and very little seemed to change to difficulty and/or amount of mobs spawned.

Having 20-30 people fight over a 5-10 mob spawn (regular mobs that die in about 4 hits anyway) isn't terribly epic.
For some reason (my own deluded hopes?) I was under the impression it would be more responsive.

Maybe I just haven't seen the full potential, but I'm not putting down €50 before I do.


Title: Re: Rift: Planes of Telara
Post by: Maledict on January 06, 2011, 01:22:45 AM
If there is dynamic adjusting of rifts, it wasn't working in the beta I played over Christmas. Myself and another low level payer got absolutely curbstomped by a rift spawning in the starting zone straight after the intro area, that was ridiculously stronger than my two people could cope with - or indeed, felt like a group would really struggle with it as well. We got one mob down by burning cooldonws and healing like crazy, but then fell over straight after.

Also some sort of defiant invasion seemed to have killed the quest NPC I was after, leaving my map pointing me to a person who did not exist. Instead, that camp was full of defiant NPCs who were green and non-aggro to me, which all seemed very strange.

Having the potential for this experience so early on is very risky I think - whilst there are definitely players who will respond to this challenge with gusto, I would guess that the majority will just switch off if they got rolled by an event the game is telling them to do and then find they can't hand in a quest because the outpost has been flattened.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 06, 2011, 06:12:00 AM

Quote
Most readers won't understand, or care what that means. (The server side change on the fly thing)

Agree 100%. I don't care if the game is changing because a person is operating it, or a robot, or because a cat is randomly prancing on a keyboard in their office. What I care about is the end result. If the Rifts are fun and awesome then I don't care (as an end user) why they are awesome - they're awesome. If they're merely ok then the fact that they can totally be tweaked by hand in real-time is just technobabble porn.

The reason I care is the same reason GM events sucked in UO: The creation of them or not was entirely driven by some random meeting up top and was infrequent at best. Because any MMO system that requires some dude to sit down and hand edit things that will vary on every server and every zone misses the Scalable mark by a mile. Only have one server? Cool! Your GM staff can happily tweak away! Have 300 servers? Good fucking luck ever having any settings tuned.

It also annoys me because in my IT career I see a ton of people make this mistake in every aspect of companies: having someone do what automation needs to be doing, because *effort*, and then wondering why the hell it takes so many people to run their application. Scaling, people. Your business model needs to scale.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 06, 2011, 06:50:34 AM
It also means you don't have the game spawning invasion-sized rifts in the newbie zone when there are two people in the whole area.  As Spiff explains, it's not terribly fun to have the game stop all your progress cold.

You may not want to know whether it's a person or the computer controlling things but you will care, even if indirectly, because it will impact your play experience.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 06, 2011, 07:12:53 AM
oops


Title: Re: Rift: Planes of Telara
Post by: Sky on January 06, 2011, 07:14:20 AM
 The blandness comes from what actually occurs after these "dynamic" events happen.  Towns dont really get sacked and things tend to just reset and respawn instantaneously.
You really think a longer respawn for dead npcs is a good idea? Because I know I love sitting around with my thumb up my ass waiting for a respawn.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 06, 2011, 07:20:11 AM
"the world changes!" is a great end goal. I love the idea that what I do has an impact, or what I don't do.

I don't think it's doable without some form of procedural quest generation years down the line that will properly handle it. Until then, I think WoW's phasing is as close as we've gotten, and even that is kinda meh implementation wise.


Anywho, all my bitching about IT process and automation aside: I do think this looks quite polished, and I'd love to give it a spin. WAR made me distrust highly focused beta phases, but I think that's just reactionary (DAOC made me instantly distrust any expansion involving water, for example)


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 06, 2011, 07:21:52 AM
There's effectively a long respawn timer on NPCs in the form of the evil guys sitting on top of the quest hub. When you need to get your buddies to go clear it the NPCs don't need to stay dead for another ten minutes after it's cleared. That's stupid.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 06, 2011, 07:28:40 AM
 The blandness comes from what actually occurs after these "dynamic" events happen.  Towns dont really get sacked and things tend to just reset and respawn instantaneously.
You really think a longer respawn for dead npcs is a good idea? Because I know I love sitting around with my thumb up my ass waiting for a respawn.

That's just immersion bro.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 06, 2011, 07:30:09 AM
I was honestly expecting a pretty high degree of micro-management at a certain point, not just for the where and when or the 'omfg mega events' (the 2 which I participated in were quite excellent).
Rifts changing their tactic/numbers/strength from round to round based on what the players were doing and/or how many entered the rift, so the kind of mechanics that are absolutely impossible to have an actual human being do real-time (unless you plan to have about as many GM's as players).

The only noticeable difference I saw was whether there was a bonus round or not (which usually consisted of a boss mob).

I'm still impressed from a technical PoV at what they're doing and especially their ability to handle large loads :drill: (i.e. the mega-events) is without precedent for my experience in MMO's, but I seriously hope they've got a few aces still up their sleeve because the actual gameplay I got out of their dynamic system just felt ... lightweight.  :heartbreak:


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 06, 2011, 07:38:20 AM
The bitter in me would expect the huge loads to have worked because they allocated more hardware than expected for live in order to shore it up ;)

But that's just the bitter person in me who doesn't trust heavily phased betas after WAR used them as a smoke and mirrors game. Hey, this game ROCKS (if you didn't have to level properly into this content or try to get gear or anything else besides exactly the two variables we're testing this week....)

That said, it's entirely within the realm of reasonable this day and age in server tech to quickly and easily alter the hardware behind a node on the fly if a heavy rift starts up. DRS is a godsend for things with spikey and unpredictable loads.


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 06, 2011, 07:44:50 AM
The mega events in the beta ought not to have been that massive a spike, as the player density was already at its maximum. I do not think simply adding a lot of mobs results in very high load, since most of them will be "at rest" (i.e. not engaged in combat with a player character.) Traditionally it's sudden surges in player density, not mob density, that make servers go bye-bye.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 06, 2011, 08:04:48 AM
Next Wow Expansion will include a Rift like system.

Heard it here first.


"We are back in Azeroth now!"


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 06, 2011, 08:07:12 AM
It would not shock me at all if WoW added a PQ type system, or at least put it into their next MMO. They already switched a number of "event" type quests to be quest credit no matter who tagged the actual mob.

I loved WAR's PQ system. Seriously. Some of them turned into a giant slog, but that was WAR's overall issue: they made the early game FUN, and completely lost sight of what made it fun while building the mid/late game.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 06, 2011, 08:08:56 AM
I do believe the Rift system was designed by the same guy who did the PQ system.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 06, 2011, 08:39:15 AM
I'd also go google "Age of Conan" and "hiving".


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 06, 2011, 08:58:42 AM
It all makes sense now. Thanks, I didn't make that connection.

This is floating around, and made me chuckle.



Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 06, 2011, 09:16:53 AM
Yeah, the rifts are basically a hybrid of AoC's aborted hiving system and WAR's PQs. I *think* one of the guys behind the hiving idea is now at Trion.


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 06, 2011, 10:01:29 AM
Having listened to one of the podcasts at riftpodcast.com, I believe with Hartsman on it, the goal of rifts are to be dynamic, AI driven.  They want them to scale to the amount of people in the zone, but that doesn't mean you'll be able to take out every rift solo even if you're alone in the zone.  I think they envision emergent/social gameplay coming from people being forced to work together to defeat some rifts, and they are hoping this will just work automatically.

I found a rift role calculator, although I'm not sure how accurate it is (and obviously everything is subject to great change during beta).  This game may turn out to be like ChampO for me, where I build tons of characters but never actually purchase the game.

http://www.riftrolebuilder.com/

Looks like if you want to build the WoW mage go Stormcaller/Dominator/Pyromancer.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 06, 2011, 10:17:43 AM


Looks like if you want to build the WoW mage go Stormcaller/Dominator/Pyromancer.

Hunter would be ranger/marksman/saboteur and rogue would be assassin/bladedancer/riftstalker


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 06, 2011, 10:20:11 AM
Having listened to one of the podcasts at riftpodcast.com, I believe with Hartsman on it, the goal of rifts are to be dynamic, AI driven.  They want them to scale to the amount of people in the zone, but that doesn't mean you'll be able to take out every rift solo even if you're alone in the zone.  I think they envision emergent/social gameplay coming from people being forced to work together to defeat some rifts, and they are hoping this will just work automatically.

I found a rift role calculator, although I'm not sure how accurate it is (and obviously everything is subject to great change during beta).  This game may turn out to be like ChampO for me, where I build tons of characters but never actually purchase the game.

http://www.riftrolebuilder.com/

Looks like if you want to build the WoW mage go Stormcaller/Dominator/Pyromancer.

For forcing social gameplay, that has been working pretty well as people will beat the rifts but just not group. Grouping isn't really as important anyways since contribution seems to be done on an individual basis.

As for the role builder, the last I heard was that it was using info from right before beta 3. So it's fairly accurate, just not exact.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on January 06, 2011, 10:32:55 AM
That's Rifts problem in a nutshell, lack of ambition. They think polish alone is sufficient, and it's just not.

Yeah I agree. The game is functional and looks decent enough, but when the basic gameplay is something I've done in too many other games, I just need more than that. The way you can mix class abilities is neat - but certainly not enough to overcome how generic-MMO the meat of the gameplay is.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 06, 2011, 10:36:03 AM
I can't agree with the lack of ambition statement. The title is incredibly ambitious on a number of fronts, and the systems created and being that polished is a testament to the skill of the people on the team and the years of experience and creativity.

However the scope of the rifts system and the skill system will be irrelevant to the end user.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 06, 2011, 10:36:38 AM
For forcing social gameplay, that has been working pretty well as people will beat the rifts but just not group. Grouping isn't really as important anyways since contribution seems to be done on an individual basis.

This sends off warning bells in my head.  How do they evaluate contribution? What about someone playing a tank vs a healer?  How can a healer do their job efficiently outside of a group?  

The second concern I have is with regard to rifts themselves.  How long can you fight these rifts before it starts to dawn on you that you're repeating fights that you've had in the past.  One beauty of using Dungeon mechanics is that it tricks the player into thinking they are doing something different when they really are just repeating the same mechanics in a fresh setting.  Can they keep the game fresh and if so, for how long?


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 06, 2011, 11:46:53 AM

This sends off warning bells in my head.  How do they evaluate contribution? What about someone playing a tank vs a healer?  How can a healer do their job efficiently outside of a group?  

The second concern I have is with regard to rifts themselves.  How long can you fight these rifts before it starts to dawn on you that you're repeating fights that you've had in the past.  One beauty of using Dungeon mechanics is that it tricks the player into thinking they are doing something different when they really are just repeating the same mechanics in a fresh setting.  Can they keep the game fresh and if so, for how long?

For healer and tank - I've played a tank in 3 events and a healer in 2, I don't think I've ever been ranked below 3rd for contribution when I've been at a rift from beginning to end. I'm unsure of the exact way everything is calculated, but I do know that I don't worry about it as a tank or a healer as I did when I was playing WAR. Some of my assumptions on how generation works is a mix of damage done, taken, and healed along with some sort of threat modifier.

I consider the thread modifier because when tanking raid mobs during the large zone wide invasions, I tanked almost every single boss and was still top 3 at all times. During those times I was a spec that didn't allow much of anything for AE dmg (so my damage was low from not attacking multiple mobs as well as being a sword/board tank lowering my damage already) and a lot of the mobs knock back the tank (so I was out of the fight at times until I could run/charge back).

As for how a healer can be effective outside of a group, that is easy - use a mix of target a mob and cast your heal which will in turn heal whoever the mob is attacking and general awareness of watching where a mob is going and use preemptive healing. Otherwise, invite people. Just because the anti-social crowd still works with rifts doesn't mean the social crowd can't still be social.

As for keeping things fresh, I think those dungeon mechanics you mentioned work somewhat similarly with rifts on a lesser scale. Basically, 1 dungeon is equal to 1 type of rift (say death for example). Death rift mobs can be different, some are casters, some are melee, some are healers, some use a buddy-system type of aggro with one weaker mobs and one stronger mob, etc. It seems that as the level and size of the rift increases, the mobs it spawns differs a little. The setting is changed because rifts spawn in different locations. Sure, some areas are more likely to have a rift spawn, but the rifts can and do spawn just about everywhere, meaning different mobs can be joining in on the fights at times if they wander into the rift area. Yes, it will get old at some point, just like dungeons, but I don't think that is unavoidable entirely. I do think there is just enough randomness in the spawn location and mob variance to keep it about a similar retention level as the dungeons that are used for leveling. I can't say anything about the raid style rifts as I have no idea how those will pan out.

Edit - clarify the never ranking low on a rift as a healer or tank bit is subject to when I've been at the rift from start to end


Title: Re: Rift: Planes of Telara
Post by: Lucas on January 06, 2011, 12:20:15 PM
What soul combination would you suggest to obtain a character that play similar to Mesmers in Guild Wars? (so far, the class I had the most fun playing with among all the MMOGs I played). Hmm, Dominator/Archon?


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 06, 2011, 02:47:12 PM
What type of Mesmer?  There aren't a lot of interrupts that I've noticed, so a lot of the Inspiration-type abilities wouldn't have an equivalent.

The casting classes have a lot of variety though, so you might be able to make something.  Dominator for sure.  I don't recall what the Archon gets.  Chloromancer perhaps as a third.


Title: Re: Rift: Planes of Telara
Post by: EWSpider on January 06, 2011, 02:57:39 PM
I got a Beta4 invite so I'll definitely be checking out the Warfronts this weekend.  This will be my first time playing so I'll report back with my first impressions.  I'll probably start out with some sort of Warlock/Chloromancer build and then check out some sort of Assassin/xxx build time permitting.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 06, 2011, 08:08:01 PM
The second concern I have is with regard to rifts themselves.  How long can you fight these rifts before it starts to dawn on you that you're repeating fights that you've had in the past.  One beauty of using Dungeon mechanics is that it tricks the player into thinking they are doing something different when they really are just repeating the same mechanics in a fresh setting.  Can they keep the game fresh and if so, for how long?

You're assuming every single Rift Event from Minor to Major of Normal, Expert and Raids to have exactly the same mechanics from levels 1 to 50.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 06, 2011, 08:10:59 PM
Please, do educate us. How do rift mechanics evolve at higher levels?


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 06, 2011, 09:14:41 PM
The game isn't for everyone; many of you are going to rip it apart.  It's what we do here... 

RIFTs quests are derivative and that part is disappointing.  But after seeing what WoW did with phasing their whole world apart into disconnected little pieces, I'm glad RIFT went with a simple storyline breadcrumb quest hub deal, because in my opinion WoW just ruined much of what was fun for me.  WoW may as well just have the 1-85 quest world as a single player offliine world.  There's no reason to talk to another person unless you go into a dungeon.  At least with RIFT we get a new shot at decent lore. 

RIFT succeeds because of the randomness of the whole rift experience.  Seeing a random rift open, going over and closing it:  that's a simple experience.  But being in the middle of an invasion (which happened in lvl 12-20 zone -  that's early!!) is successful because there is no spawn point, no rules.  Sure, there's an overarching quest to complete.  But its all random. 

I had a damn rift open up on my head at one point.  I died multiple times and I never thought it was cheese.  It was, simply, fun.  I do think that they need to design it so the monsters win sometimes, which isn't something WoW allows. 

Some of you won't find that fun.  That's okay.  I tried EVE about 12 times and never could stay more than a trial.  I just don't get the fun. 


Title: Re: Rift: Planes of Telara
Post by: Margalis on January 06, 2011, 10:20:17 PM
Randomness tends to look like other randomness. I think that's the underlying cause of the complaints about the rifts being underwhelming.

If you go into photoshop and run 10 different noise filters you get 10 different textures, but they're all pretty much the same noise texture. They may be technically completely different but the experience of viewing them is identical across all. This is the same problem with randomly generated terrain.

From the sounds of it they need to try to make the rifts events more distinct, so that you remember an event as "the time that one super gigantic squid appeared" or "the time a million bats and only bats clouded the sky" and less "yet another time a random soup of enemies attacked."

That's just my impression reading the feedback without having played. Things like more mob variance may not things any better if that doesn't lead to distinct events or observable configurations and patterns.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 06, 2011, 10:35:33 PM
Please, do educate us. How do rift mechanics evolve at higher levels?

Just speculating here, but since they are having Rift Raids, I would think they would implement Raid scripts and mechanics.  I'm sure you can extrapolate that down to non-raid rifts.

Even in the Beta that had one weird rift where you had to drink beer before the next round would spawn.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 06, 2011, 10:59:58 PM
From the sounds of it they need to try to make the rifts events more distinct, so that you remember an event as "the time that one super gigantic squid appeared" or "the time a million bats and only bats clouded the sky" and less "yet another time a random soup of enemies attacked."

That's definitely part of it, but it has a lot to do with the large influx of players into most rifts imo.
The system fell down a bit there; when it was < 5 people I did see some different tactics and funky mechanics (like the drinking game Draegan mentions), but rifts have a tendency to lure in the masses (oddly enough ... in a game called Rift) and when there's 10+ people it all just fades into a dps-race.
A lot of the time I was lucky to get of a finisher on a boss-mob they went down so fast.

That's one of the reasons the events worked for me, no matter how many people turned up it was still chaos.

Sure there may be raid-rifts addressing that at some point, sure there will be less people in the starter areas at some point (although if the game's a success that should take a while), but a lot of people will be bundled up in a small area the first few months at least and they will rush every rift in sight; they can't really launch a mega-event every 4 hours can they?


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 07, 2011, 02:08:25 AM
I got a beta invite for this weekend.

(http://theshoegame.com/wp-content/uploads/2008/10/glen-quagmire.png)


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 07, 2011, 09:42:16 AM
Just speculating here, but since they are having Rift Raids, I would think they would implement Raid scripts and mechanics.  I'm sure you can extrapolate that down to non-raid rifts.

Even in the Beta that had one weird rift where you had to drink beer before the next round would spawn.
I can read between the lines. Anyway, I didn't see that one, but it's good to hear that they're doing more than just a couple monster waves followed by a tank/spank miniboss. It would probably be a good idea to show us more of that sort of thing in the "open beta" promotional periods going on now rather than only letting people under NDA see the cool stuff. So far all the public has seen is boring rifts and bear ass collection quests.


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 07, 2011, 09:58:27 AM
I got a beta invite for this weekend.
I got two. HAH!


Title: Re: Rift: Planes of Telara
Post by: Threash on January 07, 2011, 10:03:24 AM
I got a beta invite for this weekend.
I got two. HAH!

Ditto, lol.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 07, 2011, 11:15:26 AM
Same here. I assume it's because we all have "VIP" accounts from the free fileplanet signup thingie.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 07, 2011, 12:15:43 PM
How does one drop the Fang of Regulos in the Warfront?  I ask in chat and they say - "just die".  I know that can't be right. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 07, 2011, 01:07:15 PM
Why would you want to drop it? Why would the devs let you drop it? I don't know if it's intended for it to be undroppable or not but I can see some obnoxiousness from ticking down from Fang damage and then dropping it deliberately to ping pong. The mechanics are more like the murderball games from WAR than CTF.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 07, 2011, 02:14:14 PM
I am dissappointed that the kelari racial has yet to be nerfed.


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 07, 2011, 03:47:07 PM
Ugh. 1 hour to patch up the client. For a weekend worth of gaming. And I'm going to be gone in the middle for my sis's B-Day.

I won't get to play this very much.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 07, 2011, 05:01:50 PM
Why would you want to drop it? Why would the devs let you drop it? I don't know if it's intended for it to be undroppable or not but I can see some obnoxiousness from ticking down from Fang damage and then dropping it deliberately to ping pong. The mechanics are more like the murderball games from WAR than CTF.

From what I saw the damage on it was building up over time, got to a point that a healer couldn't keep me up.  Again, just from observance - I wasn't running a parse or anything.  When I died with it, the warrior next to me picked it up and started the cycle over.  I assumed that the fang could be dropped, but I guess not.  Oh wells. 

Did anyone get BC up and running?  I keep looking for Sky's cleric and never see it online. 


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on January 07, 2011, 05:25:27 PM
I'm playing on Faeblight, but I've no idea who else is, or if/when they're around.



Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 07, 2011, 05:29:29 PM
Very first impression: WoW clone with soupier controls and boring graphics.

More to come!  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 07, 2011, 06:49:32 PM
Aaaaand, no one's on TS.  Would be nice to have a decent crowd for this lil' PvP weekend.


Title: Re: Rift: Planes of Telara
Post by: rattran on January 07, 2011, 07:16:38 PM
I was on for a couple hours earlier. Will play some tomorrow again. What PvP server are people playing on?


Title: Re: Rift: Planes of Telara
Post by: Ard on January 07, 2011, 09:46:32 PM
Aaaaand, no one's on TS.  Would be nice to have a decent crowd for this lil' PvP weekend.

I've had a horrific cold all week and literally can't speak right now from coughing, otherwise I'd come hang out. 


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 07, 2011, 09:48:25 PM
Level 5. Every few minutes the game freezes and then my graphics card resets. I think there was some notice when I started up that my card wasn't supported, but who pays attention to shit like that?  :awesome_for_real:

I'm sticking with it to see if it's just me burned out on MMORPG WoWish gameplay, or if this game is bland and uninspired.

*Edit*

Yeah. This is some reheated WoW leftovers. Each box should come with a bottle of NoDoze.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 08, 2011, 06:00:24 AM
What are the Warfront opinions?  I have figured out that level is very important.  A level 12 cant barely touch a level 16 -18 character for example and the higher level player can essentially kill the lower player very easily.  Guess I should of expected that ....


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 06:18:25 AM
I was pleasantly surprised in some ways, disappointed in others. The WoW grouping by 9 levels isn't so hot. WAR kicked that out the door and it should stay locked out. Ranged is a little too powerful on the Fang of Regulos map, being able to keep the opposition at bay if you group up at the drop off point near spawn.

But, I was pleased that it was murderball and not CTF. I fucking hate CTF. It's lazy, uncreative design and matches are always, always interminably long for little action. Aside from the choke points ranged can use the map is engaging and fun, with lots of areas to LOS the opposition and set ambushes. Classes are pretty fun in combat, though balance is tough to determine right now.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 08, 2011, 07:04:32 AM
Since it's opinion time: the defiant zone at least needs another design pass. Because the quest options just DIE at around 16/17 and apparently pick up a few levels later. The flow is wrong and leaves you standing around wondering what the hell you're supposed to do now.

Also trying to figure out the plot. Either they're going with the boring "both sides are dicks/feel the other side are evil" angle, or they're heavily telegraphing a betrayal plotline by the defiant dude.


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 08, 2011, 07:12:12 AM
There are few quests because they don't want you to quest. This becomes apparent the fifth time the very same quest hub is overrun by an invasion and you have to wait for 5+ other people to be able to clear it out. It's awesome! :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 08, 2011, 07:30:44 AM
There are few quests because they don't want you to quest. This becomes apparent the fifth time the very same quest hub is overrun by an invasion and you have to wait for 5+ other people to be able to clear it out. It's awesome! :oh_i_see:

This is exactly why Rifts won't work for most people.  The opportunity to kill an invasion instead of grind more quests sounds like a great change of pace to me in theory, but it seems like people just get cranky because it interrupts their boar farming.


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 08, 2011, 07:32:29 AM
Problem is that they're equally boring after the first ten times. Or fun. Whatever floats your boat.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 08, 2011, 07:37:28 AM
Page one on the "things wow taught us five years ago" handbook: 8 second cast times for pets in pvp unfairly punish pet classes, stop making pets unsummon when dying in pvp.  Or at all really.


Title: Re: Rift: Planes of Telara
Post by: UnSub on January 08, 2011, 07:38:07 AM
This is exactly why Rifts won't work for most people.  The opportunity to kill an invasion instead of grind more quests sounds like a great change of pace to me in theory, but it seems like people just get cranky because it interrupts their boar farming.

CoH/V had the same problem with the Rikti invasion - it would send other mobs running indoors (i.e. off map) which was a great effect... but after the novelty wore off you'd have players complain that they'd have to wait around doing nothing for 10 minutes until the invasion passed in order to keep going with a kill X of Y outdoor mission.

Players want the world to change, but they want to not be changed with it if it doesn't suit them.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 08:20:00 AM
I didn't have any issues questing up to 20 in prior betas Defiant side. Flowed pretty well though I don't like the starter zone as much as the Guardian one.

I think they have the invasions cranked up to 11 last night to fiddle with it. Kelari Refuge was practically camped. It was much better today, with the invasions coming more sporadically. The problem, and I've posted about it elsewhere but I'll repeat here because I think it's a BIG potential problem, is that the patrols that do the invading are wildly overtuned. You're looking at one elite captain guy and five or six elite troops. All of them hit like trucks and four or five people can have lots of trouble taking a hub back if it's one of the heftier patrols that take it over.

There is no reason, I repeat NO REASON, to have all those guys as elites. Seven normal guys is not soloable. There's no danger in removing the elite status that suddenly solo players are going to ruin the flow of the invasions. There were a lot of people kvetching about it last night, most of them very stoked at the invasions and rifts but not at all into the five to seven mobs tearing ass across the quest hubs.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 08, 2011, 08:30:57 AM
I didn't have any issues questing up to 20 in prior betas Defiant side. Flowed pretty well though I don't like the starter zone as much as the Guardian one.

I think they have the invasions cranked up to 11 last night to fiddle with it. Kelari Refuge was practically camped. It was much better today, with the invasions coming more sporadically. The problem, and I've posted about it elsewhere but I'll repeat here because I think it's a BIG potential problem, is that the patrols that do the invading are wildly overtuned. You're looking at one elite captain guy and five or six elite troops. All of them hit like trucks and four or five people can have lots of trouble taking a hub back if it's one of the heftier patrols that take it over.

There is no reason, I repeat NO REASON, to have all those guys as elites. Seven normal guys is not soloable. There's no danger in removing the elite status that suddenly solo players are going to ruin the flow of the invasions. There were a lot of people kvetching about it last night, most of them very stoked at the invasions and rifts but not at all into the five to seven mobs tearing ass across the quest hubs.

This kind of nerdrage is exactly the kind that Hartsman should be lookin for.  It evokes distress, difficulty, and tension.  All which lead to better game mechanics.  One might pretend they dont like it, but in the end it's what keeps the belly full.

Who the fuck would want to just wipe their ass with mob patrols anyways??  I had enough of that in earlier betas and it's way worse than having to deal with some difficulty.  "On Rails" is for pussies.  Let Rift go the opposite direction...  then they might actually be able to say they're not simply a Clone.




Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 08:32:40 AM
I have no idea what you just typed means.


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 08, 2011, 08:35:17 AM
I have no idea what you just typed means.

He means the fact that it pisses you off is good because it means you care, if it were to be too easy to get rid of rifts they wouldn't even be worth having in the game, and you'd just get bored of questing the same old shit again.

Thats more or less what I read at least.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 08, 2011, 08:40:37 AM
In the later game that works, when someone is invested in it.  In the newbie zone it means they uninstall and go back to WoW.

The level difference also has way too large an impact at the beginning levels.  Invasions should use CoH's giant monster tech, where critters scale to whomever is fighting them.  Then people can participate regardless of level, they may just not be quite as effective and still unable to solo any force of decent size.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 08:41:26 AM
I agree that the patrols were likely undertuned before. They're demonstrably, objectively overtuned now. It they're tuned such that even an optimized, full group can't reliably take a quest hub back then the game's fucked. I'm not nerdraging here; I love the game. But I was watching people try to finesse pull one or two of the mobs only to have the entire group come in and smear the whole group. I've been in those groups.

The rifts themselves, different matter. Major rifts can and should be hard as hell.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 08, 2011, 08:54:09 AM
Did anyone get BC up and running?  I keep looking for Sky's cleric and never see it online. 
I got three names (of five needed) in beta 2, I got two names in beta three. I have no intention of playing this pvp-focused beta four.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 08, 2011, 09:14:11 AM
It's the same game as it was, just with PVP warfronts added.  You can still do all the stuff you were doing in 2 and 3, including waiting around for us for three days to sign the charter!   :oh_i_see:  I actually like the Warfront that was offered (though it's pvp, if you don't like pvp you won't like this).  It feels more WAR scenario than WoW BG. 

Fwiw, the complaints above about rifts being unsoloable and wiping out quest hubs - that's exactly what is going to keep me playing RIFT over WoW.  If I want to quest, then I can either wait for the invasion to go through or I can put a group together and drive the invasion out.  In all of the betas putting a group/raid together has not been an issue, as long as one is willing to put forth effort to lead or follow another person. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 10:08:42 AM
I' m not sure where I'm being unclear here. I do not want invasions to be soloable. Nor do I want them to be unclearable by three to five people.

There needs to be a distinction in difficulty between rifts and invasions. Rifts should be big monstrosities that you get a group together to go close down. Invasions and patrols should be able to be handled by a few people working together. Right now if a hub gets attacked by an ALL ELITE patrol it fucks things entirely. That's going to piss off the noobies hardcore.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 08, 2011, 10:23:52 AM
The issue in the defiant zone at least is that it's 8 elites, one of which is typically an abyssal mender, which will proceed to fuck everyone the hell up, because it takes about eight people focus firing a single add to outdamage the incoming heals.

Anyways, I don't get the "screw grinding quests, I want rifts!" thing. Rifts are just grinding mobs with a guaranteed drop at the end of X mobs. With the occasional "total bullshit" mechanic that reminds me that this is a WoW rip: Melee that aren't tanks should NOT apply to fight the level 13 elite that has a pulsing 300-500 damage PBAE that will twoshot anything under level 2. Nothing says untuned mechanics like a fight that cannot be completed by melee characters!

Really, the whole thing strikes me as a great idea that needs another content pass (seriously, the quest chains just DIE in a few places due to mistuned level requirements, and it lacks WoW's friendly grey ! saying there are more things to do if you level and come back.. and a balance pass, because no you may not just go "hey, it's a complicated class system!" throw up your hands and pretend it's impossible to make the game fair so why bother.

Heck, it would be nice to just have some reasonable way to know what doesn't stack/shares cooldowns between souls.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 08, 2011, 10:26:47 AM


This kind of nerdrage is exactly the kind that Hartsman should be lookin for.  It evokes distress, difficulty, and tension.  All which lead to better game mechanics.  One might pretend they dont like it, but in the end it's what keeps the belly full.


What I got out of this "the way to be successful is to make players absolutely hate your game's mechanics"

What I got out of the current MMO market is "this is about as wrong as you can possibly be unless your target audience is EVE Online"


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 08, 2011, 10:31:12 AM
Really, the whole thing strikes me as a great idea that needs another content pass (seriously, the quest chains just DIE in a few places due to mistuned level requirements, and it lacks WoW's friendly grey ! saying there are more things to do if you level and come back..
Actually, that's in, but I think it's only shown if the quest is a single level above you.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 08, 2011, 10:40:19 AM
Really, the whole thing strikes me as a great idea that needs another content pass (seriously, the quest chains just DIE in a few places due to mistuned level requirements, and it lacks WoW's friendly grey ! saying there are more things to do if you level and come back..
Actually, that's in, but I think it's only shown if the quest is a single level above you.

That seems a bit unforgiving, but would explain why I've never seen one. I've only seen grey check boxes if it's an incomplete quest.


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 08, 2011, 11:06:03 AM
Unforgiving is the name of the game. A friend and I were just steamrolled by a patrol that spawned on top of us as we were closing a non-elite rift.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 08, 2011, 12:21:31 PM
Page one on the "things wow taught us five years ago" handbook: 8 second cast times for pets in pvp unfairly punish pet classes, stop making pets unsummon when dying in pvp.  Or at all really.

Necros, at least, have an ability for instant cast pet on something like a 30s cooldown.

On invasions/rfits and elites.  I agree they are overtuned right now.  Sometimes I just like plowing through 10 mobs solo.  It might have something to do with their dynamic system.  If they have X amount of people in the zone then you get more elites.  I think they'll have to tune that a bit.

I guess that's exactly what beta is for.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 08, 2011, 01:50:05 PM
Quote
Page one on the "things wow taught us five years ago"...
... Is a manual Trion folks don't read.

Which shouldn't be too surprising; some of them came from Mythic, and they specifically didn't want to learn from WoW's mistakes over there. 

Though, to be fair, it seems none of the MMOs released in the last few years learned much a damn thing from WoW.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 08, 2011, 04:11:00 PM
I'm now level 18 and wearing a mix of level 4-10 gear.  This is silly, rift and pvp exp is wonderful but without the gear it is not a viable leveling method.  Remove all those utterly useless consumables you get as random rewards from rifts and stick quest reward appropriate for your class in there.  Also make sure the reward for the pvp daily quest can only drop an item useable by your class, and add a few more pvp daily quests that do the same.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 04:17:45 PM
???

I got a piece of gear every third encounter or so. Doesn't help that the AH and crafters aren't really active due to it being a beta, though.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 08, 2011, 04:29:44 PM
What encounters are you talking about?  I've been running around fighting rifts or doing battlefronts, gotten no upgrades at all from either.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 04:39:11 PM
You'll get gear from rifts periodically in your reward bag. Or at least I was 100% sure you did until you said something. Now I might be crazy.

Incidentally, I was (again) pleasantly surprised by something, in this case crafted gear. Crafted gear in WoW is invariably way underpowered by the time you're able to craft it, at least at lower levels. The stuff in Rift may be nothing special and without a ton of variety but it's actually well itemized and the rate at which you're able to use it is very good.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 08, 2011, 05:00:08 PM
You'll get gear from rifts periodically in your reward bag. Or at least I was 100% sure you did until you said something. Now I might be crazy.


You get gear in the random reward thingies, very very rarely and it is not tailored specifically for your class so chances of getting an upgrade are extremely low.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 08, 2011, 05:00:55 PM
They really need to increase the gear drop from rifts/invasions.  That or add some green gear that you can buy with motes.  Or lower the cost of the blue gear, up the chance for the blue tokens to drop, and allow players to gear up like that.

That's the one thing I don't like.  You either need access to crafting OR run quests for gear.  Dungeons never drop enough to keep you fully equipped.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 08, 2011, 05:20:03 PM
Incidentally, I was (again) pleasantly surprised by something, in this case crafted gear. Crafted gear in WoW is invariably way underpowered by the time you're able to craft it, at least at lower levels. The stuff in Rift may be nothing special and without a ton of variety but it's actually well itemized and the rate at which you're able to use it is very good.
I find metal armor very difficult to keep up with.  Cloth and leather, both of which drop aplenty, are used to level one profession.  Tin needs specific nodes, however, and is used for both chain and plate, so there is only one way to level it.  By the time my metal armor skill is sufficiently high, I'm wearing better quest gear.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 08, 2011, 05:23:09 PM
Tin needs specific nodes, however, and is used for both chain and plate, so there is only one way to level it. 


And weapons.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 08, 2011, 06:15:05 PM
Page one on the "things wow taught us five years ago" handbook: 8 second cast times for pets in pvp unfairly punish pet classes, stop making pets unsummon when dying in pvp.  Or at all really.

Necros, at least, have an ability for instant cast pet on something like a 30s cooldown.

On invasions/rfits and elites.  I agree they are overtuned right now.  Sometimes I just like plowing through 10 mobs solo.  It might have something to do with their dynamic system.  If they have X amount of people in the zone then you get more elites.  I think they'll have to tune that a bit.

I guess that's exactly what beta is for.

Well, you're essentially saying they should take their Dynamic AI and throw it out the window yes?  If "x" people are in the zone and you've wandered into an area all by your lonesome to get curbstomped by a patrol or foothold, why would they want to "detune" the rift/patrols?  If they did so, they'd be ignoring the amount of players in said zone and focusing more on the lone wolf who happened to be in a well populated area.   :headscratch:

It works fine the way it is as long as you organize folks in your zone (hey lookie, zone chat) or try to stick to areas where there's players.  If you find yourself alone under a rift in a zone containing a well-populated quest hub/town (which would then spawn a large rift/invasion), hell... you're fucked.  Run.   But they should in no way, shape, or form detune their zone-based content for the sake of the lone quester.

Hell, the worst that could happen is you fallback to another quest area and wait for the enemy line to reach the population centers.  Friendlies then pwn the enemy and you can get back to your grind.
Above all this, where in there is the "game" lost?  It's not... you've only lost your cozy theme park for a few minutes.  Take a bio-break, read quest lore, enter a warfront, talk to guildies, craft some shit or something.    yada yada


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 08, 2011, 06:26:47 PM
The tuning of it basically means there are multiple points where your options are "go grind mobs for xp" and "log off"

I had the pleasure of watching a level 10 quest hub get chain rolled by level 18 assault forces. There's no number of level 10 characters who could have stopped that. The other issue with the code is the multi-assaults. It's usually not "your quest hub got hit by 8 elites", it's "your quest hub got hit by 8 elites, 8 elites, and 8 elites who all arrived at the same second in a clump because for whatever reason the system decided that's what needed to spawn and hit this location right now"

Realistic for an assault force? Yes! Terrible gameplay? Also yes. If we wanted to go the full realism route, the planet would be destroyed on release day by a line of level 50 dragons roaming around preventing anyone from leveling.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 08, 2011, 07:43:06 PM
We'd have to know the underlying algorithm they're using to really have a beef, and moreso know how many people there are in the zone when these hubs get rolled.  If you've got 100 lvl 10's in an area and the game is balanced for 10 of em to be able to defeat 6 lvl 18s, well... then it'll spawn 6 lvl 18's (under the assumption they'd at least be able to mobiliize 1/10th of the zone population).  It doesnt care much where those 100 lvl 10's are located, just that they're in the area.  Whether 10 of those 100 players choose to fight or not isnt something Trion can ever hope to balance and not something they should try to, unless they've got a human at the controls or their AI is just that uber on a micro level.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 08, 2011, 07:43:10 PM
They have the invasions turned to 11 for the betas though, it is starting to backfire.  I fucking love the saboteur, fucking love.  I'm just going around talking like this (http://www.youtube.com/watch?v=RyJVaIrn0bw) and bombing the fuck out of everything.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 08, 2011, 08:04:18 PM
We'd have to know the underlying algorithm they're using to really have a beef, and moreso know how many people there are in the zone when these hubs get rolled.  If you've got 100 lvl 10's in an area and the game is balanced for 10 of em to be able to defeat 6 lvl 18s, well... then it'll spawn 6 lvl 18's (under the assumption they'd at least be able to mobiliize 1/10th of the zone population).  It doesnt care much where those 100 lvl 10's are located, just that they're in the area.  Whether 10 of those 100 players choose to fight or not isnt something Trion can ever hope to balance and not something they should try to, unless they've got a human at the controls or their AI is just that uber on a micro level.
100 level 10's cannot beat a level 18 force.  There is too much of a level difference to hit the mobs, much less do enough damage.  See my earlier story about being level 10 following a few level 20s about.  I was hitting about 1 in 6 times, and I only had the illusion of doing something because I had three ranged despite being a warrior.  Were I a strict melee build they would have eaten me more than the few times they did.

Presenting a challenge is one thing.  At level 10 there is no alternative to sitting on your ass waiting for a bunch of higher levels to come save you.  These players need to be able to contribute in some meaningful way.

The Rifts are interesting, but being a level-based system causes a major flaw, especially in the early game where every level matters.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 08, 2011, 08:11:43 PM
Ghambit you have zero idea what you're talking about when it comes to how this actually works in practice.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 08, 2011, 08:32:33 PM
It was a hypothetical scenario to examine how they might balance the game (a thought experiment of sorts); twas not based on actual ingame facts.
But yah, regardless you're probably right.   :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 08, 2011, 08:51:18 PM
Really, in a slightly pvp oriented game, I'm shocked at how heavily level influences things. A mere four level gap or so is pretty much "you won't deal any damage and I'll kill you in seconds" range.

It's further compounded by the sheer size of the zones [the one we're playing around in covers levels ~5 through 18ish], where rifts spawning in one area will happily throw assaults at the other side of the zone.. which is a 10 level difference away when they finally show up and setup camp.

I'm also a little surprised how easy it is to range farm Idols. It has to be due to the spell range changes in the patch notes, but you can happily sit at max range nuking an idol and the guards won't blink most of the time. And even if they do, it doesn't regen health out of combat, so DoT and run. The guards will then resummon it immediately, repeat and farm motes as you care to.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 07:40:41 AM
I don't think i've seen more than one or two dwarves the entire time i've played.  I don't know why devs continue to push such an unpopular race.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 09, 2011, 07:44:21 AM
I always play dwarves. :(


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 08:02:33 AM
I always play dwarves. :(

They do have a small hardcore following, emphasis on small.  In games like shadowbane were you can pick who you fight for regardless or race, or Wow that has enough races to counterbalance their small numbers this isn't a big deal.  In Rift though with only three races per side this is a big problem for faction balance.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 08:06:43 AM
I fucking love the saboteur, fucking love.

It has to be me, but trying a saboteur guardian side, and level 12 now, I have never died so much in a MMORPG in my entire life. Even the level 1 and 2 quests were hard. As I said, I am certainly doing something wrong, but this class seems to have serious energy management issues to me. Meaning, attach 5 charges (or throw 5 bombs) and you are out of energy at any given level (so far). Not fun, even if it recharges pretty quickly.

How are you playing it?


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 08:11:40 AM
With nightblade for the 25 energy refund on finishers.  Also i meant mostly in pvp, ranger all the way for leveling.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 08:16:42 AM
Ok, good to know. I can give a class the time to grow, but this felt pretty broken so far. I know it's beta, so I am not whining, just curious if it _really_ was me.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 08:20:12 AM
Yeah i picked saboteur with my first class, then promptly died on my first mob kill as i accidentally bombed a group of three.  Picked ranger with the second and things got a lot easier.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 09, 2011, 09:13:54 AM
I haven't had any issues soloing with a saboteur so far but I can completely see how it could be an issue. I took a ranger secondary so my pet could keep things off me, though. I love it. It's so satisfying watching something just vaporize at full life.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 09:37:17 AM
To be fair i didn't really try to level as saboteur.  I don't see why it wouldn't work once you got a few points in though.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 10:15:00 AM
As I said, what didn't "work" for me is the constant running out of energy in any given fight. No matter how weak the enemy is, I spam attacks (as I can do with all the other classes) and I run out of energy before the enemy is killed. That means I have to wait a few seconds to recharge and finish it. The result of this is a bit annoying flow-wise. That is all. Other classes I tried, especially at lower levels, don't have to pause their attacks for power-mana issues on a single even-con enemy.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 10:37:56 AM
Five combo points and a finisher basically runs every rogue class out of energy.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 10:38:52 AM
Something I'm liking a lot.

Under Settings ---> User Interface ---> Screen Messages ---> Hud Mode. Check "Show Damage and EXP on HUD", "Show Ability names" and "Show ability icons".

Probably not viable for any serious grouping, but I loved it while soloing. Is's nice to have that direct, immediately visible feel of what your abilities and passives are doing. Not sure if this is in some other game (WoW maybe?) but I really appreciated it.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on January 09, 2011, 12:26:11 PM
Anyone have a spare beta invite? I would really love to give this a try.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 09, 2011, 12:46:24 PM
Page one on the "things wow taught us five years ago" handbook: 8 second cast times for pets in pvp unfairly punish pet classes, stop making pets unsummon when dying in pvp.  Or at all really.

Necros, at least, have an ability for instant cast pet on something like a 30s cooldown.

On invasions/rfits and elites.  I agree they are overtuned right now.  Sometimes I just like plowing through 10 mobs solo.  It might have something to do with their dynamic system.  If they have X amount of people in the zone then you get more elites.  I think they'll have to tune that a bit.

I guess that's exactly what beta is for.

Well, you're essentially saying they should take their Dynamic AI and throw it out the window yes?  If "x" people are in the zone and you've wandered into an area all by your lonesome to get curbstomped by a patrol or foothold, why would they want to "detune" the rift/patrols?  If they did so, they'd be ignoring the amount of players in said zone and focusing more on the lone wolf who happened to be in a well populated area.   :headscratch:


Where did a say toss out the AI?  I just say the saturation of elite invasions/footholds should be toned down by a certain percentage.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 09, 2011, 12:49:38 PM
Anyone have a spare beta invite? I would really love to give this a try.

The only beta invites are the ones you can sign up for so they're random.  Or you can pre-order and get a guarantee in.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on January 09, 2011, 01:28:26 PM
Anyone have a spare beta invite? I would really love to give this a try.

They don't give out codes, they add beta access directly to the account tied in to your e-mail address.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 02:53:36 PM
Disclaimer: what follows is based on the first 20 levels, both in WoW and Rift.

All in all, I am very satisfied with the game. I think it's very good and it should do great with people relatively new to the genre. Unfortunately, I am totally burned out on traditional MMORPGs (meaning autoattack-hotbar based ones), so the amount of fun I can get here is very limited, and the lack of any kind of harsh PvP is not helping. One month ago, out of total boredom and thanks to the crazy cheap offers I grabbed some WoW expansions and tried to play it again for the first time since 2005. I was underwhelmed, and while I can see what and where it improved and put itself one step ahead of anything else, I could not for the sake of anything go over level 23. It's the same fucking game, and no dungeon, battleground or fucking purple loot can make that turd a better turd anymore. Anyway, this is just to clarify that I have an updated idea and feel of what WoW is and how it plays.

Well, Rift is the same game again! To me, it really IS World of Warcraft with better graphics and more classes. I won't go into the rifts mechanics as it's not, in my opinion, what really matters when it comes to stick with the game or go looking for something else. They could be awesome, but at the moment they are just OK, so let's skip it.
I think with Rift they wanted, almost alchemically, to replicate what makes WoW so playable, and seems to me they succeeded. On top of all the other obvious things, the level of polish here is crazy, and it's probably the more polished MMORPG to ever come out, am I wrong? I am sure there are plenty of differences everywhere more expert WoWers could mention, and I read many qualms already in this thread, but at the end of the day, and for the first portion of the two experiences, they play very similar. Only, Rift seems to have 32 classes instead of 10, and better graphics.

Will it be enough to get or retain a good amount of suscriptions, or even put a dent in WoW's armour? I don't think so. But that has nothing to do with being a better or a worse game than WoW. *IF* there is a difference in quality, it's nowhere near what the subscription numbers will probably be saying three months after Rift's launch.

Remember, all I am saying is based on just the first 20 levels of WoW and Rift, but I think it's relevant cause those 20 levels are usually when people decide to stay or leave. I am aware people can decide to leave after level 30, but that's a completely different challenge the Rift team has to face, and considering beta is capped I think we agree there's no way we can say anything about it yet.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 03:07:58 PM
WoW with better graphics, more class customization and rifts is basically what it is, nobody has claimed it is any more than that.  If that doesn't sound appealing then this isn't the game, or probably the genre for you.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 09, 2011, 04:28:32 PM
But it's distinctly inferior WoW.

PS - WoW isn't exactly what a lot of people want in an MMO (including many WoW players); doesn't mean we're in the wrong genre.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 04:35:36 PM
But it's distinctly inferior WoW.

How so?

My approach was, two humans new to the genre try WoW and Rift for 6 hours each, for the first time and on the same day. How could they ever say WoW is better? How can you? I am honestly interested. Distinctly inferior how exactly?


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 04:39:27 PM
But it's distinctly inferior WoW.

PS - WoW isn't exactly what a lot of people want in an MMO (including many WoW players); doesn't mean we're in the wrong genre.

Depends on what you want in a game.  I am much more interested in character building than quests for example so the fact that wow has better questing/leveling means jack all to me, while the crazy amounts of class mixes you can do compared to wows one viable spec with absolutely no talent variation makes Rift by far the superior game.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 09, 2011, 04:45:24 PM
RIFT is lacking in a number of quality of life things WoW has that show up around the level 20 range. Specifically, fast travel and LFD type systems. RIFT's fast travel system is very light on the destinations available, and instance groups are a bit of a pain to put together.

Which is sad, since the number of healing/tanking souls available should help a lot with WoW's issue of "why won't anyone heal/tank?


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 04:49:28 PM
That's a cool comment, Kildorn. Especially cause you are probably right and I am surprised that in their cloning spree they forgot something as simple as that. On the other hand, they (Hartsman) could read here and add it in the two months between here and launch. What else is distinctly inferior?


Title: Re: Rift: Planes of Telara
Post by: Threash on January 09, 2011, 04:56:24 PM
RIFT is lacking in a number of quality of life things WoW has that show up around the level 20 range. Specifically, fast travel and LFD type systems. RIFT's fast travel system is very light on the destinations available, and instance groups are a bit of a pain to put together.

Which is sad, since the number of healing/tanking souls available should help a lot with WoW's issue of "why won't anyone heal/tank?

Yeah, exactly.  Small quality of life stuff like not keeping random currency on your inventory and having to resummon your pet each time you die in pvp.  The LFD tool has always been nothing more than a way for me and my friends to get a free teleport to the dungeon though, i don't see the appeal of doing things with strangers.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 09, 2011, 04:58:25 PM
I foresee this discussion lasting decades, X3 if Rift is any sort of "hit".


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 09, 2011, 04:58:45 PM
Currency tab is a good point. As far as I can tell there are something like 5 types of motes from various rift levels that should just be "currency", not an item wasting space, like badges in WoW used to be.

Could also use an on level up notifier that there's a new rank of a skill available. Personally, I'd rather they go to the new WoW system of skill damage scaling on level, though. My rogue soul had a number of levels where his "defensive" riftblade finisher upgrade now outdamaged his nightblade "offensive" finisher that was just pure damage.


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 09, 2011, 05:03:37 PM
WoW with better graphics,

Guh. More polygons, maybe. I found the graphics to be dull compared to WoW.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 09, 2011, 05:43:52 PM
WoW with better graphics,

Guh. More polygons, maybe. I found the graphics to be dull compared to WoW.

More polygons, and texture, and shaders, and particles, and so on?

And do you mean graphics or style?
Cause to me WoW style was dull in 2004 compared to EverQuest 1 (one), but I couldn't sustain the point about the general quality of the graphics. Why can you?


I specifically chose two crappy generic and vaguely similar screens, not to distract too much from the simple things.
So yeah, picture one has better "graphics" than picture two to you? Uhm... OK. Whatever. Fine.


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 09, 2011, 06:02:09 PM
I specifically chose two crappy generic and vaguely similar screens, not to distract too much from the simple things.
So yeah, picture one has better "graphics" than picture two to you? Uhm... OK. Whatever. Fine.

Alls I know is that going from WoW to Rifts, one of my first thoughts was "This looks like crap."


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 09, 2011, 06:42:44 PM

Rift's character model has a lot more vertexes, but it will be interesting to see how well they can do non-humans and gear variety. Rift's Background is generic fantasy and blocky whereas the WoW one has race specific architecture plus NPC models with their own unique armor and weaponry. Also, show some recent WoW locations rather than vanilla.

But really as long as it doesn't trigger the "too crap to be immersive" response both are fine. I do wish Blizzard would offer the option of some slightly more demanding character models though.

The class system just sounds like an end-game balancing disaster though. And allowing a high degree of flexibility in power selection will also make the classes feel less distinct and quite probably less varied as people are pressured into playing the small number of optimal builds. Resulting in it feeling like their are less individual useful classes than WoW has to offer. But this won't be seen until there is challenging content in the game.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 09, 2011, 06:46:44 PM
The quality of life options mentioned above are one of the major things that took people out of the world of WoW.  With fast travel, there's no reason to get down on the ground and deal with the rifts.  You can cherry pick your way to what you want, instead of helping your side (and other players!) win against the invasion.  The whole system requires that people are trying to get from A to B, so that they can deal with what the game is throwing at them.  

If they put in fast travel, then everyone (including myself) will use it.  Then nobody is messing with invasions, except questers, who will get fed up because there's nobody to help them.  If the only people out in the world are the 1-49s, then this will fail.  

I'm also very much against a LFD (even though it will likely be added at some point) for the same reason.  They already have LFwarfront, which has its own issues:  often being placed in one without any healers is bad, bad bad.  

There are guild rallies in the game, and I think that if a leader throws down a guild rally that one can port to that rally once the guild has reached an appropriate level.  The currencies can definitely go into a tab, without issue though.  


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 09, 2011, 07:18:10 PM
I really like the art style and quality in Rift. The landscapes are well done and the character models, while not varied, are good. In a first, they've made realistic female bodies more or less the entire way round and have some of the very few MMO forests which don't look like shit. Spell effects are entirely too loud and garish, however.

I hate LFD. Hate it. It made WoW small and I was suddenly running dungeons with Lord of the Flies rejects in straight tube loot hoses; I would never see them again nor speak to them nor learn their names. I'm anti-social as fuck in these games, almost never going outside of guild, but even for me LFD was a bridge too far.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 09, 2011, 08:09:02 PM
Currency tab is a good point. As far as I can tell there are something like 5 types of motes from various rift levels that should just be "currency", not an item wasting space, like badges in WoW used to be.

There are three types of currencies.  Normal, Rare and Epic.  There is a level appropriate version of each one, the Rare and Epic ones are for each zone, and I believe the normal ones, according to the vendor in Sanctum, have three varieties throughout the game. 


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 09, 2011, 08:17:02 PM
So I did more PvP in warfronts 10-19 bracket and 3 things are clear to me.  One is higher levels dominate lower.  Two is ranged definitely have an advantage over melee.  Outside of pure kiting of melee they can stand on hills, walls, etc and just plink away.  Third is ranger and necro pets are pretty badass and have a lot of HP lol.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 09, 2011, 08:40:20 PM
I really like the art style and quality in Rift. The landscapes are well done and the character models, while not varied, are good. In a first, they've made realistic female bodies more or less the entire way round and have some of the very few MMO forests which don't look like shit. Spell effects are entirely too loud and garish, however.

I hate LFD. Hate it. It made WoW small and I was suddenly running dungeons with Lord of the Flies rejects in straight tube loot hoses; I would never see them again nor speak to them nor learn their names. I'm anti-social as fuck in these games, almost never going outside of guild, but even for me LFD was a bridge too far.

LFD made the world small on purpose. Specifically, WoW expanded the playerbase by acknowledging the idea of limited time investment MMOs.

The difference between LFD and oldschool WoW is pretty much 15-25 minutes of travel time on top of getting people together for the group. It's the difference between me coming home and saying "enh, I had a long day and want to jump into WoW" and "fuck it, that's too demanding, I'm going to play something else"

As I said in rift general today: My main issue as I've gotten older in MMOs is that a lot of MMO players seem to confuse tedium with gameplay.

LFD's only "flaw" was to hurt the idea of pickup group server communities by making LFD cross server. If it wasn't cross server, you'd still have a pug community on a server, you'd just have less trade spam to sift through to see what tank healer and three dps would all like to do something right now.

As for fast travel: with the zone breaks, fast travel would just remove annoyance from getting around. 49/50s aren't going to be hanging out in the 1-20 zone to close rifts, so why not just put in flight/horse paths? Why make me waste 10 minutes of my playtime going to point B when I'm probably not going to deal with the rifts anyways and will just walk around them. If you want people to close rifts, you make the rewards worthwhile so I WANT to close rifts, not make the gameplay such that I HAVE to close rifts or walk around them to get to what I wanted to do when I logged in.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 09, 2011, 08:54:58 PM

Cross-server instances are a trade off. The probably realised that most MMO players don't have social connections to players outside of their own guild, and in many cases not even to all members of the guild. So if you are going to PUG you probably don't care who you get, and making it cross-server makes it easier and faster to form balanced groups.

I will agree that WoW has moved very strongly to the "game" end of the MMO space. The zones are all theme parks with "rides" sitting next to each other, progression mapped out for you and content in neat little bite sized pieces. It makes me me miss the more slow moving "virtual worlds" of more innocent EQ times. Though in reality I'm not sure I'd invest that much time again, there's some rose-colored glasses effect and most importantly any MMO that wants WoW's subscriber numbers is also going to have to be on the game end of the spectrum.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 09, 2011, 09:07:57 PM
That's really what it boils down to, for me.  EQ felt like a world; I was never able to see all of it, maybe half of it if I'm lucky.  On the other hand, from Nov 2004 through March 2005 I explored WoW thoroughly.  No zone left unturned.

While it was initially good to see more of the overall content in WoW and it felt immediately fulfilling, it most definitely has grown to feel like a game, not a world. 

Trion might go many different ways with this stuff.  I'm just hoping they retain more world than game.  It's a good balance now, but I wouldn't mind a shift into keeping people in the open world and not just warping whereever they want. 


Title: Re: Rift: Planes of Telara
Post by: Xuri on January 10, 2011, 12:09:04 AM
So, like.... I put up a gallery of images (http://www.xoduz.org/files/bilder/rift/index.html) (<--link) from my adventures in RIFT throughout this beta-weekend.

WARNING: The 59 images all load in full 1920x1080 (no thumbnails) for a total of 138MB... :ye_gods:

I've been playing three different characters up to level 13-15, and I'm having a hard time deciding on which I like the most - my mage (Warlock + Necromancer/Chloromancer?), my warrior (Warlord + Paladin/???) or my rogue (Assassin + Bladedancer/Riftstalker).

My thoughts about the game in general so far, randomly summed up in list-form:

PROs:
-Extremely polished WoW/DikuMUD style gameplay - at least at levels 1-15 in both factions. Slightly more "worldly" feeling than WoW.
-I love the art style of both the world and the character models, as well as their animations (for the most part, there are some funky ones like male human swimming or female elf walking).
-Nice out-of-combat music (reminds me of Morrowind from time to time).
-"Vincinity looting" is awesome. Loot one corpse, and all other corpses nearby that you've got the rights to loot are looted too.
-Collections. You can find artifacts and books on lore that you get to keep in your personal collection. They can be found pretty much anywhere, which caters to the explorer in me.
-Rifts/invasions can be a lot of fun (even though chaotic at times), and can also act as an alternate method of leveling to questing.
-Runs very smoothly on my computer (no stalls while running around, no crashes to desktop or elsewhere)

CONs:
-Though very polished, there is little new in the combat/questing side of things, if you look away from the Rifts (which would be kinda dumb seeing as the game is marketed around those). Autocombat + extra actions on top, kill 6 wolves and get their intestines, etc. Works the same as any other recent MMO that has been released - which I guess can be either a pro or a con depending on your point of view.
-Follows the ancient art of letting the player fill his/her backpack with random crafting resources without giving any indication what they are used for. Results in meaningless hoarding and/or throwing everything away.
-Low-res skydomes and low-res flora sometimes create too large a contrast to the high-res character models
-The lighting/environment varies from super awesome (Pro) to really flat and boring (Con).
-Invasions/Rifts sometimes go overboard with the amount of elites that spawn and rampage through the lowbie areas - though that might have been a stress-test thing on the Beta?
-Pointless to join Warfronts (pvp "battlegrounds") if you're at the lower end of the scale in particular pvp bracket (10-19, 20-29, etc). Due to how the combat system works it's damn hard for the lower-level players to even hit the higher-level ones, and as such they get steamrolled pretty fast and feel completely useless (at least that's how I felt).
-No LFG feature - though so far I haven't needed it since I have yet to actually go to a dungeon.
-No screenshot key ingame (that I've found)


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 10, 2011, 12:16:08 AM
-No screenshot key ingame (that I've found)

And no keybinds for additional action bars (that I've found)!


Title: Re: Rift: Planes of Telara
Post by: Xuri on January 10, 2011, 12:20:52 AM
Go into keybinding settings, hover mouse over action-bar slot and press key.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 10, 2011, 12:26:16 AM
Oh cool.

And by the way, screenshots don't do this game's beautiful visuals any kind of justice. I didn't like the graphics that much and didn't get the praises until I saw it moving.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 10, 2011, 04:58:08 AM
I really like the art style and quality in Rift. The landscapes are well done and the character models, while not varied, are good. In a first, they've made realistic female bodies more or less the entire way round and have some of the very few MMO forests which don't look like shit. Spell effects are entirely too loud and garish, however.
I'm digging the realistic humans.  For once I prefer playing one over some fantasy race.  Though really, humans in most fantasy games are a race unto themselves with their physical distortions.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 10, 2011, 05:06:36 AM
-Follows the ancient art of letting the player fill his/her backpack with random crafting resources without giving any indication what they are used for. Results in meaningless hoarding and/or throwing everything away.
This is one innovation from WAR others need to copy:  separate bag space for crafting materials.  The game throws a ton of crafting items at you before you've got a lot space, are anywhere near a vault, or have really learned how their system works.  And bag space is already so limited as it is with all the junk that drops.  I like that it gives you stuff to sell, but maximum sized bags probably aren't enough even in the early levels of the game due to it.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 10, 2011, 06:01:36 AM
My number one complaint would be the sheer amount of shit which drops. Class balance, PvP maps, individual abilities... issues with those are fairly minor and I have a lot of confidence in the team. But the number of drops really needs to be tweaked. It's borderline overwhelming.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 10, 2011, 06:42:23 AM
So, like.... I put up a gallery of images (http://www.xoduz.org/files/bilder/rift/index.html) (<--link) from my adventures in RIFT throughout this beta-weekend.

WARNING: The 59 images all load in full 1920x1080 (no thumbnails) for a total of 138MB... :ye_gods:


Your settings seem to not be on full.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 10, 2011, 07:17:52 AM
So, like.... I put up a gallery of images (http://www.xoduz.org/files/bilder/rift/index.html) (<--link) from my adventures in RIFT throughout this beta-weekend.

WARNING: The 59 images all load in full 1920x1080 (no thumbnails) for a total of 138MB... :ye_gods:


Your settings seem to not be on full.

Yeah, either that or screenshots just don't do it justice.  I was gonna send that link to friends as i am too lazy to do something like that myself but it kinda looks like crap in those.  Game looks much better.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 10, 2011, 07:24:10 AM
I dare to say that I have much better screens, but then again.. screens don't do it any justice. Plus, AA is turned forcibly off, which always makes up for crappy screenshots no matter what.


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 10, 2011, 07:47:49 AM
I dare to say that I have much better screens, but then again.. screens don't do it any justice. Plus, AA is turned forcibly off, which always makes up for crappy screenshots no matter what.

Yeah, I found that the game looked a lot better in action than in my screenshots most of the time.  Though I was able to get a few good ones where I was zoomed out far enough that the jaggies weren't too obvious.


Title: Re: Rift: Planes of Telara
Post by: Xuri on January 10, 2011, 08:19:54 AM
So, like.... I put up a gallery of images (http://www.xoduz.org/files/bilder/rift/index.html) (<--link) from my adventures in RIFT throughout this beta-weekend.

WARNING: The 59 images all load in full 1920x1080 (no thumbnails) for a total of 138MB... :ye_gods:


Your settings seem to not be on full.
What's missing? All the sliders in my client were put all the way up to 11 (possibly with the exception of the first couple), but it could be that the crappy program I use to grab the screenshots is doing some "optimizing" on it's own, I guess.


Title: Re: Rift: Planes of Telara
Post by: waylander on January 10, 2011, 08:34:25 AM
After checking out the Warfronts the big things that jumped out at me were....

1.
Population imblance.  Defiants regularly had 20-40 minute queue times, and Guardians were virtually instant pops.  If that carries on through release there will be a lot of upset Defiant players who can't ever find a fight.  Maybe Warfront should just be FFA and you should fight against anyone else who queues for a match (ala GW1 GvsG matching).

2.
Premades vs PUG's seemed to be what a lot of people griped about. However if they fix it so it is only premade against premade then queues will be even slower.  

3.
PVP XP was boosted and the reward was decent even for losing a match, but the monetary rewards seemed noticeably absent.  Also the daily PVP quest was a 1 time deal compared to say Warhammer where you got a monetary reward after each match.  PVP seems to be an ok way to make XP, but not money the way it is now.

4.
Percieved faction OP.  I saw lots of Guardians talking about how their faction sucked, and I ran on PUG teams across both factions.  I noticed on the Guardian side that a lot of teams had 0 healers, tons of rogues, people tried to max kills instead of completing objectives, and they queued a lot at extremely low levels.  On the Defiant side I saw more balanced teams that actually completed objectives, and few Defiants who were extremely low level in the matches.

On the PVE side..............

1.
Rift invasions full of elite mobs camped quest hubs way too often, and the result was that people stood around or got killed when the entire horde of mobs trained on 1-2 people. This slowed down character advancement too much in my opinion, and the over abundance of elite mobs along with their frequency of appearance is just overkill.

2.
More levels of kill X of this or collect Y of that, and it makes the leveling process feel extremely boring.

3.
The planar vendors are still too expensive, and the rare tokens you need to buy the advanced gear don't come frequently enough.  Oftentimes you just outlevel the gear before you have enough stuff to buy it.

4.
Too many players also collecting X or killing Y to complete quests in the same area is annoying, and slows down character advancement.


I guess my general verdict right now is that I am unimpressed with the state of PVP content, character advancement, and PVE content.  I can live with the PVE side of things I suppose, but the PVP is not inspiring enough to retain players who buy this game with the idea that there is going to be some good RVR, competitive instanced PVP (what's the point of it?), or good invasions of the opposing faction's areas.


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 10, 2011, 09:25:13 AM

2.
Premades vs PUG's seemed to be what a lot of people griped about. However if they fix it so it is only premade against premade then queues will be even slower.  

4.
Percieved faction OP.  I saw lots of Guardians talking about how their faction sucked, and I ran on PUG teams across both factions.  I noticed on the Guardian side that a lot of teams had 0 healers, tons of rogues, people tried to max kills instead of completing objectives, and they queued a lot at extremely low levels.  On the Defiant side I saw more balanced teams that actually completed objectives, and few Defiants who were extremely low level in the matches.


The good news about premades if you're a pugger - people cannot queue as a raid, limiting the number of a premade to 5 (currently 1/2 or 1/3 of people on a team in scenario). Bad news if you have more than 5 people who like to play together, unless of course you're Guardian as two groups can queue at the same time and get in the same scenario

Just saying that I noticed the opposite with #4 though. I fully believe your experiences, but mine were the flipside as I was regularly going against Guardian teams consisting of about 30% healers to the Defiants having 10-20% or so. It's why I ended up playing my cleric a bit in scenarios just to make up the difference a bit.

Someone commented earlier how ranged are king here - I'm noticing the opposite. Clerics are kings currently, then I'd say it's actually really well done in group play. Even when pugging as a warrior I didn't find it to be unbalanced. Guild vs guild and pug vs pug usually came down to who had more clerics though.

Quote
On the PVE side..............
3.
The planar vendors are still too expensive, and the rare tokens you need to buy the advanced gear don't come frequently enough.  Oftentimes you just outlevel the gear before you have enough stuff to buy it.


Could not agree more with the vendor cost. It is still way too high and the gear is not even worth it by the time you get all the required currency. Rewarding level 20 items that are obsolete by level 23, even though you don't have the currency for it until about level 25 just isn't a good system. Also, rare and epic tier 1 emblems need to be able to be converted to tier 2 at an exchange rate of say 3:1 or 5:1 or so.

I will add that invasion events can be more fun than usual (for pvp people) when trying to stop the opposing faction from completing theirs. Last night I was in a raid of 19-20 people, fighting two raids while also having to be careful of the final invasion raid boss with a nasty AE. That was some good times, making me thankful for being in a game without that crapass dungeon finder.

Though, this does mean that if you truly do not like pvp, do not go on a pvp server in this game. I know that seems like some captain obvious logic, but people are already complaining about pvp on pvp servers :uhrr:


Title: Re: Rift: Planes of Telara
Post by: Ard on January 10, 2011, 10:04:43 AM
3.
The planar vendors are still too expensive, and the rare tokens you need to buy the advanced gear don't come frequently enough.  Oftentimes you just outlevel the gear before you have enough stuff to buy it.

I'm not going to disagree with the fact that the costs need to come down, however, the only piece of equipment I'm missing off of the freemarch vendor are the epic pants (and I do have one of the two epic orbs for that).  I got enough tokens to more or less buy everything else, but I think the majority of them came from doing the Battle for Freemarch event twice, and the Tidelord one once.  If I was trying to get the items just from rifting alone, I think I'd be frustrated, since I only had a few of the emblems drop from that.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 10, 2011, 10:25:47 AM
Healers seem like they are pretty strong in the game and watching 3 level 10-12 players trying to take down a level 19 healer was like watching a laurel and hardy skit. 

One notably interesting part of the game is stacking.  A good example of this is how bard heals stacks with any classes +healing self buffs.  So in effect if you played a bard/riftstalker(Riftstalker has a +30% increase to heals on self buff) all your bard heals on yourself would go up 30%(plus other heals) as well as on anyone else that has a similar kind of self heal increase buff.   


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 10, 2011, 10:36:52 AM
It's also pretty easy to spam heals at the low level without mana issues, and there seem to be very few interrupts/silences around. Throw in the liberal application of absorbs and instant heals and the really well done raid frames (seriously, yay for a game having usable healing frames right out of the box) and you wind up with a well healed team being pretty much invulnerable. About the only way my nightblade could do anything in pvp was his 2s disorient/stun out of stealth to open a healer up to burst damage.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 10, 2011, 10:38:13 AM
I had a friend who was laughing in real life because his healer had no cooldowns on his heals and a WoW Shield Wall he could put on people... it had a one minute cooldown. They ARE overpowered because of that, caterwauling on the forums about PvP aside. They're arguing the wrong thing on the forums. They need to make healing a little more difficult and add some meaningful choices or that glee at the ease of it is going to fade into boredom by level 50.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 10, 2011, 04:43:29 PM

Seems to be people are identifying cleric as the "tankmage" soul. Can heal, tank, dps giving you full role coverage, and lots of healing when you solo, with not too many downsides.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 10, 2011, 04:58:58 PM
Yeah i expect lots of healers, void knights destroy them though.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 10, 2011, 08:23:27 PM

Seems to be people are identifying cleric as the "tankmage" soul. Can heal, tank, dps giving you full role coverage, and lots of healing when you solo, with not too many downsides.


Defiant side, my cleric was among an 80% cleric playerbase. Oddly my guardian mage and rogue were.. in a 90% anything but clerics playerbase.

But yeah, pve wise? There's nothing a cleric can't bring to the table in some way besides CC that I've seen.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on January 10, 2011, 08:51:37 PM
Played it this weekend and .... well its WoW light. I dont get why everything says its better polished than wow. I played WoW in late betas and vanilla and it was back then al superior game

It has decent graphics ,decent amount of content from what I seen. It cloned most of the stuff straight from WoW  down to very small levels. I guess dont fix what is broken

Rifts are just a gimmick at best and annoyance at worst. Like many said -once u seen one u seen them all. I got bored of them just after 1 day.

Worst dissapointment was with PvP .On PvP server pvp was way worse than in early wow/betas. I mean no one world pvps ,warfronts are just battlegrounds ..

Class design is worse. While customization are awesome, the classes themselves are pretty similar to each other.  WoW had 8 classes (or 9? )  - and each one of them was unique in style. Rift doesnt have stuff like druids for example , it has gazillion types of  rogues (which all play like combo point rogue ), warriors ,cleric and mages.  But only 4 -5 distinct  playstyles.


Its worse WoW than wow. I mean if it was like vanilla wow I would play it in  a heartbeat. But its not . It has all the bad parts wow gathered over the years (battlegrounds , uninspired questing,) and missing some good  from vanilla  (more playstyle variety, world pvp)


I cant say I like post BG WoW. But vanilla was one of the finest games made steered in very wrong direction. I  was hoping for something similar at least ,alas RIFT aint it . Its bland clone without a soul


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 10, 2011, 08:59:34 PM
I wonder what Grunk thinks.


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 10, 2011, 09:11:53 PM
Jesus H.  Punctuation then space, moron.

Reading that hurt my liver.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 10, 2011, 10:20:47 PM
It was a hate-chatbot. 

Seriously though, if you don't like something, that's fine.  But put some reasons you don't like it in there.  Pick it apart.  Because frankly, most of us here could give fuckall if you (or anybody else) liked it.  Rather, we want to know what parts of it didn't work and how to remedy. 

As far as classes playing the same, not really.  The chloromancer plays very differently than the other mage souls, in my limited testing.  My main experience is with pally/warlord souls and both of those souls.... well, how do I put this?  The buttons are pressed similarly, but how skills rampup for damage/threat is totally different. 

At live I'll be pally/void for guaranteed, fyi.  Death to magic users. 


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 11, 2011, 12:29:19 AM
A friend just convinced me to pre-order this catastrophe waiting to happen, without even playing it.  Over drinks at least.  

At least the character builder is so fun to play with!  There's a better one now:  http://riftbuilder.lotd.org/


Title: Re: Rift: Planes of Telara
Post by: Zetor on January 11, 2011, 12:33:25 AM
The way things are now, I don't see myself playing a warrior or mage (assuming I pick up the game at launch -- still on the fence). Clerics get all the fun mage toys except for maybe cc; they're also way better healers and can spec to tank if they want. Same with warrior: rogues can tank/heal/dps while warriors can only tank/dps...

or am I missing something?


Title: Re: Rift: Planes of Telara
Post by: Margalis on January 11, 2011, 02:44:31 AM
Seriously though, if you don't like something, that's fine.  But put some reasons you don't like it in there. 

You talking to MadMax?

He gave perfectly good reasons.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 11, 2011, 03:59:50 AM
A friend just convinced me to pre-order this catastrophe waiting to happen, without even playing it.  Over drinks at least.  

At least the character builder is so fun to play with!  There's a better one now:  http://riftbuilder.lotd.org/

Oh, thanks for that!


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 04:37:12 AM
The way things are now, I don't see myself playing a warrior or mage (assuming I pick up the game at launch -- still on the fence). Clerics get all the fun mage toys except for maybe cc; they're also way better healers and can spec to tank if they want. Same with warrior: rogues can tank/heal/dps while warriors can only tank/dps...

or am I missing something?

Sort of. My understanding is that the cleric tanking tree is extremely limited in multi-mob situations. Rogue tank is really good but to call the Bard a main healer would probably be incorrect; they're there for buffs and off-healing.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 11, 2011, 05:19:21 AM
Seriously though, if you don't like something, that's fine.  But put some reasons you don't like it in there. 

You talking to MadMax?

He gave perfectly good reasons.

Yeah, in my reread, he did give some good reasons.  I think I missed them the first time around because of the format of the post. 


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 11, 2011, 07:02:44 AM
A friend just convinced me to pre-order this catastrophe waiting to happen, without even playing it.  Over drinks at least.  

At least the character builder is so fun to play with!  There's a better one now:  http://riftbuilder.lotd.org/
It won't be a WoW killer, but it's not a catastrophe waiting to happen.  It's probably the best put together MMO since... uh... WoW came out.

Which is kind of sad in and of itself.  This is what most of the second generation MMOs should have been.  We're only six years late.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 11, 2011, 10:29:36 AM
Yeah, the first step to a "wow killer", if such a thing was even possible would be "able to run on grandmas computer" .


Title: Re: Rift: Planes of Telara
Post by: waylander on January 11, 2011, 10:47:09 AM
The way things are now, I don't see myself playing a warrior or mage (assuming I pick up the game at launch -- still on the fence). Clerics get all the fun mage toys except for maybe cc; they're also way better healers and can spec to tank if they want. Same with warrior: rogues can tank/heal/dps while warriors can only tank/dps...

or am I missing something?

No you aren't missing anything, rogue/tanks are the best tanks in the game.  Warrior tanks are not optimal, and therefore people will overlook them in groups later down the road once the general population realizes warriors aren't the best tanks.  This has been pointed out to the Rift devs time and time again, and apparently they are ok with warriors not being the best tank.

Clerics/Tanks are pretty solid and their counter is the stunlock-rogues, and spike DPS on them.

Mages, because there is no collision detection, cannot effectively be protected in the backline of PVP.  They have limited CC options, they are easily interrupted, and a melee can just run through them (during their 1.5 cast time on most spells) to use Line of Sight (LoS) to screw up their offense. Again a good rogue will eat their lunch before they know what's happening.

Necro pets can simply be ignored, and the pet owner quickly burned down to kill 2 birds with 1 stone.  This has also been pointed out, but never addressed.

The PVE side of things is relatively ok, but the PVP side of this game is not balanced, the PVP content is not compelling, and PVP servers seem extremely limited with world PVP options since people have to voluntarily flag themselves.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 11, 2011, 10:55:07 AM
I'm interested to see how Warrior will stack up against Rogues as Tanks in the endgame though.  It's common knowledge rogues chew through energy like no one's business.  Warriors tend to use less of it and have mana as a backup option, making them a viable battlemage also if built as such.  Assuming long, complex encounters will be the norm. in the big instances how is a Rogue going to mitigate their energy use, dps, and threat over time compared with a Warrior?

One could posit a well specced warrior in a long encounter will be much more useful tankwise.

p.s.
Are they serious with this WEEK headstart thing?


Title: Re: Rift: Planes of Telara
Post by: Threash on January 11, 2011, 11:00:50 AM
The way things are now, I don't see myself playing a warrior or mage (assuming I pick up the game at launch -- still on the fence). Clerics get all the fun mage toys except for maybe cc; they're also way better healers and can spec to tank if they want. Same with warrior: rogues can tank/heal/dps while warriors can only tank/dps...

or am I missing something?

No you aren't missing anything, rogue/tanks are the best tanks in the game.  Warrior tanks are not optimal, and therefore people will overlook them in groups later down the road once the general population realizes warriors aren't the best tanks.  This has been pointed out to the Rift devs time and time again, and apparently they are ok with warriors not being the best tank.

Clerics/Tanks are pretty solid and their counter is the stunlock-rogues, and spike DPS on them.

Mages, because there is no collision detection, cannot effectively be protected in the backline of PVP.  They have limited CC options, they are easily interrupted, and a melee can just run through them (during their 1.5 cast time on most spells) to use Line of Sight (LoS) to screw up their offense. Again a good rogue will eat their lunch before they know what's happening.

Necro pets can simply be ignored, and the pet owner quickly burned down to kill 2 birds with 1 stone.  This has also been pointed out, but never addressed.

The PVE side of things is relatively ok, but the PVP side of this game is not balanced, the content is not compelling, and PVP servers seem extremely limited with world PVP options since people have to voluntarily flag themselves.

I don't think things are that bad, there is a lot of flexibility and counters in the class system.  I think a well played dominator for example will be the most dangerous class in pvp, a void knight will wreck any tank cleric he runs accross


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 11, 2011, 11:51:43 AM
Head start is on thursday, release is on the next tuesday.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 11, 2011, 11:52:36 AM
I'm interested to see how Warrior will stack up against Rogues as Tanks in the endgame though.  It's common knowledge rogues chew through energy like no one's business.  Warriors tend to use less of it and have mana as a backup option, making them a viable battlemage also if built as such.  Assuming long, complex encounters will be the norm. in the big instances how is a Rogue going to mitigate their energy use, dps, and threat over time compared with a Warrior?
As Ghambit says, I wouldn't use level 20 as the basis for a blanket statement.

Also there are a lot of DPS Warrior builds, and I can tell you that my tanky Rogue was not nearly as tough as my DPS Warrior who didn't even use a shield.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 01:06:26 PM
since people have to voluntarily flag themselves.

This is not true on PvP servers that I've seen.

The rogue tank as best tank is also wildly, wildly overstated. The energy issues serve as a check, less AE threat is another. Less passive damage absorption may/may not be depending on how they play it.


Title: Re: Rift: Planes of Telara
Post by: jakonovski on January 11, 2011, 01:07:46 PM
Does one get into the beta through Euro preorders too? Steam says nothing.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on January 11, 2011, 01:53:28 PM
Head start is on thursday, release is on the next tuesday.

What?

Their site says March 1st.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 11, 2011, 01:56:25 PM
Head start is on thursday, release is on the next tuesday.

What?

Their site says March 1st.
March 1st...is a Tuesday :) I imagine he means Feb 24th will be the head-start.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 01:58:39 PM
Yeah, head start. It's in February so it's not a full week.


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 11, 2011, 02:13:10 PM

The rogue tank as best tank is also wildly, wildly overstated. The energy issues serve as a check, less AE threat is another. Less passive damage absorption may/may not be depending on how they play it.

Rogue energy is being looked at and will be buffed sometime soon (a dev posted that they were trying to get a fix in, so I'd imagine some rogue buffs for beta 5). So that balance check isn't exactly a good argument moving forward.

As for less passive damage absorption I don't know about that. Rift guard (with 3/3 improved rift guard) will shield 1800hp on a 3k hp tank. The only comparison to that is the paladin 600hp absorb shield at level 21 or 26 (I forgot which tier it was in) that cannot be improved further, and the void knights ability which has it's strength determined through the number of pacts used to activate it. As for the mitigation and avoidance for a rogue, a riftstalker/bard build is pretty insane. The only place a rogue tank clearly falls behind a warrior tank is AE threat. The rest, from what I've seen and what I've noticed while healing tanks of both archetypes, leads me to believe that even at later levels the riftstalker will be superior for single melee mob tanking. The warrior soul at later level will have the advantage of being very capable in both magic and melee mitigation at the same time when due to having multiple tank souls it can combine (26/26/14 vk/pal/reaver for example).


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 02:59:50 PM
The multiple tanking souls thing is another good point, actually. There's certainly less versatility by default in rogue/cleric tanking. I could see fights being designed around a Void Knight tank alone.

But I also think the entire premise is flawed. There's nothing anywhere that says warriors or warrior analogues have to be the "best tank" in any game, anywhere. That's a player assumption based on little more than "it's always been like that" which is, in itself, flawed because it hasn't always been like that.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 11, 2011, 03:01:52 PM
I like that Rogues have a tank option, personally.  It'll be good for single target stuff and perhaps soloing, but their AoE threat probably won't be as good.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 03:11:50 PM
If GW2 gets its on the fly during a fight role switching I think the old school MMOers complaining about THIS are going to have strokes.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 11, 2011, 03:41:15 PM
Head start is on thursday, release is on the next tuesday.

What?

Their site says March 1st.
March 1st...is a Tuesday :) I imagine he means Feb 24th will be the head-start.

Yeah I was typing from my phone.  Head start Feb 24th and the Tuesday after that is the 1st which is the official release.  Just got my Gamestop pre-order in today. Woot.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 11, 2011, 03:56:19 PM
Anyone built a viable "Magetank?"  I remember back in vanilla WoW, in 20 and 40 mans, the mages always ended up assigning a tanking mage + healer (usually me, during Ony, Rags, and some of BWL) to handle adds, etc. I had a fully Arcane Specced (back when no one went Arcane), gnome-architect that could tank better than many rogues if played right.  I played with it a BIT in Rift but I really didnt study far enough up the tree (especially factoring in the 3rd soul), to see if there was enough AOE nukage, mana, and dmg. mitigation (shields, resistance, etc.) to make it worthwhile.  Also, it might make more sense up the Warrior trees with AE threat, assuming they get an AOE nuke somewhere in there.

(this game gives me a charbuild headache)

Head start is on thursday, release is on the next tuesday.

What?

Their site says March 1st.
March 1st...is a Tuesday :) I imagine he means Feb 24th will be the head-start.

Yeah I was typing from my phone.  Head start Feb 24th and the Tuesday after that is the 1st which is the official release.  Just got my Gamestop pre-order in today. Woot.

Did you only have to pay $5 for the pre-order?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 04:17:09 PM
No offense but frankly the only groups assigning mages to tank duty were groups with really shitty tanks that couldn't hold aggro (I was in one of these guilds during late vanilla). Warlocks were a little different with the life manipulation but that was limited to gimmicky stuff and nobody ever had them "tank".

Rift seems to be following basically the same general outlook. There is no tanking mage tree. If you find a tank asking you to offtank or anything like that on your mage, at least with the stuff we've seen so far? You need to drop group and run for the hills.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 11, 2011, 04:21:48 PM
If GW2 gets its on the fly during a fight role switching I think the old school MMOers complaining about THIS are going to have strokes.

Not really, it's like a WoW druid in that it can mode switch (and thus sacrifice some capability) and the mode possibilities are class limited. That's different from rifts in which the power is "baked into" the character and always available, with even fewer top level archetypes and a clear design intent that each archetype can cover every role.

They'll run into the tankmage problem (and no, it doesn't have to be mages or have PvP meaning) and also rediscover the EQ hybrid problem. Namely that a class that is 90% of the "best" class in multiple roles is nearly worthless once the content becomes challenging. Of course if they're doing a level limited beta these problems won't be prominent.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 04:28:38 PM
Obviously the GW2 information is limited but it sure sounded like they were touting limitless trinity switching with full effectiveness on the fly in one of the previews. I can't recall specifically but it was something like a tank death with a mage switching up quickly and finishing as tank? There's some assuming going on here but if one rogue spec in Rift being able to main tank (theoretically) better than any warrior tank I can't imagine the heads exploding if you can literally take zero warriors any time ever and do just fine in a game.

(It's very strange that it's almost always folks who play warriors traditionally that are most insecure about class roles)


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 11, 2011, 06:23:52 PM
Are they gonna keep the mechanic where if you put points into a tree it effects the roots of all the active souls?
If so, anyone know of a charbuilder that includes this?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 06:25:58 PM
Unsure of what you mean. Do you mean that (for example) if I put one point into a secondary tree which gives me 1% more crit on melee attacks does that affect melee attacks from all trees? If so then yes.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 11, 2011, 06:40:06 PM
Nvm, I was imagining things based on Beta3, which isnt really what I said in the 1st place.  I'm a confused soul.
In re. 0-point root unlocks.
Quote
Many of the Soul-specific ability unlock changes below are related to opening all soul choices at level 1.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 11, 2011, 06:50:52 PM
I think GW2 want to degrade the dependency on a dedicated healer class and make it a more general "support" function, plus make "mortally wounded" and recovery from that state more dynamic. But from some magazine scans I was looking at they don't intend to break down archetypes entirely. A warrior will go into battle with two weapon load-outs, all of his weapon options are going to be different flavors of warrior style abilities and none are going to turn them into a healer. Whereas a necromancer is a support class and will have a healer option.

Though I agree trying to base arguments on pieces of pre-release info is fairly dodgey.

I still think the rifts "class buffet" is going to lead to a lack of class identity and some fascinating game balance issues.



Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 11, 2011, 07:00:44 PM
Quote
I still think the rifts "class buffet" is going to lead to a lack of class identity and some fascinating game breakingly brutal balance issues.

I can see this ahead of time, yet I'm still looking forward to it. I'm guessing, as people are saying, that their will be one basically viable spec per archetype, and the rest will range from gimped, to playable but underpowered. It's gonna be AoC complete with the ToS all over again.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 11, 2011, 07:07:22 PM
The thing is there are counters to pretty much everything, and the ease with which you can switch roles/specs plus the availability of every soul for your base class for you to chose from means you are never "stuck" with a gimp spec/class.  You don't have to reroll or quit if the class you happened to pick blows.  People seem to be stuck in this "im fucked if my class sucks" mentality when in the game if your bombing sniper didn't work out you are one click away from an assassin with a pet or a teleporting bard.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 11, 2011, 07:26:34 PM
Furthermore, even if you feel fucked in your base class (warrior, rogue, etc.), there's such specialization within the sub-classes that you can just about design something totally "un-base class-like."   So even whining about being a plain ol' Warrior is kinda  :awesome_for_real: 'cause I can go healer, buffer/battlereser, ranged mana sink, dual-wield stancemaster, controller, DOTter, and on and on.  You might not be perfect in base roles, but you'll have a place.  And often when the mantras of these base roles are broken, people come up with better, more ingenius strategies to compensate.

Now, if Trion can code in the need to make use of these strategies, then they'll have cracked the issue of balance.  This all depends on their level designers really.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 11, 2011, 07:27:33 PM
There was one dev quote which explicitly stated that they're not balancing souls against one another but classes. Also, as stated, it helps immensely that you're not going to be fucked if you pick a soul that's not so hot since you have access to all of them. My only REAL balance concern is just how good clerics are and not just for PvP reasons; current healing power is going to trivialize content in the hands of non-retards.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 11, 2011, 07:29:15 PM
Balance isn't that important in pve, and in pvp there are plenty of counters to clerics.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 11, 2011, 07:32:03 PM
How quickly people forget City of Heroes had only a loose need for the Holy Trinity.  Guild Wars had less of one as will GW2.  RIFT is still more dependent upon those rolls than either, even if the name on the dps/tank/healer is more variable.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 11, 2011, 07:54:24 PM
The thing is there are counters to pretty much everything, and the ease with which you can switch roles/specs plus the availability of every soul for your base class for you to chose from means you are never "stuck" with a gimp spec/class.  You don't have to reroll or quit if the class you happened to pick blows.  People seem to be stuck in this "im fucked if my class sucks" mentality when in the game if your bombing sniper didn't work out you are one click away from an assassin with a pet or a teleporting bard.

Yeah I get that, but it leads to scenarios like this:

I roll a justicar (or what have you), only, it sucks in pvp. It is basically only a counter for another sucky class on their side of the fence, which no one uses. The game then tells me, "No no no, stupid, if you want to pvp as a cleric you roll a vindicator." Only I didn't roll a vindicator. I couldn't care less about it's abilities and whatnot. But if I want to be competative...

As has been said, that leads to very little class identity.  What it means is you are not a separate class, but just one of (four? three?) templates.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on January 11, 2011, 07:59:47 PM
I'm a little surprised at the positive overall vibes this is getting on the variety of gaming forums I visit. I think the fact that a game this derivative can still generate a lot of interest is because A) the fantasy MMO genre still has huge potential and a huge pool of gamers that is still willing to give that next game a chance, and B) at 5+ years a significant portion of the core WoW playerbase is really ready to move on, or will be within the next year IMO. I think at this point time is going to start sneaking up on the behemoth and the right game will have a good opportunity to be that next big thing. I'm pretty confident that contender will be Guild Wars 2 and not Rift. At any rate there really is a huge market out there - Rift seems well done enough in this well-worn template to at least have a good chance of carving its own little place in the MMO gamespace.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 11, 2011, 08:16:30 PM
Balance isn't that important in pve, and in pvp there are plenty of counters to clerics.

In theory, yes. In practice, no.... Paladins in EQ getting groups or raid spots was a major PvE complaint.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 11, 2011, 08:35:42 PM
Rift-Samurai Build (http://www.riftrolebuilder.com/builder/?calling=warrior&build=champion.2200:paragon.1213031305310135015305400:riftblade.10012025000)

What say you guys to this build?  Anyone play anything similar?
edit:  looks like the builder is a bit borked... deletes a point from the top tree


Title: Re: Rift: Planes of Telara
Post by: Threash on January 12, 2011, 06:22:39 AM
Build looks decent enough, i don't know what's "samurai" about it though :P


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 12, 2011, 06:32:39 AM
Rift-Samurai Build (http://www.riftrolebuilder.com/builder/?calling=warrior&build=champion.2200:paragon.1213031305310135015305400:riftblade.10012025000)

What say you guys to this build?  Anyone play anything similar?
edit:  looks like the builder is a bit borked... deletes a point from the top tree

Holy crap!  :ye_gods:

Just looking at that character builder makes me want to avoid this game.  It looks like an Excel-o-phile's dream. 


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 12, 2011, 06:58:29 AM
Wow, looking at the character builder definitely causes my main desire to play the game.    What can I say, I'm a Johnny (http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b) at heart, and it simply looks like too much fun (I would likely respec every session in this system if cost isnt prohibitive).

...Perhaps I should get a job that has to do with spreadsheets.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 12, 2011, 07:06:31 AM
Just looking at that character builder makes me want to avoid this game.  It looks like an Excel-o-phile's dream. 
Don't let a builder with everything unlocked scare you.  It eases you into it in game.  It's one of the best systems, and you don't need spreadsheets to figure out something which works.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 12, 2011, 07:36:55 AM
Build looks decent enough, i don't know what's "samurai" about it though :P

Whadaya mean??  Paragon is pure Samurai.  A blademaster duel-wielder, wears armor, follows "the way."  I guess one could say they're more of a kung fu class, but I cant wrap my head around wearing plate armor and doing kung fu at the same time.  And if I wanted Ninja, I'd go rogue.  Hmmm, all this talk makes we wanna build some kinda Shaolin Monk toon now, only heh... there's no unarmed class.

Anyways, the dmg. at paragon's top ability is just  :drill:.  Also, I like the amount of movement speed in that build as time goes on... by endgame you should be near flying around the room, which speeds leveling also.  Champs 5% strength and bull rush is hard to pass up, although paragon gets a better charge ability later on (lvl 30 something).  The Riftblade simply adds a bit more dodge, parry and movement (which plays into paragon's counterstriking), along with early game ranged attacks, and "fork."  Also a few more CCs.  Overall, methinks a good build for both leveling AND PvP if played right.  Endgame??  You'd have to play it like a CC-rogue in armor unless you switched souls.  I'd make Beastmaster (surprisingly tanky) and Warlord as the last two souls, likely making beastmaster the main.

Also, after studying this tree... there's no way in hell any other class can tank with a purely tank-specced Warrior at endgame (in long fights).  Clerics come closest probably.



Title: Re: Rift: Planes of Telara
Post by: Sky on January 12, 2011, 07:49:19 AM
The soul/role system is probably the only thing I like about the game. Added to my list of a dream mmo features, along with Cryptic's character creation.

Waiting for someone to get content right.  :oh_i_see:

Ze uber build (http://www.riftrolebuilder.com/builder/?calling=cleric&build=shaman.31033003000305050505500:justicar.1000500003105500:sentinel.5000)


Title: Re: Rift: Planes of Telara
Post by: Xilren's Twin on January 12, 2011, 08:02:23 AM
Something that all this soul/role shifting will do is change both group dynamics as well as overall character spread.  In terms of groups, now its not a matter of waiting around for a cleric, or "who wants to play their cleric tonight" in guild chat, but more just grab some friends and figure out "who wants to be the primary healer in this part" on the fly, and you can switch off whenever.  It should lead to much less day to day play frustrations of seeking optimal groups or including/excluding certains classes automatically.  In terms of overall characters, now regular players will probably just have 4; one of each class.  That's it; no more alt-itis.

The one part which still may lead to more specialization is gear.  If "the best" gear is soul focused and not class focused, that could undermine the flexibility the system has now.  Do we know what their goal is with that?  (the fear i've seen to this point has been primarily just base class aimed with stat bonuses, but this is fairly low end stuff still.  Do they have gear that gives bonuses to soul specific skills, or even ability bonuses (i.e. +5% fire damage))


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 12, 2011, 08:06:53 AM
Don't think so. Gear seems incredibly class focused rather than soul focused. I can see a bit of overlap between caster clerics/mages and rogues/warriors with MAYBE a bit of melee cleric/rogue; I think on the last one the melee cleric souls have talents giving attack power for wisdom so that's probably eliminated.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 12, 2011, 08:14:57 AM


Ze uber build (http://www.riftrolebuilder.com/builder/?calling=cleric&build=shaman.31033003000305050505500:justicar.1000500003105500:sentinel.5000)

No rage of the north? that is a must have imo.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 12, 2011, 08:16:13 AM
Don't think so. Gear seems incredibly class focused rather than soul focused. I can see a bit of overlap between caster clerics/mages and rogues/warriors with MAYBE a bit of melee cleric/rogue; I think on the last one the melee cleric souls have talents giving attack power for wisdom so that's probably eliminated.

All of the melee cleric souls have a caster stat = melee stat mechanic.  As far as i can tell all warriors are str based, all rogues are dex based, all clerics are wis based and all mages are int based and gear is standard through the base classes.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 12, 2011, 08:41:14 AM
Right. BUT, there's still some overlap. Such as:

Melee classes are going to have DPS as their main weapon stat, no matter what. They won't roll on a Wisdom mace but Rogues still get AP from Strength, Warriors get Crit from Dexterity. Obviously those aren't ideal but it's not going to break down as neatly as current WoW, where polearms (for instance) are universally all Dex/Stam and Strength classes shy away from it.

Somewhat less worried about caster weapons but the same basic breakdown applies. I'd have to double check on the rates but if Wisdom mana regen rates are at all significant in Rift I could see a strong argument for it being more important to Mages, given just how meaningless mana is to healers. Unless staves are Mage only in which case lol MA shut up.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 12, 2011, 08:43:11 AM
...pure Samurai.  A blademaster duel-wielder...

 :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 12, 2011, 08:45:49 AM
Anyone built a viable "Magetank?"  I remember back in vanilla WoW, in 20 and 40 mans, the mages always ended up assigning a tanking mage + healer (usually me, during Ony, Rags, and some of BWL) to handle adds, etc. I had a fully Arcane Specced (back when no one went Arcane), gnome-architect that could tank better than many rogues if played right.  I played with it a BIT in Rift but I really didnt study far enough up the tree (especially factoring in the 3rd soul), to see if there was enough AOE nukage, mana, and dmg. mitigation (shields, resistance, etc.) to make it worthwhile.  Also, it might make more sense up the Warrior trees with AE threat, assuming they get an AOE nuke somewhere in there.


Did you only have to pay $5 for the pre-order?

First: Mage /Rogue tank in WOW?  What?  There is no "Mage Tank" in Rift.

Second: Yes.  But I plopped down 10 for some random reason.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 12, 2011, 08:48:28 AM
Furthermore, even if you feel fucked in your base class (warrior, rogue, etc.), there's such specialization within the sub-classes that you can just about design something totally "un-base class-like."   So even whining about being a plain ol' Warrior is kinda  :awesome_for_real: 'cause I can go healer, buffer/battlereser, ranged mana sink, dual-wield stancemaster, controller, DOTter, and on and on.  You might not be perfect in base roles, but you'll have a place.  And often when the mantras of these base roles are broken, people come up with better, more ingenius strategies to compensate.

Now, if Trion can code in the need to make use of these strategies, then they'll have cracked the issue of balance.  This all depends on their level designers really.

I honestly don't think you've played Rift at all.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 12, 2011, 08:49:37 AM
It's Ghambit. He's lovable but he's been borderline unintelligible for a really long time.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 12, 2011, 08:52:36 AM
True but he's extra frothy today.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on January 12, 2011, 08:53:52 AM
...pure Samurai.  A blademaster duel-wielder...

 :oh_i_see:

Caught that too did you?


Title: Re: Rift: Planes of Telara
Post by: Sky on January 12, 2011, 08:54:42 AM
No rage of the north? that is a must have imo.
Oops, yeah only supposed to be 4 in Sentinel.


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 12, 2011, 08:55:47 AM
...pure Samurai.  A blademaster duel-wielder...

 :oh_i_see:

Caught that too did you?


I wasn't going to say thing, but that somewhat jumped out at me.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 12, 2011, 09:03:48 AM
Caught that too did you?

That and "katanas are totally the sharpest and strongest sword ever forged" drive me up the fucking wall.


Title: Re: Rift: Planes of Telara
Post by: Zetor on January 12, 2011, 09:17:53 AM
Whatever, my katana [dual]wielding mech is totally gonna pwn your tank.

Re mage / rogue tanks in WOW: they exist, frequently after the tank dies in a pug. They only last for about 30 seconds though (cooldowns included).  :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Threash on January 12, 2011, 09:23:30 AM
I've seen warlocks tank semi successfully in their demon form.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 12, 2011, 09:33:43 AM
...pure Samurai.  A blademaster duel-wielder...

 :oh_i_see:

Caught that too did you?


I wasn't going to say thing, but that somewhat jumped out at me.

You caught shit... Samurai ALWAYS have two blades on them.  They prefer to singularly use the katana, but often would duel wield with their smaller sword (which NEVER leaves their side, unless they throw it).  pfft

True but he's extra frothy today.

Damned Northerners brought their diseases to my southern paradise and now I'm sick.  Drugs are a helluva drug.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 12, 2011, 09:49:45 AM
Why in the fuck are you talking about samurai in the present tense?


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 12, 2011, 09:52:54 AM
You caught shit... Samurai ALWAYS have two blades on them.  They prefer to singularly use the katana, but often would duel wield with their smaller sword (which NEVER leaves their side, unless they throw it).  pfft

You went and did it.


Point out the one with sword in each hand, please.

In fact, I'm willing to bet the only reference to a dual-wielding samurai you will be able to find is The Book of Five Rings: My Penis is Thiiiiiis Big, by Miyamoto Musashi.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 12, 2011, 09:58:23 AM
Point out the one with sword in each hand, please.

He's over there... next to Waldo!  :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 12, 2011, 11:22:33 AM

Quote
The wakizashi were used as backup weapons and as tools to decapitate defeated enemies, and sometimes to commit ritual suicide. The master swordsman Miyamoto Musashi (宮本 武蔵, 1584–1645) was known to have wielded a katana and a wakizashi in respective hands in order to fight with two weapons simultaneously.

You caught shit... Samurai ALWAYS have two blades on them.  They prefer to singularly use the katana, but often would duel wield with their smaller sword (which NEVER leaves their side, unless they throw it).  pfft

You went and did it.

In fact, I'm willing to bet the only reference to a dual-wielding samurai you will be able to find is The Book of Five Rings: My Penis is Thiiiiiis Big, by Miyamoto Musashi.

Ya?  So what.  Musashi was the greatest Samurai of all times.  Are you implying that his dual-wielding style was somehow blasphemous?

Oh yah!  And!!
http://www.youtube.com/watch?v=L8n3544zeLw
 :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Sky on January 12, 2011, 11:27:09 AM
Ah, beaten to the silly Tom Cruise samurai. Dammit.

I guess I'll have to post support for 2h samurai instead.


Lulz for Michael Angelo.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 12, 2011, 12:13:02 PM

I need to learn that "Hold katana by hilt, hold wakizashi by sheath" fighting style.

You are aware that there is some debate as to whether Musashi was actually referring to fighting with both weapons simultaneously, or whether he just meant ambidexterity, or using the second sword for parrying, right?


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 12, 2011, 12:15:39 PM
Depending on style, the sheath is as much of a weapon (albeit defensive) as the blade.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 12, 2011, 12:25:17 PM
THERE ARE NO SAMURAI IN RIFT.  Lets move along now.


Title: Re: Rift: Planes of Telara
Post by: Xuri on January 12, 2011, 01:07:38 PM
But there could be! Or should be. Or would there? be?


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 12, 2011, 01:07:58 PM
Only one.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 12, 2011, 02:09:34 PM
If I made a MMO, I would have fairy ninjas, like wizardry.

CANE OF CORPUS!


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 12, 2011, 05:57:24 PM
:heart:


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 12, 2011, 09:22:47 PM
Where's WUA? This samurai argument just doesn't feel right without him.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 13, 2011, 03:15:36 AM


Ze uber build (http://www.riftrolebuilder.com/builder/?calling=cleric&build=shaman.31033003000305050505500:justicar.1000500003105500:sentinel.5000)

No rage of the north? that is a must have imo.

This is something that bothers me. I am enjoying the game, but the multi-class part is a bit underwhelming so far to me. Past the excitement of getting a pet for my tank at level 2, or some ranger skills for my saboteur rogue, I realized that because of how the system works you get a plethora of low-level skills when you get a new soul that don't seem that useful at all, more like clones of low-level ones you already have in your main soul.

More, going up in trees, it still seems to me like the top skill/branches/roots for any given class are usually worth enough pursuing, as opposed to low or barely-mid-level shit from other souls. So, while I really dig the system (and I am totally voicing a fear, not talking about an experience I couldn't have by playing a capped beta), I am concerned it won't really be viable to do that much of a mix, as spreading points gives you plenty of useless skills (which is kind of a turnoff to begin with) while instead keeping you from getting those delicious top rank skills.

Even in quoted Modern Angel's example, he didn't really spend that much in other trees apparently.

So, since I want to keep liking Rift, could someone reassure me and tell me why I am wrong?



Title: Re: Rift: Planes of Telara
Post by: Zetor on January 13, 2011, 03:50:55 AM
IIRC you need to spend points in your 'not-main' tree; you can only have as many points in a tree as your level [and you get more than 1 pt / level now]. But yeah - you'll spend most of your points in one tree, trispecs are probably going to be gimped outside some gimmicky pvp builds [maybe].


edit: +50 points to sam for the cane of corpus reference. Time to reinstall wiz6-8, methinks  :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 13, 2011, 05:18:39 AM
IIRC you need to spend points in your 'not-main' tree; you can only have as many points in a tree as your level

Well, that's only if you don't want to wait. But 51 points for 50 levels are telling me that I can fill a single soul as long as I can wait a couple of levels without spending points (in a useless secondary-tertiary tree). That's what I felt like doing with my 3rd toon in the beta. After playing around with multi-souls not to be cockblocked, with my 3rd char I was annoyed at the low level skills from other trees cluttering my hotbars and I decided to wait and get more significant perks instead of just spending for the sake of it.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 13, 2011, 05:42:49 AM
Remove the duplicate abilities, or similar abilities. I appreciate that this isn't a design choice not everyone will like but they're basically trusting you to not be a retard and use your level 1 root attack from your tertiary soul for fifty levels.

That said, they fling a lot of buttons at you at low levels. It evens out quite a bit, since the root abilities come at you more slowly as you level, but it can still be a bit overwhelming.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 13, 2011, 06:09:04 AM
The low-level abilities that are worth the most are the ones that avoid global cooldowns, have some CC, or are non-related buffs.  They're few and far between, but they're there.  And it's kind of inevitable that low-level abilities across sub-classes would be repetitious.  Half the point of souls is being viable in any one of them alone and being able to switch whilst still being effective.  If they varied the low-lvl skills wildly you'd have an even greater balance issue and people bitching more than they already are.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 13, 2011, 06:45:13 AM
Well, that's only if you don't want to wait. But 51 points for 50 levels are telling me that I can fill a single soul as long as I can wait a couple of levels without spending points (in a useless secondary-tertiary tree). That's what I felt like doing with my 3rd toon in the beta. After playing around with multi-souls not to be cockblocked, with my 3rd char I was annoyed at the low level skills from other trees cluttering my hotbars and I decided to wait and get more significant perks instead of just spending for the sake of it.
What? Why would you wait? You can't spend more points in a tree than your level (+1 at 50). So why wait, spend 'em if you got 'em.

As far as duplicated skills, the design idea is that you can use every class as a base class. I liked it better when there were classes that /didn't/ have basic functionality and were specialized. But people are stupid and QQ, so now every soul will have the basic functionality to solo with, meaning more overlap. Beyond that, you'd have some overlap if you chose multiple basic souls anyway, and that's good, because you don't want to force soul X if you want to get your basics. Options are good.

But what that means in reality is you'll have some redundant skills from the early root abilities. Pick the best one and put it on your hotbar. You're not losing anything by not using the less optimal versions.

If you think your second and third trees are useless, you're doing it wrong. Look at my example. The shaman is the main soul, mostly about crit and getting benefits out of crits. The justicar also adds to the melee power, and with a conviction self-heal (low-cost instant) I tend to use justicar attacks more. They also return more heal through reparation than the shaman attacks do. Then just enough Sentinel to get the free instant heal and the 4pt +end buff (meaning I don't need the shaman +end buff, allowing me to use a different shaman stat buff). The build really doesn't work without all three, because it gives me three very different instant heals, lots of melee power and survivability (-10% damage!) and a ranged instant (via sentinel) for pvp. Actually, I think I was deeper into sentinel for the last beta because I was using two sentinel instants for pvp.


Title: Re: Rift: Planes of Telara
Post by: kaid on January 13, 2011, 06:47:50 AM
Yes you have to weed out some redundant skills but overall the combinations I tried were fine. My friend had a bit more issue as marksman/ranger but for me trying out bard/riftstalker/saboteur it worked out pretty well. I have to say for a 0 level power that saboteur snare is pretty sexy and the bomb is fine for aoe situations.

Given how the whole soul system works this has a bit more learning curve than some other games for figuring out your starting skills and what you want to use and what should not be on your hotkey bar than most games and its probably unavoidable.



Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 13, 2011, 07:10:52 AM
It also depends upon the two souls in question.  My Reaver/Riftblade/-- had only two overlapping skills up to 15, and one of those was better for certain situations than others.  It also gave me three ranged attacks which is pretty awesome for a warrior.

For melee I used the basic Reaver attacks, usually the Riftblade combo, the Rifblade range was my primary with the two Reaver ranged DoTs as backup.  I used the defensive stuff of Riftblade with all my primary points going into Reaver.  For this beta I was working on Paragon for additional parry, but could have taken something else a little more defensive.  Lots of options!  This is good.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 13, 2011, 07:16:12 AM
And there are 66 points total not 51.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 13, 2011, 07:29:51 AM
The thing to bitch about with this game is not the soul system :p


Title: Re: Rift: Planes of Telara
Post by: jakonovski on January 13, 2011, 07:34:01 AM
Looks like the next beta event is Jan 25th to 28th. I shall have to preorder before that.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 13, 2011, 08:02:26 AM
The thing to bitch about with this game is not the soul system :p

I wasn't complaining, I like it. Just wondering if it was a little less cool than I thought for a while. According to you all, except for that slight redundancy in the lower levels, it is still that cool. I'm happy.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 13, 2011, 08:40:24 AM
But you are doing it wrong, there is no benefit to saving your points because you can't put more points into a tree than your level.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 13, 2011, 08:53:58 AM
But you are doing it wrong, there is no benefit to saving your points because you can't put more points into a tree than your level.


You are right. I was basing that on the wrong assumption that trees are 51 points "long", and you are only going to get 51 points total at level 50.

Another question, I heard you can switch up to 4 saved "builds" at any given time, how does it work? Couldn't find anything like that in the 4th beta.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 13, 2011, 09:04:47 AM
You buy roles off your trainer. This lets you save up to four configurations of your soul setup screen that you can switch around on the fly (not in combat, iirc). So you can go dps for trash and healer for boss fights or whatever. Warriors can swap in VK against more mage-oriented areas. You can have solo and group setups, and a pvp setup. It's pretty nifty, especially being able to swap in and out on the fly.

Even the way it worked the first couple betas with 51 points total, there's still no need to stick with one tree. You can buy respecs pretty cheaply, and change things around as you level.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 13, 2011, 09:24:17 AM
So how does pvp and gear work?  You do warfronts, etc and gain prestige which is used to buy pvp gear?  Is it similar to WOW's honor system?  Im mostly interested in pvp with Rift and want to gear and level through warfronts mostly(like I did in WAR).  Their website still says that more information in regards to PvP systems is coming but wondering if anyone has some more basic infos...thx


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 13, 2011, 09:58:38 AM
For what was available, it was similar to WoW's Battleground gear. Earn favor and spend that on items as long as you have high enough reputation with that faction/merchant. Later on, it seems like prestige levels or pvp ranks (whatever they are called, I've forgot) are needed in combination of having enough favor to spend on the gear.

Prestige levels are also needed to move up in the pvp soul tiers.

Currently, Defiants leveling through PvP isn't that great due to long queue timers. Guardians on the other hand plow through with their instant queues. At release though, leveling should be good for both side (or so one can hope).


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 13, 2011, 10:26:32 AM
I looked and forgot by now, but was there a 'resilience' type stat on the PvP gear?  I know there's a reduction to be crit soul abilities, but I was wondering if we have to gear for that too.  I really, really dislike having split sets of gear for different play like WoW has.  Hoping they strayed away from that with Rift.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 13, 2011, 10:29:44 AM
I looked and didn't see anything on the pvp gear that made it "pvp" gear, it was just regular gear.  The pvp stats are on the pvp soul tree.


Title: Re: Rift: Planes of Telara
Post by: veredus on January 13, 2011, 11:21:30 AM
As far as builds go I didn't see that many root abilities above about level 26 to 32 that to me were worth the point investment when compared to what you could get by going into another soul. After around there it takes too many points to unlock new root abilities. In most souls it looks like I can have most or all of the branch abilities I want by about 32 points. For example, I got to level 22 on my mage and was running 6 points in  Elementalist, 6 points in Chloro and 17 points in Stormcaller and loved it. Didn't feel the need to keep Stormcaller maxed at all.


Another note about switching builds on the fly. Your builds do not need to be the same three souls. You can have like say a Warlock, Necro, Stormcaller for dps then swap to a Chloro, Archon, Dominator spec on the fly for support or whatever.


edit: grammar


Title: Re: Rift: Planes of Telara
Post by: March on January 13, 2011, 11:48:52 AM
Another note about switching builds on the fly. Your builds do not need to be the same three souls. You can have like say a Warlock, Necro, Stormcaller for dps then swap to a Chloro, Archon, Dominator spec on the fly for support or whatever.

I am either going to capital L Love that or hate it... just not sure which, yet.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 13, 2011, 01:07:39 PM
The sweet spot in all of the builds I've planned out is around 26-31 points per soul.  Anything extra is for special builds for specific situations.  Depending on the calling and synergy between souls, I can see a lot of builds having points spread out almost evenly (to some degree)


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 13, 2011, 02:10:32 PM

I am either going to capital L Love that or hate it... just not sure which, yet.

It's awesome.  It will drive some people bonkers because of how deep it is.  The upside is that you basically pick from four classes at the start and you can become whatever you want. 

Like WoW, where I was a hunter in vanilla and didn't like the BC changes so i rolled a mage.  When WotLK came out I didn't like the mage so I rolled a DK.  Then somewhere down the line I rolled a pally...  and so on.  With RIFT, I just do the soul quests to unlock them and switch on the fly.  No leveling a new toon to fit some niche, just change it up and play. 

It's awesome.  (again)


Title: Re: Rift: Planes of Telara
Post by: Threash on January 13, 2011, 02:25:31 PM
The sweet spot in all of the builds I've planned out is around 26-31 points per soul. 

32 really, there is no reason not to get the 32 point soul ability if you are going 31 deep.


Title: Re: Rift: Planes of Telara
Post by: rattran on January 13, 2011, 02:28:28 PM
31 points to the top of the tree.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 13, 2011, 02:52:19 PM
The sweet spot in all of the builds I've planned out is around 26-31 points per soul. 

32 really, there is no reason not to get the 32 point soul ability if you are going 31 deep.

There are some 31 pt abilities across all souls that aren't really worth it where that one point somewhere else might make a difference.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 13, 2011, 02:54:52 PM
But 32 points gives you an extra root ability that is probably very decent.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 13, 2011, 03:16:07 PM
So does 51. Which illustrates one of the things they did which differentiated it from WoW, even at WoW's worst talent bloat stages: lots and lots of passives in the trees, all of which are good. In WoW most of the talent bloat always came from gimmick talents or decisively PvP related talents. In the standard Rift souls there are legitimate choices to be made in the form of passive bonuses as you climb the tree, since most of the active abilities and buffs (gimmicky or otherwise) are gotten from the roots.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 13, 2011, 08:48:33 PM
This is kinda a goofy question, but can anyone in beta tell me if Rift has an inspect option to take a gander at people's talent point allocations? It's one of those small things that WoW has done that makes the game just a little better. It sure makes the few minutes at the start of a BG go by faster.

I dunno, I was thinking that it would be a kick ass feature in this game especially.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 13, 2011, 09:53:43 PM
iirc, there's no inspect.  50% of that being accurate.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 14, 2011, 01:11:38 AM
Well there's an inspect, but last I checked it only showed gear, not souls.
Not sure I'd like it to be there either tbh, inherently it leads to a lot of aggravation (I don't need "duude no one goes 32 pts into Chloro, u'r such a n00b!"-type discussions).

Part of the fun (especially in PvP) of the system to me is not knowing exactly what someone is.
Just got to have some faith that people know what role they are themselves :awesome_for_real:.

About the PvP-side imbalance (i.e.: serious overpopulation on the Defiant side); Is there anyone that didn't see that coming?
Can't imagine that being any different at launch tbh (rebalancing the Kelari racial might help a little though).


Title: Re: Rift: Planes of Telara
Post by: Threash on January 14, 2011, 07:09:46 AM

Can't imagine that being any different at launch tbh (rebalancing the Kelari racial might help a little though).

That won't be enough at this point.  Giving the kelari racial to guardians might help.


Title: Re: Rift: Planes of Telara
Post by: Nija on January 14, 2011, 07:22:58 AM
I dunno, I was thinking that it would be a kick ass feature in this game especially.

I'm exactly opposed to you when it comes to this kind of thing. I love the fact that an enemy (or anyone) just sees that you are "Rogue". They have no idea what your build is. They don't know that you're a healing bard until they see you whip out the lute and hear the tune. They don't know that you're a saboteur until they see the bomb toss animations.

I like dealing with a lot of unknowns. That was one of the things that I loved about UO. If you had a robe on with no helm, gorget, gloves, and chain legs (so you're barefoot or wearing cloth shoes) nobody knew just how much armor, or how little armor you had on. They also had no idea what your skills were until it was too late. This was the metagame before Eve. These days in MMOS, there are way too many knowns and not enough unknowns.


Title: Re: Rift: Planes of Telara
Post by: Maledict on January 14, 2011, 07:46:23 AM


Like WoW, where I was a hunter in vanilla and didn't like the BC changes so i rolled a mage.  When WotLK came out I didn't like the mage so I rolled a DK.  Then somewhere down the line I rolled a pally...  and so on.  With RIFT, I just do the soul quests to unlock them and switch on the fly.  No leveling a new toon to fit some niche, just change it up and play. 

It's awesome.  (again)

Unless something has changed since I last played the beta, you would have to to do exactly the same in RIFTS, and re-roll 3 times to play those classes. Warriors can't become healers, etc etc.

Ultimately, I just don't think the soul system is deep enough. There aren't enough "tank mages / healing rogue" souls to *really* make a big difference, and a lot of the roles just feel like individual talent trees. It's less "Build the class you want" and more of an elaborate talent point system with a lot of duplicate abilities. There needs to be more variety in the roles for souls, and more interaction between each soul tree for the system to be really interesting.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 14, 2011, 08:15:02 AM
Sure if you pick two of the roles that it is missing it looks that way, but there are "healer mages" "cc mages" "pet mages" "dot mages" "dps mages" "tank rogues" "ranged rogues" "stealth rogues" "pet rogues" "support rogues" "aoe rogues"... etc etc etc.  Clerics CAN actually do every single thing, and warriors can do the least variety of things, but they do have plenty of options.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 14, 2011, 08:30:42 AM
It's close, but I don't think they're going to pull off the awesome goal of making it so any player can fill any role if he has a role preset for it. There's just not enough time to work all the souls into shape, the cleric is the only one that's close and it's miles away. Great heals, but nobody is going to be bringing them along for dps or tanking. On the one hand, it's nice that you can build a solo (and pvp) role without screwing yourself for the raid game, but it's going to be one of the biggest disappointments in the post-mortem, imo. They're just so close to a true innovation.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 14, 2011, 08:33:53 AM
Don't these games rely on interdependence at their core to maintain a need for the social structure that provides long-term subs?

I'm wondering how far you can innovate away from the needs of particular playstyles and class roles while maintaining a subscriber model.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 14, 2011, 08:41:56 AM
Cleric dps is HIGHLY competitive. The Cabalist is way good. It's tanking where I'm iffy. They seem viable, not optimal. Which is probably as it should be.


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 14, 2011, 08:50:06 AM
You can have interdependence and individual flexibility at the same time.  As long as encounters take multiple people to take on, does it really matter that people can switch roles on the fly?  WoW moved towards that with dual specs, not to mention leveling is fast enough that people have multiple 80s anyways.

Cabalist looked like a ton of fun to me looking at youtube videos and checking out spec pathsl. I'd probably try either justicar/cabalist to be a beefy ae tank of doom, or cabalist/purifier for hybrid ae damage/healer


Title: Re: Rift: Planes of Telara
Post by: Sky on January 14, 2011, 09:07:06 AM
Don't these games rely on interdependence at their core to maintain a need for the social structure that provides long-term subs?

I'm wondering how far you can innovate away from the needs of particular playstyles and class roles while maintaining a subscriber model.
Having each calling able to handle each role doesn't take away from that. It just (in theory) removes the exclusionary aspect of that. Making things more inclusive is a good thing. If my EQ2 SK could've switched into a better tank role for dungeons, he would've grouped more, instead of "Sorry, no room for an SK, we need a real tank". Also gets rid of sitting around waiting for a healer/tank/whatever. If you've got five warm bodies with enough of a clue to build their roles properly, you can tackle any group content in the game.

And some will always be better than others, so player skill is definitely still a primary factor. You're just less limited by your own preference for certain callings or whichever solo class you enjoy.

I disagree with what you said, MA.


Title: Re: Rift: Planes of Telara
Post by: shiznitz on January 14, 2011, 09:10:26 AM


Another note about switching builds on the fly. Your builds do not need to be the same three souls. You can have like say a Warlock, Necro, Stormcaller for dps then swap to a Chloro, Archon, Dominator spec on the fly for support or whatever.


Does that mean if I fight Donjon Son today and he is a paladin/x/y and I meet him tomorrow he might be a rogue/a/b?  Will he look the same?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 14, 2011, 09:12:43 AM
I disagree with what you said, MA.

Which part, the tanking part? My thrust is that you probably don't want one metaclass that can do all three (four if you count support) the best. I'm absolutely not advocating that cleric tanks suck. I'm just saying that you don't want to be in a position where the only thing out in the world is clerics and it's damned close to that right now.


Title: Re: Rift: Planes of Telara
Post by: shiznitz on January 14, 2011, 09:16:18 AM
If clerics are the hardest to kill by a significant margin and still capable of decent dps, then why roll anything else?  PvPers will avoid clerics in favore of other builds so anyone not a cleric will get ganked by half the server who are clerics, get frustrated and roll a cleric.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 14, 2011, 09:36:47 AM
If clerics are the hardest to kill by a significant margin and still capable of decent dps, then why roll anything else?  PvPers will avoid clerics in favore of other builds so anyone not a cleric will get ganked by half the server who are clerics, get frustrated and roll a cleric.

Because they are very easy to kill by someone who specifically specs for it, like a void knight or whatever the rogue class is that has 8s silence which i can't remember atm.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 14, 2011, 09:37:28 AM


Another note about switching builds on the fly. Your builds do not need to be the same three souls. You can have like say a Warlock, Necro, Stormcaller for dps then swap to a Chloro, Archon, Dominator spec on the fly for support or whatever.


Does that mean if I fight Donjon Son today and he is a paladin/x/y and I meet him tomorrow he might be a rogue/a/b?  Will he look the same?

You can't switch between base classes, if he's a paladin he will be a different flavor of warrior.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 14, 2011, 11:39:26 AM
My thrust is that you probably don't want one metaclass that can do all three (four if you count support) the best. I'm absolutely not advocating that cleric tanks suck. I'm just saying that you don't want to be in a position where the only thing out in the world is clerics and it's damned close to that right now.
Cleric can't do all three at once. I'm saying that right now the best cleric dps is not in the same league with the other callings. Cleric tanks are behind rogue tanks which aren't in the same class as warriors.

If all four callings were structured so you had a mechanic to achieve all the group archetypes, each with it's own flavor, then it's innovative. Obviously a cleric archetype should have more options for healing (as they do), warriors more options for tanking, rogues dps, etc. But each should be interchangable, or it's fail. If my cleric can't show up and tank for a level 50 dungeon (for raids, maybe I can see needing the uber build for tanks, but I don't understand raids), it's a lost opportunity. Sure, maybe you get my one flavor of cleric tank vs a warrior who can tank in three ways, but you allow friends to play with each other without someone getting stuck in a role they hate (at least permanently), people can switch up (I'll tank this boss, you tank the next), and you do away with "Level 50 group seeks tank, have healers and dps and ready to go!" kind of (should be) obsolete mechanisms...without throwing out the synergy of said mechanism.

I'm pretty much calling it a missed opportunity, they don't have time to implement it properly now without a major slip.


Title: Re: Rift: Planes of Telara
Post by: Ard on January 14, 2011, 11:49:40 AM
I'm pretty much calling it a missed opportunity, they don't have time to implement it properly now without a major slip.

It's a missed opportunity for launch, for sure, but that doesn't mean they can't fix it post launch.  It seems like it'd be pretty trivial to add new souls, the way the system works.  The hard part would be making it so they don't all feel samey, and yet still keep them at least moderately balanced.  The PVP souls show that the system has a fair amount of flexibility, and that they aren't even slaved to it necessarily needing to be full 51 point souls to fix this.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 14, 2011, 12:22:35 PM
EQ2 never really recovered from it's launch, though. Turned into (imo) the best fantasy diku mmo on the market, but not many people knew that.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 14, 2011, 01:09:51 PM
Not adding tank souls at launch is not something that decimates a game that is has to recover from that.  No need to be so dramatic.


Title: Re: Rift: Planes of Telara
Post by: shiznitz on January 14, 2011, 01:29:26 PM
The concept of tanking is awful (in the sense that it is a highly critical role only a limited number of people need to fill) although I think we all understand why it is there.  Still, fighting lots of monsters is more fun that fighting one (CoH pre-purple patch, for example) but the concept of boss fights is so ingrained...


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 14, 2011, 01:44:03 PM
I'm saying that right now the best cleric dps is not in the same league with the other callings.

From everything I've seen and heard this is absolutely false. Cabalist was easily on par with most of the mage specs except maybe pyromancer. I'd like to see someone play shaman extensively and report back some parses but with quick glance napkin math they look like they're completely in the mainline, as well.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 14, 2011, 04:49:56 PM
It's more proper to say "clerics dont have the same burst dps that say a mage or rogue can have."  As time goes on in a fight though, they'll probably catch up.
Also, where is it written that a cleric cant tank?  There's nothing stopping them from doing-so aside from some arbitrary personal rule against it.  Obviously, speccing and gearing to tank helps (which is easy enough in this system), but even then... until you actually fight a boss that needs proper uber-warrior tanking one cant say clerics cant tank.

For all we know they'll balance the bosses to be tankable via cleric and anything above that is gravy.  Or, maybe they wont and you can tank with a cleric and a rogue, or a cleric and another cleric, or a cleric and a beefy mage, or or or or....


Title: Re: Rift: Planes of Telara
Post by: Threash on January 14, 2011, 05:56:00 PM
We actually know jack shit about how each class is going to actually perform, all we can do is guess based on looking at the talent trees and root abilities.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on January 14, 2011, 06:06:58 PM
My thrust is that you probably don't want one metaclass that can do all three (four if you count support) the best. I'm absolutely not advocating that cleric tanks suck. I'm just saying that you don't want to be in a position where the only thing out in the world is clerics and it's damned close to that right now.
Cleric can't do all three at once. I'm saying that right now the best cleric dps is not in the same league with the other callings. Cleric tanks are behind rogue tanks which aren't in the same class as warriors.

If all four callings were structured so you had a mechanic to achieve all the group archetypes, each with it's own flavor, then it's innovative. Obviously a cleric archetype should have more options for healing (as they do), warriors more options for tanking, rogues dps, etc. But each should be interchangable, or it's fail. If my cleric can't show up and tank for a level 50 dungeon (for raids, maybe I can see needing the uber build for tanks, but I don't understand raids), it's a lost opportunity. Sure, maybe you get my one flavor of cleric tank vs a warrior who can tank in three ways, but you allow friends to play with each other without someone getting stuck in a role they hate (at least permanently), people can switch up (I'll tank this boss, you tank the next), and you do away with "Level 50 group seeks tank, have healers and dps and ready to go!" kind of (should be) obsolete mechanisms...without throwing out the synergy of said mechanism.

I'm pretty much calling it a missed opportunity, they don't have time to implement it properly now without a major slip.

Rift is still a Diku with a traditional class system, even if the classes have a lot more flexibility than in other games. You choose between tank, cleric, mage and scout/rogue when you make your character. What you're asking for is a different type of game.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 14, 2011, 06:45:11 PM
We actually know jack shit about how each class is going to actually perform, all we can do is guess based on looking at the talent trees and root abilities.

Nope, there's a log parser. And I'm also absolutely convinced now that Ghambit hasn't gotten past level six in this game.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 14, 2011, 07:07:24 PM
From low level parses?


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on January 14, 2011, 07:20:39 PM
The slap fight is intense in here. Neck hair is getting everywhere.


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on January 14, 2011, 07:39:04 PM
I just filled out the beta survey. I was not gentle.  :drill:


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on January 14, 2011, 08:05:04 PM
All this talk of who can or can't tank just killed any interest I had in this game. Yet another game where everything requires three jobs, two of which nobody wants to do.


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 14, 2011, 08:06:48 PM
So the phrase "WoW clone" said 500 times previous in the thread didn't clue you in?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 14, 2011, 08:07:48 PM
From low level parses?


It's easy enough to extrapolate outward if you feel like doing the math. I'm just pointing out that there are hard numbers to be gained and training dummies to hit. Nothing's a mystery as far as theoretical limits. Someone else can do the actual grunt work though; I'm old.

I'm convinced that Ghambit hasn't played the game because he doesn't think there's a cleric soul which has mage style burst damage which is absurd. Don't need a parser or anything approaching theorycrafting to know that.


Title: Re: Rift: Planes of Telara
Post by: veredus on January 14, 2011, 08:12:25 PM
I'm saying that right now the best cleric dps is not in the same league with the other callings.

From everything I've seen and heard this is absolutely false. Cabalist was easily on par with most of the mage specs except maybe pyromancer. I'd like to see someone play shaman extensively and report back some parses but with quick glance napkin math they look like they're completely in the mainline, as well.

From playing both a cabalist and stormcaller cab was good but not even close. Multiple mobs it was a lot closer but single mobs it wasn't close. It was good enough for soloing and great for rifting but still didn't come close to my stormcaller.


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on January 14, 2011, 08:15:09 PM
So the phrase "WoW clone" said 500 times previous in the thread didn't clue you in?

Oh I always pretty much knew it. It's just so sickening to actually hear.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 14, 2011, 09:13:06 PM
From low level parses?


It's easy enough to extrapolate outward if you feel like doing the math. I'm just pointing out that there are hard numbers to be gained and training dummies to hit. Nothing's a mystery as far as theoretical limits. Someone else can do the actual grunt work though; I'm old.

I'm convinced that Ghambit hasn't played the game because he doesn't think there's a cleric soul which has mage style burst damage which is absurd. Don't need a parser or anything approaching theorycrafting to know that.

I've played the game plenty.  Have I played every single rendition of every combination of every soul??? Hell no.   And neither one of us is making any kind of blanket statement (shrug).  But wait, did I actually even SAY clerics couldnt provide burst like a mage can??  I just said what it would've been more proper to guess at.  I'm sure there's some combo of cleric that'll stand up to some mages, but then of course there's probably some combo of mage(s) that NO cleric can stand up to burst dps-wise either (at range).  We can do this dance all night.

And like others have said, kinda tough to speculate to only lvl 20, especially when all the low-lvl skills are generally vanilla across all soul trees.  Parse or no parse.  Btw, wasnt Justicar/Shaman nerfed to shit in one beta?  Or clerics as a whole?  This is what Sky was referring to, as me and him both were running through beta 1/2.  I got tired of hearing his cleric nerf-bat moaning.  :grin:


Title: Re: Rift: Planes of Telara
Post by: Sky on January 14, 2011, 09:24:10 PM
inq/sent/justicar synergy got nerfed and I was running with a shaman/justicar/sentinel in beta 2. It's a decent build, some survivability and acceptable dps. Nothing that will be accepted into dungeon groups, and mediocre in pvp (my success there was more me being a sneaky evil bastard).


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 15, 2011, 01:08:21 AM
One of the real missed opportunities with their soul system to me is that group-play doesn't necessitate much of the flexibility it gives (at least not the parts I've seen so far).
It's not just about the pure dps clerics (for instance) could deliver, one of their advantages in solo-play is they can combine for more survivability whilst still killing with some speed. That doesn't seem to matter outside of solo-play though where the trinity roles are as simple and disconnected from one another as ever, in part 'cause keeping aggro is easy as s***.

Solo'ing it was a lot of fun trying to be different things, in group-play however anything except "max dps if you're a dps, max healing if you're a healer, etc." felt pointless.

If I pick it up I'll probably have fun fooling around and hybridizing for solo and PvP, group-play mostly eliminates my joy out of the soul-system though (so basically other people suck unless I'm killing 'em ... yep, MMO never changes  :grin:)


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 15, 2011, 04:42:52 AM
If Cleric dps is acceptable but not ideal then that gives a little symmetry overall, right? Rogues (tank/dps/offheal), Warriors (tank/dps/no heal), Cleric (tank/heal/offdps), Mage (dps/heal/no tank). Which doesn't strike me as a bad place to be. If Cabalist damage has been nerfed but still packs heavy AE there's absolutely still a place in them for groups.


Title: Re: Rift: Planes of Telara
Post by: Maledict on January 15, 2011, 05:14:28 AM
Other than the fact that "Off-tanks" and "Off-dps" is a horrble concept that simply will not fly in the modern game. People are now used to "off-specs" being viable for the main role, and understandably. Druids can tank, rpiests can dps, etc. The idea that you can only do a job in a limited way just doesn't work anymore. (And when raiding starts, you can guarantee unless it's extremely easily tuned peopel won't be taking clerics to DPS and rogues to tank if they are only "offpsec" roles).

There's a reason WoW got rid of those distinctions a while back, and it will shock people coming into this game if they then find the same isn't true here. That shold be one of the strengths of the game - let every archtype fulfill two main group roles, spread a CC / debuff role into all the trees, and then balance equally from there on. We shouldn't be chatting about "off-specs" and whether rogues can tank as well as warriors. Rogues should tank as well as warriors and warriors should dps as well as rogues.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 15, 2011, 05:27:49 AM
All of that's contingent on Cleric dps being lower across the board than the other classes, which I'm still not convinced is going to be the case. These distinctions are also turned on their heads when you toss in purely support souls. WoW has nothing like that and never will. Sorry, the Warlord isn't going to do as much damage as the Pyromancer.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 15, 2011, 06:04:15 AM
Specs are going to be so all over the place that i doubt things like dps are going to come down to base class.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 15, 2011, 06:32:27 AM
I think it's going to end up being a more than reasonable assumption that 31 is going to be required in any given tree to make it competitive. Except *maybe* tanking.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 15, 2011, 06:35:54 AM
You'd think so, but there is a reason wow had to force people to spend 31 points in one tree before they could branch out.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 15, 2011, 06:46:37 AM
Hence the "to make it competitive" clause. I have no doubt that there are going to be plenty of people picking up as many passive modifiers as they can with 22 points in each tree and then autoattack their way to victory.

It's not design your own class. It's flexible and fun to toy with but it's WoW's talent tree system with more flexibility and movable parts.


Title: Re: Rift: Planes of Telara
Post by: March on January 15, 2011, 09:10:28 AM
The concept of tanking is awful (in the sense that it is a highly critical role only a limited number of people need to fill) although I think we all understand why it is there.  Still, fighting lots of monsters is more fun that fighting one (CoH pre-purple patch, for example) but the concept of boss fights is so ingrained...

If ever there was a game to "fix" DAoC PvE, this would have been it.  Build concentric layers of difficulty that get easier as you add more folks; the fact that you could switch roles would make the entire group composition thing fun again.  We used to do an awful lot of content without the slavery to a "perfect" group... VV on HibGuin "tanked" legion with our 2h Champ because, well, he was the guild leader... aggro would bounce, folks would have to call it out, and poor healers like me (in the absence of any sort of workable GUI) would have to type /Target XYZ, then heal.  I'm even ok with zerging content... the limiting factor is reward v. time for zerging.

This isn't pure nostalgia calling... I just rather liked looking at the folks on hand, the content and just figuring out a way to do it... sometimes we added more DPS, sometimes CC, sometimes we just slowed down... but there was an open sense of gameplay that made things (to my mind) more fun than what I didn't like about EQ (and subsequently WoW).  Seems to me that the Rift soul system would provide exactly the right tools to attempt as much content as the group could handle without the omnipresent problem of redundant or inefficient classes preventing the people behind the toon from being able to play your game.

Without this sort of fudge-factor, I think Maledict is right... there is no room for sort-of tanks when you need a tank, or sort-of healers when you need a healer.  And if every encounter is balanced around 1 tank, 1 healer and x NPC DPS, then the soul concept will face the inexorable grind to sameness - which we are already seeing in the discussion posts above.

I'll certainly play upon release, but I'm playing with a sort of melancholy suspicion that the greatest days of the Soul system will be the first ones, before the Warrior boycott. 


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 15, 2011, 09:12:58 AM
Here's what I'm reading between the lines.  Please correct me if I'm missing something.

"With so many spec/skill options, balancing this game will be impossible.  Thus, PvP will be a complete joke or, at the very least, devolve into the same rock-paper-scissors game as we've already experienced."


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 15, 2011, 09:29:12 AM
Here's what I'm reading between the lines.  Please correct me if I'm missing something.

"With so many spec/skill options, balancing this game will be impossible.  Thus, PvP will be a complete joke or, at the very least, devolve into the same rock-paper-scissors game as we've already experienced."

That's why they have the PvP souls, which all have abilities tied to "on player" use. So yes, rock paper scissors, I suppose. It *is* impossible to balance all the souls in a PvP environment which makes the contradictory PvPer demands of "everything must be viable!" and "everything must be balanced!" that much starker. I do think there's a lot of room to play with PvP Soul Primary-Other Stuff combos.

Doesn't matter because I'm still trying to figure out how anyone got the impression that PvP was a main focus of this game.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 15, 2011, 12:13:22 PM
Not only the pvp souls but also the extreme ease of switching between four roles for your base class at any point you desire.  They are not trying to balance soul against soul, they only worry about warrior vs rogue vs cleric vs mage balance.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 15, 2011, 05:26:49 PM
Doesn't matter because I'm still trying to figure out how anyone got the impression that PvP was a main focus of this game.
Trion said it would be a focus (not only in general, but certain aspects in particular). If they were smart, it WOULD be a main focus; instead, it looks like they're trying to out-PvE WoW, which is a fucking retard's endeavour.

The ease of switching souls is going to bite them in the ass (re PvP), I think; since the ease of change will almost certainly mean that PvP will be balanced solely around the top specs, a lot of folks are going to be pissed about not being able to play 'their' build/playstyle in PvP w/o being a victim-by-design.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 15, 2011, 06:32:45 PM
They already are and they already have PvP centric and specific souls. I also wouldn't overstate WoW's edge in PvE for a lot of people anymore.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 15, 2011, 07:15:16 PM
I think the PvP-specific souls are a bad idea, too;a separate DAoC-style PvP progression would have been better.

Why not Raid Souls, Solo Souls, Crafting Souls... why ruin such (superficially, now) deep char customization with more choices?  More pigeonholes for everyone, imo.

And WoW's PvE edge vs games *doing the same PvE shit* as they are cannot be overstated.  Would they be vulnerable vs someone doing something new/different/better?  Yes.  Is Trion that company/Rift that game?  Fuck no.  Now go collect more bear uterii.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 15, 2011, 08:13:48 PM
I think it's going to end up being a more than reasonable assumption that 31 is going to be required in any given tree to make it competitive. Except *maybe* tanking.

What makes you think that?  What soul has a 31 point ability that is a must have?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 15, 2011, 08:31:20 PM
Druid, Justicar, Purifier, Sentinel, Shaman, probably Warden, Archon, Elementalist, Chloromancer for raids only, Pyromancer, Necromancer...

I don't think I need to hit the other two classes to make the point. Just because I still have it open, Lich Form for the Necromancer? A 2 minute cooldown transformation which gives you 30sec of 20% more mana regen, 20% more damage and 30% more pet damage? TWO MINUTES? If you don't think that's far and away necessary in that tree for group content of any size (assuming you go Necromancer at all) you're wrong. I don't have to even see the content to know you're wrong because that's absurdly good.

Or Justicar, at random. A five minute cooldown battle rez which returns the target to 100% life? That may not be sexy but every raid or serious PvP group in the game better bring that.

EDIT: Glancing through the other classes most of the melee ones are not so hot. But that Bard capstone is absurd.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 15, 2011, 11:27:15 PM
And WoW's PvE edge vs games *doing the same PvE shit* as they are cannot be overstated.  Would they be vulnerable vs someone doing something new/different/better?  Yes.  Is Trion that company/Rift that game?  Fuck no.  Now go collect more bear uterii.

WoW is having troubles with heroic dungeons at the moment.  More specifically, queue times for DPS is now roughly thirty minutes as opposed to ten.  Which means that roughly 2/3 of the tanks and healers who play WoW have decided to take their shit elsewhere: either doing invite-only, or just plain not playing anymore.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 16, 2011, 12:12:57 AM

There's something new in that? It's been the case that one class (healers mostly) ends up being the limiting quantity in forming groups. And that people with social networks (friends or guilds) try and form groups from amongst those before they PUG.

That said I do think the WoW experiment in making Heroics "challenging" is more what people say than what they necessarily want. And it automatically reduces the inclusiveness of getting groups (people get more picky). But I guess the question really comes down to whether you see group content as "end game" content.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 16, 2011, 04:00:19 AM
When dps queues go from 8-12 mins in wrath to 30-45 in cata something has obviously changed.  Less people being able to do heroics also means less people being able to raid.


Title: Re: Rift: Planes of Telara
Post by: Maledict on January 16, 2011, 04:14:39 AM
When dps queues go from 8-12 mins in wrath to 30-45 in cata something has obviously changed.  Less people being able to do heroics also means less people being able to raid.

Um, this is a completely illogical fallacy.

Take a normal guild, like mine. We have 3 tanks, 22 dps, 9 healers. A couple of DPs are geared to off-tank obviously, but their main roles remain DPS and that's what they play when they can. YWith the standard WoW 5 player group make up, you can easily see why tanks queue almost instantly, healers take 10 minutes or so and DPs are 30 minutes+.

The reason queues were so short in Wrath is because everyone and their dog had a maxed level alt, and a large number of those could tank. The number of max level DK's / Paladins / Warrior alts is easily equall to all the other classes combined in my guild - presumably because people rolled tanks because of the queues, and also because of their power, and DKs starting at level 85 etc. 

That isn't the case now - I would expect that the average player has less alts maxed than before. A lot of players (like me), don't have ANY alts maxed because there's still tons to do on their main characters. The number of max level 85s is much, much smaller than the number of max level 80s we had in Wrath in the last 12 months when everyone rode the hamster wheel of LFD every day.This idea that vast amounts of tanks & healers have left due to heroics is nothing more than illogical hearsay based on a mesaure which doesn't in anyway accurately reflect the reaility. It's also slightly strange in that it assumes all the tanks and healers left - but all the DPs stayed behind because they enjoy 30 minute queues so much?


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 05:56:10 AM
What happened in a lot of guilds is that tanks and healers run chain heroics as soon as they hit 85, get all they need from Heroics/JP/rep, and then only do one a day for VP. Since DPS cannot easily do that, the pool of DPSers stays much larger than the Tank/healer pool.

The other factor you're failing to consider is the increased difficulty. Tanking/healing in Cata is much more stressful than it was in WotLK, so a lot of DPS aren't offspeccing (or are trying then wiping/getting votekicked, and giving up) which further keeps the pool down.

For some more anecdotal evidence, my guild has 3 tanks and 4 healers. Two of the tanks (me and one other) run 1 heroic a day for our VP; the third (who was a huge fan of the WotLK AOE fests) only comes to heroics as dps, because he doesn't like the slow pulls with cc style of Cata. Of our four healers, two one run heroic a day for VP as heals, one respecced dps entirely (spriest), and one does heroics as DPS because he doesn't like how challenging the healing is and won't put up with it outside of a raid.


Title: Re: Rift: Planes of Telara
Post by: rattran on January 16, 2011, 09:58:40 AM
If tanking and healing are less fun/more stressful than dps, is it any wonder less people want to do it?


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 16, 2011, 10:06:43 AM
If tanking and healing are less fun/more stressful than dps, is it any wonder less people want to do it?

People shy away more because tanks/healers get blamed for fucking everything.  Healing is probably the most underappreciated role you can play in an MMO.  When you do a fucking fantastic job, it's expected.  If you make one mistake, everyone is on your ass.  It's like playing QB in the NFL.  Tanks have it almost as bad. 

I love playing healer in MMO's but refuse to take the crap that goes with the job. 


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 16, 2011, 12:21:57 PM
In WAR the DoK and WP classes were interestign because they were very strong both as group heal spec and Solo DPS.  Many players went solo DPS and this would piss people in Scenarios, etc if they were only healing themselves lol


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 16, 2011, 03:05:09 PM
Can't blame devs for how broken their customers are; PvPers, especially, will usually get pissed whenever they see someone on their own side choose fun over winning.

But blame them for keeping the Tank/Healer/DPS trinity alive in PvP?  Yeah, fuck 'em all for that mess.

If tanking and healing are less fun/more stressful than dps, is it any wonder less people want to do it?
Smart Heals, better/easier to use tanking tools.  Tanking and healing are stressful by dev design, not by nature of the role; they don't *have* to be harder/less forgiving than DPSing.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 16, 2011, 03:09:49 PM
In that vein it should be noted that there is mouseover macro functionality in Rift by default. WoW players will be familiar with the mod 'Clique'. That's what it is. Mouseover healing should be standard in all MMOs which include the concept of healing in any form.



Title: Re: Rift: Planes of Telara
Post by: Ratama on January 16, 2011, 03:39:10 PM
Didn't DAoC have some sort of 'healing bank' as an Realm Point (w/e) ability for healers, where overhealing went in a healing pool that smart-cast itself when needed?  Why isn't *that* standard in MMOs?

Sitting on the edge of my seat, keeping myself ready to use said mouseover heals on a split-second notice or everyone's fun is fucked... pass.

 if I do try Rift, and try healing in raids or whatnot, it'll be as a melee-healing Justicar; if that isn't viable for main-healing, then fuck that in advance.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 16, 2011, 03:40:39 PM
Yes, tell me more about mouseover healing and your experiences with it.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 16, 2011, 03:42:46 PM
Yes, tell me more about mouseover healing and your experiences with it.
I meant, that making stressful healthbar-watching healing less clicky really isn't the answer.  It helps, but healing's still shitty, even with Clique/Grid/Healbot/w/e.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 16, 2011, 04:44:06 PM
The reason queues were so short in Wrath is because everyone and their dog had a maxed level alt, and a large number of those could tank. The number of max level DK's / Paladins / Warrior alts is easily equall to all the other classes combined in my guild - presumably because people rolled tanks because of the queues, and also because of their power, and DKs starting at level 85 etc.

Queues were 10 minutes right up until patch 4.0, at the end of the expansion, when traditionally large numbers of people have unsubbed and are waiting on the new expansion.  Now, when number of concurrent players is peaked and the grind to max level can probably be catassed in two days nobody can find tanks or healers.  That's a fuckup of monumental proportion, not a statistical aberration.

Trion needs to not be a collection of complete fuckups and they might actually be able to make good on the PR boasts, because Blizzard is begging others to eat their lunch.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 16, 2011, 05:16:29 PM
You could get epic loot points for every single dungeon you ran in Wrath. Now you can only get them for the first random you do each day. That's why there's a discrepancy, not because healing and tanking is suddenly so godawful hard. The in demand classes are only queuing once per day rather than ten to twenty times a day.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 16, 2011, 05:27:51 PM
You could get epic loot points for every single dungeon you ran in Wrath. Now you can only get them for the first random you do each day. That's why there's a discrepancy, not because healing and tanking is suddenly so godawful hard.
It's the exact same system, but with the lower-tier points purchasing blue gear instead of epic. The only difference is the color. I'm sure that the color has some impact on the matter, but it doesn't explain why queue times increased by over 300%. I don't buy it.

The people saying Blizzard fucked up here are completely correct. They took a friendly endgame that allowed casual players to run an easy 30 minute dungeon after a 10-15 minute queue and turned it right on its ass. Those same people now have to wait 45-55 minutes for a 90-120 minute wipefest. It was a miscalculation on their part.

Those dungeons will get easier as gear inflates throughout the lifetime of the expansion, but the same inflection point (content patch) that triggers easymode also renders all the loot effectively valueless. And of course they promised new group content with each content patch as well, which will assuredly be extremely challenging upon release.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 16, 2011, 05:39:58 PM
What? No. There's an ilevel difference in the gear, too. You can buy your epic sets via the epic badges. There's an absolutely MASSIVE difference between the blue and purple versions of the points. Quite aside from the fact that I really do not understand how anyone could view Heroics as onerously hard the material difference in gear available and the fact that the purple loot hose is limited to one heroic a day is the reason you're seeing such shit queues.

Incidentally, let's make a distinction between "casual" and "bad". The game is just as friendly to "casual" players as it was before. I can run my heroics, get gear suitable to my time investment and go on my merry way. The game is no longer as friendly (but still not insanely unfriendly) to "bad" players.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 06:08:35 PM
Modern Angel, it's still the exact same system as pre 4.0. In 3.3, you got Frost Badges for your first Heroic which could buy 264 gear, then only earned Triumph Badges for each subsequent heroic, which purchased 245 gear. This system existed through all of WotLK, and it's the exact system that we have now; the only thing that changed is the name of the badges/points and the fact that the low-tier badges can only buy blues instead of purples.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 16, 2011, 06:21:39 PM
Right but there were several tiers of gear as opposed to one epic and one blue. Several sets and there were still best in slot items (I'm fairly certain) which weren't top tier. Plus epic gems. Maybe this all goes away once we're two or three tiers in but right now there's no real benefit to running more than one heroic a day. Combine the strict one a day approach with the heroics being difficult enough to turn away the "why can't I spam my ae and win anymore" crowd from tanking or healing and you have a situation where the queues lengthened.

Now, I'm firmly in the camp that there's a mistake that was made but it wasn't this. it was letting the genie out of the bottle in the first place. WLK was an abortion. Everyone should have access to content; I'm entirely sympathetic to that. But the ease of the game by late WLK created a cascading effect where the real dregs could do the "hard" stuff effectively which caused the queues to shorten (more tanks/healers in the mix) and then THAT caused everyone else to expect both easy content with fast queues forever. It was a castle built on a sand foundation.

We're also talking about WoW in another game's thread. Plus ca change.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 06:31:58 PM
Since you're missing the point, we'll go back to original WotLK. In 3.0, there were two types of badges: Heroism and Valor. For your heroic daily, you got Valor Badges. For every heroic boss kill, you got Heroism badges. Heroism badges could buy ilvl 200 purples (on par with Naxx 10/heroic final boss loot, a step up from regular heroic loot), while Valor badges could buy 213s (equivalent to Naxx25, OS25 and Maly 10 gear). This is EXACTLY the same system we have now: two tiers of gear from badges. The only difference is that now the first tier is blue, while before it was still purple. Epics gems were not purchasable in 3.0 since they did not exist until 3.1. Stop rewriting history please.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 16, 2011, 06:38:31 PM
I'm not rewriting anything. There were more than two tiers of epic gear *when the LFD system was released.* There were best in slot items in lower tiers. There were gems in lower tiers. Heirloom items were still semi-new and fresh. There were concrete and demonstrable reasons to chain run dungeons. We're talking about queue times not "remember when there were only two tiers of gear that was totally the same". In WLK the only time there were two tiers of gear, no gems, no heirlooms and all the BiS gear was available from one batch of badges was when it was first released *and there was no LFD*.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 06:47:08 PM
What we call queue times now, we once called spamming /2 "DK DPS LFG H DAILY". Nothing has changed.

Edit: My argument remains that queue times are longer now because heroics are more challenging, not because of loot (or the lack thereof).


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 16, 2011, 06:50:41 PM
Uh, yes it has. It has entirely. I can still get an instant queue on my tank via LFD. Conversely, I bet you could get a local pug going on your server in shorter time than 45 minutes. Or, if you prefer, back in the halcyon days of WLK you could get your dps queues faster than the 20  minutes of local LFG. I also don't think we should change the subject since we were talking specifically about LFD queues.

I'm not saying that difficulty has a factor of zero. I'm saying that "all the tanks and healers quit because shit is hard" is false and that gear/points play a larger factor. There are zero incentives to keep running dungeons past the daily. Hell, I've never done anything BUT the daily and I was capped out in Heroic blues by a week and a half in. I have no incentive whatsoever to run more than the one because there isn't enough gear to keep me doing it.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 07:10:34 PM
Right. You're saying queues are longer because the rewards suck. I'm saying queues are longer because the DUNGEONS suck.

Also, regarding your earlier comment on casual/bad: the game is certainly less friendly to the casual player now. In WotLK a heroic pug was a reasonably guaranteed success; even a terrible group would at least complete the instance because two or three decent players could carry a few baddies. In Cata, even a single bad player can ruin the dungeon for the other 4; hell, you can get non-viable group comps just by poor luck of the /LFD. Just look at the Bad Groups thread if you need specific examples.

I'm not saying that difficulty has a factor of zero. I'm saying that "all the tanks and healers quit because shit is hard" is false and that gear/points play a larger factor. There are zero incentives to keep running dungeons past the daily. Hell, I've never done anything BUT the daily and I was capped out in Heroic blues by a week and a half in. I have no incentive whatsoever to run more than the one because there isn't enough gear to keep me doing it.
My point is that there has never been a large incentive to run more than the daily for very long, unless you started playing WotLK late in the content cycle. I played WotLK pretty seriously for it's entirety; every time a new content patch was released, I'd do chain heroics for a few days then go back to just running my daily. At no point in WotLK did anyone I know run chain heroics to farm gems or anything; that shit was only there so you had something to buy with the points you got incidentally while running your daily. The only reason I do more than one heroic a day (now or in WotLK) is to help out guildies.

Now, if you started playing in 3.1, or resubbed at some point after a long break, you're simply spoiled. That said, they ARE adding in a tradeskill commodities vendor for JP and Honor. However: "These are not intended to be a cost-effective source of these materials, but an option for players with lots of Justice or Honor Points who have already purchased all of the gear that interests them." Which means they STILL don't expect you to farm heroics for this shit, they're just throwing a bone to people who are JP capped and buying duplicate heirloom gear or third-offspec gear.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 16, 2011, 08:29:26 PM
Quote
Now, if you started playing in 3.1, or resubbed at some point after a long break, you're simply spoiled.

I don't get the spoiled part. even these casuals/bads are paying 15 bucks a month. How is them saying 'I'd rather go to the dentist then run these heroics' spoiled? As heroics are the lowest reasonable tier to run, without that they have nothing.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 08:46:07 PM
Not what I'm saying at all. In fact, "these heroics are annoying/difficult/painful" has been the CORE of my argument. MA has been saying that the problem with heroics in Cata isn't difficulty, but lack of sufficient loot. Which is where my 3.1 or later comment comes in, because 3.1 and later is the point when there were 3+ tiers of loot available for the equivalent of JP.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 16, 2011, 09:16:26 PM
My apologies.

Getting back to the holy trinity argument: essentially there is only one job in a dungeon, and that is dps. The tank and healer work together to be the 'life' of the dps. The only game I've played that doesn't have this is (early) DDO, where there was no tank, only tougher dps. I like sound of GW2's everyone is responsible for healing themselves system, but there is going to be two stress points on that system:

1. Either a character's self healing is enough to survive bosses, in which case pvp is going to SUCK.
2. Or the heals are tiny to not destroy pvp, and the bosses are joke to compensate for that.

Oooooooor, GW2 and Rift are smart, and say 'This move does X in pve, and Y in pvp'.


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 16, 2011, 09:22:48 PM
Why not abolish agro, or at least make it irrelevent, and have damage be dealt to the group through other means.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 16, 2011, 09:29:17 PM
You had a bit of flexibility for non-traditional parties in CoH as well which let control / kiting be viable tactics. But variability in party composition is always going to make the concept of "challenging" content virtually impossible to balance for these varied groups. Likewise in CO where going into "block" mode effectively made anyone a tank.

You can get rid of roles of course, no tanking and no healing, but then how do you make the gameplay varied and encourage group dynamics. What you get when you have no class roles is a DPS zerg.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 09:40:08 PM
Oooooooor, GW2 and Rift are smart, and say 'This move does X in pve, and Y in pvp'.
EQ2 tried this, with the theory that it'd make balance easier. Not sure how well it worked, since I hated EQ2 pvp.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 16, 2011, 09:44:22 PM
I was also not a fan of it, but that was because of super twinks. I thought the core of it was good. I also like how I could taunt someone, and they had to focus me for a few secs. Not only did it make me useful as a tank in pvp, but it was soft crowd control, the person was in control of their character as with the only caveat being they had to attack me.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 16, 2011, 09:46:02 PM
I liked a lot of their ideas as well. My complaint was a combination of snares and evac ruining my fun at every turn. But let's not derail this thread with ANOTHER game discussion, eh?  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 16, 2011, 10:37:34 PM
Quite aside from the fact that I really do not understand how anyone could view Heroics as onerously hard the material difference in gear available and the fact that the purple loot hose is limited to one heroic a day is the reason you're seeing such shit queues.

I'm sure the vast majority of tanks, who would skip every single optional boss, including the ones that they literally walked within projective weapon range of, were all farming T9 gear.  Obviously they just didn't understand that Svala Sorrowgrave dropped badges.

Again, Blizzard fucked up bad when the one heroic/day crew aren't even doing their thing.  Trion can capitalize on this.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 17, 2011, 12:17:23 AM
I like sound of GW2's everyone is responsible for healing themselves system

To me it sounded more like everyone is responsible for healing each other in GW2.

That's sort of why I like the bard in Rift, his heals are a bit weaker than most, but they hit everyone in the team/raid (provided they're in range). Mostly HoT's as well, giving him time to stack buffs and even do a bit of dps.

Of course the game isn't balanced for that in any way, so they'll most likely always be backup/off-healers (although in end game raiding it's quite possible they'll outheal any other class, if there's some AoE damage going on).

The key to this is more challenging aggro imo (and balancing the game accordingly), but that's basically asking for far more advanced AI I s'pose so meh ... let's see what GW does  :awesome_for_real:.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 17, 2011, 04:22:54 AM

I'm sure the vast majority of tanks, who would skip every single optional boss, including the ones that they literally walked within projective weapon range of, were all farming T9 gear.  Obviously they just didn't understand that Svala Sorrowgrave dropped badges.

This is boring even me and it should be folded into the Cataclysm thread if it goes any further but it was worked out very, very early in the LFD systems life that the fastest way to get badges was to FINISH heroics as fast as you could. This was common knowledge to everyone. To the Cataclysm thread for more moaning about how not sleepwalking through a game and having to activate even a small portion of your brain is the end of the world.


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on January 18, 2011, 02:00:00 PM
Oh shut up already MA. Everyone knows that an active tank isn't fucking queueing (or not queueing) two months into a patch cycle because of what's on the lower-tier vendor.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 18, 2011, 05:05:11 PM
WoW would have to take a much larger dump on its subscribers to be vulnerable to a clone with no real edge; something like the Facebook fiasco forced live, combined with this sort of revert to a more elitist endgame.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 18, 2011, 05:41:07 PM
Yeah I'm not under any sort of illusions about WoW tottering over because my friends and I are unsubbing. That being said, this game is being given a very rare window of vulnerability that others have not been so fortunate to see.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 18, 2011, 06:52:58 PM
Wow is not going to be threatened by anything that runs on the computers of at best 10% of their sub base.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 18, 2011, 07:06:48 PM
Don't underestimate just how well Rift runs on lower end machines. Nothing approaching WoW but on max(ish) settings in both games I get better performance in Rift on my past its prime machine. It's not going to compete with WoW's lowest settings but it does better than I expected.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 18, 2011, 07:25:32 PM
That being said, this game is being given a very rare window of vulnerability that others have not been so fortunate to see.

I dunno about that; personally, I think WoW has been overly elitist to one degree or another since the EQ catasses took over as lead devs (ie, before release).

I just can't stand what these newer games do (or don't do).  

Some of the same people that got RvR right with 3 factions in DAoC, witnessed firsthand the comparative fuckup of 2 factions in WAR... do 2 factions again (even just for BG/Scenario/Warfront PvP, 3 factions would greatly help balance que times)?  50% MS effects, after watching Blizz finally learn their lessons with over/underbalanced PvP healing.  Mandatory PvP talent trees/talents/builds (especially with a game trying to market char customization)?

Unfuckingbelievable PvP design fuckups.

Typical Diku PvE stuff (meh).   Character customization = awesome, but considering how poorly they learned PvP lessons, not optimistic about their PvE endgame.

*Shittons* of little things to like, but geez, the big picture sure is fucked up compared to what it should be (wait for PvE miracle beta phase/patch, I guess?).


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on January 18, 2011, 08:09:21 PM
This is old, but I just wanted to get at it.

Don't these games rely on interdependence at their core to maintain a need for the social structure that provides long-term subs?

Diablo 2 multiplayer. No real interdependence, but people played the shit out of it. I'd really like to see a game try to create a social structure out of something besides "everything good takes 3 jobs and 2 of them suck".


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 18, 2011, 08:29:41 PM
People played the hell out of Diablo 2 multiplayer for free.  I'm sure there are some psychological angles you have to play when attempting to charge people for the right to play a game they already bought.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 18, 2011, 08:55:04 PM
I've often wondered why WoW (and every other MMO I've ever played) don't use instancing as a change-of-pace tool; why not have instances that played like Diablo levels, no tanking/healing required?  Hand out roughly the same amount of gear/unit of time played.

If people really love healing/tanking, then they could do other instances that required it.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 18, 2011, 09:02:53 PM
People played the hell out of Diablo 2 multiplayer for free.  I'm sure there are some psychological angles you have to play when attempting to charge people for the right to play a game they already bought.

Do you really think that people wouldn't pay a sub fee to play MMO Diablo?

I'm not certain we would ever see Schild again.


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 18, 2011, 10:23:07 PM
People played the hell out of Diablo 2 multiplayer for free.  I'm sure there are some psychological angles you have to play when attempting to charge people for the right to play a game they already bought.

Do you really think that people wouldn't pay a sub fee to play MMO Diablo?

I'm not certain we would ever see Schild again.

I'm always skeptical when someone tries to charge subscription fees for services they've provided for free in the past.  Micropayments.. perhaps. Death of a thousand cuts is probably a lot easier to pull off.

I've often wondered why WoW (and every other MMO I've ever played) don't use instancing as a change-of-pace tool; why not have instances that played like Diablo levels, no tanking/healing required?  Hand out roughly the same amount of gear/unit of time played.


I don't know, that would be ideal for someone like myself.  I've been pining for solo (more accurately scalable) instances since my life made it impossible to raid. I don't give a crap if it's slower progression or provides worse rewards.  For all of its faults, AoC had some nice solo instances that were pretty enjoyable when they weren't buggy as all hell.


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on January 19, 2011, 12:32:41 AM
Subscription as the MMO business model of choice is on borrowed time as it is. Diablo-style zergfest combat, plus all the usual MMO shit like crafting and houses and quests, free to play with cash shop. Isn't Blizzard's next MMO supposed to be FPS? Plainly they're willing to bet you can get people to pay to play something that isn't the same old tank/healer faggotry.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 19, 2011, 04:54:05 AM
I'm all for the cash shops but I have yet to see 1 game that has really done it well.  For me to play a F2P MMO and spend money in the shop each month means they should constantly be updating and adding cool stuff to it, not shit like pets and gay skins and recolored mount X.  Im waiting for the first MMO to be F2P with a kick ass cash shop that has lots of stuff you might...and I know this is pushing it a bit...WANT TO BUY!  I want a cash shop that has so much cool shit I run for my wallet so I can blow my CC load all over the order screen.  I want a happy ending that comes with my recepit rather then that feeling I just bought a fucking mount cause my dam toon is designed to run too dam slow. 


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 19, 2011, 06:34:33 AM
I just bought a fucking mount cause my dam toon is designed to run too dam slow. 

This seems to be the issue really.  Games make you run into cockblocks or just generally annoyances that are avoided through cash shop use.  Thats the exact way to get me to quit your game and never consider playing again.  If a game is good on its own merit I'll buy things like new content or something, for instance, if WoW went f2p I'd hypothetically (if I still played it) spend 15 bucks to access the dungeons associated with some patch.  Or maybe they could make it even more fine grained that that.   Instead the normal F2P model seems to be release the dungeon "for free" but then make you need some consumable sold at the cash shop to be able to effectively play there.

In the end, its purely psychological, but I'd rather pay for MORE of something I like, rather than paying so I can like something, even if at the end of both scenarios I end up with more or less the same thing (the ability to do a bunch of new dungeons).


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 19, 2011, 06:38:59 AM
I'm all for the cash shops but I have yet to see 1 game that has really done it well. 

DDO.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 19, 2011, 06:45:08 AM
I'm all for the cash shops but I have yet to see 1 game that has really done it well. 

DDO.

LOTRO.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 19, 2011, 07:25:51 AM
They're a bunch of copycats.  DDO works better.


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 19, 2011, 07:32:51 AM
I'm tempted to try to pursue this conversation further, but I feel like it might be better suited for the game design forum.  I'm not inherently opposed to the idea of a F2P shop game, but almost every single implementation I've seen bugs the hell out of me.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 19, 2011, 08:16:36 AM
It might help if there were a game released that was fun on its own merits.  Regardless of payment model we haven't really had many successes in that area of late.


Title: Re: Rift: Planes of Telara
Post by: kaid on January 19, 2011, 08:30:33 AM
You had a bit of flexibility for non-traditional parties in CoH as well which let control / kiting be viable tactics. But variability in party composition is always going to make the concept of "challenging" content virtually impossible to balance for these varied groups. Likewise in CO where going into "block" mode effectively made anyone a tank.

You can get rid of roles of course, no tanking and no healing, but then how do you make the gameplay varied and encourage group dynamics. What you get when you have no class roles is a DPS zerg.


COH did some very interesting things that other games have not yet been able to match. One is the way they did their "healers" I love in COH that you did not really need a person with actual heals. You could take people who could debuff the opponents enough or buff your team up enough that it was not necessary.

This gave a lot of variety for those who like helping their team mates without being locked into watch the green bar wack a mole. With my old force field/rad defender I could buff my tank up so the amount of damage they were taking was easily managed with use of inspirations now and then.

I would love to see a fantasy game be able to pull something like this off.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 19, 2011, 12:00:42 PM
Defenders were a great concept.  It sounds like the Bard might have been the closest they have to that, though I never played with one to see.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 19, 2011, 01:06:01 PM
Bard's pretty cool, it's just not my chosen playstyle. There's a bit of EQ twisting and group wide buffs which don't require targeting involved. Unsure of targeted heals but I don't think they're meant to be full on solo healers, anyway.


Title: Re: Rift: Planes of Telara
Post by: kaid on January 19, 2011, 01:51:54 PM
Bards seemed pretty good but not something that could take the place of a healer though but they did seem to have a good mix of heals and buffs enough so that I will likely play one come live.


Title: Re: Rift: Planes of Telara
Post by: Simond on January 19, 2011, 04:13:50 PM
YOGScast on Rift beta: http://www.youtube.com/watch?v=K_9oiBivg-g


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 19, 2011, 04:48:35 PM
Quote
I don't know, that would be ideal for someone like myself.  I've been pining for solo (more accurately scalable) instances since my life made it impossible to raid. I don't give a crap if it's slower progression or provides worse rewards.  For all of its faults, AoC had some nice solo instances that were pretty enjoyable when they weren't buggy as all hell.

Holy shit! I was thinking to myself just the other day about this. I was even gonna start a thread about it. People can say what they want about taking one of the M's out of MMO, but that is exactly what I have wanted to do recently, what with the new WoW dungeon system punishing the whole group when someone a)acts like a tard b) doesn't know their class inside and out c) the healer accidentily blinks d) general lack of group cohesion. It really emphasized how sick I am of the group paradigm. I mean, I liked the instances, but I am sick of failing for some shit that isn't my responsibility.

Obviously Rifts could never do something like this, but I wonder if WoW could have solo instances based around your class. For example, you are a prot paladin, it gives you one tuned to them, a combat rogue, tuned to them, et al. It wouldn't have to reward wicked gear, maybe a pittance of justice points, and a shot at a mount or a pet or an achievement or something.






Get out of my head Rasix, you demonic fiend!


Title: Re: Rift: Planes of Telara
Post by: Sky on January 19, 2011, 05:21:27 PM
Why can't it have wicked gear? Fuck those grouptard and raidtard assholes. Either make grouping a fun exercise in its own right or gtfo.

I've been wanting scaled dungeons since forever. Have a popup asking which instance you want to enter 1) Public (contested, old school) 2) Solo 3)Group 4)Raid. You could even break it into Solo - Easy/Med/Hard, Group - Duo/Trio/or just scale it to the group, whatever. Static content ftl.

But ultimately, I love mmo developers because they consistently show me how much they don't want my money. Good show, chaps.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 19, 2011, 06:13:16 PM
Bah, people don't want choice!  You've gone crazytalk.

Also, the yogscast - do they have one where they get to see a rift for the first time?  I can only imagine the squealing involved...   :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 19, 2011, 09:17:03 PM
It's kind of strange that nobody has tried solo dungeons in a big way yet, given that instances are intended to grant greater developer control and facilitate smaller group sizes.


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 19, 2011, 09:25:28 PM
It's kind of strange that nobody has tried solo dungeons in a big way yet, given that instances are intended to grant greater developer control and facilitate smaller group sizes.

Funcom tried with AO.  They just really did a poor job with it.  Shocking, I know.

edit: Not sure it even counts, since they were generic, simple structures meant for grinding.  AO disaster patch broke them in hilarious ways.   

So yah, nothing in a "big way".  Nothing compared with the effort put into group endeavors.


Title: Re: Rift: Planes of Telara
Post by: UnSub on January 19, 2011, 09:53:31 PM
It's kind of strange that nobody has tried solo dungeons in a big way yet, given that instances are intended to grant greater developer control and facilitate smaller group sizes.

Well... Cryptic heavily instances everything, and catches a lot of flak from some sections of MMO players as a result.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 19, 2011, 10:29:12 PM
Instance everything != lots of single player dungeons.  Most people are willing to accept that they have to zone in to a dungeon space.

It's a fine point, I know.


Title: Re: Rift: Planes of Telara
Post by: Phred on January 20, 2011, 12:28:19 AM
Quote
I don't know, that would be ideal for someone like myself.  I've been pining for solo (more accurately scalable) instances since my life made it impossible to raid. I don't give a crap if it's slower progression or provides worse rewards.  For all of its faults, AoC had some nice solo instances that were pretty enjoyable when they weren't buggy as all hell.

Holy shit! I was thinking to myself just the other day about this. I was even gonna start a thread about it. People can say what they want about taking one of the M's out of MMO, but that is exactly what I have wanted to do recently, what with the new WoW dungeon system punishing the whole group when someone a)acts like a tard b) doesn't know their class inside and out c) the healer accidentily blinks d) general lack of group cohesion. It really emphasized how sick I am of the group paradigm. I mean, I liked the instances, but I am sick of failing for some shit that isn't my responsibility.


You guys know about skirmishes in Lotro right?


Title: Re: Rift: Planes of Telara
Post by: Zetor on January 20, 2011, 12:43:14 AM
Or any non-TF mission in COH, really...


Title: Re: Rift: Planes of Telara
Post by: jakonovski on January 20, 2011, 01:21:33 AM
Most people are willing to accept that they have to zone in to a dungeon space.

Which brings up a question: why aren't dungeon load times masked the same way as zone transitions? It's a huge point of immersion.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 20, 2011, 02:55:38 AM
Performance and the difficulty of synchronizing between three computers.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 20, 2011, 07:24:02 AM
Don't underestimate just how well Rift runs on lower end machines. Nothing approaching WoW but on max(ish) settings in both games I get better performance in Rift on my past its prime machine. It's not going to compete with WoW's lowest settings but it does better than I expected.

Oh no, Rift runs great for what it looks like.  But we are still gamers, try running it on a college students cheap ass laptop or on grandmas 8 year old fourth generation hand me down though, those are the kinds of set ups that can run wow.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 20, 2011, 07:39:20 AM
Yet another thing Guild Wars solved years ago...


Title: Re: Rift: Planes of Telara
Post by: Sky on January 20, 2011, 07:41:12 AM
Which brings up a question: why aren't dungeon load times masked the same way as zone transitions? It's a huge point of immersion.
Because dungeons are private instances. Zone transitions you're going from one public space to another. I guess you could refine my idea with it being a seamless transition that still gives you a popup for private versions of the instance.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 20, 2011, 07:53:49 AM
Oh no, Rift runs great for what it looks like.  But we are still gamers, try running it on a college students cheap ass laptop or on grandmas 8 year old fourth generation hand me down though, those are the kinds of set ups that can run wow.

Call me an elitist, but I'm fine with this.  Any barrier to entry tends to have a positive effect on the spam in general chat channels. 


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 20, 2011, 08:08:20 AM
That's kind of a dumb line to draw.

Quote
I don't know, that would be ideal for someone like myself.  I've been pining for solo (more accurately scalable) instances since my life made it impossible to raid. I don't give a crap if it's slower progression or provides worse rewards.  For all of its faults, AoC had some nice solo instances that were pretty enjoyable when they weren't buggy as all hell.

Holy shit! I was thinking to myself just the other day about this. I was even gonna start a thread about it. People can say what they want about taking one of the M's out of MMO, but that is exactly what I have wanted to do recently, what with the new WoW dungeon system punishing the whole group when someone a)acts like a tard b) doesn't know their class inside and out c) the healer accidentily blinks d) general lack of group cohesion. It really emphasized how sick I am of the group paradigm. I mean, I liked the instances, but I am sick of failing for some shit that isn't my responsibility.



You guys know about skirmishes in Lotro right?


I haven't been able to slog though LOTRO enough to get to them.  Are they equivalent in story/design/scope as the group/raid instances?  If not, they're just another take on AO/COH/others slapdash, throw away instance attempts.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 20, 2011, 08:13:07 AM
Skirmishes are just instances with reward vendors and some side goals.  The fun is that solo, you can complete them with an NPC that you also can level/develop over time.  While I really enjoyed them initially, they do get old pretty fast. 


Title: Re: Rift: Planes of Telara
Post by: Sky on January 20, 2011, 10:19:45 AM
Call me an elitist, but I'm fine with this. 
You say that like it's a bad thing. Fuck the herd.


Title: Re: Rift: Planes of Telara
Post by: jakonovski on January 20, 2011, 10:28:58 AM
You say that like it's a bad thing. Fuck the herd.

I would like to question claims of elitist individualism because one plays a mass market computer game.
 


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 20, 2011, 03:05:00 PM
Why can't it have wicked gear? Fuck those grouptard and raidtard assholes. Either make grouping a fun exercise in its own right or gtfo.

I've been wanting scaled dungeons since forever. Have a popup asking which instance you want to enter 1) Public (contested, old school) 2) Solo 3)Group 4)Raid. You could even break it into Solo - Easy/Med/Hard, Group - Duo/Trio/or just scale it to the group, whatever. Static content ftl.

But ultimately, I love mmo developers because they consistently show me how much they don't want my money. Good show, chaps.

Go play DCUO  :grin:

Solo Hideouts, Duo Missions, 4 man group alerts, 8 man raids!


Title: Re: Rift: Planes of Telara
Post by: Phred on January 21, 2011, 01:45:03 AM
Skirmishes are just instances with reward vendors and some side goals.  The fun is that solo, you can complete them with an NPC that you also can level/develop over time.  While I really enjoyed them initially, they do get old pretty fast. 

They are definately more advanced than the old ao style private instance though. As well as developing your npc "pet" each instance has a bit of a plot and strategy to it. Some are defensive, like fighting off an invasion of a town with various npc's helping you, others you might go through the town, rescuing clumps of beleagued citizens. Sadly as most fixed content they do get old rather fast but the rewards are nice enough to keep you coming back anyway. Not only do you get epic armor every 8 or so levels but you can also buy rare crafting materials and recipes that let you take some of the tedium out, like mass processing ore to metal and such.

On the npc helper you develop. I boggle sometimes at just how retarded they have made the ai for these things. It must have been deliberate as the captain's helper pet doesn't act near as brain dead from what I can tell. I've had mine get stuck behind a stump and unable to walk over a 4 in high broken wall on the ground. And they specifically coded the naming code to disallow as many variations on I am a moron as they could think of to prevent you from naming it appropriately.


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 21, 2011, 08:08:41 AM
Curse (http://www.curse.com/articles/rift-news/913445.aspx) has posted the beta 5, 6, and 7 schedule. Even though it's not officially announced for 6 and 7, the leaks/early reports haven't been wrong yet so I figure I'll post this up.


Beta 5
# Jan 25th, 18:00 GMT - Jan 28th, 18:00 GMT
# Levels 1-30 (Guardian and Defiant)
# Access to Scarlet Gorge, Foul Cascade and the Codex Warfront!

Beta 6
# Feb 4th, 18:00 GMT - Feb 7th, 18:00 GMT
# Levels 1-35 (Guardian and Defiant)
# Access to Scarwood Reach, King's Breach and the Whitefall Warfront!

Beta 7
# Feb 15th, 18:00 GMT - Feb 21nd, 18:00 GMT
# Levels 1-42 (Guardian and Defiant)
# Access to Moonshade, Droughtlands and the Runic Descent Warfront!


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 21, 2011, 03:55:55 PM
So levels 43-50 wont have open testing before launch?  Ummmm


Title: Re: Rift: Planes of Telara
Post by: Ard on January 21, 2011, 04:16:30 PM
There's an 8th unlisted beta yet (as far as I remember hearing about at least), and a full access closed beta going on that no one can talk about due to an NDA.

edit:  Actually, taking another look at those dates, if that's accurate, maybe they dropped the 8th beta in favor of the head start period, since the 7th beta ends a few days before the launch of the game.  This does make me a smidge worried.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 21, 2011, 04:23:15 PM
There's an 8th unlisted beta yet (as far as I remember hearing about at least), and a full access closed beta going on that no one can talk about due to an NDA.

I know thats the scary part.  They really should have a beta weekend or 2 of content and classes levels 43-50 like they have been for lower levels(or plan to).  Keeping the end game quiet with a locked up very limited beta with no plans for any OB time for what is probably the most important part of the game doesnt give me a warm fuzzy feeling


Title: Re: Rift: Planes of Telara
Post by: Threash on January 21, 2011, 08:04:34 PM
The latest newsletter has vip keys with 25 uses.


Title: Re: Rift: Planes of Telara
Post by: Kitsune on January 21, 2011, 08:07:57 PM
Um.  Requesting vip key, then!


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 22, 2011, 05:06:05 AM
Here is mine, 25 people can use it for the beta

YJ7J-3Q3H-EWC2-LFCF-KWHD

To Apply the VIP Code:

Go to https://account.RIFTgame.com to login or create a new account.
Click "Apply Code" on the left-hand navigation bar and enter your VIP key.
You're done! You will automatically be invited into the remaining beta events.


Title: Re: Rift: Planes of Telara
Post by: jakonovski on January 22, 2011, 05:38:05 AM
I used one, many thanks!


Title: Re: Rift: Planes of Telara
Post by: Murgos on January 22, 2011, 05:48:17 AM
Quote
77P6-W7ER-CELL-WWK6-REYM
 

To Apply the VIP Code:

 

Go to https://account.RIFTgame.com to login or create a new account.
Click "Apply Code" on the left-hand navigation bar and enter your VIP key.
You're done! You will automatically be invited into the remaining beta events.

25 more :-)


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on January 22, 2011, 06:17:06 AM
May not need them but just in case: this should be good for 24 more uses

KPPH-FL2T-CTFD-MGH6-6GGL


Title: Re: Rift: Planes of Telara
Post by: Kitsune on January 22, 2011, 07:44:13 AM
Much obliged!


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 22, 2011, 08:48:54 AM
The newest PvP video is intriguing.  It seems as if they're going more for a fun PvP and less epeen PvP.  I'm interested to see how the whole "rifting into your enemy faction for world PvP" is going to be accomplished, especially on a PvE server.


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 22, 2011, 09:43:00 AM
edit


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 22, 2011, 03:41:25 PM
I wonder if we should have put those hidden behind spoiler..


Title: Re: Rift: Planes of Telara
Post by: Threash on January 22, 2011, 03:54:56 PM
Or PM.


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 22, 2011, 05:26:17 PM
I took one and passed it on to some RL friends before the faceless interwebs claim them all regardless. I am 90% sure I wont pay for Rift but I'm interested in the reminder of what WoW was like without having to play WoW.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 23, 2011, 08:03:33 AM
Fresh batch of FP keys:
http://www.fileplanet.com/promotions/rift/


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 23, 2011, 08:24:57 AM
Seems like the game will ship with only 10 dungeons. I am a bit worried. Do you think they are enough?


Title: Re: Rift: Planes of Telara
Post by: jakonovski on January 23, 2011, 09:23:22 AM
Seems like the game will ship with only 10 dungeons. I am a bit worried. Do you think they are enough?

Depends on the dungeon I suppose. Are they giant labyrinthine places of spiky death or just a hole with a dude in it?


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 23, 2011, 10:15:19 AM
Seems like the game will ship with only 10 dungeons. I am a bit worried. Do you think they are enough?

Seems about on par with WoW's launch, really.  I'm not too concerned, because there's more to do outside of dungeons in RIFT.  I get the impression (and I could be wrong) that one won't need to even go into a dungeon to get decent gear. 


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 23, 2011, 10:36:39 AM
Seems like the game will ship with only 10 dungeons. I am a bit worried. Do you think they are enough?

Depends on how many of them are available in end game.  While a good quality dungeon early on or so might keep people interested and make them feel cool, the vast majority of leveling isn't going to be done there most of the time.  Make that development time work for keeping your players around when they are done leveling.  What did WoW have at launch in terms of level 60 dungeons (non raid) - Blackrock Depths, Scholomance, Stratholme (effectively 2 dungoens), Blackrock Spire (part 5man part small raid).

Am I missing any launch level 60 non raids?


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 23, 2011, 10:59:36 AM
Seems like the game will ship with only 10 dungeons. I am a bit worried. Do you think they are enough?

Seems about on par with WoW's launch, really.  I'm not too concerned, because there's more to do outside of dungeons in RIFT.  I get the impression (and I could be wrong) that one won't need to even go into a dungeon to get decent gear. 

I dislike being forced into dungeons, but I am not happy if I run out of them. Dunegons as the only way to get good gear are not my thing, I like dungeons for dungeons' sake. And being on par with 7 years old WoW still doesn't reassure me. We'll see. Digging this simple cute game a lot so far.


Title: Re: Rift: Planes of Telara
Post by: Xilren's Twin on January 23, 2011, 12:50:29 PM
If anyone still needs a key, i have a 25 use one as well.  Just PM me.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 23, 2011, 04:05:28 PM
My understanding is 10 *endgame* dungeons, not 10 dungeons. I may have misread that. I may also be getting both :nda: information and stuff from friends mixed up. But I do think it was 10 endgame. Then you have raid dungeons, raid rifts, normal rifts... just offhand, without doing the actual math, this is probably a little more than Vanilla WoW.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 23, 2011, 05:17:34 PM
That would mean no dungeons until level 50? I am basing my numbers on the Achievement panel in game. It lists 10 dungeons you can get achievements for, and then, separated, 2 raids.


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 23, 2011, 05:24:36 PM
That would mean no dungeons until level 50? I am basing my numbers on the Achievement panel in game. It lists 10 dungeons you can get achievements for, and then, separated, 2 raids.

There is a least 1 dungeon around level 14-15 for each faction, based on what I saw in the no-NDA'd beta.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 23, 2011, 05:46:49 PM
You guys aren't doing your homework.

I wrote an article based on this on Rift Junkies but here's the break down!

There are 10 normal dungeons throughout the leveling process.  It is not known have many max level normal dungeons there are.

There are 10 expert mode dungeons (heroic or hardmode) that are broken into two tiers.  So once you are geared for the first tier you have 5 dungeons to rotate through.  There is a second tier with the other 5 dungeons as well.

Unlike WOW, each expert dungeon is an extended version.  Larger layout, more bosses.  Each expert dungeon's expansion extends the original normal dungeon's story line.  The example given in a podcast is one dungeon where you see a bunch of miners in normal mode, then in expert there is a new tunnel to explore.

This does not mention raids (I think they mentioned 2) or all the other rift events they have planned for max level.

As far as not testing max level in beta, they have mentioned, as others, there is an alpha test going on as well.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 24, 2011, 09:21:37 AM
 :headscratch:
Link the article please.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 24, 2011, 10:13:38 AM
I think I'm going to give this game a try as soon as I get bored with DCUO.  It looks like just enough of a departure from WoW to be worth a month.  If the love lasts beyond that, it's a bonus.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 24, 2011, 10:15:14 AM
That would mean no dungeons until level 50? I am basing my numbers on the Achievement panel in game. It lists 10 dungeons you can get achievements for, and then, separated, 2 raids.

If that's the case I'm completely wrong about the 10 endgame dungeons and that would put it at 10 in the game.



Title: Re: Rift: Planes of Telara
Post by: Sky on January 24, 2011, 11:15:51 AM
I think I'm going to give this game a try as soon as I get bored with DCUO.  It looks like just enough of a departure from WoW to be worth a month.  If the love lasts beyond that, it's a bonus.
You're such a whore.

 :grin:


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 24, 2011, 11:37:01 AM
He really is, I think I have played 500 games with him over the years. Hes such a tease. Just when your like "Hay Nebu joined the guild/group/regime", hes off to the next lady.  game. :grin:


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 24, 2011, 11:56:54 AM
Ok, this has to be repeated. The multi-class system in this game is such an incredible winner. It is just awesome, kind of worth the ticket price. You REALLY got 32 classes (which is amazing to begin with) to play with, and you can mix and match them to countless combinations, and change them on the fly completely changing your playstyle whenever you are bored with one, or you require a different approach (or role in a dungeon or PvP). Completely. What is not absolutely super awesome in that? Not to mention when you level up. You basically don't allocate (talent) points in one class, you do it once for each "role" you decided to set up (up to 4). This totally feels like leveling up 4 chars instead of 1 every time you ding.

I am starting to think this game, while horribly DIKU and all, is way much better than the hype says.

Oh, and PvP (extra) souls?  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 24, 2011, 12:07:35 PM
He really is, I think I have played 500 games with him over the years. Hes such a tease. Just when your like "Hay Nebu joined the guild/group/regime", hes off to the next lady.  game. :grin:

LotRO would have kept me if we would have had a regular group running dungeons.  You just need to quit your life and game with Cheddar and I every night. 

I'm very loyal to games if I have a regular group.  If I'm solo 99% of the time, I'm pretty flighty. 


Title: Re: Rift: Planes of Telara
Post by: Sky on January 24, 2011, 12:18:54 PM
So you'll be playing Blood Bowl, then?  :drill:


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 24, 2011, 12:20:49 PM
So you'll be playing Blood Bowl, then?  :drill:

If it doesn't require reaction time, I'd give it a shot.  I suck at FPS style games.  Just ask Schild.  He used to laugh at my pathetic skills. 


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 24, 2011, 12:27:18 PM
Ok, this has to be repeated. The multi-class system in this game is such an incredible winner. It is just awesome, kind of worth the ticket price. You REALLY got 32 classes (which is amazing to begin with) to play with, and you can mix and match them to countless combinations, and change them on the fly completely changing your playstyle whenever you are bored with one, or you require a different approach (or role in a dungeon or PvP). Completely. What is not absolutely super awesome in that? Not to mention when you level up. You basically don't allocate (talent) points in one class, you do it once for each "role" you decided to set up (up to 4). This totally feels like leveling up 4 chars instead of 1 every time you ding.

I am starting to think this game, while horribly DIKU and all, is way much better than the hype says.

Oh, and PvP (extra) souls?  :awesome_for_real:

I can't agree more, though the only thing that would make it better is if one could change their archetype in a city, like FFxi.  That would be pure win, provided they gave us enough inventory for all the gear. 


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 24, 2011, 12:32:50 PM
Actually, I always wondered how come Nebu doesn't play Blood Bowl with us yet. It's not like I know him, but I have this feeling it fits him perfectly.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on January 24, 2011, 12:33:38 PM
So you'll be playing Blood Bowl, then?  :drill:

If it doesn't require reaction time, I'd give it a shot.  I suck at FPS style games.  Just ask Schild.  He used to laugh at my pathetic skills. 

Turn-based.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 24, 2011, 12:36:42 PM
Ok, this has to be repeated. The multi-class system in this game is such an incredible winner. It is just awesome, kind of worth the ticket price. You REALLY got 32 classes (which is amazing to begin with) to play with, and you can mix and match them to countless combinations, and change them on the fly completely changing your playstyle whenever you are bored with one, or you require a different approach (or role in a dungeon or PvP). Completely. What is not absolutely super awesome in that? Not to mention when you level up. You basically don't allocate (talent) points in one class, you do it once for each "role" you decided to set up (up to 4). This totally feels like leveling up 4 chars instead of 1 every time you ding.

I am starting to think this game, while horribly DIKU and all, is way much better than the hype says.

Oh, and PvP (extra) souls?  :awesome_for_real:

I can't agree more, though the only thing that would make it better is if one could change their archetype in a city, like FFxi.  That would be pure win, provided they gave us enough inventory for all the gear. 

You have no idea how much time I have spent on talent calculators lol


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 24, 2011, 01:00:15 PM
Actually, I always wondered how come Nebu doesn't play Blood Bowl with us yet. It's not like I know him, but I have this feeling it fits him perfectly.

If it's anything like Football Manager (formerly Championship Manager), I'd love it. 

Maybe I should look into it.  Do you guys need teams?  You filled up pretty fast.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 24, 2011, 01:02:08 PM
We'll need teams for Season #4, which is realistically due in 6 weeks or so. Check the (graveyard) forum, you'll have a blast.

/hijack


Title: Re: Rift: Planes of Telara
Post by: Sky on January 24, 2011, 01:05:43 PM
So you'll be playing Blood Bowl, then?  :drill:

If it doesn't require reaction time, I'd give it a shot.  I suck at FPS style games.  Just ask Schild.  He used to laugh at my pathetic skills.  
Turns are two minutes long. I kind of wish they were 2:30, but I'm adjusting. Get in for Season 4, we're not even halfway through Season 3 so plenty of time!

edit: slow on the post  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 24, 2011, 01:33:49 PM
You REALLY [get] 32 classes
No, you don't.

There are 4 classes, with 3 spec lines you get to choose out of 8 possibilities for each class.  

And with each new beta phase, less and less options remain viable (more and more talents keep changing from generic % bonuses, to proprietary bonuses to that tree's abilities only, for instance).  Still better customization than, say, WoW, but each patch keeps bringing it down closer and closer to WoW's level.

I honestly wouldn't recommend this to anyone based on vastly superior character customization anymore.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 24, 2011, 01:35:08 PM
Sometimes you really, really shouldn't listen to betatards.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 24, 2011, 01:45:26 PM
You REALLY [get] 32 classes
No, you don't.

There are 4 classes, with 3 spec lines you get to choose out of 8 possibilities for each class.  

And with each new beta phase, less and less options remain viable (more and more talents keep changing from generic % bonuses, to proprietary bonuses to that tree's abilities only, for instance).  Still better customization than, say, WoW, but each patch keeps bringing it down closer and closer to WoW's level.

I honestly wouldn't recommend this to anyone based on vastly superior character customization anymore.

I disagree with what you said.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 24, 2011, 02:38:22 PM
You basically don't allocate (talent) points in one class, you do it once for each "role" you decided to set up (up to 4). This totally feels like leveling up 4 chars instead of 1 every time you ding.

Note: WoW does this already.  It has for quite a while.


Title: Re: Rift: Planes of Telara
Post by: Murgos on January 24, 2011, 02:40:56 PM
You REALLY [get] 32 classes
No, you don't.

There are 4 classes, with 3 spec lines you get to choose out of 8 possibilities for each class.  

That's not really true.  You can change the 3 spec lines pretty much at will and have multiple configurations and point allocations ready to go at any time.

But, I agree it's only really 4 classes.  But, false variety is pretty much true for most of today's MMO's.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 24, 2011, 03:11:48 PM
You REALLY [get] 32 classes
No, you don't.

There are 4 classes, with 3 spec lines you get to choose out of 8 possibilities for each class.  

And with each new beta phase, less and less options remain viable (more and more talents keep changing from generic % bonuses, to proprietary bonuses to that tree's abilities only, for instance).  Still better customization than, say, WoW, but each patch keeps bringing it down closer and closer to WoW's level.

I honestly wouldn't recommend this to anyone based on vastly superior character customization anymore.

Quite wrong there.


Title: Re: Rift: Planes of Telara
Post by: ezrast on January 24, 2011, 03:43:36 PM
Apparently the patcher doesn't save your progress if you quit in the middle of a 7GB download. Cool.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 24, 2011, 04:07:33 PM
You basically don't allocate (talent) points in one class, you do it once for each "role" you decided to set up (up to 4). This totally feels like leveling up 4 chars instead of 1 every time you ding.

Note: WoW does this already.  It has for quite a while.

Cept with two different specs and talent point choice is basically meaningless, you pick a spec not where to put your points pretty much.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 24, 2011, 04:56:47 PM

Let's see how the character system survives the launch process. In beta both the player and the developer take comfort from the fact that the character is a impermanent one-off. When it launches exploits. player determination of optimal builds and pariah classes will determine how successful they've been.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 24, 2011, 06:22:49 PM
You get a SHITTON more variety/character; less mandatory alts to explore all the character possibilities will be a plus for most potential subs, I'm sure.

But more variety overall?  You could argue it's less, actually.  

For example, WoW has at least one competitive DPS spec/class.

Will Trion work to keep multiple builds/class optimal for competitive PvE DPS?  And if so, are they actually capable of pulling it off?  Previous efforts by members of their team indicate the negative.

PvP Souls will be a problem, too; there are only going to be a handful of viable PvP builds/class, if that, thanks to mandatory PvP talents (via PvP souls mostly, with a few exceptions).


There are 4 classes, with 3 spec lines you get to choose out of 8 possibilities for each class.  

And with each new beta phase, less and less options remain viable (more and more talents keep changing from generic % bonuses, to proprietary bonuses to that tree's abilities only, for instance).  Still better customization than, say, WoW, but each patch keeps bringing it down closer and closer to WoW's level.

I honestly wouldn't recommend this to anyone based on vastly superior character customization anymore.

Quite wrong there.
How so?


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 24, 2011, 07:37:46 PM
First: Beta 5 Patch Notes (http://www.riftjunkies.com/2011/01/24/beta-5-patch-notes-1242011/)

A lot of great stuff there.  A lot.
Quote

There are 4 classes, with 3 spec lines you get to choose out of 8 possibilities for each class.  

And with each new beta phase, less and less options remain viable (more and more talents keep changing from generic % bonuses, to proprietary bonuses to that tree's abilities only, for instance).  Still better customization than, say, WoW, but each patch keeps bringing it down closer and closer to WoW's level.

I honestly wouldn't recommend this to anyone based on vastly superior character customization anymore.

Quite wrong there.
How so?

I'm not sure where you're getting less and less options are remaining viable, especially since we only have access to the first 27 levels of the game.  Some builds are only viable if they have enough points to spread around.  And the % bonus being proprietary isn't the case either.  If anything it's loosening up.

For example:
Quote
* Blazing Fury: Functionality changed. It now increases the damage of all combo point generating abilities by 3-15%.
* Unstable State, Heat Retention: Now increases the damage of non-physical attacks instead of just Fire and Death attacks.

Night Blade buff went from a specific fire and death damage buff to now increasing damage across the board so now it's more viable to use with other souls since Night Blade was the only rogue soul to use fire and death damaging abilities.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 24, 2011, 07:50:38 PM
Public Grouping seriously swings the balance into the PCs favor when defending against rifts/invasions.  Hopefully this quiets the people screaming for an invasion nerf.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 24, 2011, 09:21:42 PM

I'm not sure where you're getting less and less options are remaining viable, especially since we only have access to the first 27 levels of the game.  Some builds are only viable if they have enough points to spread around.
It actually gets worse at higher levels; but already many builds already have to put 'dead' points into trees to get stuff that actually affects abilities they use.

Paragon is a good example; a DPS Riftblade might put 6 points into it for the crit self-buff and the mandatory SLI... and literally not get any benifit from the actual talent points.*

*For folks curious about that last bit; Riftblades use Elemental attacks.  The first two talents in the Paragon tree you have to choose from are a bonus to physical damage specials... and Parry (in a DPS talent tree).  And yes, you need to put those 6 points in for an optimal PvE DPS build.

Quote
And the % bonus being proprietary isn't the case either.  If anything it's loosening up.

For example:
Quote
* Blazing Fury: Functionality changed. It now increases the damage of all combo point generating abilities by 3-15%.
* Unstable State, Heat Retention: Now increases the damage of non-physical attacks instead of just Fire and Death attacks.

Night Blade buff went from a specific fire and death damage buff to now increasing damage across the board so now it's more viable to use with other souls since Night Blade was the only rogue soul to use fire and death damaging abilities.
Your 'example' is literally the only such change in the patch notes that I saw (I guess we'll see if there is an undocumented shift back towards generalization).

But for the past few patches, more and more Soul talents were changed from general bonuses to specific self-proprietary bonuses.  Several roles in some classes (melee-healing Clerics, for instance), are looking at losing a significant % of their lvl 50 points into suboptimal talents.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 24, 2011, 09:45:01 PM
Not all souls are strictly for dps or tanking.  Some talents are put in there to augment tanking, survivability, solo, or even PVP.  For example the Blade Dancer gives boosts to dodge and parry which are amazing for tanking and solo play.  Yet they also have a portion of their tree that's dedicated to dps.

The assassin tree has all boosts to physical damage.  The Inquisitor/Cabalist tree all boost death damage.  Shaman/Druid all boost critical and physical attacks.  Mages have synergy as well.

Are there souls that don't work well together or stand out alone with less synergy?  Sure.  They've been slowly fixing that though.  Generally?  There's is a lot of mixing and matching.

The only large un-synergy change is the Justicar/Sentinel/Inquisitor builds. They nerfed light damage/wisdom/spellpower synergy across the board.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 24, 2011, 09:53:57 PM
... You realize your post largely points out exactly what I was saying, right?

There's only a talent tree or two per class that will have what you need to prop up your main spec's role/abilities.

Ideally = You pick one or two main souls to focus on, and have the freedom to mix/match from the other 6-7 souls as you see fit without gimping yourself.

Reality = You only get 2-3 Souls per Class for a given role to pick from in the first place, and you can only put points into those souls without gimping the shit out of yourself.

Much closer to WoW than Character Customization Utopia.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 24, 2011, 09:54:12 PM
Wow, those are strong patch notes.  They got a lot done in a few weeks.  Currency tab, woohoo!

Getting really excited for this game to go live.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 25, 2011, 04:45:13 AM
The rogue regen is a welcome change.  These guys need to spit out their own soul / talent calculators and update them with patch note releases.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 04:46:35 AM
Public Grouping seriously swings the balance into the PCs favor when defending against rifts/invasions.  Hopefully this quiets the people screaming for an invasion nerf.


There was an invasion nerf. Read closely.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 25, 2011, 06:29:32 AM
Reality = You only get 2-3 Souls per Class for a given role to pick from in the first place, and you can only put points into those souls without gimping the shit out of yourself.

Much closer to WoW than Character Customization Utopia.
Good.  I like systems where you have the possibility of gimping yourself, because it means they don't make the decisions for me.  Which isn't a thing like WoW, where you have almost no flexibility now.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 25, 2011, 06:35:34 AM
... You realize your post largely points out exactly what I was saying, right?

There's only a talent tree or two per class that will have what you need to prop up your main spec's role/abilities.

Ideally = You pick one or two main souls to focus on, and have the freedom to mix/match from the other 6-7 souls as you see fit without gimping yourself.

Reality = You only get 2-3 Souls per Class for a given role to pick from in the first place, and you can only put points into those souls without gimping the shit out of yourself.

Much closer to WoW than Character Customization Utopia.

What I said is that you really have 32 completely different classes to play with (highest number ever in a DIKU? check?), and that is absolutely true. More, it's absolutely true that you can mix them for a crazy high number of hybrids. The "only a few are viable" argument, which is a stretch when you have a capped beta and patches that keep tuning numbers, doesn't change the fact that for every soul you equip your character changes completely.

When I say "you have 32 truly different classes to play, switch on the fly, and combine for an amazing number of combinations" I am stating a fact that is interesting and brilliant to anyone who is not a powerplayer, and celebrating the one achievement that cannot be taken away from this game. The fact that eventually, to "win the game" (ie: beat every dungeon as quickly as possible), you will have to go for a way less amazing number of builds doesn't take anything from the fact that this game is much closer to Character Customization Utopia than WoW.

Simply put, even if you decided to max out a soul, you would have some spare points to spend on a secondary/tertiary soul. Even assuming those sec/ter ones are fixed/mandatory, you'd still have 32 unique classes. Still amazing. And the system is more than that.



Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 25, 2011, 06:47:01 AM
Reality = You only get 2-3 Souls per Class for a given role to pick from in the first place, and you can only put points into those souls without gimping the shit out of yourself.

Much closer to WoW than Character Customization Utopia.
Good.  I like systems where you have the possibility of gimping yourself, because it means they don't make the decisions for me.  Which isn't a thing like WoW, where you have almost no flexibility now.

Exactly.
Not to mention that you aren't really gimping yourself for good. You have 4 memorized sets of souls that you can change whenever you want (and that you can EVEN reset/respec). Let's assume EVERYONE has one slot dedicated to the uber viable build needed to do dungeons without being yelled at, nothing stops you from memorizing 3 "gimped" builds in the other slots just because you like the visuals of one of the other 7, or just because you like a different playstyle, or just because you want to try something new, change the pace, adapt to different mobs, etc. That's what I was talking about: having fun without being on rails. This game offers a lot of that.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 07:02:32 AM
Let's assume EVERYONE has one slot dedicated to the uber viable build needed to do dungeons without being yelled at...

If one "preferred" build exists for any of the 4 major lines, then this game has failed miserably.  You can't sell a game on variety and versatility and then screw up balance to make one build notably better.  The only point to having many options is that they offer equal but different playstyle.  When different is no longer equal, than the options are merely an illusion to anyone interested in being involved with all of the title's content.



Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 07:12:37 AM
... You realize your post largely points out exactly what I was saying, right?

There's only a talent tree or two per class that will have what you need to prop up your main spec's role/abilities.

Ideally = You pick one or two main souls to focus on, and have the freedom to mix/match from the other 6-7 souls as you see fit without gimping yourself.

Reality = You only get 2-3 Souls per Class for a given role to pick from in the first place, and you can only put points into those souls without gimping the shit out of yourself.

Much closer to WoW than Character Customization Utopia.

That happens in certain situations but not the majority of them.  You get pigeon holed into 3-4 souls when you're a pure healer or tank.  There are other situations that vary though.  But there is incredible variety in each calling in many situations, and the greatest variance is with dps.

My recent beta experience with a Chloromancer is limited due to build points, but I did main heal Darkening Deeps and Realm of the Fae with him.  Once you put a certain amount of points into the Chloromancer you can start bridging out though.  And there are some planned builds where you can go light Chloro and spec into heavy AE with a Stormcaller.  This essentially helps the group plow through trash while you're healing at the same time.  Then you can switch to a full heal spec for bosses.  You can create situational builds for any type of dungeon encounter.

Other examples are, Rift Stalker and Blade Dancer.  Both souls, from the surface, look like tank souls or tank assisting souls, but you can also use them for DPS due to crit and stat boosts.  If you want to Rogue-Tank?  Yeah then you're pigeon holed into a certain build.  But you're offered freedom in the dps department.  As a warrior?  You have a lot of buffing, dps, dps/buffing builds that I can see.  You also have plenty of different tank builds.  For Mages, outside Chloromancer there appears to be buffing and debuffing builds, aoe builds, single target builds.  Clerics seem a bit more convoluted since they are attempting to squeeze in Tanking, Ranged DPS, Melee DPS, and 3 Healing Styles into 8 souls and the souls seem very separate from each other.

However I don't seem them trending away from synergy, I see them trending towards it except for a few instances.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 25, 2011, 07:17:47 AM
Let's assume EVERYONE has one slot dedicated to the uber viable build needed to do dungeons without being yelled at...

If one "preferred" build exists for any of the 4 major lines


Unless they make every single soul exactly the same one build is always going to mathematically do more dps, one build is always going to be able to heal better, one build is going to be the best tank.  This is impossible to change without completely homogenizing the classes.  I am disappointed there is no kelari racial nerf on those patch notes, guilds continue to flock to the defiant side and if something doesn't change soon it might already be too late to have balanced sides.  Hopefully they do what Aion did and enforce balance with character creation restrictions, it might have pissed people off but it freaking worked while they did it.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 07:33:21 AM
Best tank, best dps, and best heals would be 3 builds.  Why have 8 for each line when the game will eventually devolve into these three for each of the 4 main classes?  I understand variety, but if you want to give players choices, then (using warrior as an example) a dual weilder, a 2H weilder, and a hybrid magic/tank should all have the same max dps when played properly.  This is a significant undertaking when you consider cooldowns, gear, resistances, etc.  If the Rifts team can pull it off, I will be impressed... I'm just not optimistic.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 07:42:22 AM
The racial rebalancing is incoming. Just didn't make it to this patch. I think you can rest easy that the Kelari racial will be redone.



Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 25, 2011, 07:43:57 AM
I am starting to see why we can't communicate here.
You people don't seem to consider soloers.

About groups, I'll just say that should the whole system be reduced to 5 preferred lines for grouping (best tank, best melee dps, best ranged dps, healer, buffer) it would be fail but at the moment there seems to be lots of desire for that fail to happen more than actual facts or reasons to support such a concern.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 07:54:07 AM
About groups, I'll just say that should the whole system be reduced to 5 preferred lines for grouping (best tank, best melee dps, best ranged dps, healer, buffer) it would be fail but at the moment there seems to be lots of desire for that fail to happen more than actual facts or reasons to support such a concern.

I don't want fail, I've just become really used to getting it.  MMOs release all the time with the illusion of choice.  I invariably choose the "cool" looking hybrid class (read: build) only to discover that I suck compared to some cookie-cutter spec.  In other words, by exercising a choice presented to me in game, I've become a second class citizen of the game and am forced to reroll (respec) so that I can see all of the content.  The case can be made even more strongly in games with pvp as you are forced to min-max to avoid being immediately at a disadvantage from the start of a conflict. 

If you're going to give me build choices, make them different but equal.  Is that really wanting so much?


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 07:56:09 AM
Best tank, best dps, and best heals would be 3 builds.  Why have 8 for each line when the game will eventually devolve into these three for each of the 4 main classes?  I understand variety, but if you want to give players choices, then (using warrior as an example) a dual weilder, a 2H weilder, and a hybrid magic/tank should all have the same max dps when played properly.  This is a significant undertaking when you consider cooldowns, gear, resistances, etc.  If the Rifts team can pull it off, I will be impressed... I'm just not optimistic.

Without end game number to reference there is nothing but speculation to see if there will be only one dps build or GTFO for raids.

I am starting to see why we can't communicate here.
You people don't seem to consider soloers.

I agree.  There are some very cool builds that you can potentially make that can be used for ganking/pvp/small group pvp/farming/leveling etc.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 25, 2011, 07:59:27 AM
I can't imagine the amount of soul / class tweaking they will do the first 6 months.  The beta 5 patch notes even has a 1 class/soul overhaul and some changes to the majority of each class.  Its expected that racials will get an overhaul before live since defiant are offensive and guardian are defensive.  I expect soon after launch the cries for nerfs on x class / x,y,z class combinations will come and how much they will respond to those cries will be popcorn worthy.  


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 08:07:28 AM
Without end game number to reference there is nothing but speculation to see if there will be only one dps build or GTFO for raids.

Which is why I said...

If the Rifts team can pull it off, I will be impressed... I'm just not optimistic.



Title: Re: Rift: Planes of Telara
Post by: Sky on January 25, 2011, 08:23:30 AM
I'm sure Draegan's opinion is unbiased.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 08:35:10 AM
I don't give two damns what people do while they're soloing or PvP. But if you come into a group with 22 points in each tree because you want to go crazy snowflake build you're getting kicked, no questions asked. It is flexible, it is more flexible than WoW, no you do not design your own classes from the ground up. That doesn't lessen the enjoyment for me; I'm a huge fan of this game. But let's not make it something it's not. It's not UO flexibility in a diku mllieu.


Title: Re: Rift: Planes of Telara
Post by: Murgos on January 25, 2011, 09:33:50 AM
I don't give two damns what people do while they're soloing or PvP. But if you come into a group with 22 points in each tree because you want to go crazy snowflake build you're getting kicked, no questions asked.

Except for the whole, "you can switch builds with a single mouse click thing" you might have had a point.


Title: Re: Rift: Planes of Telara
Post by: Typhon on January 25, 2011, 09:41:54 AM
[snip!]
If you're going to give me build choices, make them different but equal.  Is that really wanting so much?

It's proved to be very difficult by every game that included specialists and hybrids; EQ, DAOC, WoW... it took WoW five years to come around to the idea that Druids should be able to tank or dps or heal and differentiate classes based upon the off-role things they do, or the way they do their role things rather then numerically.  I think it's hard.  I think throwing the annoyance of player perspective on top of that just makes it worse.

I think the GW folks have the right idea - everyone can heal, everyone does damage.  Making everyone a hybrid makes balancing easier because everyone has access to the same (similar) healing capabilities so the balance is simplified to balancing damage output, mitigation and crowd control (which is really just a different form of mitigation).  (course, that's just me speculating on how GW healing works)


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 09:46:33 AM
I'm sure Draegan's opinion is unbiased.

Which opinion is that? 


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 09:48:15 AM
Are builds and gear going to be publicly viewable in Rifts?  Has this been announced yet?  Things like gearscore really ruined WoW for me.  I'd rather not get invested in a game with a similar mechanic again.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 09:50:12 AM
Of course they are. There won't be a Gearscore situation because they're not going to be allowing extensive mods (and zero mods at release) but why wouldn't you be inspectable? Especially in a game where only class (cleric, rogue, warrior, mage) shows up on mouseover and not role.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 09:51:17 AM
Outside the game, like an armory?  Nothing has been mentioned.

You can inspect people in game of course.  According to the patch notes your role will be displayed in group/raid frames via coloring.  So people will see if you're a tank or healer or whatever.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 25, 2011, 09:56:44 AM
I don't give two damns what people do while they're soloing or PvP. But if you come into a group with 22 points in each tree because you want to go crazy snowflake build you're getting kicked, no questions asked.
Except for the whole, "you can switch builds with a single mouse click thing" you might have had a point.
Or that there are more abilities granted in the first half of the trees, including nice passives, than the latter half.  Specs can be viable by splitting or by concentrating.


Title: Re: Rift: Planes of Telara
Post by: rattran on January 25, 2011, 10:03:03 AM
Talking about viable specs at endgame is either NDA breaking, or pointless faffling with nothing to back you up. Either is a bad thing.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 10:10:28 AM
or pointless faffling with nothing to back you up. Either is a bad thing.

So we're shutting down the SWTOR thread?


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 10:13:17 AM
So we're not allowed to speculate?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 10:15:37 AM
Or that there are more abilities granted in the first half of the trees, including nice passives, than the latter half.  Specs can be viable by splitting or by concentrating.

Oh I think there's a lot of latitude in secondary and tertiary specs, which is where the design part really comes into play. But people are going to need to go 31 into a tree. I've already listed examples which you can tell at a glance are necessary, though Draegan unfortunately never rebutted it after contending that there were no "required" 31 pointers.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 10:22:14 AM
I will define them right now if you define what situation we're using these specs for; i.e. PVP or PVE (group, raid, solo).


Title: Re: Rift: Planes of Telara
Post by: El Gallo on January 25, 2011, 10:38:38 AM
I assume there is respeccing or dual-speccing here, but that it's limited to within one archetype.  I.e., there's some way for me to switch my warrior from a reaver/beastmaster/warlord to a paragon/paladin/void knight, but no way to switch to any kind of cleric or mage build.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 10:39:58 AM
I will define them right now if you define what situation we're using these specs for; i.e. PVP or PVE (group, raid, solo).

I basically always mean PvE. PvP is a lot more fluid.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 10:47:31 AM
Of course they are.

In many games, you can turn off the ability of others to inspect anything more than your class.  I happen to like this as it forces communication.  I'm also one of those people that likes to know as little as possible to promote immersion.  Name and primary class is sufficient for me.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 25, 2011, 10:47:46 AM
Talking about viable specs at endgame is either NDA breaking, or pointless faffling with nothing to back you up. Either is a bad thing.
All the abilities are visible in the soul trees.  My highest character is 15.  I'm extrapolating based on existing play and what we do know.  So it's not entirely pointless faffling.  Only mostly.


Title: Re: Rift: Planes of Telara
Post by: Simond on January 25, 2011, 11:08:41 AM
Meanwhile, Trion's server farm is currently melting a path to the Earth's core.  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 11:10:18 AM
I will define them right now if you define what situation we're using these specs for; i.e. PVP or PVE (group, raid, solo).

I basically always mean PvE. PvP is a lot more fluid.

Ok, I'm also assuming you're in a group/raid because in the end, any solo build is just for you,  Who cares since you call what is necessary or not..  I'll do the Rogue Calling First:

Assassin: Slip Away - Re-enter stealth in combat, remove snares.  2 min cooldown.  
>>>Cooldown is too high to make it useful in a group/raid environment.  Pretty good if you're soloing though.

Bard: Virtuoso - All Codas don't consume energy/combo points. 3 minute CD
>>>Ok this one is pretty badass.

Blade Dancer - Melee ranged channeled AOE. 2 minute cooldown
>>>2 minute cooldown makes it fun once in a while, but not really reliable.

Marksman - Strafe - Channeled damage spell that you can use while moving and you are not snarable. 1m CD
>>>More of a PVP ability than anything else.  It seems DPS can be higher using 4 single attack shots and since you're channeling you're not auto attacking either.

Ranger - Blood Raptor - New pet
>>>Pets are squishy.  Someone should test these guys during beta.  The Shadow pet is almost twice as good as the wolf dps wise.

Night Blade - Dusk to Dawn - DD channeled spell 1m CD
>>> See BD/MM reasoning.  Longer cooldown, more damage likely with autoattack and other damage abilities.

Rift Stalker - Planar Switch - switches over combo points from one target to another.  10s CD
>>> Could be useful during trash packs perhaps.  I don't see it as completely necessary.

Saboteur - Land Mines - New Trap
>>> I don't see this being good enough to use on any basis outside PVP perhaps.  The other Sab traps are meh in any case.

--------

End result, outside the Bards 31pt ability (which is still situational due to the CD), I don't see anything else that is really necessary at all and better off spent getting 1% more damage or whatever.


Edit:
Pulling all info from here: http://rift.zam.com/en/stc.html


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 11:17:09 AM
Assassin: Slip Away - Re-enter stealth in combat, remove snares.  2 min cooldown.  
>>>Cooldown is too high to make it useful in a group/raid environment.  Pretty good if you're soloing though.

While I know that you were discussing raid/pve, this looks like a pretty powerful pvp power. In that case, I think the cooldown should be longer.   Along that vein, knowing that Rifts has both stealth and pvp is a real disappointment.

I see many of the other powers as more of a pvp focus as well, which is a shame.  MMOs really need to decide on a focus (pve vs pvp) and balance for it.  If the game is pve first, then let the pvp people whine their hearts out... the game isn't built for them.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 11:18:55 AM
Two minutes is an eternity in PVP.  It's quite long enough.  I think it's probably an awesome ability to use for solo questing/farming too.  A nice oh shit button.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 11:21:05 AM
I'll quote what I said initially because it's relevant:

Quote
Druid, Justicar, Purifier, Sentinel, Shaman, probably Warden, Archon, Elementalist, Chloromancer for raids only, Pyromancer, Necromancer...

I don't think I need to hit the other two classes to make the point. Just because I still have it open, Lich Form for the Necromancer? A 2 minute cooldown transformation which gives you 30sec of 20% more mana regen, 20% more damage and 30% more pet damage? TWO MINUTES? If you don't think that's far and away necessary in that tree for group content of any size (assuming you go Necromancer at all) you're wrong. I don't have to even see the content to know you're wrong because that's absurdly good.

Or Justicar, at random. A five minute cooldown battle rez which returns the target to 100% life? That may not be sexy but every raid or serious PvP group in the game better bring that.

EDIT: Glancing through the other classes most of the melee ones are not so hot. But that Bard capstone is absurd.

So yes, maintaining that the melee ones aren't so hot but caster ones are almost universally absurd.

A couple quibbles, however.

1) Ranger: With the sheer number of pet damage increases that 31 point pet is probably going to be necessary.

2) All the two minute cooldown abilities. You're calling those long cooldowns. Those are extremely *short* cooldowns by any prior game's definition and, since Rift isn't treading new territory with the actual abilities themselves, will probably be the same here. Some of those abilities last 30ish seconds, giving you a downtime of only 1:30ish. For comparison, class/spec defining abilities in WoW are invariably longer than two minutes with a good handful at two minutes. Just because I play one, you wouldn't be telling fire mages not to bring new Combustion because two minutes is too long a cooldown.

EDIT: On that return to stealth ability, that's amazing *if* the class revolves primarily around stealth dependent damage abilities. Which I'm unsure of.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 11:21:17 AM
Two minutes is an eternity in PVP.  It's quite long enough.  I think it's probably an awesome ability to use for solo questing/farming too.  A nice oh shit button.

I played a stealther in DAoC for over 5 years.  I know.  If powers like this are up too often, they provides a huge power advantage for stealth.  That's my point... stealth is a very difficult thing to balance.  Stealthers already have initiative.  Allowing them easy escape on the back end adds to their power as well.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 11:22:59 AM
2) All the two minute cooldown abilities. You're calling those long cooldowns. Those are extremely *short* cooldowns by any prior game's definition and, sense Rift isn't treading new territory with the actual abilities themselves, will probably be the same here. Some of those abilities last 30ish seconds, giving you a downtime of only 1:30ish. For comparison, class/spec defining abilities in WoW are invariably longer than two minutes with a good handful at two minutes. Just because I play one, you wouldn't be telling fire mages not to bring new Combustion because two minutes is too long a cooldown.

I agree.  Powerful abilities should be very tactical in their use.  If the reuse timer is too short, they just get spammed when up.  Make the cooldown something like 10 minutes and they start requiring thought and planning.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 11:24:50 AM
Well there's two ways to go with that which is short term cooldown juggling, where the cooldowns usually work in conjunction with your other abilities, or long cooldown game breakers. Either is fine and they're not the same.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 25, 2011, 11:30:11 AM
I think having shorter cooldowns in pve is fine depending on how you balance your encounters.  In pvp, they can be game-breaking.  That's kind of my point in saying that having both pve and pvp in a game is a very demanding choice to make in terms of balance. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 11:31:17 AM
Oh, right. Different thrust from the PvE discussion. I completely agree, though the pacing feels about like WoW's PvP, ie that two minute cooldown ability is a "once per life" thing.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 11:35:31 AM
I'll quote what I said initially because it's relevant:

Quote
Druid, Justicar, Purifier, Sentinel, Shaman, probably Warden, Archon, Elementalist, Chloromancer for raids only, Pyromancer, Necromancer...

I don't think I need to hit the other two classes to make the point. Just because I still have it open, Lich Form for the Necromancer? A 2 minute cooldown transformation which gives you 30sec of 20% more mana regen, 20% more damage and 30% more pet damage? TWO MINUTES? If you don't think that's far and away necessary in that tree for group content of any size (assuming you go Necromancer at all) you're wrong. I don't have to even see the content to know you're wrong because that's absurdly good.

Or Justicar, at random. A five minute cooldown battle rez which returns the target to 100% life? That may not be sexy but every raid or serious PvP group in the game better bring that.

EDIT: Glancing through the other classes most of the melee ones are not so hot. But that Bard capstone is absurd.

So yes, maintaining that the melee ones aren't so hot but caster ones are almost universally absurd.

A couple quibbles, however.

1) Ranger: With the sheer number of pet damage increases that 31 point pet is probably going to be necessary.

2) All the two minute cooldown abilities. You're calling those long cooldowns. Those are extremely *short* cooldowns by any prior game's definition and, since Rift isn't treading new territory with the actual abilities themselves, will probably be the same here. Some of those abilities last 30ish seconds, giving you a downtime of only 1:30ish. For comparison, class/spec defining abilities in WoW are invariably longer than two minutes with a good handful at two minutes. Just because I play one, you wouldn't be telling fire mages not to bring new Combustion because two minutes is too long a cooldown.

EDIT: On that return to stealth ability, that's amazing *if* the class revolves primarily around stealth dependent damage abilities. Which I'm unsure of.


The assassin has a few stealth abilities but they don't hit very hard or do so much damage.  The stun is nice however.

As for the Ranger I don't see any huge pet increases.  You'll have to test it.  Pets are squishy though and die easily to elite invaders.  I can't imagine how they would hold up in a raid environment.  Probably like old WOW hunter pets dieing a lot.

For Justicar, yes that 31 pt ability is very nice.  How much potential are you losing by having someone go Justicar just for that?  Their healing and dps appears to be subpar just by reading the numbers on the attacks.  We'll have to see how they scale.

There are some nice cooldowns that you might be able to use once or twice a fight, I'll give you that.  But how much are you losing by going that high up in the tree where you could potentially be spending more points in another tree?  For example say the 2nd and third highest tier are mediocre but the last tier is excellent.  That's 10 filler points right there.  Sometimes those 10 points in the first part of a tree can mean 5% crit and 5% damage across the board.

It's a balancing act for sure.  It'll make for an interesting theorycrafting game.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 25, 2011, 11:43:49 AM
Re: Justicar. Most of that stuff is contingent on someone going Class X in the first place, which is way beyond what we can do right now. But if you're bringing a Justicar, yeah, you probably want that battle rez.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 25, 2011, 11:49:54 AM
Re: Justicar. Most of that stuff is contingent on someone going Class X in the first place, which is way beyond what we can do right now. But if you're bringing a Justicar, yeah, you probably want that battle rez.

I'd rather have a Sentinel spec 32 pts in for their battle res (10 minute CD) because you are probably bringing one to the raid/group anyway since they are one of the three main healer souls.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 25, 2011, 12:13:06 PM
Or both.

I still think not separating out pvp and pve rulesets (ala EQ2, some skills work differently in pve or pvp) is a horrid idea.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 25, 2011, 01:32:48 PM
Daaammmnn... 4xAA and Ultra looks freaking awesome.  Too bad it brings my card to its knees.


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 25, 2011, 07:25:27 PM
I may play during this beta event that started today, I'm on Harrow playing Defiant. Hit me up on steam if interested, only west coast (-8) prime times though.


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 25, 2011, 09:33:00 PM
This game is shockingly like Warhammer Online for the first 10 levels, in terms of the barebones WoW-light questing scheme and public questing.  Warhammer Online was pretty fun for the first 10 levels, so this isn't a terrible thing necessarily, but it's bringing back all sorts of bad memories.

The class system is a joy to play with and makes me oh so happy.  My Marksman/Riftstalker/Bard is just hilariously awesome.  He circle strafes mobs with his speed buffs, and then blasts them with music if forced to melee.  And can blink.  So cool.


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 26, 2011, 12:35:36 AM
My day 1 verdict? I'd pay $5/month to see where this goes, I'm a maybe at $10/month. Sadly I'm just not in the demographic that is willing to buy a MMO (which is at best a work in progress) for $50 for the privileged to play the first 30 days. I'd pay $5 to play it for a month without hesitation but what would I be paying $50 for exactly on steam? Your not selling me anything but the month of gametime and that is worth by the most generous estimates $15.

My other major thought was just wow this feels like EQ1, I felt soooooo slow and the animations (especially jump) felt so labored. I kept wanting to beg for a SOW so I could stand traveling from place to place. My camera panning also felt really bad, not smooth at all not sure if that was my end or their end. I wasn't getting any other performance failures even as I cranked the settings up and up though nowhere near the game's potential maximum I'm sure.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 26, 2011, 06:35:29 AM
EDIT:  It's too early for this shit....  :/


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 26, 2011, 06:44:42 AM
EDIT:  It's too early for this shit....  :/

I don't think so.  What you're seeing in beta now is likely pretty close to what we'll all see at release. 

The way I see it with this game is that if it's only a wee bit different from WoW, then most people will play it like Aion/WAR.  It will sell a bunch of boxes and entertain them for a few months.  If anyone is going to take significant numbers in a subscription model, they're going to have to offer something either substantially better or substantially different from WoW.  Else, the game becomes a short-term diversion. 


Title: Re: Rift: Planes of Telara
Post by: trias_e on January 26, 2011, 06:47:54 AM
My day 1 verdict? I'd pay $5/month to see where this goes, I'm a maybe at $10/month. Sadly I'm just not in the demographic that is willing to buy a MMO (which is at best a work in progress) for $50 for the privileged to play the first 30 days. I'd pay $5 to play it for a month without hesitation but what would I be paying $50 for exactly on steam? Your not selling me anything but the month of gametime and that is worth by the most generous estimates $15.

My other major thought was just wow this feels like EQ1, I felt soooooo slow and the animations (especially jump) felt so labored. I kept wanting to beg for a SOW so I could stand traveling from place to place. My camera panning also felt really bad, not smooth at all not sure if that was my end or their end. I wasn't getting any other performance failures even as I cranked the settings up and up though nowhere near the game's potential maximum I'm sure.

I'm not sure if you played a big race, and while it's true in any MMO, in this game it seems doubly so for some reason:  Don't pick the biggest race.  Nothing like your perception being skewed due to the camera being higher off the ground.  There's a big difference between the smaller races and the big race for the defiant in terms of movement speed perception for me.  First thing I did was make a big defiant dude, and the first thing I thought was "Damn, I move insanely slow".  I was happier once I switched to a smaller race, although I still felt I moved a bit too slowly.  Then I picked Marksman/bard so I could improve move speed, and life was good.

I don't see how I could play a role with no soul with movement speed buffs in this game though to be honest.  


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 26, 2011, 06:50:47 AM
For me, being a six-year WoW player, ranging in periods of catass to casual, this last WoW expansion put me off.  Now I was somewhat interested in RIFT before all this Cata crap went down, but now RIFT is looking to take my main MMO spot because it reminds me of older WoW play, but not all Catajunked up.  I can't be the only one feeling this way. 


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 26, 2011, 06:51:55 AM
EDIT:  It's too early for this shit....  :/

I don't think so.  What you're seeing in beta now is likely pretty close to what we'll all see at release. 

The way I see it with this game is that if it's only a wee bit different from WoW, then most people will play it like Aion/WAR.  It will sell a bunch of boxes and entertain them for a few months.  If anyone is going to take significant numbers in a subscription model, they're going to have to offer something either substantially better or substantially different from WoW.  Else, the game becomes a short-term diversion. 

I think that sums it up well.  Basically the thing that stopped me in my tracks from caring about this game was sometime about an hour or two in to the first time I tested it and thought "why would I buy this instead of Cataclysm?"   The rift things got me briefly excited again, but it got old fast, and then I was left with a WoW-alike in which I didn't already have an established character or guild to go back to if I wanted.   Easy call.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 26, 2011, 06:52:31 AM
As to the issue of speed, while it felt slow in 1-20, when I got my mount at 60% speed, it felt a lot better.  Honestly, it wouldn't hurt them to give the 60% speed mount at lvl 1, but w/e.  


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 26, 2011, 07:25:26 AM
Im rolling bard, 15% run speed around level 11.  Even with that I feel slow :(


Title: Re: Rift: Planes of Telara
Post by: Threash on January 26, 2011, 08:20:29 AM
I didn't feel any slower than in other games.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 26, 2011, 11:07:44 AM
It only feels slow to me in that without a mount or fast travel options, the first large zones take ages to hunt down rifts in, and are too fond of giving out backtracking quests.

So you can easily run across the same open fields a few dozen times in a play session.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 26, 2011, 11:16:01 AM
I didn't feel any slower than in other games.

It does to me only because in other games I have a speed enhancement of some kind whether its mount, etc.  If I were to go back to before I had that I would agree.  I think I have just become spoiled but the run speed in Rift isnt going to stop me from playing, especially since I get my pre-order mount at 20.  Does anyone know if you attack someone on a mount do they become dismounted or can you fight while on the mount(I'm assuming not)? 


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 26, 2011, 11:42:24 AM
No mounted fighting, and in fact most times there's very little damage taken before being dismounted.  I ran through some grey cons and got dismounted on the first one...   :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: PalmTrees on January 26, 2011, 11:42:54 AM
Played a Kelari mage up to 11, that's as far as I'm gonna get probably.

Why do the Defiant have two blue races? Seemed very redundant to me. Branch out a little Trion, there are other colors.

I just didn't like the graphic design of the characters. My Kelari girl is so broad shouldered and thick. Felt like I was playing a guy. Really hated the stoop-shouldered run and the way her head slid side-to-side across her shoulders. And of course since I picked mage all I get is a formless sack of a robe. And there's no appearance tab or anything so you're stuck with whatever the look of the most recent set of gear is, no matter how ugly. I just don't see myself paying a sub to continue the adventures of my blue transvestite with bad fashion sense. I browsed through the other races in char-gen and they all had the same body type, except the dwarf which looked like some just squashed a human, way ugly.

The quest grind was good though. Enough to keep me busy, but never so many that I felt I had an overloaded to-do list.

Rifts were meh. Being part of the zerg is just no fun. Randomly assigned to a group, no communication, no strategy, just tab target and spam abilities.  The Kelari Refuge town got overrun as I was talking to one of the craft npcs who ran off mid conversation. We drove them off, but meh-zerg.  Got 93 shard coppers (or whatever the lowest denomination of shard money is called), wasn't enough to buy anything worth buying and a bunch of click to get random thing that fills up your already crowded and limited inventory space.  Every once in a while some big rift thingy put itself in my quest list. No idea what those were about or where they were, just let them fail as I did my thing.

When it goes free to play it might be something I'll check out if nothing else is going on. But I said that after the Runes of Magic beta, another fantasy multi-classer diku quest grind, never had enough of a dead time to go back there.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 26, 2011, 11:44:28 AM
No combat from mounts. And 1-20 feels like forever after you've played with a mount. Trudge trudge.

Not playing this beta, either. I think I'm done with rift, this'll be the second beta I've skipped.

Overall I'm kinda disappointed. On the one hand, the soul system is awesome. On the space between the hands, it could be much more awesomer (if a cleric tank could actually tank, if a paladin could MH, etc). On the other hand, the game is just the same old mmo crap you've done a bajillion times without much atmosphere. Which is saying a lot given the great visuals and audio. If I were an mmo fan, maybe I'd enjoy it more, but then maybe I'd be playing WoW instead. Tough to say.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 26, 2011, 01:56:17 PM
I browsed through the other races in char-gen and they all had the same body type, except the dwarf which looked like some just squashed a human, way ugly.
Humans and Kelari move differently.  Human women are fairly realistically proportioned while Kelari are very lanky.  It was more noticeable once in-game.

An appearance tab would be nice.  In any game.  I really like one of the early warrior quest set looks, and it was a shame to start replacing it.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 26, 2011, 02:00:06 PM
No combat from mounts. And 1-20 feels like forever after you've played with a mount. Trudge trudge.

Not playing this beta, either. I think I'm done with rift, this'll be the second beta I've skipped.

Overall I'm kinda disappointed. On the one hand, the soul system is awesome. On the space between the hands, it could be much more awesomer (if a cleric tank could actually tank, if a paladin could MH, etc). On the other hand, the game is just the same old mmo crap you've done a bajillion times without much atmosphere. Which is saying a lot given the great visuals and audio. If I were an mmo fan, maybe I'd enjoy it more, but then maybe I'd be playing WoW instead. Tough to say.

So wait, after all that you're not gonna sub?


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 26, 2011, 02:26:54 PM

So wait, after all that you're not gonna sub?
/snark aside, why should anyone?  Maybe in a couple years, once Rift has flying mounts, fixes stupid shit like 50% MS effects and many, many useless talents, no appearance tab (or any other female-friendly features, like housing; gg sausage-fest)...

Right now, only someone who absolutely can't bear to log into WoW anymore (but still *needs* a DIKU fix) should be looking forward to Rift. 

Rift still needs a ~year's worth of work (just a guess); third faction (and more PvP structure in general), redone talent trees (so players will actually have the level of customization being promised), housing, flying mounts... implement the same basic shit offered by that 'other' MMO, then fix the new shit they're banking on to be the difference-makers (World events and char customization).

If this game launches in 2 months, it's launching with a fork in it.



Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 26, 2011, 03:11:10 PM
That 'other" MMO doesn't have three quarters of the features you're citing.


Title: Re: Rift: Planes of Telara
Post by: Simond on January 26, 2011, 04:12:56 PM
Actually, if the 'other' mmo is EQ2....  :grin:

Anyway, I expect Rift to do fairly well short-term, if only because Ghostcrawlers "Heroics r fine, l2p nubs" blog has spelt out to people who want to pug heroics (i.e. the vast, overwhelming majority of the playerbase) that doing so is going to remain a total coin flip for the foreseeable future. So sub to Rift for a few months, cancel WoW, wait for Mr Street to be 'promoted' to the other project and someone else to come in and fix Cataclysm. Win win.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 26, 2011, 04:33:18 PM
Most of the f13 folks' idea of "fixing" Cataclysm is a surefire way to keep my subbed to Rift.

I think, incidentally, that at least a portion of the being let down by Rift (maybe not a very big one, admittedly) is that folks who claim stuff like you can make ANY class with limitless possibilities do the game a grave disservice. I love Rift; I'm also far more realistic about what it is and what it isn't. The game is good enough on its own merits *for what it is* to rise or fall on them. There's no need to make Rift's never been done completely emergent badass things or any class you can think of daydreams what they aren't.


Title: Re: Rift: Planes of Telara
Post by: Kageru on January 26, 2011, 05:03:33 PM

In two months gearing + clueing up (the MMO player-base learns by osmosis) the WoW heroics will be being consumed almost as normal. Already the more hard-core people in my guild consider the challenge of heroics beaten, and they're not even in raid gear yet. And long term making heroics more challenging so there's a non-raid end-game is probably a good move.

Anyway, can't get any enthusiasm for rifts. a "class buffet" just sounds like a recipe for low class identity, rifts are pointless side-shows and I really don't want another fantasy diku, especially if it's wow-like. Hopefully secret world or something covert-ops (agency, lol) or sci-fi will come out.




Title: Re: Rift: Planes of Telara
Post by: Ratama on January 26, 2011, 06:03:15 PM
That 'other" MMO doesn't have three quarters of the features you're citing.
Sounds like good places to start if they want to beat them.

I know a lot of the folks on that dev team have worked on games with those features, and seen how they would give them an edge; to not have implemented them indicates money people fucking about, or incompetence.

Either way, they're fucked.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 26, 2011, 06:49:57 PM
Or it wasn't a priority given the task of implementing rifts. Look, there's shit to criticize in this game or even just use to throw your hands up and walk away from it without making shit up. There's zero evidence that the money men got involved. Zero. In fact, I know for a fact that's not the case. Incompetence? This isn't WAR or AoC or APB. THAT is incompetence, not this

The game may not be your cup of tea. But this is not a busted assed game and is around the level of LOTRO quality of competency, probably better than EQ2. Those games are rolling along just fine thank you very much and are not fucked. You are wrong. And it's doubly annoying because, in a little over 100 posts, I haven't seen you not talking out of your ass or wholesale making shit up even once.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 26, 2011, 07:04:59 PM
Hey, somebody's got to doomcast, right?


Title: Re: Rift: Planes of Telara
Post by: Threash on January 26, 2011, 07:37:40 PM

In two months gearing + clueing up (the MMO player-base learns by osmosis) the WoW heroics will be being consumed almost as normal. Already the more hard-core people in my guild consider the challenge of heroics beaten, and they're not even in raid gear yet.

Are those people actually pugging? no tank or healer in my guild ever goes near the random queue, they log in and ask "who wants to run a heroic" and 20 dps hands shoot up.  The people who have "conquered" the heroics aren't in there with the rest of the scrubs.


Title: Re: Rift: Planes of Telara
Post by: Malakili on January 26, 2011, 07:42:27 PM

In two months gearing + clueing up (the MMO player-base learns by osmosis) the WoW heroics will be being consumed almost as normal. Already the more hard-core people in my guild consider the challenge of heroics beaten, and they're not even in raid gear yet.

Are those people actually pugging? no tank or healer in my guild ever goes near the random queue, they log in and ask "who wants to run a heroic" and 20 dps hands shoot up.  The people who have "conquered" the heroics aren't in there with the rest of the scrubs.

The point is, eventually that ease will spread to pugs, even though it hasn't yet, I think thats a fair assumption.  Granted, I have no idea what I am talking about it.


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 26, 2011, 08:01:52 PM
Or it wasn't a priority given the task of implementing rifts. Look, there's shit to criticize in this game or even just use to throw your hands up and walk away from it without making shit up. There's zero evidence that the money men got involved. Zero. In fact, I know for a fact that's not the case. Incompetence? This isn't WAR or AoC or APB. THAT is incompetence, not this

The game may not be your cup of tea. But this is not a busted assed game and is around the level of LOTRO quality of competency, probably better than EQ2. Those games are rolling along just fine thank you very much and are not fucked. You are wrong. And it's doubly annoying because, in a little over 100 posts, I haven't seen you not talking out of your ass or wholesale making shit up even once.
Indeedio. Rift is technically well made, it will go far enough on that alone. However, I think it would have made a bigger splash by being a better polished LotRO than by being a starved WoW - one faction, strong questing, fluff and odds and ends, then with the dynamic stuff on top. No PvP. The factions are so similar anyway that it's close to impossible to make an intuitive choice because as much as we bitch about clichés and roles, they're terribly useful for giving people a sense of theme without having to invest hundreds of hours to experience subtle nuances. These games aren't really subtle in any other sense. I frequently even forget which faction which character is in. I certainly have no clue what separates an Eth from a Mathosian.

Bottom line, my main complaint with Rift is how cold it feels. If Rift is one end of the scale, LotRO is the other and WoW goes somewhere in the middle. It consistently feels like I'm manipulating a soulless (how ironic,) mechanical abstraction rather than even vaguely playing a character on some kind of epic journey.

a "class buffet" just sounds like a recipe for low class identity
Indeed. I'm no fan myself: I can see why it would appeal to the spreadsheeters out there, but I'm not first and foremost a spreadsheeter. I want theme and character first, spreadsheeting later.


Title: Re: Rift: Planes of Telara
Post by: veredus on January 26, 2011, 08:27:16 PM
a "class buffet" just sounds like a recipe for low class identity
Indeed. I'm no fan myself: I can see why it would appeal to the spreadsheeters out there, but I'm not first and foremost a spreadsheeter. I want theme and character first, spreadsheeting later.

I don't get this sentiment, I don't mean to be a dick but I really don't see how you could possibly need a spreadsheet for any part of this game. But then I also don't get the WoW clone shit people are saying. It actually reminds me of a much better Vanguard :grin:. I have tried to like WoW several times but never could find a class I enjoyed. Where with Rift there are a ton of classes (Souls) to pick from and I have already found several I really like. I'm definitely playing this one.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 26, 2011, 08:53:51 PM
http://www.ign.com/videos/2011/01/26/rift-cgi-trailer

New CGI trailer.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 26, 2011, 09:21:48 PM
I have tried to like WoW several times but never could find a class I enjoyed. Where with Rift there are a ton of classes (Souls) to pick from and I have already found several I really like. I'm definitely playing this one.

This is actually a good selling point if it doesn't turn into a balancing nightmare.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 26, 2011, 10:46:59 PM
http://www.ign.com/videos/2011/01/26/rift-cgi-trailer

New CGI trailer.

Very nice.  It lacked punch at the very end, but I like that they're not taking direct cheese stabs at WoW.  Animation is excellent.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 26, 2011, 11:57:10 PM
Or it wasn't a priority given the task of implementing rifts. Look, there's shit to criticize in this game or even just use to throw your hands up and walk away from it without making shit up.
I was speculating as to the nature/cause of their fuckups.  That's not 'making shit up'; I never said I had inside info, just observations of known shitty shit they apparently willingly put into their game.

Quote
The game may not be your cup of tea. But this is not a busted assed game and is around the level of LOTRO quality of competency, probably better than EQ2. Those games are rolling along just fine thank you very much and are not fucked.
Those games are the definition of fucked.  Levels of failed expectations that cost multiple people jobs, one had to go F2P to get funding for further development. How is that not fucked?  Because they haven't shut down yet?

Quote
And it's doubly annoying because, in a little over 100 posts, I haven't seen you not talking out of your ass or wholesale making shit up even once.
:awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 27, 2011, 12:14:01 AM
Bottom line, my main complaint with Rift is how cold it feels. If Rift is one end of the scale, LotRO is the other and WoW goes somewhere in the middle. It consistently feels like I'm manipulating a soulless (how ironic,) mechanical abstraction rather than even vaguely playing a character on some kind of epic journey.

I'm starting to feel like a lot of it is just, well I don't want to say 'unfinished', but too vague perhaps. Like it wants to be too many things, but isn't any one thing very clearly.

There's fun to be had in the PvP, but it's all too much of an addon, although I can see how the soul-system could lend itself very well to it.

Some fun and well done dynamic content, but not as engaging or connected to the world as I'd hoped, rifts sometimes seem like little mini-games, plus: they don't scale well.

And the story is quite decent imo (for a generic fantasy diku) if you really look at it, but the game just doesn't guide you there.
For a book I'll make an effort, but an MMO better spoonfeed me the story, with some sugar on top.
It's made me appreciate once again how great LoTRO did their story.

I hope they succeed if for nothing else than it's a very impressive tech-demo of what Trion can do, I also hope they'll one day do this in an MMO I can feel a bit more excited about (Hint: Buy out 'the Secret World' Trion, I want Cthulhu spawning rifts in Paris  :drill:).


Title: Re: Rift: Planes of Telara
Post by: ezrast on January 27, 2011, 01:00:05 AM
Guess I'll throw in a good word here; I've only played to around 10 or so with a few characters but my initial impressions are pretty positive. I actually really like how they characterized the PC's - players are cast as superhuman beings created for the express purpose of wandering around, helping people out and beating the crap out of bad things. Makes a lot more sense than pretending that I'm just some random adventurer who gets off on fighting dragons in between bouts of collecting nethergroundhog spleens for people I don't know. Move speed didn't strike me as slow at all; I actually got the impression that I was getting from place to place faster than I would in WoW, mount or no.

Rifts are pretty neat. Yeah, they're a button-mashy zerg, but anything that breaks up the quest grind is a plus in my book. I do expect them to get a little bit better once 90% of the population isn't packed into the lowbie areas, and once people start to figure out the meta-game a little better so that groups can get a more organized.

I will say that one drawback to the freeform class structure is that it's very possible to gimp yourself or make combos that just aren't fun. I do wish there was a little more synergy in certain trees - for example, it seems to me like the Saboteur soul has to be your primary soul if you take it at all (or a zero-point wonder for the glue bomb), especially since you can't really use other class's combo builders with Saboteur finishers, or vice versa.

On the other hand I'm having a ton of fun with my Void Knight/Riftblade/Reaver, whose mechanics are just too wonky to really be a class in any other game - I about went nuts trying to figure out my ability priorities on the fly, and I'm only level 12-ish. Three viable point builders, four finishers, one other situational thing, and three resources to manage. It's fun though! Makes me think while I'm fighting and keeps me from feeling like I'm just pressing 123. I could definitely see myself dropping my WoW sub in favor of this.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 27, 2011, 01:39:03 AM
My biggest concern at the moment is the virtual absence of PvP. You can call them Battlefields (WoW), Scenarios (Warhammer) or Minigames (AOC), I call them bullshit. No PvP goals except for gear means no PvP to me, and that sucks. I really hope something else is coming but the PvP official video didn't give me any hope in that sense. The aforementioned shit should be TRAINING for the worldly PvP which at the moment seems absent. I know for a fact this is why I will almost certainly love Rift for two months and then I'll quit bored as hell at the repetitive mechanics shared with all the other PvE focused DIKUs.

I like Rift a lot, but dikus are dikus, you repeat the same stuff over and over and while I'm happy for those who can stick with a game for years pressing the same buttons with the same timing in the same places against the same enemies, that really isn't my idea of long term fun.

That said, of course WoW will keep its 8 millions users vs the 300k of Rift. But some of the explanations I am reading here for such an unmodifiable difference are just laughable and border fanboism.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 27, 2011, 04:30:25 AM
Those games are the definition of fucked.  Levels of failed expectations that cost multiple people jobs, one had to go F2P to get funding for further development. How is that not fucked?  Because they haven't shut down yet?

Yes. They turn a profit. The industry is not "Blizzard" and "EVERYONE ELSE IS FUCKED OH GOD!" Going F2P is not automatically a sign of weakness; in EQ2's case, maybe, but it carried SOE for the better part of five years before age took over. Not having 12mil subs does not mean you're broke. That isn't how it works.

This game will be a medium success, garner 300kish subs and plug along for half a decade as enough to fund development for Trion with enough left over to keep employees comfortably middle class. THAT is the definition of success in an MMO industry where people invariably have to tell their kids that Santa's not coming this year, not Blizzard's money hats and Ferraris. If you think it's the latter you have a facile and childish view of what these companies are like and what these people do.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 27, 2011, 06:18:41 AM
And despite being able to say I probably won't play this game, I can think of only one other dev team that has had it's shit together on the level this one has.  They'll do fine.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 27, 2011, 06:19:50 AM
And despite being able to say I probably won't play this game, I can think of only one other dev team that has had it's shit together on the level this one has.  They'll do fine.

Yep.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 27, 2011, 07:36:39 AM
The dev team is doing pretty well here, I'll admit. Since the last phase and this one they implemented a ton of quality of life changes (currency tab++, public group system at rifts/invasions) even if I still think a daoc horse trail system would be a godsend.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 27, 2011, 07:39:17 AM
Public Groups fit this game sooo well.  Very good improvement.

Currency tab is fantastic.

I just can't wait until they work out all the rift consumables you get.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 27, 2011, 07:42:47 AM
There definitely needs to be a more fast travel of some sort. It's bizarre to me that there's not a single "flight path" in the Defiant noob area while there is one in the Guardian one.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 27, 2011, 07:48:41 AM
There is also a "problem" (more an inefficiency/confusion than an actual issue) with the items you get from drops:

The majority of them are named different things, with identical stats (like, completely identical) and identical graphics. They're just.. a waste of dev time/drop chance imo. I did an invasion yesterday and would up with 30ish level 15 sourcewhatevers. Opened them all and aside from all the trash consumables (click me to deal 300 damage once! Click me to absorb a whole 75 damage!) I got 5 pairs of the same level 16 chain gloves, three of which had different names entirely. I'd totally forgive that if the textures were different and I had some kind of neat aesthetic choice to make. Or put in a diabloesque pseudo random stat generation on the items instead of hand crafting them.

Game is fun though, could also use breadcrumb quests due to rifts and pvp causing you to randomly outlevel your current quest hub by a lot, and suddenly not knowing where to go (I gained 5 levels in the invasion, and a few hours later stumbled upon a quest hub that wasn't green/grey just by chasing down new rifts)


Title: Re: Rift: Planes of Telara
Post by: AcidCat on January 27, 2011, 08:04:53 AM
The player character races are just too generic, none of them have any ... well, character. I think that's one of my main complaints really.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 27, 2011, 08:06:58 AM
Yeah, they needed two more choices per side and a few more outlandish ones. The models themselves I think are great. The races are just a little bland. A bit odd given how much of the team came from EQ2 and how may different races there were there. I do like the giant purple guys though.


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 27, 2011, 08:16:12 AM
I rarely ever play a standard human, short human, or elf. Guess, I'll be making an exception here if I pick this up.  The dwarves, though, not sure I can play a class with arms that look like that.  Yeesh. 

Overall, my interest in piqued from what I've played so far.  The beginning areas, however, outside of a few quests, are pretty dull.  But I'm having a good time with the class system and melee warriors and ranged rogues feel pretty good to me.  I like the class choices available.  Haven't tried a priest and mages just felt flimsy as hell (necro pets are awful).

It is well done, even if it does feel like there might not be enough different in this title compared to current offerings other than setting/class design.  I may just end up being curious enough to give this a shot and see how it fares for a solo player at higher levels.  WoW right now is kind of boring me (seriously, fuck outlands, let me skip this shit), but if the boredom is just MMO boredom in general, then this won't last long for me.


Title: Re: Rift: Planes of Telara
Post by: kaid on January 27, 2011, 08:23:11 AM
In the grand scheme of things new races are in theory one of the easier things to add in the future. No real balancing issues involved just artwork and animations.

I think rifts will wind up doing fine if for no other reason it is one of the most stable well running betas I have ever seen. I am on an older gaming rig and I can turn it to high graphics and still get about 30fps and the game plays smooth and looks sexy while doing it. Most of the other MMO like AOC that came out started strong then died did so due to technical reasons. So far it appears rift is avoiding some of the most obvious pitfalls which should allow it to gain a good niche and give it time and fanbase to improve.

Right now I think if there is a wow killer out there it may be wow itself. Both of my guilds healers are in indefinate hiatus. Its not that they cannot heal in cata its just that the changes offend them and annoy them to the point they no longer enjoyed it and pretty much quit. Sure if you can get enough gear to over gear things healing wise its better but right now shaman/priests and druids all play very similarly for healing. Spam your crappy feeling efficient heal while spritzing other heals as possible and oh if DPS start fucking up you get the lovely choice of healing them the inefficient heals and go OOM and maybe wipe or let them die and maybe wipe.  

It just offloaded most of the danger and annoyance of heroics right onto the healers shoulders. Most classes feel more powerful in cataclysm but for healers you feel less powerful. Your heals feel crappy your mana pool feels lacking and overall the new system encourages less diversity in spells used than ever before which is the exact opposite of what was intended.

I can see a lot of people jumping to rift who want to diku but who are just a bit fed up with wow at the moment between the whole L2P noob blog and the healing crap much of my guild is just kinda hanging out at the moment.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 27, 2011, 08:40:16 AM


Haven't tried a priest and mages just felt flimsy as hell (necro pets are awful).



Mages are very durable actually if you use the Necro.  In any case, each calling gets a pet soul, and so far they're all meh.



Title: Re: Rift: Planes of Telara
Post by: March on January 27, 2011, 08:41:56 AM
Finally got in and played a Rogue to 12 (Bard, Ranger, Rift).

like everyone else, I positively love the class building aspect of the game... Vanguard without the obvious pre-launch failure.

Since the game really is all about the Character, I have a few things that make me worried that they are not playing to their strength:
1. Character Appearance... second set of Armor for rogue turned me from a street-fighting Bard to a Club DJ (maybe I'm just getting old).  I just don't see how any game that focuses on character as much as Rift can ship without an iteration on LoTR wardrobe feature.

2. Character Mechanics... this is probably some technical aspect of things I don't understand (i.e. game engines and network code, etc) - but everthing feels "floaty" and sluggish.  As much as I hate WoW's art and feel, I play it simply for the responsive character "Crunch."

3. Character Roles... As someone who doesn't mind a little spreadsheet neck-bearding for Class concepts, it concerns me that I cannot quite fathom the mojo for all the Archetypes, Souls, and Roles.  There is simply a wicked over-abundance of DPS souls in every archetype; and, strangely, the idea of 4 "Roles" doesn't quite match with what I can build to fill roles other than DPS.  Another way to put it is this, I can change the color of my magic missile 6 ways to sunday, but the other Roles are simply insert Soul X here (plus fiddle with the point allocation).  This is working at cross purposes to the very best part of their game: Character Flavor and Character Role building.

Of the three concerns, I'd guess that only #3 is still up for grabs before launch.  I'm just not seeing the flow from Archetype to Role, or, not that I don't see it, but I don't think it is currently done very well.  I'm perfectly fine with having all 4 roles performed by *every* archetype with their own type of flavor... what I don't get is the arbitrary cut-off of certain roles from certain Archetypes.  Clerics can do everything, but Warriors are limited to Tank/DPS; Rouges can DPS, Tank, Support; Mages can DPS and Support (maybe main heal) - what is the Architectural Goal here?.  Getting this part of the game right seems to me most critical at the moment.  With 8 Souls per Archetype, the problem is not that they can't give better options, but that the options are (at the moment, hopefully) so shockingly redundant within a given archetype.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 27, 2011, 08:43:11 AM
The player character races are just too generic, none of them have any ... well, character. I think that's one of my main complaints really.

I agree with this.  At least they did a good job with humans.


Title: Re: Rift: Planes of Telara
Post by: Arrrgh on January 27, 2011, 10:20:46 AM
Yeah, they needed two more choices per side and a few more outlandish ones. The models themselves I think are great.

Did you look at the dwarf males?


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 27, 2011, 10:35:15 AM
One of my complaints with the character system is a lack of explaining what does and does not stack between souls. Inside a soul it's usually very clear that you can have one of X spell effect type, but there's no statement that, for example, all shielding spells share a cooldown. So if you have a damage shield from soul X and one from soul Y, soul Y's shield is a waste. That one is nice and obvious, while I question things like stacking % damage modifiers/damage taken debuffs.


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 27, 2011, 10:51:34 AM
I figured out in Beta 5 that as a bard dexterity and atk power have no impact on bards Cadence skill which has left me shaking my head since dex is supposed to be the primary rogue class stat. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 27, 2011, 10:54:50 AM
Did you look at the dwarf males?

Purely subjective time: I am a whore for dwarf anything so this is the wrong question to ask me.


Title: Re: Rift: Planes of Telara
Post by: PalmTrees on January 27, 2011, 11:30:32 AM
Finally got in and played a Rogue to 12 (Bard, Ranger, Rift).

like everyone else, I positively love the class building aspect of the game... Vanguard without the obvious pre-launch failure.

Since the game really is all about the Character, I have a few things that make me worried that they are not playing to their strength:
1. Character Appearance... second set of Armor for rogue turned me from a street-fighting Bard to a Club DJ (maybe I'm just getting old).  I just don't see how any game that focuses on character as much as Rift can ship without an iteration on LoTR wardrobe feature.

2. Character Mechanics... this is probably some technical aspect of things I don't understand (i.e. game engines and network code, etc) - but everthing feels "floaty" and sluggish.  As much as I hate WoW's art and feel, I play it simply for the responsive character "Crunch."

3. Character Roles... As someone who doesn't mind a little spreadsheet neck-bearding for Class concepts, it concerns me that I cannot quite fathom the mojo for all the Archetypes, Souls, and Roles.  There is simply a wicked over-abundance of DPS souls in every archetype; and, strangely, the idea of 4 "Roles" doesn't quite match with what I can build to fill roles other than DPS.  Another way to put it is this, I can change the color of my magic missile 6 ways to sunday, but the other Roles are simply insert Soul X here (plus fiddle with the point allocation).  This is working at cross purposes to the very best part of their game: Character Flavor and Character Role building.

Of the three concerns, I'd guess that only #3 is still up for grabs before launch.  I'm just not seeing the flow from Archetype to Role, or, not that I don't see it, but I don't think it is currently done very well.  I'm perfectly fine with having all 4 roles performed by *every* archetype with their own type of flavor... what I don't get is the arbitrary cut-off of certain roles from certain Archetypes.  Clerics can do everything, but Warriors are limited to Tank/DPS; Rouges can DPS, Tank, Support; Mages can DPS and Support (maybe main heal) - what is the Architectural Goal here?.  Getting this part of the game right seems to me most critical at the moment.  With 8 Souls per Archetype, the problem is not that they can't give better options, but that the options are (at the moment, hopefully) so shockingly redundant within a given archetype.

I really agree with 1 and 2. After being disappointed with my kelari I rolled a guardian flavor human. Wow does she have some wide, child-bearing hips and an ass to match. They really need some body sliders in char-gen. The running animation moves the shoulders too much. It's a little better than on my kelari, but the exaggerated shoulder movement makes the head look like pong ball bouncing from one side of the screen to the other.

Spell effects so far are really dull. For the most part different colored little blips that fly to the enemy. The tether types are a little better, like stomcaller's electrocute. Knockback is sad though, enemy stays upright and just slides back. Really lacks the punch you get with knockback in CoX.

As for 3, you have to pick three skill trees from some vague descriptions, even the tree previews are unhelpful - it's just information overload. Eventually you wind up with three huge skill trees and a tiny drip of skill points and a feeling of what the fuck do I do now? There's like 8 souls with 50ish abilities each with all different kinds of mechanics (charges, marks, only one armor buff stacks, etc) It's too much to take in, plan for and I just don't like the feeling of blindly stumbling through character development.


Title: Re: Rift: Planes of Telara
Post by: Simond on January 27, 2011, 11:41:31 AM
There definitely needs to be a more fast travel of some sort. It's bizarre to me that there's not a single "flight path" in the Defiant noob area while there is one in the Guardian one.
That's because the defiants are evil godless heathens who need to suffer for their many sins.  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 27, 2011, 08:33:01 PM
I still say its EQ1 with mechanics cobbled from many of the games that came since. It doesn't feel like WoW to me it feels like EQ1 and it looks like EQ1. That sad part is when I think of EQ1 I feel as if everything felt much more handcrafted in terms of what players looked like, gear, zones, monsters, zone storylines and all that.

This game really doesn't have much of that and most importantly I never get loot (ala EQ1) and when I finally do get some it looks identical to the gear its replacing. The items are even more empty and bland than the character creator.

Beyond that I hate diku gameplay and if pvp is going to be this bad (levels mean everything holy shit its just a joke and that makes for fucking terrible world pvp) then I can safely say there is nothing here that would distract me from how much I hate the core gameplay.

Also it does feel floaty as fuck WoW movement and especially WoW jump feels a billion times better, also swimming in Rifts  :ye_gods:

I think it will do better than the WAR/AoC level of failure but not by all that much. I think its polish is high enough that people really sick of WoW but who need their fix will be able to stomach it for months maybe even long enough for it to get there ala EQ2 but for most it will be 1-3 months (instead of 2-3 weeks) before they go back to WoW, not playing any MMO or on to the next beta.

I'm comparing Kunark era EQ1 (I didn't play it until then and never got past Ill Omen) to playing a Defiant Warrior to L22 and climbing so I finished Freemarch and moved onto the contested valley with the trolls and I've gotten to the first boss in the dungeon but we only had 3 people so that wasn't going to happen.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 28, 2011, 07:24:31 AM
I think I figured out what feels missing to most of the classes for me: spell/ability interaction. The abilities are for the most part "this gives a flash damage boost, this does flat damage, this does a flat dot" with no interaction. WoW seems to have a lot more of "this does X, or Y if Z is applied/procced" stuff that I can't find much of in Rift.

Cabalists seem to have the only real system like that, and in reality all they have is a form of reverse combo points (apply stacks of X, use ability to Y to eat all stacks and do something)

That and the lack of power auras/decent UI modding makes some of the interactive procs a pain to notice. I have one that on my main nuke can proc the ability to instant cast another nuke. Except the spell effect is TINY, and the only way to know it procced is to stare at by buffs.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 28, 2011, 07:58:27 AM
That's where the main flaw in the gameplay is, yes. There are very few builds that deviate from autoattack/hit buttons in preset order. Compared to WoW's current interactivity and real CHOICE as to when you use a class defining ability it's a bit drab. There are exceptions like Saboteur, presumably Cabalist, Void Knight... but for the bulk of the souls the play is a bit samey.

NOW, that said, if there's one thing I'm fairly forgiving on it's class mechanics. Gross imbalance or obvious bugs are one thing, feel of play and the tweaks that inevitably have to be made once hundreds of thousands of people are breaking your shit are another. My faith in the team they have assembled is pretty high so I'm optimistic that tweaks will be made and made reasonably quickly.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 28, 2011, 08:14:08 AM
My faith in the team they have assembled is pretty high so I'm optimistic that tweaks will be made and made reasonably quickly.

How many times will people continue to think like this?  Yes, they have a great dev team. I agree.  I just have no faith in the MMO medium ever producing a quality product at release.  I once loved hopping into every MMO the moment it released.  Now, I'd just rather wait a few months for all of the obvious crap to get fixed before giving my money away.  That and waiting usually gives me the game at half price or less for a vastly better experience.


Title: Re: Rift: Planes of Telara
Post by: March on January 28, 2011, 08:25:15 AM
That's where the main flaw in the gameplay is, yes. There are very few builds that deviate from autoattack/hit buttons in preset order. Compared to WoW's current interactivity and real CHOICE as to when you use a class defining ability it's a bit drab. There are exceptions like Saboteur, presumably Cabalist, Void Knight... but for the bulk of the souls the play is a bit samey.

NOW, that said, if there's one thing I'm fairly forgiving on it's class mechanics. Gross imbalance or obvious bugs are one thing, feel of play and the tweaks that inevitably have to be made once hundreds of thousands of people are breaking your shit are another. My faith in the team they have assembled is pretty high so I'm optimistic that tweaks will be made and made reasonably quickly.

Agree that the synergy among the souls is uneven; the recent changes to Ranger seemed to go in the right direction of enhancing mechanics versus simply skills... but that will get redundant fast.

The issue feels to me that while they talk about "roles" the class design is really only looking at "soul" interaction.  Are there really more than 3 roles needed for Rift?  What exactly is support?  Off healing? CC? De-buffing? Buffing?  Is "Support" too broad a term?  If the assumption is 1 Tank, 1 Healer, 1 "Support", 2 DPS... do you fail if you bring a CC support when you needed a de-buff support?  CC seems to be limited exclusively to Mages... why is that?  Do we even want CC to be important?  Why does the rogue Archetype have 6 DPS specs and one Support and one Tank soul?  Why not 2 Ranged DPS, 2 Mele DPS, 2 Support, 2 Tank?... and then do that for all the Archetypes (with some variation on the theme).

The idea of Roles is great... Pick a style/flavor that you like, then master various roles... then you have a real bring the player not the spec system.  Right now I just see confusion as to what the Roles really are and how to integrate that into an (otherwise) great Character building paradigm.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 28, 2011, 08:29:44 AM
My faith in the team they have assembled is pretty high so I'm optimistic that tweaks will be made and made reasonably quickly.

How many times will people continue to think like this?  Yes, they have a great dev team. I agree.  I just have no faith in the MMO medium ever producing a quality product at release. 

We're playing it already, it's a quality product a month and a half before release, it was a quality product three months before release.  As much faith as i have on their dev team i did not pre order the game until i had actually played it.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 28, 2011, 08:31:07 AM
My faith isn't blind. I said high. This is also a pretty small problem. If it were busted as fuck or buggy or just plain didn't work at all then no, I wouldn't be saying I have faith in them doing tweaks. This isn't the same thing as hoping APB gets fixed from a catastrophic state. This is just a matter of taking the talent trees and playstyle from TBC WoW to WLK WoW.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 28, 2011, 09:21:53 AM
To me the playstyle more mimics AoC's combat system, which also yearned to broaden the horizon from just using the trinity. (controller characters, stance systems, defense, positioning, rituals, etc.)
And if you study the layered mechanics of the two games in regards to skill activation, you realize they're near identical.  i.e. Rift's pacts, action points, etc. are nothing more than a dumbed-down combo system.

Having said that, AoC groups wouldnt be very successful if all they worried about was tank, dps, heal.  It's not that simple.  Properly balanced, Rift should be the same way.  Does the game need this level of interaction to play it well?  Perhaps not, but at the very least it'll help people formulate deeper strategies when tackling difficult situations... instead of just saying "you tank, you heal, you pew pew."  And Trion will be making a big mistake if they easymode-balance their game to the point where this latter comment becomes all that's needed, because at that point people will lose reason for the depth of their own PCs and the depth of Rift's skill trees.

"How do we solve this problem with what we have" will be the norm. in group chat methinks.  Rather than trolling gen. chat looking for the perfect missing piece to the trinity puzzle.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 28, 2011, 09:23:45 AM
a "class buffet" just sounds like a recipe for low class identity
I disagree with this completely. The soul system is really, really awesome. Unfortunately I don't like the direction they're heading with it (ok, I only did three betas but I had REALLY AWESOME builds for the first two, which were both either removed or nerfed to hell). And it under-delivers and the beta whines will seal that potential "cleric should heal QQ". Could have been the first mmo that preserved class interaction while allowing you to bring any 5 warm bodies to the table and allowing them to self-configure (on the fly, no less) to the needs of the group.
I do wish there was a little more synergy in certain trees - for example, it seems to me like the Saboteur soul has to be your primary soul if you take it at all (or a zero-point wonder for the glue bomb), especially since you can't really use other class's combo builders with Saboteur finishers, or vice versa.
That was the death of the first beta build I had. When I went to make my Inquisitor/Sentinel in the second beta, they had removed all the awesome +life dmg and crit from Sentinel that made the Inq really an awesome build. While I can see that making sense from a development standpoint (having such tight synergy between a strong dps and heal soul, especially with more points now), it also made the Inq less effective and less fun to play and ultimately I changed to a melee cleric.
And despite being able to say I probably won't play this game, I can think of only one other dev team that has had it's shit together on the level this one has.  They'll do fine.
Yep. As I said, if mmo were my thing, I'd be playing it like crazy. I'd bitch, but it's definitely going to be a solid game. Hell, if money weren't an issue right now, I'd probably play it just to do the initial BC rush. It's not like I'm not going to play Rift because I'm playing another mmo.

Nebu, it's a solid game. And I don't like mmo. If you like mmo (and I know you do), you should be checking it out (and taken me up on my offer, you'd already have been playing it, but you can still find VIP invites). By your metric (will you get a month out of it), you'll be more than pleased. Remember when I say I'm not going to be playing that I'm both broke and not a huge mmo fan.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 28, 2011, 09:29:52 AM
"How do we solve this problem with what we have" will be the norm. in group chat methinks.  Rather than trolling gen. chat looking for the perfect missing piece to the trinity puzzle.

I fully expect LFM Tank within a week. Sure they are giving people the tools they need to tank themselves, but I bet most of them just say 'I don't tank' and look for someone who will.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 28, 2011, 09:41:47 AM
Running through Iron Tomb with random people who had played warriors to 20 as dps and then decided to try tanking (the famous quote would be "What is aggro?") pretty much puts a point on the weakness of the otherwise awesome system. But for vets who do take the time to learn at least a couple roles, it could be pretty awesome.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 28, 2011, 09:50:37 AM
Name me one lvl 20 instance (which is typically the "intro dungeon") in ANY game where you had to have a quality group (let alone perfect synergy) to complete it.
Does it stay this way till the later game?


Title: Re: Rift: Planes of Telara
Post by: HaemishM on January 28, 2011, 09:54:15 AM
Finally got some time to play the beta event this week. I don't think I'll be buying this. I dig the lore and storyline and the atmosphere. The class system seems cool, though I never got high enough to start mixing and matching souls. But the gameplay reminds me of a more twitchy WoW. It's good, but not good enough that I want to pay $50 and a sub fee. I was surprised at how well it ran on my older machine. It's certainly one of the better DIKU style MMOG's to come out in a while, but it's not so different that I want to spend money on it when I have F2P options and other games to play.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 28, 2011, 10:12:04 AM
Does it stay this way till the later game?

With only Beta available stuff: no, they get tougher without being overtuned or crazy.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 28, 2011, 10:41:59 AM
You just broke the NDA!


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 28, 2011, 11:00:55 AM
Did not! That one in Scarlet Gorge, whatsitsbutt, is in and way different from Iron Tombs.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 28, 2011, 11:15:44 AM
You should edit that to reflect the Scarlet Gorge comment and remove the other parts.

Anyway, my point wasn't that you need perfect synergy to do IT (you don't, we were winging it with some pretty wild group lineups). But you do absolutely need a tank who understands basic tanking concepts like aggro management and pulling.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on January 28, 2011, 11:22:37 AM
Edited to be sure.

Yeah, you do need that. On the flip side, we all learned that at some point. Tanks will still be in semi-scarce supply with good tanks even scarcer. But that's just a flaw of the Trinity and Rift is firmly in that mode.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 28, 2011, 11:25:57 AM
Could use some tanking UI improvements, too. We need to stop pretending games based around math should hide the math completely, and let me know how much of a threat lead I have on things if you want a threat based system.

Otherwise it's just a surprise when a mob or three just decide to run off somewhere else.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 28, 2011, 12:32:03 PM
I'm all for numbers, but we don't need them.  Some audio or visual cue that is easily interpreted would suffice.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on January 28, 2011, 01:21:19 PM
The job of a diku tank is to generate as much threat as possible at all times, since they aren't traditionally forced to tradeoff survivability or damage for threat. Survivability is passive and/or cooldown-based and damage comes from hitting all your normal buttons. Rift may have changed that paradigm, I haven't looked at the mechanics to say for sure, although I kinda doubt it. From my fairly brief time playing the game, they seem to stick very close to fundamentals.

Anyway TL/DR, DPS classes need threat displays, not tanks.


Title: Re: Rift: Planes of Telara
Post by: Merusk on January 28, 2011, 02:36:27 PM
This game..  :awesome_for_real:   It's a DIKU with raiding and some pvp thrown in.  It's exactly what you'd expect from such a game.  If you hate DIKUs you'll hate it.

Plenty of folks clamoring over it calling it "Better than Wow" and "What all mmos should have been like" from what I've seen around so it'll do well.   Funny how I recall folks saying the same thing about WoW 6 years ago, and now they are the EQ everyone's trying to flee.  Bonus in that WoW have had a GOD-style stumble with some of the Cata stuff.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on January 28, 2011, 02:45:57 PM
I'm all for numbers, but we don't need them.  Some audio or visual cue that is easily interpreted would suffice.

Cheese idea, but contextually a decent idea would be a simple speech bubble over the mob's head with $*%^@ in it:  the more symbols the greater the threat in relation to the player.  Tanks want more symbols, everyone else wants none.  Or you could do target rings at their feet, but those are harder to see.  I'm about 85% sure EQ had something like that around Omens of War xpac, based off the guild AAs.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 28, 2011, 05:30:59 PM
Ok, I am not by ANY mean saying this game is hard. But is it just me or is it _slightly_ harder than similar DIKUs, as in mobs hit harder and aggro more at lower levels? Is it me or it's slightly easier to die than in your average other MMORPGs? Just curious about what you all think. I am aware it might be just my class combination or that I am rusty and distracted. And in case you didn't notice, I said _slightly_ harder.


Title: Re: Rift: Planes of Telara
Post by: Rasix on January 28, 2011, 05:40:08 PM
I get the feeling that some classes feel weak at lower levels (no idea how they play higher up).  While a ranged rogue, warrior, and melee cleric steam rolled all of the newbie stuff, a caster (necro/warlock) and a melee rogue got pounded pretty bad and could die if there was a single add.


Title: Re: Rift: Planes of Telara
Post by: Hayduke on January 28, 2011, 05:45:29 PM
It is a little harder.  But mostly it's because the mob density is really high in the wilderness once you get into the teens and the respawn rate is insane (maybe this is turned up right now because of beta or population density in newbies).  Not really all that pleasant, especially when mobs give next to no exp in this game (almost all of the xp seems to come from quests).


Title: Re: Rift: Planes of Telara
Post by: Tarami on January 28, 2011, 06:30:20 PM
Ok, I am not by ANY mean saying this game is hard. But is it just me or is it _slightly_ harder than similar DIKUs, as in mobs hit harder and aggro more at lower levels? Is it me or it's slightly easier to die than in your average other MMORPGs? Just curious about what you all think. I am aware it might be just my class combination or that I am rusty and distracted. And in case you didn't notice, I said _slightly_ harder.
Mobs seem to hit exponentially harder the more you have on you, since one mob is generally a cake in the park while two are tough and three are fatal. It's like avoidance has a cooldown that makes mobs automatically hit when you're getting hammered, or something similar. Whatever it is, my warrior has issues with adds and multi-pulls. Combined with the mob density mentioned, I die a lot.


Title: Re: Rift: Planes of Telara
Post by: kildorn on January 28, 2011, 06:33:28 PM
Multi mob pulls kill for the same reason they do in lowbie other MMOs: they suddenly outpace your natural regen/healing and force you into a defensive losing grind.

I've only really had issues leveling a rogue that was trying to split roles (was taking dps, tank, and support skills). I respecced into pure dps and started melting things.


Title: Re: Rift: Planes of Telara
Post by: DLRiley on January 28, 2011, 06:39:25 PM
I really agree with 1 and 2. After being disappointed with my kelari I rolled a guardian flavor human. Wow does she have some wide, child-bearing hips and an ass to match.

I play a game for that.


Title: Re: Rift: Planes of Telara
Post by: Merusk on January 28, 2011, 08:45:21 PM
When you guys say "multi mobs" what level and how many are we talking?  I didn't have any problems killing 2 at a time on a Reaver up to level 7, when I quit playing.  2 melee and a caster, however, ate me but casters in general were tougher for me than melee types.


Title: Re: Rift: Planes of Telara
Post by: snowwy on January 28, 2011, 08:46:39 PM
It's not harder. Died twice in 14 levels due to my own stupidity. Not sure i wanna keep following this game, i'd get hooked :(  It's purdy and all........i ust made up my mind....fuck this!
I'll stay with my fps' and WoT. Less soul-crunching stuff my way :p


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on January 28, 2011, 11:23:55 PM
And in case you didn't notice, I said _slightly_ harder.

Falconeer, even though I have never met you, I can tell that you are a newb. I hate you noobz that come and to the game and try to water down content for those that are actually skilled enough to handle it. Me and my guild (CuTTiNG eDGe) farm two of these games regularlI would say that you should learn to play, but I actually think you should unistall the game and go play one of those facebook games where you are rewarded for dying.

 :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Zetor on January 28, 2011, 11:27:27 PM
In my experience, multipulls became more difficult to handle at level 15+. I could do 2 on my warlock if I used my CDs well, maybe 3 if it was possible to fear a mob without screwing myself (usually not due to mob and patrol density).

Re cues and whatnot: I'd like some clearer sfx and graphic cues for abilities in general. When I was pugging iron tombs, I would've liked to see when the healer/tank used their cooldowns, if the other mage was already ccing that loose mob or just nuking, when one of the mobs was casting vs meleeing, etc; wow does this kind of stuff very clearly. Does this become more apparent later on?


Title: Re: Rift: Planes of Telara
Post by: Shatter on January 29, 2011, 08:25:29 AM
As a bard / riftstalker I can tank and kill 4 mobs easily and not fall below half


Title: Re: Rift: Planes of Telara
Post by: Nija on January 29, 2011, 08:27:24 AM
When you guys say "multi mobs" what level and how many are we talking?  I didn't have any problems killing 2 at a time on a Reaver up to level 7, when I quit playing.  2 melee and a caster, however, ate me but casters in general were tougher for me than melee types.

I didn't play the last two beta sessions, but prior to that it seemed like my Inquis/Warden/Sentinel could handle an unlimited amount of even level mobs. I never bothered to try more than 6, but 6 seems to be plenty. I'm not sure if melee clerics would have as much survivability as the Inquis (which is ranged) because the inquis has an instant cast DOT that returns 90% (talents) of the damage done as health. Plus you have an instant cast heal and an instant cast heal over time from the other two souls. Then again I intentionally skipped the melee cleric classes, as they didn't have the obvious pvp advantages that the Inquisitor class has. It's been years since I've been hardcore enough to bother with PVP, but I still look at everything from that angle.


Title: Re: Rift: Planes of Telara
Post by: Zetor on January 29, 2011, 10:27:39 AM
Yep, I saw level 19-ish clerics (not sure what souls, but I remember that one of them used a sword/shield) soloing 5+ mobs effortlessly in beta 1. My warlock was doing ok due to the self heals, but to solo 3+ mobs at a time I needed to get a full 'turn charge into HP' channel in, which was doable through luck or cc.


Title: Re: Rift: Planes of Telara
Post by: Hayduke on January 29, 2011, 10:34:56 AM
I think people will experiment and find what specs work well for things and what don't.  I initially tried a necromancer thinking it'd be a great solo class, but found they take too long to ramp up their damage and don't even do that much damage once they do.  Respecced to a warlock with 0-pt elementalist for a tank pet, and it was much easier.  More dps at the start of a fight, more at the end, plus AE to handle adds.


Title: Re: Rift: Planes of Telara
Post by: rattran on January 29, 2011, 02:47:47 PM
Things have changed pretty majorly over the betas, what was true in the first may be entirely different now.


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 29, 2011, 07:09:00 PM
PvP in this game is predictably assy. Since I figure people will ask, I'm basing this off sadly one session of the first BG at 19 (I did about 6 games) and one night of world pvp on a pvp server going from defiant contested all the way to guardian zones and fighting a variety of skirmishes both fair and unfair involving npcs and not.

-There is something not quite right with the feel of mouse targeting in Rift and that is a really really bad thing in pvp.
-What the fuck is up with auto attack in this game for that matter? Its hard to tell if your even auto attacking or if you should be or if its on or off. It seems to toggle itself at will for reasons I couldn't ever pin down.
-Town respawn timer is insanely short you can't raid outposts and take them out and have it matter as they respawn before you'll make it to the next one. Guard respawns are literally instantaneous in some places and overall are so quick that you'll lose a war of attrition unless you are far overlevel'd for the zone. Which of course means everyone will only attack zones they are way overlevel'd for.
-Levels mean far too much. You can't effectively pvp anyone who is 5+ levels and if they are 3+ you are going to suffer from magical too much level difference penalties. Those are guesstimates due to lack of data but it was very noticable that all our abilities would become half as effective versus people who were level 30 when we were levels 25-27.
-You can /yell and the opposing faction can hear and understand you. This will not end well.
-Player Pvp respawns are too fast. They may have a good system in place for forcing the attackers to respawn in remote parts of the zones but defenders respawn as fast as original WoW which rendered world pvp into a choke them with your corpses zergfest and will probably do the same in Rift.

The first BG is shit. What a fucking boring gametype. I know some people are saying "omg I'm so glad its not CTF" well I have this to say to those people: your opinions suck and you're stupid and I hate you. Also a 9 level spread is a joke in a game where if you are +5 levels you should feel bad if you aren't 3-shotting people. I was doing half damage on non warriors with a single ability if they are 14 when I was 19 if someone had been level 10 I can't imagine how irrelevant they would be.

Rewards for BG play seemed quite good in the exp department and who knows how the pvp currency rewards pan out I didn't have nearly enough time to do comparisons and test out how many matches it would take per item or anything like that.

Verdict: If you think your going to get enjoyment out of the world pvp and that's why your buying this game. Don't.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 29, 2011, 07:34:50 PM

Rewards for BG play seemed quite good in the exp department and who knows how the pvp currency rewards pan out I didn't have nearly enough time to do comparisons and test out how many matches it would take per item or anything like that.

Verdict: If you think your going to get enjoyment out of the world pvp and that's why your buying this game. Don't.

It took me about four hours of pvping to earn enough to buy the pvp soul, as a guardian with instant queues but a lot of losing.  It seemed about right, but i'm not sure how the gear will go.


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on January 30, 2011, 12:22:59 AM
You can /yell and the opposing faction can hear and understand you. This will not end well.

Here comes the rape train, Choo Choo!
FOFOFOFO
FOFOFOFO
FOFOFOFO
FOFOFOFO

I'm surprised nobody does centreflag CTF.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 30, 2011, 04:02:31 AM
I can't for the life of me figure out why everyone that enters a BG doesn't get mentored to the same level.
Played a few games as Saboteur and it was ridiculous, I could basically oneshot anyone 3-5 levels below me (place 5 charges and detonate that is).

With open world PvP I'm wondering if maybe they won't ease up in the higher level zones (so you can actually capture and keep a base), in the lowbie zones you could stop a side from levelling almost entirely if you capture and keep the right base/town, I doubt many of those people would keep subbing.

Might be moot no matter what though: level > all + world PvP = nightmare; how they plan on fixing that I have no idea.


Title: Re: Rift: Planes of Telara
Post by: ezrast on January 30, 2011, 03:58:52 PM
How do PvP servers work? I guess I had assumed it was just PvE + ganking a la WoW; didn't know about town capturing. Does it add anything to the game?


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 31, 2011, 07:17:49 AM

The first BG is shit. What a fucking boring gametype. I know some people are saying "omg I'm so glad its not CTF" well I have this to say to those people: your opinions suck and you're stupid and I hate you.

Rewards for BG play seemed quite good in the exp department and who knows how the pvp currency rewards pan out I didn't have nearly enough time to do comparisons and test out how many matches it would take per item or anything like that.

Verdict: If you think your going to get enjoyment out of the world pvp and that's why your buying this game. Don't.

They will have ctf based on a release that was done covering the types of battlegrounds/warfronts/whatever.

Rewards are actually pretty good. Guardians have insta queues and had it easier, but as a defiant with longer queues it still only took about 2 hours to get my chest piece and other piece of gear (I forget which it was). The pvp soul I earned through world pvp back in beta 3, that was fucking brutal as world pvp in this game is not nearly rewarding enough or encouraged in almost any way yet, which is a bit sad. Though, it's truly not a world pvp game at heart, that much is pretty obvious. If there was any intentions to hook the world pvp players, they missed the mark about as much as they possibly could.

For instanced pvp, they really do need a bolster/level equalizer type of system such as WARs bolster system, or to make the battlegrounds 5 level difference, with level 50s in their own instances.


First zones (1-20) people need to flag when in their home lands, after that pretty much everywhere is open game. So it's the wow pvp-server ruleset. The guards at towns are equal level to the environment without elite guards, but they can definitely hurt a roaming group when that group has to deal with guards, merchants, and players.
How do PvP servers work? I guess I had assumed it was just PvE + ganking a la WoW; didn't know about town capturing. Does it add anything to the game?


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 31, 2011, 07:20:25 AM
didn't know about town capturing.

Me neither. Is there town capturing? Last time I checked open world PvP is absolutely meaningless. Confirm? Deny?


Title: Re: Rift: Planes of Telara
Post by: Nija on January 31, 2011, 07:27:17 AM
This is a cross-genre regression, but I think it applies. Developers, take note of the following statement.

Nobody gives a fuck about CTF unless it involves grappling hooks.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on January 31, 2011, 07:27:45 AM
I believe town capturing refers to the age old practice of slaughtering quest givers, merchants, etc.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 31, 2011, 07:35:57 AM
I believe town capturing refers to the age old practice of slaughtering quest givers, merchants, etc.

Oh, and camp respawn points. Ah yeah, that's open world PvP...  :oh_i_see:

(Seriously, Trion?)


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 31, 2011, 07:49:07 AM
I believe town capturing refers to the age old practice of slaughtering quest givers, merchants, etc.

Considering that there are wardstones and the ability to summon your factions npc's I had hoped something interesting might come of it. So we went to the most remote part of the zone and tested it out. Summon'd Defiant npc's and atacked with them plus three players who were of the zones level. We took the npc's out and took the wardstone out. I was hoping our team would now summon a wardstone for a little hostile takeover action and some light backup perhaps. Instead our npc's hadn't even decided what they were doing next before the Guardian wardstone and all npc's respwaned on top of us. It was literally maybe a 2 minute timer if that.

So no. Nothing happens. World pvp isn't even on the agenda of things to not make suck.

This is not a pvp game. Don't play it if you care about pvp.


Title: Re: Rift: Planes of Telara
Post by: Sky on January 31, 2011, 07:54:56 AM
This is not a pvp game. Don't play it if you care about pvp.
You wouldn't know that from the amount of nerfs due to pvp balancing, a single pve/pvp system (unlike EQ2, where pvp changes don't affect the pve game), and the only specialized souls announced being pvp souls.


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 31, 2011, 07:59:13 AM
I didn't say the developers weren't stupid. I just said it wasn't a pvp game.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 31, 2011, 08:21:44 AM
You wouldn't know that from the amount of nerfs due to pvp balancing, a single pve/pvp system (unlike EQ2, where pvp changes don't affect the pve game), and the only specialized souls announced being pvp souls.

Bad bad bad mistake.  PvE is where the money is.  If they screw it up in favor of some meta game for a niche, then they're slamming themselves in the wallet. 


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 31, 2011, 08:54:20 AM
PvE is where the money is.
No, making a complete MMO* that allows both PvP and PvE communities to flourish and feed off on another is where the money is.

A PvE or PvP-excluding MMO* is niche, not v/v.

*edit: game


Title: Re: Rift: Planes of Telara
Post by: Paelos on January 31, 2011, 09:02:20 AM
PvE is where the money is.
No, making a complete MMO* that allows both PvP and PvE communities to flourish and feed off on another is where the money is.

A PvE or PvP-excluding MMO* is niche, not v/v.

*edit: game

Nobody knows exactly where the money is from a design standpoint. They only know that it's in WoW.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 31, 2011, 09:12:57 AM
WoW isn't WoW without PvP (durka durka).

Even EQ would have suffered with no PvP at all (anyone remember the Tallon/Vallon Zek rush?).

I know a lot of folks won't remember this, but Shadowbane would have had a chance to do in EQ before WoW did, had it been a technically sound game.

My brother got offered $10k at work for his (read: my) SB beta account (this was about 8 months prior to the eventual launch, iirc; so there was only 'officially' about 3 months left of beta at that point); not only are there lots of MMO players that want PvP in their game, they'll spend at least as much cash as PvEers will (assuming you want to drag in microtrans/F2P models or whatnot).



Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on January 31, 2011, 09:19:08 AM
PvE is where the money is.
No, making a complete MMO* that allows both PvP and PvE communities to flourish and feed off on another is where the money is.

A PvE or PvP-excluding MMO* is niche, not v/v.

*edit: game

Nobody knows exactly where the money is from a design standpoint. They only know that it's in WoW.

Count the number of PvP servers. Battle grounds do not count. Thats PvP when you are ready. Not usually what one means when they talk of PvP games. (Ill forgo the mention of PvG )


Title: Re: Rift: Planes of Telara
Post by: Threash on January 31, 2011, 10:12:26 AM
There is virtually no difference between pvp and pve servers in wow anymore they all  pvp now.  And ganking lowbies while they level is not what i think about when i think pvp, world pvp is pretty much dead last in my pvp interests and i only play games for pvp.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 31, 2011, 11:12:31 AM
WoW isn't WoW without PvP (durka durka).

Even EQ would have suffered with no PvP at all (anyone remember the Tallon/Vallon Zek rush?).

I know a lot of folks won't remember this, but Shadowbane would have had a chance to do in EQ before WoW did, had it been a technically sound game.

My brother got offered $10k at work for his (read: my) SB beta account (this was about 8 months prior to the eventual launch, iirc; so there was only 'officially' about 3 months left of beta at that point); not only are there lots of MMO players that want PvP in their game, they'll spend at least as much cash as PvEers will (assuming you want to drag in microtrans/F2P models or whatnot).

PvP is niche.  If you eliminated pvp from WoW entirely, I doubt that it would lose more than 100k subs.  People want ding gratz and phat lootz.  Both are more readily dispensed from NPCs.  The key is to build a better amusement park ride that allows as many pulls of the slot machine as you can fit in a game session. 

The masses want WoW-like Deer Hunter.  It's the niche that wants EvE. 


Title: Re: Rift: Planes of Telara
Post by: Merusk on January 31, 2011, 11:17:36 AM
I love this argument every year when it comes up.  Neither side can be proven right or wrong because nobody's cut either element out of their game entirely.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 31, 2011, 11:37:54 AM
I love this argument every year when it comes up.  Neither side can be proven right or wrong because nobody's cut either element out of their game entirely.

Are you suggesting that WoW would have 11 million subs if it were a PvP only MMO?  I'd be willing to bet my house that wouldn't be the case.

PvP is something for PvE gamers to do as a distraction.  PvE is an annoyance that PvP players tolerate to climb the power curve. 

See where I'm going with this?


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 31, 2011, 11:44:25 AM
I love this argument every year when it comes up.  Neither side can be proven right or wrong because nobody's cut either element out of their game entirely.
That's the side that's right.  Any non-niche MMO is going to be a full-service enterprise.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 31, 2011, 11:47:59 AM
PvP is niche.  If you eliminated pvp from WoW entirely, I doubt that it would lose more than 100k subs.
God help your retarded ass if you really believe that.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 31, 2011, 11:51:47 AM
God help your retarded ass if you really believe that.

You're right.  You convinced me to come to your side with such a compelling point. 


Title: Re: Rift: Planes of Telara
Post by: Threash on January 31, 2011, 11:54:51 AM
When someone says something that idiotic there really is no point in trying to convince them to come to your side, all you can do is point and laugh.


Title: Re: Rift: Planes of Telara
Post by: rattran on January 31, 2011, 11:56:50 AM
I think Nebu wins the thread.


Title: Re: Rift: Planes of Telara
Post by: Merusk on January 31, 2011, 11:59:59 AM
I love this argument every year when it comes up.  Neither side can be proven right or wrong because nobody's cut either element out of their game entirely.

Are you suggesting that WoW would have 11 million subs if it were a PvP only MMO?  I'd be willing to bet my house that wouldn't be the case.

PvP is something for PvE gamers to do as a distraction.  PvE is an annoyance that PvP players tolerate to climb the power curve. 

See where I'm going with this?

No, I'm not.  I'm saying I've had this argument for the last 10 years and nothing's been resolved and nothing ever WILL be. It's like the UO Trammel debate or ragging on Schild for the NGE.  It's not an amusing argument anymore and should probably be one of those "time to den it" rules as well.  (For the record I've always been on the "Add more pve and stop fucking that up with PVP changes" side.)

However, I don't think WOW would have hit 11mil with only PVE, either.


Title: Re: Rift: Planes of Telara
Post by: Nebu on January 31, 2011, 12:03:12 PM
No, I'm not.  I'm saying I've had this argument for the last 10 years and nothing's been resolved and nothing ever WILL be. It's like the UO Trammel debate or ragging on Schild for the NGE.  It's not an amusing argument anymore and should probably be one of those "time to den it" rules as well.  (For the record I've always been on the "Add more pve and stop fucking that up with PVP changes" side.)

However, I don't think WOW would have hit 11mil with only PVE, either.

I'm walking away.  You're right in saying this has been beaten to death.  My apologies.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 31, 2011, 12:48:37 PM
You'd both still be right.  10,900,000 is less than 11 million.


Title: Re: Rift: Planes of Telara
Post by: Paelos on January 31, 2011, 01:29:42 PM
Wasn't this about Rift?

I heard it sucks.


Title: Re: Rift: Planes of Telara
Post by: Segoris on January 31, 2011, 02:04:41 PM
It was about Rifts, but since some people believe any MMO that uses WASD and action bars is a WoW clone, that this thread is also a WoW thread. :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: SnakeCharmer on January 31, 2011, 02:12:21 PM
Man, they just need to put in precasting.

Win.


Title: Re: Rift: Planes of Telara
Post by: Spiff on January 31, 2011, 03:03:52 PM
It is technically possible for an enemy wardstone to be replaced by one of your side (actively forcing it to happen is another thing entirely though), the original NPC's will still respawn but basically get spawncamped by the NPC's the new wardstone summons.

This is also possible on a PvE server btw. Threads are already popping up from PvE'ers complaining it happened in beta and they don't feel like getting indirectly griefed like this or being forced to PvP in order to get their questhub back.
Couple that with the PvP tab not being on the 'absolutely not'-setting by default and the myriad of AoE-skills and a lot of people are getting suckered into PvP.
You also get rewarded with faction for this, so there's a reason to do it besides just being a dick.

This is potentially a fairly big issue.


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 31, 2011, 03:22:49 PM
Would think the obvious fix would to be disable that on PvE servers, but their PvP flagging system needs work, regardless.  Byzantine flagging rules aren't exactly conducive to high-fun, low-stress PvP.


Title: Re: Rift: Planes of Telara
Post by: Paelos on January 31, 2011, 03:23:57 PM
High-fun, low-stress PvP.

I'm pretty sure this only exists for a very small part of pvp players. Those at the top.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 31, 2011, 03:31:40 PM
Given the lore and mechanics of Rift, I find it kinda amusing people are getting testy and all "wtf" about having PvP.  Of all the titles aside from WAR, the way Rift is built points towards significant PvP play more than most.  And its integration into the game is extremely important because of this imo, regardless of its "importance."  Flatly, the entire basis behind the game crumbles if pvp isnt at least moderately perfected.  To this end, there can be no 'suckering' into PvP, you either deal with it or get over it.

Personally, I look forward to doing PvE content amongst a constantly shifting battlefront; this includes the occasional maingame pvp frackus.  And since there are PvP souls, having to fight back invaders isnt really that big of a deal since it's not like I have to build my character out just to defend a quest hub.  Furthermore, if I want to pound the pvp gear I still have the option of hitting the BGs then trying out said gear on grief-runs.


Title: Re: Rift: Planes of Telara
Post by: Brogarn on January 31, 2011, 03:48:23 PM
I'm pretty sure this only exists for a very small part of pvp players. Those at the top.

And Warhammer players. Wandering in and out of the RvR lakes, auto joining groups, running around bashing whatever gets in your way, leaving without saying a word... I'm not saying that WAR is the end all be all of ... okay, anything, but that PvP was fun and relaxing. At least in the first 3 tiers before it became Serious Business, anyways.

I'm also going to guess that you're a PvE player without much interest in PvP. I get that and have no problem with it. I fall in the middle, though, and quite enjoy both. I'm certainly not the top of either category and remain forever average. But I find either one relaxing depending on my mood. Unless I've joined a bad PUG in a random dungeon. Then it's all rage and fire and burning.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on January 31, 2011, 03:53:03 PM

PvP is niche.  If you eliminated pvp from WoW entirely, I doubt that it would lose more than 100k subs.  People want ding gratz and phat lootz.  Both are more readily dispensed from NPCs.  The key is to build a better amusement park ride that allows as many pulls of the slot machine as you can fit in a game session. 

The masses want WoW-like Deer Hunter.  It's the niche that wants EvE. 

I dont think anyone argues that pvp is a niche. Question is how big this niche is. DaoC had decent 300k subs -  competitive with pve king of the time (EQ) . EvE has 300+ K and I am sure many pvpers dont play it  ( I dont - and I tried to honestly give it a go THREE FRIGGIN TIMES, now imagine how bad the gameplay has to be if the guy who stuck with SB for 2 years couldn't endure more than 2 weeks of eve).  Problem is besides daoc there was no quality pvp games at all (and its sad cause daoc was far from perfect). There was complete and utter trash like SB or Darkfall -both of which were horrible both from technical and design standpoints . I think eve with combat which is actually fun   would pull over 1 mill subs


Now the part I think is hard to argue with is that wow likely wouldnt lose very much subs if they removed pvp altogether. WoW pvp died shortly after TBC.  Best wow pvp was beta and a few months before BGs hit .  Farmville I heard has more subs too. So if you after massmarket there is you target. Just remember wow and farm ville already exist and cater to lowest common denominator very well, they have very deep pockets to do that better than everyone else too. You would have to deal with sheep which is already shepherded. And  unlike movies average sheep wont play 2 "gratz ding" at same time -it is winners take all market
 

LotRo is quality PvE game, yet look at where it is .Successful yes, but niche all the same in terms of subs


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 31, 2011, 03:58:34 PM
Nebu is clueless, WoW without pvp would never have taken off in the first place. Period. End of debate. At WoW's launch if 50% of the people who were on pvp servers were not playing...  All that word of mouth, all that backlash for not having any pvp at all. Not to mention how stupid the game would feel if you could never ever ever actually fight the opposing faction in the world of WARcraft..

But whatever stay fucking idiotic, so glad you could take the high road after you felt you'd made your "point".

I'm walking away.  You're right in saying this has been beaten to death.  My apologies.

I don't think this has been beaten to death actually because I've never heard anyone claim something so stupid as WoW with zero pvp whatsoever would have done equally well for itself.

As for Rift, this is now a thread about WoW because in case you hadn't heard people who have been around long enough have already figured out that there isn't anything in the gameplay itself of Rift worth talking about that isn't exactly like WoW.

-World PvP is something WoW has lacked since they introduced the pvp system to the game. Rift does not deliver it-

Serious question, what else is there gameplay wise you want from WoW but aren't getting? I haven't played it in years because I think BG's are a bad joke in a MMO and I like pvp.

For me Rift will probably fail based on the fact that the loot tables are terrible and gear itself outside of possibly crafted gear is honestly quite uninspired, so unspired I'm not sure why nobody seems to be mentioning that fact. Coupled with very bland PC's in no small part because of said awful itemization. Put that together and there just isn't enough shiney or gratz involved with playing the game.

I also have a suspicion if I was to play the L3X-4X game I'd find that it also suffers from launch DAOC's lack of mob variety.

I think how well Rift does, which will be much better than AoC/WAR will prove what so many have said about not releasing shit alpha level products and expecting people to stick around while you work on them for $15/month but the fact that it will quickly be a game everyone forgets about once they have an excuse to is a testament to just how bland and boring of a game it has turned out to be and how its two revolutionary features (souls, mainly the switching of them and rifts) both don't seem to do much for gameplay.

*50 edits later, sorry to anyone who read the original versions*

Did anyone else start to setup a different soul spec and then stop because relearning 30 abilities and rebinding all those skills to the bars just seemed like such a huge pain in the ass?


Title: Re: Rift: Planes of Telara
Post by: Ratama on January 31, 2011, 04:05:26 PM
High-fun, low-stress PvP.

I'm pretty sure this only exists for a very small part of pvp players. Those at the top.
In a regressive-sum PvP game, prolly (Shadowbane's GvG was terrible about that, for instance).

In, say, WoW BGs (random example, I know), that's fairly low stress.  PvPers so high-strung they don't have fun unless they win are the minority.

But apparently PvPers are less than a 1% minority anyway, so who gives a shit.

I've never heard anyone claim something so stupid as WoW with zero pvp whatsoever would have done equally well for itself.
A first for everything!  (I don't think he and a couple others in this thread are really that fucking stupid, but w/e).


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on January 31, 2011, 04:22:10 PM
The existence of PvP in WoW didn't hurt it, but y'all are ascribing way too much of its success to it.  It's changed dramatically since launch and the game is still more focused on PvE and it's doing just fine.

It won't help Rift any, because it's still a joke of an implementation.  When a couple of level 10s can face the level 50 camping their quest hub and have an actual chance of driving the person off, then we can talk.  (Something which DC Universe seems to have gotten right.)


Title: Re: Rift: Planes of Telara
Post by: Falconeer on January 31, 2011, 04:43:43 PM
When a couple of level 10s can face the level 50 camping their quest hub and have an actual chance of driving the person off, then we can talk.  (Something which DC Universe seems to have gotten right.)

Conan was really awesome at this.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 31, 2011, 04:53:48 PM
So was shadowbane.  Diminishing returns for leveling = win.


Title: Re: Rift: Planes of Telara
Post by: Paelos on January 31, 2011, 04:56:27 PM
I'm pretty sure this only exists for a very small part of pvp players. Those at the top.
I'm also going to guess that you're a PvE player without much interest in PvP. I get that and have no problem with it. I fall in the middle, though, and quite enjoy both. I'm certainly not the top of either category and remain forever average. But I find either one relaxing depending on my mood. Unless I've joined a bad PUG in a random dungeon. Then it's all rage and fire and burning.

I started as a pvper in my first MMO with DAOC. The problem I always ran into was that players in pvp situations were extremely cliquey to the point that even guilds didn't pvp together. Only subsects of guilds did. That just left running around like an idiot trying to level in the god-awful pve. Then WoW came and basically flipped my interest. The pve was awesome and the pvp wasn't included.


Title: Re: Rift: Planes of Telara
Post by: veredus on January 31, 2011, 06:27:30 PM
I find it hard to believe pvp has much bearing on WoW subs seeing that WoW pvp is/was (been awhile since I played) super shitty and Rift's pvp doesn't seem to be any better either. I am going to play Rift but not for the pvp.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on January 31, 2011, 06:51:19 PM
I think Nebu went overboard with the hyperbole in terms of numbers but the basic idea is sound. WoW at release, and for months thereafter, essentially didn't even have PVP, and that's when the game was getting its hooks into the first crowd. If you removed it *now* then I think the consequences would be large, but it really wasn't a big deal early on.


Title: Re: Rift: Planes of Telara
Post by: Draegan on January 31, 2011, 07:10:15 PM
Man, they just need to put in precasting.

Win.

They have spell queues and there are two kinds of them.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on January 31, 2011, 07:12:36 PM
I think Nebu went overboard with the hyperbole in terms of numbers but the basic idea is sound. WoW at release, and for months thereafter, essentially didn't even have PVP, and that's when the game was getting its hooks into the first crowd. If you removed it *now* then I think the consequences would be large, but it really wasn't a big deal early on.

Wow lol. And many consider the best wow pvp ever had was exactly from late beta to  about when BG hit (was it late summer?). WoW had world pvp right off the bat. It had shit ton of it if you went to well populated pvp servers (and by shitton I mean in one weekend I had more pvp in STV and Booty bay than I had in 2 months of SB) . It doesnt matter if you only interested in bg, fact is WoW had LOTS OF PVP.

Then honor grind hit. It wasnt the end - in fact it made zones like tarrent mills constant warzone. But then BG hit. That was beginning of the end. By the time imba guards and flying mounts were introduced wow world pvp was half alive and after that it was simply gone.

There is still arenas.  and lol bgs.  Thing is pveers never care for  world pvp, hence they thing it does not exist, but fact is world pvp was what carried lots of hardcore guild trough first 2 years of wow (virtually every hardcore pvp guild was playing wow for sole reason of world pvp).



Title: Re: Rift: Planes of Telara
Post by: Ghambit on January 31, 2011, 07:46:11 PM
When a couple of level 10s can face the level 50 camping their quest hub and have an actual chance of driving the person off, then we can talk.  (Something which DC Universe seems to have gotten right.)

Conan was really awesome at this.

A lot of AoCs success at this was based upon  a) PvP-specced uber-geared twinks  b) more twitch-based gameplay.
In Rift, perhaps "we can talk" once a fully specced out and decked out group of lowbies goes against said high level.  For now, it's kinda status quo that vendor-trash geared lowbies cant take down a single highlvl.   AoC remember also wasnt quite as 'gear-centric' as Rift probably aims to be, which furthers this reasoning.


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 31, 2011, 08:28:18 PM
I think Nebu went overboard with the hyperbole in terms of numbers but the basic idea is sound. WoW at release, and for months thereafter, essentially didn't even have PVP, and that's when the game was getting its hooks into the first crowd. If you removed it *now* then I think the consequences would be large, but it really wasn't a big deal early on.

Dark_MadMax essentially nails how the super majority of people playing on pvp servers (which at vanilla WoW's launch were a considerable amount of the total servers, Blizz in fact heavily underestimated how many they would need and the biggest servers for the first 6 months of the game were all pvp servers) felt about pvp when WoW was coming out. Blizzard misled the players into thinking they were going to create a system for pvp which most took to mean world pvp and then they took world pvp out back and shot it. But by that time WoW even most of those same pvp players leaving didn't matter as much because a) many stayed because they were invested in guilds/characters/trying out BG's and b) the ball was already rolling and WoW was already the biggest video game ever.

The impression at launch that Blizz cultivated was that they cared about pvp and that pvp was going to be part of the game. Nobody knew about the Battleground concept and esport pvp being the only pvp at launch.


Title: Re: Rift: Planes of Telara
Post by: Threash on January 31, 2011, 08:34:34 PM
Yeah pvp was a big fucking deal at wow launch, just because there wasn't actually anything there yet didn't stop MMO players from going for it anyways (shocking, i know).


Title: Re: Rift: Planes of Telara
Post by: Hoax on January 31, 2011, 08:42:00 PM
Ironically not having raiding would probably have been less of a deal on launch day then not having pvp of any kind. I'm trying to remember if they even had any raid content at launch. There was what, LBRS/UBRS and Strath? Did Ony even exist at launch? I'm not positive that any 20-40 man content existed but that was irrelevant because WoW wasn't grabbing people from EQ1 they were grabbing everyone who was playing SB & DAOC and eventually all of their friends and families plus the not too small Blizzard fanbase.


Title: Re: Rift: Planes of Telara
Post by: Kirth on February 01, 2011, 03:03:46 AM
Ironically not having raiding would probably have been less of a deal on launch day then not having pvp of any kind. I'm trying to remember if they even had any raid content at launch. There was what, LBRS/UBRS and Strath? Did Ony even exist at launch? I'm not positive that any 20-40 man content existed but that was irrelevant because WoW wasn't grabbing people from EQ1 they were grabbing everyone who was playing SB & DAOC and eventually all of their friends and families plus the not too small Blizzard fanbase.

Ony and Molten Core existed at launch, Blackwing Lair was patched in around the same time BGs came in. People raided what are now considered 5-mans because you could take as many people as you wanted up to 40 back then.



Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 01, 2011, 03:41:52 AM
I'm no pvp'er but at level 13 my orc hunter helped defend the Crossroads from the Alliance.  When I helped kill a level 20 Night Elf I was thrilled!  Later on I went and did pvp in Hillsbrad.  Fun!  Then the BG's came in but they weren't the same.  Too much srs bsns already.

So Blizz actually turned a pve'er like me off pvp.

Hopefully Telara will do better.  Historically I'll pvp (UO, SB) if I feel I have a fair shot with a bit of effort and planning. 


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 01, 2011, 04:46:45 AM

I dont think anyone argues that pvp is a niche. Question is how big this niche is. DaoC had decent 300k subs -  competitive with pve king of the time (EQ) . EvE has 300+ K and I am sure many pvpers dont play it  ( I dont - and I tried to honestly give it a go THREE FRIGGIN TIMES, now imagine how bad the gameplay has to be if the guy who stuck with SB for 2 years couldn't endure more than 2 weeks of eve).  Problem is besides daoc there was no quality pvp games at all (and its sad cause daoc was far from perfect). There was complete and utter trash like SB or Darkfall -both of which were horrible both from technical and design standpoints . I think eve with combat which is actually fun   would pull over 1 mill subs

Here's the thing.. neither of those games are PVP-only.  DAOC had folks who never, ever participated in RVR and IIRC did have a PVE endgame.  EVE has fully 2/3 of its population that lives in .5 or higher.  Nobody knows what the population for a PVP-only 100% of the time (like EQ or WOW PVP servers) game is, because nobody's been able to competently risk that.

With SB's failure the last hope for such a game on a big-budget scale died.  WoW came along and everyone's chasing that dream instead of a niche because these games are fucking expensive to make.  The closest you're going to get is a f2p game, and even Salem with it's open-pvp and permadeth isn't providing a 100% gankable environment like SB did.

It's a question that's going to go 'round and 'round forever.  All evidence points to MMO players enjoying both but preferring safe zones to UO.  It also points in the direction that, if forced to pick from a 100% PVP or PVE environ, they'd prefer the 100% PVE for the lack of headaches.  However, you're never going to convince zealots on either side that either of these are the case.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 01, 2011, 05:36:52 AM
I don't need convincing of anything. I will say, Hoax, that claiming WoW wasn't pulling tons of people from EQ1 is completely insane.


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 01, 2011, 06:23:19 AM
We're mostly older here and (for the most part) our mindset didn't come equipped with PvP - our games were against the DM and his minions.

Newer crop grew up with PvP in their FPS - it's what they did after they beat the relatively short game.  They are much more comfortable with PvP being a part of the game, so I think that games now have to launch with some sort of PvP (and definitely some sort of co-op) because "what are you going to do after you get bored with the PvE?"

And they are the bigger audience.  Look, here are some numbers pulled straight out of my ass: Maybe 20% of the older folks (40+) played PC games.  Now, it's probably 60%.  (all the guys and some of the girls).  And I really don't think they give a shit if PvP impacts PvE. 

Add to all of that this - PvP is the only reason to keep playing a game while you wait for new PvE content to come out.  I think it would be a bad business decision for any game to launch without PvP at this point.


Title: Re: Rift: Planes of Telara
Post by: Hoax on February 01, 2011, 08:01:39 AM
I don't need convincing of anything. I will say, Hoax, that claiming WoW wasn't pulling tons of people from EQ1 is completely insane.

It literally depopulated those other two games. Nobody saw any reason to play DAOC or SB since WoW was going to be providing world pvp. Though I was not at all a part of the EQ1 community what friends and online acquaintances I had who still were in general were far less enthusiastic about WoW than I was. WoW was seen as dumbing down, too cartoony etc. etc. At that time there was still some cult of personality surrounding SOE/Brad/EQ1 don't forget that people played the pile of shit that was EQ2 at launch and people bought Vanguard. I'm sure that overall the number they pulled from EQ1 was a lot, I didn't mean to imply otherwise but in terms of basically emptying a community I don't think WoW had that effect because it was not being seen as an apples to apples game.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 01, 2011, 08:09:30 AM
We're mostly older here and (for the most part) our mindset didn't come equipped with PvP - our games were against the DM and his minions.
Tell that to the poor tournament DM that got scolded by a judge because he was harassing me and my friend. He was playing a thief and I was playing a m-u/thief and the party kept sending us ahead to look for and disable traps. We also helped ourselves to all the good loot. And then whenever there was a fight, we'd slip into the shadows and wait for everyone else to finish them off, maybe plink in a couple arrows or darts once the party had things more or less wrapped up.

It was funny, the DM started with invisible ninjas sent to kill us (that got him his formal warning that we were legally roleplaying and he was being a baby about it). Anyway, while not combat pvp, it was definitely us vs them. In most of our home campaigns, the players ended up duking it out at some point.


Title: Re: Rift: Planes of Telara
Post by: Brogarn on February 01, 2011, 08:46:33 AM
The impression at launch that Blizz cultivated was that they cared about pvp and that pvp was going to be part of the game. Nobody knew about the Battleground concept and esport pvp being the only pvp at launch.

I bought into Blizzard's b.s. hook line and sinker. I thought it was going to be my new DAoC. While not that big a fan of open world PvP, I was a huge fan of RvR and thought that Blizzard was going to provide something similar. Then Battlegrounds came out and I was pissed. But, not wanting to deal with ToA, I kept with it and played the game Blizzard offered. Which was raiding and PvE gallore with sport PvP on the side. I bailed the minute DAoC offered up Classic Servers (June 05) and didn't go back until Cataclysm because I needed something to do and AoC is shit (including its PvP).

So, ya, I'm someone who gave a shit about PvP in WoW from the start. I should have known better from closed beta that PvP wasn't really on their minds but I let my hopes gets built up.

You touched on some past nerd rage of mine there. Hehe.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 01, 2011, 09:19:52 AM
Developers seem to treat PvP like its the red headed step-child.  They give it about as much as it needs to survive and in public they hug and kiss it to give a good perception but behind closed doors they feed it bread and water and beat it with a stick every couple days to shut it up cause they honestly dont give a shit about it. 


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on February 01, 2011, 10:39:24 AM
Everyone who had ever so much as heard of DAOC could have quit the day Battlegrounds came out and it wouldn't have delayed the next "WoW reaches X+1 million subscribers!" press release by a second. Tarren Mill skirmishing was shit, and the few dozen guys per server who seriously gave a fuck about it were a statistically invisible fraction of a niche.

Just saying.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 01, 2011, 10:49:02 AM
That's cause pvp with levels and gear doesn't work.


Title: Re: Rift: Planes of Telara
Post by: Malakili on February 01, 2011, 10:51:24 AM
Everyone who had ever so much as heard of DAOC could have quit the day Battlegrounds came out and it wouldn't have delayed the next "WoW reaches X+1 million subscribers!" press release by a second. Tarren Mill skirmishing was shit, and the few dozen guys per server who seriously gave a fuck about it were a statistically invisible fraction of a niche.

Just saying.

Yeah, this is exactly the problem.  Well "problem" isn't really the word, I frankly don't care if my DIKUs have PvP, if I want PvP I won't be playing that kind of game in the first place.  That isn't to say I don't like the idea of MMO PvP at all, but I also don't think developers are remotely obligated to put PvP into their game just because.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 01, 2011, 11:13:47 AM
It's not niche because we like it!  :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Ingmar on February 01, 2011, 11:33:25 AM
I think Nebu went overboard with the hyperbole in terms of numbers but the basic idea is sound. WoW at release, and for months thereafter, essentially didn't even have PVP, and that's when the game was getting its hooks into the first crowd. If you removed it *now* then I think the consequences would be large, but it really wasn't a big deal early on.

Wow lol. And many consider the best wow pvp ever had was exactly from late beta to  about when BG hit (was it late summer?). WoW had world pvp right off the bat. It had shit ton of it if you went to well populated pvp servers (and by shitton I mean in one weekend I had more pvp in STV and Booty bay than I had in 2 months of SB) . It doesnt matter if you only interested in bg, fact is WoW had LOTS OF PVP.

Then honor grind hit. It wasnt the end - in fact it made zones like tarrent mills constant warzone. But then BG hit. That was beginning of the end. By the time imba guards and flying mounts were introduced wow world pvp was half alive and after that it was simply gone.

There is still arenas.  and lol bgs.  Thing is pveers never care for  world pvp, hence they thing it does not exist, but fact is world pvp was what carried lots of hardcore guild trough first 2 years of wow (virtually every hardcore pvp guild was playing wow for sole reason of world pvp).



These "many" people that allegedly considered WoW PVP to be at its best when there was no incentive, no reward, no result, no consequences at all to participating in it... I don't think there are as many of those people as you seem to think. WoW at release didn't have "LOTS OF PVP" it had some ganking, some slapfights around raid entrances, and for about 3 weeks it had the TM zerg. That's it.

If you're arguing that there were a ton of hardcore PVPers that were just hanging around to see what was going to come down the line when Blizzard actually created a PVP structure, then you're making Nebu's point for him, because when all those people saw the BG/honor system and left it meant nothing to the game's success. The adjustments they've made over the years have all been about pleasing other constituencies - if that slice of crazy always-on world PVPers mattered to their bottom line you'd see a lot more catering to them because that's what Blizzard does.

Rift has one up on WoW in this at least, in that their rewards structure for PVP is in the game from the get-go, so you don't have to wait around for 6 months to discover that you're playing a game you don't want to be playing pvp-wise. The problem I see is that the PVP that they *do* have probably intrudes on the PVE-only crowd too much, at least until they clean up their flagging.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 01, 2011, 12:32:25 PM
These "many" people that allegedly considered WoW PVP to be at its best when there was no incentive, no reward, no result, no consequences at all to participating in it... I don't think there are as many of those people as you seem to think. WoW at release didn't have "LOTS OF PVP" it had some ganking, some slapfights around raid entrances, and for about 3 weeks it had the TM zerg. That's it.


Whatever floats you boat. I had more pvp per time played in wow than I had in AC:DT,  SB or  DAOC . I dunno maybe on some servers people happily carebeared in instances,  maybe even on my server people carebeared in instances. I don't know, I played wow for pvp and had it galore - thing like blackrock mountain, bootybay  etc were layered with player skeletons 24/7.  Heck the earliest pvp I saw was like lvl 12 - alliance was raiding crossroads (yes the no pvp  zone).  Name any vanilla zone  past starting- I can remember tons of pvp fights in it

 


If you're arguing that there were a ton of hardcore PVPers that were just hanging around to see what was going to come down the line when Blizzard actually created a PVP structure, then you're making Nebu's point for him, because when all those people saw the BG/honor system and left it meant nothing to the game's success. The adjustments they've made over the years have all been about pleasing other constituencies - if that slice of crazy always-on world PVPers mattered to their bottom line you'd see a lot more catering to them because that's what Blizzard does.


Look many people just wanted quality game. With pvp combat. There was lots of bitching among hardcore that wow pvp is meaningless, has no rewards , no consequences- all those things were true. But at the same time many people were simply tired of piece of shit "meaningfull pvp"  SB was and aged combat mechanics of daoc, they wanted game that works and was fun.  WoW had best combat in mmos to date, it is plain fluid and fun even today(still!) .In 2004 it was a  godsend.

Most of people played and pvped cause it was plain fun (same old good CS kind of fun) ,not for pavlov's rewards or UO style gankfests ( death was meaningless and gainless ). Yes many hoped that blizzard would make pvp more meaningful etc, many craved for RvR replicated experience .Well it did not happen and it was huge let down. however whatever wow had at start was damn good enough to last for long time .

   I never said vanilla wow pvp was the best thing possible and everything players wanted. It was not. However it was most polished and fun experience out of all existing  offers on the market And even today if you looking for mmo fantasy combat fix wow would still be primary choice ,cause it just that good. Even if Your options are limited to arenas and BGs .

And yeah many people stuck with wow despite its going downhill every year - there was nothing better on the market. Many people still subscribe to it for same reason ,yes it is worse than it was at release, yes its regressed. But what are the alternatives?








Title: Re: Rift: Planes of Telara
Post by: Paelos on February 01, 2011, 12:36:02 PM
I think that's a lot of rose-colored bullshit about early WoW pvp personally. I was there as well, and it was nothing like what you're describing.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 01, 2011, 12:42:40 PM
I think that's a lot of rose-colored bullshit about early WoW pvp personally. I was there as well, and it was nothing like what you're describing.

I sometimes really wonder if there were only select few pvp servers which strived. As many people say that they had "no-pvp".   Maybe they played on pve servers? Maybe they had it  but they didnt like it and therefore sat all day in instances? Maybe  they were on server with huge population imbalance and the other side was completely driven underground? Who the heck knows...

  I chose one of the most populated pvp servers at release and had a blast.  cant vouch for anyone else , but I think those who were looking for it specifically couldnt have missed it


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 01, 2011, 12:49:41 PM
There really were few select good pvp servers. Blackrock and lightnings blade was great, but I keep hearing what I had wasn't the norm.


So I don't think madmax is using rose lenses here just a different server


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 01, 2011, 12:51:54 PM
I think that's a lot of rose-colored bullshit about early WoW pvp personally. I was there as well, and it was nothing like what you're describing.

I remember it that way.


Title: Re: Rift: Planes of Telara
Post by: Trippy on February 01, 2011, 01:12:30 PM
These "many" people that allegedly considered WoW PVP to be at its best when there was no incentive, no reward, no result, no consequences at all to participating in it... I don't think there are as many of those people as you seem to think. WoW at release didn't have "LOTS OF PVP" it had some ganking, some slapfights around raid entrances, and for about 3 weeks it had the TM zerg. That's it.


Whatever floats you boat. I had more pvp per time played in wow than I had in AC:DT,  SB or  DAOC . I dunno maybe on some servers people happily carebeared in instances,  maybe even on my server people carebeared in instances. I don't know, I played wow for pvp and had it galore - thing like blackrock mountain, bootybay  etc were layered with player skeletons 24/7.  Heck the earliest pvp I saw was like lvl 12 - alliance was raiding crossroads (yes the no pvp  zone).  Name any vanilla zone  past starting- I can remember tons of pvp fights in it

 


If you're arguing that there were a ton of hardcore PVPers that were just hanging around to see what was going to come down the line when Blizzard actually created a PVP structure, then you're making Nebu's point for him, because when all those people saw the BG/honor system and left it meant nothing to the game's success. The adjustments they've made over the years have all been about pleasing other constituencies - if that slice of crazy always-on world PVPers mattered to their bottom line you'd see a lot more catering to them because that's what Blizzard does.


Look many people just wanted quality game. With pvp combat. There was lots of bitching among hardcore that wow pvp is meaningless, has no rewards , no consequences- all those things were true. But at the same time many people were simply tired of piece of shit "meaningfull pvp"  SB was and aged combat mechanics of daoc, they wanted game that works and was fun.  WoW had best combat in mmos to date, it is plain fluid and fun even today(still!) .In 2004 it was a  godsend.

Most of people played and pvped cause it was plain fun (same old good CS kind of fun) ,not for pavlov's rewards or UO style gankfests ( death was meaningless and gainless ). Yes many hoped that blizzard would make pvp more meaningful etc, many craved for RvR replicated experience .Well it did not happen and it was huge let down. however whatever wow had at start was damn good enough to last for long time .

   I never said vanilla wow pvp was the best thing possible and everything players wanted. It was not. However it was most polished and fun experience out of all existing  offers on the market And even today if you looking for mmo fantasy combat fix wow would still be primary choice ,cause it just that good. Even if Your options are limited to arenas and BGs .

And yeah many people stuck with wow despite its going downhill every year - there was nothing better on the market. Many people still subscribe to it for same reason ,yes it is worse than it was at release, yes its regressed. But what are the alternatives?
Use the quote tag. Put a single blank line between paragraphs. DO NOT try and "indent" your paragraphs.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 01, 2011, 01:24:51 PM
It used to use the quote tags. Other than that, nothing changed in the six years between its posting streaks (it left off in 2004 and started up again last year).


Title: Re: Rift: Planes of Telara
Post by: Hoax on February 01, 2011, 02:22:03 PM
I think that's a lot of rose-colored bullshit about early WoW pvp personally. I was there as well, and it was nothing like what you're describing.

I remember it that way.

That's exactly how it was. From STV on it was basically constant pvp in every zone. Also nobody was happy pvp was zero consequence but Blizz had vaguely promised that there was stuff in the works for pvp. Nobody knew at the time they meant BG's.

I can't shake the impression that I'm having an argument with a bunch of people from pve servers about what the expectations were amongst the pvp communities that they weren't a part of. I'm not going to tell you what early WoW raiding was like because I don't fucking know. You guys should do the same.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 01, 2011, 03:17:22 PM

I can't shake the impression that I'm having an argument with a bunch of people from pve servers about what the expectations were amongst the pvp communities that they weren't a part of. I'm not going to tell you what early WoW raiding was like because I don't fucking know. You guys should do the same.

I'll agree with this statement.  It's most likely what's happening.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 01, 2011, 05:12:43 PM
That's cause pvp with levels and gear doesn't work.

This.
When you eliminate the numbers (stats/level/gear) game from PvP and opponents are on a more or less even playing field, that's when things get interesting.

My MMO evidence is WAR (both open world and battlegrounds) levels 1-10. The only other time it even got remotely interesting for me in an MMO was DAOC, but even then it was only at its best when all three sides were on the field at the same time.

And one other exception: I played a few 8 vs 8 battles in Guild Wars with Bat Country. If we'd had our characters (i.e our shit) together, we'd have rocked, but we were all pretty newbish to the class ability combos and got hammered by a team with their shit together. And yet it was a blast.

Haven't touched the PvP in RIFT yet - nothing about it strikes me as anything new or different enough to warrant spending any time on it.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 01, 2011, 07:47:21 PM
The only game to ever do that to a point was shadowbane.  Level had pretty severe diminishing returns, a lvl 50 which took about two days to reach was about 80% as effective as a max level 75 which took several weeks.  Also the max level on gear was 50 and it was plentiful and easy to get.


Title: Re: Rift: Planes of Telara
Post by: pxib on February 01, 2011, 07:59:44 PM
I think MadMax is using the term PvP in a very specific way. He seems to be talking about a modern FPS-style team free-for-all where it's kill or be killed with few stakes and no consequences. Quick respawns and constant combat. Exactly the sort of situation that made Hillsbrad Foothills worthwhile: The relatively short distance between Southshore and Tarren Mill. That's the only definition I can figure whereby the first few months of WoW PvP were the game's apex.

I remember running into a lot of players like this in the battlegrounds. They were the ones in Warsong Gulch who liked to form a big group at the base of the enemy graveyard.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 01, 2011, 09:39:03 PM
They can also be found on the roads in AB/EotS, the beach in SotA and the field of strife in AV.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 01, 2011, 10:06:39 PM
I think MadMax is using the term PvP in a very specific way. He seems to be talking about a modern FPS-style team free-for-all where it's kill or be killed with few stakes and no consequences. Quick respawns and constant combat. Exactly the sort of situation that made Hillsbrad Foothills worthwhile: The relatively short distance between Southshore and Tarren Mill. That's the only definition I can figure whereby the first few months of WoW PvP were the game's apex.

I remember running into a lot of players like this in the battlegrounds. They were the ones in Warsong Gulch who liked to form a big group at the base of the enemy graveyard.

It wasn't the players fault there wasn't a good risk vs reward system. Also, imo, if someone is talking about vanilla wow pvp and brings up hillsbrad, they did it wrong imo. Plaguelands, hinterlands, blackrock mtn, felwood, those were the good pvp areas for soloers and group vs group (on my server anyways, hillsbrad was popular but filled with those who actually wanted what you described compared to pvp players who actually enjoyed good competition).

Unfortunately, there was only about 2-3 weeks of truly good pvp in wow with any reward or official motivation, besides the desire for competition. Right after the rank system came out and before battlegrounds destroyed any idea of good pvp


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on February 01, 2011, 11:57:14 PM
Back when WoW was first announced, I was hoping PvP would be like a game of Warcraft, from the player's eye view. With constructable/destructable buildings and vehicles. Boy howdy was I let down.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 02, 2011, 08:51:03 AM
Old school AV probably came closest to that Ratman: enemy generals to kill, NPC troops you can upgrade and summon, territory to fight over, enemy buildings to destroy, etc.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 02, 2011, 09:02:23 AM
Old school AV probably came closest to that Ratman: enemy generals to kill, NPC troops you can upgrade and summon, territory to fight over, enemy buildings to destroy, etc.

AV was probably the best thing out of this abomination called BGs. Now if only if it was implemented in actual game world instead of instances....


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 02, 2011, 11:58:46 AM
They tried.. it was called Wintergrasp and it showed exactly why you don't do world PVP in a DIKU with hardcoded sides.  "What's that Horde/Ally? You're outnumbered 5:1 on this server? Sucks to be you.  For 25$ we can put you on another server."


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 02, 2011, 12:09:03 PM
They tried.. it was called Wintergrasp and it showed exactly why you don't do world PVP in a DIKU with hardcoded sides.  "What's that Horde/Ally? You're outnumbered 5:1 on this server? Sucks to be you.  For 25$ we can put you on another server."

Oh ,oh, and now we talk about that being why there should be 3+ factions for pvp.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 02, 2011, 12:11:15 PM
And THEN we get to loop back and talk about how any game WITHOUT three sides sucks and is doomed to failure!


Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 02, 2011, 12:23:33 PM
Back when WoW was first announced, I was hoping PvP would be like a game of Warcraft, from the player's eye view. With constructable/destructable buildings and vehicles. Boy howdy was I let down.

You make an interesting point that's been brought up in here in the past with other games.  Adding a pvp resourcey strat. layer always seems much the smarter move for a traditional PvE DIKU, rather than bolting on pvp into a system that was really built for standard group coop. turn-based dungeon crawlls... which is what DIKU is.  As far as I know, not a single DIKU does this eh?

In Rift's case, it could be something as simple as handing over NPC "cloud control" to the players (rather than the GMs) and making the invasions resource dependent; having a housing/empire standard browser-based strat. game to parse said resources (which could even play into the ingame crafting system, rather than just crafting for gear).  The better each faction does in pushing their empires, the more control they get over the real-time gamespace, i.e. invasions and rifts.

Since most people complain that Rift doesnt feel very "worldy" due to lack of visceral real-world elements like farms, houses, mines, etc. (like WoW had/has), it'd make even more sense to at the very least have an instanced world that adds this, along with giving viable DIKU pvp.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 02, 2011, 01:01:51 PM
And THEN we get to loop back and talk about how any game WITHOUT three sides sucks and is doomed to failure!

Yup and rift is screwed up. I mean just looking at BG queues in beta - defiant outnumbers guardians like 3:1


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 02, 2011, 01:49:27 PM
And THEN we get to loop back and talk about how any game WITHOUT three sides sucks and is doomed to failure!

Yup and rift is screwed up. I mean just looking at BG queues in beta - defiant outnumbers guardians like 3:1

This doesn't mean much right now, but in my guild database, I have 100 registered Defiant Guilds and 85 Registered Guardian Guilds. with 36 or so undefined.


Title: Re: Rift: Planes of Telara
Post by: squirrel on February 02, 2011, 02:03:39 PM
The only game to ever do that to a point was shadowbane.  Level had pretty severe diminishing returns, a lvl 50 which took about two days to reach was about 80% as effective as a max level 75 which took several weeks.  Also the max level on gear was 50 and it was plentiful and easy to get.

Ah shit. Yeah Sbane was good for that. I know I'm going to regret saying this but at the moment the only MMORPG that is similar in that respect is DCUO. Once you stop laughing realize that I'm not advocating or pimping for the game - it has a bunch of issues. But it does provide a PvP environment in which a) it's trivial to hit the level cap, allowing you to focus on PvP I you wish and b) level means relatively little in PvP - gear and abilities are certainly factors but 3 level 10's can and frequently do beat a max level character. I can forgive a lot of flaws for that.

Edit: phone posting sucks


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 02, 2011, 02:29:36 PM
Yup and rift is screwed up. I mean just looking at BG queues in beta - defiant outnumbers guardians like 3:1

If only there were some proof, somewhere, anywhere, of a game doing good money with two factions...


Title: Re: Rift: Planes of Telara
Post by: Ingmar on February 02, 2011, 02:33:39 PM
I'd settle for some proof that more than 2 is a magic bullet that fixes population balance problems, other than "well it was fine on my DAOC server".


Title: Re: Rift: Planes of Telara
Post by: Ratama on February 02, 2011, 03:52:15 PM

If only there were some proof, somewhere, anywhere, of a game doing good money with two factions...
So copy that (instead of doing something better), and people will quit that game to play yours for no fucking reason whatsoever.  Oh wait...

I'd settle for some proof that more than 2 is a magic bullet that fixes population balance problems, other than "well it was fine on my DAOC server".
A 70/30 population split means longer que times than 50/30/20, or whatnot.

Having played DAoC as Mid on Guinevere back in its heyday... As overpopulated as Alb was, taking away Mid or Hib would have made it worse (no way *everyone* from one of those two would have simply gone to the other).

PS - You might have to settle for evidence or testimony, depending on your definition of 'proof'.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 02, 2011, 04:27:30 PM
So copy that (instead of doing something better), and people will quit that game to play yours for no fucking reason whatsoever.  Oh wait...

Who said anything about whether someone should or should not copy it? I'm pointing out how fucking stupid it is to claim that it's a requirement to make a good and/or successful game, as you and Dark Mel Gibson have variably done. It's a complete fallacy that it is a requirement to be a critically acclaimed game. It is a complete fallacy that it is a requirement for a company to launch a successful game (unless you define success the same ass retarded way you do, as I pointed out pages ago). It is a complete fallacy that it is a requirement to be successful solely in terms of PvP.

I have no doubts that it was fun and interesting and defused several population problems. It's not something to latch onto and rub against your crotch for ten years. It's the goddamned Trammel argument of diku games.


Title: Re: Rift: Planes of Telara
Post by: pxib on February 02, 2011, 05:23:07 PM
It is interesting that nobody major has attempted it since, though. I assume it exacerbates the ubiquitous cries of favoritism from the fans. If I recall it was fairly obvious that Britain (all areas and quests complete) was made before Midgaard (most areas and quests complete) was made before Hibernia (large chunks left unfinished years into the game). More players get upset that you're wasting time working on content their favorite characters don't get to experience. And that's before we get to discussions of class, race, and terrain imbalance.

If it were really the robot Jesus of fun and profit it would probably have been emulated by now.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on February 02, 2011, 06:10:35 PM
Well more than half the DAOC servers had dysfunctional RVR because of population imbalances. 3+ factions is fun for a lot of reasons, certainly, but 'it helps with population balancing' is not on that list of reasons, despite what people seem to keep parroting over and over.

Sure, there are plenty of arguments to be made about *why* people tended to pick Albion overwhelmingly as their realm compared to Midgard and Hibernia, but it doesn't really make a difference in the big picture - it is essentially dumb luck if you end up with a balanced population between factions, whether there are 2 of them or 20 of them.

The 'sucessful' PVP models get around this by letting players essentially create their own factions and fight over things on their own; that's the only model that has ever really worked long-term.


Title: Re: Rift: Planes of Telara
Post by: Ratama on February 02, 2011, 08:45:35 PM
3+ factions DOES help with population balances; every problem DAoC had with 3 RvR factions would have been worse with only 2 (not to mention RvR would have had much less potential).

Of course
Quote
letting players essentially create their own factions and fight over things on their own
is a better model.  But if you use premade, dev-generated factions, 3 or more hardcoded factions = demonstrably better than 2 (especially considering instanced PvP content you que for).


Title: Re: Rift: Planes of Telara
Post by: rattran on February 02, 2011, 09:11:27 PM
Except that it's not provable. Perhaps DAoC would have had better pvp with 2 finished realms. We can't know.


Title: Re: Rift: Planes of Telara
Post by: Ratama on February 02, 2011, 11:00:31 PM
I can't recall an MMO with 2 hardcoded sides that had better reviewed/acclaimed world PvP than DAoC did with 3.  I guess it depends if you consider preponderance of evidence 'proof'; even that gets to be an issue once you take into account years since launch and whatnot.

It is interesting that nobody major has attempted it since, though. I assume it exacerbates the ubiquitous cries of favoritism from the fans. If I recall it was fairly obvious that Britain (all areas and quests complete) was made before Midgaard (most areas and quests complete) was made before Hibernia (large chunks left unfinished years into the game). More players get upset that you're wasting time working on content their favorite characters don't get to experience. And that's before we get to discussions of class, race, and terrain imbalance.

Mythic publicly said they made the three DAoC realms separate, despite it being more work to make PvE content in triplicate, to make each faction feel more unique and add replayability.  I dunno if that's actually why they did so.

Anyway, someone could make a 3 faction game with said factions all sharing the same zones.

Quote
If it were really the robot Jesus of fun and profit it would probably have been emulated by now.
You'd think so, but look at how many dev teams deliberately ignore lessons learned from previous MMOs.  Dev personal preference seems to play an overly large role in these sort of decisions (at least, I can't think of any other reasonable explanation).

Blizzard finally figured out that 50% MS effects are a shitty PvP mechanic after 4+ years and who knows how many billions of reps and examples; sample sizes that virtually any dev team would kill for to draw data from. So... guess what the standard healing debuff% in Rift is.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on February 03, 2011, 12:39:20 AM
3+ factions DOES help with population balances; every problem DAoC had with 3 RvR factions would have been worse with only 2 (not to mention RvR would have had much less potential).

Actually the problem where 2 large factions repeatedly pulp a 3rd non-competitive faction into the ground every night for 2 years would not even exist in a 2 faction game. So no, not every problem.


Title: Re: Rift: Planes of Telara
Post by: Stabs on February 03, 2011, 02:41:07 AM
WoW has very much trained its players to look out for Number One. This is important when looking at RvR, specifically when looking at RvR in the post-WoW world.

Any new game will find its players shopping around looking for the best deal for them personally. The idea that it's cool if Albion and the chivalrous and noble folk who reside therein beat back the forces of Barbarism is an idea for relatively hardcore players.

Modern players have an approach to their MMOs akin to supermarket shopping. They have no loyalty although what is called "loyalty" can be gained by paying them points, they do not feel part of a team with other shoppers and the aim is to get the most back for what you put in.

DAOC was buttressed by a lot of hardcore player outlooks like voluntarily joining a faction because it's an underdog; seeing the game as a team game; and immersing oneself in the "patriotism" of one's side.

I think a genuine RvR MMO will have to do something quite brutal with its incentives. Possibly no individual rewards except for your side winning (which works pretty well in sports like football). Rift won't be that MMO and won't try to be.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 03, 2011, 05:09:21 AM
MMO's would be great if it wasn't for the f*cking players


Title: Re: Rift: Planes of Telara
Post by: Ratama on February 03, 2011, 05:40:19 AM
3+ factions DOES help with population balances; every problem DAoC had with 3 RvR factions would have been worse with only 2 (not to mention RvR would have had much less potential).

Actually the problem where 2 large factions repeatedly pulp a 3rd non-competitive faction into the ground every night for 2 years would not even exist in a 2 faction game. So no, not every problem.
Back then, with only world PvP/RvR, no.  In modern MMOs, with BG ques, yes, at least that problem is helped by a third faction to even out ques.

And FYI, there was a WoW server that was something like 40-1 H/A 80's (it was a PvP server to boot, iirc).  So yeah, the situation you described has actually been worse in a 2-sided game.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 03, 2011, 08:19:17 AM
With enough servers, there could be a DAoC server where one side had 90% of the population, too.  While I like games with more factions, that in and of itself will never solve imbalance problems.

The only way it is possible is either Aion's method of forcing, which is poor because of other effects, or making NPCs to balance out any differences in population which are as capable as players in all respects.  Or make NPCs the bulk of the forces if not as smart, with players being able to mingle.  That might work of a Warhammer-like game, or the RTS-from-first-person-perspective, but individual accomplishment will feel non-existent.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 03, 2011, 08:36:11 AM
You could also make the factions so generic as to not be able to tell them apart aside from their labeling.
And also let the players choose sides after playing for a while, rather than at chargen... effectively disconnecting race/class choices from political ones.
As for BG's, I think it's kind of silly even HAVING more than one faction if that's your pvp system.  You may as well be fighting your friends if a vanilla battleground is the extent of your pvp.


Title: Re: Rift: Planes of Telara
Post by: ghost on February 03, 2011, 08:54:37 AM
Realm balance will only be accomplished with direct intervention by the MMO administrators.  Whenever people have the option they will choose the side which gets to kick ass.  I think a third realm would probably help make this balancing activity more interesting, but it wouldn't spontaneously allow for balanced factions.  

You could also make the factions so generic as to not be able to tell them apart aside from their labeling.

I thought they did this with Aion.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 03, 2011, 09:12:47 AM
Except most servers on Aion were heavily weighted toward the lighty side.


Title: Re: Rift: Planes of Telara
Post by: Ard on February 03, 2011, 10:25:46 AM
Which is funny, because that's the exact opposite of how Aion started.  Same with Warhammer.  Both games flip flopped population wise after about two months after most people fled the games.  This probably more speaks volumes of the mentality of the people who stay after launch and are inclined to pick the pretty side though, than anything.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 03, 2011, 10:33:23 AM
The same happend in WOW beta as well, I believe.  Testers were all pretty much Horde, which is why some PVP groups chose Alliance only to find they couldn't ever get any action because there were so few Horde to kill.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 03, 2011, 11:36:05 AM
Blizzard finally figured out that 50% MS effects are a shitty PvP mechanic after 4+ years and who knows how many billions of reps and examples; sample sizes that virtually any dev team would kill for to draw data from. So... guess what the standard healing debuff% in Rift is.
That's a gross oversimplification. Throughout the lifetime of the game healer mana was effectively unlimited, healers used their fastest-casting heals all the time and often didn't bother to hotkey the slower ones, and heals healed for so much damage that huge degrees of overhealing was common. Given these factors, a 50% healing reduction debuff made sense in PvP-- otherwise you could never do enough damage to actually kill anybody. Heals were just too powerful without the debuff.

Even with the 50% healing debuff, burst was king and sustained damage held very little value, which disenfranchised the sustained damage classes relying on DoTs, etc, in PvP.

In the newest WoW expansion, healer mana is tightly limited and healers that use their fast-casting heals will run out of mana very, very quickly. The heals they can afford to use have long cast times and don't heal for very much, maybe 10-20% of a player's health per cast. Given these fairly significant changes, reducing the healing debuff makes sense.

I haven't played enough Rifts to determine healing's relative power versus damage, but since they copied everything else from WoW circa 2006, I feel fairly safe in assuming they have a similar healing model.


Title: Re: Rift: Planes of Telara
Post by: Ratama on February 03, 2011, 01:52:41 PM
FFS, please don't sound like MS was a carefully implemented tool to reign in PvP healing; that had nothing to do with why it was implemented, or how it lasted so many years in that form.  WoW Warriors had MS because a dev threw a fucking fit after Nurf's video got the old 31 pointer nerfed in beta.  Nothing to do with reigning in healers in general, everything to do with making a dev's pet class a PvP god.

The old healing/healing debuff dynamic was broken by Blizz's admission (an admission only made after 5+ years and the old devs having mostly moved on...).  Copying the old & busted dynamic = pretty fucking stupid.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on February 03, 2011, 02:05:05 PM
FFS, please don't sound like MS was a carefully implemented tool to reign in PvP healing; that had nothing to do with why it was implemented, or how it lasted so many years in that form.  WoW Warriors had MS because a dev threw a fucking fit after Nurf's video got the old 31 pointer nerfed in beta.  Nothing to do with reigning in healers in general, everything to do with making a dev's pet class a PvP god.

The old healing/healing debuff dynamic was broken by Blizz's admission (an admission only made after 5+ years and the old devs having mostly moved on...).  Copying the old & busted dynamic = pretty fucking stupid.

It's impossible to take your opinions seriously when you resort to the 'dev's pet class' bullshit.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 03, 2011, 02:31:11 PM
Nothing to do with reigning in healers in general, everything to do with making a dev's pet class a PvP god.

Don't do this again.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 03, 2011, 04:48:49 PM
My understanding was that RIFT was not allowing mods/addons.  I see that I was misinformed, as there's an 83 page thread about a damage meter mod in the general forums.  Does anyone have an official statement link from Trion about mods usage, please?

Mods, in and of themselves, aren't so bad.  Sadly, I watched WoW design their encounters around those mods being nearly must-have.  Once that happens to RIFT, I'm out.  I'm not playing that game anymore with addons and crap.  In fact, I'm also not going to try to compete in an economy that has gatherer/auction mods accessible.  

I don't really care if the majority of people want them or whatever; the game is good, but it's not good enough to make me put up with that crap.  

EDIT:  I must have been out of the loop for a bit... seems as if Draegan's site is hosting a mod.  Bummer. 


Title: Re: Rift: Planes of Telara
Post by: March on February 03, 2011, 05:57:17 PM
From the public non-beta official forums:

Quote
There have been a lot of questions about Rift and the use of Add-ons. We'd like to clear up where we stand on this issue.

There is a lot of confusion surrounding our position on Addons and other types of UI modifications, so it is not at all surprising that a reasonable person would think that we are universally against them.

It's true that RIFT at launch does not have any API support for addons. The reason that we have chosen to go this route is the same as we publicly described when we unveiled the game in early 2010.

Whenever we consider adding a new feature to RIFT, we first and foremost want to make sure that we ship and support it at high quality. That's the primary yardstick we use. If we can't, we will tend to hold off until we can.

Supporting Addons, Skinning, and other UI Modifications in a way that is of sufficiently high quality, stability, and in a way that does not allow for the creation of automated play (e.g. bots, which are inherently a negative to the overall experience) was not a task that we could afford to take lightly. Instead, we chose to provide a robust, attractive UI that players could customize in many ways.

As we work toward the future of RIFT, we will be looking to provide new ways for users to customize their experience, through more customizations and possibly all the way through addons and skinning -- To us, the issue is primarily one of providing all features at the proper quality that RIFT players deserve.

Draegan can explain in more detail, I'm sure, but it appears to me that the RJ tool is just a log parser running in parallel and on top of the (windowed?) game... not technically an API add-on.  I've no idea what other data might be exposed for this sort of overlay, but I very much doubt it will be anything like WoW (or even LoTR) modding.... until Trion officially exposes the API.


Title: Re: Rift: Planes of Telara
Post by: Ratama on February 03, 2011, 06:28:39 PM


It's impossible to take your opinions seriously when you resort to the 'dev's pet class' bullshit.

Don't do this again.
Don't do what, post publicly known information about a dev's tantrum and the results thereof?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 03, 2011, 06:36:04 PM
No, don't be a tedious fuck anymore.


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 03, 2011, 06:43:46 PM


It's impossible to take your opinions seriously when you resort to the 'dev's pet class' bullshit.

Don't do this again.
Don't do what, post publicly known information about a dev's tantrum and the results thereof?

29 of your last 31 posts have been in this thread and pretty much all negative.  Hell, that's over 20% of your entire posting volume.  Give it a rest.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on February 03, 2011, 09:19:16 PM
I think it's kind of silly even HAVING more than one faction if that's your pvp system.  You may as well be fighting your friends if a vanilla battleground is the extent of your pvp.


i think that's a bit over-reductionist. A lot of people (my self included) actually LIKE instanced BG style PvP, and further more, enjoy that it is an 'us vrs THEM' mechanic. To simplify it toy 'you might as well be fighting your friends' may make sense on paper, but i think it would lose a lot of folks in the game. I know, when I PvP with my buddies, Us is Us and Them is Them, whether it be in a BG or in the real world. It's one of those things that made WoW, WAR, and Aion worth playing.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 03, 2011, 09:50:56 PM
Draegan can explain in more detail, I'm sure, but it appears to me that the RJ tool is just a log parser running in parallel and on top of the (windowed?) game... not technically an API add-on.  I've no idea what other data might be exposed for this sort of overlay, but I very much doubt it will be anything like WoW (or even LoTR) modding.... until Trion officially exposes the API.
Yeah, as I understand the parser is a separate process that doesn't affect the actual game. And yet whether or not to include an actual in-game DPS meter is an issue of huge controversy over on the official forums. Because apparently people who use meters are bad and will destroy the community, somehow.

In my 3 days of beta I found the stock interface to be mostly acceptable, but I really hope they get on with allowing us to reskin the unit frames. I'm very picky about mine, especially when I'm healing, and the default frames didn't even show my own buffs and HoTs on raid members (that I could find anyway). Madness.

Also, is there click-casting? Modern Angel said so back on page 49 but I never found the option for it.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 03, 2011, 10:30:16 PM
Because apparently people who use meters are bad and will destroy the community, somehow.

If only people using meters could shut the fuck up about how much they're owning everyone else, then fine.  But God knows people on the internet can't shut the fuck up about how awesome they are.  Then come the gatherer/auction addons and the economy gets hosed by fake daytraders/goldfarmers.  And so on... 

Look at the GW2 thread; they're trying to keep people looking at the world instead of the interface.  It's one of the major nostalgia issues with EQ that I have... there was a magic to the world that for me, at least, wasn't made up of ilvls, gearscores and parsers.  Addons are all about squeezing the last drops of life out of the %s of anything in the game.  I got sucked into it in WoW and I don't want to do it in the future.  WoW ceased being a world at some point and became a math problem, because if you aren't performing at peak numbers you're a 'bad'.  And you get kicked (looking at some of the folk from the WoW threads on this very forum).  Can't we just play the game?

I realize I'm fighting a losing battle here, but at least want to give the game a shot without mods.  I wager I'm in the minority, though.  A year or two down the line this will likely be just another math problem.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 04, 2011, 12:29:06 AM
UI mods to me are mostly just about organizing information available to me in a reasonable fashion (meters are a mild exception, though I do feel the pros outweigh the cons in that case). Case in point: the Void Knight class has a "pact" resource which is implemented as a stacking buff. You can have up to 10, and they fall off if not renewed or expended within 30 seconds. I make important combat decisions based on how many pacts I have and how long it will be until they fall off. But since they're just a buff, the UI throws them in the corner of my screen to get lost among minor 1-hour stat bonuses, HoTs, and on-next-attack effects that expire within a GCD. My pacts don't stay in the same place, don't stand out, and can't reasonably be put near the center of my screen.

I'd like pacts to be displayed near my energy and attack points. In this and a dozen other cases, using an addon isn't a matter of dumbing the game down or turning it into a mathfest. The stock UI is just shitty and needs fixing. And I doubt the devs will be the ones to fix it.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 04, 2011, 05:46:56 AM
An MMO that requires addons means they need to improve their design.  WOW had boss fights where addons were a virtual req't...without them the raid stood almost no chance of success...bad design.  WOW also had a raid UI that didnt work as well as many of the addons....bad design.  Then DPS and aggro meters came in and people stopped caring about paying attention and having fun and moved to elitist DPS output, spamming that shit in raid chat after each fight and often pulling aggro from the tank just because they can.  From there it turned into a tool for guilds to beat up low DPS players and push the elitist assholeness from a player level to a guild level.  This is how addons were 3 years ago when I quit WOW so I can imagine how much more they have ruined the game since.  F addons


Title: Re: Rift: Planes of Telara
Post by: Speedy Cerviche on February 04, 2011, 06:12:43 AM
anyone want a rift beta key? first to reply affirmatively I will PM it to.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 04, 2011, 06:14:34 AM
Click casting is in the process of being put in. I think you can make the mouseover macros but the actual functionality isn't fully implemented.

Shatter: You're pretty wrong about add-ons. Well partially wrong. There's plenty that should have been in WoW that wasn't. As for the dps meters and the "elitist assholeness"... sorry? Here's the thing: a raid boss is a math equation. Every single one of them. You have to do X damage in Y time, where Y equals some combination of a hard timer, boss damage output, tank health and healer mana. The only thing DPS meters handed people was a measure of what X was. That's not a bad thing and it allowed WoW to come up with more creative mechanics because they weren't worried about X being an unknown anymore. This is quite aside from the fact that DPS meters aren't "allowed"; there's no way to stop them, when you can just take your damage log and run it through a program to see who's doing what. You can't stop that unless you shut off the game mechanics from people entirely.

My mantra's pretty simple in these games. The most hardcore thing you can do is suck. I have, since finally getting over my fear of scary "hardcore" players, done more in less time than I ever did in three years of hanging out in "casual" guilds. While my casual guilds were putting in four nights a week to kill one boss a month I have, since mid-TBC, been putting in one or two nights a week to down roughly a boss a week. I know which one was more hardcore.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on February 04, 2011, 07:27:15 AM
The fact that these games are math problems is the absolute worst thing about them, how it all comes down to numbers. I do my best in all these games to pretend it doesn't - never used a single addon in wow for example. I guess that only works because I have never been interested in raiding, so I've never had to live up to some efficiency standard set by other players. Fuck that, actually. I want to play a game that engages my imagination, not a number-crunching simulator that engages my calculator.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 04, 2011, 07:33:51 AM
Having to do X DPS in Y time is a design flaw, not a need for DPS meters.   


Title: Re: Rift: Planes of Telara
Post by: Sky on February 04, 2011, 07:34:36 AM
I agree completely with MA, and just took the next logical step to 'not bothering'.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 04, 2011, 07:45:10 AM
Newsflash: Every single thing you enjoy is made of math. Games, all of them, are made of math. Computers are made of math. Cookies are made of math. Going the ICP route of ignoring it because you just want to explore the wonder of pixel universes/giraffes doesn't change the underlying facts. Dikus are math.

And really, it's completely fine if that ruins your immersion. But if you refuse to take part in solving the equation that's not the fault of the people who insist you do or play something else. That's your fault for trying to cram your playstyle into a group/game that's not for you. They're not "elitist assholes"; they just don't want to put in 30 hours a week into something that takes 10 because people can't be bothered to risk breaking their immersion.

X damage in Y time isn't a design flaw. That's literally 99% of games, any genre, ever.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 04, 2011, 07:50:54 AM
Anyone know if the racials have been changed for this beta weekend?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 04, 2011, 07:52:10 AM
Yes. In the patch notes. I'll let you read them. :D

Nerfed into the ground!


Title: Re: Rift: Planes of Telara
Post by: Arrrgh on February 04, 2011, 07:57:48 AM
I discovered that I'm now too lazy to heal without healing add ons like Vuhdo. Joined a BG with my justicar/sentinal/something, noticed I'd have to individually target anyone I wanted to heal and then click a spell, said fuck it and become one of those people with heals who only heal themselves that everyone loves.

Decided to try an instance so I put enough points into justicar to get the tank aura (huge agro and more HPs), zone into the first fairy instance, another cleric joins, looks at me and says you're not a tank and then leaves. Stereotypes die hard.

But she was right for reasons other than her complaint that clerics can't tank. Justicars at that level have no taunt. Do they ever get taunt? Why do they call classes that can't taunt tanks? They also have weak AE agro and the trash packs at the start of that instance were 3 packs.

I generally play the side that had dwarves but since Rift dwarves are an abomination I'm going to play the other side just to put them out of their misery. Later when they're puzzled about the lack of players on the guardian side they will of course never admit the possibility that one of their races being a graphical joke has anything to do with it.

I've been playing the large purple race. I have no idea why they're large and purple. I'm sure there's some back story explanation somewhere but it wasn't noticeable enough to get me to read it so I still have no idea why my defiant characters look that way.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 04, 2011, 07:58:21 AM
Racials were nerfed to be complete shit now. Basically, it's a +10 to a single stat to a race, and some of the races get some fluff animation/travel ability. I don't disagree that the racials needed some adjusting, but this is pretty awful.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 04, 2011, 08:00:10 AM
Yeah they bitch slapped racials for B6.  They needed rework but they are essentially not worth mentioning anymore to the point they might as well of just removed them altogether


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 04, 2011, 08:02:51 AM
Dwarves are always awesome. Always.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 04, 2011, 08:06:03 AM
Unless they require addons to play.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 04, 2011, 08:09:14 AM

Decided to try an instance so I put enough points into justicar to get the tank aura (huge agro and more HPs), zone into the first fairy instance, another cleric joins, looks at me and says you're not a tank and then leaves. Stereotypes die hard.

But she was right for reasons other than her complaint that clerics can't tank. Justicars at that level have no taunt. Do they ever get taunt? Why do they call classes that can't taunt tanks? They also have weak AE agro and the trash packs at the start of that instance were 3 packs.

Justicars get an actual taunt ability, it's called bolt of radiance (while Mien of Leadership is active). That is in addition to having a lot of aggro generation. About why call a tank when a soul can't taunt? Honestly, since b2 or b3 I can't remember the last time I used a taunt ability as my natural threat generation has been high enough to not even need it (lots of dungeon runs in both Defiant and Guardian zones, including some pugs).

Also, I strongly agree about the dwarves. They are, by far, the worst implementation of dwarves I've seen. At this point though, with the way names are displayed, there's no reason to be anything except a dwarf or kelari with a 2 letter name for pvp servers. Stats/racials are no longer important, the races have no individuality anymore, so just go with what with be the toughest to see by environment, though having to stare at a dwarf avatar would be a pain in the ass.


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 04, 2011, 08:43:57 AM
Unless they require addons to play.

Like stilts?


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 04, 2011, 08:47:43 AM
Having to do X DPS in Y time is a design flaw, not a need for DPS meters.   

I've agreed with that forever and have railed against boss enrages since they were put into the game. Now it's just the norm in WoW which explains why I'm raiding less.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on February 04, 2011, 09:44:09 AM
But if you refuse to take part in solving the equation that's not the fault of the people who insist you do or play something else. That's your fault for trying to cram your playstyle into a group/game that's not for you.

Well, like I said, my solution is to just not raid, period. I don't want to be a liability to people more serious about the game than me. Thankfully these games generally have enough content to support my playstyle in addition to those who seek efficiency and mastery of game systems.

I particularly like the drop in/drop out public groups of Rift, no obligation, no worries.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 04, 2011, 09:46:02 AM
Having to do X DPS in Y time is a design flaw, not a need for DPS meters.    

I've agreed with that forever and have railed against boss enrages since they were put into the game. Now it's just the norm in WoW which explains why I'm raiding less.
Y doesn't have to be an enrage timer, it could be "before the healers run out of mana" or "before too many dps stand in fire and die". Enrage timers are only useful when all other mechanics of a fight are easily negated. Having a fight or two that's basically a DPS race has always been a good way to test class balance (Patchwerk comes to mind).


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 04, 2011, 10:20:21 AM
Having a fight or two that's basically a DPS race has always been a good way to test class balance (Patchwerk comes to mind).

Agreed, and there are other factors in play usually beyond the simple hard enrage I was talking about. It's a math problem to be sure.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 04, 2011, 10:34:50 AM
I much prefer races this way.  Now you can play what you want without gimping yourself.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 04, 2011, 10:39:45 AM
I think even with the racial changes Ill still play Defiant...cooler mounts :P


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 04, 2011, 11:44:24 AM
The Mathosian racial is the worst racial ever known to gaming.

You can't use it in combat, it puts you to sleep, doesn't do anything, and it kills you.

So it's essentially a special emote you can use out of combat and it also kills you.

lol.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 04, 2011, 12:08:27 PM
Yeah, I lolled at that one. Totally not making it to release.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 04, 2011, 12:17:23 PM
See, when I first saw it I didn't see the no in combat part. I thought, "That shit is GREAT!" Then someone pointed out the no in combat clause and duurrrrrrrr


Title: Re: Rift: Planes of Telara
Post by: Ard on February 04, 2011, 12:24:23 PM
Yeah, I lolled at that one. Totally not making it to release.

It not only didn't make it into release, it didn't make it into beta 6.  Go read the non-leaked actual beta 6 patch notes.  It went from one of the worst to probably one of the best.

Edit: here, since it's public anyhow, and people tend to be lazy.  I do however expect both the mathosian and ethian ones to get hit with the nerf stick once they figure out the ramifications of racial based runspeed mods in pvp warfronts.

Quote
RACIAL ABILITIES
* Updated all Racial Abilities.

HIGH ELVES
* Removed Wisdom of the Ages.
* Tavril's Grace now increases Wisdom by 10.
* Added: Angelic Flight: Flies toward the selected area. Cannot be used in combat.

DWARVES
* Removed Second Wind.
* Bahralt's Mettle now increases Strength by 10.
* Added: Density: Dwarves can fall twice the distance of other races safely.

MATHOSIANS
* Removed Heroic Resolve,
* Thedeor's Will now increases Dexterity by 10.
* Added: Motivational Roar - Increases the movement speed of the Mathosian and nearby group members by 30% for 10 seconds. This ability cannot be used in combat.

ETHIAN
* Removed Eth-Made Shield Generator.
* Sun's Fortune now increases Intelligence by 10.
* Added: Agility: Increases movement speed by 70% for 15 seconds. This ability cannot be used in combat.

KELARI
* Removed Kelari Frenzy.
* Flame's Ferocity now increases Dexterity by 10.
* Added Camouflage: The Kelari transforms into a ghostly fox for up to 30 seconds, giving them a wider radius to avoid aggro with, and despawning any pets the Kelari may have. This ability cannot be used in combat.

BAHMI
* Removed Sefir of Power.
* Removed Sefir of Constitution.
* Added: Sefir of Strength: Increases Strength by 10.
* Added: Mighty Leap: Leaps at the selected area. Cannot be used in combat.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 04, 2011, 12:38:34 PM
Level X0-X7 players now get buffed in warfronts. The details aren't clear, but at least you won't get utterly roflstomped upon entering a new bracket now.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 04, 2011, 12:38:57 PM
I missed that. That is awesome news.


Title: Re: Rift: Planes of Telara
Post by: Ard on February 04, 2011, 12:41:08 PM
Holy crap, I missed that also, and I was looking for it.

edit:  yup, there it is, awesome.

Quote
* Added Ascended Courage to Warfronts. Increases the effectiveness of characters for the first seven levels of each Warfront bracket. We'll be evaluating this in Beta 6 for further balancing.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 04, 2011, 12:53:02 PM
That's HUGE.  Since doing a warfront if you weren't near max was pointless.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 04, 2011, 01:58:20 PM
I was getting the ascended courage buff at level 18.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 04, 2011, 02:22:39 PM
Quote
=== KNOWN ISSUES ===
* Extra icons for the Ascended Courage buff are being applied to players in Warfronts, including those not under the actual effects of the buff. THESE EXTRA ICONS HAVE NO GAMEPLAY EFFECT!


Title: Re: Rift: Planes of Telara
Post by: veredus on February 04, 2011, 05:11:06 PM
The new Kelari racial is actually awesome. That description doesn't match it in game, in game npcs ignore you. It's great for getting through high agro areas.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 04, 2011, 05:38:48 PM
The elf wings are pretty cool too.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 05, 2011, 06:37:21 AM
Man, those Rifts are addicting. I discovered I'd gained two levels running them in the 8-10 bracket and went on to finish out another 2 just chasing them down.  For some reason they're more fun than the PQs in WAR were and I can't quite figure out why.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 05, 2011, 07:24:22 AM
The pvp bracket buff needs one other minor change: the spells are level based (get X rank at Y level), which aren't buffed by the changes. So you may in essence be level 18 for damage calculations, you're doing about 70% the damage/healing of a real level 18. I noticed a HUGE difference in my pvp capability when I went from 17 to 18, because 4 of my 6 primary spells had a rank up there.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on February 05, 2011, 01:04:14 PM
What server is everyone on?


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 05, 2011, 01:35:22 PM
Mostly Rocklift Guardian, but I've also been playing Reclaimer Guardian just for open world ganking.

Since Saboteur charges don't deal damage, they don't break CC. My assassin/sab can kite a melee mob through about 4 fully primed detonations before it has a chance to catch up. I'm hoping for hilarious results when I level high enough to try it on players in the pvp zones. In the meantime I'm leveling as a bard, which is amazing for healing in WFs.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 05, 2011, 03:49:39 PM
Saboteur is so much fun in pvp.  I was topping the charts in damage and killing blows at level 11.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 05, 2011, 04:23:58 PM
I rolled a Warden/Sentinel/Purifier for this beta.  I still plan to play my Paladin at launch, but I hit a point where nobody seems to want to heal in a rift.  So instead of beating my head against a wall, I decided to try healing.  Considering I've never played a dedicated heal class in any MMO before, I'm actually liking it so far.  It is pretty amazing how much better a public group of 20 does when they have someone healing them. 

I'm definitely going to switch it up though and go for an offensive role to flip into when soloing.  Pure healers aren't terrible to solo, just a tad boring. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 05, 2011, 04:24:38 PM
The parses we were running showed Saboteur not being awesome in group content but I think a lot of that is knowing when to detonate at less than five charges so there's no waste, which takes a lot more finesse than I was expecting. That said, Saboteur is just a fun class all around and I can't think of much else like it in the MMO world.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 05, 2011, 05:10:05 PM
Parses? f that.  Anyone who dropped below 75% was a sure kill.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 05, 2011, 05:15:27 PM
Nah, elite mobs and stuff. Not really to min max but I was intensely curious how the purely back loaded damage stacked up against some of the others. In solo PvE and PvP the damned thing is hilarious, especially PvP because nobody notices the charges on them.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 05, 2011, 11:57:05 PM
My level 12 Riftblade warrior is ruling the damage charts in the Warfronts. The flame spear + the flame finisher dot + the AE ability.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 06, 2011, 03:24:49 AM
If there are keys floating around, could I get one?


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 06, 2011, 04:06:34 AM
If there are keys floating around, could I get one?

The escapist is where I got mine.  You've got to be wiling to Facebook friend them, however.

http://www.escapistmagazine.com/contests/register/RIFTvip


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 06, 2011, 05:46:24 AM
I doubt the 25-use VIP keys posted a page or two back are exhausted.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 06, 2011, 06:51:46 AM
Thanks guys, downloading the game now.

Edit to remove stupid question.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on February 06, 2011, 09:47:54 AM
I doubt the 25-use VIP keys posted a page or two back are exhausted.

Having issues finding them.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 06, 2011, 09:51:33 AM
FP has a fresh batch available also.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 06, 2011, 10:09:20 AM
http://forums.f13.net/index.php?topic=17033.1750, near the bottom. Also


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on February 06, 2011, 10:36:22 AM
Tanks!


Title: Re: Rift: Planes of Telara
Post by: Threash on February 07, 2011, 07:05:59 AM
I really like what they did with crafting and salvaging, it keeps crafters leveling their skill from flooding the market with below material cost items.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 07, 2011, 08:00:35 AM
I applied for beta on the Rift website Saturday morning and was immediately sent an invite.  Seems the game was more or less an open beta this weekend.

I made a Kelari ranger/bard/saboteur.  What fun!  She's turned into more a bard/ranger/could-be-anything.

Why is it more fun to play a game when I don't understand what half the stuff in it does?  Artifacts, that slot in the character screen at the bottom center (what does that thing do and what am I supposed to put in there?), rifts, guardian invasions, and so on.

I'd not had the motivation to play WoW for a week and had already canceled my kids' account.  I think I'll be canceling mine and picking this up.  (I'm sure I'll resub to WoW sometime after Ghostcrawler removes his head from his ass).

Snappy combat, drop-in-and-play fun.  I like the attitude of those who were running the beta.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 08:06:26 AM
Last Saturday was a stress test event which is why it's essentially an "open beta" that you still need to be invited too.  Not sure why they just don't open it up.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 07, 2011, 08:06:32 AM
Why is it more fun to play a game when I don't understand what half the stuff in it does?  Artifacts, that slot in the character screen at the bottom center (what does that thing do and what am I supposed to put in there?), rifts, guardian invasions, and so on.

Because once you understand the game you can begin to quantify how long it will take to get to the level of ability you want.  

I'm with you 100%.  The longer a game stays shiny and new, the longer I remain ignorant to the pointless grind ahead of me.  


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 07, 2011, 08:17:44 AM
I will say the balance seemed way off this phase. Marksmen turned crazypants, non healy clerics were mauled, and some of the higher tier skills turn silly (suddenly you open up stuns, healing debuffs and interrupts all over the place)

And the latest zone opened is.. content sparse, to say the least.

I like the game, but I feel like it still needs some time in the oven, and it's making me feel like WAR's beta did: that we're testing zones in phases not to force us to test the hell out of it, but because the next zones aren't done yet.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 08:43:18 AM
I will say the balance seemed way off this phase. Marksmen turned crazypants, non healy clerics were mauled, and some of the higher tier skills turn silly (suddenly you open up stuns, healing debuffs and interrupts all over the place)

And the latest zone opened is.. content sparse, to say the least.

I like the game, but I feel like it still needs some time in the oven, and it's making me feel like WAR's beta did: that we're testing zones in phases not to force us to test the hell out of it, but because the next zones aren't done yet.

They are testing zones in phases for other reasons.  They are iterating the shit out of the lower level zones to get more and more feedback out of them.  The rest of the zones are being testing and abused in their other tests.


Title: Re: Rift: Planes of Telara
Post by: shiznitz on February 07, 2011, 08:50:22 AM
I haven't seen anything about grouping dynamics.  Is there a level range to group and share exp?  Is there Mentoring? Is it needed?  If my friends are level 20, can I play with them at level 10?


Title: Re: Rift: Planes of Telara
Post by: March on February 07, 2011, 08:59:54 AM
That's what WaR said...  Then they hammered the XP curve to keep folks from advancing into under-developed areas.

I'm concerned that the XP curve, the soul acquisition process, and the respec costs will be blown-up at launch for all the usual reasons that Devs seems to fall for time and again.  The game is fun in Tier 1 precisely for the fast character development, and easy experimentation.  Slow all of that down to "protect" the later part of the (un-)finished game, and suddenly the grind to add a point to a talent that increases your block rating by another 5% of your Spell-power just isn't as cool.  I'm seeing mixed messages on the boards on this: XP is what it will be at launc vs. XP is much faster so we can test content... don't know which is correct and would be interested in a definitive statment (if one has been made).

I still think that they are not playing to their biggest strength: Role based game-play regardless of Archetype.  It appears to me that they are falling between two stools:

Stool the first: Warriors should Tank, Rouges DPS, and Clerics Heal.
<RIFT in current implementation>
Stool the Second: Choose the look/feel and mechanics that you most enjoy, and perform all the roles needed to explore the world.

I am, however, impressed with lots of little QoL iterations over WoW - the sorts of things that made me appreciate WoW over DAoC 6-years ago (though, definitely not as drastic).


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 07, 2011, 09:08:13 AM
I will say the balance seemed way off this phase. Marksmen turned crazypants, non healy clerics were mauled, and some of the higher tier skills turn silly (suddenly you open up stuns, healing debuffs and interrupts all over the place)

And the latest zone opened is.. content sparse, to say the least.

I like the game, but I feel like it still needs some time in the oven, and it's making me feel like WAR's beta did: that we're testing zones in phases not to force us to test the hell out of it, but because the next zones aren't done yet.

They are testing zones in phases for other reasons.  They are iterating the shit out of the lower level zones to get more and more feedback out of them.  The rest of the zones are being testing and abused in their other tests.

That leads to Conanitis: your lowbie zones are AWESOME because of all the feedback and changes. But then you hit the stuff that needs feedback and changes. Once you leave Gloamwood, the quests dry up, flagged Story chains just randomly end with no actual story resolved, and you start getting sent all over creation to find level appropriate quests (my favorite are the level 30 chains that lead you to the level 28 quest hub)

edit: don't get me wrong, every phase is leaps and bounds better than the last, polish wise. I just fear that with the current level brackets being tested and the usual 2 phases of a zone being open to it being "good", and the massive balance changes last patch.. it seems like they need more than the ~3 weeks they have left to finish Rift.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 07, 2011, 09:30:56 AM
That's what WaR said...  Then they hammered the XP curve to keep folks from advancing into under-developed areas.

I'm concerned that the XP curve, the soul acquisition process, and the respec costs will be blown-up at launch for all the usual reasons that Devs seems to fall for time and again.  The game is fun in Tier 1 precisely for the fast character development, and easy experimentation.  Slow all of that down to "protect" the later part of the (un-)finished game, and suddenly the grind to add a point to a talent that increases your block rating by another 5% of your Spell-power just isn't as cool.  I'm seeing mixed messages on the boards on this: XP is what it will be at launc vs. XP is much faster so we can test content... don't know which is correct and would be interested in a definitive statment (if one has been made).


Honestly I don't agree, but not because I think you need to meter out the rewards.  I don't think a player should have to be thinking about more than two soul trees for a WHILE.  That shit is complicated.  I'm ok with working on figuring out the best talents to get in a single tree, or two trees, for quite a goddamn long while.  I really think the soul system is by far the most unapproachable part of this game, and if they thrust that shit on people too early I think it could turn people off.  You really need some time in a single soul tree to get a feel for it as a real, "solid" entity that is self-contained and powerful all on its own.  If my ability bar is crammed with tons and tons of abilities from three souls (often with essentially duplicate abilities from different souls) by level 12, I think that's too much.  I'll still totally play it myself, no question, but I'll be thinking, "Man, this could really turn some peeps off."

Don't get me wrong, I'm not saying I don't like the system.  I do like it, but I like it as something to think about after I've been playing for a month or so.  I certainly don't think there's any need to ram too much complexity down people's throats right away.

Edit:

That leads to Conanitis: your lowbie zones are AWESOME because of all the feedback and changes. But then you hit the stuff that needs feedback and changes. Once you leave Gloamwood, the quests dry up, flagged Story chains just randomly end with no actual story resolved, and you start getting sent all over creation to find level appropriate quests (my favorite are the level 30 chains that lead you to the level 28 quest hub)

That isn't really the same kind of jarring thing as Age of Conan had.  AoC literally completely changed the level of content fidelity the moment you stepped out of Tortage.  Suddenly there's no voiceovers, no long, plot-driven quest chains, etc.  It converted from an extremely narrative-based questing system into a more standard WoW questing system.  Rift's are WoW-like from the start, there's never any illusion being presented.  Now, if it does decay into just being less good than the earlier stuff, that totally sucks, but it's not quite the same as AoC where it didn't just stop being good, but changed altogether.

Still, though, that sucks, and I hope they do have a chance to make it not suck.  I'm just saying I don't think it would inspire the same sense of "Oh, the previous content was a lie" that AoC did.  Rather, "Oh, they didn't finish this part yet.  That blows."  Cuz AoC's later levels WERE finished (as I recall), it's just that it sucked.  Permanently.  Because they changed the game after Tortage.

Edit 2:  Shit, I'm becoming a fanboy, aren't I.  Fuck.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 07, 2011, 09:48:56 AM
Rift has voiced content for major characters, which is jarring in some later quest chains (because you get MAJOR DUDE TALKING, followed by other dude just.. using text bubbles to hold the conversation)

There's a funny one in Gloamwood where major characters 1 and 2 chat at each other, and major plot character 3 just sits there using /say

But Conan's main problem imo wasn't the lack of voiceover work, it was that Tortage told a story, had deep quest lines and reasons to go here and there... and then dropped you into the untested/never seen before wasteland of "go kill X fozzles for no reason" and huge content gaps.

(as an aside: that's why you should beta with your live xp curve in place: because WAR found out that when you change your curve seconds before going live, you wind up with MASSIVE CONTENT GAPS where your quests dried up and you need to grind 3 levels to get the next quests.)


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 07, 2011, 09:54:26 AM
So popping my head out of lurking here.    I'm curious if people are willing to make predictions.  On top of Blizz dropping the ball with Cata and this game = not made by shitties things look interesting.   Not sure I'm all that psyched for a "better than WoW" WoW clone but I'll try it.   I'm more interested in watching Trion investors peeing their pants in joy and watching the whole industry go "WTF" collectively though.


Title: Re: Rift: Planes of Telara
Post by: March on February 07, 2011, 09:59:45 AM

Honestly I don't agree, but not because I think you need to meter out the rewards.  I don't think a player should have to be thinking about more than two soul trees for a WHILE.  That shit is complicated.  I'm ok with working on figuring out the best talents to get in a single tree, or two trees, for quite a goddamn long while.  

Sure, I could see a Tier 1 system where you get 1 soul for, say 10 or 15 levels then your second soul (though I believe they recently changed this based on feedback, no?) - but I'm talking about the ability to get the Ranger soul, then the Rift Soul then the Saboteur soul.  If I can drop/add souls almost for free at the trainer (as it is now), then I could live with only having 1 or 2 equipped in the early game.  The system only really gets fun when you have big handfuls of points to spend, anyway.

Still, I think the bigger problem you hint at is that the Archetypes are poorly "synergistic" across souls - esp. at low levels.  This is exacerbated by the fact that the rouge basically has 6 flavors of DPS which are not optimized to work with a Non-DPS role like Tank or Healer (they don't really work all that well together as DPS either for that matter).


Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 07, 2011, 10:02:08 AM
I wonder why studios dont make these MMOs from the top-down rather than the bottom-up.  It goes against the base 'carrot on a stick' mechanic when your game degrades as you level up, rather than getting better.  To me, this at its heart is what WoW did well... as you leveled, things got more and more interesting.  Every game released post-WoW aside from Eve (which doesnt count) has done the complete opposite... as you leveled, things got less and less interesting.  

The short-term fix was that many of these games sped the leveling process along and purposely made it bland just to get to the endgame, ala AoC.  But, too often said endgame is buggy, unfinished, and lacking any real depth.

My fear from what I've been hearing is that Rift may be of the latter.  Instead of the world coming into focus as your character gets old, the world gets more fuzzy.  I personally care nothing of the early-game, I'm more of a traditionist in these regards.  I should be a weak, confused whelp when I'm lvl 1 and things get better as I go.  Matter of fact, I would've been happy not even being 'Ascended' until the last level in Rift, let alone have access to multiple souls.  With this comes the realization that Rifts/Invasions shouldn't even be 'fightable' until endgame; they're better served twisting the map with their untouchable chaos while we level, rather than just being dummies we beat on till we tire of them.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 07, 2011, 10:04:35 AM
So popping my head out of lurking here.    I'm curious if people are willing to make predictions.  On top of Blizz dropping the ball with Cata and this game = not made by shitties things look interesting.   Not sure I'm all that psyched for a "better than WoW" WoW clone but I'll try it.   I'm more interested in watching Trion investors peeing their pants in joy and watching the whole industry go "WTF" collectively though.

I have been pretty much wholly won over by the game, but I'd be really surprised if it actually surpasses WoW or anything.  That seems a little extreme, I dunno.  I feel like saying I expect it to be the most successful post-WoW MMO thus far might jinx it, but that's kinda how I feel.  I really like it.  Although I think more significantly than that, I just can't see how I'd ever really want to play WoW rather than Rift except for just a change of pace.  Even aside from the game mechanics and graphics and shit, it's just an extremely pleasant-to-use piece of software.  I value that... a lot.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 07, 2011, 10:05:12 AM
So popping my head out of lurking here.    I'm curious if people are willing to make predictions.  On top of Blizz dropping the ball with Cata and this game = not made by shitties things look interesting.   Not sure I'm all that psyched for a "better than WoW" WoW clone but I'll try it.   I'm more interested in watching Trion investors peeing their pants in joy and watching the whole industry go "WTF" collectively though.

It's not going to bomb barring a WAR style MYSTERY PATCH a day before launch. But it's not going to have anything near crazy sub numbers, either. I'd say they're on their way to trying to do what WoW did well around the TBC/Wrath era (please the customers, not the rabid posters. Add in QoL features like a better LFG system and clean up the quest breadcrumbs), but this last patch has me hesitant that with all the attention on them the devs just went crazy. (across the board nerfs to anything that wasn't standard role trinity, large increase to world mob lethality)

It's like they're trying to embrace the "we're hardcore, not like those WoW pansies!" theme, which is pretty much how you kill your game. They were doing well at "we're a highly polished WoW alternative if you're tired of that game by now"


edit: soul complexity wise: the trick to picking souls is to pick one you want to do, one that compliments it (passive bonuses, or a specific low level skill you really want), and one that is useful at roughly 0-10 points. I see a lot of boring souls (archons win for "this is never supposed to be a "main" soul, right?" imo), and a lot of really good post level 20 souls (Stormcaller is currently my model for "this is what a soul should be like", a lot of passive easy stuff low tier with some powerful utility, and seriously interesting damage stacking mechanics in the high tier)


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 07, 2011, 10:08:16 AM
I wonder why studios dont make these MMOs from the top-down rather than the bottom-up.  It goes against the base 'carrot on a stick' mechanic when your game degrades as you level up, rather than getting better.  To me, this at its heart is what WoW did well... as you leveled, things got more and more interesting.  Every game released post-WoW aside from Eve (which doesnt count) has done the complete opposite... as you leveled, things got less and less interesting.  

The short-term fix was that many of these games sped the leveling process along and purposely made it bland just to get to the endgame, ala AoC.  But, too often said endgame is buggy, unfinished, and lacking any real depth.

My fear from what I've been hearing is that Rift may be of the latter.  Instead of the world coming into focus as your character gets old, the world gets more fuzzy.  I personally care nothing of the early-game, I'm more of a traditionist in these regards.  I should be a weak, confused whelp when I'm lvl 1 and things get better as I go.  Matter of fact, I would've been happy not even being 'Ascended' until the last level in Rift, let alone have access to multiple souls.  With this comes the realization that Rifts/Invasions shouldn't even be 'fightable' until endgame; they're better served twisting the map with their untouchable chaos while we level, rather than just being dummies we beat on till we tire of them.

I'm going to take a totally uneducated guess here, based purely on the fact that the Rift devs seem to be just plain good at this shit from everything I've seen thus far.  My guess would be that they have done a decent amount of work on the endgame itself, and the level cap content, and that the gap that does exist is probably similar to the STV pain that WoW had at launch.  That doesn't excuse a gap, don't misunderstand me, but... yeah, you're right.  There can't just be an end to the content.  I can't imagine they'd make that mistake though, so my hopeful guess would be that the content they risked not having enough time to finish is neither the early stuff or the final stuff, but rather the late-middle stuff.  We'll see I guess?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 07, 2011, 10:16:33 AM
So popping my head out of lurking here.    I'm curious if people are willing to make predictions.  On top of Blizz dropping the ball with Cata and this game = not made by shitties things look interesting.   Not sure I'm all that psyched for a "better than WoW" WoW clone but I'll try it.   I'm more interested in watching Trion investors peeing their pants in joy and watching the whole industry go "WTF" collectively though.

If they manage to have a successful launch like AoC or Warhammer i expect them to do really good, second best to wow in sub numbers (second by a very large margin).  People obviously want to play something new yet familiar, and this doesn't have the blatant pitfalls of previous attempts.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 07, 2011, 10:21:03 AM
I really like what they did with crafting and salvaging, it keeps crafters leveling their skill from flooding the market with below material cost items.

Yeah that was a clever little twist that I really liked.

Also, Rangers/ Marksman are exactly how I'd expected WoW to have revamped the class YEARS ago.  Tried one out late yesterday because the cleric hit 20 and was slowing down and it was pretty fun.  

I dislike that I've read the xp is amped-up in the game right now, because starting about 18 I noticed the leveling really started to slow down.  It could be that I was behind on quests from all my rifting, but it seemed like getting from 18 to 20 took nearly as long as going from 1-13.

It's like they're trying to embrace the "we're hardcore, not like those WoW pansies!" theme, which is pretty much how you kill your game. They were doing well at "we're a highly polished WoW alternative if you're tired of that game by now"

Yeah, I wasn't too thrilled by most of the community for this aspect alone.  The game isn't any more difficult than WoW ever was, but I saw a lot of people trumpeting how "this game takes skill."   Really made me want to turn off newb chat and avoid the game in general when I'm able to do these things again.  It's a nice, well-polished DIKU that's got similar mechanics to WOW but a nice alternative twist.  (And a hell of a lot more classes.)


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 07, 2011, 10:29:44 AM
I haven't seen anything about grouping dynamics.  Is there a level range to group and share exp?  Is there Mentoring? Is it needed?  If my friends are level 20, can I play with them at level 10?

Since you asked and were ignored; it's a DIKU with all the usual deals involving groups from what I can see. There's no mentoring excepting in the BGs where lower levels are buffed so as to not be fodder (tho they can't kill anything, either.. so use your stuns/ snares)

I wouldn't say mentoring is needed because everything is easily soloable and the rifts attract groups pretty quickly. The question is how true the latter will remain a month or more after launch when there's 1/200th the population to take care of invasions, etc.  If the early-hours pops are an indicator, it'll suck and you'll be getting killed by wandering badass invaders a lot.



Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 10:30:45 AM
That leads to Conanitis: your lowbie zones are AWESOME because of all the feedback and changes. But then you hit the stuff that needs feedback and changes. Once you leave Gloamwood, the quests dry up, flagged Story chains just randomly end with no actual story resolved, and you start getting sent all over creation to find level appropriate quests (my favorite are the level 30 chains that lead you to the level 28 quest hub)

edit: don't get me wrong, every phase is leaps and bounds better than the last, polish wise. I just fear that with the current level brackets being tested and the usual 2 phases of a zone being open to it being "good", and the massive balance changes last patch.. it seems like they need more than the ~3 weeks they have left to finish Rift.

There is nothing similar between the testing methods of Conan and Rift.  There are two congruent tests going on.  Beta and Alpha.  Also, you've now seen, or least potentially seen, level 35 of 50.  That's a bit more than just seeing Tortage.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 10:31:46 AM
Oh yeah: Open Beta

Quote
RIFT™ OPEN BETA EVENT SCHEDULED TO START FEBRUARY 15TH

 

Sign up at www.riftgame.com/betasignup to play in “Telara the Merciless” beta event

 

On February 15th Trion will lift the veil on their upcoming MMORPG Rift™ with a six-day open beta event, giving all would-be Defiants and Guardians the opportunity to preview the epic world of Telara before the game launches worldwide on March 1st. Servers are scheduled to be open from 10 AM PST on Tuesday, February 15th to 10 AM PST on Monday, February 21st, giving users a taste of Telara, including two playable factions, the first 42 levels of play, three PvP warfronts, and several zones and dungeons to explore.

 

Sign up now at www.riftgame.com/betasignup for a guaranteed spot in the “Telara the Merciless” beta event, and secure your spot in the Rift head start period (February 24-March 1) by pre-ordering the game now at http://www.riftgame.com/preorder.



Title: Re: Rift: Planes of Telara
Post by: Amaron on February 07, 2011, 10:33:34 AM
It's not going to bomb barring a WAR style MYSTERY PATCH a day before launch. But it's not going to have anything near crazy sub numbers, either.

Well see this is where I think it's going to get interesting.   This game at first glance appears to be so non shitty that I bet it was cheap to make.   When I say cheap I mean I see no signs that this client suffered from the usual fuckups.   There was probably no ball smashing bug crap that they spent 2 years trying to fix for a bazillion dollars ala WAR/AoC.

I kind of get the feeling that they could get something like 400~500k sustained subscribers.   Seems like small change to WoW but in reality it's probably a number that would have Trion investors making money hats.   I find money hats very amusing obviously.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 07, 2011, 11:01:10 AM
That leads to Conanitis: your lowbie zones are AWESOME because of all the feedback and changes. But then you hit the stuff that needs feedback and changes. Once you leave Gloamwood, the quests dry up, flagged Story chains just randomly end with no actual story resolved, and you start getting sent all over creation to find level appropriate quests (my favorite are the level 30 chains that lead you to the level 28 quest hub)

edit: don't get me wrong, every phase is leaps and bounds better than the last, polish wise. I just fear that with the current level brackets being tested and the usual 2 phases of a zone being open to it being "good", and the massive balance changes last patch.. it seems like they need more than the ~3 weeks they have left to finish Rift.

There is nothing similar between the testing methods of Conan and Rift.  There are two congruent tests going on.  Beta and Alpha.  Also, you've now seen, or least potentially seen, level 35 of 50.  That's a bit more than just seeing Tortage.

If there is a second group that has already content passed Scarlet Gorge and Scarwood and given it the thumbs up, their other group is terrible and should be replaced immediately. It's pretty undeniable that right now a zone comes out, then gets a pass, and another pass, and then is "good". Last patch changed the placeholder quest names in Gloamwood. It was THAT unfinished that they hadn't even finished naming quests.

"this has all been tested and the stuff you haven't seen is totally badass" is the "there's another client we don't have that fixes all the bugs" of this beta.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 07, 2011, 11:09:35 AM
Personally, I don't mind when mmo games are released lacking end game content, but I don't play them for end game content.  If I'm not having fun leveling up, I'm pretty sure I won't be having fun when I get to the end.

If any game lends itself to making alts, this one sure does, with all the possibilities.



Title: Re: Rift: Planes of Telara
Post by: Rasix on February 07, 2011, 11:17:45 AM
Well, 3 alts at least, if you don't play the other side.  Aren't you supposed to get access to all souls in your "class" at some point?

Every beta event makes me more likely to play this.  I'm not sure why, but when given the choice to log into WoW or log into Rift, I pick Rift.   I play MMOs so sporadically now, it'll take me forever to hit cap.  So, hopefully issues are addressed before I reach them.



Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 11:19:21 AM
If there is a second group that has already content passed Scarlet Gorge and Scarwood and given it the thumbs up, their other group is terrible and should be replaced immediately. It's pretty undeniable that right now a zone comes out, then gets a pass, and another pass, and then is "good". Last patch changed the placeholder quest names in Gloamwood. It was THAT unfinished that they hadn't even finished naming quests.

"this has all been tested and the stuff you haven't seen is totally badass" is the "there's another client we don't have that fixes all the bugs" of this beta.

I'm just not seeing the issues transitioning between Gloamwood and Scarlet Gorge that you are seeing.  All the quests seemed to work for me.  They have been constantly tweaking the quest progression from Beta 1 until now.

Well, 3 alts at least, if you don't play the other side.  Aren't you supposed to get access to all souls in your "class" at some point?

I think it's around level 13 or so you can get quests for all the souls in the capitol city.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 07, 2011, 11:29:28 AM
The issue is that the breadcrumbs typically don't exist, the quest hubs are sparse for the most part, and the plot lines just Die (Scarlet Gorge's plotline just ends for guardians when you do the group(3) to close the fire rift and sends you on your way to Scarwood for no reason. Scarwood's just randomly DIES for no reason. You sanctify a wardstone! Something evil pops out! You find a mysterious book behind it! This tells the main general dude he needs some crystals! You get them! Okay, story's over. Go kill 8 trolls for this dude.)

Content completion wise, Scarlet Gorge and Scarwood are about a 6/10 at best. It's worse if you look at them comparatively to Silverpine or Gloamwood's polish.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 07, 2011, 11:38:25 AM
I kind of get the feeling that they could get something like 400~500k sustained subscribers.   Seems like small change to WoW but in reality it's probably a number that would have Trion investors making money hats.
You'd think so, but Rifts had a $50m budget, so it will take around 350k subs to be profitable in the first year. Any less than that and they would eventually make money but wouldn't ultimately be seen as successful.

The game came out of nowhere, so people forget just how successful Trion has been at attracting capital. They've raised over $100m and have two additional games in the pipeline that you won't recognize until they come out of nowhere too.

Edit: Well, the above calculation ignores box sales. They might end up selling ~600-800k boxes like WAR, AoC, etc, netting $12-13 each. I still think their minimum mark for success would be >350k subs, but they would probably sit in the black with 300k.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 07, 2011, 11:39:23 AM
Well, 3 alts at least, if you don't play the other side.  Aren't you supposed to get access to all souls in your "class" at some point?

I think it's around level 13 or so you can get quests for all the souls in the capitol city.

13 or 15, I can't remember. And lest anyone go into "oh hell, class unlock quests" panic mode, they're some of the easiest quests ever.  Talk to a guy, do a rift invasion, collect a shard, click on the quest item and kill the mob that spawns.  ta-dum.  It took me all of an hour and a half to unlock all the souls because I started in the middle of a planar invasion.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 07, 2011, 11:46:52 AM
They are at 13.


Title: Re: Rift: Planes of Telara
Post by: Ard on February 07, 2011, 11:50:47 AM
13 or 15, I can't remember. And lest anyone go into "oh hell, class unlock quests" panic mode, they're some of the easiest quests ever.  Talk to a guy, do a rift invasion, collect a shard, click on the quest item and kill the mob that spawns.  ta-dum.  It took me all of an hour and a half to unlock all the souls because I started in the middle of a planar invasion.

Yeah, the unlocks used to be a lot more of a pain in the ass, and they stepped way back from that idea.  I'm hoping it was in the interest of player accessibility, because it'd mostly mean they realized they were going down the wrong path, and aren't going to go revert it back into stupidity right before launch.  They still have time to royally screw everything up though.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 07, 2011, 12:02:08 PM
They've been making the soul unlocks easier and easier (though still to note for guardians: everyone BUT mages are in Sanctum. Mages are in the college in silverpine), but at least it's no longer "open a rift to the plane of death and kill an X" which caused a lot of people to look for death rifts that didn't exist. And they no longer want you to click and channel an item on the corpse afterwords, either.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 07, 2011, 12:17:57 PM
Allowing you to unlock all the souls after level 13, plus the PvP soul for a mere 2500 Favor, is totally playing to what i think is one of the game's main strengths: mixing and combining tons of different abilities nearly a-la-carte to create a playstyle you like.

I've enjoyed tinkering around with the class/soul abilities and combining them in different ways to see how well I avoided the land of gimp, or not.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on February 07, 2011, 12:21:04 PM
I'm curious if people are willing to make predictions. 

I think it will keep a good number of players occupied until Guild Wars 2 and The Old Republic. It will probably find enough long term subs to be profitable and find its own niche, but I really don't see this game having any kind of breakout success.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 12:30:46 PM
Allowing you to unlock all the souls after level 13, plus the PvP soul for a mere 2500 Favor, is totally playing to what i think is one of the game's main strengths: mixing and combining tons of different abilities nearly a-la-carte to create a playstyle you like.

I've enjoyed tinkering around with the class/soul abilities and combining them in different ways to see how well I avoided the land of gimp, or not.

PVP soul talents require certain ranks to unlock though, which is difference between the two subsets.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 07, 2011, 12:33:10 PM
Allowing you to unlock all the souls after level 13, plus the PvP soul for a mere 2500 Favor, is totally playing to what i think is one of the game's main strengths: mixing and combining tons of different abilities nearly a-la-carte to create a playstyle you like.

I've enjoyed tinkering around with the class/soul abilities and combining them in different ways to see how well I avoided the land of gimp, or not.

PVP soul talents require certain ranks to unlock though, which is difference between the two subsets.

Which doesn't prevent you from getting it as your third soul for the zero and maybe five point abilities.  The ones i looked at were pretty damn decent, clerics got 15% less chance to be crit and a detaunt from 5 points in theirs.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 12:37:05 PM
Allowing you to unlock all the souls after level 13, plus the PvP soul for a mere 2500 Favor, is totally playing to what i think is one of the game's main strengths: mixing and combining tons of different abilities nearly a-la-carte to create a playstyle you like.

I've enjoyed tinkering around with the class/soul abilities and combining them in different ways to see how well I avoided the land of gimp, or not.

PVP soul talents require certain ranks to unlock though, which is difference between the two subsets.

Which doesn't prevent you from getting it as your third soul for the zero and maybe five point abilities.  The ones i looked at were pretty damn decent, clerics got 15% less chance to be crit and a detaunt from 5 points in theirs.

Correct.

As for predictions, I think this game will have the same box sale success as Aion, WAR or AOC and I think it will be more successful at keeping players around.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 07, 2011, 12:39:18 PM
but I really don't see this game having any kind of breakout success.

For that to happen you'd have to have your in-game experiences/achievements/screenshots/in-game rants automatically posted to your Facebook status update. Then all your non-MMO "friends" would want to find out how to get in on it, and voila, not 12 million subs but 120 million...

Seriously, though, if any MMO manages to tie into Facebook and it gets into some kind of mainstream viral vibe...


Title: Re: Rift: Planes of Telara
Post by: shiznitz on February 07, 2011, 12:49:19 PM
Why is this hard?  Every time your character levels, a screenshot goes to Facebook.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 07, 2011, 12:55:19 PM
As for predictions, I think this game will have the same box sale success as Aion, WAR or AOC and I think it will be more successful at keeping players around.
Agreed. It might even manage more box sales with the media blitz and release timing. I think Scott will be just fine, and it's no surprise that it's another mmo I won't be playing, hah.

Facebook app that ties into the achievements, too. "Darth Rifthore just killed the big bad guy" Or put in a facebook app for the armory and skill calcs, etc.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 07, 2011, 12:58:39 PM
Their timing seems good.  Cataclysm doesn't seem to be everyone's cup of tea and may earn them some sales that they hadn't anticipated.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 07, 2011, 12:59:06 PM
I think it'll be as successful as LOTRO is. 300kish after the fervor dies down, staying at that rate fairly steadily. More before GW2 but I think GW2 is going to bleed a lot of subs (even with it being free to play) from even WoW.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 07, 2011, 01:12:29 PM
GW2 aims to advance the genre. They aren't playing it safe following the market leader's footprints. I fervently hope that ambition is rewarded.

If Rifts does well while GW2 stalls, we will be inundated with highly polished soulless dikuclones until the heat death of the universe, all competing to offer the easiest possible transition from WoW by effectively cloning it with slightly different but eerily familiar skins.

Gahh.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 07, 2011, 01:20:54 PM
Why is this hard?  Every time your character levels, a screenshot goes to Facebook.

I'm guessing it's not. Just am not aware of anyone making a big push tying the VL social aspect of MMOs to the RL social juggernaut that's eating the internet-connected world. It would have to be more than just screenies/thumbnails though.

Or maybe it wouldn't work after all. I'm thinking of the stereotypical straight guy who's already insecure enough about his manhood that he wouldn't dare post a screenshot of Lolzcat, his little female elf rouge (sic) with the pink ponytail and butterfly facial markings.   :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on February 07, 2011, 02:52:17 PM
Trion has enough money to go toe-to-toe with anyone, and as far as I'm concerned WoW is a middle-aged and visibly stumbling game full of players just waiting to jump ship. If Rift doesn't sustain at least 750k to 1m subscribers then I'll regard it as having fumbled a golden opportunity.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 07, 2011, 03:37:25 PM
Yeah, I think they have an opportunity.  Cata has turned off a lot of players and this game is coming out in a nice spot.  But I don't see over 500k subs past the first month.  I'd say 1mil box sales.  This game is very similar to WAR in look and feel but not as sucky. 


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 07, 2011, 03:39:56 PM
You'd think so, but Rifts had a $50m budget, so it will take around 350k subs to be profitable in the first year.
No $50 mil is actually maybe less than I expected.   That's cheap as hell for what they've got going on here.    If they had 350k sustained subs for years that would only be considered wildly successful I'd think.   Frankly I expect them to do better than that.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 07, 2011, 03:49:25 PM
You might be right. It remains to be seen if not being a steaming pile of busted-ass scheisse is enough to succeed these days.

Based upon my own experience, Rifts will crash and burn. I was hugely disappointed by its severe lack of ambition and part of me wants that. But I don't claim to have tapped into the MMO zeitgeist.

Maybe the battle we should all care about isn't between dikuclones like Rifts and innovators like GW2. Maybe it's between big-budget AAA+ titles and disposable social media tween trash.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 07, 2011, 04:04:43 PM
Did you get a chance to play GW2?


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 07, 2011, 04:28:21 PM
No, I'm just buying into the hype. They're telling me what I want to hear.


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 07, 2011, 05:00:09 PM
Maybe the battle we should all care about isn't between dikuclones like Rifts and innovators like GW2. Maybe it's between big-budget AAA+ titles and disposable social media tween trash.

Well I think it's actually a big deal for diku haters.    It could be a market changer because I think we'll see them stealing a healthy chunk of people who actually like WoW.    That means at least potentially that when something like GW2 comes out it won't be competing with RIFT really.   It'll be trying to suck in a totally different chunk of the MMO pie.  Then you've got SW TOR.   

WoW won't fall because they aren't actually even trying and when the going gets tough they'll just put in a bit of effort and suck in a bunch of people again.   We could see the market move to a multi player situation though and that would be a large improvement.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on February 07, 2011, 05:42:23 PM
It is obvious that sam is not going to buy the game and is going to lambast it in any way he can. Christ, he has continually called it "Rifts" which means he has not played it enough to see the giant ass logo that has no plurals in it popping in his face at launch.

I think the game will do fairly well. But my enthusiasm for it pretty much wore off as I play these games with friends and none of my friends seem interested in it anymore because they never got a single beta invite even though they signed up the first day they announced the community beta thing. Plus all the group of people I play with are in tight money spots for the most part, so 60+15 a month is hard to swallow for them.


Title: Re: Rift: Planes of Telara
Post by: Kageru on February 07, 2011, 06:49:54 PM
Why is it more fun to play a game when I don't understand what half the stuff in it does?  Artifacts, that slot in the character screen at the bottom center (what does that thing do and what am I supposed to put in there?), rifts, guardian invasions, and so on.

Novelty has a value because people get bored. My WoW guild has lost a lot of people. Not so much because Cataclysm dashed their hopes (though a lot of the healers are close) but because theirs not the motivation to climb the hill again after the latest gear reset. The game doesn't feel new or fresh.

I mean even if there was a "perfect" MMO eventually you are going to want to try something new.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 08, 2011, 07:19:41 AM
It is obvious that sam is not going to buy the game and is going to lambast it in any way he can. Christ, he has continually called it "Rifts" which means he has not played it enough to see the giant ass logo that has no plurals in it popping in his face at launch.

I think the game will do fairly well. But my enthusiasm for it pretty much wore off as I play these games with friends and none of my friends seem interested in it anymore because they never got a single beta invite even though they signed up the first day they announced the community beta thing. Plus all the group of people I play with are in tight money spots for the most part, so 60+15 a month is hard to swallow for them.

There are still deals going on for 20% off the digital version right now. 


Title: Re: Rift: Planes of Telara
Post by: Threash on February 08, 2011, 07:31:47 AM
You can also get the founders discount and pay 10 bucks a month if you pre order right?


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 08, 2011, 07:38:03 AM
I mean even if there was a "perfect" MMO eventually you are going to want to try something new.

I think that's the key to a successful expansion.  It makes the game feel both new (fresh) and familiar at the same time.  I felt that WotLK did an excellent job of this with WoW.  

People have a lot invested in their WoW personnas.  They may flutter away to try a new game, but it will have to offer something significantly better to earn their continued loyalty.  


Edit: I realize that I'm stating the obvious here...


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 08, 2011, 07:47:47 AM
You can also get the founders discount and pay 10 bucks a month if you pre order right?

Yes and no.  You get a discount, but it only goes down to $10 a month if you pay for 6 months.  Month-to-month is still the same price as your average joe. http://www.riftgame.com/en/products/subscriptions.php


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 08, 2011, 08:36:52 AM
Trion has enough money to go toe-to-toe with anyone, and as far as I'm concerned WoW is a middle-aged and visibly stumbling game full of players just waiting to jump ship. If Rift doesn't sustain at least 750k to 1m subscribers then I'll regard it as having fumbled a golden opportunity.

Just what exactly Rift has that WoW does or LotRo does not? From pve point of view rift is just bland clone. All instances look the same (dark caves), quests are of the most generic variety. Both WoW and Lotro are better in this regard. Rift has nothing new or superior to offer. Its polished and its not a trainwreck but I dont see it pulling subscribers from current games. There seems to be quite  a few beta testers in rift who never played wow. So I think  there will be some core audience for it. But I highly doubt it would be anywhere north of 500k past first 6 months


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 08, 2011, 08:38:03 AM
Just out of curiosity, how many and which instances did you do?


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 08, 2011, 08:46:36 AM
Just out of curiosity, how many and which instances did you do?

IT, DSM, KB . FC is only one I didnt do yet


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 08, 2011, 08:50:33 AM
As someone who never thought they would walk away from WoW, I see lots of potential in RIFT.  It won't be a WoW killer, but I think it will take a few of their players.  I would expect 1mill+ boxes in the first three months with retention of 500k+ at the three month marker.  Much of RIFT's longevity depends on Blizzard quickly fixing things to get their players back and how GW2 does, but overall I think RIFT is slated to be #2 MMO out there in a year.  

For me, I am tired of the cutesy world of Warcraft.  Everything is a joke from RL: Haris Pilton, PvZ, Rambo... the list goes on and on.  It was fun at first, but now it is formulaic to the point of disgust with me.  That's what WoW's shtick has become:  Not about the lore anymore, but how many world references we can make.  So that I feel less like I am in another world and rather just a silly extension of ours.  I'll say it again:  I loved EQ because it was somewhere else I could go for awhile... it wasn't just a game to play.  WoW lost that.

RIFT, for the time being, has it for me.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 08, 2011, 08:55:53 AM
Just what exactly Rift has that WoW does or LotRo does not? From pve point of view rift is just bland clone. All instances look the same (dark caves), quests are of the most generic variety. Both WoW and Lotro are better in this regard. Rift has nothing new or superior to offer. Its polished and its not a trainwreck but I dont see it pulling subscribers from current games. There seems to be quite  a few beta testers in rift who never played wow. So I think  there will be some core audience for it. But I highly doubt it would be anywhere north of 500k past first 6 months

Clearly you haven't played the game much.  Obviously I've played it too much.

There are currently 6 dungeons available to the public. 
  • Iron Tombs - Inside dungeon, looks like a Tomb
  • Realm of the Fae - Outdoors Dungeon, goes through four seasons.
  • Deepstrike Mines - Indoors Cave-Like dungeon.  Though you are moving from across rope bridges/platforms the whole time.
  • Darkening Deeps - Indoors Cave-Like dungeon.  Probably got this one and DSM confused or thought they were all the same, i.e. "dark caves".
  • Foul Cascade - Outside zone, non-linear, big death rift in the middle.  Death themed.
  • Kings Breach - Outside zone, linear-lite, First half is life-rift themed, second half is death rift themed.

So only two zones are caves.  There are four more dungeons to look at, not counting the expansion of them all in Expert Mode.  (Hint: Take a look at the map for Deep Strike Mines and you'll see that more than half the zone is not accessible at level 25)


Quest are generic, I'll give you that.  But just as generic as LOTRO.  WOW has phasing which is a cool mechanic, but in the end both games were full of Kill X, Fetch Y, Defend Z, Escort A.  WOW did quest leveling better for sure.

Rift has plenty to offer with the rift system.  It has a new world, new dungeons, new class system.  It just has new.  Which is enough for many people.  Sometimes something different is enough.



Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 08, 2011, 09:05:58 AM
Just what exactly Rift has that WoW does or LotRo does not? From pve point of view rift is just bland clone. All instances look the same (dark caves), quests are of the most generic variety. Both WoW and Lotro are better in this regard. Rift has nothing new or superior to offer. Its polished and its not a trainwreck but I dont see it pulling subscribers from current games. There seems to be quite  a few beta testers in rift who never played wow. So I think  there will be some core audience for it. But I highly doubt it would be anywhere north of 500k past first 6 months
After the Cata talent changes in WoW, I'm most looking forward to Rift's class/soul customization system. The versatility they offer and the potential ease for adding new options really has me excited. Of course, I'm someone who likes exactly this type of game. I'm not looking for someone to reinvent the wheel, and I'll probably keep my WoW sub while I play Rift since I'll still be raiding with my guild (unless Rift has a good raiding endgame, which I'm suspicious about given the lack of OPEN testing).

How well they retain me (and others) after the first few months will depend on the quality of their endgame. The soul system shoots them in the foot in the alt department, since there's really only a reason to roll 4-5 toons total, ever, which means they will need raiding to keep me interested.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 08, 2011, 09:14:20 AM
Oh, for fuck's sake. I'm not a big fan of the game (it's mmo), but the people hating on it are doing such an utterly lazy and shitty job. It's a good game, sorry. If you like mmo, you'll like Rift.

Lelz dark caves. (http://www.google.com/search?q=rift+realm+of+the+fae&tbo=p&tbs=vid:1&source=vgc&hl=en&aq=0&oq=rift+realm)


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 08, 2011, 09:17:19 AM
Oh, for fuck's sake. I'm not a big fan of the game (it's mmo), but the people hating on it are doing such an utterly lazy and shitty job.

This, 100%. There are plenty of flaws you can fixate on but the sheer drivel out of the two or three guys that are absolutely convinced it's a bomb a la WAR (hint: it's not) is just mind-numbing


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 08, 2011, 09:24:08 AM
Complaints of "generic" quests can be wrapped-up in a lack of care about the lore, I think.  Rifts was the first game I found I didn't care enough to read anything at all of the quest text because I didn't give a damn about the world.  I even read quests in WAR, of all places.

If you're complaining about "generic" quests in terms of "go here, kill that, loot this, toggle that, escort him." Well that's applicable to everything anymore.  These are just what "quests" are in MMOs.  The ones WoW broke ground with (like the vehicles) are the ones that folks enjoy for their novelty, but will get just as tiresome after the 4th or 5th iteration as the rest.

Throwing bears in Hyjal was awesome because it was a one-off.  If it was bears, then penguins, then orphans, then bombs you'd go "Oh look, another throwing quest, yawn" at the next one.  Hell, as soon as I realized it was just a twist on the vehicle mechanics I thought it was cleverly done, but nothing new.  Ditto the seahorse ride in Vash'jir.

Just what exactly Rift has that WoW does or LotRo does not? From pve point of view rift is just bland clone. All instances look the same (dark caves), quests are of the most generic variety. Both WoW and Lotro are better in this regard. Rift has nothing new or superior to offer. Its polished and its not a trainwreck but I dont see it pulling subscribers from current games. There seems to be quite  a few beta testers in rift who never played wow. So I think  there will be some core audience for it. But I highly doubt it would be anywhere north of 500k past first 6 months
After the Cata talent changes in WoW, I'm most looking forward to Rift's class/soul customization system. The versatility they offer and the potential ease for adding new options really has me excited. Of course, I'm someone who likes exactly this type of game. I'm not looking for someone to reinvent the wheel, and I'll probably keep my WoW sub while I play Rift since I'll still be raiding with my guild (unless Rift has a good raiding endgame, which I'm suspicious about given the lack of OPEN testing).

How well they retain me (and others) after the first few months will depend on the quality of their endgame. The soul system shoots them in the foot in the alt department, since there's really only a reason to roll 4-5 toons total, ever, which means they will need raiding to keep me interested.

This system is the one place I think they can exploit jaded WoW gamers and turn them on to Rift if they market towards it.  I was annoyed with the talent changes, as were many other players.  I liked being able to spec into the other trees so I didn't HAVE to spend all 31 points in one tree or another. (In fact, many successful PVP rogue specs over the years never went all-in on one tree.)    I understand why they did it, because Raiding/ PvE is their bread & butter and it made encounters difficult to balance, but it doesn't mean it was a welcome change.

So Rift appeals to me because it's like that old system on steroids.  Not only do you get to pick willy-nilly from all three souls, but you're not limited to which souls you can combine.  Does this mean some will be sub-optimal for PvP or PvE? Yes.  Does this mean it's any less fun to do it? No.

See, the argument "how many different specs were there REALLY" only holds watter if your designers have to slavishly adhere to min/ maxing the way high-end  PVE requires in WoW.  The encounters are balanced around doing X damage while healing for Y and taking Z damage over a timeframe of Q.  They're complex math equations that, to provide a challenge to the high-end min/max player, require speccing a certain way.  If you don't spec that way, you lose, end of story.

Then again, the 'play as you like' thing never works well in a social setting.  Over time min/maxed templates will roll out and only 'newbs' will spec any other way.  Those combining defensive, offensive and support souls will be seen as freaks who just "don't know how to play" and it will turn into the same system as WoW in time.   After all, nobody likes challenge, even though we say we do.  Particularly not when strangers are involved and we just want our shiny new bauble.

Still, it's an advantage that they can capitalize on right now, before someone's done all the math.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 08, 2011, 09:34:44 AM
Clearly you haven't played the game much.  Obviously I've played it too much.

Clearly .as seem you played both sides and raided all dungeons available . I am not gonna split hairs whether x is  formally a cave or no. I said look the same ,doesnt mean are the same. To me Iron tomb is a dark cavey dungeon,  (maybe its formally a tomb -whatever) ,so is DSM and so is KB  .KB I did it last night and never once it struck me as outdoors - its dark as hell and has caves all over the place (where 2 ghosts spawn for example).  I even thought -tree stumps in a cave - how odd!

Now it is only level 35 so I clearly havent seen everything , but I remember even now (and I only played vanilla for short time) that wow had a lot of variety (RC,RFD ,SK ,ZF ,SM ,WC, gnomeregan,  that hakkar tomb place , dungeon  with fat princess (and 3 wings)   and  at end game  LBRS, strat - all were pretty unique, MC was a bore though)

This is my impression - wow had mildly entertaining(at least for a couple of runs) well themed instances. Rift has one of the most generic ones I ever saw - I ran  them once and have no desire to ever step in again.


Quote
Rift has plenty to offer with the rift system.  It has a new world, new dungeons, new class system.  It just has new.  Which is enough for many people.  Sometimes something different is enough.


Yeah it is new. I give it that. It only takes about 3 months tops to go trough all that "new" and it becomes same old same old.  And soul system .Which is probably best part about rift, but again I dont see how it will make it last - since you can try every soul combo of one calling with single char, I will only need level once , play with templates for a couple of weeks and there - and I have seen it all.


Title: Re: Rift: Planes of Telara
Post by: ghost on February 08, 2011, 09:40:46 AM
Is it really that common for people to have more than 2 or 3 very high level alts?  And I don't mean amongst the power gamers, I'm referring to average gamer types.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 08, 2011, 09:42:23 AM
Is it really that common for people to have more than 2 or 3 very high level alts?  And I don't mean amongst the power gamers, I'm referring to average gamer types.

I would think so.  For many casual gamers, solo play is all we have.  Making multiple trips to cap is often easier on a random gaming schedule than it is to fully develop a single toon. 


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 08, 2011, 09:46:58 AM
Especially if you don't have a guild of non-STRANGERDANGERs.  I've always thought, even though I primarily solo, the fun in the game is interaction with others.  That is, it's basically a chatroom with a game tacked on.  If the people in the chat room are fun to talk with, the game seems better.  If its full of jackasses you don't know, not so much.


Title: Re: Rift: Planes of Telara
Post by: ghost on February 08, 2011, 09:47:15 AM
I find that surprising in that I would think the average Joe would burn out more quickly.  You can be hardcore about your gaming and still mostly solo.  Still, having 4-5 viable alts would probably be sufficient for many people.  


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 08, 2011, 09:49:15 AM
Well that solo mentality also applies to self sufficiency.  Limiting tradeskills in WoW was my impetus to get many 60s in Vanilla just so I didn't have to rely on others and could in turn provide just about anything basic to my friends.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 08, 2011, 09:56:04 AM
I expect to have 2 high level characters at some point starting with rogue, then cleric.  Not overly interested in warrior but mage has possibilities.  The soul / class possibilities in the game are outstanding and very time consuming :)


Title: Re: Rift: Planes of Telara
Post by: Sky on February 08, 2011, 09:56:36 AM
Is it really that common for people to have more than 2 or 3 very high level alts?  And I don't mean amongst the power gamers, I'm referring to average gamer types.
Not for me. Usually 2 or 3. In the game I spent by far the longest playing, EQ2, I had a level 75 wizard (cap was 80), a 45 SK, and a bunch of 20s.


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 08, 2011, 10:21:24 AM
Just what exactly Rift has that WoW does or LotRo does not? From pve point of view rift is just bland clone.

...

But I highly doubt it would be anywhere north of 500k past first 6 months

 :uhrr:


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 08, 2011, 10:24:42 AM
I realize I'm pretty hardcore, but I had 8 out of 10 classes at 80 in LK, with a 9th who almost made it before Cata hit. I've got 3 85s already, with 1 84 and a couple 82s. Lack of character slots was a big complaint of mine in EQ2 (although not big enough that I paid for the extra ones) since it had so many classes. Rift has the opposite problem, and they've painted themselves into the same corner EQ2 did in that adding new classes (not souls, classes) will be pretty difficult.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 08, 2011, 10:26:25 AM
There really aren't any other base classes to add though, anything you can think off can be simply added as a soul to one of the existing classes.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 08, 2011, 10:42:01 AM

Clearly .as seem you played both sides and raided all dungeons available . I am not gonna split hairs whether x is  formally a cave or no. I said look the same ,doesnt mean are the same. To me Iron tomb is a dark cavey dungeon,  (maybe its formally a tomb -whatever) ,so is DSM and so is KB  .KB I did it last night and never once it struck me as outdoors - its dark as hell and has caves all over the place (where 2 ghosts spawn for example).  I even thought -tree stumps in a cave - how odd!

Really?  You should open your eyes when you play.

Quote
Yeah it is new. I give it that. It only takes about 3 months tops to go trough all that "new" and it becomes same old same old.  And soul system .Which is probably best part about rift, but again I dont see how it will make it last - since you can try every soul combo of one calling with single char, I will only need level once , play with templates for a couple of weeks and there - and I have seen it all.


I'm not sure how that's different than any other game.  However, the soul system allows for future souls to be added to the game a lot easier than say, WOW or LOTRO.  As far as Rifts go, well, yeah.  If you don't like them thats fine.  But I think the zone-wide invasion system is amazing.


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 08, 2011, 11:00:07 AM
But I think the zone-wide invasion system is amazing.

You know this is totally off topic but I was just remembering the whole dynamic invasion system was the big idea for Horizons.

It's amazing how much of a difference not sucking makes.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 08, 2011, 11:12:58 AM
You know this is totally off topic but I was just remembering the whole dynamic invasion system was the big idea for Horizons.

It's amazing how much of a difference not sucking makes.

Indeed.  Feature-listing can only get you so far when comparing games (which is not very far at all).


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 08, 2011, 11:43:26 AM
Is it really that common for people to have more than 2 or 3 very high level alts?  And I don't mean amongst the power gamers, I'm referring to average gamer types.

It's MORE common among the average gamer types than the hardcores.  My former WoW guild was #3 on the server throughout BC, #5 in LK and is #2 right now.  Most of those guys had one single character they focused on and played almost exclusivley and thought I was diluting my play ability by having 2 alts.  One alt was "acceptable" since some days you need an "undergeared" character to fill a role. (Note; Undergeared still meant geared better than 90% of the server.)   Having more than that just meant you'd not honed your skills well enough, or risked missing some nuance or trick a more experienced player would know.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 08, 2011, 11:58:39 AM
Yeah, some people like to play with assholes, too.  I don't quite get that, but some people like women in high heels to step on their junk too.  *shrug*


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 08, 2011, 12:05:57 PM
Yeah, some people like to play with assholes, too. 

I'm interested to see if RIFT will breed that attitude like WoW does.   Every time I read a blue post it's almost like the dev's themselves are saying "stop being baddies".  It really makes me cringe and actually feel sorry for the Blizz suits.  They probably desperately want to fire several devs but can't take the risk.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on February 08, 2011, 12:40:37 PM
All instances look the same (dark caves), quests are of the most generic variety. Both WoW and Lotro are better in this regard. Rift has nothing new or superior to offer.



Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 08, 2011, 12:50:27 PM
Speaking of "undergeared" one nice thing with Rift is the crafting system rewards you nicely even if no one has use for a piece of gear.  It's a bit more involved than simply breaking epix for shards.
So even if no one has initial use for a piece, with a few pieces of leather and some dust it can be made to.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 08, 2011, 01:02:16 PM
Is it really that common for people to have more than 2 or 3 very high level alts?  And I don't mean amongst the power gamers, I'm referring to average gamer types.

It's MORE common among the average gamer types than the hardcores.  My former WoW guild was #3 on the server throughout BC, #5 in LK and is #2 right now.  Most of those guys had one single character they focused on and played almost exclusivley and thought I was diluting my play ability by having 2 alts.  One alt was "acceptable" since some days you need an "undergeared" character to fill a role. (Note; Undergeared still meant geared better than 90% of the server.)   Having more than that just meant you'd not honed your skills well enough, or risked missing some nuance or trick a more experienced player would know.
That's weird, I always thought it was a benefit to play more classes since knowing their mechanics help you play better. Basic shit like "click the lightwell" is a lot easier to remember if you've been the frustrated priest whose lightwell nobody clicks, and it brings to light more nuanced stuff that you otherwise wouldn't think of, like standing in Chain Heal range of your teammates. If I were a hardcore raider in Rift I would make it a point to play alternate specs from time to time just to keep up on how they work.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on February 08, 2011, 01:04:40 PM
It's really helpful to play a lot of classes if you're leading a raid of people who don't know what they're doing to some degree or another since it lets you make suggestions or spot things that can help them do better. Once you get to the high end of the skill curve as a guild though it probably matters a lot less, since that shaman can tell you himself how to stand to make his heals more effective or whatever.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 08, 2011, 01:16:45 PM
 :awesome_for_real:

(http://i.imgur.com/1yaqO.png)


Title: Re: Rift: Planes of Telara
Post by: Chimpy on February 08, 2011, 01:25:18 PM
It's really helpful to play a lot of classes if you're leading a raid of people who don't know what they're doing to some degree or another since it lets you make suggestions or spot things that can help them do better. Once you get to the high end of the skill curve as a guild though it probably matters a lot less, since that shaman can tell you himself how to stand to make his heals more effective or whatever.

In WoW, I always found that it was more that those in the harder-core raiding mindset knew how their class interacted with others. They couldn't necessarily tell you how to play another class or even what all their spells were, but they knew if the other class had some uber spell that was useful to them how to take advantage of it. Like how to stand in relation to the totems etc. Most the people I knew never had "alts" they invested a lot of time in, they only had max level characters if they were re-rolling permanently or were using them for gathering/crafting etc.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 08, 2011, 01:32:22 PM
That chart is only accurate on an extremely basic level, and inaccurate in others.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 08, 2011, 01:38:28 PM
Yeah, some people like to play with assholes, too. 

I'm interested to see if RIFT will breed that attitude like WoW does.   Every time I read a blue post it's almost like the dev's themselves are saying "stop being baddies".  It really makes me cringe and actually feel sorry for the Blizz suits.  They probably desperately want to fire several devs but can't take the risk.

Yes, I feel the same way about blue postings lately.  It wasn't always this way, but the blue comments since the recent expansion has left me with the feeling that WoW isn't for me anymore.

I am not getting that vibe from Rift devs at all.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 08, 2011, 01:46:11 PM
That chart is only accurate on an extremely basic level, and inaccurate in others.

It is 100% completely serious. I promise.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 08, 2011, 02:21:55 PM
Let's talk about balance!

My main PvE thing was a Void Knight/Riftblade/Warlord, at some point I respecced Paladin/Warlord/Reaver because someone told me pally was the best tank. I did Realm of the Fae both ways and it seemed that the paladin build was slightly more survivable but also a bit worse at holding aggro. People who got to higher levels: does it look like there's enough leeway in survivability requirements that I can take fulfill my hopes and dreams of taking Riftblade as my second tree and still being a viable tank? It does offer a little survivability (6% parry, 6.5% damage reduction, stoneshield) and some energy returns to fuel the VK self-heal... I just worry about being useless if I don't go Paladin/Warlord/{VK|Reaver} like the chart says to.

Speaking of the chart, is there a reason the guy left off Paragon?

edit: also, VK as a main tanking tree, yea/nay? Like I said it seemed okay but maybe that's just since RotF had a fair amount of magic users.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 08, 2011, 03:00:51 PM
Without having tanked as a VK I feel like it *could* do main tanking duties but it might be for gimmicky, magic heavy fights. But here's the thing: I think they *want* you to switch between specs on the fly as needed. So if you have less leeway in tanking but more leeway in DPS (which I think is currently true), that feels okay to me because you're not set into one spec at all times.


Title: Re: Rift: Planes of Telara
Post by: Ard on February 08, 2011, 03:25:45 PM
Void Knight vs Reaver is kinda a red herring, since they're not really different shades of the same thing.  Void Knight vs Warlord is closer, since Warlord includes most of the anti-melee tools vs the Void Knights anti-mage tools.  The real issue is that your snap aggro taunts are in the warlord tree, at 10 and 14 points, not the paladin tree, and it's something the void knight doesn't bring to the table at all as far as I remember.  Honestly, at this point, with them still balancing things, I'd say try what you think feels right, not what someone else is telling you is right, especially with all the outdated and/or flat out wrong information floating around out there.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 08, 2011, 04:14:36 PM
Let's talk about balance!

My main PvE thing was a Void Knight/Riftblade/Warlord, at some point I respecced Paladin/Warlord/Reaver because someone told me pally was the best tank. I did Realm of the Fae both ways and it seemed that the paladin build was slightly more survivable but also a bit worse at holding aggro. People who got to higher levels: does it look like there's enough leeway in survivability requirements that I can take fulfill my hopes and dreams of taking Riftblade as my second tree and still being a viable tank? It does offer a little survivability (6% parry, 6.5% damage reduction, stoneshield) and some energy returns to fuel the VK self-heal... I just worry about being useless if I don't go Paladin/Warlord/{VK|Reaver} like the chart says to.

Speaking of the chart, is there a reason the guy left off Paragon?

edit: also, VK as a main tanking tree, yea/nay? Like I said it seemed okay but maybe that's just since RotF had a fair amount of magic users.

VK is a valid tank, sure. If they adjust how quickly pacts are earned and lower it a bit, it may be a little rougher but still viable.

Reaver is good for AE aggro, and is king of it, before level 32 when paladins no longer even need a reaver soul in their builds to hold down AE aggro. The only place I've found for reavers at higher level is for magic mitigation supporting a VK soul (imbued armor + crest mastery). Though, outside of ROTF I have yet to feel reaver is superior in any situation at all. Though, when you're tanking ROTF as a paladin at that level, it's a bit tougher since the mobs stay spread out due to having so many casters. If you were to go to Iron Tombs, or pretty much any instance besides ROTF that we've seen in beta, you'd notice the paladin is superior to a reaver as a primary soul choice for tanking.

As for leeway on taking up a riftblade as a second tree, the min/maxer in me says no due to you losing hit points and other forms of mitigation you would otherwise gain from investing points into a tank soul. It could be doable, especially in early and mid level dungeons, but I can't see it being better or equal to spending those same points into an actual tank soul. That is taking into consideration Elemental Deflection and Avatar of Wind/Water. You can pull it off, but it will be a bit tougher.

To compare tanking utility of riftblades to other tanks, here is how it looks at 20 points (as RB doesn't have anything above 20 to help tanking):

RB:

Reaver:

Warlord:

paladin:

VK:


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 08, 2011, 05:31:42 PM
I kind of expect min/maxers will switch specs on the fly a lot.     Talking about what's best in that situation is going to be very fight dependent.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 08, 2011, 05:44:06 PM
Everyone has four specs, why would only min maxers switch on the fly?


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 08, 2011, 07:08:48 PM
Is Bat Country planning on make a showing? If so any server consensus? I think myself and some of my online friends are going to be playing on one of the PVP-RP servers. If anyone is interested in playing on the same server, or even making a guild, that would be awesome.

The head start is in just over 2 weeks.


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 08, 2011, 07:42:12 PM
Probably not on a PVP server.  I'm just not made for that anymore. 

Would be nice to join up with people here, however, since I doubt my friends will play.


Title: Re: Rift: Planes of Telara
Post by: Amaron on February 08, 2011, 07:53:28 PM
Everyone has four specs, why would only min maxers switch on the fly?

I wasn't implying they wouldn't.   Just that PvE min/maxers will not be going around saying "this build is best" anymore.    Although I'm sure they'll argue endlessly about the "best" build for boss fights.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 08, 2011, 08:03:25 PM
I will play on the f13 server.  It shall be marvelous.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 08, 2011, 08:38:09 PM
As min-maxy as I am, I went Stormcaller/minorChloro/minimalEle, just because it amused me far more than a pyro heavy build.

The elementalist earth pet is terrible though. Seriously awful compared to the necro pets. Seems like they get better near the end of the tree, but they basically get an almost top tier talent to get the same damage reduction the necro tank gets in tier 2.

The only reason nobody goes low tier necro is that the pets kind of rely on you using the necro nuke.


Title: Re: Rift: Planes of Telara
Post by: Ceryse on February 08, 2011, 08:44:00 PM
I'm.. cautiously optimistic about Rifts (keep in mind I like DIKU, however). My main worries stem from several of the more recent changes, and from what I've heard from people in alpha regarding the Cleric calling and the devs. Still, likely going to go with a Cleric at launch, with a mage and rogue alts. Just don't see myself going warrior for anything other than an alt to level for more gathering, or profession whoring.

I'm worried that the launch is going to suck at times due to the other players, however, given my experiences in beta. Thus far.. all but one group I got into for dungeons was.. horrendous. As in rogues/mages/clerics refusing to role swap as needed, if they even knew about other roles, or had gotten any of them. Such as mages refusing to swap to a build with just a 0 point investment in dominator, for example, for poly to deal with trash that was raping our group make-up. All too many seemed stuck in the "I am dps and nothing else, as I rolled a mage/rogue". Additionally, at the higher level dungeons we had access to (FC, Kings Breach) groups were sparse beyond friends/guilds, unless they were desperate (in part, I think, due to the change to make the LFG channel not an auto-join).

But my main worries are primarily centered around their recent changes to several souls (Shaman, for example), racials (due to just how.. lame the new ones are, more than anything else), and outright ignorance to deal with the block issue for Justicar tanks, and so on. Oh, and how easily exploitable rifts and invasions are, for the best rewards based on how contribution is tallied.

Just basic design decisions where they seem to have gone in the wrong direction. Oh, and how shitty their buff system is in general, and especially in how its presented through the UI. Still, I wish people I knew were going to play it, but no one I know is changing to Rift; they're either quitting the genre completely or going so casual WoW is all they need/want given their time already spent in it.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 08, 2011, 08:50:48 PM
Grouping with random people at this point in time is something you should expect to suck and avoid at all possible costs.  The game doesn't matter, it's the people that are broken.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 08, 2011, 10:52:41 PM
That chart is only accurate on an extremely basic level, and inaccurate in others.

It is 100% completely serious. I promise.

I guess it can be seriously incorrect? 


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 09, 2011, 06:41:55 AM
I wasn't implying they wouldn't.   Just that PvE min/maxers will not be going around saying "this build is best" anymore.    Although I'm sure they'll argue endlessly about the "best" build for boss fights.

No, instead they'll be saying "this build is the best vs magic/melee/avoidance/etc."

I know I'm already finding myself doing that and trying to find out what the best builds will be for situational tanking. Basically, 1 build for physical mitigation, 1 for magic, 1 for support tanking, and 1 for trash packs.



Title: Re: Rift: Planes of Telara
Post by: EWSpider on February 09, 2011, 06:47:51 AM
Rift is providing enough entertainment for me to plunk down the box cost and a few months of sub fees.  As I said before even playing it, retention will depend on how much they develop open world pvp.  The new content in Scarlet Gorge is enough to give me hope, but if they don't keep adding stuff of that nature I'll definitely be leaving when GW2 is released.  I'd love to play in a Bat Country guild if anyone is starting something on a pvp server.


Title: Re: Rift: Planes of Telara
Post by: March on February 09, 2011, 07:10:58 AM
As I said before even playing it, retention will depend on how much they develop open world pvp. 
I certainly don't begrudge your desire for PvP, but it is already clear to me that they cannot manage the souls they have for PvE much less PvE AND PvP... PvP balancing is simply going to be impossible and make *everyone* unhappy.  If ever there was a game to do either or, this is it.  If this game crashes, my prediction is that it will be the reverse of WaR - crappy and ill-conceived PvP ruined the PvE gem that just needed proper focus.


Title: Re: Rift: Planes of Telara
Post by: Spiff on February 09, 2011, 07:42:49 AM
Some of the base concepts are very geared towards PvP though, you constantly get Defiant/Guardian NPC invasions for instance and there are quests to kill NPC's of the opposing faction.
So in some way it makes little sense to not have it.
Having said that; I don't see open world PvP without a lot of tears here (my personal crystal ball prediction: forget the whining about clerics, once people figure out how much power some of the rogue souls get at the top and more prime-builds get out there, it's going to be a rogue bonanza).

What I miss most perhaps is I just don't feel any connection to my characters; it's a bit vague of a complaint I know.
I can't imagine alting a lot here either, which is something I generally love to do.
Not so much because 4 is really all you need, and only if you literally want to squeeze every last drop out of the soul system, but there doesn't seem to be any alternate paths.
You either go Defiant or Guardian and you've seen it all really, just comparing it to Lotro where at least before level 35/40 I could have vastly different experiences for my first 3-4 alts.

But that's all RP and not G I guess and most people are all about the G, which is solid as has been said plenty.
More than GW2 I wonder how this thing might hit TOR, seeing as that's easily 3-6 months off it seems which is plenty of time for Rift to establish (or sink :why_so_serious:) itself.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on February 09, 2011, 08:56:38 AM
What I miss most perhaps is I just don't feel any connection to my characters; it's a bit vague of a complaint I know.

I've created a variety of characters and they all just felt painfully generic. The game is just missing an aesthetic spark or hook and that's really something I need to become invested in these kind of games, so I understand your complaints here. The game is competent, runs well, gameplay is adequate for what it is - but for me there is just something missing. And it's the difference between subscribing and uninstalling the alpha, which I did last night. Picked up Fallout New Vegas finally instead.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 09, 2011, 08:58:39 AM
I have to admit I'm sort of chuckling at all the uproar about the weak racial bonuses and such.  You gotta feel pretty good as a developer when one of the largest outcries is that the flavor abilities you made for the various races suck.

I just like the idea of five years down the road, in an imaginary future where Rift bombed, people saying things like, "Yeah, Rift could have been the WoW killer, but they really screwed up the racials."

You either go Defiant or Guardian and you've seen it all really, just comparing it to Lotro where at least before level 35/40 I could have vastly different experiences for my first 3-4 alts.

Agreed that this is definitely a weakness, imho.  Not anywhere close to a game-breaker, but yeah, definitely.  (On the other hand, I actually felt pretty attached to my characters.  Enough that I'm trying to avoid the next beta to prevent getting too attached before they vanish. :( )


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 09, 2011, 09:14:58 AM
Does Rift stealth work the same way that WoW stealth works?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 09, 2011, 09:37:58 AM
Only for anyone who specs 21 points into the assassin tree.  Only two souls have stealth and the base version of the ability only lasts 30 secs with a 10 sec cd after you come out of it.  21 points in assassin gets you the permanent wow like stealth, 31 gets you vanish.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 09, 2011, 09:41:33 AM
Does Rift stealth work the same way that WoW stealth works?
Kind of. It's more like WAR with certain souls getting stealth abilities that last for 30seconds but one of the souls has a 21 point ability to make it last until broken/unstealthed/removed and a 31 point ability for vanish. I honestly haven't run into too many perma-stealthers in both open world and warfront pvp as most are going some sort of combo with saboteur/ranger/marks/bard/riftstalker, when the stealth abilities are in nightblade and assassin (assassin is where the perma stealth ability is as well).


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 09, 2011, 09:42:00 AM
Only for anyone who specs 21 points into the assassin tree.  Only two souls have stealth and the base version of the ability only lasts 30 secs with a 10 sec cd after you come out of it.  21 points in assassin gets you the permanent wow like stealth, 31 gets you vanish.

Isnt there a vanish ability in the Infiltrator(PvP) tree as well or was that the second soul you were referring to?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 09, 2011, 09:45:20 AM
You're right i forgot that one, three souls get stealth.  The other one is the nightblade.


Title: Re: Rift: Planes of Telara
Post by: March on February 09, 2011, 10:08:12 AM
Does Rift stealth work the same way that WoW stealth works?
Kind of. It's more like WAR with certain souls getting stealth abilities that last for 30seconds but one of the souls has a 21 point ability to make it last until broken/unstealthed/removed and a 31 point ability for vanish. I honestly haven't run into too many perma-stealthers in both open world and warfront pvp as most are going some sort of combo with saboteur/ranger/marks/bard/riftstalker, when the stealth abilities are in nightblade and assassin (assassin is where the perma stealth ability is as well).
Yes, but you can definitely build a PermaStealth/Marksman invisible-ranged-sniper for early DAoC type fun (though there does not appear to be a ranged uber-front-load-use-me-first-from-stealth ability).  I haven't had enough points to test it, but it's definitely in the offing.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 09, 2011, 10:27:12 AM
It definitely is an option, which I like. A ranged opener from stealth might not be a bad idea, possibly making something from marksmen have a second ability if casted from stealth would be kind of cool. Though ranged rogues really don't need a lot of help currently compared to melee rogues.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 09, 2011, 10:47:33 AM
It definitely is an option, which I like. A ranged opener from stealth might not be a bad idea, possibly making something from marksmen have a second ability if casted from stealth would be kind of cool. Though ranged rogues really don't need a lot of help currently compared to melee rogues.

Aye. I took my MM focused rogue to 21 and though I got spanked a bit in the warfronts, I was frequently top damager. I pitied the few stealth rogues I saw trying to get to our thing-carrier in the Black Garden. So much effort to get in melee range, so much patience required to set up the positioning and timing, and then and so easy to drop the minute one person other than their target starts pounding them.

What might make an interesting mechanic is to give a stealther a combo point for each second they are stealthed and maintain the same target. So by the time they get to the target, they have a 5 point combo ready to fire, with a positional bonus to damage. Shrug. I prefer to "pew pew" (occasionally with "impewnity") and accept that the tradeoff is I get taken out pretty fast once a tank -- that knows what he's doing -- decides to take me out.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 09, 2011, 11:14:55 AM
Saboteur from stealth is so much more fun.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 09, 2011, 12:01:11 PM
Saboteur from stealth is so much more fun.

People were crowing about their damage potential, but I never tried a full-focus with this soul. Instead I added it as a zero point option in my pvp build for two abilities: a 5 point combo instant finisher that can't be blocked/dodged/parried, and the AoE 70% speed reducer. I only thought to do this too late in the last beta so haven't used it in pvp yet, but am interested in seeing what it adds.

I do like this about Rift: it's not so much that the world is dynamic and can quickly change, but that my character is and can.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 09, 2011, 12:05:22 PM
Does Rift stealth work the same way that WoW stealth works?
I believe so, in that you're undetectable from behind and sometimes-detectable, dependent on range+level+RNG, from the front. That seems to match my experience stealthing around mobs anyway.
Some of the base concepts are very geared towards PvP though, you constantly get Defiant/Guardian NPC invasions for instance and there are quests to kill NPC's of the opposing faction.
So in some way it makes little sense to not have it.
Having said that; I don't see open world PvP without a lot of tears here (my personal crystal ball prediction: forget the whining about clerics, once people figure out how much power some of the rogue souls get at the top and more prime-builds get out there, it's going to be a rogue bonanza).
In betas 5/6 rogues were already all over the lowbie WFs I played.

My experience with open world PvP involved trying to run my level 20ish assassin to the Defiant questing areas and finding out that there are only two paths to get there, and both of them involve passing through narrow chokepoints filled with level 30ish mobs. I tried running past them dead, but couldn't find a GY to rez at anywhere in the southern half of the map (if you can even rez at a different GY than the one you get ported to when you die; I know you can't in WoW). Is non-instanced PvP even possible before level 30?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 09, 2011, 12:08:24 PM
I imagine you can soulwalk past them once an hour.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 09, 2011, 12:10:47 PM
In 5/6, MMs were everywhere. They're a little crazy on the sudden damage spikes and pretty good at keeping out of melee trouble.

My consolation prize was having multiple knockbacks, so I could punt people into the water on the capture and hold map <3


Title: Re: Rift: Planes of Telara
Post by: Kageru on February 09, 2011, 03:57:30 PM

I will be interested to see if the flexibility of their class system bites them in the ass when they can't make changes to it anymore. The WoW developers set themselves a much easier challenge (fewer, more iconic classes with less flexibility) and still got into trouble. That sort of thing tends to get under-emphasised in beta where nobody is too attached to their characters and balance is considered to be in-flux anyway.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 09, 2011, 04:16:28 PM
They trimmed the trees already and it feels alright to me right about here. The thing is that if balance gets a bit out of whack on some souls it's not like you have to reroll entirely; you just switch specs. This is counter to every other game, where if your shaman or whatever is dogshit you have to go start from level one.


Also, bear in mind that they're very explicitly balancing classes with one another, not souls, so all souls will not be equal.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 09, 2011, 04:56:54 PM
The latest round actually tries to murder tri-speccing, by adding powerful skills that gain X per point over 21 spent in that tree. Basically trying to simplify balance a bit by rewarding heavily investing into a tree (and thus creating a balance map of Soul A vs Soul B, instead of "permutation of doom A versus ... X Y and Z"


Title: Re: Rift: Planes of Telara
Post by: Kageru on February 09, 2011, 05:23:44 PM
Being able to respec at will only solves one half of the balance problem. Indeed it amplifies the problem of having a number of classes that are played only by the special snowflakes and those very bad at understanding game mechanics. Who are still going to complain that their class of choice seems unwanted. Not to mention development effort being spent on souls that are B-grade.


Title: Re: Rift: Planes of Telara
Post by: Spiff on February 10, 2011, 12:28:04 AM
(if you can even rez at a different GY than the one you get ported to when you die; I know you can't in WoW). Is non-instanced PvP even possible before level 30?

You can, and it is.
Although you can't rez at a GY from the opposing faction (Guardian gets a rez-angel, Defiant a rez-engineer).
Also the guards in the starting areas will spot stealth from a mile off and oneshot you at those levels (was a bit bored at the end of beta 4 and went for a little romp through Defiant territory with my rogue).

The thing with rogues is on the one hand they have the most varied options with their souls imo (tied with clerics maybe) and, and this is obviously a big one, there is only a single soul in the entire game that gets truly viable stealth.
Assassin is the only tree that offers a +30% runspeed and stealth-strength perk, which makes a huge difference ime.

Looking into the crystal ball again: that one soul more than any other will show if they're willing to nerf a soul simply because of the cries coming from PvP.


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 10, 2011, 06:02:19 AM
How does the perma-stealth class/spec do damage?  I.e. does it have access to sap, stun, massive damage from stealth?  I hate that shit, DAOC and WoW have basically worn out my tolerance for it.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 10, 2011, 07:05:42 AM
How does the perma-stealth class/spec do damage?  I.e. does it have access to sap, stun, massive damage from stealth?  I hate that shit, DAOC and WoW have basically worn out my tolerance for it.

This.  Stealth + stun is a game killer for me, particularly in pvp.  The recent mention of choke points above immediately reminded me of the stealther hordes that used to congregate at gates in DAoC.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 10, 2011, 07:15:06 AM
It seemed to me in my brief time playing (last weekend) that, on the servers I played on (pvp-rp), the Defiant side was more heavily populated than the Guardian side.  It also seemed to me that the Defiants were younger with chat devolving at times toward Barrens chat. 

I'm interested in hearing others' impressions of the two sides.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 10, 2011, 07:28:02 AM
How does the perma-stealth class/spec do damage?  I.e. does it have access to sap, stun, massive damage from stealth?  I hate that shit, DAOC and WoW have basically worn out my tolerance for it.

This.  Stealth + stun is a game killer for me, particularly in pvp.  The recent mention of choke points above immediately reminded me of the stealther hordes that used to congregate at gates in DAoC.

It does have all Typhon listed, though "massive damage" is a bit of a stretch. I haven't found it to be nearly as bad as it seems they sacrifice some damage to keep their utility they've been known to have over the years, but it's still there. How that scales and plays out at 50 with geared rogues vs other geared players I don't know.

Also, what choke points? If you mean the area going between zones where there were guards then I believe that is only the first two zones since after those the zones seem to be shared. Also, for the most part, the guards seem to be equal level to the zone you're in.

It seemed to me in my brief time playing (last weekend) that, on the servers I played on (pvp-rp), the Defiant side was more heavily populated than the Guardian side.  It also seemed to me that the Defiants were younger with chat devolving at times toward Barrens chat. 

I'm interested in hearing others' impressions of the two sides.

Defiant were much more populated when racials were in, but the last two betas guardians have increased their numbers pretty greatly. As for attitudes - I feel I have more of the "wow kiddies" on defiant side than I did on my guardian character. I believe that is a part of almost all of us on this site simply getting old(er).


Title: Re: Rift: Planes of Telara
Post by: Threash on February 10, 2011, 07:40:52 AM
The assassin soul is basically the wow rogue.  Not nearly as bursty though, but it has damn near the same exact abilities.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 10, 2011, 07:42:15 AM
I think that is a better way to put it. The not nearly as bursty is a big positive side though due to the difference in how much less burst the rift assassin has.


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 10, 2011, 08:15:27 AM
Thanks for the info. 

Why this ends up being a concern to me is that I play casually, so I'm typically at the weak end of the gear race.  So my experience ends up being under-geared in fight where the enemy gets to pick when and where the fight happens and I spend the first few seconds of that fight doing nothing.  If I can see the enemy coming, I have some input into where and if combat occurs.  If I can't see you coming, all too frequently combat occurs while I'm already fighting something else - what rogue picks to initiate a fight when you are at your best?  So I get to eat the rogue's stun, the rogue's damage, the mobs damage, and since I'm under-geared I probably couldn't beat them anyway.

That doesn't sound like 'fun' to me.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 10, 2011, 08:37:51 AM
I'm with you Typhon, particularly since I enjoy pvp.  What it ends up being isn't just a single rogue unstealthing with a stun and an advantage, but 3 or 4 rogues unstealthing on solos.  I need to spend more time in the betas to see how the pvp mechanics will play out.  Things like cc immunity timers, resistance builds, avoidance rates, role of gear in pvp, etc will all have an impact on my decision to play at release. 

Who am I kidding?  If enough of you roll on the same server, I'll play for the 3-4 weeks that Bat Country exists.   


Title: Re: Rift: Planes of Telara
Post by: Zetor on February 10, 2011, 08:52:11 AM
I'm actually seriously considering this game (some of my guildies are going crazy about it, and I've spent my $ on far worse stuff before  :why_so_serious:)... but even though I consider myself a 'not overly terrible' pvper, I wouldn't play on a pvp server as long as the ruleset stays as it is now.

Re cleric nerfs: what happened, exactly? Are the cabalist / inq souls still 'dps-viable'? And on the flipside, is the chloromancer capable of solo-healing instances? Ta.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 10, 2011, 08:58:39 AM
Like I said, if anyone wants to brave the PVP-RP server (no rp required) you are welcome to join up with me and my little band of guys. I think right now we have like 7 or 10 semi casual players. Should be fun.


Title: Re: Rift: Planes of Telara
Post by: Ceryse on February 10, 2011, 09:24:22 AM
Re cleric nerfs: what happened, exactly? Are the cabalist / inq souls still 'dps-viable'? And on the flipside, is the chloromancer capable of solo-healing instances? Ta.

Chloros are quite capable of solo healing an instance. In this last beta I brought my Mage from level 17 to level 35, using Chloro primarily in the instances. I found that I could solo heal everything I could on my various Clerics (whether Sentinel heavy builds, or Warden heavy builds) with the Chloro, but that at times the oh-shit buttons were missed, but unlike my Clerics I never had anyone die as a Chloro, just a couple times on heavy spike damage bosses where it came close. At times, I found the Chloro an easier healer class because I never ran into mana problems, trash and bosses went down faster (as even I was dpsing) and all around it was less stressful than my Clerics. I'll also argue that a bard+chloro mesh far better than a bard+cleric, simply due to how the heal mechanics of each work, but its semi-irrelevant as if you have any kind of healer-support (such as a bard) healing becomes simple, and stress-free excepting a couple boss fights, for all the few PuGs that will let you experience it.

Re; nerfs to Clerics.. several things happened; dps clerics got nailed by the weapon AP normalization on white hits, as they tended to be more reliant on white damage to keep their dps up compared to Rogues, mages and warriors, additionally they made several changes to the Shaman tree they simply cut at their damage with a chainsaw, with the changes to Vengeance of the Winter Storm and related talents in the tree being removed and the base damage nerfed (this change was probably necessary for top level balancing, as it could proc like mad, often off other procs even), and by putting the 36 passive in the roots they seem to have aimed at forcing Shamans to go 51 deep into the tree to regain that lost damage, in spite of the fact you'd have to take a lot of really bad talents to get there.

Healing wise, they literally murdered the regen abilities of the Sentinel (removed the 31-point talent that granted mana regen on a 2 minute cd for.. haste!, which the sentinel needed far less than the mana regen, although it does give Sentinels another oh-shit button) and badly nerfed the mana regen talent for Wardens.

Possibly more important than any of that, however, they still refuse to even acknowledge the block issue for Justicar tanks.

All this said, I still enjoyed Clerics, and they are still viable in (almost) every way they can be built (dps, healing, tanking), just a couple 'wtf' changes, basically, that made a whole lot of no sense. Still, I found the Chloro far more enjoyable than any Cleric healing, that even gives poly? Definitely something I want to level with for dungeons and such, though I'll keep Cleric as a main (for some reason I want to have faith it'll become more fun at higher levels).


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 10, 2011, 09:25:45 AM
Like I said, if anyone wants to brave the PVP-RP server (no rp required) you are welcome to join up with me and my little band of guys. I think right now we have like 7 or 10 semi casual players. Should be fun.

Dumb question: What does a pvp server offer beyond the ability to grief lower level players in open areas?  Is there a mechanic on pvp servers that will make them more interesting from a pvp perspective? 


Title: Re: Rift: Planes of Telara
Post by: EWSpider on February 10, 2011, 09:38:53 AM
Like I said, if anyone wants to brave the PVP-RP server (no rp required) you are welcome to join up with me and my little band of guys. I think right now we have like 7 or 10 semi casual players. Should be fun.

Dumb question: What does a pvp server offer beyond the ability to grief lower level players in open areas?  Is there a mechanic on pvp servers that will make them more interesting from a pvp perspective? 

I'm no expert, so hopefully someone else can clarify, but from what I understand the only difference is that on a PvP server when you enter a shared zone you are automatically flagged for PvP.  On a PvE server when you enter a shared zone you are protected by the flag.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 10, 2011, 09:42:25 AM
I'm not trying to be a jerk here, but all I've found that differs on a pvp server in most mmos is the asshole/normal player ratio.  It's a collection of players that seem to believe that playing on a pvp server automagically makes them better and/or more hardcore players.  While I enjoy the tension that playing on a pvp server adds, I also find that the diskish behavior detracts from the normal quest grind once the high level population is hitting a critical mass.  If I'm going to play on a pvp server, I'd like to know that the incentive for an active pvp environment is going to be greater... and I mean beyond just inhibiting low level players from doing simple quests.  

Anecdotal examples: PvP quality was much higher on the DAoC pve servers.  PvP on Mordred was almost uniformly worse in quality.  In WoW, the pvp really just devolved into high level players on flyers preying on people leveling in the BC and LK areas.  It seemed almost pointelss as a mechanic beyond just griefing.  At cap, players rarely engaged in pvp in the open areas because there was no point in it.  From personal experience, the only pvp servers I enjoyed were in EQ and AC.  In EQ there was corpse looting... which made the whole thing interesting.  At least early on.


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 10, 2011, 09:56:22 AM
I don't think you are being a jerk at all.  Sounds like we've had a similar experience.  When choosing a WoW server, I just assumed that the experience would be similar to DAOC, since WoW seemed to be taking the best features from every game.  Discovered that PvP only happened when it was inconvenient for me.  It brings only annoyance to the PvE experience, and non-PvP servers have battlegrounds.

So now I want to know ahead of time - what exactly is "open-PvP" bringing to the table?  If there is no relic or keeps to fight over, nothing to bring the community together, how exactly is open-PvP bringing fun to the table?


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 10, 2011, 11:04:30 AM
For me, playing on a PVP server makes the game feel more interesting. I find that with how linear a lot of these MMOs are now, that on a PVE server, I basically feel like I am playing a single player game with a chatbox. Thats not what I want in a MMO. On a PVP server, there is risk or being killed, there is a feeling that yes, someone else can influence my gameplay. It makes the whole experience feel more exciting.

I dont know the exact rules of the Rift PVP servers, but I believe they are basically the same as WoW. Contested zones having both sides flagged, etc. This is fine with me, I like the PVP. Yeah, sometimes it sucks to be ganked or camped of what have you, but a lot of my fondest memories in MMO gaming have happened because of situations like that. Several lowbies ganging together to take out a stronger player who is trying to gank. I find it a fair trade off.

I dont begrudge anyone who doesnt like that, and I think PVE servers are fine, but for me, I just get bored when playing on them. I do not have a "I am better mentalit" like some do, I find I start playing on autopilot, and not really paying attention to my surroundings and just "ding, gratz". Its not for me. The only games where I do play on PVE servers, are ones with horrible PVP rulesets, like EQ2.

The reason we picked RP-PVP is because those servers generally have a lesser population of asshat PVPers.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 10, 2011, 11:19:17 AM
I agree with Morfiend entirely. I'll also add that being on a PVP server gives you the opportunity to gank other players who may be competing for your harvesting nodes/quest mobs, which I'm a big fan of.


Title: Re: Rift: Planes of Telara
Post by: ghost on February 10, 2011, 11:33:13 AM
The ideal combination would be if you could have PvP and PvE areas together on the same server so there was no need for a PvP specific server.  That would be similar to what Warhammer did, that way if you want PvP for a bit and that exhilarating feeling you can just duck into one of the PvP specific areas.  And if you want to be left the fuck alone you could go grind pigs in the PvE area. 


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 10, 2011, 11:39:40 AM
Why not just do what DAoC did years ago? Give more experience for killing mobs and doing quests in the pvp zones.  Simple risk vs reward.  I leveled almost exclusively in the frontiers on mobs because it was faster and better cash.  It also had the added bonus of letting me kill anyone that started to take my spawns.  Win-win.   


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 10, 2011, 11:41:08 AM
I don't think you are being a jerk at all.  Sounds like we've had a similar experience.  When choosing a WoW server, I just assumed that the experience would be similar to DAOC, since WoW seemed to be taking the best features from every game.  Discovered that PvP only happened when it was inconvenient for me.  It brings only annoyance to the PvE experience, and non-PvP servers have battlegrounds.

So now I want to know ahead of time - what exactly is "open-PvP" bringing to the table?  If there is no relic or keeps to fight over, nothing to bring the community together, how exactly is open-PvP bringing fun to the table?

As far as I am aware there is nothing like this.  Im not sure the opposing faction can take over and claim areas on the map either although I always see the popups that say "Defiant Controlled" so does that mean Guardians can go there and take that area and make it "Guardian Controlled"?  Not sure.  I plan to roll on a PvP server since I will be doing primarily PvP anyhow...screw 20 man PvE raids :P


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 10, 2011, 11:43:20 AM
Why not just do what DAoC did years ago? Give more experience for killing mobs and doing quests in the pvp zones.  Simple risk vs reward.  I leveled almost exclusively in the frontiers on mobs because it was faster and better cash.  It also had the added bonus of letting me kill anyone that started to take my spawns.  Win-win.   

Yah, I remember having fun with that.  We didn't do it very often, but it was nice to have as an option.  It was a place to progress while you're itching for a fight but not max level with nothing else to do.

Ahh, one of my few fond memories of DAOC.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 10, 2011, 11:44:12 AM
It's only world pvp that sucks.  Things like battlegrounds, arenas, realm vs realm is the only kind of pvp i enjoy, if it isn't about two groups of hopefully even forces fighting over a predetermined goal chances are it is going to suck.  I never understood the appeal of southshore style fighting, it seemed like an utter waste of time to me and somehow a lot of people consider it the pinnacle of wow pvp.  World pvp ALWAYS boils down to beating the other side through overwhelming force and nothing else.


Title: Re: Rift: Planes of Telara
Post by: Lucas on February 10, 2011, 11:47:30 AM
To me, World PvP always had a more realistic vibe, sort of medieval "open battlefield" one. With battlegrounds, Arenas and such, everything looks too "artificial". But like I said, it's my take, and I vasly prefer sandbox games.


Title: Re: Rift: Planes of Telara
Post by: ghost on February 10, 2011, 11:50:03 AM
It's only world pvp that sucks.  Things like battlegrounds, arenas, realm vs realm is the only kind of pvp i enjoy, if it isn't about two groups of hopefully even forces fighting over a predetermined goal chances are it is going to suck.  I never understood the appeal of southshore style fighting, it seemed like an utter waste of time to me and somehow a lot of people consider it the pinnacle of wow pvp.  World pvp ALWAYS boils down to beating the other side through overwhelming force and nothing else.

This is pretty much the answer.  I've yet to see world PvP that doesn't encourage the zerg.  I never really played DaOC, but hear that this was one of the least offensive in this regard. 


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 10, 2011, 11:56:21 AM
I liked the way that WAR did it.  I liked the way DAOC did it.

The way WoW does it leaves me cold. 

What I think would be better is combining PvE and PvP.  If the quest said, "kill a dozen pigs, or take pig jowels from enemy players" THAT would add something to it for me.  Now I'm PvEing AND PvPing at the same time.  Make killing enemy players in an area where you are grinding rep ALSO give you that rep (or maybe even more rep).  To really encourage PvP, make the rewards for killing an enemy player greater (two pig jowels for every enemy player killed!).  I think adding the DAOC-twist on it is also a good idea - better drops, more frequent mine spawns, etc.

I dislike that games have the mindset that you are either PvEing or PvPing.  I dislike it when i'm PvEing/leveling and it feels less efficient to do anything except cooperating/ignore the enemy.  WoW puts everyone in the same area, but make pursuing both activities counter-productive.  In WoW, only the "dick" player engages the enemy in a leveling/questing area.


Title: Re: Rift: Planes of Telara
Post by: Spiff on February 10, 2011, 12:21:23 PM
Im not sure the opposing faction can take over and claim areas on the map either although I always see the popups that say "Defiant Controlled" so does that mean Guardians can go there and take that area and make it "Guardian Controlled"?  Not sure.

From what I've seen (I never went far beyond level 30, so that's the first 3 zones for both sides basically), "Defiant-" or "Guardian controlled" means you can't viably take it over; guards will respawn too fast and you won't have any objectives in those zones anyway as the opposing side.
"Contested" seems to mean you both have overlapping objectives in the area and you can sort of take over hubs, although if a Defiant takes over a Guardian hub it's simply no longer a Guardian hub, it doesn't start giving Defiant quests or spawn specific NPC's or anything.

That said this is low-mid level, later on that might change.
If they want to add some spice to World PvP for their sake I hope it does.

[fake Edit] if I put on my PvP hat, that may be my biggest disappointment from what I've seen; I wasn't expecting a sandbox, but with all their talk of an 'ever-changing' dynamic world. I had hoped you'd be able to flip a settlements loyalty for instance
Perhaps the side that lost it could set up temporary 'warcamps' so to speak still giving quests, relating to their recent setback.
I'll add that to my big book of failed MMO expectations.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 10, 2011, 12:35:14 PM
Yes, the ability to choose when and where and whether to PvP made DAOC and WAR great for mixing PvE and PvP. I never would have learned to enjoy PvP without those experiences -- they allowed me to get my feet wet and try it out and fail over and over as I learned but at the same time allowed me to also experience the game without pvp if it was not what I was in the mood for. PvP is very much a "being in the mood for it" thing with me. It requires me to get into a different mindset and go in with different expectations than doing something in PvE. Most of all, I want to feel in control of that choice. And just as I don't like being ganked by someone when I'm off in PvE land, I don't really like being forced to PvE in the middle of a PvP fight. There are probably times when it's OK, but mostly not.

Open world PvP just doesn't make a lot of sense to me unless some kind of very strong balancing factor or tradeoff enters the picture (such as loss of access to resources like vendors/trainers, etc. until you're no longer considered an "outlaw"). Otherwise it's just about gear and ganking. The tradeoffs are what make it a *game* as opposed to an exercise in asstardery. I'm not saying things have to be fair -- that assassin is going to attack you when you're by yourself and weak and engaged in another fight because that's the *smart* way to be an assassin. Only someone with a slight sense of nobility -- or who thought a fair fight was a more challenging fight and thus more fun -- would actually wait until the playing field was level before attacking. But that's not what makes playing a stealthy assassin 'fun'. And people do it because the repercussions are pretty nonexistant.

What assassins lack in most open world PvP settings, IMHO, are threats specific to the assassin lifestyle. Assassins should be regularly tracked and hunted by NPC mobs that have a strong chance to see through their stealth and show up unexpectedly at any time, anywhere, and be of variable toughness (from lightweight troublemakers to unstoppable terminators). I'm not talking all the time, but just often enough to keep an assassin from thinking they can cause lawless murder and mayhem in an open world without repercussions. And it can't be just a system of PC-based/originated bounties though that would be a good addition.

Without a system of repercussions for PKing, then if you like playing solo most of the time you should *be* the assassin, and if you don't want to be an assassin you should not play solo.

Since Rift has no reputation/bounty/assassin-hunter system, if I were to play open world PvP then when I want to solo I'll break out the assassin, and when I want to play any other class/role, I'll LFG. Those would seem to be my only choices.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 10, 2011, 03:38:26 PM
Beta 6 review from Hartsman (http://forums.riftgame.com/showthread.php?61579-Post-Beta-6-On-Rifts-Raids-PvP-and-Damage%E2%80%A6)





Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on February 10, 2011, 05:08:59 PM
Quote
I'll add that to my big book of failed MMO expectations.

Dude that's a multi tome, A to Z, encyclopedic set.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 10, 2011, 05:39:28 PM
Beta 6 review from Hartsman (http://forums.riftgame.com/showthread.php?61579-Post-Beta-6-On-Rifts-Raids-PvP-and-Damage%E2%80%A6)

The news about different rule sets for PvP/PvE servers is sending some forum posters into jizzed-in-my-pants mode. You'd think Trion just parted the Red Sea or decoded a broadcast from an alien civilization.


Title: Re: Rift: Planes of Telara
Post by: EWSpider on February 10, 2011, 05:49:28 PM
Like I said, if anyone wants to brave the PVP-RP server (no rp required) you are welcome to join up with me and my little band of guys. I think right now we have like 7 or 10 semi casual players. Should be fun.

I'll join you guys.  Do you know what server yet?


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 10, 2011, 08:13:24 PM
One cool thing I noticed when venturing forth on my 19 ranger/bard into zones much higher was the ability to actually be able to hit much higher players.  Some 35s were griefing some 26/27/28s and the lower group beat them.

This is a little different than WoW, it seems.



Title: Re: Rift: Planes of Telara
Post by: Chinchilla on February 10, 2011, 09:43:16 PM
For some weird reason I really was enjoying this game while I played it during the weekend.  I had made a dual wielding guy and was having alot of fun.  Hell I was really happy when I was able to craft 2 1h swords from the tin I found around the world that my guy could find.  Normally in most MMO's the stuff I harvest I have to grind on to get anywhere near somewhere I can use it because the beginning stuff sucked.  Here the first set of swords I made I could use.  It was great :)!


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 11, 2011, 04:43:21 AM
Okay, so who's leading the charge to get BC off the ground?


Title: Re: Rift: Planes of Telara
Post by: Lucas on February 11, 2011, 04:44:39 AM
Anyone willing to run an european branch of the F13 guild?


Title: Re: Rift: Planes of Telara
Post by: Sky on February 11, 2011, 07:34:42 AM
Okay, so who's leading the charge to get BC off the ground?
Not it, timing is totally wrong.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 11, 2011, 02:17:05 PM
I almost forgot about this, but look what I found guys!  This is what uber looks like.


Edit for non-attachmentness.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 11, 2011, 07:06:18 PM
What was it"

"The hardcore sons of emo bitches"?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 11, 2011, 08:24:57 PM
Oh man, Rift now with 100% more Grunkyness.


Title: Re: Rift: Planes of Telara
Post by: snowwy on February 11, 2011, 08:36:59 PM
Not touching! Love it to death...mine that is. If anyone ever sees me online, live, in this game. You have a free ticket to kill me....please do!


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 11, 2011, 10:37:57 PM
I have no idea what the fuck you just said.  Are you having a psychotic break?


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 12, 2011, 03:57:29 AM
I was thinking of Cabalist/Purifier.  Cabalist for solo and pvp, and Purifier for healing in a group.  I know it doesn't have a lot of synergy but I wonder if it would be effective.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 12, 2011, 05:41:02 AM
I was thinking of Cabalist/Purifier.  Cabalist for solo and pvp, and Purifier for healing in a group.  I know it doesn't have a lot of synergy but I wonder if it would be effective.

Can keep both in a setup, but I'd personally just use two specs for solo dps vs group healing roles. For a solo spec though I do suggest at least a few points in a healing based soul just for the random need to heal yourself or someone else at a rift.


Title: Re: Rift: Planes of Telara
Post by: EWSpider on February 12, 2011, 05:43:52 AM
I was thinking of Cabalist/Purifier.  Cabalist for solo and pvp, and Purifier for healing in a group.  I know it doesn't have a lot of synergy but I wonder if it would be effective.

Purifier is excellent as a third 0pt Soul for a Cleric DPS spec.  The Shield not only absorbs damage, but keeps your spells from being pushed back and your channels from being interrupted.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 12, 2011, 06:00:45 AM
I didn't play a cleric over 16ish, but that shield is awesome.  Well worth a 0pt, as said above.  It took my soloing up a notch or two.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 12, 2011, 06:18:17 AM
I have no idea what the fuck you just said.  Are you having a psychotic break?
I believe it was a request to kill them with the element of your choice.


Title: Re: Rift: Planes of Telara
Post by: snowwy on February 12, 2011, 07:22:29 AM
Never post when drunk.....couldn't understand wtf i tried to say either.....


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 12, 2011, 11:27:12 AM
alpha notes for beta 7 leaked and now saboteur-focused rogues are freaking out



Title: Re: Rift: Planes of Telara
Post by: Threash on February 12, 2011, 12:21:22 PM
Why? link?


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 12, 2011, 12:22:07 PM
That'd be breaking the NDA that the alpha is still under (as is discussing it, I believe  :oh_i_see:).


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 12, 2011, 01:58:01 PM
just landed coming back from trion studios.  Scott Hartsmsn and co are some cool people.


Title: Re: Rift: Planes of Telara
Post by: Simond on February 12, 2011, 02:01:22 PM
Sellout!  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 12, 2011, 03:56:06 PM
I'm easy too, all it takes is some good beer.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 12, 2011, 05:28:42 PM
just landed coming back from trion studios.  Scott Hartsmsn and co are some cool people.

Did you at least get a shirt or something?


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 12, 2011, 06:03:59 PM
Heard some rumors on the notes. This may be hilarious come tuesday.


Title: Re: Rift: Planes of Telara
Post by: Nija on February 12, 2011, 06:09:11 PM
Would it kill them to make a single FFA PVP server?


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 12, 2011, 07:59:01 PM
Why? link?

Google makes lists with nice links.


Title: Re: Rift: Planes of Telara
Post by: Stabs on February 14, 2011, 08:58:21 AM
I have some questions about the rift system.

From time to time F13 considers hand moderation of Live Events and generally concludes the downsides outweigh the good. Could the rift system be a way to have a human element in a largely automatic Event generation system?

In other words could devs look at server chat, think these guys are a bit bored and crank up the rift nastiness level from 3 (low) to 9 (very nasty) and watch what happens as player areas get overrun?

Should they do this? Is it so arbitrary it's "unfair"?

Are they doing this? I believe at least one of the Betas ended in a colossal invasion. Was that just a beta thing or a demonstration of a feature?

Like most of the pen and paper generation I'm something of a fan of human intervention in RPGs to address the problem of sameness and boredom. Of course if the purpose of these games is to be online slot machines that drop epics as jackpots then of course GMs fudging things to make life more exciting is not desirable.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 14, 2011, 08:59:18 AM
just landed coming back from trion studios.  Scott Hartsmsn and co are some cool people.
And people think I'm the sellout in this crowd, heh. Guess I shouldn't have pissed in the wheaties, ah well.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 14, 2011, 09:08:28 AM
I have some questions about the rift system.

From time to time F13 considers hand moderation of Live Events and generally concludes the downsides outweigh the good. Could the rift system be a way to have a human element in a largely automatic Event generation system?

In other words could devs look at server chat, think these guys are a bit bored and crank up the rift nastiness level from 3 (low) to 9 (very nasty) and watch what happens as player areas get overrun?

Should they do this? Is it so arbitrary it's "unfair"?

Are they doing this? I believe at least one of the Betas ended in a colossal invasion. Was that just a beta thing or a demonstration of a feature?

Like most of the pen and paper generation I'm something of a fan of human intervention in RPGs to address the problem of sameness and boredom. Of course if the purpose of these games is to be online slot machines that drop epics as jackpots then of course GMs fudging things to make life more exciting is not desirable.

Those types of things being human-initiated is pretty rare. Usually coded in with the idea that "we can totally do that and be awesome!" followed by the realities of staffing costs to do so on a regular basis being a little obscene.

edit: you can also get into Bad Places if you either outsource it to a guide type program or have any form of rewards tied to the events. Because you set yourself up for.. let's say some fishy behavior about when and where these events show up and who might know about them an hour in advance.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 14, 2011, 10:55:06 AM
To quote Scott Hartsman, spontaneous GM spawned Rift Events don't "scale to fun".


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 14, 2011, 01:09:06 PM
I'm not sure what that means.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 14, 2011, 01:53:51 PM
The bigger and more complex they get the less fun they are.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 14, 2011, 03:06:45 PM
I think it's closer to they're a lot of fun, but you become reliant on them.

It's fun to have world invasions run by GMs!

It's not fun to be waiting around for the next one.


Title: Re: Rift: Planes of Telara
Post by: UnSub on February 14, 2011, 06:35:16 PM
Like most of the pen and paper generation I'm something of a fan of human intervention in RPGs to address the problem of sameness and boredom. Of course if the purpose of these games is to be online slot machines that drop epics as jackpots then of course GMs fudging things to make life more exciting is not desirable.

Unlike p'n'p, the GM can't force players to take part. So they can spawn a massive rift, proclaim the event across the server, and be met with player indifference because the loot returned won't be worth the time invested. And whatever the GMs do for one server, they have to do for all of them (which then relies on either all GMs being equally talented in the area of player events or one GM flipping from server to server to conduct them).

It's not just being online slot machines, but if all the GM can do is dress up normal game mechanics with bad dinner theatre dialogue, players aren't going to feel particularly engaged at the end of it.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 14, 2011, 06:39:59 PM
I got a simple website and forum up for anyone that wants to come join us on the RP-PVP server.

Again, no RP required, just a small group of good players who like PVP and PVE.

Here (http://dreadguard.com)


Title: Re: Rift: Planes of Telara
Post by: Kirth on February 15, 2011, 12:14:43 PM
I got a simple website and forum up for anyone that wants to come join us on the RP-PVP server.

Again, no RP required, just a small group of good players who like PVP and PVE.

Here (http://dreadguard.com)


Something weird happened when i clicked your forums link, looks like directory browsing or something is turned on.


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 15, 2011, 12:49:29 PM
I think they were down earlier, but everything seems to be working fine now.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 15, 2011, 12:54:07 PM
Were I to roll a character, which side and server should I do it on for the open beta? 

Note: I'm annoyingly chatty when I game, so keep that in mind.


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 15, 2011, 12:58:27 PM
Heh, if you're annoyingly chatty, what does that make me?   :ye_gods: Of course, I've yet to speak in the beta.   :awesome_for_real: 

I don't know where the PVE server folks are playing, but I've been able to at most catch one or two days out of each beta. 


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 15, 2011, 01:07:29 PM
Notes are lol.

Also, the only time I've spoken in this beta have been instance groups or mistakenly getting involved in a dps meter conversation in the global chat. I didn't know it was the sore an issue with the community D:


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 15, 2011, 01:10:12 PM
Good lord the low level areas are flooded right now.  Logged in to the level 7 Bard I'd made at the end of the last beta and I couldn't move.

Nebu: From what I've seen everything is chatty right now so it doesn't matter.

Kild: Anything that makes them think of WoW is a sore issue right now.  Some folks were asking "what's the best spec" and got reamed for thinking that way.  Never mind that in 3-6 months there will be plenty of "zomg you combined justicar with inquisitor and purifier, you noob!" comments.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 15, 2011, 01:11:02 PM
People will freak out if you bring up DPS meters in general chat in any MMO not named WoW. Apparently, if you add DPS meters, you become WoW. This is also automatically a bad thing and all MMOs are lifestyle choices, not games, so it is impossible to speak well of more than one game.

I'm very worried what will happen when they find out MMO devs all use DPS meters in house.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 15, 2011, 01:17:30 PM
It just amused me because the anti meter crowd was basically blaming meters, something we've had forever in some way shape or form, for people being dicks about sub-par performance.

And then I went to the forums and every freaking post was about recount.


Title: Re: Rift: Planes of Telara
Post by: EWSpider on February 15, 2011, 02:11:06 PM
Morfiend and co. are on the Sunrest(PvP-RP) server.  I believe people have toons in both realms.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 15, 2011, 02:24:26 PM
Nebu: From what I've seen everything is chatty right now so it doesn't matter.

I was more wanting to play with some of the folks here.  That's why I asked.

Thanks EWSpider!


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 15, 2011, 02:35:31 PM
I believe there were some f13 people playing on Faeblight, as well, but who can keep track of these things?


Title: Re: Rift: Planes of Telara
Post by: fuser on February 15, 2011, 02:36:51 PM
Morfiend and co. are on the Sunrest(PvP-RP) server.  I believe people have toons in both realms.

Is that the same server as the PA people?


Title: Re: Rift: Planes of Telara
Post by: tazelbain on February 15, 2011, 02:44:35 PM
PA in WAR had a bunch of exploiters.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 15, 2011, 04:06:54 PM
My Stormcaller/Chloro's nerf of doom (removing Recharge) has just caused me to turn silly (20/20 point split so far into Stormcaller/Chloro for the Chloro mana regen)

Oh, and the replacement to Recharge is.. hilariously useless. Like, unbelievably useless. Look, we already HAVE a charge based damage booster. Don't give me one that.. kind of rolling crits on my least used spells.

edit: I'm amused that the Rift open beta/stress test lasted ~five hours.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 15, 2011, 05:59:06 PM
I believe there were some f13 people playing on Faeblight, as well, but who can keep track of these things?
Yes, Faeblight, but I know two of us haven't really done much since beta 4(?).  Both because we're not looking for DIKU and we didn't want to burn ourselves out in case we do get it.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 15, 2011, 06:28:02 PM
Well I tried to make a character. The server didn't appreciate that today.  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on February 15, 2011, 08:24:52 PM
I was given a beta key a while back, and I said what I always say for games I want to play: "no thanks, I'll play on release." A week a go I was given another beta key....."no thank you (voice straining), I'll play on release (biting fist)".....when is this coming out in stores again?


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 15, 2011, 08:32:29 PM
Well I got into the servers in prime time, finally. Not bad.


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 15, 2011, 09:07:51 PM
when is this coming out in stores again?

Pre-order head start is the 24th, with release on 3/1


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 16, 2011, 05:22:55 AM
Playing the beta now, man they are cdopying a lot of other games. Some good, some bad....like the plasticy eq2 look


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 16, 2011, 06:12:14 AM
Playing the beta now, man they are cdopying a lot of other games. Some good, some bad....like the plasticy eq2 look

I got that feeling as well in my first two hours. It's very much a patchwork quilt of other games right down to the UI. I found the idea of immediately being thrust into 3 different specs at once a little confusing, but not unfun. I made a warrior paladin-warlord-void knight.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 16, 2011, 06:14:45 AM
This game has no where near the horrible plastic graphics of EQ2.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 16, 2011, 06:41:34 AM
This game has no where near the horrible plastic graphics of EQ2.

It's not as pronounced but it's there.  The graphics aren't as jarring though as having almost the same exact gathering animations as wow. Really, there's skinning/mining/herbalism and even the damned animations look the same.  As someone looking for a wow alternative sometimes while playing I feel it's more like a wow re-skin.

The warhammer style group quests are neat, as is the fact they don't activate until someone opens that rift.

What really bothers me is that there might as well be only one race in the game for how different people look on my screen, there is almost zero variety in the player characters.  Sure armor should be the same with us all being sub 10 but i cant tell what they are until i mouse over them most of the time.  really gives it a bland feeling.

Less worse but something I'm not fond of is them jamming paragraphs of lollore down your throat via quest text.  Some things could be shown, told in a short cinematic etc.  Sure that costs money but this game kinda starts you in the middle of everything and tells you to catch up and I dislike that.

In other games(lets forget wow a sec) you get your own racial starting zone, a feel for who your character is and what's bugging your faction/race/etc  in this game on horde side(*cough* defiant *cough*)  you start as a clone/something and are told to catch up on all this lore shit because you are getting sent back to the past.

Ok that's ll well and good but having a couple paragraphs to start is fine but after two dozen quests of text walls I just stopped caring(and this coming from someone who read every single cataclysm quest text) it just turned into accept quest, go to spot on map. which is awesome, don't get me wrong here I think every game should have mapped objectives but the trick here is to still make the player want to know "why" they are going to the X and killing the Y mob to get the Z foozle.  I just didn't care.

This isn't a bad game, far from it I bet it's worth a couple months of fun, perhaps more but it's 'meh' it lacks style.  It may be polished in aspects of gameplay but there is no(forgive the pun) wow factor to it, nothing that makes me tell my friends they 'have' to play it.


Title: Re: Rift: Planes of Telara
Post by: ghost on February 16, 2011, 06:49:28 AM
I got into the beta just a very, very little bit this weekend and came away impressed.  Something that no other MMO that I've played has been able to reproduce is the UI responsiveness of WoW.  Actions in Rift seem very fluid and fast and fairly accurate.  I think I'm going to enjoy this game. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 16, 2011, 07:15:09 AM
Snip

That's probably as fair a review as you're going to get from a WOW fanboy.  I disagree on a few points, but I'm obviously a Rift fanboy.   :grin:

For example, some people really love those racial starting areas.  To me it's the first few hours of gameplay and I never go near them again.  It's a valid argument though.

As for character models there are Dwarves and giant Bahmi, two human races, and two elven races.  Not that great of a variety, not like WOW, but to me it's not an issue.  It will be a valid issue for a lot of people though.

I don't read quest text either except for the quests labeled "Story" in game, though I always though telling a story through quest text is a very poor way of doing it.  Maybe SWTOR will fix it  :why_so_serious:

The main draw of the game, for me, is the PVE dungeons which have really great fights in them.  The Rift and Invasion system is fantastic.  I've seen some really awesome things from my trip to Trion Studios.  I can't say what, but what I can say is that the Rift events you've seen in Beta are extremely simple version of what they can do.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 16, 2011, 07:19:56 AM
It's not the quantity of races that bother me, it's that I honestly can't tell them apart. They look far too similar when all dressed in the same armor especially since you can make a really tall human and a really short not-orc.  Combined with lack of racial zones it just makes picking a race seem meaningless beyond stat bonuses and if that's the case why even have them at all?

The character creating feels a lot like age of conan but the models in that game were relatively bigger so there did seem to be a variety of looks, in rift you zoom out so much for normal play that any slight differences become invisible.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 16, 2011, 07:25:42 AM
I was also confused as hell by what was going on, but I was on the Guardian side. Something about being ascended and gathering old souls, and then I was beating up on undead.

In that regard it wasn't that unfamiliar.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 16, 2011, 07:36:28 AM
It's not the quantity of races that bother me, it's that I honestly can't tell them apart. They look far too similar when all dressed in the same armor especially since you can make a really tall human and a really short not-orc.  Combined with lack of racial zones it just makes picking a race seem meaningless beyond stat bonuses and if that's the case why even have them at all?

That's odd then, because Guardians have Dwarves, Humans and Elves.  The Humans and Elves look similar in the fact they both are the same height I suppose.  Their animations are different though.  Dwarves are obvious since they are the short race.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 16, 2011, 07:42:36 AM
He has a point, the "ugly" races like dwarves and the big guys from defiant are very under represented so 90% of the time you will only see human/elves which look fairly similar while zoomed out.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 16, 2011, 08:00:34 AM
He has a point, the "ugly" races like dwarves and the big guys from defiant are very under represented so 90% of the time you will only see human/elves which look fairly similar while zoomed out.

I can only tell the difference between dwarves and everything else on the guardian side.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 16, 2011, 08:15:33 AM
He has a point, the "ugly" races like dwarves and the big guys from defiant are very under represented so 90% of the time you will only see human/elves which look fairly similar while zoomed out.

Bahmi's are badass, don't know what you're talking about.  Their idle animations when they are dual wielding are awesome.



Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 16, 2011, 08:17:49 AM
Zoomed in the races look distinct and quite good but the problem is you won't ever be playing this game zoomed in.  The game really could have used racial armor skins like warhammer if they wanted to avoid the cartoony wow look, or just make the models bigger like AOC but that would have been a lot more about changing the core gameplay which probably wouldn't have worked.

fake edit: even the big defiant race is hard to spot in comparison.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 16, 2011, 08:40:02 AM
I'd agree with lakov on the lore aspect.  I found I just didn't give enough of a shit to find out.  It made me a little sad, because I feel like one of the guys I'm always criticizing.  I haven't read jack-squat on quest text unless I don't know exactly what I'm supposed to be doing. (Like the few quests that say "talk to zyx, then use item abc")

I can't be bothered, the lore feels like nothing more than window dressing so I haven't given it a 2nd glance. 

The game itself is pretty fun, but I feel it needs to do a little more hand-holding in-game.  Things like recommending not speccing out into all 3 branches initially.  I did that on my justicar and learned after being able to afford a respec that, hey I'm much better off just going up this tree as far as it will let me then branching out into a second tree, using only the passive bonuses from the 3rd.   The way they throw souls and additional spec points when you get the 2nd and 3rd soul at you is counter intuitive to this.

I'd also agree that things are samey looking. The ears are the biggest difference between elves and humans.  Then there's the fact that each calling will have the same look.

That's been a problem in most MMOs, since EQ, with classes looking the same because of "class armors"  In Rifts, however,  you're only ever going to have 4 armor types (and I've checked out the L50 armors) that's going to be a bigger problem in live.  A justicar will look the same as an inquisitor a purifier a warden and a shaman.   That strikes me as a bit lazy.  Perhaps it's something they'll alter, but given the homogenization of stats and the fact that you can be every class in your calling I don't imagine they want to make players carry around multiple sets of armor.



Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 16, 2011, 08:40:17 AM
I usually use the racials as indicators for race. Got wings? elf. Can jump far, big defiant guy. Moves a little faster, probably human.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 16, 2011, 09:23:37 AM
There are some hilarious target ID problems on pve servers due to four of the races having the same basic shape/size. I've rolled up to a few rifts and found myself trying to heal an opposite side tank for a second. I guess it comes from my daoc days, where target identification was pretty easy, unless it was a celt versus an alb.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 16, 2011, 09:24:15 AM
Are Shaman more of a 1hd/board or 2hd class?  Nothing in their tree stands out as one or the other.


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 16, 2011, 09:44:44 AM
I'd say 2 hander for the bigger hits, myself.  I don't think there's any Shaman specific bonuses that would make having a shield more beneficial than not.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 16, 2011, 09:45:14 AM
Are Shaman more of a 1hd/board or 2hd class?  Nothing in their tree stands out as one or the other.

2h last I checked. This may have changed with the reduction in white damage importance, I haven't touched mine in a few patches.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 16, 2011, 09:57:49 AM
I'd go with 2h as well.  Their attacks all are based on weapon-damage and there's nothing to increase blocking or shield use in their tree.

Here's a metagaming question.. Do the same abilities in different trees stack? So if I get the 5% damage reduction in the shaman tree does it stack to 10% when taking the same ability in the Justicar, or does it only give 5% because they're both flagged as "Damage reduction"


Title: Re: Rift: Planes of Telara
Post by: Threash on February 16, 2011, 10:04:44 AM
I have not tested it personally but i've been told that passive bonuses are supposed to stack.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 16, 2011, 10:05:31 AM
Woo, 15% reduction to physical damage on my Justicar, here I come!  :grin:  Thanks.

Ed: This game doesn't load if it's not the focus window.  So alt-tabbing out when portcullim traveling just means your client is sitting there waiting for you to refocus.  That's bullshit.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 16, 2011, 11:35:07 AM
Make sure you mention how awesome it is, there is still time to nerf it.

Not a bitter cleric.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 16, 2011, 11:39:13 AM
Make sure you mention how awesome it is, there is still time to nerf it.

Not a bitter cleric.

Hey, I can talk about how I can dominate killing blows, damage done by about double the next, and only die twice using a riftblade in pvp and nothing will happen <3

Flame Spear is pretty much the best pvp nuke in the game. Why it's on a warrior I have no clue.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 16, 2011, 12:41:03 PM
I can't tell if i like this game or not.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 16, 2011, 12:44:12 PM
The only cleric that should be going sword hammer and board are Justicar tanks.


Title: Re: Rift: Planes of Telara
Post by: ghost on February 16, 2011, 01:02:50 PM
Ed: This game doesn't load if it's not the focus window.  So alt-tabbing out when portcullim traveling just means your client is sitting there waiting for you to refocus.  That's bullshit.

Ay.  That may be a deal killer.  I always tab out. 


Title: Re: Rift: Planes of Telara
Post by: Nija on February 16, 2011, 01:11:44 PM
I have not tested it personally but i've been told that passive bonuses are supposed to stack.

When I last played... who knows when. Beta 2 or 3? Some things didn't stack. Namely, the bard song that increased Dex and the Saboteur dex buff.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 16, 2011, 01:25:34 PM
I have not tested it personally but i've been told that passive bonuses are supposed to stack.

When I last played... who knows when. Beta 2 or 3? Some things didn't stack. Namely, the bard song that increased Dex and the Saboteur dex buff.

While those aren't the passives asked about, it is a good thing to note. Basically, you can only have 1 stat buff (active buff, not passive buff through talents) for a given stat. Not even scrolls stack with buffs.

Also, bards will have the best buffs available if they specced for it. It's possibly they're better even without speccing for it, but the bard endurance and str buffs are better than anything a warrior can cast, and the war endurance buff is equal to a clerics iirc.

Ed: This game doesn't load if it's not the focus window.  So alt-tabbing out when portcullim traveling just means your client is sitting there waiting for you to refocus.  That's bullshit.

Are you in fullscreen mode or windowed? I ask because I thought it still loaded while tabbed in windowed mode


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 16, 2011, 02:27:13 PM
I was in fullscreen mode, I'll give it a shot in windowed.

The really fun part was that the game still loads your character (I don't know why I thought it might happen otherwise.) So, after I was done loading in I found I was dead because an invasion mob had eaten my face.


Title: Re: Rift: Planes of Telara
Post by: Nija on February 16, 2011, 03:35:09 PM
Borderless windowed mode. Use it in every single game that offers it.


Title: Re: Rift: Planes of Telara
Post by: Tmon on February 16, 2011, 04:03:29 PM
I can't tell if i like this game or not.

I had sort of the same problem.  I didn't dislike it, but didn't like it enough to log in again after my first play session.  I realized as I started the uninstall that I had spent about 1/3rd of the time it took to download actually playing, I think that may be a new record for me.   I guess subscription based leveling games are no longer my thing.


Title: Re: Rift: Planes of Telara
Post by: Arrrgh on February 16, 2011, 04:18:36 PM
I can't tell if i like this game or not.

I had sort of the same problem.  I didn't dislike it, but didn't like it enough to log in again after my first play session.  I realized as I started the uninstall that I had spent about 1/3rd of the time it took to download actually playing, I think that may be a new record for me.   I guess subscription based leveling games are no longer my thing.

I think they did such a good job imitating past games that I'm already burnt out on that I was immediately burnt out.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 16, 2011, 06:02:32 PM
I can't tell if i like this game or not.

I had sort of the same problem.  I didn't dislike it, but didn't like it enough to log in again after my first play session.  I realized as I started the uninstall that I had spent about 1/3rd of the time it took to download actually playing, I think that may be a new record for me.   I guess subscription based leveling games are no longer my thing.

I think they did such a good job imitating past games that I'm already burnt out on that I was immediately burnt out.


I'm itching to play a new game aside from wow but the problem is its too much like wow.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 16, 2011, 06:26:13 PM
I'm still buying it, and I'll enjoy my trip to 50 on two toons along the way.  But I am concerned that they're adding in a lot of stuff that I didn't like from WoW.  Back in B1, gear was much simpler.  Now we have valor and another stat that wasn't there before (to my memory).  It's starting down that path of needing a few college level calculus courses to figure out how to be decent.  When they actually do get a solid damage meter mod up and used by the population, then I'm screwed because I just don't want to play that metagame anymore. 

This sounds terrible, but I hope this game has a raging first month or two, then peters out a good bit on population; maybe eliminate more of the dick players and they'll go back to WoW. 


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 16, 2011, 07:32:25 PM
A lot of the stats just didn't show up until later. Spell/Physical crit for example doesn't rear it's head until 30ish. Same with spellpower as a pure stat.

Valor is just WoW resilience. Which I was very amused to see on the char sheet, and even more amused to NOT see on the low/mid level pvp vendor gear ;)


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 16, 2011, 07:44:09 PM
Their PvP rewards model is so screwy. PvP souls that you can unlock as soon as you have the favor (had mine before level 20 on one character) but can't put more than a few points into until 50; warfronts open at 10 but no gear rewards whatsoever until 25; a PvP-only stat that shows up on high-level gear for no apparent reason...

It all basically works I guess but there's no apparent reason for them to have designed it this way as opposed to any other possible way... kind of like someone was saying earlier about the limited non-dps options for certain classes: what design goal could they possible be going for here other than "it kind of worked for WoW"?

Anyway, I preordered and should get a bit of fun out of it rolling with Morfiend's crew. I just hope it doesn't turn into a mess at high levels.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 16, 2011, 10:48:16 PM
Oh, it's a complete balance mess right now, as far as pvp goes. But hey, it might get better!

For the open beta, I'm amusing myself with the blatant nerfbait of a riftblade/reaver combo. lawlreavers.


Title: Re: Rift: Planes of Telara
Post by: Spiff on February 17, 2011, 12:54:45 AM
While those aren't the passives asked about, it is a good thing to note. Basically, you can only have 1 stat buff (active buff, not passive buff through talents) for a given stat. Not even scrolls stack with buffs.

There are buffs that do stack btw, like the endurance buff from riftstalkers which stacks with other endurance buffs (even within the rogue line).
I believe the difference is that one can only be cast on yourself, so only buffs that work on anyone don't stack or something.

I'd be very surprised if passives from different souls didn't stack anyway, it would nerf the hell out of their flagship 'customize your own build' system.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 17, 2011, 07:01:56 AM
There are buffs that do stack btw, like the endurance buff from riftstalkers which stacks with other endurance buffs (even within the rogue line).
I believe the difference is that one can only be cast on yourself, so only buffs that work on anyone don't stack or something.

I'd be very surprised if passives from different souls didn't stack anyway, it would nerf the hell out of their flagship 'customize your own build' system.

That's good to know then, I haven't had any of those buffs yet but it may make 8 point beastmaster a little more tempting for me


Title: Re: Rift: Planes of Telara
Post by: Sky on February 17, 2011, 07:32:08 AM
I haven't played since beta 3 event, but cleric endurance buffs did not stack. They didn't even cancel properly, a 3pt endurance buff could cancel a 20pt endurance buff  :oh_i_see: I hope that's been fixed, anyway.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 17, 2011, 07:43:08 AM
I haven't played since beta 3 event, but cleric endurance buffs did not stack. They didn't even cancel properly, a 3pt endurance buff could cancel a 20pt endurance buff  :oh_i_see: I hope that's been fixed, anyway.

As of beta 6 it didnt, havent checked this one yet though


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 17, 2011, 07:52:44 AM
Woo, 15% reduction to physical damage on my Justicar, here I come!  :grin:  Thanks.

Ed: This game doesn't load if it's not the focus window.  So alt-tabbing out when portcullim traveling just means your client is sitting there waiting for you to refocus.  That's bullshit.

I play in a window (a big window that takes the whole screen).  I haven't had any problems with this.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 17, 2011, 08:06:58 AM
I do hope the passives stack, because if they don't stacking tanking classes together would be stupid.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 08:54:22 AM
Passives always stack, it's active buffs that have some really confusing stacking logic (same thing WoW used to have, and why they heavily simplified buffs to clarify it)

In essence, any buff that looks like another buff won't stack (warriors can take two 5% damage increase self buffs in different souls. They do not stack.) unless it's a self buff and a group buff (self +end and group +end will stack)

I'm fuzzy on similar debuffs (if I have two "+10% damage taken" debuffs from different people on a boss, I think it only applies one of them, but I have not tested this)


Title: Re: Rift: Planes of Telara
Post by: March on February 17, 2011, 09:12:27 AM
Passives always stack, it's active buffs that have some really confusing stacking logic (same thing WoW used to have, and why they heavily simplified buffs to clarify it)

In essence, any buff that looks like another buff won't stack (warriors can take two 5% damage increase self buffs in different souls. They do not stack.) unless it's a self buff and a group buff (self +end and group +end will stack)

I'm fuzzy on similar debuffs (if I have two "+10% damage taken" debuffs from different people on a boss, I think it only applies one of them, but I have not tested this)

They really need to make their Talent GUI "smart" - if you take passive ability A, then it needs to automatically grey-out a conflicting/redundant talent in soul B.  There are enough overlapping buffs/de-buffs that make you wonder if your points are wasted or not.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 09:23:16 AM
Self updating tooltips would also help (if I have a +5% damage talent, my ability damage values should reflect this), but yeah, a soul tree ! symbol when you have a spec that has non stacking points wound be nice.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 17, 2011, 10:15:52 AM
if you take passive ability A, then it needs to automatically grey-out a conflicting/redundant talent in soul B.  There are enough overlapping buffs/de-buffs that make you wonder if your points are wasted or not.
That was my concern as well. Coming in as a new player the soul system was just incredibly confusing and frankly daunting. They need to provide more hand-holding.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 17, 2011, 10:25:30 AM
If you read your abilities, you'll find that some of them do overlap in damage - but often they do different elemental damage types so you need to keep them around anyways.  Going to disagree that it needs more hand-holding, imo.  It is a deep system; its supposed to be daunting.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 10:28:48 AM
I love that they made new icons for all the souls. Which work for warriors (most of the icons make sense and are neat theme designs), but on my mage I just have a mess of rune icons that all blend together and have no logical reference to the soul in question <3

Beastmaster has a stylish icon of a tiger or something!
Elementalist has.. some unknown runic design, not a stylish elemental or something :P


But as for "it's a deep system, it's supposed to be daunting", that's just more "rawr, our game is for the hardcore" that drops your subscriber numbers.

If you want a deep daunting system, they could just remove all the tooltips entirely from the soul tree, and make you pick talents based on the name alone, and never tell you what does what! Hell, hide damage and hp values, too.

At some point "deep" does not need to mean "archaic and poorly documented", unless my perl scripts are now "deep"

edit: to add more snark, a deep system is one with 75,000 pages of documentation and examples on what you can do with the functionality. Not 800,000 lines of undocumented code.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on February 17, 2011, 10:59:16 AM
Yeah, I should never have to guess at what an ability does or whether it stacks with, or is overwritten by another ability.  Now, how to use an ability to my greatest benefit, that's where deep comes in.  Deep does not mean "incomprehensible without extensive testing."


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 17, 2011, 11:01:57 AM
If you read your abilities, you'll find that some of them do overlap in damage - but often they do different elemental damage types so you need to keep them around anyways.  Going to disagree that it needs more hand-holding, imo.  It is a deep system; its supposed to be daunting.

I disagree, I think it would be very nice to know when abilities don't stack. Not quite sure how you could do this. Maybe grey out the ability that wont stack when you have already put points in the other.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 11:05:45 AM
If you read your abilities, you'll find that some of them do overlap in damage - but often they do different elemental damage types so you need to keep them around anyways.  Going to disagree that it needs more hand-holding, imo.  It is a deep system; its supposed to be daunting.

I disagree, I think it would be very nice to know when abilities don't stack. Not quite sure how you could do this. Maybe grey out the ability that wont stack when you have already put points in the other.

A single simple set of rules, and place them in the tooltips.

"% damage buffs don't stack" or "only stack to 25%" and put in the tooltip "Stacks with similar buffs up to 25%" for passives.

"does not stack with other endurance buffs" and such.

You see it in the newer tooltips (warrior "tank" souls all have Gift of ____ that increases hp per point spent, all of them include text that says they stack with other warrior Gift skills)


Title: Re: Rift: Planes of Telara
Post by: Sky on February 17, 2011, 11:25:15 AM
Or even have a window on the soul screen that keeps a running total of enhancements from the currently selected abilities. I think that was Draegan's idea in the very first beta, iirc.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 17, 2011, 11:39:09 AM
Don't get me started int he Buff UI, or Buffs/Debuffs in general.  It's a horrific system.  There are too many.  The good thing is they are slowly tweaking it so they know it's a problem.

Good rule of thumb:
If it's in your talent tree, it stacks.
If it's an effect that can sit in a debuff/buff frame it probably does not stack with other effects.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 17, 2011, 12:38:04 PM
I wasn't commenting so much as to stat stacking, that should be more obviously arranged.  Rather, my comment is more that it is okay if parts of the game happen behind the scenes.  "Pay no attention to the man behind the curtain" and all that...


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 01:18:16 PM
Don't get me started int he Buff UI, or Buffs/Debuffs in general.  It's a horrific system.  There are too many.  The good thing is they are slowly tweaking it so they know it's a problem.

Good rule of thumb:
If it's in your talent tree, it stacks.
If it's an effect that can sit in a debuff/buff frame it probably does not stack with other effects.

There are far too many "stance" buffs for melee classes. It winds up taking a basic idea (are you in offensive/defensive/crit or support mode!) and turning my warrior's buff bar during combat into a 15 icon long list of crap (pacts, shields, the buffs that give me both of those, my 5% damage stance, my avatar of wind, my blade spell, what have you) and makes it impossible to know when something actually procced that I may want to use.

UI mods would do this game a world of good. I would KILL for power auras.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 17, 2011, 02:26:34 PM
Yeah, auras that actually affect your play reeeeally need to be separated out from hour-long self buffs and +1% damage crap. Especially for classes that use self-buffs as an extra resource, which are my favorite ones in the game so far - Void Knight and Justicar.

On that note, I rolled a justicar/inquisitor/purifier and holy shit. 12 points into Justicar for the mana return and all the low-hanging healing stuff, 0 into purifier for the self shield, and the rest into inquisitor for ranged life damage. You know how powerful bard healing is in warfronts? It's not *quite* that powerful... but it has good damage, survivability, and mobility, none of which the bard has. It's fantastic.

Also it has 6 self buffs to recast every time I die.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 03:42:17 PM
If you don't have a pet, you can't really bitch about rebuffing on death imo <3

Seriously, why are the instant pet summons so far down for non necros, and why can't I just instant cast my pet for 10s after rezzing or something sane?


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 17, 2011, 04:47:06 PM
PvP, I assume.

(ProTip: whenever something sucks, blame PvP.)


Title: Re: Rift: Planes of Telara
Post by: Threash on February 17, 2011, 05:08:22 PM
Uh actually pvp is why they need instant summons, pet classes have an extra 8 seconds of death penalty atm.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 06:30:48 PM
Uh actually pvp is why they need instant summons, pet classes have an extra 8 seconds of death penalty atm.

This. When rezzing in pvp, pet classes need to sit there and channel for 8 seconds to be at full power again. Everyone else can insta-buff while running back.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 17, 2011, 06:51:32 PM
Yeah I got number one in healing in the battleground i did with my bard, i was like "wtf?" i love playing them though, they feel really useful.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 06:56:37 PM
I just got out of a Black Garden game where my RB/Reaver pulled 62,143 with 56 kills, 20 KBs and 3 deaths. Next up was 31,149.

Seriously, warriors are hilariously overdone at low levels right now, and it's almost entirely due to their souls that do primarily magic damage at range. Flame Spear is some kind of sick joke with a base damage twice that of any melee strike even before you care about the dot :P


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 17, 2011, 07:24:52 PM
God damn it, I thought OB started on the 21st... Oh well, at least I managed to study for my test.

I'm just shocked that I've been playing for an hour and haven't had a complaint yet (aside from fucking my screen resolution on quitting!)


Title: Re: Rift: Planes of Telara
Post by: Arinon on February 17, 2011, 08:03:06 PM
Seriously, warriors are hilariously overdone at low levels right now, and it's almost entirely due to their souls that do primarily magic damage at range. Flame Spear is some kind of sick joke with a base damage twice that of any melee strike even before you care about the dot :P

Flamespear is pretty much the only thing that makes PvP on the warrior class viable before at least 30.  That said, it's so crazy overpowered they will have to change something.  Add a few points in Void Knight you can use Pact Conversion + Discharge and stay completely out of melee range.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 17, 2011, 08:06:26 PM
I just got out of a Black Garden game where my RB/Reaver pulled 62,143 with 56 kills, 20 KBs and 3 deaths. Next up was 31,149.


Really? i don't really see any synergy at all between those two souls, why does it work so well?


Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 17, 2011, 08:17:31 PM
I pulled the trigger on this game and have been purposely staying out of the later betas so I can at least be somewhat enthralled by the 'changes' made.
So my peoples.  Who's got the guild to join?  I'd like to dare to be different and go Guardian if possible.  Defiant, though cool, depresses me.  And the music is better in Guardian zones.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 17, 2011, 08:36:47 PM
I played some more on my Guardian warrior today. I got to do about 4 Rifts.

It's definitely WAR right down to the smallest detail. Especially the part where 30 lowbies steamrolled the stuff where I couldn't see it.  :awesome_for_real:

I still have no idea what the hell is going on in the story or game world though.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 17, 2011, 08:38:35 PM
I still have no idea what the hell is going on in the story or game world though.

Did you watch the opening video for either side or read any of the quests or the first transitional video when you leave the earliest part of the game?


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 17, 2011, 09:37:47 PM
I pulled the trigger on this game and have been purposely staying out of the later betas so I can at least be somewhat enthralled by the 'changes' made.
So my peoples.  Who's got the guild to join?  I'd like to dare to be different and go Guardian if possible.  Defiant, though cool, depresses me.  And the music is better in Guardian zones.

So far the only group that has stepped up is Morfiend's group.  I'm not entirely sure I want on a PvP server yet and I don't know which faction they chose.  We'll see; I have a week to decide I guess.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 17, 2011, 09:45:57 PM
I still have no idea what the hell is going on in the story or game world though.

Did you watch the opening video for either side or read any of the quests or the first transitional video when you leave the earliest part of the game?


The game has a lot of good points worth defending, the story isn't one of them, it's shite.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 17, 2011, 10:14:00 PM
I still have no idea what the hell is going on in the story or game world though.

Did you watch the opening video for either side or read any of the quests or the first transitional video when you leave the earliest part of the game?


The game has a lot of good points worth defending, the story isn't one of them, it's shite.

I wouldn't call it shit, but it's on par with the rest of the industry, which means not great at all in any case.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 10:15:09 PM
I just got out of a Black Garden game where my RB/Reaver pulled 62,143 with 56 kills, 20 KBs and 3 deaths. Next up was 31,149.


Really? i don't really see any synergy at all between those two souls, why does it work so well?

Your spike damage is Flame Spear/Fire Burst.

Reaver brings higher base HP, an the ability to instant ranged spread diseases to everyone in a 15 yard radius around your target (why is that skill 10 energy, low in the tree, and has a 10s cooldown?). Low damage, but useful (one increase miss chance by 5%, but is melee range to apply, the others are just damage and your life-leech for survival), and a 5% flat damage buff.

Riftblade/VK and Riftblade/Reaver are the total bullshit combinations in warfronts right now. Reavers in general are hilarious in pve, as they are iffy single pulling things, but scale to 1vN hilariously well. I've tanked invasions just via bard healing and my lifetap hitting 30 mobs.

Later, it gets some pretty hilarious burst finishers, too. Basically, your dots cause healer panic/puts everyone on the defensive right off, while you actually are just single targeting down some poor sap with flame spear.

edit: the lifeleech is funny. Opening a black garden game, since everyone runs for the fang, is me popping my AE disease buff, lifeleech, other ranged disease while running in, melee range disease some sap, then turn around and run away while spamming flame spear. The lifetap damage alone usually means I actually get away with running in, dotting everyone and probably killing someone with flame spear since mage hp is so low, and getting away with it.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 17, 2011, 10:17:14 PM
Seriously, warriors are hilariously overdone at low levels right now, and it's almost entirely due to their souls that do primarily magic damage at range. Flame Spear is some kind of sick joke with a base damage twice that of any melee strike even before you care about the dot :P

Flamespear is pretty much the only thing that makes PvP on the warrior class viable before at least 30.  That said, it's so crazy overpowered they will have to change something.  Add a few points in Void Knight you can use Pact Conversion + Discharge and stay completely out of melee range.

You never have to leave melee range anyways. Fire Burst or what have you (the first RB finisher) attaches to your next special attack, which includes Flame Spear. So FS, FS, FS, FB, FS puts out a ton of damage without ever getting near anyone. Oh, and you get a passive 10% runspeed and a 50% snare that can add 20% fire damage ;)


Title: Re: Rift: Planes of Telara
Post by: March on February 18, 2011, 05:18:16 AM
Seriously, warriors are hilariously overdone at low levels right now, and it's almost entirely due to their souls that do primarily magic damage at range. Flame Spear is some kind of sick joke with a base damage twice that of any melee strike even before you care about the dot :P

Flamespear is pretty much the only thing that makes PvP on the warrior class viable before at least 30.  That said, it's so crazy overpowered they will have to change something.  Add a few points in Void Knight you can use Pact Conversion + Discharge and stay completely out of melee range.

You never have to leave melee range anyways. Fire Burst or what have you (the first RB finisher) attaches to your next special attack, which includes Flame Spear. So FS, FS, FS, FB, FS puts out a ton of damage without ever getting near anyone. Oh, and you get a passive 10% runspeed and a 50% snare that can add 20% fire damage ;)
PvP will be the death of this game.

While WoW clone gets tossed around alot, what impresses me so far is that they are cloning not simply the "look," but, more importantly, the need to polish.  I wonder if the polish extends beyond level 20?

One of my early concerns with sluggish combat animations seems to have been most satisfactorily resolved... I'm not 100% sure, but I think it is mostly attached to sound effects... push a button - immediate gratification of some sort of zing, whomp or whoosh followed by animation.  Its the whomp that makes all the difference.

If there was some sort of metagame (both individual and collective), I'd say this one might just do more than live - thrive even... but if they clone the raid in order to gear in order to raid in order to gear aspect of WoW... then not so much.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 18, 2011, 05:45:30 AM
I have a serious question that is not meant to be a flame or sarcasm in any way.

- What level does this game get fun? 

I have been reading pages and pages about how wonderful this game is.  After playing for about 5 hours last night, I'm just not seeing it.  Kill quests, collection quests, talk to a guy quests, use an item quest etc.  Running feels slow.  My level 1 - 5 experience was 1 1 1 1 1 4 1 1 1 1 1 4 ...  After that, I got to add a couple of new numbers to the sequence.  The game fails cardinal sin #1 for me: It's not immediately attention grabbing. Side note: In my 5 hours of play, I never got a single useful item drop off a mob.  Is this a game that I have to grind to cap before I get to experience the fun?

For all of its faults, DCUO game me fast paced combat, fun travel powers (that included challenging races), and elaborate character customization.  I also got to hunt for ! (much like the ? in EQ2) when I got bored doing diku-inspired quests. 

I want to like this game.  I'm just not seeing anything that I haven't already done in another game.  Sadly, some of it isn't done nearly as well.  I'd forgive the fact that it's still beta, but the game is due to release soon.  What am I missing?


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 18, 2011, 05:52:27 AM
Social quests ala Rifts/ Invasions was where I found all the fun.  The quests themselves were dire and boring and I only did them in between rifts showing up.   The PVP was pretty fun as well.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 18, 2011, 05:57:01 AM
What level can you start doing Rifts and why on Earth don't they have newbies doing a Rift immediately after creation to introduce them to the fun? 


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 06:08:44 AM
What level can you start doing Rifts and why on Earth don't they have newbies doing a Rift immediately after creation to introduce them to the fun? 

The intro zone ends in a fake rift (always the same, no rewards), guardian side you won't see another one for about 10-15 quests, defiant side they spawn right in the newbie area.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 18, 2011, 06:10:17 AM

The game has a lot of good points worth defending, the story isn't one of them, it's shite.

I do not agree!  I am a nerd.

Though I don't disagree the presentation of it kinda sucks, especially initially.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 18, 2011, 06:10:30 AM
There's rifts all over the place after you get past the newb area.  (Sent to the past for Defiant, reborn in the future for Guardian.)    The problem is you don't see them on your map unless you've cleared that map area.  So if you go explore a bit, you'll start seeing them show up and can participate.   So, I'd say as early as level 4, depending on what level you get out of the newb area.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 18, 2011, 06:15:34 AM
There's rifts all over the place after you get past the newb area.  (Sent to the past for Defiant, reborn in the future for Guardian.)    The problem is you don't see them on your map unless you've cleared that map area.  So if you go explore a bit, you'll start seeing them show up and can participate.   So, I'd say as early as level 4, depending on what level you get out of the newb area.

I see my problem.  I'd play the newbie area or most of it and get bored.  I'd reroll another toon to see if that would make things more interesting... it didn't.  I guess I'll just have to finish up the newbie area with one of them and explore more.  I was starting to get annoyed with the fact that I'd clear an area to complete my quest and have to clear it again on the way back to the quest giver. 

Thanks for the info.  I'll give it more patience tonight.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 18, 2011, 06:27:43 AM
Rifts are fun. They are easy to group into with the public group, and they usually have some cool stuff. I'm not sure what planar whatever you get from them does.

As far as reading the story, the end of the video from the first section told me I'd closed a Rift and stopped a war between us and the undead. Then, I'm sent to where people with angel wings are wandering around in a forest telling me to put out fires. Literally.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 06:31:16 AM
Rifts are fun. They are easy to group into with the public group, and they usually have some cool stuff. I'm not sure what planar whatever you get from them does.

As far as reading the story, the end of the video from the first section told me I'd closed a Rift and stopped a war between us and the undead. Then, I'm sent to where people with angel wings are wandering around in a forest telling me to put out fires. Literally.

You spend the planar whatever and shards (from bonus stages or zone boss events) on items at the planar goods vendors found somewhere in the zone. The rewards are usually ~blue from the highest level of the zone. I haven't looked at the item pricing in the later zones this patch, but last patch they were kinda silly (the best rewards needed 3 drops from the zone bosses, which is just entirely too much farming for a leveling zone you'll only be in for a day or two)


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 18, 2011, 06:35:14 AM
The newbie area takes about 30 minutes if you've done it before.  Longer if you don't pick dps type souls.

The game starts after the tutorial.  The tutorial isn't an open world it's completely instanced.  I'm curious as to how you spent 5 hours of play time inside the newbie instance only.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 18, 2011, 06:42:54 AM
I had a serious complaint when levling in B1-B2 that I only got two Sourceshards from lvl 1-21, buying the purple tank pants on my way out the zone.  That wasn't fun and didn't feel like I got to use what I earned at all. 

Now in Stonefield, I've just obtained my third Sourceshard and I'm lvl 23.  It seems as if the rifts are more frequent or something, but either way its a lot better to actually be able to use the gear I earn in the zone I earned it. 


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 18, 2011, 08:19:22 AM
I'm curious as to how you spent 5 hours of play time inside the newbie instance only.

It wasn't 5 continuous hours of gaming. I played while grading exams.  It was probably more like 90 continuous minutes.  I should have been more clear.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 08:19:40 AM
I had a serious complaint when levling in B1-B2 that I only got two Sourceshards from lvl 1-21, buying the purple tank pants on my way out the zone.  That wasn't fun and didn't feel like I got to use what I earned at all. 

Now in Stonefield, I've just obtained my third Sourceshard and I'm lvl 23.  It seems as if the rifts are more frequent or something, but either way its a lot better to actually be able to use the gear I earn in the zone I earned it. 

The blue shards are easy to come by when the zone isn't overcrowded. They seem awarded based on participation and only happen in bonus stages (rarely on a major rift complete)

It's the epic shards I have a complaint about. They only drop from zone event bosses, only with high participation numbers, and in later zones you needed 3 or so to buy anything. So at 34ish on my mage, I had 2 of them from every zone I'd outleveled that I'd never be able to do anything with.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 18, 2011, 08:29:31 AM
The blue shards are easy to come by when the zone isn't overcrowded. They seem awarded based on participation and only happen in bonus stages (rarely on a major rift complete)

It's the epic shards I have a complaint about. They only drop from zone event bosses, only with high participation numbers, and in later zones you needed 3 or so to buy anything. So at 34ish on my mage, I had 2 of them from every zone I'd outleveled that I'd never be able to do anything with.

IIRC, epic currencies also drop for high contribution on Major Rifts bonus stages. They are a bit rare seeing most rifts are minor rifts, but they are still more common then zone events.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 08:39:32 AM
I still want to know the contribution formula. Because going by my contribution bar, DoTs and HoTs count entirely too much, and it seems based on actions taken per second. Slow casting nukes cause me to have low contribution, while spamming instants or dots caps out my contribution meter thingy.

My Reaver is always top contribution due to AE DoT spam and the HoT tics that come with it.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 18, 2011, 09:46:40 AM
Contribution is something warhammer never got right either.


Title: Re: Rift: Planes of Telara
Post by: Hoax on February 18, 2011, 10:34:01 AM
Even if it weren't for the horrible lack of item variety and the durrrrrrr understanding of world pvp the last four posts illustrate why I never came close to being tempted to play Rift.

Of the two new things they bring to the table one is an absolute stupid joke. Rifts are so fucking bad. Bonus stage? Shard farming? Trolololollolol. They do more harm then good to my perception of the world as a living space. Huge fucking disappointment.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 18, 2011, 10:39:08 AM
Rifts are incredibly fun, your perception is moronic.


Title: Re: Rift: Planes of Telara
Post by: Hoax on February 18, 2011, 10:47:24 AM
An insanely formulaic encounter that is immersion breaking in its stupidity (RAWR INVASION, ok lets spawn 8 guys then wait until they are dead and spawn 8 more slightly badder guys!  :roll: ) that comes complete with "BONUS ROUND" timed goals and does nothing to test the abilities of a party (don't give me shit about how Raid Rifts and L50 Rifts will be different if it sucks for the first 35 levels...) is incredibly fun?

You must be new to this shit or just too stupid to get sick of it. In a playgroup of 5 RL friends, all of whom besides me seem to be leaning towards buying the game because they are more tolerant of diku bs than I found Rifts to be formulaic and stupid within the first weekend of play. Shit is whack, I'm happy for you that you are so easily amused though.


Title: Re: Rift: Planes of Telara
Post by: March on February 18, 2011, 10:50:02 AM
Rifts are incredibly fun, your perception is moronic.
<Shrug>... I don't mind the Rifts, but I can't say they are anything really awesome *in themselves*.

The cool part about them is that they are random and seem to have some sort of invasion type focal point which adds spice to the questing game.

The rift fights themselves are rather indifferent tab targeting affairs; in fact, I'd say that WaR's public quests were better actual encounters.

At least that has been my experience sub-20.  Whether the Rift encounters become more engaging at higher levels, I couldn't say.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 11:11:59 AM
PQs were more involved as encounters because they were statically spawned and thus involved the terrain/why are they there kind of thing.

Rifts seem amusing as encounters, but are recycled heavily (iirc, the achievement for gloamwood is to do all TEN types of rift encounters in the zone), and are a little more randomly thrown together than any logic behind what rifts are. If they're invasions, they should be themed as such. If they're weakened walls of the planes spilling random shit through, have things fall out and be surprised to be there. Hell, randomly have US fall through into the other realms for a few minutes or something.

Instead, we get some evil invasiony ones, and some "click keg to get wasted and continue!" ones.

I find rifts amusing and a good time, but they do lack the thematic flair of Warhammer PQs.


Title: Re: Rift: Planes of Telara
Post by: raydeen on February 18, 2011, 11:56:10 AM
I d/l'd the client last night and logged in and played for a few minutes and was rather...nonplussed. Made a necro so I got a skeleton pet, talked to a couple of NPC's and then went to some area that had masses of enemies pouring out of something or other and I had to kill 6 of them. It was a complete mess as everyone in the area was probably tab targeting mobs like I was and just firing attacks off. I was kinda drunk at the time but I'm pretty sure I was shooting at some mobs that ran behind me. All I did was just stand there, tab, fire, repeat. Finally got my six and then turned in the quest and logged out. I'll give it another shot this weekend but it didn't grab me right away. It kinda felt even more generic than some of the f2p korean games.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 18, 2011, 12:00:17 PM
The entry level experience sucks. I will agree with that. They don't really do a good job of holding your hand and explaining what it is you're supposed to be doing.

I mean you kill 10 rats with one spell for a reason.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 18, 2011, 12:46:52 PM
1) Are the invasions better implemented than the alien invasions in COH? 

I enjoyed PQ's in WAR for a while but found that they got old really fast.  Thankfully, I could ignore PvE entirely and just level on PvP. 

2) Can you level to endgame in Rifts on PvP alone?  Will your gear suck if you attempt to do it?  How tied are PvE and PvP? 

Getting my PvP gear through PvE would make me very very stabby. 


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 18, 2011, 12:48:49 PM
Someone up above mentioned that itemization is wonky at lower levels for PVP.  You don't even see gear available on vendors until level 25.  How it compares to the PvE stuff is an exercise I'll leave to someone actually buying the game.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 18, 2011, 12:56:56 PM
1) Are the invasions better implemented than the alien invasions in COH? 

I enjoyed PQ's in WAR for a while but found that they got old really fast.  Thankfully, I could ignore PvE entirely and just level on PvP. 

2) Can you level to endgame in Rifts on PvP alone?  Will your gear suck if you attempt to do it?  How tied are PvE and PvP? 

Getting my PvP gear through PvE would make me very very stabby. 

Never played CoH so i cant answer the first.  You can level through pvp, in my teens with guardian instant queues i found it one of the fastest methods of leveling, with rift farming slightly better and quest grinding just plain sucking, the problem is that the order is reversed for gear aquisition.  You can very easily level up through pvp and gear up through crafting though, unlike other games the stuff you can make at your level is superior or equal to what you would get playing.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 18, 2011, 01:05:53 PM
You can very easily level up through pvp and gear up through crafting though, unlike other games the stuff you can make at your level is superior or equal to what you would get playing.

Lotro was like this.  While leveling crafted gear was far superior to quest gear.  That's a definite plus for Rifts. 

Thanks for the rest of the response.  The game is well made.  I just need to explore more before I decide what I think.  I'm wondering how long I need to play before my opinion is considered valid.  Right now, the level 1-5 experience (Guardian side) is just not fun.  Like not at all.  This is a big mistake.  I don't want to feel like I have to achieve some level before the game gets interesting.  It should be interesting right out of the gate.  In WAR, I coudl pvp immediately after I created a toon and gear up.  In DCUO, I could fly around and beat up bad guys in my spandex jumpsuit right out of the box.  I'm really getting tired of having to earn the right to have fun.  Seems that I need to get to level 5 or so just to get a whiff of the fun.  How long until I get enough abilities and have complex enough fights that I'm doing more than spamming the same 4 buttons? 


Title: Re: Rift: Planes of Telara
Post by: Threash on February 18, 2011, 01:17:22 PM
The first seven or so levels are the tutorial zone, it isn't a whole lot of fun specially when you keep doing it over and over but it shouldn't take more than 30 mins or so.  You can start pvping at 10, which should give you 13 talent points.


Title: Re: Rift: Planes of Telara
Post by: Hoax on February 18, 2011, 01:38:32 PM
What's not being mentioned is that if you enter a 10-19 BG with 10-15 toon you are literally worthless and the team with more worthless guys has a huge disadvantage. +4 levels is nigh impossible to overcome and that trend continues at least into the 3X's. Everyone is counting on crafting gear to save the itemization, going to be funny when people find out that crafted shit uses the exact same "look" as pvp shit which uses the same look as rift shit which uses the same look as quest shit. Only Korean f2p's have less satisfying paper doll aspects. There are a handful of weapons that look cool but the armor is bland with a capital b.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 18, 2011, 01:43:56 PM
I'm curious as to how you spent 5 hours of play time inside the newbie instance only.

It wasn't 5 continuous hours of gaming. I played while grading exams.  It was probably more like 90 continuous minutes.  I should have been more clear.

That makes more sense.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 18, 2011, 01:45:41 PM
The blue shards are easy to come by when the zone isn't overcrowded. They seem awarded based on participation and only happen in bonus stages (rarely on a major rift complete)

It's the epic shards I have a complaint about. They only drop from zone event bosses, only with high participation numbers, and in later zones you needed 3 or so to buy anything. So at 34ish on my mage, I had 2 of them from every zone I'd outleveled that I'd never be able to do anything with.

Are the essences still available for purchase?  They are worth far more than the armor.

Edit: Those complaining about the simplicity of Rifts are underestimating what the game has got to show you.  Just wait until you see what they cook up in the later parts of the game.  They don't throw overly complex systems at you right away.

Editx2:

What's not being mentioned is that if you enter a 10-19 BG with 10-15 toon you are literally worthless and the team with more worthless guys has a huge disadvantage. +4 levels is nigh impossible to overcome and that trend continues at least into the 3X's. Everyone is counting on crafting gear to save the itemization, going to be funny when people find out that crafted shit uses the exact same "look" as pvp shit which uses the same look as rift shit which uses the same look as quest shit. Only Korean f2p's have less satisfying paper doll aspects. There are a handful of weapons that look cool but the armor is bland with a capital b.

They add bolstering for BGs so you get bumped up in power if you're lower in the bracket.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 18, 2011, 02:01:21 PM
Now, I enjoy the game and am going to be cat-assing in for the headstart, but I have to comment on the bolster being the solution - it's not. Too many abilities for dps use weapon damage + X% or + X amount, meaning that level 10 person just lasted another 2-3 hits while still not doing any damage. The bolster is nice, but I notice at least for levels 10-30 the scaling of damage and healing for most souls is bad. Some do very well (saboteurs and bards for example).


Title: Re: Rift: Planes of Telara
Post by: Threash on February 18, 2011, 02:48:44 PM
What's not being mentioned is that if you enter a 10-19 BG with 10-15 toon you are literally worthless and the team with more worthless guys has a huge disadvantage. +4 levels is nigh impossible to overcome and that trend continues at least into the 3X's. Everyone is counting on crafting gear to save the itemization, going to be funny when people find out that crafted shit uses the exact same "look" as pvp shit which uses the same look as rift shit which uses the same look as quest shit. Only Korean f2p's have less satisfying paper doll aspects. There are a handful of weapons that look cool but the armor is bland with a capital b.

Complete and utter bullshit in no way representing reality.  My sab was top damage and kills at level 12, and only because i didn't start earlier.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 02:49:59 PM
Someone up above mentioned that itemization is wonky at lower levels for PVP.  You don't even see gear available on vendors until level 25.  How it compares to the PvE stuff is an exercise I'll leave to someone actually buying the game.

There's no gear until 25. There's usually only one item every 5ish levels available as well. And it doesn't rotate through slots, it's just *random item for that rep*

So while you get xp, my judgement on leveling via pvp is: so not viable.

edit: they mostly fixed the level brackets via bumping everyone to ~1 level under the bracket. The only part that sucks is that since the game still uses a rank system for skills, you will always do slightly less damage/healing/whatever than a "real" level whatever.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 18, 2011, 02:51:12 PM
So while you get xp, my judgement on leveling via pvp is: so not viable.

Thank you for that.  So PvE game with PvP tacked on is the standard here.  I'll treat it as such.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 18, 2011, 02:53:26 PM
Quote
2) Can you level to endgame in Rifts on PvP alone?  Will your gear suck if you attempt to do it?  How tied are PvE and PvP?  

Getting my PvP gear through PvE would make me very very stabby.  

You can level entirely on rifts and its faster than questing (when the rifts are there thats it ) -provided you have  a guild doing it (you  cant exactly solo or  5 ppl even a minor rift efficiently). You can level off pvp as well albeit its very slow. No idea about gear-   I get some gear from  various sources and it worked up to lvl 42 so far. All in all I dont see leveling as being worth discussing .You can hit lvl 50 in a week or two of casual play. I mean I started in beta 4 and my time played for lvl 42 is 3 days. And  Lots of it was spent dicking around .


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 02:53:53 PM
So while you get xp, my judgement on leveling via pvp is: so not viable.

Thank you for that.  So PvE game with PvP tacked on is the standard here.  I'll treat it as such.

If someone feeds you gear/money for gear it can work, just.. they really dropped the ball with the sub level cap pvp gear vendors.

That said, you can get some NICE toys from the pvp quest chains. There's a daily that gives you a random green (meh), but like, if you do the 3 black garden quests (win, kill flag carrier, and something else), you get a "win 5" quest that gives you a blue weapon equivalent to the best you can get out of silverwood/rifting at that level.


Title: Re: Rift: Planes of Telara
Post by: Hoax on February 18, 2011, 03:30:34 PM
Complete and utter bullshit in no way representing reality.  My sab was top damage and kills at level 12, and only because i didn't start earlier.

I was 3 shotting level 14 and lower without any problems with far from a minmaxed build in the lowest bracket. Ditto the next bracket at 29, it was a pretty bad joke. When I did BG under leveled it felt the same, people could dispatch me with ease and my damage was pretty anemic.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 03:41:42 PM
Complete and utter bullshit in no way representing reality.  My sab was top damage and kills at level 12, and only because i didn't start earlier.

I was 3 shotting level 14 and lower without any problems with far from a minmaxed build in the lowest bracket. Ditto the next bracket at 29, it was a pretty bad joke. When I did BG under leveled it felt the same, people could dispatch me with ease and my damage was pretty anemic.

This patch? I started warfronts at about 13 with my riftblade, and was happily topping charts the whole time. But my stormcaller even at the level cap for the warfront feels like he gets 3 shot by anything that glances at me while dealing really sad damage.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on February 18, 2011, 03:46:16 PM
Stormcalling weak, hm, where I have I heard that before.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 18, 2011, 04:19:32 PM
Complete and utter bullshit in no way representing reality.  My sab was top damage and kills at level 12, and only because i didn't start earlier.

I was 3 shotting level 14 and lower without any problems with far from a minmaxed build in the lowest bracket. Ditto the next bracket at 29, it was a pretty bad joke. When I did BG under leveled it felt the same, people could dispatch me with ease and my damage was pretty anemic.

This is more likely spec than level, a lower level is still at a disadvantage but they are not a detriment to their team or unable to contribute like you implied.  Specially if built well.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 18, 2011, 04:40:35 PM
Stormcalling weak, hm, where I have I heard that before.

Hah. They're actually tied for top dps spec, but mages in general are at daoc levels without the baseline stuns or obscene damage if ignored. So, not like daoc at all, except completely unable to cast spells <3


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 18, 2011, 04:46:34 PM
I preordered. It should be a fun enough diversion for at least 6 months.


Title: Re: Rift: Planes of Telara
Post by: snowwy on February 18, 2011, 05:01:49 PM
Tried a few "classes" so far. Champion is decent fun, but seems gimped to all the flame spear-chucking tards out there. Tried stormcaller to 16.....not impressed. Doing a druid atm, seems OK i guess.
Then again, i'm not reading up on latest Flavor of the BetaX-builds. Can't find the fun in Rifts, just as others said, tab, 1, tab 1, tab, 1 ...zzzzzzzzzz. Still slightly tempted to pre-order though...hope i have the willpower not to.....


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 18, 2011, 07:36:37 PM
Is there a quick easy way to switch roles?  On a mage, I picked stormcaller, dominator and chloromancer, and I'd like to try warlock, necro, chloromancer.  She's level 12.

How would I go about swapping two roles out?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 18, 2011, 07:38:34 PM
Get to 13 and do the quest for the other souls, they are very simple.  All you have to do is finish a rift for each soul you want to unlock.  Then either buy a new role from your trainer or just reset your souls.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 18, 2011, 10:30:57 PM
Being able to heal as a bard, tank as a riftstalker and also dps all as a rogue may have me sold on this game.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 18, 2011, 11:12:40 PM
Is there a quick easy way to switch roles?  On a mage, I picked stormcaller, dominator and chloromancer, and I'd like to try warlock, necro, chloromancer.  She's level 12.

How would I go about swapping two roles out?

Go to your class trainer and "buy" a new role.  Then from your talent window you can switch roles in the icons on the bottom of your screen.

You can also access these roles under your ability pane "P".  From there you drag icons down onto your hotbar so you can hotkey them or click them to change without opening any window.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 19, 2011, 05:25:16 AM
Does the headstart applies to all preorders? I preordered the collector on Steam but I didnt get any mention to the headstart, and it still says the game will unlock in ten days. So I wonder, maybe no headstart in Europe? Maybe no headstart on Steam? Maybe just bad communication? Ideas, thoughts?


Title: Re: Rift: Planes of Telara
Post by: Kirth on February 19, 2011, 06:00:27 AM
Does the headstart applies to all preorders? I preordered the collector on Steam but I didnt get any mention to the headstart, and it still says the game will unlock in ten days. So I wonder, maybe no headstart in Europe? Maybe no headstart on Steam? Maybe just bad communication? Ideas, thoughts?

Headstart applies to steam pre-orders (at least to mine).


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 19, 2011, 06:06:42 AM
I am glad to hear that, and makes sense. I just wonder where it says so cause I am probably being blind but I can't find it anywhere.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 19, 2011, 06:44:44 AM
Is there a quick easy way to switch roles?  On a mage, I picked stormcaller, dominator and chloromancer, and I'd like to try warlock, necro, chloromancer.  She's level 12.

How would I go about swapping two roles out?

Go to your class trainer and "buy" a new role.  Then from your talent window you can switch roles in the icons on the bottom of your screen.

You can also access these roles under your ability pane "P".  From there you drag icons down onto your hotbar so you can hotkey them or click them to change without opening any window.

You'll have to have done the quests like Threash said, too.   The first new role (spec) is 30 gold, the second is 3 platinum.   Obviously this isn't going to happen in the open beta for you.  There's also respecs for each spec, also from the class trainer.  When you respec you can pick 3 new souls or just fill out the trees for the 3 you've already got picked for that spec.

It's a really damn nice system.  Had I the cash I'd be buying this game because of it, even though I know that SWTOR will lure me away even if it's only half as good as Rift.


Title: Re: Rift: Planes of Telara
Post by: March on February 19, 2011, 06:59:24 AM
Being able to heal as a bard, tank as a riftstalker and also dps all as a rogue may have me sold on this game.
Yep... I always play a healer, but this combo of options is just too good to pass up.  The Bard is stupid good in the early game... If it scales to end-game, I don't see how it will avoid massive and constant nerfs.

For that matter, (most) everything can be stupid good... the pessimist in me sees round after round of Nerfs to keep the PvP balance while shitting their PvE players.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 19, 2011, 07:13:08 AM
They actually appear to be purely balancing around pve (or are completely terrible at this balancing thing), because all the changes make no sense.

Alpha notes are apparently fixing Flame Spear by removing the DoT. Which is.. not the problem with Flame Spear.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 19, 2011, 07:25:01 AM
Is there a quick easy way to switch roles?  On a mage, I picked stormcaller, dominator and chloromancer, and I'd like to try warlock, necro, chloromancer.  She's level 12.

How would I go about swapping two roles out?

Go to your class trainer and "buy" a new role.  Then from your talent window you can switch roles in the icons on the bottom of your screen.

You can also access these roles under your ability pane "P".  From there you drag icons down onto your hotbar so you can hotkey them or click them to change without opening any window.

You'll have to have done the quests like Threash said, too.   The first new role (spec) is 30 gold, the second is 3 platinum.   Obviously this isn't going to happen in the open beta for you.  There's also respecs for each spec, also from the class trainer.  When you respec you can pick 3 new souls or just fill out the trees for the 3 you've already got picked for that spec.

It's a really damn nice system.  Had I the cash I'd be buying this game because of it, even though I know that SWTOR will lure me away even if it's only half as good as Rift.

Thanks for the info (to everyone who responded).

I actually can afford a second one too.  I think I'm up to 7 plat on my ranger (lvl 25).  (I've played a lot this beta.) And what else would I spend it on?

I like the defiant side, but I'm wondering which side to go for release.  I'm going to play a ranger/bard/something, I just love how it plays.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 19, 2011, 07:29:49 AM
If you craft at all make hats and shoulders, they sell like hotcakes.  I had like 4 plat on my lvl 16 rogue from making soft leather hoods and soft leather shoulders, and that was after salvaging most of them to keep using the mats.  Then i spent it all on dyes :(


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 19, 2011, 08:24:02 AM
Is there a quick easy way to switch roles?  On a mage, I picked stormcaller, dominator and chloromancer, and I'd like to try warlock, necro, chloromancer.  She's level 12.

How would I go about swapping two roles out?

Go to your class trainer and "buy" a new role.  Then from your talent window you can switch roles in the icons on the bottom of your screen.

You can also access these roles under your ability pane "P".  From there you drag icons down onto your hotbar so you can hotkey them or click them to change without opening any window.

You'll have to have done the quests like Threash said, too.   The first new role (spec) is 30 gold, the second is 3 platinum.   Obviously this isn't going to happen in the open beta for you.  There's also respecs for each spec, also from the class trainer.  When you respec you can pick 3 new souls or just fill out the trees for the 3 you've already got picked for that spec.

It's a really damn nice system.  Had I the cash I'd be buying this game because of it, even though I know that SWTOR will lure me away even if it's only half as good as Rift.

That a quest for other souls, you can still play around with configurations of three souls.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 19, 2011, 08:24:50 AM
Being able to heal as a bard, tank as a riftstalker and also dps all as a rogue may have me sold on this game.
Yep... I always play a healer, but this combo of options is just too good to pass up.  The Bard is stupid good in the early game... If it scales to end-game, I don't see how it will avoid massive and constant nerfs.

For that matter, (most) everything can be stupid good... the pessimist in me sees round after round of Nerfs to keep the PvP balance while shitting their PvE players.

Bards are not main healers.  They are off healers.  If you want to have versatility and main heal, then roll a Cleric.  They can supposedly tank, somewhat DPS, and main heal.


Title: Re: Rift: Planes of Telara
Post by: March on February 19, 2011, 08:52:03 AM
Being able to heal as a bard, tank as a riftstalker and also dps all as a rogue may have me sold on this game.
Yep... I always play a healer, but this combo of options is just too good to pass up.  The Bard is stupid good in the early game... If it scales to end-game, I don't see how it will avoid massive and constant nerfs.

For that matter, (most) everything can be stupid good... the pessimist in me sees round after round of Nerfs to keep the PvP balance while shitting their PvE players.

Bards are not main healers.  They are off healers.  If you want to have versatility and main heal, then roll a Cleric.  They can supposedly tank, somewhat DPS, and main heal.
I understand that, but for the first time...ever... I've been able to heal while watching the game and playing it the way everyone else does.  If the design is intelligent, they will back away from hard-coding the trinity and allow for some alternate group combinations that take advantage of Justiciars paired with Bards paired with Archons or some such thing... the way Wardens made a lot of non-tanks tanks in DAoC.  If the game devolves into a stupid Tank, (main) Healer, DPS snoozefest, I will have considered it a failure.

As a side-note, once someone implements some (workable) combination of dual targeting and smart(-ish) group heals that allow healers to do damage *and* heal a'la Archmage in WaR and Bloodmage in Vanguard... you'll see much greater uptake on the healing role.  Finding greater synergy among the Roles and incrementally stepping back from the Trinity would be exactly the sort of small innovative iteration that would make Rift a real force.  Instead we have 19 flavors of DPS - completely overboard on the DPS roles.


Title: Re: Rift: Planes of Telara
Post by: El Gallo on February 19, 2011, 08:52:35 AM
Do generic bonuses from different trees stack?  For example, if I get the +5% melee crit chance talent from shaman tier 1 and the +5% critical hit chance talent from druid tier 2, do I get +10% crit on all my melee attacks?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 19, 2011, 11:40:52 AM
Do generic bonuses from different trees stack?  For example, if I get the +5% melee crit chance talent from shaman tier 1 and the +5% critical hit chance talent from druid tier 2, do I get +10% crit on all my melee attacks?

Yes.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 19, 2011, 11:50:13 AM

As a side-note, once someone implements some (workable) combination of dual targeting and smart(-ish) group heals that allow healers to do damage *and* heal a'la Archmage in WaR and Bloodmage in Vanguard... you'll see much greater uptake on the healing role.  Finding greater synergy among the Roles and incrementally stepping back from the Trinity would be exactly the sort of small innovative iteration that would make Rift a real force.  Instead we have 19 flavors of DPS - completely overboard on the DPS roles.

Play a chloromancer then and click cast through target in your options.  The Chloromancer is the closest thing to a bloodmage you're going to get.


Title: Re: Rift: Planes of Telara
Post by: Minvaren on February 19, 2011, 02:26:07 PM
Downloaded beta last night, just had 2 hours of my life slip away from playing to level 7 or so.

...not bad overall.  Need to tweak some graphics settings (and make it a bit brighter?), but it's a fun little MMOG thus far.  Like others have said, the class system is quite interesting.  Looking forward to crafting.

Going to play a few more hours today and tomorrow before I decide on a purchase or not.

(edit : playing shaman/"single target healing" cleric thus far)


Title: Re: Rift: Planes of Telara
Post by: Rokal on February 19, 2011, 02:32:42 PM
As a side-note, once someone implements some (workable) combination of dual targeting and smart(-ish) group heals that allow healers to do damage *and* heal a'la Archmage in WaR and Bloodmage in Vanguard... you'll see much greater uptake on the healing role.  Finding greater synergy among the Roles and incrementally stepping back from the Trinity would be exactly the sort of small innovative iteration that would make Rift a real force.  Instead we have 19 flavors of DPS - completely overboard on the DPS roles.

Vanguard actually did this pretty well. Same deal as WAR, you could have one offensive and one defensive target at a time. With some classes like the Disciple, you increased the power of your healing spells by doing damage (think combo points for rogues in WoW, only you spend them on heals and buffs). It was such a great concept, it's a shame other developers haven't taken inspiration from it.


Title: Re: Rift: Planes of Telara
Post by: Kirth on February 19, 2011, 03:50:11 PM

As a side-note, once someone implements some (workable) combination of dual targeting and smart(-ish) group heals that allow healers to do damage *and* heal a'la Archmage in WaR and Bloodmage in Vanguard... you'll see much greater uptake on the healing role.

Bear shamans in AoC had this feeling, the combat system combined with direction based heals added some fun to the normal healing role.


Title: Re: Rift: Planes of Telara
Post by: Vinadil on February 19, 2011, 03:55:36 PM
Hmmm... all this Vanguard talk reminds me that there WERE some good things there that just got overshadowed by all of the bad.  A dual target system would be great for Rift from my experience there so far.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 19, 2011, 06:06:29 PM
Bards are not main healers.  They are off healers.  If you want to have versatility and main heal, then roll a Cleric.  They can supposedly tank, somewhat DPS, and main heal.

I just played my little cleric guardian side - she's got the main healer souls, purifier/sentinel/warden (I think?), and is level 12.  I'm just wondering how well this plays later on, since I'm having no trouble at all soloing quests.  Way more survivable than my mage (stormcaller/dominator/chloromancer) and kills shit about as fast. 

On Sunrest, at least, the guardian side is far more civil than the Defiant side.  Less populated, and many fewer dicks.  How do others on other servers find the different sides from a community point of view?


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 19, 2011, 06:08:37 PM
Silkweb guardian.  Haven't run into many dicks (1 maybe 2) and even the anti-wow discussions are civil.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 19, 2011, 06:30:54 PM
I like it fine, but not enough to throw box + sub at it on release I think. Not during tax season anyway.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 19, 2011, 06:40:15 PM
Bards are not main healers.  They are off healers.  If you want to have versatility and main heal, then roll a Cleric.  They can supposedly tank, somewhat DPS, and main heal.

I just played my little cleric guardian side - she's got the main healer souls, purifier/sentinel/warden (I think?), and is level 12.  I'm just wondering how well this plays later on, since I'm having no trouble at all soloing quests.  Way more survivable than my mage (stormcaller/dominator/chloromancer) and kills shit about as fast. 

On Sunrest, at least, the guardian side is far more civil than the Defiant side.  Less populated, and many fewer dicks.  How do others on other servers find the different sides from a community point of view?

I have found Sunrest Guardian side very hospitable, even the general chat. Defiant seems to be a slightly lower maturity level, but I havent noticed a huge difference.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 19, 2011, 07:00:10 PM
Whoops, I just realized that my guardian is on Harrow.  I have no guardians on Sunrest.  Defiants, yes - defiant chat is much like barrens chat and dominated by wow comparisons, good and bad.


Title: Re: Rift: Planes of Telara
Post by: Ratama on February 19, 2011, 08:14:51 PM
This is one of the most jaded MMO communities that I know and you're all so positive about this game... I want to understand.
Every community has its eternal optimists; there's maybe, what, high single digits of folks that think this will end well?  I stopped posting rather than keep pissing in the only pool for this game here; if Rift ever gets its own subforum, I'm sure there will be a proper trainwreck/post-mortem thread.

Also, I think a lot of the really jaded folks think so little of WoW clones in general that they don't even bother to read threads dedicated to them, let alone post.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 19, 2011, 08:26:00 PM
Bards are not main healers.  They are off healers.  If you want to have versatility and main heal, then roll a Cleric.  They can supposedly tank, somewhat DPS, and main heal.

I just played my little cleric guardian side - she's got the main healer souls, purifier/sentinel/warden (I think?), and is level 12.  I'm just wondering how well this plays later on, since I'm having no trouble at all soloing quests.  Way more survivable than my mage (stormcaller/dominator/chloromancer) and kills shit about as fast. 

On Sunrest, at least, the guardian side is far more civil than the Defiant side.  Less populated, and many fewer dicks.  How do others on other servers find the different sides from a community point of view?

I run Stormcaller/Chloro with a pretty even split (Chloro's mana regen functionality is <3 in this post recharge world) with 0 point elementalist for a pet. It's pretty survivable, but turns into a mana sink when I need to actually survive things.

I have a bunch of guardian on faeblight I believe, and the lowbie chat is iffy.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 19, 2011, 08:28:26 PM
I was all gung-ho about being Defiant until today.  I made a new defiant and watched the whole five minute transaction right in the very first room you pick your first soul... the one where they are torturing Guardians by yanking their souls from them to instill into the body of a defiant.  I realized, all of the sudden, that the defiant are some pretty nasty fuckers, overall.  Finding myself aligning more with the Guardians now, which is okay seeing how they tend to be a touch more mature and helpful.  


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 19, 2011, 09:21:14 PM
soooo, I found out about mob mentality in Rift.  I just popped on to give some of the public stuff a try, and turns out there was all kinds of invasions going on and next thing I know I'm steamrolling shit 5 levels higher than I am.  3 hours later I'm worn out and wonder where the fuck the time went...


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 19, 2011, 09:21:36 PM
Bards are not main healers.  They are off healers.  If you want to have versatility and main heal, then roll a Cleric.  They can supposedly tank, somewhat DPS, and main heal.

I just played my little cleric guardian side - she's got the main healer souls, purifier/sentinel/warden (I think?), and is level 12.  I'm just wondering how well this plays later on, since I'm having no trouble at all soloing quests.  Way more survivable than my mage (stormcaller/dominator/chloromancer) and kills shit about as fast. 

On Sunrest, at least, the guardian side is far more civil than the Defiant side.  Less populated, and many fewer dicks.  How do others on other servers find the different sides from a community point of view?

If you're feeling magey, roll a necro/warlock/chloro.  Fast grinding, never die.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 19, 2011, 09:50:08 PM
soooo, I found out about mob mentality in Rift.  I just popped on to give some of the public stuff a try, and turns out there was all kinds of invasions going on and next thing I know I'm steamrolling shit 5 levels higher than I am.  3 hours later I'm worn out and wonder where the fuck the time went...

The funny thing is, I feel obliged to help out with invasions, and during the beta that leaves me constantly sighing and going "another one? Oh come on, I wanted to go pvp or something" as I run over to tank another wardstone defense.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 19, 2011, 10:59:21 PM
They must have upped the invasions or something to test load.  Cause over at Sanctum Watch we had 3 or those giant treant (vindicators?) things, 40ish warbringers, at least a dozen war mages, (and some commanders) and 3 rifts in close proximity (and a helluva lot more across the map).  It was epic.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 20, 2011, 03:31:26 AM
So glad they fixed the bard's audio file.  Just a small change, but it made a big change in my 'quality of life' playing him.

I want to play Defiants, but after an hour long WoW barrage in chat I'm not sure.  Half of those addicts that were slamming WoW will be back to it in two weeks.  The stuff I heard last night, it's just, just... :ye_gods:

As for the game, it's very polished and stable.  It's strongest elements are the soul system and the artifacts to me.  The soul system is very fun to theorycraft on.  I'm not sure what artifacts even do, but I squee a little inside when I add one to my collection. 


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 20, 2011, 05:39:38 AM
I was all gung-ho about being Defiant until today.  I made a new defiant and watched the whole five minute transaction right in the very first room you pick your first soul... the one where they are torturing Guardians by yanking their souls from them to instill into the body of a defiant.  I realized, all of the sudden, that the defiant are some pretty nasty fuckers, overall.  Finding myself aligning more with the Guardians now, which is okay seeing how they tend to be a touch more mature and helpful.  
In that time and world, the Guardians held all the power.  They failed to stop Ragnoros and now the world is thirty minutes from complete and total annihilation.  It's not nice, but the world is quite literally about to die in that reality and the Guardians are still more focused on stopping the Defiant than stopping Ragnoros.  You leave the tutorial zone as Ragnoros wins.  They need to play up the desperation more, but being an MMO they can't properly show just how bad things are.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on February 20, 2011, 06:36:47 AM
Regulos.  And yeah, one thing I find interesting about the storyline of the game is that, ok, the Guardians kinda saved the world back when the king of Mathosia tried to sell out to Regulos or something, and apparently at that time, Orphiel and some of the major Defiants were on Regulos's side, but the game also shows us that the Guardians won in that timeline, crushed the Defiants, and then Regulos wins and eats the world or whatever.

Also, Guardians certainly don't seem particularly better, they may not seem to be the type to do experiments or whatever on you, but apparently they are just fine with killing the Defiants' soldier-types, destroying their weaponry and defenses, and then leaving them to the undead once they're defenseless.

So the Guardians may actually have been right in the first place (Defiant machines were, apparently, what broke down the barrier keeping Regulos out in the first place) but at the point in time that the game's 'current' timeline takes place in, the Guardians are unequivocally wrong, and if they wipe out the Defiants like they did in the failed timeline, Regulos wins without question.  The fact that this is so absolute an observation - Guardians win, Regulos also wins by default - since it already happened in the failed timeline seems like an odd decision from a story perspective.  Course, the Guardians don't know what happened in that failed future and they probably wouldn't believe the Defiant time traveler anyway, but either way, they are definitely way more focused on punishing the Defiants for what happened in the past than focusing on defeating Regulos.

I also thought that the game's going so far to make you the Special One was a little silly from a story perspective, cause every player is apparently the one Defiant that came back from the future.  Instead of, y'know, having that one be a specific NPC, and having all the players be new Defiant ascended created with the data brought back from the future.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 20, 2011, 06:51:10 AM
I didn't think defiant pcs were meant to be "the one", but just one ascended among many.  You could see them making more at the starting place.


Title: Re: Rift: Planes of Telara
Post by: March on February 20, 2011, 07:04:18 AM

If you're feeling magey, roll a necro/warlock/chloro.  Fast grinding, never die.
Necro/Warlock has some of the best early synergy that I've worked with so far.  I tried 0 pt Dominator for Insta-nuke and squirrel... works lovely.

On the other side of the spectrum I specced 16 pts stormcaller and immediately re-specced when I saw that I had a bar full of overlapping blue icons that seemed to do everything and nothing the same.  I hear stormcaller is fun, but I just didn't want to waste as much time as would be required to figure out all the conditional spells that seem to make it work.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 20, 2011, 08:58:58 AM
Currently trying Purifier/Cabalist/Inq.  Purifier gives me shield and single target nukes.  I have two dots and, if I pull multiple mobs, I can switch to the cabbie aoe nukes.  It's working fairly good so far but I still feel a bit squishy.  The theory is that Purifer gets me groups as main healer and Cabalist will be good for pvp.

My bard/rift/ass is pretty effective but with most of my points in bard, I've gotten a bit bored.  Going to an instance and see how it does in group play.


Title: Re: Rift: Planes of Telara
Post by: Minvaren on February 20, 2011, 09:04:29 AM
Shaman/Purifier/Justicar is what I'm going with thus far - need to put a few more points in the latter for raid heals.

And holy crap, rift events are FUN!  I might have to break down and buy this.


Title: Re: Rift: Planes of Telara
Post by: fuser on February 20, 2011, 09:21:06 AM
The twitter integration is kinda neat. You can /tweetpic comment for a screenshot anytime. The game automatically sends twitter updates on achievements: http://twitter.com/binfuser/status/39372606071242752


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 20, 2011, 09:41:10 AM
And holy crap, rift events are FUN!  I might have to break down and buy this.

Agreed.  I had an amazon gift cert sitting around since Sept so I went ahead and splurged a bit on the collector's edition pre-order. 

Does anyone know if we are going to have a Bat Country for a few weeks or is everybody running with different crews?


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 20, 2011, 10:23:18 AM
And holy crap, rift events are FUN!  I might have to break down and buy this.

Agreed.  I had an amazon gift cert sitting around since Sept so I went ahead and splurged a bit on the collector's edition pre-order. 

Does anyone know if we are going to have a Bat Country for a few weeks or is everybody running with different crews?

I invited anyone who wants to play on PVP to come join my crew on Sunrest. There is a PVE guild forming also, but I forget which server.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 20, 2011, 11:25:53 AM
I'm really bad at PvP which mean PvP sucks and is the devil!  I appreciate the offer though.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 20, 2011, 12:03:20 PM
I would try to join a pve bat country guild, if i wasn't sure it would be dead in 30 days.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 20, 2011, 12:53:02 PM
Shaman/Purifier/Justicar is what I'm going with thus far - need to put a few more points in the latter for raid heals.

And holy crap, rift events are FUN!  I might have to break down and buy this.

I've been playing a purifier/cabalist/shaman.  It makes me wonder why anyone would play a mage. 

I have some concerns about this game. 

1) Some sets synergize better than others.  I perceive this to be a serious balance issue.  In their attempts to balance, it seems impossible to avoid disenfranchising players.  DAoC suffered this issue badly.  In Mythic's attempts to balance classes they ended up having fotm classes.  The result was that hardcore players would reroll every three months to ensure that they always had the most powerful toons.  While this may be great for retention, it's terrible for casual players... particularly with PvP.

2) What role will PvP have in their decision making process?  I can see balance getting really screwed up if the pendulum swings too far toward either pvp or pve.  I'd hope that they err on the pve side as I see this as a pve title.

3) Itemization seems to be lacking, at least in the lower levels.  Perhaps a robust crafting system will solve this.  I'm still trying to get a feel for crafting.

4) Rifts are novel, but I can see myself getting bored with them quickly.  They will also suffer from the same population shifts that WAR did.  What happens when the game matures and few people are in the lower level zones? 

5) Combat is uninspiring.  I hope this improves in the end game.  Right now, it feels neither tactical nor responsive. 

6) Movement in the early game feels painfully slow. 

7) I can't help but feel "been there, done that" with this game.  Kill X.  Gather Y.  Click on Z items.  You almost have to have PvP to keep the boredom down to a minimum.

Summary: This game seems far too shifted toward achiever.  I tend toward the killer/explorer sides and Rifts feels far too on rails to allow for much of that.  Balance really kills the killer aspect and I imagien that will get worse when people really understand the intracacies of squeezing every drop out of a toon. 


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 20, 2011, 02:33:01 PM
I didn't think defiant pcs were meant to be "the one", but just one ascended among many.  You could see them making more at the starting place.

The plot text basically makes you the only one that worked out, and thus the powerful thing they manage to send back.

The guardian plot is a lot better in that regard. It's weaker story wise than the defiant, but at least it logically puts forwards the idea of lots of ascended.

Edit: there's also a bit in the guardian story about who the "bad" defiant is, and it's kept up in the first 20 minutes of the defiant story with "uh, hey dude.. I don't remember YOU from the defiants in the future! You'd think they would have mentioned you..." but I don't know if it keeps up with the revelation that he's totally not on the player's side.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 20, 2011, 02:40:24 PM
Just two short things from your llist:

1) Some sets synergize better than others.  I perceive this to be a serious balance issue.  In their attempts to balance, it seems impossible to avoid disenfranchising players.  DAoC suffered this issue badly.  In Mythic's attempts to balance classes they ended up having fotm classes.  The result was that hardcore players would reroll every three months to ensure that they always had the
most powerful toons.  While this may be great for retention, it's terrible for casual players... particularly with PvP.

There's no need to reroll. There can be a flavor of the month, but there are so many combinations that it would impact Rift less than any other MMO with less classes. Additionally, respeccing and the 4 role slots make rerolling pretty useless unless you want to try a completely different archetype, which is beyond the point of rerolling due to FotM.

Quote
4) Rifts are novel, but I can see myself getting bored with them quickly.  They will also suffer from the same population shifts that WAR did.  What happens when the game matures and few people are in the lower level zones? 

You can get bored of anything, but rifts are just an ADDITIONAL feature on top of what is the norm for MMORPGs. Sure you can get bored of it, the same way you can get bored of questing. Then eventually, you can get bored of any game. Rifts are 100% optional, so if you get bored, don't do it. And about the few players in lower level zones: are you aware of the fact that rifts spawn dynamically, based on the number of people in a zone? Meaning, if you are the only dude in an area, that area will only spawn minor rifts you can probably solo, while if it's packed then it will spawn gigantic raid stuff that require more players? Yes, it is that clever, and yes, it works.


Title: Re: Rift: Planes of Telara
Post by: Minvaren on February 20, 2011, 02:47:17 PM
What are people running for video cards in this game?  My 4870 is lagging mightily in places...


Title: Re: Rift: Planes of Telara
Post by: Threash on February 20, 2011, 02:57:12 PM
GTS 450, runs like a dream.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 20, 2011, 02:58:31 PM
GTX295, runs like a dream but it's overheating like a stove. I am seriously concerned about it.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 20, 2011, 03:09:59 PM
ATI Radeon HD 4650.  I was fine at the start but when I got into open country with all the tall grass blowing around I lagged like a bitch until I turned that off.  Then I was fine until I had 100+ mobs and 80ish PCs running around in the same place with sparklies everyfuckingwhere.


Title: Re: Rift: Planes of Telara
Post by: Simond on February 20, 2011, 03:36:38 PM
Regulos.  And yeah, one thing I find interesting about the storyline of the game is that, ok, the Guardians kinda saved the world back when the king of Mathosia tried to sell out to Regulos or something, and apparently at that time, Orphiel and some of the major Defiants were on Regulos's side, but the game also shows us that the Guardians won in that timeline, crushed the Defiants, and then Regulos wins and eats the world or whatever.

Also, Guardians certainly don't seem particularly better, they may not seem to be the type to do experiments or whatever on you, but apparently they are just fine with killing the Defiants' soldier-types, destroying their weaponry and defenses, and then leaving them to the undead once they're defenseless.

So the Guardians may actually have been right in the first place (Defiant machines were, apparently, what broke down the barrier keeping Regulos out in the first place) but at the point in time that the game's 'current' timeline takes place in, the Guardians are unequivocally wrong, and if they wipe out the Defiants like they did in the failed timeline, Regulos wins without question.  The fact that this is so absolute an observation - Guardians win, Regulos also wins by default - since it already happened in the failed timeline seems like an odd decision from a story perspective.  Course, the Guardians don't know what happened in that failed future and they probably wouldn't believe the Defiant time traveler anyway, but either way, they are definitely way more focused on punishing the Defiants for what happened in the past than focusing on defeating Regulos.
On the other hand, the Defiants pretty much handed Telara to Regulos on a silver platter (twice), then bitched about the Guardians not being able to save the world from their colossal fuck-up.  :grin:

Quote
I also thought that the game's going so far to make you the Special One was a little silly from a story perspective, cause every player is apparently the one Defiant that came back from the future.  Instead of, y'know, having that one be a specific NPC, and having all the players be new Defiant ascended created with the data brought back from the future.
Handwave: Alternate future timelines all travelling back to the same shared past.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 20, 2011, 03:41:36 PM
Handwave: Alternate future timelines all travelling back to the same shared past.

That just blew my mind.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 20, 2011, 05:07:33 PM
In other words, virtually every alternate timeline leads to us being royally fucked.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 20, 2011, 05:50:00 PM
In all of those alternate timelines, they didn't perfect a Defiant soul until the very end.  But now they're all congregating at one point in time, so things can play out differently.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 20, 2011, 05:53:16 PM
What are people running for video cards in this game?  My 4870 is lagging mightily in places...

My 4870 runs the game like a dream. What are your settings like? I set the slider to ultra and then moved a few things down slightly. I also don't have AA on because i don't like the way it makes things look.


Title: Re: Rift: Planes of Telara
Post by: Minvaren on February 20, 2011, 06:05:57 PM
What are people running for video cards in this game?  My 4870 is lagging mightily in places...

My 4870 runs the game like a dream. What are your settings like? I set the slider to ultra and then moved a few things down slightly. I also don't have AA on because i don't like the way it makes things look.

Much the same as yours - Ultra to start, AA off, around 4x AF, shadows and similar stuff knocked down.  I'm starting to think it has to do with ground clutter and number of people nearby at present...


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 20, 2011, 06:11:09 PM
What are people running for video cards in this game?  My 4870 is lagging mightily in places...

My 4870 runs the game like a dream. What are your settings like? I set the slider to ultra and then moved a few things down slightly. I also don't have AA on because i don't like the way it makes things look.

Much the same as yours - Ultra to start, AA off, around 4x AF, shadows and similar stuff knocked down.  I'm starting to think it has to do with ground clutter and number of people nearby at present...

What type of processor and how much ram are you running? We are using almost identical settings and I am not experiencing a major slowdown with lots of people on screen or in big open areas with things moving around.


Title: Re: Rift: Planes of Telara
Post by: Minvaren on February 20, 2011, 06:25:39 PM
Phenom x4 945, 4gb ddr2-533 interleaved.

The lag is intermittent, will play with it some more to see if I can tell when it's happening regularly.  Overall framerate is generally 40fps, just the odd spikes down to 10-15...

What resolution are you running, btw?  I'm at 1680x1050.

(edit : noticed the HD LED is going when it happens, looks like either texture swapping or Windows doing something in the background)


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 20, 2011, 07:49:01 PM
Note: The Harbringer of Regulos is a bunny named Hoppy. 


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 20, 2011, 08:10:15 PM
Phenom x4 945, 4gb ddr2-533 interleaved.

The lag is intermittent, will play with it some more to see if I can tell when it's happening regularly.  Overall framerate is generally 40fps, just the odd spikes down to 10-15...

What resolution are you running, btw?  I'm at 1680x1050.

(edit : noticed the HD LED is going when it happens, looks like either texture swapping or Windows doing something in the background)

1920X1080. I am using an I7 920, with 6gigs ddr3. I also have a 150 gig SSD that has my operating system and games that are important to me. Windows 7.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 20, 2011, 08:10:52 PM
Note: The Harbringer of Regulos is a bunny named Hoppy. 

Omg you aren't kidding.  I choose to believe this is a buffy reference and am filled with joy.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 20, 2011, 08:44:46 PM
Yessir, he's real!  I took a screenshot just for you! (he popped up as a purple pet in one of those level 15 random loot thingies you get from public shit)


Oh, I'm not finding anything specific, but is it possible to quest a calling change?  Like can I eventually swap from rogue to warrior and use those souls (not mix and match, just change)?


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 20, 2011, 09:26:44 PM
You can never change rogue/warrior/cleric/mage. Just souls within those.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 20, 2011, 09:57:58 PM
Ah, ok, I must have misremembered that from somewhere.  Thanks.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 20, 2011, 11:06:27 PM

4) Rifts are novel, but I can see myself getting bored with them quickly.  They will also suffer from the same population shifts that WAR did.  What happens when the game matures and few people are in the lower level zones? 

Rifts at the beginning zones are pretty simple, they can do some amazing things towards the end.  Their difficulty (to some degree) also dynamically change depending on local population.   And you can solo all rifts in any case, but perhaps you won't be able to do the bonus rounds.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 21, 2011, 03:24:30 AM
I'd like to join the PVE BC server.  I'll be playing a main healer type.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 21, 2011, 05:34:03 AM
What are people running for video cards in this game?  My 4870 is lagging mightily in places...

(2) GTX 460's in SLI are giving me 40+ FPS at worst.  Running the game at almost maxed settings, toned a few things down since the prettiness wasnt worth the performance loss.  Been in some pretty heavily populated areas and didnt lag at all which was nice to see. 


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 21, 2011, 06:10:42 AM
I'd like to join the PVE BC server.  I'll be playing a main healer type.

From what I've seen so far, nothing has been decided and nobody seems interested in leading the charge.  Decisions should be made soon, as the servers switch to live on Thursday.

Morfiend has a guild starting on a PvP-RP server, see here if interested:  http://www.dreadguard.com/


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on February 21, 2011, 10:21:24 AM
Server names will change, apparently.  They will be announced in the next couple of days.

I played mostly defiant in beta, but I think I'm going guardian for release (probably pvp-rp).  I am probably going to level 2 characters at first, a ranger/bard/something and a purifier/warden/sentinel.



Title: Re: Rift: Planes of Telara
Post by: kildorn on February 21, 2011, 11:13:58 AM
Server names will change, apparently.  They will be announced in the next couple of days.

I played mostly defiant in beta, but I think I'm going guardian for release (probably pvp-rp).  I am probably going to level 2 characters at first, a ranger/bard/something and a purifier/warden/sentinel.



Ah, the best way to fuck up a headstart for preorders: confuse everyone on day 1 by not making server names available a week beforehand so people can coordinate <3


Title: Re: Rift: Planes of Telara
Post by: March on February 21, 2011, 12:33:00 PM
Server names will change, apparently.  They will be announced in the next couple of days.

I played mostly defiant in beta, but I think I'm going guardian for release (probably pvp-rp).  I am probably going to level 2 characters at first, a ranger/bard/something and a purifier/warden/sentinel.



Ah, the best way to fuck up a headstart for preorders: confuse everyone on day 1 by not making server names available a week beforehand so people can coordinate <3
Heh, a good way, but not the *best* way... have you already forgotten WaR's plan to only allow headstart subscribers to play on headstart servers?


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 21, 2011, 02:10:04 PM
Server names will change, apparently.  They will be announced in the next couple of days.

I played mostly defiant in beta, but I think I'm going guardian for release (probably pvp-rp).  I am probably going to level 2 characters at first, a ranger/bard/something and a purifier/warden/sentinel.



Ah, the best way to fuck up a headstart for preorders: confuse everyone on day 1 by not making server names available a week beforehand so people can coordinate <3
Heh, a good way, but not the *best* way... have you already forgotten WaR's plan to only allow headstart subscribers to play on headstart servers?

I try and pretend WAR didn't happen. The same way I cringe when I see pants with an experience bar on them.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 21, 2011, 02:58:51 PM
Server names will change, apparently.  They will be announced in the next couple of days.

I played mostly defiant in beta, but I think I'm going guardian for release (probably pvp-rp).  I am probably going to level 2 characters at first, a ranger/bard/something and a purifier/warden/sentinel.



Its looking like we will probably go Guardian. So lets try to coordinate servers, since Sunrest will be no more.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on February 21, 2011, 05:26:59 PM
Most of RL friends are sitting this one out (at least at the start), so I'm free to roll with BC.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 21, 2011, 05:30:36 PM
I try and pretend WAR didn't happen. The same way I cringe when I see pants with an experience bar on them.

Did you really have such a terrible time in WAR?  I found the first trip to the end game a lot of fun. 

Still debating if I'm going to play this at release or not.  It's a well-crafted game and all, but it just feels like it's missing something.  I'm normally more enthusiastic about an MMO than this.  Even Vanguard beta got me more excited to play than Rifts does. 


Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 21, 2011, 06:00:12 PM
Server names will change, apparently.  They will be announced in the next couple of days.

I played mostly defiant in beta, but I think I'm going guardian for release (probably pvp-rp).  I am probably going to level 2 characters at first, a ranger/bard/something and a purifier/warden/sentinel.



Its looking like we will probably go Guardian. So lets try to coordinate servers, since Sunrest will be no more.

Uhh, how much "pvp" and how much "rp" is there going to be with thy guild?


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 21, 2011, 06:25:32 PM
I try and pretend WAR didn't happen. The same way I cringe when I see pants with an experience bar on them.

Did you really have such a terrible time in WAR?  I found the first trip to the end game a lot of fun. 

Still debating if I'm going to play this at release or not.  It's a well-crafted game and all, but it just feels like it's missing something.  I'm normally more enthusiastic about an MMO than this.  Even Vanguard beta got me more excited to play than Rifts does. 

Not that I'm defending Rifts, but that's... broken.  I played Beta and open beta and I don't see how anyone could be excited by what we got.


Title: Re: Rift: Planes of Telara
Post by: Jherad on February 21, 2011, 07:29:11 PM
I usually try a pet class of some kind, but I'm having real difficulties finding something I like. Everything seems so... impersonal. The animals/summons all seem to have 'made in Taiwan' labels.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 21, 2011, 07:34:01 PM
I try and pretend WAR didn't happen. The same way I cringe when I see pants with an experience bar on them.

Did you really have such a terrible time in WAR?  I found the first trip to the end game a lot of fun. 

Still debating if I'm going to play this at release or not.  It's a well-crafted game and all, but it just feels like it's missing something.  I'm normally more enthusiastic about an MMO than this.  Even Vanguard beta got me more excited to play than Rifts does. 

First two pvp areas? Woo!

Every single thing after that? YE GODS MAN


Title: Re: Rift: Planes of Telara
Post by: Threash on February 21, 2011, 07:39:08 PM
Yeah warhammer, and i guess conan were pretty much perfect until level 20.  So far this one has been good until 42, i didn't get to see the end game but its earned at least a few months from me.


Title: Re: Rift: Planes of Telara
Post by: Malakili on February 21, 2011, 07:41:37 PM
I'm normally more enthusiastic about an MMO than this.  Even Vanguard beta got me more excited to play than Rifts does. 

I hadn't put my finger on it but this is more or less how I felt about this game after a few rounds of beta.  As well polished as it is, and all the good things that are well documented, it just didn't make me feel excited.  Its like...too clinical or something, everything felt just as I expected it.  I can't even argue that it was bad because of this, I just never felt that tug to play it very much, after the first 2 play sessions or so I was playing out of obligation.  And this is the most feature complete polished MMO we've seen in years.

I was excited for WAR too, I was excited for Champions Online (even after beta!), I was even excited for Hellgate for goodness sakes, but this game just makes me say "Yea, this is a really good solid game, I have no interest in playing it"


Title: Re: Rift: Planes of Telara
Post by: ghost on February 21, 2011, 07:53:35 PM
Its like...too clinical or something, everything felt just as I expected it.

Maybe it's because you've played it before.  All these MMOs are the same at the core. 


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 21, 2011, 08:03:31 PM
Server names will change, apparently.  They will be announced in the next couple of days.

I played mostly defiant in beta, but I think I'm going guardian for release (probably pvp-rp).  I am probably going to level 2 characters at first, a ranger/bard/something and a purifier/warden/sentinel.



Its looking like we will probably go Guardian. So lets try to coordinate servers, since Sunrest will be no more.

Uhh, how much "pvp" and how much "rp" is there going to be with thy guild?

Probably more of the first than the second. One of the officers is pretty amped to try a little RP. He was in a dungeon group the other day and they where all RPing and he said it was really fun. I would say the guild is probably going to be RP lite. Still pretty small, I think we have 13 people right now, with about halfish being from f13. The RP will be totally optional, but I am hoping if the game takes off for the guild we could maybe run a few RP events or something.

Other than that I love PVP.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 21, 2011, 08:26:46 PM
Some of the best RPing I've done was while drinking heavily and playing my dwarf in WoW.  I had a 'talk like a pirate" mod and pretended everything pissed me off.  Especially trees and other stationary objects.

Course, did I mention I was drinking heavily?


Title: Re: Rift: Planes of Telara
Post by: Vinadil on February 21, 2011, 08:37:41 PM
PvP and RP go well together... nothing pisses people off than knowing that you killed them simply for some RP reason... and that you will continue to do so any time you see them.  That plus the ability to stay cool and "in character" while they go off in chat is pretty humorous too.  I run with an all-dwarf guild that will be on one of the PvP servers here; and yes drinking seems to be a part of their role-play nights too :).


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 21, 2011, 09:34:41 PM
I was excited for WAR too, I was excited for Champions Online (even after beta!), I was even excited for Hellgate for goodness sakes, but this game just makes me say "Yea, this is a really good solid game, I have no interest in playing it"
Maybe you just have a thing for terribly broken games. ;D

Seriously though, maybe you knew they had problems, so your hopes about what they could be if fixed gave you something to look forward to.  Rationality wasn't so important as their imagined potential.  RIFT though, it's technically competent, so you can't pin your hopes on that magic fix as easily.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 21, 2011, 09:52:06 PM
I'm normally more enthusiastic about an MMO than this.  Even Vanguard beta got me more excited to play than Rifts does. 

I hadn't put my finger on it but this is more or less how I felt about this game after a few rounds of beta.  As well polished as it is, and all the good things that are well documented, it just didn't make me feel excited.  Its like...too clinical or something, everything felt just as I expected it.  I can't even argue that it was bad because of this, I just never felt that tug to play it very much, after the first 2 play sessions or so I was playing out of obligation.  And this is the most feature complete polished MMO we've seen in years.

I was excited for WAR too, I was excited for Champions Online (even after beta!), I was even excited for Hellgate for goodness sakes, but this game just makes me say "Yea, this is a really good solid game, I have no interest in playing it"

Do you also find yourself attracted to broken, lonely women, knowing that you can save them from the hell that is their life?

If so, I think I see the problem.


Title: Re: Rift: Planes of Telara
Post by: Wasted on February 21, 2011, 10:05:43 PM
Any of the other Aussies here got a guild going over? My (three) normal MMO friends aren't playing this and I don't want to be completely lonely.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 21, 2011, 10:12:40 PM
Do you also find yourself attracted to broken, lonely women, knowing that you can save them from the hell that is their life?

If so, I think I see the problem.

Ha, I was totally going to make the same comment. :)  The last line was totally begging for it.  Probably it was meant to be more like "but I have no interest..." rather than the "therefore I have no interest" that it came across as.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 22, 2011, 06:25:17 AM
I was excited for WAR too, I was excited for Champions Online (even after beta!), I was even excited for Hellgate for goodness sakes, but this game just makes me say "Yea, this is a really good solid game, I have no interest in playing it"
Maybe you just have a thing for terribly broken games. ;D

Seriously though, maybe you knew they had problems, so your hopes about what they could be if fixed gave you something to look forward to.  Rationality wasn't so important as their imagined potential.  RIFT though, it's technically competent, so you can't pin your hopes on that magic fix as easily.

That is a pretty keen observation.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on February 22, 2011, 07:34:45 AM
 Its like...too clinical or something

Everything seems so... impersonal.

The game simply has no style of its own. It does not have any kind of unique aesthetic, no real character, in any aspect of its presentation. It is the perfect example of a game that is functional, has all the necessary features, but just has zero personality. It's a hard thing to define, but you can tell when it's missing. For me it's an absolute dealbreaker.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 22, 2011, 08:05:57 AM
The game simply has no style of its own. It does not have any kind of unique aesthetic, no real character, in any aspect of its presentation. It is the perfect example of a game that is functional, has all the necessary features, but just has zero personality. It's a hard thing to define, but you can tell when it's missing. For me it's an absolute dealbreaker.

Not a deal breaker for me, but I see what you mean.

My single largest complaint in the 'personality' department is that the game's namesakes, the RIFTs, could and should be more than just whack-a-mole for each stage of the Rift. I started a thread in Beta Forums that got some traction around the idea of making the tentacles in the Rifts DO something (such as grab random players and eat them, or even just lash you for pain/knockback if you don't get out of the way). Something other than just be cosmetic decoration. Or if the RIFTs themselves could be used, before or after defeating them, to let you teleport your raid group into some random spot in enemy territory. Anything other than just a mob spewer a-la "Gauntlet". Each rift type could have had some kind of gameplay differentiator and so far (through level 21 that I saw), they just don't. After a while, I started to think of them as just the "fire one" or the "plant one" or the "purple and black one", then I'd hover over them on the map to see if they were of a level I was interested in attacking or wanted to avoid.

I will say, though, that the world/terrain itself feels more handcrafted than cut-and-pasted, and I like the way the Rift/Invader effects change the existing land as they move over it.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 22, 2011, 08:37:14 AM
My main impersonal complaint is that it feels like the story has absolutely nothing to do with the questing until the last 3-4 quests of the zone chain.

I WILL say it's a nice touch that the loading screens when portaling into a zone remind you where you are in the plot (whatnots are rampaging, then soandso has a sinister plot afoot, then later now that you have defeated the whathaveyou), but you tend to outlevel the actual zone completion quest and never do them to figure out why the hell you were there in the first place.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 22, 2011, 09:08:09 AM
My main impersonal complaint is that it feels like the story has absolutely nothing to do with the questing until the last 3-4 quests of the zone chain.


Wow people are still reading the quests? I got to 42 and still have no  clue who guardians or defiants are.   And it doesn't matter in the slightest bit. Because no matter what lore says  its all completely BS,  yeah I am "the hero" (along with every other "legolazz" on server),  no one ever changes anything . So why bother at all - its allways  kills x foozles and its cosmetic variations

Red is dead all i need to know defiant and guardians wise .The rest of the world is static background ( I seen many times before)  and therefore irrelevant


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 22, 2011, 09:47:54 AM
Sounds like you'd enjoy a wireframe version of TF2 instead of what we have. 

You might feel it's bland, and yes, it is not as engaging for me as other games have been in the past.  It is a good game and I'll play it for a few months at least, but it is missing "something".  But if you're not reading the quests or stopping to care about the story, that's your fault.  Outside of doing what SWTOR is trying to do with story, I'm not sure what else can be done for folks who complain about this.  Unless we want to start paying a premium, maybe $30/mo for AoC Tortage style questing through the game, or cutscenes, or whatever. 

The fact that you can't slow down and read, though, that's not the dev fault. 


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 22, 2011, 09:52:47 AM
It is a good game and I'll play it for a few months at least, but it is missing "something". 

This is nagging at me.  I have read every post in this thread and feel like I missed something while playing.  Jaded f13 MMO gamers really seem to love this game (though I remember a similar thing in WAR beta).  Why don't I love this game?  It's rock solid.  It transitions well.  Still, it feels like it's missing a hook.  Every time I play I can get a toon to level 10 or 12 and lose interest.  Am I just burned out on MMOs?  I'm really trying to convince myself that I just have to give it more of a chance. 

Could any of you that have made it to level 40 or so encapsulate what it is about this game that has grabbed your attention?  I need some optimism here. 


Title: Re: Rift: Planes of Telara
Post by: Malakili on February 22, 2011, 10:04:20 AM
I was excited for WAR too, I was excited for Champions Online (even after beta!), I was even excited for Hellgate for goodness sakes, but this game just makes me say "Yea, this is a really good solid game, I have no interest in playing it"
Maybe you just have a thing for terribly broken games. ;D

Seriously though, maybe you knew they had problems, so your hopes about what they could be if fixed gave you something to look forward to.  Rationality wasn't so important as their imagined potential.  RIFT though, it's technically competent, so you can't pin your hopes on that magic fix as easily.

Thats probably at least part of it, if not a majority of it. 

On a practical level,I guess RIFT just doesn't do enough different from WoW for me.  I mean, I have an active subscription to WoW, a guild to play with that I've been a member of for 6 years (that is full of awesome people who are alway swilling to have me back even when I've taken long breaks and am not raiding), a smattering of characters to allow for different kinds of gameplay (healing, DPS, tanking) depending on what I'm in the mood for.   RIFT basically just removes those things in favor of a bunch of new leveling content I haven't done before, and that really isn't enough for me.

With WAR I thought I was going to get an open world PvP game, in Champions the super hero hook was enough, and in Hellgate the Diablo-esque actiony style was enough.   I guess the allure of something different is part of it, and Rift doesn't seem to offer me up much new.   

Annother huge part of my enjoyment of any game comes not just from the playing of the game, but from the "being a player" of said game, if that makes any sense.  I like being a part of the community, and learning/discussion mechanics, and musing about strategies or ideas while walking down the street.  Rift didn't inspire me to want to do any of that, even if the actual game itself is solid.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 22, 2011, 10:20:38 AM
Rift didn't inspire me to want to do any of that, even if the actual game itself is solid.

I could see there being a great opportunity for theorycrafting when it comes to trees and builds.  That's probably the best thing this game has going for it.  Unfortunately, I fear that power imbalances will limit the opportunities to just a few select builds that maximize synergy.  Gah... that sounds like a marketing meeting!


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 22, 2011, 10:30:02 AM
Am I just burned out on MMOs?  I'm really trying to convince myself that I just have to give it more of a chance.

This seems to be the case reading your comments and concerns imo.

Quote
Could any of you that have made it to level 40 or so encapsulate what it is about this game that has grabbed your attention?  I need some optimism here.  

Plain and simple - I enjoy diku still when playing with friends and like minded people. Also, I enjoy the soul system greatly and rifts to a point. Rifts do get a bit different it seems, but nothing I've seen yet are different enough to say that they are "amazingly awesome worth leveling just to see" type of different.

I agree it misses personality, which seems to be a silver lining of more ambitious yet buggy MMOs.

Edit - yes there will be a loss of synergy with some builds, but for the most part they still seem to be more synergistic than people have given them credit for after adjustments.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 22, 2011, 10:49:22 AM
Could any of you that have made it to level 40 or so encapsulate what it is about this game that has grabbed your attention?  I need some optimism here. 

Souls. That about it. I like templating and Rift provides some options there (not nearly as expansive as SB  though) . I can see it last a month  or two. Ohh and the fact that leveling is lighting fast.  3 days played  for lvl 42. Lots of it was dicking around in world pvp and raids too. Had it been any kind of grind I prolly would  have quit before hitting 20


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 22, 2011, 10:52:00 AM
Zone Wide Invasions.  Best thing about the game hands down.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 22, 2011, 11:10:38 AM
I concur.  It's been a while since I've looked up and went 'Oh fuck!'  EQ had a lot of moments like that with mobs that were disparate in levels compared to the zone average.  (Sand Giants for example.)  But that could be rose-colored glasses since EQ popped my cherry.  WoW had it at times too like that giant mechanoid in Hellfire, or the Devilsaurs.  I thought Rift felt a little bland at first, but when I looked at the map and saw the entire thing covered in rifts and invasion points and joined the zerg to destroy all things Fae, I became a fanboy. 

For now at least.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 22, 2011, 11:26:46 AM
Thank you Segoris, Draegan, and Dark Mad Max.  I found myself getting pretty negative and wanted to open my mind up a bit.  I think I may give this a month.  I'm certain that the game is worth the box cost at the very least.


Title: Re: Rift: Planes of Telara
Post by: Malakili on February 22, 2011, 11:30:09 AM
Zone Wide Invasions.  Best thing about the game hands down.

These absolutely got me excited when I played my first 2 beta events.  My only complaint was that they felt like too rare an event.  I will say that while i'm not buying Rift at launch, its not inconceivable that I will buy it in the future after some more info comes out.  Especially if Bat Country has some kind of presence there in the medium to long term.   


Title: Re: Rift: Planes of Telara
Post by: Threash on February 22, 2011, 11:35:34 AM
Especially if Bat Country has some kind of presence there in the medium to long term.   

So never then.


Title: Re: Rift: Planes of Telara
Post by: Paelos on February 22, 2011, 11:41:19 AM
But if you're not reading the quests or stopping to care about the story, that's your fault. The fact that you can't slow down and read, though, that's not the dev fault. 

I disagree. I did read in the beta. I tried for the first few quests to figure out what's going on. It just didn't make a lot of sense, and a lot of it boiled down to really really bad rationalizations for killing 10 of these things that are invading.

There were some bright spots like discussing how to use souls and finding ways to fight back against Defiant machines, but most of it was really bad. By the time I got to level 10, I just stopped caring. It was all very paper-thin.


Title: Re: Rift: Planes of Telara
Post by: Malakili on February 22, 2011, 11:43:15 AM
Especially if Bat Country has some kind of presence there in the medium to long term.   

So never then.

Entirely possible.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 22, 2011, 11:50:22 AM
Especially if Bat Country has some kind of presence there in the medium to long term.   

I will be happy to start a Bat Country guild or some affiliate on a pve - rp server.  I say RP just to avoid idiotic naming.  I plan to play at release with two friends of mine that I played DaoC and WAR with. 


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 22, 2011, 11:55:32 AM
Are you doing the head start, Nebu? I may pick this up even though my monitor is kind of messed up.  It'll still be playable, just a bit annoying.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 22, 2011, 12:04:07 PM
This is nagging at me.  I have read every post in this thread and feel like I missed something while playing.  Jaded f13 MMO gamers really seem to love this game (though I remember a similar thing in WAR beta).  Why don't I love this game?  It's rock solid.  It transitions well.  Still, it feels like it's missing a hook.  Every time I play I can get a toon to level 10 or 12 and lose interest.  Am I just burned out on MMOs?  I'm really trying to convince myself that I just have to give it more of a chance.
It's one of the best technically competent games I've seen.  That's been the main focus of my raving, because it's something I've bagged on a lot in other games.

Were I looking for a DIKU to play, and I didn't have both high level characters and people I really enjoy playing with, I would pick it over WoW.  If I get the desire to play a leveling game, then I might still pick it up.  I'm just well past that entertaining me much, so I see no reason to play at release.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 22, 2011, 12:22:06 PM
But if you're not reading the quests or stopping to care about the story, that's your fault. The fact that you can't slow down and read, though, that's not the dev fault. 

I disagree. I did read in the beta. I tried for the first few quests to figure out what's going on. It just didn't make a lot of sense, and a lot of it boiled down to really really bad rationalizations for killing 10 of these things that are invading.

There were some bright spots like discussing how to use souls and finding ways to fight back against Defiant machines, but most of it was really bad. By the time I got to level 10, I just stopped caring. It was all very paper-thin.

I was more directly responding to the poster above me, who raced to max level and stated he didn't read the lore because he didn't care, also stating there was none.  Which isn't true.

I'm a pretty big fan of this game and I think it is only missing the mark in a few key spots, namely the treadmill/DIKUness of it and the storytelling.  I wish they had come up with something better than a simple leveling game, but I like the world and content enough to deal with it. 

The bigger issue I have is that you're right; they do spit you from zone to zone doing quests often for no obvious reason other than to push the level along, rather than the story.  I'm not exactly sure how to make that better, as I'm not at all a fan of the WoW 1-60 content revamp.  I think that there needs to be more interdependency (and I'm a solo player) in the world, that would help.  Rifts go a long way to helping that, giving people a reason to group.  Now that they've gone that far, how about making content in the zone that requires a group and does NOT breadcrumb so you can complete it with others? 

I think that overall, what made MMOs work were the other players and like it or not, they're required to make them work.  Now we just have to figure out a way to keep the sheer amount of douchebags from playing along with us...  A couple are okay, but WoW levels make it impossible.  Could it be that the games were better when less players were playing them, simply because the communities are smaller? 

I digress.  The point I tried to make is that there is lore and story there, in the game and out.  If it's uninteresting, fine.  But one can't legitimately complain that there's no story when one doesn't read it. 


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 22, 2011, 12:28:41 PM
There seems to be a good number of people, here and elsewhere, that are really stretching for a reason to not like the game.  It's derivative, and far from perfect, sure, but it's hardly the worst thing to be released in recent memory. 

Frankly, I'd prefer they put out a solid game, and add in the fluff as time goes by, rather than shoot for the moon, and put out a buggy piece of shit that falls flat on it's face, like War.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on February 22, 2011, 12:41:56 PM
Are you doing the head start, Nebu? I may pick this up even though my monitor is kind of messed up.  It'll still be playable, just a bit annoying.

I would play on a rp server with you.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 22, 2011, 12:49:21 PM
Is there a server list yet?


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 22, 2011, 01:00:05 PM
Not that I've seen.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 22, 2011, 01:09:00 PM
It's not that people are wanting an excuse to not like the game, people are wanting an excuse to justify buying it. Right now the game is so glaringly like wow that there isn't enough of a draw to play rift over that. The systems set in place are very solid and the play is enjoyable enough but I think the biggest problem this game will have is the blandness described.

You see, if stats are broken you can adjust them, change a class tree all over the place if you want but overhauling things this late in the game like races or storylines, well it's just not going to happen.  Rift is sort of fucked in this regard because it seems like they focused so much on the game systems they forgot how to make the setting fun.  Oh sure its different, I'll give you that but it feel different in the sense of making sure all there art assets were just different enough from wow not to get sued.  The world itself doesn't feel cohesive or unique and it is essentially "Generic Fantasy Game: The MMO"


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 22, 2011, 01:10:48 PM
It's not that people are wanting an excuse to not like the game, people are wanting an excuse to justify buying it. Right now the game is so glaringly like wow that there isn't enough of a draw to play rift over that.

This works for people that want to play WoW but are a little fed up/burnt out with it.  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: EWSpider on February 22, 2011, 01:24:39 PM
It is a good game and I'll play it for a few months at least, but it is missing "something". 

This is nagging at me.  I have read every post in this thread and feel like I missed something while playing.  Jaded f13 MMO gamers really seem to love this game (though I remember a similar thing in WAR beta).  Why don't I love this game?  It's rock solid.  It transitions well.  Still, it feels like it's missing a hook.  Every time I play I can get a toon to level 10 or 12 and lose interest.  Am I just burned out on MMOs?  I'm really trying to convince myself that I just have to give it more of a chance. 

Could any of you that have made it to level 40 or so encapsulate what it is about this game that has grabbed your attention?  I need some optimism here. 

For me it's the simple fact that there's nothing else to play right now.  Rift is new and shiny and offers just enough to warrant playing it for now (souls, rifts).  The hope that the devs will continue to develop Open World PvP is also enough to get me to play for a bit.  If it doesn't pan out, no big loss, hopefully it will have at least gotten me closer to the release of Guild Wars 2.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 22, 2011, 01:28:09 PM
It's not that people are wanting an excuse to not like the game, people are wanting an excuse to justify buying it. Right now the game is so glaringly like wow that there isn't enough of a draw to play rift over that. The systems set in place are very solid and the play is enjoyable enough but I think the biggest problem this game will have is the blandness described.

You see, if stats are broken you can adjust them, change a class tree all over the place if you want but overhauling things this late in the game like races or storylines, well it's just not going to happen.  Rift is sort of fucked in this regard because it seems like they focused so much on the game systems they forgot how to make the setting fun.  Oh sure its different, I'll give you that but it feel different in the sense of making sure all there art assets were just different enough from wow not to get sued.  The world itself doesn't feel cohesive or unique and it is essentially "Generic Fantasy Game: The MMO"

This is pretty much how I feel.  I only read about 10% of the quests where in other games I read every single one.  I was really on the fence about buying it, but the game is so polished technically and has the great soul system that I had to get it.  The artifacts system has me enthralled, the crafting, not so much.  I noticed that when I grouped, even just for a quickie rift, the game felt more fun.  Solo, the game's not that fun, but I seem to keep playing it so there's that then.


Title: Re: Rift: Planes of Telara
Post by: Segoris on February 22, 2011, 01:32:59 PM
I noticed that when I grouped, even just for a quickie rift, the game felt more fun.  Solo, the game's not that fun, but I seem to keep playing it so there's that then.

That's diku in general imo. I will say that so far groups have been easy to obtain and a lot of people tend to stay grouped when they notice you're on the same quests as them. So it's definitely a step in the right direction for bringing back a social aspect, as the public grouping works outside of rifts as well.



Title: Re: Rift: Planes of Telara
Post by: Segoris on February 22, 2011, 01:36:48 PM
Rift retail client is up: http://update2.triongames.com/patcher/public/Rift_LIVE_Patcher_setup.exe


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 22, 2011, 01:37:38 PM
For anyone thats been playing Beta.

Here is head start info.

LINK HERE (http://www.riftgame.com/en/headstart/index.php)

Note:
YOU NEED TO REDOWNLOAD THE CLIENT FOR RELEASE!


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 22, 2011, 01:40:11 PM
I have to redownload? I am disappoint. >:(


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 22, 2011, 01:42:56 PM
Unless you have the steam or amazon copy.

Although I am a little worried about that, cause my steam version seemed to install in like 15 minutes. Not long enough to have downloaded the full game again.

Quote
If you have the RIFT beta client on your hard drive, be sure to uninstall it before installing RIFT.

Steam™ & Amazon® download customers – If you’ve already downloaded the client from Steam or Amazon, there’s no need to download it again. Just make sure your game is patched!

Pre-order customers – Please remember, you must have a Product Registration Code applied to your account to continue access when RIFT launches (North America: Mar. 1, 2011 / Europe: Mar. 4, 2011).


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 22, 2011, 02:06:43 PM
And for those looking for a little story lore:

http://www.riftgame.com/en/world/notable-figures/greenscale.php (http://www.riftgame.com/en/world/notable-figures/greenscale.php)

I really really want to add a line at the end of the story, based on the accompanying pic, that says "And she did it all in fashionable legwarmers!"


Title: Re: Rift: Planes of Telara
Post by: ghost on February 22, 2011, 02:24:41 PM
Although I am a little worried about that, cause my steam version seemed to install in like 15 minutes. Not long enough to have downloaded the full game again.


I thought the same thing when I downloaded my copy.  I expect we'll have a lengthy wait for a download with Steam as well. 



Title: Re: Rift: Planes of Telara
Post by: Nebu on February 22, 2011, 02:27:00 PM
Are you doing the head start, Nebu? I may pick this up even though my monitor is kind of messed up.  It'll still be playable, just a bit annoying.

I pre-ordered from Amazon, so I'm not sure if that includes the head start or not.  I do have a product code, so maybe I do. 

I'm going to give this game an earnest try.  I've been itching for something with more depth than DCUO that isn't as cartoony as WoW.


Title: Re: Rift: Planes of Telara
Post by: Nonentity on February 22, 2011, 02:44:30 PM
Although I am a little worried about that, cause my steam version seemed to install in like 15 minutes. Not long enough to have downloaded the full game again.


I thought the same thing when I downloaded my copy.  I expect we'll have a lengthy wait for a download with Steam as well. 



Modern patchers for MMOs are pretty agile as far as checksums and all that. I copied the 'Asset' folder out of my beta install and dumped it in there. Unless there was a sweeping asset file change from open beta to retail, it should be able to catch up just fine.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 22, 2011, 03:21:17 PM
Modern patchers for MMOs are pretty agile as far as checksums and all that. I copied the 'Asset' folder out of my beta install and dumped it in there. Unless there was a sweeping asset file change from open beta to retail, it should be able to catch up just fine.

Hmmm. I uninstalled the Beta via Control Panel and yet I still have all of the asset paks intact in the same local data folder where my screenshots are stored. Could it be the asset pak location is kept separate from the authentication client such that, as you suggest, some checksum magic will optimize what really needs to be downloaded even though if you do a by-the-book uninstall?


Title: Re: Rift: Planes of Telara
Post by: Threash on February 22, 2011, 03:42:33 PM
Great, still no server list.  Also worried about the steam install, it was instant.


Title: Re: Rift: Planes of Telara
Post by: Jherad on February 22, 2011, 04:24:11 PM
Just wanted to make sure people are aware that the steam 'install' is just a patcher - it needs to be run, and will download the game/patches just like the beta client.

I'm not looking for an excuse to not like the game - I pre-ordered a while ago. I'm just aware that it is lacking a buzz for me. Still, I *know* that short of a launch day nerf, I'll get my money's worth. At least I'm not having to think about it in terms of 'potential', a game to be magically fixed down the line by a miracle patch. I made myself a deal some time ago that if the main reason I wanted a game was what it could turn into down the line, I wouldn't buy it. I've seen too many WARs. :thousand yard stare:


Title: Re: Rift: Planes of Telara
Post by: Threash on February 22, 2011, 04:28:17 PM
I ran it, didn't patch anything. 


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 22, 2011, 04:43:37 PM
I preordered through Trion and their patcher is up for download, but once installed there are no game files yet. 


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 22, 2011, 05:01:25 PM
Supposedly the rest of the game will be available later this evening when they're done fucking with maintenance.  Right now we can only get the patcher.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 22, 2011, 05:07:39 PM
http://forums.riftgame.com/showthread.php?78953-Downloading-the-Rift-Game-Client

We want to update you on the process of downloading the game client for Head Start. You may have found that you are able to download the patcher but have been unable to download the game itself. Don’t panic! Nothing is broken!

You will be able to start downloading the game client this evening. We will let you know here on the forums and on Facebook when it is ready. We will also be sending out emails to make sure you see when it’s all ready!”

I know everyone is anxious to get going and start downloading. Thank you for your patience as we get everything in order and ready to open the doors! 


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 22, 2011, 05:26:47 PM
Right now the game is so glaringly like wow that there isn't enough of a draw to play rift over that.

That is true if you already are a WoW player. On the other hand, if you are not a WoW player, there is not a single reason to get WoW over Rift.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 22, 2011, 05:58:05 PM
Server list posted.

My guild will be staying Sunrest. Guardian side.

Quote
* Lotham - PvP
* Faeblight - RP
* Sunrest - PvP-RP
* Belmont - PvE
* Spitescar - PvP
* Seastone - PvP
* Keenblade - PvE
* Deepstrike - PvP
* Greybriar - PvE
* Shatterbone - PvE
* Reclaimer - PvP
* Byriel - PvE
* Snarebrush - PvP
* Gnarlwood - PvE
* Briarcliff - PvP
* Wolfsbane - PvE
* Shadefallen - RP



European Severs

* Blightweald - EN PvP
* Cloudeborne - EN PvP
* Steampike - EN PvE
* Icewatch - EN PvE
* Argent - EN RP
* Firesand - EN PvP RP
* Whitefall - EN PvP
* Brutwacht - DE PvP
* Trübkopf - DE PvP
* Akala - DE RP
* Brisesol - FR PvE
* Rubicon - FR PvP


Title: Re: Rift: Planes of Telara
Post by: Vinadil on February 22, 2011, 06:17:16 PM
Right now the game is so glaringly like wow that there isn't enough of a draw to play rift over that.

That is true if you already are a WoW player. On the other hand, if you are not a WoW player, there is not a single reason to get WoW over Rift.

This.  And, with the more "casual" nature of Rift (spawn your own 10-man raids) our guild is actually moving off of WoW TO Rift, and many of us, myself included, are coming back after years away from WoW.  This will easily be 3-4 months of fun if you have some friends to share it with.


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 22, 2011, 06:21:27 PM
US servers time zone neutral?

Nm, they're in Dallas.  Go go FAQ.

So, Faeblight or Shadefallen?  I know a good deal of folks here prefer a RP server to trade their assholes for RPing assholes with appropriate names.


Title: Re: Rift: Planes of Telara
Post by: Malakili on February 22, 2011, 06:24:04 PM
Right now the game is so glaringly like wow that there isn't enough of a draw to play rift over that.

That is true if you already are a WoW player. On the other hand, if you are not a WoW player, there is not a single reason to get WoW over Rift.

This seems spot on, off the cuff.


Title: Re: Rift: Planes of Telara
Post by: Nonentity on February 22, 2011, 06:27:32 PM
Will probably casually end up playing on some Guardian server PvE with some folks.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on February 22, 2011, 07:38:18 PM
US servers time zone neutral?

Nm, they're in Dallas.  Go go FAQ.

So, Faeblight or Shadefallen?  I know a good deal of folks here prefer a RP server to trade their assholes for RPing assholes with appropriate names.

I'm in, and I don't care which side we play.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 22, 2011, 07:40:38 PM
I'm in as well.  I don't care who runs the thing.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on February 22, 2011, 07:54:45 PM
I am going to pass on this one. Was excited about it to start, but my friends who were also interested (probably more than I was as they told me about the game in the first place) lost their interest when they never got a single beta invite even though they registered for the "community" beta the first day it was available. Sure, there were facebook/fileplanet/etc. ways of getting keys, but it seemed lame that people who registered with Trion directly and early were given short shrift.

If I had disposable income of any sort, I might have given it a try. But without my usual group of friends I play these games with I probably would not have lasted a whole month.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 22, 2011, 08:05:46 PM
That seems like an incredibly silly reason to not play, specially when they could have easily gotten into beta.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 22, 2011, 08:06:33 PM
Count me in.  I can handle an RP server fine.  I need to order more booze though.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 22, 2011, 08:07:24 PM
That seems like an incredibly silly reason to not play, specially when they could have easily gotten into beta.

Thats what I thought too.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on February 22, 2011, 08:13:23 PM
That seems like an incredibly silly reason to not play, specially when they could have easily gotten into beta.

That is not my reason not to play, my reason is frankly I lost interest in the game.

I don't know exactly why they decided not to play, but when I told them about VIP key things they were no longer interested.


Title: Re: Rift: Planes of Telara
Post by: Azuredream on February 22, 2011, 08:21:46 PM
US servers time zone neutral?

Nm, they're in Dallas.  Go go FAQ.

So, Faeblight or Shadefallen?  I know a good deal of folks here prefer a RP server to trade their assholes for RPing assholes with appropriate names.

I'm rolling on an RP-PvE server, if other folks are as well, which one are they rolling on? I'm probably going Guardian.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 22, 2011, 08:34:10 PM
Interesting. For NA servers, just under half are PvP servers. For Europe, just over half are.

I wonder if their Beta stats told them they'd need so many PvP servers at launch? Just surprises me, considering it seems to be primarily a PvE game.


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 22, 2011, 08:53:46 PM
US servers time zone neutral?

Nm, they're in Dallas.  Go go FAQ.

So, Faeblight or Shadefallen?  I know a good deal of folks here prefer a RP server to trade their assholes for RPing assholes with appropriate names.

I'm rolling on an RP-PvE server, if other folks are as well, which one are they rolling on? I'm probably going Guardian.

We're trying to establish that.   :awesome_for_real: I'm leaning toward whatever is farther down the server list out of the two and Guardian, although I personally like the Defiant races better.  Anyone have a strong preference or is taking a group of people to either Faeblight or Shadefallen (Guardian)?

edit: trying to get a forum thrown up so we can go at this decision democratically and definitively. 


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 22, 2011, 09:19:56 PM
If I played it would be Faeblight Defiant.  So, whenever the Steam sale happens that'll be my server.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 23, 2011, 12:53:04 AM
Interesting. For NA servers, just under half are PvP servers. For Europe, just over half are.

As far as I know, Europe has always been more PvP oriented than North America, and both are probably less than Asia. No idea about other continents.
This is no market data, just what I can recall from the top of my head about all the MMOs I played in the last many years (but if anyone is going to quote WoW, I admit I have no idea about it).


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 23, 2011, 03:42:04 AM
(http://cdn.cad-comic.com/comics/cad-20110223-cf425.png)


Title: Re: Rift: Planes of Telara
Post by: Ironwood on February 23, 2011, 03:44:44 AM
It's good to know that despite the changes in the wide scary world, Ctrl-Alt-Del is still massively unfunny and unoriginal.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 23, 2011, 06:28:57 AM
It's good to know that despite the changes in the wide scary world, Ctrl-Alt-Del is still massively unfunny and unoriginal.

As bland as Rift?  :awesome_for_real:

Well, not bland enough to shoo me away since I bought the thing but I felt a decent game needs support so I'll play for a bit and hope the setting grows on me.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on February 23, 2011, 06:37:34 AM
It is a good game and I'll play it for a few months at least, but it is missing "something". 

This is nagging at me.  I have read every post in this thread and feel like I missed something while playing.  Jaded f13 MMO gamers really seem to love this game (though I remember a similar thing in WAR beta).  Why don't I love this game?  It's rock solid.  It transitions well.  Still, it feels like it's missing a hook.  Every time I play I can get a toon to level 10 or 12 and lose interest.  Am I just burned out on MMOs?  I'm really trying to convince myself that I just have to give it more of a chance. 

Could any of you that have made it to level 40 or so encapsulate what it is about this game that has grabbed your attention?  I need some optimism here. 


"You have played this before" is all I could come up with.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 23, 2011, 06:56:47 AM
"You have played this before" is totally what it is. I got the game and I am going to play and enjoy it for a while, aware of the limitations of a genre I first played in 1998 and hasn't really changed that much since.

But the setting, although non original, looks and feels OK to me. Some places, like Gloamwood, are beautiful, and I particularly like time machine trick, the premises that the world is about to die in a few minutes and what players do is actually in the past. Plus, I like how they characterized the two factions and their motives. Both the old and the new intro movies are cool to me and I am sincerely curious about the gameworld and where it will go. Can't think of medieval-fantasy MMORPGs with an obviously more engaging lore.
And seriously, planar invasions? What's not to like about it? Do you seriously think there won't be an expansion or a patch about fighting back on the six planes? Still unoriginal, but absolutely cool.

Anyway, I am not so fond of medieval-fantasy settings anyway. I am not 15 anymore, stuff needs more than wizards, elves or... taurens to feel interesting to me. It's a genre where, unless you are a literary/creative genius, the stuff you are writing is almost certainly going to be bland and childish.


Title: Re: Rift: Planes of Telara
Post by: Jherad on February 23, 2011, 07:10:12 AM
Steam RIFT patcher has new files now, if anyone wants to pre-download.


Title: Re: Rift: Planes of Telara
Post by: Salamok on February 23, 2011, 07:46:40 AM
It is a good game and I'll play it for a few months at least, but it is missing "something". 

This is nagging at me.  I have read every post in this thread and feel like I missed something while playing.  Jaded f13 MMO gamers really seem to love this game (though I remember a similar thing in WAR beta).  Why don't I love this game?  It's rock solid.  It transitions well.  Still, it feels like it's missing a hook.  Every time I play I can get a toon to level 10 or 12 and lose interest.  Am I just burned out on MMOs?  I'm really trying to convince myself that I just have to give it more of a chance. 

Could any of you that have made it to level 40 or so encapsulate what it is about this game that has grabbed your attention?  I need some optimism here. 


"You have played this before" is all I could come up with.
Once you've seen the man behind the curtain it's kind of hard to go back to believing in the magic.


Title: Re: Rift: Planes of Telara
Post by: snowwy on February 23, 2011, 06:58:52 PM
Since everyone played defiant during beta, that's what i'll play come launch. 10 bucks says the "good" que-times will be on that side now  :awesome_for_real:
Hopefully there will be a fuckton of horrible guardians to kill.........


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 24, 2011, 03:43:11 AM
Just a heads up but uninstalling the Rift beta still left almost 8gb of files on my computer which you need to manually remove.   The default directory for the BETA install is called RIFT - the default directory for the LIVE install is called RIFT Game.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 24, 2011, 06:57:24 AM
You should've gotten an email telling you to run the patcher once before uninstalling to fix that bug. If you didn't, you probably should still do that. I'm not real happy about having to patch from the end of January just to uninstall the fucking thing.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 24, 2011, 08:13:55 AM
They're talking on facebook that they have a bit over a million accounts *now*. We might be looking at the second biggest NA launch if things go even moderately well on Tuesday's store release day.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 24, 2011, 08:18:29 AM
You should've gotten an email telling you to run the patcher once before uninstalling to fix that bug. If you didn't, you probably should still do that. I'm not real happy about having to patch from the end of January just to uninstall the fucking thing.
Yeah... I got that e-mail about three hours after I had uninstalled both my versions.  Nothing seems to have gone wrong, but... yeah.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on February 24, 2011, 08:41:41 AM
Heh its funny just a few pages ago people here were claiming there was no world pvp in wow . Lo and behold  I bet all same people will claim there was no world pvp at Rift launch, even though they avoided rolling on servers which were pvp focused. (btw its  Briarcliff and Deepstrike )


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 24, 2011, 10:10:33 AM
So anyone playing yet?  Servers ok?  Logins borked or anything chaotic?  Any delays?


Title: Re: Rift: Planes of Telara
Post by: Gunzwei on February 24, 2011, 10:11:21 AM
Every server full, que times are like 3+ hours currently.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 24, 2011, 10:14:38 AM
This is kinda silly.  Only pre orders are playing, they knew exactly how many people would be in.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 24, 2011, 10:16:44 AM
Maybe they didnt expect most of them to be off today.

But yeah, I agree. They should expect 95% of people who preordered to be logging in today.


Title: Re: Rift: Planes of Telara
Post by: Shatter on February 24, 2011, 10:18:21 AM
THey did say they would open up servers as necessary, guess they havent dont that yet...


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 24, 2011, 10:20:23 AM
Nope, two new ones came up just five minutes ago.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 24, 2011, 10:22:39 AM
Four new ones total, actually.

And remember that they pretty much have to have queues at launch if there's a huge mass of people rearin' to go.  The servers might support X number of people ultimately, but at launch they're going to support a fraction of that number popping into the starting zones at once.  So... yeah.  If they added enough to actually support everyone without queues, there'd be way too many servers in the long run (unless of course people continue to pour in like crazy).


Title: Re: Rift: Planes of Telara
Post by: bhodikhan on February 24, 2011, 10:25:46 AM
Wow. Logged in at 1:15pm and I'm looking at over 2 hours for Faeblight. I'll take that as a good sign ( or really poor server capacity ).


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 24, 2011, 10:37:39 AM
Ooo, badass:

"Public Group leaders will now have a button to combine groups if there's a group of similar or larger size nearby."


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 24, 2011, 10:43:05 AM
Me and a friend were watching the server down screen for 10 minutes. All of a sudden they came online and we started shrieking in Teamspeak. I am pretty sure we clicked about 5 seconds from each other. I got in, while he got 2700th in queue. 5 seconds from each. Max.


Title: Re: Rift: Planes of Telara
Post by: Wasted on February 24, 2011, 10:52:26 AM
Bleh, rushed home from work to log into a 2 hour queue.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 24, 2011, 10:54:57 AM
Facebook spam says they've already added 6 more servers to the 33 that were originally slated. 4 PVP 1 PVP-RP and 1 PVE.  Looks like the PVP crowd likes this one.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 24, 2011, 10:56:35 AM
I wouldn't read too much into the time estimates.  Looks like they are increasing capacity in chunks (probably as peeps spread out and such).  The estimate is overly optimistic in that it assumes people will actually log out, yet pessimistic because it doesn't know capacity will increase (these are assumptions, btw).  Pretty much the only information the estimates convey is either "fuck that's a lot of dudes!" or "that's a fairly decent number of dudes, but not quite at the 'fuck that's a lot of dudes!' level."


Title: Re: Rift: Planes of Telara
Post by: Threash on February 24, 2011, 11:05:17 AM
Yeah my estimate went from 3 hours to 15 mins to 2 hours in a span of 5 minutes.  Its been one hour and i went from around 850 in queue to 150 in queue though.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 24, 2011, 11:13:57 AM
Yeah my estimate went from 3 hours to 15 mins to 2 hours in a span of 5 minutes.  Its been one hour and i went from around 850 in queue to 150 in queue though.

Man, even before you get into the game they're already getting you invested in the time-travelling plot elements.  Clever work!


Title: Re: Rift: Planes of Telara
Post by: Simond on February 24, 2011, 11:30:36 AM
The official forums allow people to embed images in the background of their player profile pages.
This will end well.


Title: Re: Rift: Planes of Telara
Post by: Ard on February 24, 2011, 11:51:31 AM
( or really poor server capacity ).

Server capacity is one of the problems they don't actually have.  They just have an insane number of barbarians at that gate at the moment.


Title: Re: Rift: Planes of Telara
Post by: pxib on February 24, 2011, 12:38:50 PM
I think this sort of thing is very dangerous. It's exactly what got WAR in trouble.

While the audience for "OH GOD ANYTHING EXCEPT WOW PLEASE" is huge, it's fickle. I hope this team is smart enough to capitalize on it without putting their eggs in too large a basket.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 24, 2011, 12:53:28 PM
I think this sort of thing is very dangerous. It's exactly what got WAR in trouble.

WAR is a very different game.  It depended not only on population, but on faction population as well as level-based population. 

Rift won't suffer a problem of opening too many servers and consolidating them like WAR did.  It's not a PvP-first game.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 24, 2011, 12:56:32 PM
I can only speak for one EU server. The first hour went smoothly, then lag started to build up steadily, making the experience less and less pleasant. 2 and half hour later the game is completely unplayable with lag ranging from 5 to 15 seconds. I am writing this after having been killed for the 10th time in a row. A vespide stopped caring about me and went back to its business, and while I was trying to understand why, or why I couldn't hit it anymore, about 15 seconds later, I died.

EDIT: Now I've been disconnected and I am 2800 in queue, estimated waiting time keeps changing between 3 and 10 hours.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 24, 2011, 01:09:27 PM
I can only speak for one EU server. The first hour went smoothly, then lag started to build up steadily, making the experience less and less pleasant. 2 and half hour later the game is completely unplayable with lag ranging from 5 to 15 seconds. I am writing this after having been killed for the 10th time in a row. A vespide stopped caring about me and went back to its business, and while I was trying to understand why, or why I couldn't hit it anymore, about 15 seconds later, I died.

EDIT: Now I've been disconnected and I am 2800 in queue, estimated waiting time keeps changing between 3 and 10 hours.

So either it crashed, or they don't have a system to put people who were logged in to the front of the queue <3 <3


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 24, 2011, 01:14:44 PM
I have a bit of a suspicion that it's a timeout for server/character select that may have forgotten about, y'know, the one case where you want to allow someone to spend hours selecting/creating a character.  If so, whoopsie! :)


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 24, 2011, 01:24:03 PM
1 million preorders seems likely to put Rift right at the front of non-WoW western MMOs. WAR peaked at around 750k months after release-- 1 million at prerelease crushes that threshold.

Of course it's growth and retention that matters.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 24, 2011, 01:29:48 PM
I don't think it's actually a million preorders, though, just a million accounts registered on their site pre-launch.  Like, if you signed up for a chance at beta a while back or whatever.  It sort of sucks they did that marketing spin trickiness, since I suspect they actually will get a million accounts and it'll sorta lose the oomph since they already tricked people into thinking it had happened.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 24, 2011, 01:40:35 PM
Servers are coming down at 4:50 Eastern for a quick 15min performance fix, presumably with a fix to the queue timeout issue.


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 24, 2011, 01:43:08 PM
I got DC'd and kicked back to the server select screen, but didn't seem to lose my place in queue. Maybe the timeout is very short, or maybe the queue really did just shorten up a lot.

Fake edit: Or maybe everyone is just logging out since the servers are apparently coming down in 3 minutes.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 24, 2011, 01:43:45 PM
I can only speak for one EU server. The first hour went smoothly, then lag started to build up steadily, making the experience less and less pleasant. 2 and half hour later the game is completely unplayable with lag ranging from 5 to 15 seconds. I am writing this after having been killed for the 10th time in a row. A vespide stopped caring about me and went back to its business, and while I was trying to understand why, or why I couldn't hit it anymore, about 15 seconds later, I died.

EDIT: Now I've been disconnected and I am 2800 in queue, estimated waiting time keeps changing between 3 and 10 hours.

So either it crashed, or they don't have a system to put people who were logged in to the front of the queue <3 <3

I'd go with Falconeer crashed and there's no way of putting him back at the front.

Falconeer:  What you describe is exactly what I saw stress test weekend and the first day of open beta.   It seemed like the system strains a lot under masses of people in a concentrated area, but only on the pumping info to and from the client side of things.  The Mobs were rubber banding around and killing players just fine.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 24, 2011, 01:44:42 PM
I got DC'd and kicked back to the server select screen, but didn't seem to lose my place in queue. Maybe the timeout is very short, or maybe the queue really did just shorten up a lot.

Fake edit: Or maybe everyone is just logging out since the servers are apparently coming down in 3 minutes.

There definitely is a grace period, yeah.  It does seem to be fairly short though.  Not sure how short, but definitely seems to be less than "minutes."

Irrelevant anyway, cuz yeah, I imagine they are fixing it.


Title: Re: Rift: Planes of Telara
Post by: ShenMolo on February 24, 2011, 01:45:20 PM
1 million preorders seems likely to put Rift right at the front of non-WoW western MMOs. WAR peaked at around 750k months after release-- 1 million at prerelease crushes that threshold.

Of course it's growth and retention that matters.

I think if it had been 1 million preorders they would have said 'one million preorders". That would be something to brag about.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 24, 2011, 01:53:44 PM
My computer overheated and rebooted 5 mins after login in, i was able to restart relaunch the game and log back in without waiting in queue again.


Title: Re: Rift: Planes of Telara
Post by: Azuredream on February 24, 2011, 01:54:53 PM
Just my experience so far; logged in the second servers came up, have played with zero issues or lag (although rifts are spawning like crazy), got to level 11 before they brought the servers down for upgrades or something. I just hope I don't get stuck in the hueg queue when it comes back up.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 24, 2011, 02:35:22 PM
I don't think it's actually a million preorders, though, just a million accounts registered on their site pre-launch.  Like, if you signed up for a chance at beta a while back or whatever.  
Ahhhh yeah, I'm sure you're right.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on February 24, 2011, 02:40:13 PM
You should've gotten an email telling you to run the patcher once before uninstalling to fix that bug. If you didn't, you probably should still do that. I'm not real happy about having to patch from the end of January just to uninstall the fucking thing.

It was just the patcher that needed updating, not the actual game.

Took me all of 2 minutes to patch and uninstall (I had totally forgotten about it being on my machine until the email) after I got the email.

1 million preorders seems likely to put Rift right at the front of non-WoW western MMOs. WAR peaked at around 750k months after release-- 1 million at prerelease crushes that threshold.

Of course it's growth and retention that matters.

Pretty sure Aion sold more than 1 million boxes the first month it was available in NA/EU.


Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on February 24, 2011, 03:00:46 PM
Preorders are different than sell-through in the first month.

But it's not 1 million preorders either, so I don't know why we're having this discussion. Here's a different topic: bananas.


Title: Re: Rift: Planes of Telara
Post by: Stabs on February 24, 2011, 03:39:29 PM
Bananas have been traditionally weak as far as pre-orders go, but they've done magnificently at retaining their customers. Some species of customer have been eating them for millions of years.

I think we can consider bananas a success.


Title: Re: Rift: Planes of Telara
Post by: pxib on February 24, 2011, 03:44:14 PM
WAR is a very different game.  It depended not only on population, but on faction population as well as level-based population.

Rift won't suffer a problem of opening too many servers and consolidating them like WAR did.  It's not a PvP-first game.
I'm arguing a different risk. WAR (and Conan and Aion) attracted a lot of people early on, and those people eventually got turned off and returned to WoW. The realization that "everybody is leaving" was just as contagious as "everybody is trying some new game" and WAR's proliferation of servers meant that everybody was looking around their individual server and asking "where did everybody go?"

The fact that Rift is more similar to WoW than WAR it actually likely to make such a tide of disappointment more extreme.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 24, 2011, 11:02:08 PM
Played from Noon - 10:30pm with only the brief server downtime. Everything seemed to work without a hitch - rifts, warfronts, quests, all seemed to be working. Until the client crashed in the middle of a rift fight. (Left me wondering if I hit a memory leak. But was able to log right back in with no queue.)

Got my Guardian rogue on Sunrest up to just shy of 17 and enjoyed the near-instantaneous warfront action. We got thrashed quite regularly in Black Garden, though in one run we did the thrashing.

Best PvE moment was when level 15+ invasion took over the school and argent gate and people qq'd that "the GMs were being too harsh" by having such a high level invasion when most folks were still barely level 10-11. Sheesh. Give them dynamic content that might force them to have to get off the quest rails and they feel it's "unfair".  :uhrr:



Title: Re: Rift: Planes of Telara
Post by: Zetor on February 24, 2011, 11:39:17 PM
On my server we didn't have anyone over 11, so it took 30 mins to take out the big 150k hp lv20 vindicator that ganked the newbie area. I think in the end we had about 60 lowbies beating on it, and a level 11 tank holding aggro (nearly dying every two seconds). It was definitely a different experience, but imo it was more tedious than fun (unlike the 'normal' rifts and invasions, which were enjoyable).

OTOH, this is only really a problem on the very first opening day. Even on day2 you'll have enough high-level people to deal with this stuff quickly.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 25, 2011, 06:09:23 AM
OTOH, this is only really a problem on the very first opening day. Even on day2 you'll have enough high-level people to deal with this stuff quickly.

This is my concern with the Rifts system and new players.  After servers become established, the low level areas will be filled with lowbies and a level 50 friend destroying the Rifts.  The concept will lack the intended "punch" and players new to the game will be immediately reminded that they are insignificant until they reach the level cap.  I almost wish that they could gate content such that players above a certain level couldn't backtrack.  It will really ruin my replay fun if every rift I attempt on a second or third play through is dominated by someone two-boxing with their level 50 main.

Beyond that, I'd say it was a pretty impressive launch.  The game ran smoothly and the quests seemed pretty clean.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 25, 2011, 07:07:22 AM
OTOH, this is only really a problem on the very first opening day. Even on day2 you'll have enough high-level people to deal with this stuff quickly.

This is my concern with the Rifts system and new players.  After servers become established, the low level areas will be filled with lowbies and a level 50 friend destroying the Rifts.  The concept will lack the intended "punch" and players new to the game will be immediately reminded that they are insignificant until they reach the level cap.  I almost wish that they could gate content such that players above a certain level couldn't backtrack.  It will really ruin my replay fun if every rift I attempt on a second or third play through is dominated by someone two-boxing with their level 50 main.

There's Ascended abilities to be able to summon NPC help w/ the Rifts, and minor rifts are clearable by folks in the proper level range, so I'm not sure this is too big a concern.   Now, lack of knowledge about those Ascended abilities IS a problem.   Hell, I know about it and I never tried it out in Beta so I'm not sure how effective they are.. hopefully very.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 25, 2011, 07:35:23 AM
The summoned defenders (last I knew, it's old knowledge) had to travel to get there. So it took a while as the ran the roads, and they'd aggro on everything and have to fight it. Once I had a single defender show up five minutes after I had taken out a foothold.

Nebu has valid concerns. The rewards system for rifts is based on dps, a lvl 50 AE dps can ruin everyone's day.


Title: Re: Rift: Planes of Telara
Post by: Vinadil on February 25, 2011, 08:18:13 AM
I have yet to kill anything grey... but I am assuming they can make it to where grey mobs give no XP/loot?  Seems like that would remove much of the incentive for a lvl 50 to hang out in level 15 rift areas.  Even their own alt would get no credit/loot really.

Other than the queues (which are back today...) the evening of play was enjoyable.  The population was so much different from beta, but the quest areas all seem to be able to handle it which is very nice. (ie plenty of mobs/sparklies to pick up)


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 25, 2011, 08:23:26 AM
I have yet to kill anything grey... but I am assuming they can make it to where grey mobs give no XP/loot?  Seems like that would remove much of the incentive for a lvl 50 to hang out in level 15 rift areas.  Even their own alt would get no credit/loot really.

Did you play WoW? Ever see people running quests with a tethered, ungrouped level 85 healer following them around?  Drop a hot on the lowbie and they can solo a rift.  If things get out of hand, the level 50 steps in and kills everything.  Rinse, repeat. 


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 25, 2011, 08:36:39 AM
And you really think that's going to happen enough to ruin the game for you? Fuck man, you're just LOOKING for shit to hate.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 25, 2011, 08:39:36 AM
And you really think that's going to happen enough to ruin the game for you? Fuck man, you're just LOOKING for shit to hate.

For me?  I don't believe I ever said anything about it ruining the game for me.  I said that it may negatively impact the game for new arrivals. 

Bad mood this morning?


Title: Re: Rift: Planes of Telara
Post by: Sky on February 25, 2011, 08:45:44 AM
I'll just say it once more, Nebu has valid concerns.

Vinadil, grey mobs do drop loot, you can also group with lowbies and get loots/finish quests. So a level 50 could guide a group of level 18s or whatever through IT.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 25, 2011, 08:50:39 AM
And what negative impact does a level 50 powerleveling his friends have through IT on anyone else?


Title: Re: Rift: Planes of Telara
Post by: Sobelius on February 25, 2011, 09:41:27 AM
My experience with rifts was that if I was even a single level higher than the level of the rift, the rewards degraded. I always got the most/best rewards from those higher than my level.

That said, if a 50 and an 18 group and the 50 does most of the work closing the rift, I'd think they'd get squat and the 18 would also get squat due to low contrib.

Overall, it doesn't honestly concern me much -- it's a pretty 'niche' thing (i.e. I expect a majority of people don't/won't have tethered heal bots or run dual-boxed).


Title: Re: Rift: Planes of Telara
Post by: Sky on February 25, 2011, 11:32:34 AM
And what negative impact does a level 50 powerleveling his friends have through IT on anyone else?
I was illustrating my previous point with an example that was not relevant to the discussion.


Title: Re: Rift: Planes of Telara
Post by: Stabs on February 25, 2011, 10:38:10 PM
It may be that the design emphasis is changing in a very logical way.

Back in 1999 controlling power leveling was very important as the leveling game was the game. Now looking around in many games similar to Rift leveling is trivialised. In WoW you can stack recruit a friend, heirlooms and rest exp; the cash shop games sell you all the exp potions you could want. Who cares if some hardcore players get to max level fast?

And you have to be quite hardcore to do it. That by definition means these guys might whine very vocally but are very unlikely to actually cancel. Hardcore players are the ones who are invested in your game, they aren't the ones who casually leave when disappointed in some aspect of it. So the guy with multiple accounts uses his level 50 to boost his alts then whines that there's nothing to do? So what. People who power level are a tiny minority and people who power level then actually leave are a minority of a minority.

So why should games need to be designed to combat the tendency of those people to kill their own fun?


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 26, 2011, 03:51:25 AM
39 NA servers, 26 EU servers. And growing.

The 1 million accounts is clearly bullshit, but I think it's safe to say that no other MMORPG except WoW had this many servers at launch (actually pre-launch) so far.



Title: Re: Rift: Planes of Telara
Post by: Modern Angel on February 26, 2011, 04:27:38 AM
I think Warhammer had more but that's because they deliberately overcompensated, a move which proved disastrous. WAR certainly didn't have this many full or high pop servers.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on February 26, 2011, 05:15:13 AM
They wont release the server sizes, so those figures mean nothing.  They could be 39 servers of 1000 or 39 of 500 for all we know.


Title: Re: Rift: Planes of Telara
Post by: Typhon on February 26, 2011, 07:03:40 AM
[snip]Who cares if some hardcore players get to max level fast?

And you have to be quite hardcore to do it. That by definition means these guys might whine very vocally but are very unlikely to actually cancel. Hardcore players are the ones who are invested in your game, they aren't the ones who casually leave when disappointed in some aspect of it. So the guy with multiple accounts uses his level 50 to boost his alts then whines that there's nothing to do? So what. People who power level are a tiny minority and people who power level then actually leave are a minority of a minority.

So why should games need to be designed to combat the tendency of those people to kill their own fun?

Not Nebu.  The point Nebu was making was that a new person or a person rolling an alt might end up doing a rift encounter with a person who was being power-leveled by a high level character.  In this case he was concerned that a power gamer was reducing the fun for themselves and others.

I think CoHs monster mechanic was ahead of it's time in this regard - monsters were fixed relative to everyone that fought them.  Seems like the Rift mobs could be set the same way - level 50 shows up to help a lower level friend with a Rift?  That's fine, they'll both be challenged and both be able to impact the mobs.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 26, 2011, 07:35:45 AM
The CoH's monsters weren't perfect in that their health was fixed and damaging powers were not normalized against them.  However I agree they are a good basis for what rifts should spawn.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 26, 2011, 09:06:07 AM
They wont release the server sizes, so those figures mean nothing.  They could be 39 servers of 1000 or 39 of 500 for all we know.

Yeah, pretty hard to compare server numbers across games because of this.  Though from an anecdotal standpoint, I will say that the massively-queued Faeblight server seems to have a whooooole lot of dudes in it.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 26, 2011, 09:13:59 AM
Well, we know some of the queues were into the thousands.  How many servers did they add to ease that pain?  That can provide a very rough estimate.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on February 26, 2011, 09:21:17 AM
There's 39 NA servers now, so that's near double.  Right now most are at Medium/High, with four at Low and two at Full. 

Also, Faeblight having a perma-queue isn't terrible - RPgriefers won't have the attention span to wait an hour just to troll a chat channel for five minutes before getting reported.   :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Stabs on February 26, 2011, 02:25:28 PM
Regarding power-leveling I do take the point that it diminishes the gameplay of those who don't do it but I think the stable door is open pretty wide in the genre. If you sell exp potions can you then take the moral high ground about creative use of game mechanics to level fast? (Of course if you object to it on the grounds it's competing with a product you're selling that's perfectly valid).

I doubt a handful of people power-leveling would have a huge impact on the conventional players' experiences of rifts. They come so thick and fast, and sometimes all the mobs get vaporised seconds after spawning, sometimes it's hugely difficult for the people present to kill the mobs without dying. It's so hectic one doesn't really notice what everyone else is up to. I doubt people would really even realise if an occasional power leveler were there. There would need to be dozens of level 50s with low level friends for it to really be noticeable.

The trick of scaling the rifts to match the players present might create problems. It would allow some level 50 to join and then go afk, completely screwing the low level people. Also what if there's a high level stealthed enemy there on a pvp server? An assassin could kill 50 lowbies just by sneaking into the rift area and bumping the mobs up 20 levels unexpectedly.

Regarding population the guess on the official forums is 12000 per server. However we don't know whether numbers are throttled because of the population being so dense in the starter areas. Since 12k * 39 is almost half a million, then the EU servers probably have similar numbers to the US ones that seems a bit high, almost a million playing before the game's even launched. It must be more than 1000 however as some servers have had queues of well over 1000 and presumably most of those people eventually get in.

On the other hand it certainly wouldn't surprise me if there were a million players. The statistic they've given is two-edged. They've said that a million accounts have registered for the forums and people have been quick to point out that some of them won't have bought the game. However most people who play these games DON'T register for forums, there may be just as many people playing without registering on the boards as there are customers who registered on the boards but didn't pre-order.


Title: Re: Rift: Planes of Telara
Post by: Minvaren on February 26, 2011, 03:27:39 PM
What's kind of sad is that the gold spammers are already in business in the game, and it technically hasn't released yet...   :uhrr:


Title: Re: Rift: Planes of Telara
Post by: ezrast on February 26, 2011, 03:39:55 PM
I hadn't thought about it before, but rifts are really similar to giant monsters conceptually. They spawn, an alert is broadcast, and anyone sitting around the zone can group up and lay down the smack for some rewards, then go back to whatever they were doing. Since the events are spontaneous and supposed to be dealt with by whomever happens to be standing around, level scaling works really well. A shame that characters in Rift are essentially locked into content +/- 2 levels of them. A decent sidekicking system would have been a huge plus.
The CoH's monsters weren't perfect in that their health was fixed and damaging powers were not normalized against them.  However I agree they are a good basis for what rifts should spawn.
I'm 99% sure that a power's base damage does scale up when fighting a GM, though enhancements don't scale up (only down) and heals don't scale at all.

The trick of scaling the rifts to match the players present might create problems. It would allow some level 50 to join and then go afk, completely screwing the low level people. Also what if there's a high level stealthed enemy there on a pvp server? An assassin could kill 50 lowbies just by sneaking into the rift area and bumping the mobs up 20 levels unexpectedly.
The point is that the monsters themselves have no fixed level. A monster can hit a level 50 player for as much damage as a level 50 mob, and then turn around and hit a level 20 player with the same attack for as much damage as a level 20 mob.

Quote
On the other hand it certainly wouldn't surprise me if there were a million players. The statistic they've given is two-edged. They've said that a million accounts have registered for the forums and people have been quick to point out that some of them won't have bought the game. However most people who play these games DON'T register for forums, there may be just as many people playing without registering on the boards as there are customers who registered on the boards but didn't pre-order.
Trion accounts and forum accounts aren't separate. The 1 million number includes everyone playing the game.


Title: Re: Rift: Planes of Telara
Post by: Stabs on February 26, 2011, 03:56:39 PM
The point is that the monsters themselves have no fixed level. A monster can hit a level 50 player for as much damage as a level 50 mob, and then turn around and hit a level 20 player with the same attack for as much damage as a level 20 mob.

Oh, I see. That's pretty clever. The only drawback I can see is that it diminishes the sense of being more powerful one gets from leveling. If you can go to a level 7 rift with your level 50 elite-wearing uber character and get two-shot by a noob mob players could find it depressing. It also doesn't solve the problem of level 50 healers with level 7 tanks.

Quote
Trion accounts and forum accounts aren't separate. The 1 million number includes everyone playing the game.

Ah, I'd forgotten this. You're quite right, they altered the forums a couple of weeks ago so that you need to have ordered the game to post. Of course some people may pre-order then cancel before actually paying.

If that's the case though wouldn't that suggest that Rift has more than a million already? Since many people who have pre-ordered won't have registered?


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 26, 2011, 04:48:33 PM
Quote

Head Start Community Update
We are thrilled that so many people showed up for our Grand Opening! Every business wishes to be so successful! Imagine a cafe owner who opens his doors the first day and sees people lined up around the block! He would celebrate and immediately start making plans to expand so that he can accommodate everyone, all the way to the back of the line! But at the same time, he doesn’t want to rush or skimp on anything for those who are at the front of the line. He wants them to enjoy their experience so they will have the best possible experience once they’re inside.

It’s been no different here! We are all doing everything we can to accommodate you all as quickly as we can. Please remember that it’s no different for us than our café owner. There are a lot of things to consider and schedule. I am amazed at all the moving parts.

I am a gamer. I also ask things like “Why don’t they just open a bunch more servers?” and “Why don’t they just raise the server capacity?” I even asked those things the past couple of days. Well, having a front row seat, I have heard conversations, been in chats and seen emails and to be honest, I don’t always understand the technical side of some of what they are saying. But there are reasons for all of these decisions. They might be technical or logistical, but these things are being executed in the way that makes the most sense. Everyone is trying to make the best decisions to make Rift the best it can be, and balance between the short and long term health of the game and its server communities.

That being said, we are reading your feedback and we do hear your concerns. We have always tried to be as up front with you as we can and that isn’t going to change now. So without further ado, I’d like to address some of the hot topics here in the community now.

Queues:

Unfortunately, queues are part of launching an MMO. No one can predict how that is going to go. You make an educated guess and then you adjust as fast as you can. Our pre-order numbers continued to rise so quickly that we were adding servers right up until launch and are still continuing to add them. As for the queues for some of the servers, we understand that this is an issue for those who already have friends tied to that server. If you’re new, we do suggest choosing a server with a lower population. There are servers that have little or no queue at all. Our web team went as far as to get the first draft of a server status page with a queue watcher out this evening:

http://www.riftgame.com/en/status/index.php
http://www.riftgame.com/de/status/index.php
http://www.riftgame.com/fr/status/index.php

Rest assured, we are aware that some of you are in long queues and we are doing all we can to accommodate everyone and still maintain our quality of service.

AFK Tricks

We have been reading your complaints about this issue. An update to address the majority of them was just sent out to the EU servers, and is scheduled to hit the US servers tomorrow morning at 8am Pacific.

Transfers

We have seen all of the posts requesting character transfers and while it is not something we will be able to offer this instant, it is something we are absolutely working out the logistics on for when and if it is needed once the initial overpopulation subsides.

We are reading your feedback and we will always try to get you answers when we can. Thank you all for joining us in Head Start!
Cindy Bowens
Community Lead
Rift



AFK tricks  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 26, 2011, 06:16:39 PM
Lotta people AFK for hours, while auto-running in a corner, or against a wall.  If there were no queues, I wouldn't care in the least, but when I have to wait 3 odd hours to log in?  Yeah, fuck them.


Title: Re: Rift: Planes of Telara
Post by: Comstar on February 27, 2011, 12:17:13 AM
I only just noticed this game thanks to all the posting about it here.

I've checked out the website, and it seems to be ok...read the last couple of pages here...and it seems to be actually ready for release? is that correct? A MMO that's working on release? This would be a first.

I couldn't get into WoW past level 30 because I wasn't in a guild. If I signed up, it would be to join Bat country (or maybe the SomethingAwful Goon Squad). Why did you pick Guardians and that type of server?

I like to play a Rogue...but Eve Online has shown me how nice it is to be a Command Ship and give bonuses to everyone in the fleet. Can I make a rogue type character who can also buff friendlies? Could I play a bard who has stealth abilities? Or a Warlord with nightblade abilities?

Is the PvP WoW like in that a high level character will always defeat a large group of low level characters? Or can low level characters act like Eve frigates and still do *something* to help?

Is it pretty much a WoW MMO in terms of gameplay?

Is RIFTS a good reason to stop playing WoW (or from my perspective, Eve Online, where the great war seems to be over for the time being).

Edit- Ahh, crap. the SomethingAwful thread hooked me. Downloading now. Probably won't finish before the game goes live anyway :(


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 27, 2011, 02:11:23 AM
You could be a bard with stealth, yeah.  Bard/Assassin.  Initially, the stealth is like Warhammers in that it only lasts 30 seconds, or whatever it is.  At around 20/21 points in to the Assassin tree is an ability to make the stealth permanent, a la WoW.  31 points nets you a Vanish type ability.  I haven't seen that much stealth, really, compared to Bards, and Ranger/Marksmen.  The handful of stealthers I did run in to ate me alive, for whatever that's worth.

You can't mix souls from different callings, though, so no Warlord/Nightblade.  There is the Riftblade soul for warriors, which is sorta like the Nightblade, I think.

It has similarities to WoW, but I think it's closer to Warhammer.  The pvp combat, if that's your thing, is a lot less frenetic than WoW's in my opinion.  I've had mixed results in pvp.  Sometimes I will kick all sorts of ass, and some times I can't seem to do jack shit.  I think that it's A) I suck, and B) I have a knack for ending up on the least organized team that just wants to get farmed in mid-field, with no heals, more often than not.


Title: Re: Rift: Planes of Telara
Post by: Azuredream on February 27, 2011, 02:13:55 AM
It does work, but the queue times can be brutal if you're on a high pop server. I've been on pretty much all day since it released and have crashed 2-3 times, they've also brought the servers down a few times for quick 15-30 minute maitenences. Haven't noticed any significant bugs, all the quests work. You can mix and match any 3 of the 8 (+1 PvP soul) souls you want, so yes, but like Cadaverine says, only the 8 that your calling can access. Yes, in world PvP low level characters are pretty much useless. In warfronts (BGs/scenarios) they give you a scaling buff if you're at the low end of that level bracket. Yes, it's a WoW MMO. If you don't like WoW, you probably won't like this. I've played WoW for 6 years so it's pretty stale by now for me, and this game is competent enough that it can fill WoW's shoes just fine.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 27, 2011, 05:45:02 AM
I couldn't get into WoW past level 30 because I wasn't in a guild. If I signed up, it would be to join Bat country (or maybe the SomethingAwful Goon Squad). Why did you pick Guardians and that type of server?
They prefer being the pretty side so they can sparkle.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 27, 2011, 06:56:07 AM
Meh, i went guardian for the lower pvp queue times and no other reason.  If anything the guardian side is uglier, both sides have elves and humans but dwarves are definitely uglier than the big guys defiant side.


Title: Re: Rift: Planes of Telara
Post by: Sky on February 27, 2011, 07:26:17 AM
They prefer being the pretty side so they can sparkle.
I'm beginning to doubt your commitment to sparkle motion.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 27, 2011, 08:21:46 AM
Shadefallen server had their first level 50 last night.  Three days to level 50.  I hope there's a decent amount of endgame content. 


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 27, 2011, 08:25:00 AM
I didn't know Rift had a pretty side.  In fact, even the toons seem appropriately proportioned.  The only libido graphics seem to be the armor, if only slightly.  I swear the tunic for my cleric is getting shorter and shorter as I level, and pants seem to be mostly leggings.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on February 27, 2011, 08:42:51 AM
I refer to Guardians as 'pretty' because they like shining armor, glowy wings, have that whole righteousness thing, and revere divine beings.  Defiants are fantasy greasemonkeys and "Damn the Man" types.

Mainly it's to mock the Guardians.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 27, 2011, 09:17:07 AM
Shadefallen server had their first level 50 last night.  Three days to level 50.  I hope there's a decent amount of endgame content. 

That sounds more negative than I meant it.  If the game provides 72 hours of play, then it's well worth the box price.  Whether it merits a subscription waits to be seen.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 27, 2011, 10:00:12 AM
In fairness I think there's probably significantly more than 72 hours of leveling for people not focusing solely on leveling.   I don't mean that in a "TAKE YOUR TIME AND ENJOY IT, I HAVE ONLY DONE ONE QUEST SO FAR" sense, as I've been playing embarrassingly constantly over the past several days and am only just about to hit level 20, and I am a relatively speedy leveler generally (not a powerleveler, just, y'know, always doing stuff).  I think if you're actually doing the zone events and crafting and kinda learning the ropes it'll probably take significantly longer than that.

That said, I suspect they do have a decent endgame.  Just a hunch, though.  A strong hunch.


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 27, 2011, 10:06:25 AM
IThat said, I suspect they do have a decent endgame.  Just a hunch, though.  A strong hunch.

I hope that you're right.  I've been playing exactly as you have.  Do a few quests, craft a bit, fight a few rifts, etc.  I've made it into the mid 20's playing very casually and enjoying the learning curve.  I was pleasantly surprised at how complex playing my toon got as I hit 25.  The options really begin to open up as to how you approach your toon after 20.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 27, 2011, 12:20:12 PM
2 new European servers opened today.


Title: Re: Rift: Planes of Telara
Post by: Quinton on February 28, 2011, 01:11:36 AM
Remarkably fun so far -- I did not notice this game at all until today, pre-ordered it so I could check it out, took a rogue to lv12 and mage to lv6, wandered around, gathered, crafted, quested, and generally enjoyed myself.

It obviously borrows a lot of UI from WoW (unsurprising), but not too much of the visual style -- it sort of charts a middle ground between WoW's super-cartoony look and the hyper-realistic look that EQ2, etc, had and I dislike quite a bit.  The world feels suitably "worldy". 

I like the critters -- some nice undead, demons, goblins, etc.  Not too many random critters (ran into some wolves, no quests to kill 'em as yet, some spiders). 

I really like the invasion event things and the pickup raid groups that form around 'em.  I'll be questing away and whoah hello there demon horde, and suddenly I can join a group with 20-40 other people and go bash on the demons for a big, get some goodies, and then go back to questing.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on February 28, 2011, 04:00:16 AM
Huge invasions are a blast. Sure you are confused and irritated at first. But get into a random raid, go where all the big arrows are pointing and start defending. It rains XP, Planarites, rewards and feels like a massive war (even if it's not). The immense tree thing (http://hphotos-snc6.fbcdn.net/176382_167469429971737_100001260449005_403309_4710601_o.jpg) that looks like a Warhammer (http://www.bakersgames.com/mechwarrior/img/profiles/3025%20Warhammer1.JPG)?  :drillf:

Seriously, they will get old and stuff, but what doesn't? We are talking about games who made their fortunes on REPETITION. These games are all about the same shit over and over, and I think rifts, but even more so invasions, are just awesome. They managed to do something we've been kind of asking for a long time, to make it work, to make it look epic, and, most important, fun. Hats off to Trion. Hats off.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 28, 2011, 09:13:25 AM
Why has no one thought of AE looting before. It is fucking amazing. If Rift crashed and burned today I would consider it a success in the long term for bringing this function to us.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 28, 2011, 09:24:29 AM
Why has no one thought of AE looting before. It is fucking amazing. If Rift crashed and burned today I would consider it a success in the long term for bringing this function to us.

A thousand times, this.


Title: Re: Rift: Planes of Telara
Post by: Rasix on February 28, 2011, 09:26:48 AM
New games lacking this will end up annoying me. 


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 28, 2011, 09:38:11 AM
Auto-sell vendor trash is another very nice little feature.

However, WHY oh WHY must mobs dismount you so easily, and why are grey mobs still aggro!?!?!  :mob: I hated it in WAR and I hate it again here.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on February 28, 2011, 09:48:03 AM
I also enjoyed the little buttons that take you to sub components in the crafting window, and the ones that take you back to the finished product you were going to make.


Title: Re: Rift: Planes of Telara
Post by: kildorn on February 28, 2011, 09:50:39 AM
I'm a huge fan of the invite myself to your group button being on by default.

Why yes, I WILL join you in killing that named quest mob, random stranger!


Title: Re: Rift: Planes of Telara
Post by: Koyasha on February 28, 2011, 09:59:07 AM
Yeah.  Initially when I discovered that I turned it off, but after a little observation and thought I turned it back on.  Infact it now annoys me if someone else has it turned off when they're going after quest mobs and such.  I like the way public groups work, although they could certainly stand improvement.  I would like it if engaging any rift mob automatically grouped you with everyone else who is also engaged in combat with a mob from the same rift, then automatically drop you out of the group about 15-30 seconds after the rift is defeated, or you leave the rift area.  Too often I will approach a rift, join public group, and discover that there's maybe like two guys in the group at this particular rift, the rest are scattered across the map.  Additionally, if these groups were a different 'type' of group - so that you can be in a regular group, and automatically be grouped for a rift, which would supersede your regular group only as long as you are in the rift area - it would be ideal, I think.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on February 28, 2011, 10:06:11 AM
one thing I reeeeeeeeeally hate in rift is the debuff you get when running away from a mob. 20% dmg increase against you, that stacks. It means even mobs  levels below me can eat my face if I dare try to ride past them.  Combine this with how easy you get knocked off your mount and it makes for very annoying travel.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on February 28, 2011, 10:54:02 AM
I remember noticing a stat on the mounts at some point, I forget what it was called and I'm not playing right now, but something like toughness or sturdiness or something.  It was pretty low on the low level mounts, but the higher level ones had more.  I think that's basically 'resistance to being dismounted'.

On the topic of running though, I can't figure what the point of the racials is.  They seem to be disabled in pvp areas, and they can't be used in combat.  Means I can't use it for running away or to swiftly approach a position in pvp.  The only usefulness I've found for them is when you're carrying one of those hunks of shadestone and can't mount, it can help run it a little faster.


Title: Re: Rift: Planes of Telara
Post by: Draegan on February 28, 2011, 11:18:25 AM
I remember noticing a stat on the mounts at some point, I forget what it was called and I'm not playing right now, but something like toughness or sturdiness or something.  It was pretty low on the low level mounts, but the higher level ones had more.  I think that's basically 'resistance to being dismounted'.

On the topic of running though, I can't figure what the point of the racials is.  They seem to be disabled in pvp areas, and they can't be used in combat.  Means I can't use it for running away or to swiftly approach a position in pvp.  The only usefulness I've found for them is when you're carrying one of those hunks of shadestone and can't mount, it can help run it a little faster.

Bahmi Leap is the most amazing racial ever.  You know that stupid steep hill you can't get up on your mount.  Ha ha, I can with my leap!


Title: Re: Rift: Planes of Telara
Post by: Threash on February 28, 2011, 11:40:15 AM
Great for beating people to resource nodes too.  I assume with the removal of the racial stat bonuses that they will get revamped at some point.  Their original combat racials were ridiculous but they've gone so far the other way now that there isn't really any point to them.  The leap is good, the speed boost is occasionally useful, the falling damage one is a complete rip off.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on February 28, 2011, 11:49:15 AM
one thing I reeeeeeeeeally hate in rift is the debuff you get when running away from a mob. 20% dmg increase against you, that stacks. It means even mobs  levels below me can eat my face if I dare try to ride past them.  Combine this with how easy you get knocked off your mount and it makes for very annoying travel.
Shit, I didn't know there was a stacking debuff; I really hope they change that. None of this would be so bad if we had flight paths all over the place, but as it stands just running around to turn in crafting dailies is a pain in the ass.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 28, 2011, 11:50:40 AM
There's those teleporter thingys at all the major quest hubs.. Are the crafting dailies someplace else?


Title: Re: Rift: Planes of Telara
Post by: Ginaz on February 28, 2011, 11:52:44 AM
I have to say that this is the most fun and the most engaged I've been with a new MMO in years.  You name it, I've probably tried it and I've left after the first month almost every time.  I also can't remember an MMO where there were so many people running around in the opening few days.  Very impresssive launch for a game and company few people knew much about until recently.  My biggest complaint so far is that the best stuff I can make as an armorsmith is a few levels above me and I can't wear them yet.


Title: Re: Rift: Planes of Telara
Post by: Morfiend on February 28, 2011, 12:25:31 PM

Bahmi Leap is the most amazing racial ever.  You know that stupid steep hill you can't get up on your mount.  Ha ha, I can with my leap!

Fuck. Now I am pissed I dont have that, or the wings.


Title: Re: Rift: Planes of Telara
Post by: Quinton on February 28, 2011, 12:44:18 PM
Why has no one thought of AE looting before. It is fucking amazing. If Rift crashed and burned today I would consider it a success in the long term for bringing this function to us.

What's AE looting?



Title: Re: Rift: Planes of Telara
Post by: Rasix on February 28, 2011, 12:47:09 PM
You look one body at your feet, you loot all.   Makes it so in most situations you don't have to individually loot everything you kill.  Combined with auto-loot, it's just fantastic.


Title: Re: Rift: Planes of Telara
Post by: Merusk on February 28, 2011, 12:55:41 PM
It also removes that annoying "I killed 8 mobs right on top of each other, I hope I looted them all" problem.


Title: Re: Rift: Planes of Telara
Post by: Zetor on February 28, 2011, 01:02:09 PM
I think I made good use of the dorf racial twice so far, both times involved jumping off a really high cliff / tower after killing all the quest mobs; in both cases it saved me from having to trudge through the entire place again. Then again, the hearthstone is good for the same thing.  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on February 28, 2011, 01:05:59 PM
As a dwarf, the racial is nice for leaping off towers so you don't have to slog back through, and when I'm climbing all over mountains searching for cairns, and artifacts.  


Title: Re: Rift: Planes of Telara
Post by: Vinadil on February 28, 2011, 01:25:02 PM
Some folks have mentioned that it also works in PvP when getting chased... just jump off a nice high cliff and watch the people following you die :). Only works in world PvP, but still amusing.


Title: Re: Rift: Planes of Telara
Post by: Quinton on February 28, 2011, 01:45:40 PM
You look one body at your feet, you loot all.   Makes it so in most situations you don't have to individually loot everything you kill.  Combined with auto-loot, it's just fantastic.

Whoah, I had no idea.  That is very cool.


Title: Re: Rift: Planes of Telara
Post by: Soulflame on February 28, 2011, 01:53:39 PM
I've been enjoying it so far.  Little things bug me.  Sometimes tooltips disappear.  I've crashed once (in probably 20-30 hours of playing, so I can't really complain about this one.)  Some quest requirement spawns are slow.  As an example, I had to burn 3 tents last night, and it took a very long time to complete it, because the sparkly vases to click simply were not present.   :oh_i_see:

On the other hand, the rifts are an amusing diversion, and the giant invasion was pretty fun.  Particularly since I managed to get my purple legs out of the deal.   :awesome_for_real:  AE looting was explained to me yesterday, before that I was confused as to why sparklies would vanish from corpses.  I thought they were decaying faster than I could loot them, but AE looting is pretty damn cool.  To give Lum credit though, I liked the autolooting in DAoC even better.  Public quests seem better implemented than Warhammer, but full credit to Mythic for their pass at an implementation.

I'm a little concerned for how fun the ride will be to endgame and/or longevity of my interest once I hit max.  I didn't play AoC, but I did try Warhammer, and I was not happy about how the game smashed me in the face with how unfun it was in the 22-3x range.  Plus the endgame did not seem appealing at all.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on February 28, 2011, 03:58:09 PM
one thing I reeeeeeeeeally hate in rift is the debuff you get when running away from a mob. 20% dmg increase against you, that stacks. It means even mobs  levels below me can eat my face if I dare try to ride past them.  Combine this with how easy you get knocked off your mount and it makes for very annoying travel.

That is still in there?

I hated that when I played the little bit I did in the beta. Makes it impossible to escape if you somehow get a bunch on you as it seemed to stack/refresh with any hit on you. Even 1 mob hitting you is pretty bad, but 2 or 3? Goodbye.


Title: Re: Rift: Planes of Telara
Post by: Stabs on February 28, 2011, 06:56:10 PM
I was not happy about how the game smashed me in the face with how unfun it was in the 22-3x range.  Plus the endgame did not seem appealing at all.

I've made it to the mid-20s without hitting a funwall. In fact I would say that Gloamwood is actually more fun than Silverwood, certainly the massive Death invasion we fought off.


Title: Re: Rift: Planes of Telara
Post by: Threash on February 28, 2011, 07:06:02 PM
Yeah i don't see the funwall either.  The game gets exponentially more fun the more talent points you get.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on February 28, 2011, 07:09:32 PM
I think what distinguishes this game from any previous post-WoW launch for me is that, while obviously I can never be sure if the fun will suddenly disappear (I can say it certainly hasn't yet, and I keep liking it more each day), I can almost guarantee that if I do stop playing this game, I won't be able to go back to WoW.  It's just too much of an iterative step forward for me to ever "unsee" it, I think.  Similar to playing EQ after even a few months of WoW (though, granted, not nearly as drastic a step).

Edit:  In fact on that note, I noticed yesterday with some amusement that in the span of two days I added Rift's website to my bookmark bar, and then the next day, when culling it due to it having grown a little big, removed the WoW website bookmark.  I was just deleting it cuz I hadn't used it in a while, but a moment afterwards I chuckled and was like, "Ooo, symbolic."


Title: Re: Rift: Planes of Telara
Post by: Nebu on February 28, 2011, 08:00:30 PM
I've made it to the mid-20s without hitting a funwall. In fact I would say that Gloamwood is actually more fun than Silverwood, certainly the massive Death invasion we fought off.

Gloamwood is a bit on the long side for my tastes.  I had just really tired of the zone when I hit 25 and finished the last quest there.  Not soon enough for me. 

I'm finding the leveling time in the 20's to feel longer than it really is.  I've been playing a bit every day an I'm 25 on my main.  I'm wondering if the levels come crushingly slow in the late name without some mechanic to exploit. 


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on February 28, 2011, 08:37:07 PM
I slowed down once I hit glamwood as I started taking more time to rift/artifact hunt/craft


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 01, 2011, 12:32:40 AM
Any idea on how to purchase a NA version of the game while on Steam EU, or the opposite? Or how to log into the NA version with the EU version and vice versa? The game doesn't seem that regionalized as other titles. And if it is, can I just buy both versions by modifying my Steam location? Ideas, suggestions, please?


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 01, 2011, 12:59:27 AM
Ugh! Complete server list just released:

58 NA and 42 EU servers.   :awesome_for_real:

Official launch is today.





Title: Re: Rift: Planes of Telara
Post by: ezrast on March 01, 2011, 01:30:13 AM
Any idea on how to purchase a NA version of the game while on Steam EU, or the opposite? Or how to log into the NA version with the EU version and vice versa? The game doesn't seem that regionalized as other titles. And if it is, can I just buy both versions by modifying my Steam location? Ideas, suggestions, please?
Just click on Settings in the patcher. Works on the non-Steam version at least.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on March 01, 2011, 01:34:17 AM
Why has no one thought of AE looting before. It is fucking amazing. If Rift crashed and burned today I would consider it a success in the long term for bringing this function to us.

What's AE looting?
While it's a step up from WoW's stupid loot each mob individually, I still don't understand why more games don't go the FFXI route and have you automatically loot everything without ever interacting with the corpse.  As soon as the mob dies, you should get your options to roll or pass on loot.  The only downside to this is if you want to save a piece of nodrop loot for someone who wasn't there when you killed the mob, but most games don't allow you to do this anymore anyway with corpses that are forever locked to the people that were present at the kill.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 01, 2011, 02:03:44 AM
Thanks Ezrast, that works. And let me say yay for less fucked up capitalism and business strategies. I am glad we can all play together without NA/EU separation crap. About this, fuck you Vivendi/Activision/Blizzard, ok?


Title: Re: Rift: Planes of Telara
Post by: Xuri on March 01, 2011, 07:09:20 AM
While it's a step up from WoW's stupid loot each mob individually, I still don't understand why more games don't go the FFXI route and have you automatically loot everything without ever interacting with the corpse.  As soon as the mob dies, you should get your options to roll or pass on loot.  The only downside to this is if you want to save a piece of nodrop loot for someone who wasn't there when you killed the mob, but most games don't allow you to do this anymore anyway with corpses that are forever locked to the people that were present at the kill.
I, for one, actually prefer specifically clicking on something to get loot over automatically getting it without interaction. I'm not entirely sure why. Though the "click one -> loot many" works. Again, not sure why that is. Maybe it has to do with suspense over wondering what's in the lootbags, or some kind of immersion-thing where it feels better when my character actually performs the action of looting the items.

I have not tried FFXI, but I imagine I would find its approach... boring. For me, less interaction makes it feel more like a game, and less like a world.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 01, 2011, 07:21:01 AM
Thats what auto loot is for.


Title: Re: Rift: Planes of Telara
Post by: Slyfeind on March 01, 2011, 07:34:10 AM
I like it when they start small and have to add servers later. But...over 30 new servers?  :ye_gods:  All I can think right now is how many will be dead by the end of the year.

Oh well, I'm looking forward to playing tonight.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on March 01, 2011, 07:44:06 AM
I like it when they start small and have to add servers later. But...over 30 new servers?  :ye_gods:  All I can think right now is how many will be dead by the end of the year.

Oh well, I'm looking forward to playing tonight.

What's better is even after having to add 30 new servers, Abigale (sigh) still had the nerve to essentially blame the community for not spreading the pop. load better.   :why_so_serious:
They flat out werent prepared.  So the vast majority of the headstart was spent for most in queues, something that headstart was designed to prevent.

I bet if you dug around you'd find Rift breaking records for the amount of cross-server alts people have made.  I think I've got like 10 chars. spread over 6 different servers.   I've NEVER had to do that before unless I was just name-reserving.

Also, if they want so much to balance server load, they need a bit more in their server-load UI than "low, high, and full."  They've got an actual server count (1200/1500 etc), but it's some 3rd party website shit somewhere.

Lastly, and I give this suggestion free of charge.  Studios need to learn how to allow players to pre-pick their servers before even launching ANYTHING.  What good is having a fuckin server list if you cant interact with it nor see the pops?  Spend an hour making an acct. connected website that allows people to take spots on the server before launch and you're set.  Very fuckin simple.


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 01, 2011, 07:45:08 AM
I like it when they start small and have to add servers later. But...over 30 new servers?  :ye_gods:  All I can think right now is how many will be dead by the end of the year.

Oh well, I'm looking forward to playing tonight.

Yah, they may have overshot by a significant margin there.  Who knows though for sure.  This headstart felt busier than WoW's launch.

Still enjoying Rift a lot, but I'm very much still toying around with the noobler aspects of it all.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on March 01, 2011, 08:03:47 AM
I'm really starting to think that the idea of discrete servers where your characters are attached to a particular server is one that needs to go away, and the sooner the better.  Some of my experiences with Rift along with a comment on the GW2 thread, I think it was, prompted me to think that a better way to handle it would be to log into the game, have a Character Server where you create and choose your characters, then each time you log in, you can pick which world server to go to.  Your usual server full today?  Pop over to another one, and use global chat to tell your friends to come over here if you want to do something with them.

The things that might be lost would be server-specific economies and communities, but I think those are starting to be a thing of the past already with things like xserver battlegrounds and dungeons.  Server specific economies aren't really beneficial to any average player, as far as I am aware either - a global economy would probably be of higher benefit to most players since it would be impossible to do things like cornering markets and the like.  And for the most part, I think people would still stick to one server as their 'usual' server, so the community angle wouldn't be completely gone I don't think.  Pair that with a decent chat channel system (see: EQ, EQ2, City of Heroes/Villains - NOT WoW, Rift, etc where channels cannot be secured) and communities would still develop.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 01, 2011, 08:04:31 AM
I am tempted to launch another betting thread. It would be like this:



Rift 6 months from now:

[ ] Above 1 million subs.

[ ] Below 1 million subs.

Wanna play?


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 01, 2011, 08:18:51 AM
I was not happy about how the game smashed me in the face with how unfun it was in the 22-3x range.  Plus the endgame did not seem appealing at all.

I've made it to the mid-20s without hitting a funwall. In fact I would say that Gloamwood is actually more fun than Silverwood, certainly the massive Death invasion we fought off.
I was referring to Warhammer.  Sorry.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on March 01, 2011, 08:24:45 AM
I'm really starting to think that the idea of discrete servers where your characters are attached to a particular server is one that needs to go away, and the sooner the better.  Some of my experiences with Rift along with a comment on the GW2 thread, I think it was, prompted me to think that a better way to handle it would be to log into the game, have a Character Server where you create and choose your characters, then each time you log in, you can pick which world server to go to.  Your usual server full today?  Pop over to another one, and use global chat to tell your friends to come over here if you want to do something with them.

The things that might be lost would be server-specific economies and communities, but I think those are starting to be a thing of the past already with things like xserver battlegrounds and dungeons.  Server specific economies aren't really beneficial to any average player, as far as I am aware either - a global economy would probably be of higher benefit to most players since it would be impossible to do things like cornering markets and the like.  And for the most part, I think people would still stick to one server as their 'usual' server, so the community angle wouldn't be completely gone I don't think.  Pair that with a decent chat channel system (see: EQ, EQ2, City of Heroes/Villains - NOT WoW, Rift, etc where channels cannot be secured) and communities would still develop.

What you're talking about is kinda like sharding.  Which was done 1st with CoX.  Only those shards were linked below a few over-arching servers with chats and economy.  You run into issues with world-pvp if you do it this way though.  It'd have to be strictly a PvE game with simple BGs to pull it off.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 01, 2011, 08:29:35 AM
I'm really starting to think that the idea of discrete servers where your characters are attached to a particular server is one that needs to go away, and the sooner the better.  Some of my experiences with Rift along with a comment on the GW2 thread, I think it was, prompted me to think that a better way to handle it would be to log into the game, have a Character Server where you create and choose your characters, then each time you log in, you can pick which world server to go to.  Your usual server full today?  Pop over to another one, and use global chat to tell your friends to come over here if you want to do something with them.

The things that might be lost would be server-specific economies and communities, but I think those are starting to be a thing of the past already with things like xserver battlegrounds and dungeons.  Server specific economies aren't really beneficial to any average player, as far as I am aware either - a global economy would probably be of higher benefit to most players since it would be impossible to do things like cornering markets and the like.  And for the most part, I think people would still stick to one server as their 'usual' server, so the community angle wouldn't be completely gone I don't think.  Pair that with a decent chat channel system (see: EQ, EQ2, City of Heroes/Villains - NOT WoW, Rift, etc where channels cannot be secured) and communities would still develop.
Please no. A real server community is something I really miss from WoW, and it's refreshing to play an MMO where the people you play with are all on your server.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on March 01, 2011, 09:29:31 AM
1.  They'll be above 1million subs in 6 months. 

2.  I'm confident that they've got a server merge process in good order.  These guys have covered nearly every base so far, there's no reason they wouldn't have seen this one coming either.  It always looks bad to the general populous when a game closes servers, but what option does a game have (outside a GW style no-server system)?  A healthy single server is more profitable than a series of dead servers.  These games thrive on people interacting. 


Title: Re: Rift: Planes of Telara
Post by: Pendan on March 01, 2011, 10:45:52 AM
15 minutes after they came up all the new servers were still at low status. 5 minutes before the rest of the servers came online 2 were at heavy, 1 was at full, about 6 at low, rest (10?) were medium. 20 minutes after rest of servers came online no server (old or new) is over medium.

Conclusion, was not a lot of new subscribers itching to play on "release" day. During the hour that other servers were down pre-order people role new characters on new servers to pass the time. They generally chose a busy server just so if they ever go back to those characters the server might have a bit of a population.

I don't understand why industry professionals so underestimated demand on pre-order first day and so overestimated demand on release day. Everyone that was anxious to play would be in pre-order. Everyone else will be on slow trickle in. WAR made same mistake with too few servers given to community in initial list so all guilds picked based on that list. They then opened too many servers after that initial list which resulted in bad press of having to close servers. Only hope is Rift will not lose players as fast and new players will continue to trickle in. Problem is getting to max level is faster in Rift and overall less content including lack of RvR and "alternate advancement" to keep people interested at max level. Under 1 million in 6 months.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on March 01, 2011, 10:54:32 AM
15 minutes after they came up all the new servers were still at low status. 5 minutes before the rest of the servers came online 2 were at heavy, 1 was at full, about 6 at low, rest (10?) were medium. 20 minutes after rest of servers came online no server (old or new) is over medium.

1. Check population/queues tonight when most U.S. players are home.
2. Check again this weekend, the first weekend of a fully open live game, and there should be a stronger sense of pop distribution/server queues.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 01, 2011, 10:59:10 AM
Guys, everything is at low at 1pm Eastern with a few mediums I think the only hope is that the game doesn't die oh god


Under 1million, only because most people have no clue just how massive an amount of steady subscribers 1million is.


Title: Re: Rift: Planes of Telara
Post by: Typhon on March 01, 2011, 11:08:53 AM
WoW suffered these problems a week or two post launch, but there was no WoW prior to WoW.

RIFT has a large population of customers who have played an MMO RPG before and is launching with good word-of-mouth.  I'd be really surprised if their queue issues were entirely behind them on launch day.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 01, 2011, 12:23:23 PM
WoW suffered these problems a week or two post launch, but there was no WoW prior to WoW.

RIFT has a large population of customers who have played an MMO RPG before and is launching with good word-of-mouth.  I'd be really surprised if their queue issues were entirely behind them on launch day.

If you are referring to WOW's que problem post launch it didnt last 2 weeks, it lasted for months...as did the lag until they upgraded their hardware.  Just clarifying.


Title: Re: Rift: Planes of Telara
Post by: kildorn on March 01, 2011, 12:47:23 PM
WoW suffered these problems a week or two post launch, but there was no WoW prior to WoW.

RIFT has a large population of customers who have played an MMO RPG before and is launching with good word-of-mouth.  I'd be really surprised if their queue issues were entirely behind them on launch day.

If you are referring to WOW's que problem post launch it didnt last 2 weeks, it lasted for months...as did the lag until they upgraded their hardware.  Just clarifying.

More specifically, redid their database cluster design because LOOOL loot lag and a poor database setup for obscene volumes of tiny transactions.

On a Rift note though: they probably overshot new servers significantly. I would not be surprised if the bulk of their customer base today are people who had preordered and have already been playing.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 01, 2011, 01:18:52 PM
We'll see. Frankly, I want to see a company tell the gaming press and fans to fuck right off about the merges = death thing. It doesn't automatically mean the game is dying; WoW has numerous servers that could stand to be folded. People need to quit pussyfooting around because players stuck on a dead server is a far bigger problem than a week of misinformed bad press over server merges.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 01, 2011, 02:37:42 PM
I was just alt tabbed reading f13 and my rift icon starting blinking, i switch back over and see i'm being attacked.  Do other games have this? because it's fucking awesome and just blew my mind.


Title: Re: Rift: Planes of Telara
Post by: ezrast on March 01, 2011, 02:42:07 PM
We'll see. Frankly, I want to see a company tell the gaming press and fans to fuck right off about the merges = death thing. It doesn't automatically mean the game is dying; WoW has numerous servers that could stand to be folded. People need to quit pussyfooting around because players stuck on a dead server is a far bigger problem than a week of misinformed bad press over server merges.
City of Heroes opened up free, unrestricted server transfers for a limited time a while back, which let everyone who wanted to move to a more populated server do so while letting everyone else keep their server community and character names (and conveniently avoiding the negative press of a merge). Best of both worlds IMO.

I was just alt tabbed reading f13 and my rift icon starting blinking, i switch back over and see i'm being attacked.  Do other games have this? because it's fucking awesome and just blew my mind.
Heh, yeah, I think I only took time to send positive feedback in beta once, and it was this.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on March 01, 2011, 04:32:46 PM
I was just alt tabbed reading f13 and my rift icon starting blinking, i switch back over and see i'm being attacked.  Do other games have this? because it's fucking awesome and just blew my mind.
Pretty sure other games have that as well.


Title: Re: Rift: Planes of Telara
Post by: UnSub on March 01, 2011, 05:38:41 PM
Rift 6 months from now:

[ ] Above 1 million subs.

[X] Below 1 million subs.

A lot of the beta complaints were that RIFT was too close to WoW to be truly sticky.

I don't know what kind of budget RIFT was developed on though; there is a good chance that a sub-1m active sub base still puts Trion Worlds in the black, assuming they didn't spend $60m+ on development.

... also depends on the regions they launch in. More than half WoW's player base is 'Eastern'. WAR managed to keep player numbers "growing" by constantly launching in new regions.


Title: Re: Rift: Planes of Telara
Post by: Amaron on March 01, 2011, 05:47:27 PM
I was just alt tabbed reading f13 and my rift icon starting blinking, i switch back over and see i'm being attacked.  Do other games have this? because it's fucking awesome and just blew my mind.
Pretty sure other games have that as well.

Must not be the games I'm playing.   Nearly all of them can't even figure out full screen windowed mode.   In an industry where doing the coding equivalent of tying your laces is hard I think Trion is pretty much a shoe-in at this point.


Title: Re: Rift: Planes of Telara
Post by: Stabs on March 01, 2011, 06:05:27 PM
I was not happy about how the game smashed me in the face with how unfun it was in the 22-3x range.  Plus the endgame did not seem appealing at all.

I've made it to the mid-20s without hitting a funwall. In fact I would say that Gloamwood is actually more fun than Silverwood, certainly the massive Death invasion we fought off.
I was referring to Warhammer.  Sorry.

No, no, I understood you were referring to Warhammer. The point I was making is that what happened to you (and many others) in Warhammer has not happened to me or anyone else I know so far in Rift.

As for the number of servers and the prospects of keeping people here's my 2 cents:

Rift has gone viral, will go more viral still and in a genre where WoW has held 90% of market share for a long time there will henceforth be two major players.

Oh and fwiw a guy who works at Trion and posts on the Goon boards stated the 30 new servers was "being conservative".


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 01, 2011, 07:50:53 PM
Oh and fwiw a guy who works at Trion and posts on the Goon boards stated the 30 new servers was "being conservative".

The MMO groundhog stuck its head out of its hole, saw its shadow, and proclaimed "10 more years of diku!"


Title: Re: Rift: Planes of Telara
Post by: lamaros on March 01, 2011, 08:20:42 PM
I haven't played the game but from the outside looking it it looks like the game is doing well enough, and the company is run well enough, to kick on and be the first success for a while.

The only thing is, will players give the developers enough time to prove they can continue to make the game better, or will they jump off again quickly. WoW took a long time to get itself sorted in many many many many regards, but they didn't have to compete with themselves while they were doing that.

I am getting really tempted to play just to see what it is like, and I haven't go a MMO at release since... umm... Wow and Guild Wars.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on March 01, 2011, 09:09:15 PM
The MMO groundhog stuck its head out of its hole, saw its shadow, and proclaimed "10 more years of diku!"
I totally did that!


Title: Re: Rift: Planes of Telara
Post by: Margalis on March 01, 2011, 10:32:36 PM
I have not tried FFXI, but I imagine I would find its approach... boring. For me, less interaction makes it feel more like a game, and less like a world.

WOW is pretty much the least worldy and most gamey game out there though.


Title: Re: Rift: Planes of Telara
Post by: Spiff on March 02, 2011, 12:49:57 AM
I hope 6 months from now they have enough subs to be seen as successful and fund their future projects, but not so successful they feel the urge to milk this heffer for the next decade.

I might be having one of those days (months, years, ...), feeling old, cranky and sick of diku.
Still it's been a long time since I've seen an MMO release as worthy of succeeding as this one, so ... I dunno, give 'em all moneyhats.


Title: Re: Rift: Planes of Telara
Post by: Ratman_tf on March 02, 2011, 02:09:53 AM
[ ] Above 1 million subs.

[X] Below 1 million subs.

The shiny is strong with this one, but the 1 million MMOG club has the attention spans of mayflies.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on March 02, 2011, 05:14:12 AM
Yeah, after seeing 50s already on nearly every server, I'm going to change mine from 1mil to 600k-800k at 6months.  Six months is terrible, anyways, as it's towards the end of summer, less folks subbed then. 

I'm not sure what drives people to power to the end, but I hope they had fun.  I'm having a ton of fun chilling out in the teens. 


Title: Re: Rift: Planes of Telara
Post by: UnSub on March 02, 2011, 05:29:45 AM
The problem is that right now the rift experience is all fun and new.

A month or two and people will have worked out which rifts are worth dealing with and which aren't, or potentially will have migrated away from particular areas as the critical mass hits a particular level point. How RIFT deals with that is the interesting question.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 02, 2011, 05:39:02 AM
I'm a huge fan while acknowledging its flaws and I've always thought it was a LOTRO style 300k game. I'm extremely willing to revise that upwards, substantially. Even flirting with the 1mil mark. But, like I said, 1mil steady after six months probably isn't going to happen. People really don't appreciate just how many that is, nor do they appreciate just how much money 300k+ brings in if your development costs aren't retarded.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 02, 2011, 06:17:33 AM
Rumored first content patch is within 3 months. (http://rift.incgamers.com/tag/content-update/)

EDIT: Added URL


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 02, 2011, 06:31:15 AM
Rumored first content patch is within 3 months. (http://rift.incgamers.com/tag/content-update/)

EDIT: Added URL

From the article:

Quote
This is good news for players who are levelling quickly and will be looking for new challenges in the first few months. Will also said that the post launch schedule was one of the most aggressive he has ever laid his eyes on.

I hope that they can keep churning out content and improving.  The team seems to be engaged and responsive.  If they can manage a high level of customer service with content and patches, it may really help them maintain subscribers.  I hope that they're able to do as they claim.  The game has some potential.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 02, 2011, 06:44:52 AM
Not really a rumor though.  Content release has been mentioned for 2-3 months out then 2-3 months after than for the different raid content in a few podcasts and interviews.

Only type of content I've heard of though is raid zones.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 02, 2011, 06:46:05 AM
The problem is that right now the rift experience is all fun and new.

A month or two and people will have worked out which rifts are worth dealing with and which aren't, or potentially will have migrated away from particular areas as the critical mass hits a particular level point. How RIFT deals with that is the interesting question.

All Rifts are worth dealing with since they almost have the same loot table except for the type of essences they drop.  Each Rift has someone at least one calling wants.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 02, 2011, 07:23:58 AM
I added the word rumor I guess believe I have a small part of me that does not believe it will happen. I guess.

My bad on that, he does state it as fact.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 02, 2011, 07:25:20 AM
I added the word rumor I guess believe I have a small part of me that does not believe it will happen. I guess.

My bad on that, he does state it as fact.

Well maybe it'll get delayed, but I can say that I've seen some of that content already when I was out at Trion's studios.  

Edit: I'm not inferring anything by saying that I've seen it and it may get delayed.  I meant to say that anything is possible.  What I saw, under limited access, looked pretty damn awesome.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on March 02, 2011, 07:59:21 AM

Well maybe it'll get delayed, but I can say that I've seen some of that content already when I was out at Trion's studios.  


Not sure it is the same content you're referring to, but this article on Zam has spoilers (with video) for an instance called the "Abyssal Precipice"
http://www.zam.com/story.html?story=25300 (http://www.zam.com/story.html?story=25300)


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 02, 2011, 08:27:18 AM
That's in the game now.  It's a level 50 5-man dungeon.  It's a decent dungeon and had a terrible intro video released a few months ago.





Title: Re: Rift: Planes of Telara
Post by: Typhon on March 02, 2011, 10:49:09 AM
WoW suffered these problems a week or two post launch, but there was no WoW prior to WoW.

RIFT has a large population of customers who have played an MMO RPG before and is launching with good word-of-mouth.  I'd be really surprised if their queue issues were entirely behind them on launch day.

If you are referring to WOW's que problem post launch it didnt last 2 weeks, it lasted for months...as did the lag until they upgraded their hardware.  Just clarifying.

What I was saying was that WoW was pretty stable with relatively low queue times (on non-crowded servers) at launch.  Two weeks after launch things got bad - which I took as a gradually increasing upswell in players to the point where some of WoWs shortcomings were exposed. 

The "there was no WoW before WoW" meant that there wasn't a population of 20-30 million people (numbers from my ass) that had been exposed to these sorts of games.  Rift going live in a post-WoW world seems like it would make the RIFT folks job that much more complicated when it comes to estimating initial populations.  What percentage of players are pre-ordering?  What percentage are waiting to see whether the head-start is a cluster fuck or not.  What percentage of players have limited patience for not being able to play? (i.e. what percentage of players will you lose forever if the first two weeks are not very smooth).

I agree that WoW had issues for months.  I was saying that since RIFT is (as far as I know) an entirely new system, I would be surprised (impressed) if they managed a launch with no hiccups other than not enough having enough initial hardware.



Title: Re: Rift: Planes of Telara
Post by: Cadaverine on March 02, 2011, 11:09:28 AM
At least on Deepstrike, the queues have gone from 3+ hours, 24/7, to under an hour, and only around prime time, from what I've seen thus far.  That may change on the weekend, of course.  Probably due more to unguilded, and casual types, leaving for less populated servers, rather than anything Trion has done.


Title: Re: Rift: Planes of Telara
Post by: Special J on March 02, 2011, 01:20:16 PM
Anyone playing this on the lower end of the system requirements?  My laptop is pretty much at the minimum.


Title: Re: Rift: Planes of Telara
Post by: lamaros on March 02, 2011, 08:20:40 PM
What I was saying was that WoW was pretty stable with relatively low queue times (on non-crowded servers) at launch.  Two weeks after launch things got bad - which I took as a gradually increasing upswell in players to the point where some of WoWs shortcomings were exposed.

Completely wrong. WoW was a mess on a large number of servers at launch.


Title: Re: Rift: Planes of Telara
Post by: Setanta on March 02, 2011, 11:55:04 PM
Blackrock was a mess at release - then again, it had been hyped as the unofficial oceanic server.

Saying WoW didn't have issues on release is like saying that hunters and warlocks were well-developed and balanced classes on release (they were buggy and unfinished for those that didn't have the joy of WoW on day one).


Title: Re: Rift: Planes of Telara
Post by: snowwy on March 03, 2011, 01:49:32 AM
So the truth on how to get gold rewards in rifts are out. Spam abilitys, ANY ability, as fast as you can. Track Ore is very popular it seems, no cost, no aggro, guaranteed top 5.......... :uhrr:
Guess my cleric will be spamming warden insta-hots from here on then.........who the hell thought this was a good idea for a contribution-system?
Every bit as retarded as it was in Warhammer, hope they fix it some day.

p.s. where the hell can you find those Eternal Nightsomething that you get a quest-item from?


Title: Re: Rift: Planes of Telara
Post by: Typhon on March 03, 2011, 05:39:04 AM
What I was saying was that WoW was pretty stable with relatively low queue times (on non-crowded servers) at launch.  Two weeks after launch things got bad - which I took as a gradually increasing upswell in players to the point where some of WoWs shortcomings were exposed.

Completely wrong. WoW was a mess on a large number of servers at launch.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on March 03, 2011, 06:29:16 AM
Completely wrong. WoW was a mess on a large number of servers at launch.

He's actually pretty much right, though I'm not sure you actually read his post fully.  WoW's much-trumpeted launch woes were actually a bit after launch.  It was in january-march that I believe the really bad issues happened.  That's certainly where all the comp days on my account are.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on March 03, 2011, 08:23:06 AM
So the truth on how to get gold rewards in rifts are out. Spam abilitys, ANY ability, as fast as you can. Track Ore is very popular it seems, no cost, no aggro, guaranteed top 5.......... :uhrr:
Guess my cleric will be spamming warden insta-hots from here on then.........who the hell thought this was a good idea for a contribution-system?
Every bit as retarded as it was in Warhammer, hope they fix it some day.


This would explain why my neural prod jacks me up so high. 


Title: Re: Rift: Planes of Telara
Post by: Morfiend on March 03, 2011, 09:21:31 AM
So the truth on how to get gold rewards in rifts are out. Spam abilitys, ANY ability, as fast as you can. Track Ore is very popular it seems, no cost, no aggro, guaranteed top 5.......... :uhrr:
Guess my cleric will be spamming warden insta-hots from here on then.........who the hell thought this was a good idea for a contribution-system?
Every bit as retarded as it was in Warhammer, hope they fix it some day.

p.s. where the hell can you find those Eternal Nightsomething that you get a quest-item from?

That is REALLY retarded if it is true.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 03, 2011, 09:29:52 AM
So the truth on how to get gold rewards in rifts are out. Spam abilitys, ANY ability, as fast as you can. Track Ore is very popular it seems, no cost, no aggro, guaranteed top 5.......... :uhrr:
Guess my cleric will be spamming warden insta-hots from here on then.........who the hell thought this was a good idea for a contribution-system?
Every bit as retarded as it was in Warhammer, hope they fix it some day.

p.s. where the hell can you find those Eternal Nightsomething that you get a quest-item from?

That is REALLY retarded if it is true.

It's true. I wasn't sure why my non damaging saboteur abilities were raising up the meter so fast but it makes complete sense now.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on March 03, 2011, 09:31:06 AM
Yeah, it seems like their implementation of the contribution system is torn between being an actual goal-oriented thingy where getting "gold" contribution is supposed to be a challenge/accomplishment, and an afk detection system.  Personally I think the way the game is built it makes complete sense to just be an afk detection system and have it be relatively trivial to always get gold.  Right now it's sort of weird, because everything about the game encourages you to want help whenever possible with anything, save for the little quirk of the contribution system, where sometimes having a dude come in to help can shaft you.  It's definitely not an interesting system at all and doesn't feel fun to fight for gold.  It seems like a simple yes/no as to whether you actually contributed meaningfully for each stage could just be used to calculate the rewards.  Getting more of a reward for being there for each stage makes sense, but other than that?  No.

To make matters worse it actually discourages playing smart.  (Although now that I know about the spamming of detect ore, I'll do that when I run out range now)

I kinda suspect they'll just trivialize contribution soon, and probably part of the brokenness is that they were already on the path to doing so before launch.  My guess would be it was a lot more draconian about contribution a few months back or something, and they made the "we should just throw this whole thing out" realization shortly before launch.  Cuz yeah, it's kind of a nonsense system at this point imho.  


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 03, 2011, 09:48:01 AM
It's better than setting it randomly when the fight starts.   :awesome_for_real:

More seriously, I hope they do fix it soon.  That's really ridiculous.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on March 03, 2011, 12:50:05 PM
How much of the pop. actually takes advantage of the mechanic anyways?  I bet very little.
Not worth upsetting the real support contributors for the sake of a few craft-spammers.  You'd THINK it'd be as simple as injecting a single line of code that'd run an exception for those non-combat abilities, but something tells me it's not that simple.


Title: Re: Rift: Planes of Telara
Post by: Jherad on March 03, 2011, 12:53:55 PM
How much of the pop. actually takes advantage of the mechanic anyways?  I bet very little.
Not worth upsetting the real support contributors for the sake of a few craft-spammers.  You'd THINK it'd be as simple as injecting a single line of code that'd run an exception for those non-combat abilities, but something tells me it's not that simple.

I doubt many spam their tracking abilities, but it is painfully obvious to most that the system encouraged use of insta-casts. I'd all but stopped using Fireball and longer casts in rifts, even though I contribute far more in real terms when using them. That needs to get sorted.


Title: Re: Rift: Planes of Telara
Post by: Zetor on March 03, 2011, 01:29:15 PM
Yep, I've been spamming instants on my cleric (mostly instant hots and waterjet). I did notice I was getting more contribution when my heals were actually being useful, though - or was that a fluke?


Title: Re: Rift: Planes of Telara
Post by: Vinadil on March 03, 2011, 01:51:37 PM
Anyone playing this on the lower end of the system requirements?  My laptop is pretty much at the minimum.

Not sure what minimum is but I play on a standard laptop (no vid card upgrade) and it plays fine.  I don't have graphics up but neither did I turn down the original settings.  I play on a Core duo, so nothing special.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 03, 2011, 02:34:46 PM
I like to maintain a level of giving a fuck on my cleric.  I'm only low point warden but I spam my cast time heal+hot, and follow immediately with insta hot.  If someone dips low I send my insta heal.  I like keeping people alive, especially other clerics who keep me alive.  I like being able to spam on contant targets in the raid windows rather than hunting down a mob in all that insanity.


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on March 03, 2011, 03:36:35 PM
The contribution system is simply retarded.  Last night, on my Paladin, I soloed a rift during an invasion, and I couldn't max out the contribution meter.  It got about 3/4ths of the way up, and stopped, turning grey.  Stayed that way pretty much the rest of that phase of the rift, until I hit my shield throw ability on the last mob, at which point it jumps to full.  Still didn't get shit for finishing the rift, just 9 planerite, and a useless consumable.

Might be a bug, or something, but that seems to be the way it goes in pretty much every rift I've done on the Paladin.  Outside of the bosses from two invasions last night, I get a handful of planarite, and the usual random healing/damage consumable from the rifts.  On the bosses, I got like 20 odd planarite, and a blue stone, and 2 consumables.  I keep hearing stories about the loot in these things, but I've yet to see anything drop.  Maybe if I stop trying, and just train the gathering professions, and spam those, I'll do better, apparently.   :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 03, 2011, 03:52:25 PM
You can set View target of target and Cast on target of target.

Find a tank, heal him, cast water jet or other instant damage spell when you don't need to heal, and it'll hit the tank's target.  It's really nice because you don't even need to switch when he does.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on March 03, 2011, 04:10:33 PM
The contribution system is simply retarded.  Last night, on my Paladin, I soloed a rift during an invasion, and I couldn't max out the contribution meter.  It got about 3/4ths of the way up, and stopped, turning grey.  Stayed that way pretty much the rest of that phase of the rift, until I hit my shield throw ability on the last mob, at which point it jumps to full.  Still didn't get shit for finishing the rift, just 9 planerite, and a useless consumable.

Might be a bug, or something, but that seems to be the way it goes in pretty much every rift I've done on the Paladin.  Outside of the bosses from two invasions last night, I get a handful of planarite, and the usual random healing/damage consumable from the rifts.  On the bosses, I got like 20 odd planarite, and a blue stone, and 2 consumables.  I keep hearing stories about the loot in these things, but I've yet to see anything drop.  Maybe if I stop trying, and just train the gathering professions, and spam those, I'll do better, apparently.   :oh_i_see:

Sounds like you need to work the larger invasions rather than solo-rifting.  I had the same occurence as you did until I focused on rift-invasions that require 40-mans to defeat.  THAT'S when the shards really pile up.
And when you think about it minor rifts really arent an issue quest-wise, so it behooves you to handle the larger invasions so you can get back to business as usual. 


Title: Re: Rift: Planes of Telara
Post by: Threash on March 03, 2011, 04:29:27 PM
Spamming track ore was giving me zero contribution just now so that was either hotfixed or simply not true.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 03, 2011, 06:37:20 PM
Same. Quantity over quality was true at least once upon a time, and may still be partially true, but stuff like tracking got me nothing.


Title: Re: Rift: Planes of Telara
Post by: Xuri on March 03, 2011, 07:15:27 PM
Maybe I was just imagining stuff, but it seemed to me I was easily getting high contribution scores when I debuffed targets that lots of people were hitting. Also, spamming the bard motifs has worked wonders.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on March 03, 2011, 08:35:52 PM
Perhaps I am an anomaly but I've yet to even look at my score in a Rift/Invasion scenario. I know sometimes I get more goodies than others, whatever, I'm having fun, the rewards are secondary. I've already received enough rift goodies to get a blue chest piece and a purple greater essense piece, so whatever reward system there is works good enough for me.


Title: Re: Rift: Planes of Telara
Post by: lamaros on March 03, 2011, 09:07:16 PM
Completely wrong. WoW was a mess on a large number of servers at launch.

He's actually pretty much right, though I'm not sure you actually read his post fully.  WoW's much-trumpeted launch woes were actually a bit after launch.  It was in january-march that I believe the really bad issues happened.  That's certainly where all the comp days on my account are.

Memory > Account History.

The comp days are there because that's when they started issuing comp days (I also have I had 12 comp days between Dec 23 2004 and Feb 3rd 2005), the problems started a lot sooner. Not huge queue problems, but lagging and crashing and the like. I can strongly remember the game being nearly unplayable for days when I was in the undead starting area, and I leveled pretty darn fast.

RIFT seems to be a much better launch in comparison.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on March 03, 2011, 10:13:14 PM
Remember the loot lock, where your toon would be stuck in the looting animation, sometimes until you logged out/in?  Good times, those were.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on March 03, 2011, 11:24:48 PM
Remember the loot lock, where your toon would be stuck in the looting animation, sometimes until you logged out/in?  Good times, those were.

The worst thing about this bug isn't the bug itself, it's seeing the following line paraphrased in five hundred million forum posts and/or MMO chat channels:

"NO MMO IS BUG FREE AT LAUNCH.  WoW had TONS of bugs.  Loot lag anyone?"


Title: Re: Rift: Planes of Telara
Post by: Surlyboi on March 03, 2011, 11:33:11 PM
Anyone playing this on the lower end of the system requirements?  My laptop is pretty much at the minimum.

Not sure what minimum is but I play on a standard laptop (no vid card upgrade) and it plays fine.  I don't have graphics up but neither did I turn down the original settings.  I play on a Core duo, so nothing special.

I'm playing on a late '08 Macbook Pro at high settings and it's running pretty well. The only issues I've seen so far have been getting booted when the server shit the bed.


Title: Re: Rift: Planes of Telara
Post by: raydeen on March 04, 2011, 03:21:54 AM
Anyone playing this on the lower end of the system requirements?  My laptop is pretty much at the minimum.

Not sure what minimum is but I play on a standard laptop (no vid card upgrade) and it plays fine.  I don't have graphics up but neither did I turn down the original settings.  I play on a Core duo, so nothing special.

I'm playing on a late '08 Macbook Pro at high settings and it's running pretty well. The only issues I've seen so far have been getting booted when the server shit the bed.

I did the beta on a Core Duo 2 GHz with an ATI x1400 mobility chip (early '06) and it ran alright. Nothing stellar but playable. It seemed to lag a bit when there was a ton of mobs, npc's and pc's all in the same place but I attributed that to a.) open beta and b.) everybody and his brother checking it out to see if it was the new WoW killer.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 04, 2011, 07:30:32 AM
The contribution system is simply retarded.  Last night, on my Paladin, I soloed a rift during an invasion, and I couldn't max out the contribution meter.  It got about 3/4ths of the way up, and stopped, turning grey.  Stayed that way pretty much the rest of that phase of the rift, until I hit my shield throw ability on the last mob, at which point it jumps to full.  Still didn't get shit for finishing the rift, just 9 planerite, and a useless consumable.

Might be a bug, or something, but that seems to be the way it goes in pretty much every rift I've done on the Paladin.  Outside of the bosses from two invasions last night, I get a handful of planarite, and the usual random healing/damage consumable from the rifts.  On the bosses, I got like 20 odd planarite, and a blue stone, and 2 consumables.  I keep hearing stories about the loot in these things, but I've yet to see anything drop.  Maybe if I stop trying, and just train the gathering professions, and spam those, I'll do better, apparently.   :oh_i_see:

Sounds like you need to work the larger invasions rather than solo-rifting.  I had the same occurence as you did until I focused on rift-invasions that require 40-mans to defeat.  THAT'S when the shards really pile up.
And when you think about it minor rifts really arent an issue quest-wise, so it behooves you to handle the larger invasions so you can get back to business as usual. 

If minor rifts are essentially a waste of time, they shouldn't be there. I'm all for going in with one/two people and taking a break from questing to seal a rift but at least make it semi-worthwhile to do so. Otherwise they are just scenery


Title: Re: Rift: Planes of Telara
Post by: Threash on March 04, 2011, 07:31:21 AM
They are not a waste of time if you are by yourself.  You can't go and solo a major rift.


Title: Re: Rift: Planes of Telara
Post by: Special J on March 04, 2011, 07:34:14 AM
I did the beta on a Core Duo 2 GHz with an ATI x1400 mobility chip (early '06) and it ran alright. Nothing stellar but playable. It seemed to lag a bit when there was a ton of mobs, npc's and pc's all in the same place but I attributed that to a.) open beta and b.) everybody and his brother checking it out to see if it was the new WoW killer.

I'm somewhat close to that.  My processor is a little slower (1.83GHz Core 2 Duo) but my GPU is decent (Mobile Radeon HD 2600).

Great.  Now I have to actually consider playing.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 04, 2011, 07:52:46 AM
They are not a waste of time if you are by yourself.  You can't go and solo a major rift.
They actually kind of are; the XP from them isn't great and Planarite is useless if you don't have the Blue/Purple shards to actually buy gear with it. I'm at an awkward level on my server (37) as there aren't enough people in my leveling zones for major rifts to actually appear frequently; the few times we had a big event happen in Scarwood we failed because there weren't enough people to defend the wardstones. I realize this is partially my fault for outleveling the zerg, but it's still shitty. On the other hand, at least this shows that the newbie zones won't be roflstomped by tons of major rifts in the coming months/years as they start to depopulate.


Title: Re: Rift: Planes of Telara
Post by: Outlawedprod on March 04, 2011, 08:08:43 AM
Remember the loot lock, where your toon would be stuck in the looting animation, sometimes until you logged out/in?  Good times, those were.

How about the Menethil boat to Kalimdor that would despawn and kill it's passengers in the ocean.  Remember Captain Placeholder!


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 04, 2011, 08:21:34 AM
They are not a waste of time if you are by yourself.  You can't go and solo a major rift.

As said above, they ARE a waste of time because the rewards are not greater than you would get if questing. Rifts should be something special, something you 'want' to do and if you re solo you don't want to do them.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on March 04, 2011, 08:22:45 AM
They are not a waste of time if you are by yourself.  You can't go and solo a major rift.
They actually kind of are; the XP from them isn't great and Planarite is useless if you don't have the Blue/Purple shards to actually buy gear with it. I'm at an awkward level on my server (37) as there aren't enough people in my leveling zones for major rifts to actually appear frequently; the few times we had a big event happen in Scarwood we failed because there weren't enough people to defend the wardstones. I realize this is partially my fault for outleveling the zerg, but it's still shitty. On the other hand, at least this shows that the newbie zones won't be roflstomped by tons of major rifts in the coming months/years as they start to depopulate.
It also shows that if they depopulate, then rifts will become a useless annoyance to low level characters (and a useless annoyance to max level characters once everyone has bought everything they can buy with planarite/shards).  That's the main thing that concerned me about the game - whether rifts and invasions will scale properly when there's only like six guys in the entire zone.  Answer: They won't.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 04, 2011, 08:44:23 AM
They scale fine from a difficulty perspective, it's just that the rewards need some work. As it stands they're good fun, and a decent way to pad out the XP when you're close to a level or something.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on March 04, 2011, 08:46:05 AM
It also shows that if they depopulate, then rifts will become a useless annoyance to low level characters (and a useless annoyance to max level characters once everyone has bought everything they can buy with planarite/shards).  That's the main thing that concerned me about the game - whether rifts and invasions will scale properly when there's only like six guys in the entire zone.  Answer: They won't.

I don't agree. I played in the wee hours one night this week and found myself soloing a minor rift. One other player showed up. We managed to close it and I enjoyed the experience. No, it's not a major rift or a major invasion, but I felt grateful Rifts scaled to as few as two people.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on March 04, 2011, 08:51:34 AM
And that minor rift is completely useless to you if you can never defeat a major rift.  Not only defeat a major rift, but defeat it fast enough to get the bonus stages, because as far as I can tell, the blue shards only drop if you defeat at least one bonus stage.  So if low level/leveling zones don't have enough population to do major rifts and massive invasions, then a person might do a few rifts and have fun, then look at what they're getting from them and go, 'uh...so why am I doing these, when I can never get the equipment?'

I posit that if a zone's population is low enough at the time, then minor rifts should give blue shards and major rifts should give purples, just to allow people to at least have a chance to obtain them if the zone is mostly deserted.  That way, if the zone is busy you can do major rifts and invasions for your shards, and if the zone is deserted, you can do minor rifts and major rifts for your shards.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on March 04, 2011, 09:09:01 AM
Oh no!  The game has content that doesn't give you a blowjob for doing it!  This game is obviously shit.


Title: Re: Rift: Planes of Telara
Post by: trias_e on March 04, 2011, 09:09:35 AM
On the plus side, planarite is needed for every purchase, so stockpiling til level 50 isnt a bad idea anyways.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on March 04, 2011, 09:15:12 AM
I've gotten blue shards from two-manning rifts and invasions.  In fact it seems like the rewards tend to be substantially better when you've got a tiny party (though that makes sense, as you don't get to do nearly as many of them).  I dunno, from what I've seen things scale extremely well.  The concerns are still valid, though, don't get me wrong.  It may be that in order for the idea to work, it has to scale not just extremely well, but holy-fuckingly well.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 04, 2011, 09:25:38 AM
Oh no!  The game has content that doesn't give you a blowjob for doing it!  This game is obviously shit.

Shit, just a handjob would be nice. Minor rfts aren't a positive in any sense as they are they are less productive than questing(at least in pre-30 levels) the planarite is nice but you'll get what, 7-10 and maybe a bad consumable? I'm not saying they need to drop purples but sht, just up the rewards a little bit.

If doing a minor rift solo takes as much time as a solo quest the reward should at least be equal to a quest or a little greater considering rifts are supposed to be the point of the game.

Yes doing rifts is fun, the first couple dozen or so times but after you've done a few solo and seen them give you a pittance you just start ignoring them.  You know what a solo rift is? its ten mobs all standing around waiting for you to kill them. That's not dynamic or exciting, in fact you can even find those same mob models all over the goddamned world just waiting to be killed and looted. If all rifts are going to be(especially solo/minor ones) is kill wave of five-repeat. Then the rewards better be worthwhile because that type of content gets old fast.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on March 04, 2011, 09:33:42 AM
This game would be pretty good if it wasn't for all the fucking rifts.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 04, 2011, 09:58:50 AM
The rifts need tweaking, its still a great concept but essentially "spawn X mobs in random location" is not terribly exciting.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 04, 2011, 10:05:52 AM
The rifts need tweaking, its still a great concept but essentially "spawn X mobs in random location" is not terribly exciting.

This is going to be the death of this game if they don't find a way to make the invasions more engaging. 

I enjoyed the hell out of this game for the first week.  After that, it really smacks of generic_MMO_0735 + random mob spawns.  While the release was done very well, the shine is wearing off quickly.  If I'm forced to group and raid for everything once I hit cap, I'm sure I won't last beyond the free month.  Still, it's well worth the box cost in entertainment value. 


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 04, 2011, 10:34:19 AM
You can get to the bonus stage of a major rift with something like 6 people.

I fail to see the problem.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 04, 2011, 10:35:01 AM
You can get to the bonus stage of a major rift with something like 6 people.

I fail to see the problem.

Because we're not talking about major rifts?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 04, 2011, 11:41:21 AM
I don't want to be That Guy (no, okay, I do) but at some point when you're just recoiling like a scalded dog from grouping with other people? It's time to stop kvetching about MMOs making you group and realize that you don't like MMOs. Not... I do not like dikus or whatever. I mean, you do not like socialization beyond chatting in a video game.

I am sorry that you do not like MMOs.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 04, 2011, 11:48:31 AM
People need to stop missing the fucking point. I'm not saying all solo content should be as good as grouping content. I'm not even saying you should remove major rifts but IF you are gonna have solo content in the minor rifts which this game already has built in, it should at LEAST be equal in reward/time spent/fun to the OTHER solo content built into the game. Else why even have minor rifts?



Title: Re: Rift: Planes of Telara
Post by: Gunzwei on March 04, 2011, 12:08:40 PM
People need to stop missing the fucking point. I'm not saying all solo content should be as good as grouping content. I'm not even saying you should remove major rifts but IF you are gonna have solo content in the minor rifts which this game already has built in, it should at LEAST be equal in reward/time spent/fun to the OTHER solo content built into the game. Else why even have minor rifts?

They're really only worth going out of your way at 50 to do them since they net 200+ planarite at that level in addition to some other goodies. While leveling they're just annoying since the xp from them is much lower than it was in beta.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 04, 2011, 01:05:33 PM
I just closed a minor rift in Scarlet Gorge. I got a good chunk of Planarite, a rare major stone for my Focus (I had better but it should net a solid chunk of change on the AH), two of the do damage to rift critter doohickies and a collection item. That's *completely fine* compared to other solo(ish) activities.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 04, 2011, 01:15:38 PM
Did you solo it closed MA? I've gotten rewards like that when we had 3-4 people and could do all the bonus stages, but by myself it's usually a pittance of Planarite and one of the 4 things you got.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 04, 2011, 01:18:53 PM
Had one other dude with me, which is part of the reason I put "solo(ish)"


Title: Re: Rift: Planes of Telara
Post by: Sky on March 04, 2011, 01:35:26 PM
I am sorry that you do not like MMOs.
:oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 04, 2011, 01:45:36 PM
I am sorry that you do not like MMOs.

MMORPG = Massively Multiplayer Online Role Playing Game.  Where in that acronym does it say that I have to depend on 5 mouth-breathers to play the game?  Required grouping is a cockblock mechanism originally implemented to build social networks and aid in retention for the purpose of retaining subscriptions.  It has fuckall to do with PvE gameplay in an age where you can replace the average gamer with an equally incompetent NPC. 


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 04, 2011, 02:28:43 PM
I'm either soloing or popping in public groups for invasions and rifts.  I haven't had a problem yet.  Sometimes the rewards for rifts sucks, sometimes it's good.  The public group mechanics needs a little ironing out, yet I don't see any of the fun wearing out.  I don't do them all the time, but frequently. *shrug*


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 04, 2011, 02:46:35 PM
They are not a waste of time if you are by yourself.  You can't go and solo a major rift.
They actually kind of are; the XP from them isn't great and Planarite is useless if you don't have the Blue/Purple shards to actually buy gear with it. I'm at an awkward level on my server (37) as there aren't enough people in my leveling zones for major rifts to actually appear frequently; the few times we had a big event happen in Scarwood we failed because there weren't enough people to defend the wardstones. I realize this is partially my fault for outleveling the zerg, but it's still shitty. On the other hand, at least this shows that the newbie zones won't be roflstomped by tons of major rifts in the coming months/years as they start to depopulate.

You're going to need 7500 planarite at 50 for the high level Focus.  4 Lesser slots 2 Greater.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 04, 2011, 02:49:44 PM
The rifts need tweaking, its still a great concept but essentially "spawn X mobs in random location" is not terribly exciting.

Nope, this is not the case.  There are a variety of different types of Rifts.  Council Events, escorts, kills, multiple bosses, waves of mobs coming at you you need to defend etc. etc.

People need to stop missing the fucking point. I'm not saying all solo content should be as good as grouping content. I'm not even saying you should remove major rifts but IF you are gonna have solo content in the minor rifts which this game already has built in, it should at LEAST be equal in reward/time spent/fun to the OTHER solo content built into the game. Else why even have minor rifts?



There are plenty of reasons to farm Minor Rifts at 50.  Essences (greater and lesser), planarite so you can buy Focus' for different specs (tank, healing, dps, resistance etc.), crafting materials, gear, rare drop tokens.  Reputation.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 04, 2011, 03:21:55 PM
MMORPG = Massively Multiplayer Online Role Playing Game.  Where in that acronym does it say that I have to depend on 5 mouth-breathers to play the game?  Required grouping is a cockblock mechanism originally implemented to build social networks and aid in retention for the purpose of retaining subscriptions.  It has fuckall to do with PvE gameplay in an age where you can replace the average gamer with an equally incompetent NPC. 

I can't tell you how boring that is. You can slap all the solo gameplay fireworks into the sky you want but the games you WANT are not the games that ARE. Except maybe Guild Wars. So yeah, keep playing MMOs and complaining that they're working in the same framework they've been working in for years. At this point, it's like being pissed off that your FPS doesn't have RTS elements.

We've all heard it before, we'll all hear it again. And again. And again. And the only people not bored by it are the ones who are shocked over and over when it happens again.


Title: Re: Rift: Planes of Telara
Post by: Ghambit on March 04, 2011, 03:37:07 PM
Ur kinda forgetting that minor rifts dont just sit there as a mob spawn.  They DO grow and eventually take over the map.  It's not just a glorified camp.
I personally love the shit out of em.  As for the minor rift rewards... it's a bit of a crapshoot yes, but you'll always get planarite which is a damned important currency, MORESO even than rare shards imo, because one can always get a few rare shards fairly easily just by participating in a basic invasion.  More often then not you're short planarite, not shards.

My only beef?  It's too hard to get the rare artifact drops from the bosses.  I've done quite a few of em and I've yet to get the blue Life artifact to complete the set.   :(


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 04, 2011, 04:07:55 PM
artifacts are odd.  silverwood and gloamwood sets are still not complete but one event in scarlet gorge and I got the full harbinger set


Title: Re: Rift: Planes of Telara
Post by: Comstar on March 04, 2011, 05:00:30 PM
I saw my first very huge region wide planetary assault last night. 50 rifts to close, invasions everywhere, nodes everywhere. Started with PC's getting killed all over the place- I was able to defend lackside from the first invasion, but the 2nd one overrun the 2 of us defending it, they got a foothold up. Eventually the entire player population counter-zerged  and it was awesome. I got my first high level planerite shard that got me my first purple gear.

I don't think the game will keep me for the years Eve Online or WW2OL did - there's been little sign of player drama and hilarity you get from true PvP, but I'm having more fun than I did in WoW at this point, though WoW was fun till I hit Stranglethorn Vine and then I quit. I hope none of the regions I go to are like that.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 04, 2011, 08:52:09 PM
Ur kinda forgetting that minor rifts dont just sit there as a mob spawn.  They DO grow and eventually take over the map.  It's not just a glorified camp.
I personally love the shit out of em.  As for the minor rift rewards... it's a bit of a crapshoot yes, but you'll always get planarite which is a damned important currency, MORESO even than rare shards imo, because one can always get a few rare shards fairly easily just by participating in a basic invasion.  More often then not you're short planarite, not shards.

My only beef?  It's too hard to get the rare artifact drops from the bosses.  I've done quite a few of em and I've yet to get the blue Life artifact to complete the set.   :(
See, what you say is true if you're still in the pack; I'm ahead, and those easy rare shards are from basic invasions that don't happen in my tier of content. So, I have tons of planarite (although good to hear it's useful for something at 50) and fuckall to do with it. I have never been even remotely low on it, ever, and I've barely been able to get more than one or two planar rewards (from vendors) because the rare shards don't drop often from minors.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 05, 2011, 08:08:49 AM

Nope, this is not the case.  There are a variety of different types of Rifts.  Council Events, escorts, kills, multiple bosses, waves of mobs coming at you you need to defend etc. etc.

There are plenty of reasons to farm Minor Rifts at 50. 

I'm still suffering from alt-itis and haven't gone past 30 yet.  I am sure there are lots of nice things at end game that I will see but that has fuckall to do with it since a lot of people aren't there or going to be there for a while.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 05, 2011, 08:29:36 AM

Nope, this is not the case.  There are a variety of different types of Rifts.  Council Events, escorts, kills, multiple bosses, waves of mobs coming at you you need to defend etc. etc.

There are plenty of reasons to farm Minor Rifts at 50. 

I'm still suffering from alt-itis and haven't gone past 30 yet.  I am sure there are lots of nice things at end game that I will see but that has fuckall to do with it since a lot of people aren't there or going to be there for a while.

You just seem quite bitter. 


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on March 05, 2011, 09:39:56 AM
You just seem quite bitter. 
His avatar is actually in full color.  This is the world he lives in.


Title: Re: Rift: Planes of Telara
Post by: Chinchilla on March 05, 2011, 04:10:44 PM
So what do u guys think of this game overall?


Title: Re: Rift: Planes of Telara
Post by: Ghambit on March 05, 2011, 04:35:06 PM
So what do u guys think of this game overall?

Definitely worth $50 and a free month.  Beyond that, ymmv depending on tastes.
The key to fun?  Good groups/guilds, as usual.


Title: Re: Rift: Planes of Telara
Post by: Ragnoros on March 05, 2011, 08:49:30 PM
So what do u guys think of this game overall?

I failed to find the fun. It is a generic diku clone to the core. Pity, bards are neat.


Title: Re: Rift: Planes of Telara
Post by: Spiff on March 06, 2011, 04:24:59 AM
After having resisted WoW for all those years, Rift actually got me considering ordering it, somewhere between beta 3 and 4 ... it passed and I didn't, but still a testament to the quality of the game  :awesome_for_real:.

Only 2 things can hook me on a game like this for longer than a week or 2:
- a story I actively want to follow/finish (LoTRO got me to play for quite some time because of that)
- player drama (i.e. open world pvp that is slightly deeper than a random gank once in a while)

I was hoping for more of the second in Rift, they went another route.
All other quality (however abundant) is subject to those conditions really, if you want me to sub.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 06, 2011, 07:10:09 AM
There is a lot more of that in Rift than in any other game i've played apart from Shadowbane because of the simple fact that you can talk to the other faction.


Title: Re: Rift: Planes of Telara
Post by: snowwy on March 06, 2011, 08:42:32 AM
There is a lot more of that in Rift than in any other game i've played apart from Shadowbane because of the simple fact that you can talk to the other faction.

Hell, i'm having trouble seeing people talk to their own faction. Then again i haven't seen more than two level ?? at 26 myself. PvP server my ass......


Title: Re: Rift: Planes of Telara
Post by: Setanta on March 06, 2011, 11:47:29 AM

Hell, i'm having trouble seeing people talk to their own faction. Then again i haven't seen more than two level ?? at 26 myself. PvP server my ass......

This^^^ As a MMO it makes  a very good single player RPG.

Then again, WoW has become an equivalent of this as well.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 06, 2011, 06:16:01 PM
Zone wide events in contested zones is what world pvp should be like.  That was the most fucking fun i've had in ages.


Title: Re: Rift: Planes of Telara
Post by: Ard on March 07, 2011, 01:52:24 AM
Ditto on that, and I'm doing this on a pve server, and I still personally managed to cause a war to break out over an invasion boss tonight in scarlet gorge.  It's almost amazing how often people show up to those events flagged due to the ancient wardstones, and how that quickly snowballs into a full on brawl.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 07, 2011, 08:00:30 AM
Ive seen of the most cilvilized pvp in Rift compared to other open world pvp games.  Ive had numerous instances now where I was fighting someone and members of their faction stood and watched or just passed by to let us go at it without jumping in to gank.  Ive also had 2 fights where we both decided to truce after fighting for 5 miuntes and sat to shoot the shit for a bit after talking about our builds. 


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 07, 2011, 08:12:32 AM
So what do u guys think of this game overall?

Definitely worth $50 and a free month.  Beyond that, ymmv depending on tastes.
The key to fun?  Good groups/guilds, as usual.

Agree 100%.  Well worth the box cost solo.  Not sure it's worth a subscription unless you have a group of friends to grind with.  Standard MMO with random spawn-y type things. 


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 07, 2011, 08:33:22 AM
Ive seen of the most cilvilized pvp in Rift compared to other open world pvp games.  Ive had numerous instances now where I was fighting someone and members of their faction stood and watched or just passed by to let us go at it without jumping in to gank.  Ive also had 2 fights where we both decided to truce after fighting for 5 miuntes and sat to shoot the shit for a bit after talking about our builds. 

Yeah this was quite strange. I am playing on supposedly "gank central" server - briarcliff (aka broqueue) and there was quite  several occasion when opposing faction didnt gank  me and just patiently waited till I kill quest mob , even helped me kill it . That happened on 2 separate occasions . There was also many times reds in the distance didnt engage me - often to their peril as  I personally gank at every opportunity. - Trying to teach people "red is dead rule" - if you dont kill red it will kill you :)

In beta actually I had opposite faction guy showing me all puzzle locations in their zone  and how to do them  - but it was rival guild which we often fought (in fact we had long town fight just before that)


Title: Re: Rift: Planes of Telara
Post by: Morfiend on March 07, 2011, 08:40:54 AM
Ive seen of the most cilvilized pvp in Rift compared to other open world pvp games.  Ive had numerous instances now where I was fighting someone and members of their faction stood and watched or just passed by to let us go at it without jumping in to gank.  Ive also had 2 fights where we both decided to truce after fighting for 5 miuntes and sat to shoot the shit for a bit after talking about our builds. 

Yeah this was quite strange. I am playing on supposedly "gank central" server - briarcliff (aka broqueue) and there was quite  several occasion when opposing faction didnt gank  me and just patiently waited till I kill quest mob , even helped me kill it . That happened on 2 separate occasions . There was also many times reds in the distance didnt engage me - often to their peril as  I personally gank at every opportunity. - Trying to teach people "red is dead rule" - if you dont kill red it will kill you :)

In beta actually I had opposite faction guy showing me all puzzle locations in their zone  and how to do them  - but it was rival guild which we often fought (in fact we had long town fight just before that)


You embrace those stereotypes as hard as you can and no matter what anyone tells you, don't let go.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on March 07, 2011, 09:25:26 AM
I think I like that you can talk to the other side.  I'll frequently help newbies in areas I'm exploring or running through in games.


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 07, 2011, 09:39:31 AM
The one time I have seen enemies outside of a BG (on Briarcliff) four or five level 30+ guardians ganked me while I was in the middle of an escort quest.   :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 07, 2011, 10:32:51 AM
People are universally nicer in the opening days of an MMO. I'm not sure why exactly, maybe its the newness and everyone is still having lots of fun but as the days wear on, so do the gankers rise.


Title: Re: Rift: Planes of Telara
Post by: Nija on March 07, 2011, 10:38:20 AM
People are universally nicer in the opening days of an MMO. I'm not sure why exactly, maybe its the newness and everyone is still having lots of fun but as the days wear on, so do the gankers rise.

It's a confidence thing. They aren't quite sure how powerful they are and how powerful the target is. You can see the same scenario play out on IPY2.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 07, 2011, 10:53:33 AM
Whatever the case, players and their cross-faction friends will be sitting down, chatting and roleplaying about non combat pets when off in the distance they will hear a noise not unlike a flock of birds.  As they speak of specs, builds for pvp and for raiding the noise will grow louder and louder still. When they finally take note and turn their heads it will be too late, for cresting over the hillside will be not one, not five but a raiding party of gankers.  They will set upon the honorable pvp'ers as a mob of ravenous animals, hungry for flesh. Even their own faction will not be spared and while they cannot be injured, such vicious insults will be hurled until the words 'care bear' are etched deep into their very soul.

Beware, the gankening.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on March 07, 2011, 11:18:53 AM
My happiest moments in WoW involved shooting up warriors at long distance with my ice mage, so that they froze to the spot and had no chance of fighting back. Second happiest involve sneaking up on some hunter as he was fighting a mob and killing his pet before killing him.

It's the only attitude to have if you are going to play a PvP game and enjoy it. If you're hoping for honour or fair fights, you're only going to end up dissapointed and bitter (I mean, sooner than you would have done otherwise).

If I don't want that type of PvP I just play PVE games, which I also enjoy (I'm pretty much a carebear).


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 07, 2011, 12:02:41 PM
I had a guy take a Scarwood raid boss, last bit of an invasion, from us Defiants and kite him over to the main Guardian quest hub. This destroyed their quest hub for the next bit, and they got zero reward for it, but it was so wonderfully spiteful I was laughing my ass off.


Title: Re: Rift: Planes of Telara
Post by: kaid on March 07, 2011, 12:12:02 PM
My happiest moments in WoW involved shooting up warriors at long distance with my ice mage, so that they froze to the spot and had no chance of fighting back. Second happiest involve sneaking up on some hunter as he was fighting a mob and killing his pet before killing him.

It's the only attitude to have if you are going to play a PvP game and enjoy it. If you're hoping for honour or fair fights, you're only going to end up dissapointed and bitter (I mean, sooner than you would have done otherwise).

If I don't want that type of PvP I just play PVE games, which I also enjoy (I'm pretty much a carebear).

Yup if you are in an open PVP realm the goal is not really pvp it is ganking. Setting the fight up so the other guy will lose and die horribly at little or no risk to yourself.

This is one reason I would never go on an open pvp realm in any mmo. It almost always will degenerate into bottom feeding and ganking vs people who have no chance at all to protect themselves. If a level 50 can work his way into a level 1 to 20 zone no amount of skill or smarts will keep the fights from being anything other than one sided gank fests. In any game that has levels and gear it is nearly impossible to have any decent open field pvp that does not degenerate into the worst kind of cluster fuck of ganking over time.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 07, 2011, 12:14:18 PM
My happiest moments in WoW involved shooting up warriors at long distance with my ice mage, so that they froze to the spot and had no chance of fighting back. Second happiest involve sneaking up on some hunter as he was fighting a mob and killing his pet before killing him.

It's the only attitude to have if you are going to play a PvP game and enjoy it. If you're hoping for honour or fair fights, you're only going to end up dissapointed and bitter (I mean, sooner than you would have done otherwise).

If I don't want that type of PvP I just play PVE games, which I also enjoy (I'm pretty much a carebear).

Very well said.   Ganking unlimited is big part of open pvp setup and is the spice which has certain audience. People who dont like it should play pve.

 Though with today meangless deaths it still puzzles my how people  being ganked sill  bitch to no end . I mean it used you lost your items and had to do long corpse runs. Now days its just 1 minute tops run from rez point and you dont lose anything.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 07, 2011, 12:42:41 PM
You people never cease to amuse me.  Just as long as you remain in your cage.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on March 07, 2011, 01:09:28 PM
So I finally got to play this on Saturday, problem is, I guess my graphics card sucks and I have to run it on low just to maintain a half decent frame rate, and it basically looks like EQ1 at this setting. Any tips for eking out the best from it?


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 07, 2011, 02:36:21 PM
So I finally got to play this on Saturday, problem is, I guess my graphics card sucks and I have to run it on low just to maintain a half decent frame rate, and it basically looks like EQ1 at this setting. Any tips for eking out the best from it?

What kind of card are you running?  My 8800 GTS ran it just fine.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 07, 2011, 02:54:52 PM
So I finally got to play this on Saturday, problem is, I guess my graphics card sucks and I have to run it on low just to maintain a half decent frame rate, and it basically looks like EQ1 at this setting. Any tips for eking out the best from it?

Thats one shitty card you got thar


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on March 07, 2011, 02:57:01 PM
GeForce 9500 GT


Title: Re: Rift: Planes of Telara
Post by: UnSub on March 07, 2011, 05:59:24 PM
People are universally nicer in the opening days of an MMO. I'm not sure why exactly, maybe its the newness and everyone is still having lots of fun but as the days wear on, so do the gankers rise.

It's a confidence thing. They aren't quite sure how powerful they are and how powerful the target is. You can see the same scenario play out on IPY2.

The hardcore gankers are also probably off perfecting exploits or getting loot that will give them the edge or working out the best gank spots. Ganking in the early days of a game has a higher degree of risk (as mentioned) so it is approached more carefully. A month or two in and the best ganking builds / techniques have been worked out.


Title: Re: Rift: Planes of Telara
Post by: Nija on March 08, 2011, 09:04:27 AM
The hardcore gankers are also probably off perfecting exploits or getting loot that will give them the edge or working out the best gank spots. Ganking in the early days of a game has a higher degree of risk (as mentioned) so it is approached more carefully. A month or two in and the best ganking builds / techniques have been worked out.

You are absolutely correct - that's another angle to it. Time is better spent getting ahead (at this point, in general) grinding stuff and advancing levels than keeping others from advancing themselves. My only reference right now is based on UO IPY2.


Title: Re: Rift: Planes of Telara
Post by: WindupAtheist on March 09, 2011, 05:03:38 AM
So's there any sub info for this game yet? I kinda suspect they're doing well so far, based on the totally unscientific fact that we're going into day three of the f13 WoW subform lying completely abandoned.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 09, 2011, 05:51:02 AM
Has it been a month?


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 05:54:24 AM
Has it been a month?

No. 

I can say that retention is going to be a problem for this game unless they make some significant changes.  Right now it feels too much like WAR did at release.  Fun and exciting at first, but gets old fast. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 09, 2011, 07:22:22 AM
Has it been a month?

No. 

I can say that retention is going to be a problem for this game unless they make some significant changes.  Right now it feels too much like WAR did at release.  Fun and exciting at first, but gets old fast. 

I'm not seeing that all personally or in any of the online communities I frequent.  Server numbers are still strong all around.

I think it's just you and your dislike for DIKU-MMOGs.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on March 09, 2011, 07:25:34 AM
Has it been a month?

One month will be April Fools' Day, so can we trust the numbers they put out?

Drae, come on man, it is one week into official release. Using server numbers one week out is absolute wankery with regards to post-firstmonth. Everyone is still getting their bearings.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 09, 2011, 07:26:23 AM
I can see the comparison; the 40s in Rift feel like the 20s in WAR. Quests are sparse in the two zones I visited (Ironpine and Droughtlands) with neither having enough quests for any given level to even have you keep pace with the zone. The PVP doesn't really hold my attention because I've played BGs/WFs to death in WoW.


Title: Re: Rift: Planes of Telara
Post by: Blackluck on March 09, 2011, 08:20:15 AM
I can see the comparison; the 40s in Rift feel like the 20s in WAR. Quests are sparse in the two zones I visited (Ironpine and Droughtlands) with neither having enough quests for any given level to even have you keep pace with the zone. The PVP doesn't really hold my attention because I've played BGs/WFs to death in WoW.

Hmm, I'm 38 and I'm maybe half way through Moonshade HL' and have not done any quests in Droughtlands.  Didn't even finish Scarwood (quests greened out). In Alpha just doing Droughtlandss (and not finishing) I reached L42 (and I have't set foot in a Warfront.)

Edit:
I should add that I do the crafting dailies and I'm always in a duo with my SO - which gives a small 'group' bonus, not to mentionn she's an aggro magnet (we can't go anywhere without mobs jumping us lol)- so that may account for some of the difference. That said there seem to be an abundance of quests from my perspective.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 09, 2011, 09:43:46 AM
I can see the comparison; the 40s in Rift feel like the 20s in WAR. Quests are sparse in the two zones I visited (Ironpine and Droughtlands) with neither having enough quests for any given level to even have you keep pace with the zone. The PVP doesn't really hold my attention because I've played BGs/WFs to death in WoW.

I am level 39 and have had to dump a lot of quests that I just outpaced.  I have a good 15 I still need to do in the 37-39 range and expect to dump some of those.  Point is unless there is a severe dropoff of quests in the 40's I dont think I will have a shortage of quests up to 50.  Sorry you dont pvp but its good exp and one of the most fun parts of the game IMO.  Rifting also nets decent exp as well.  I guess maybe if all I did was level via pure questing I would run out but thats kind of a weak way to go through the game since you are bypassing content.  *shrugs*.   


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 11:09:55 AM
I'm not seeing that all personally or in any of the online communities I frequent.  Server numbers are still strong all around.

I think it's just you and your dislike for DIKU-MMOGs.

It's been a couple of weeks.  It will take 3-6 months for the shiny to wear off.  Less if people aren't excited about the current endgame. 

I enjoy Diku MMOs.  I played DAoC for 6 years and WoW for 3+ years.  I just happen to think that I'm more objective about my gaming than you.  You run a fansite.  Your emotional ties will influence your opinion as you have a vested interest in the game's success.   

Let's be honest here. The Rift mechanic gets old after you've experienced it several times.  The PvP is sub-par and lacks any real incentive.  Crafting is uninspired.  Most people will have finished the collection quests and the zone puzzles in short order.  This will leave the game with a niche audience similar in size to that of EQ2 at the very best.  My statement was that Rift will need to continue to add content or polish/alter existing content to maintain a large subscriber base.  They will need to alter the game's current mechanics if they want to hold on to the number of people that purchased the box out of curiosity.  In its current state, Rift doesn't have enough stickiness to keep people beyond a few months. 

Now, I believe Hartsman has the skill and creative direction to pull this off.  Whether he has the financial resources and talent to make it a reality is the question.   



Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 09, 2011, 11:12:06 AM
Nah, hes right Nebu, you are showing the signs like I was of being burnt out. Its clear from some of your postings.

Still, both of you are not 100% wrong.




Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 11:15:20 AM
I can see the comparison; the 40s in Rift feel like the 20s in WAR. Quests are sparse in the two zones I visited (Ironpine and Droughtlands) with neither having enough quests for any given level to even have you keep pace with the zone. The PVP doesn't really hold my attention because I've played BGs/WFs to death in WoW.

The difference is that at 20 in war you still had several months of leveling to go, you are 40 a couple weeks into Rift when max level is 50.  I hit 41 last night, i don't see it taking me longer than another week to hit 50.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 11:22:11 AM
Nah, hes right Nebu, you are showing the signs like I was of being burnt out. Its clear from some of your postings.

Still, both of you are not 100% wrong.

Fair enough.

To be honest, part of me wants this game to succeed even though I know it will mean another decade of WoW clones.  I just hope that they will do something to remove some of the pointless progress blocks.  I also find myself concerned when developers say things like "the game starts at 50".  Really?  Then let me start at 50 where the fun is!


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 11:31:14 AM
I think it's very telling that lvl 50 expert dungeons are a whole lot less painful at launch than wows heroic dungeons currently.  We have guild groups running several every night, and the people who don't get to go having very few problems doing them in pugs.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 09, 2011, 11:34:30 AM
Then let me start at 50 where the fun is!

In a way, they have done just that. Most builds of this game I have played was quite weighted at 50, then the soul hunting begins.


Title: Re: Rift: Planes of Telara
Post by: Sky on March 09, 2011, 11:36:46 AM
The grinds and raids start at 50, anyway.

I'm also continually surprised someone who runs a fansite is optimistic about the game.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 11:39:19 AM
I think it's very telling that lvl 50 expert dungeons are a whole lot less painful at launch than wows heroic dungeons currently.  We have guild groups running several every night, and the people who don't get to go having very few problems doing them in pugs.

How much time can you play at level 50 until the content is exhausted?  In other words, not counting lock-out timers, how long (in hours played) does it take until your character is geared to the hilt with no improvement in sight? Are they expecting players to entertain themselves with PvP until they generate more content?


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on March 09, 2011, 11:43:17 AM
I think it's very telling that lvl 50 expert dungeons are a whole lot less painful at launch than wows heroic dungeons currently.  We have guild groups running several every night, and the people who don't get to go having very few problems doing them in pugs.

How much time can you play at level 50 until the content is exhausted?  In other words, not counting lock-out timers, how long (in hours played) does it take until your character is geared to the hilt with no improvement in sight? Are they expecting players to entertain themselves with PvP until they generate more content?

Its funny, because I am totally fine with that. I also plan on raising each of the other three archetypes to 50 as well and then gearing them out and then doing a bunch of pvp. That should take me at least 4 to 6 months. Thats when my sub runs out. they have that long for some fresh content.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 11:47:04 AM
I wasn't bitching, I was just asking.  I have a hard time motivating myself to play some days unless I know that I have something to look forward to after the level grind. 

Also, I'm generally a PvP first person.  Ok, unless the game has serious balance issues, stealth, or an overabundance of CC. 


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 11:51:20 AM
I've got no idea.  There are several tiers of expert dungeons and raids, also raid level rifts. 


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 09, 2011, 11:57:26 AM
How much time can you play at level 50 until the content is exhausted?  In other words, not counting lock-out timers, how long (in hours played) does it take until your character is geared to the hilt with no improvement in sight? Are they expecting players to entertain themselves with PvP until they generate more content?

Well we have a player  in full t2 epics save 3  pieces. He obviously is an exception as he hit server first lvl 50 on 3d day of headstart. PvP is complete garbage atm.  WF are imbalanced in all kind of broken ways  (starting with trivial things like one side having 5 players and other 8 ,then apparent skill imbalance when one sides wins no WFs whatsoever). world pvp is crappy as well (no incentives  , objectives or anything really -ganking is nice , but gets old after a while)

But then again its only 2nd week of release.

Quote
  Ok, unless the game has serious balance issues, stealth, or an overabundance of CC. 

Depends what you consider balance issues lol .Some specs are definitely  one to play - though all this is normal, just play the good specs. overabundance of cc is bigger problem though 15 second in squirrel  then 10 second , then 7 , then  you get rolled


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 09, 2011, 11:59:26 AM
Yeah but, hours played?


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 09, 2011, 12:32:59 PM
I'm not seeing that all personally or in any of the online communities I frequent.  Server numbers are still strong all around.

I think it's just you and your dislike for DIKU-MMOGs.

It's been a couple of weeks.  It will take 3-6 months for the shiny to wear off.  Less if people aren't excited about the current endgame. 

I enjoy Diku MMOs.  I played DAoC for 6 years and WoW for 3+ years.  I just happen to think that I'm more objective about my gaming than you.  You run a fansite.  Your emotional ties will influence your opinion as you have a vested interest in the game's success.   

Let's be honest here. The Rift mechanic gets old after you've experienced it several times.  The PvP is sub-par and lacks any real incentive.  Crafting is uninspired.  Most people will have finished the collection quests and the zone puzzles in short order.  This will leave the game with a niche audience similar in size to that of EQ2 at the very best.  My statement was that Rift will need to continue to add content or polish/alter existing content to maintain a large subscriber base.  They will need to alter the game's current mechanics if they want to hold on to the number of people that purchased the box out of curiosity.  In its current state, Rift doesn't have enough stickiness to keep people beyond a few months. 

Now, I believe Hartsman has the skill and creative direction to pull this off.  Whether he has the financial resources and talent to make it a reality is the question.   

You are kind of contradicting yourself here.  You say it will take 3-6 months for the shiny to wear off.  Yet on the same page you said

I can say that retention is going to be a problem for this game unless they make some significant changes.  Right now it feels too much like WAR did at release.  Fun and exciting at first, but gets old fast. 

Those two statements don't gel together.  Wasn't there some stat where the average WOW sub lasted 3 months or so?  I would think that the devs would consider Rift a success if they can keep the average player 3-6 months.

Second, I am being honest here.  Obviously I have a vested interest in this game, but I'm not blind.  Crafting is not my thing, I think it's bland in any game.  Unless an MMOG is built for it, I think PVP is bland in any of these games, especially if it isn't twitch, and based off of typical hotbar/GCD combat.

If you think that's going to leave this game with a niche audience that's being bland.  That's the same thing as saying if you take rated BGs, crafting and phased quests that will leave WOW with a niche audience.  It seems like a rather silly thing to say.

Like any other MMOG if you don't continue to add content to the game you're always going to lose players.  I think RIFT is pretty aware of this.  We'll just have to see how fast and what kind of content they will be delivering.

I'm not sure what you're looking for in a game like this.  It's primarily a PVE progression game.  It's about killing bosses in dungeons and raids.  It's about leveling and getting gear and there are a few activities on the side.  Also, Rifts are pretty fun once you get a few that have some interesting mechanics.

The zone invasions and things are still pretty damn cool if you ask me.  That's enough gameplay for me.  I just wish they would start spawning in Shimmersand.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 09, 2011, 12:35:37 PM
The grinds and raids start at 50, anyway.

I'm also continually surprised someone who runs a fansite is optimistic about the game.

I ran a fansite for Warhammer, and I wasn't optimistic about it.  I was hopeful about it, but that went away a few weeks after release when it set in how much a mess the game was.

I wasn't bitching, I was just asking.  I have a hard time motivating myself to play some days unless I know that I have something to look forward to after the level grind. 

Also, I'm generally a PvP first person.  Ok, unless the game has serious balance issues, stealth, or an overabundance of CC. 

I've put in several days of time /played at max level already and I'm not nearly done gearing myself out due to the god damn random number generator.

But then again, my guild is now on Greenscale, as we just cleared 4/5 bosses last night.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 12:47:07 PM
There might be an overabundance of cc but there is also an overabundance of cc breakers and cc duration reduction talents.  You should never have to sit as a squirrel for 30 seconds unless all you did is pick all the talents that made for the pretty numbers.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 09, 2011, 12:50:19 PM
There might be an overabundance of cc but there is also an overabundance of cc breakers and cc duration reduction talents.  You should never have to sit as a squirrel for 30 seconds unless all you did is pick all the talents that made for the pretty numbers.

False. Some classes have cc breaks but not all those breaks work for every cc. For instance I have a mez/charm/fear break but that does jack shit for stuns/squirrels/snares/roots.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 12:51:50 PM
There might be an overabundance of cc but there is also an overabundance of cc breakers and cc duration reduction talents.  You should never have to sit as a squirrel for 30 seconds unless all you did is pick all the talents that made for the pretty numbers.

Good to know.  Anyone that has ever pvp'ed in an MMO knows that you do zero dps while CC'ed.  CC breakers would be a priority, particularly if I were melee.  Having pvp'ed in the lower tiers, gameplay balance seems to be very much based on which trees have which PvP-useful abilities earliest in their build.  At the endgame, this isn't going to be an issue.  

Question: I've been reading that healers have a tough time feeling effective in endgame pvp due to all of the heal reduction abilities.  Would you say that is a genuine concern or is it more overblown than reality suggests?  


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 12:52:39 PM
There might be an overabundance of cc but there is also an overabundance of cc breakers and cc duration reduction talents.  You should never have to sit as a squirrel for 30 seconds unless all you did is pick all the talents that made for the pretty numbers.

False. Some classes have cc breaks but not all those breaks work for every cc. For instance I have a mez/charm/fear break but that does jack shit for stuns/squirrels/snares/roots.

There are four classes in this game, all of them have access to enough cc breakers to get out of any kind of cc.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 12:56:48 PM


Question: I've been reading that healers have a tough time feeling effective in endgame pvp due to all of the heal reduction abilities.  Would you say that is a genuine concern or is it more overblown than reality suggests?  

I think high burst and mana draining are a bigger issue than heal reduction abilities for healers.  The only healing reduction my warrior has comes from champion and it is not on demand (triggers on crits), i believe rogues comes from assassination and is also a random proc from one of their poisons.  Someone that is actually being healed is extremely hard to take down unless you can bring them down in a couple of hits, the healing reduction has its place.  Now the fact that a void knight can have a caster oom in a few seconds and a champion can crit a mage dead in one finisher are probably valid concerns.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 09, 2011, 01:03:16 PM
As a level 30 reaver/riftblade I have 'one' cc break, two if I grab the pvp soul and lose my pet. That still doesn't help me much, the cc abilities in this game far outnumber the breaks.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 01:08:42 PM
If you think that's going to leave this game with a niche audience that's being bland.  That's the same thing as saying if you take rated BGs, crafting and phased quests that will leave WOW with a niche audience.  It seems like a rather silly thing to say.

This game is not WoW.  No game is, or likely to ever be another WoW. Comparisons of any kind to WoW would be silly.  

When I called the game niche, I meant that I think it will have 400-500k subscribers 6 months from now.  I don't think that's an unrealistic expectation.  Rift is a pretty game with a solid foundation.  I expect it to do slightly better than LotRO or EQ2, but that's still niche by WoW standards.  If they do better, that's wonderful.  I'd like to see Hartsman rewarded.  

I'm still unconvinced that WoW players aren't just vacationing in Rift because they don't care for Cataclysm.  Perhaps a few fixes to Cataclysm will bring them back?  I don't know.  I do know that general chat is nothing but WoW chatter and WoW comparisons.  That suggests that the playerbase in Rift has some strong connection to WoW in some form.  

I've put in several days of time /played at max level already and I'm not nearly done gearing myself out due to the god damn random number generator.

But then again, my guild is now on Greenscale, as we just cleared 4/5 bosses last night.

If I had a guild comprised of motivated and competent people, I'm sure I'd be enjoying this game as much as you are.  Sadly, most players (particularly casual players) don't have that opportunity.  Hell, I loved DAoC primarily because I could log on 4-5 nights a week and always be in a very competitive 8v8 group.  People in these games have a profound impact on enjoyment.  Finding people of quality is possibly the greatest barrier to the fun in these games.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 01:09:47 PM
The problem is that you are not a reaver/riftblade, you are a warrior.  And picking a pet over a cc break is exactly what i meant by "pick all the talents that made for the pretty numbers".


Title: Re: Rift: Planes of Telara
Post by: Sky on March 09, 2011, 01:18:44 PM
A reaver does get an awesome chuckle when he uses his cc breaker, though. Rates as one of the better game experiences, some guy stuns you and muahaha!


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 09, 2011, 01:19:19 PM

This game is not WoW.  No game is, or likely to ever be another WoW. Comparisons of any kind to WoW would be silly.  

When I called the game niche, I meant that I think it will have 400-500k subscribers 6 months from now.  I don't think that's an unrealistic expectation.  Rift is a pretty game with a solid foundation.  I expect it to do slightly better than LotRO or EQ2, but that's still niche by WoW standards.  If they do better, that's wonderful.  I'd like to see Hartsman rewarded.  

I'm still unconvinced that WoW players aren't just vacationing in Rift because they don't care for Cataclysm.  Perhaps a few fixes to Cataclysm will bring them back?  I don't know.  I do know that general chat is nothing but WoW chatter and WoW comparisons.  That suggests that the playerbase in Rift has some strong connection to WoW in some form.  

I've put in several days of time /played at max level already and I'm not nearly done gearing myself out due to the god damn random number generator.

But then again, my guild is now on Greenscale, as we just cleared 4/5 bosses last night.

If I had a guild comprised of motivated and competent people, I'm sure I'd be enjoying this game as much as you are.  Sadly, most players (particularly casual players) don't have that opportunity.  

This game is exactly like WOW if we're comparing game mechanics.  Does it have the same popularity? No, but that's obvious, but this game is PVE leveling/dungeoning/raiding game just like it.  There are no differences from a macro level.  

As far as WOW chatter goes, every game will be compared to it since it's the most popular game of it's kind.  I don't think that says anything except "Hey we all share a common experience, let's talk about it."

As far as your last comment.  Let's not talk about casual vs. raider stuff.  There are plenty of things to do by the casual player that aren't raids, and the group content available is mostly puggable to a given point right now.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 09, 2011, 01:26:06 PM
Let's not talk about casual vs. raider stuff.  There are plenty of things to do by the casual player that aren't raids, and the group content available is mostly puggable to a given point right now.

Why not?  I'll bet you my paycheck that the game would be significantly less fun to you if you were slogging through content with a pug as opposed to a regular set of friends.  If you're going to discuss the quality of the game, you really need to consider how it plays in a random pug.  That's how most people will experience it. 

I'm not asking you to agree with me, Draegan.  Just asking for some objectivity.  Were this my first MMO experience I can assure you that I'd be much more impressed by it than I am.  I like the look of it.  I like the collection quests.  I like that there's always something to do.  All of those things don't cover up the obvious shortfalls of the game.  Shortfalls that will be felt much more strongly by those playing casually and/or without hardcore pals to play with.  You know, the people that comprise the majority of the long-term subscriber base. 


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 09, 2011, 01:26:20 PM
I don't even use my pet in pvp anyways. having to summon it every time I rez on top of the rez timer takes far too long for me to get back into the actions for what is a very negligable boost to me. As I just said, even having two cc breaks wouldnt mean much for the sheer amount off cc's people are throwing out there. It also doesn't invalidate my point.

let's say I have the pvp soul on. squirrel? break it with pvp soul reaver cant. Stunned? Die because the reaver can't break it.  it seems like a very specific scenario but there are so MANY types of cc's in the game it's bein tossed around like free candy from the rape van.  

To make matter worse, my reaver anti cc will let me click it from cc's i cant break making me 'think' i can break them and then wasting my only anti cc


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 01:37:05 PM
Nor should you be able to break every cc, the point is you don't have to eat them all if you plan for it.  If that one time you break squirrel leads to a kill then you are already ahead.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 09, 2011, 01:55:09 PM
There might be an overabundance of cc but there is also an overabundance of cc breakers and cc duration reduction talents.  You should never have to sit as a squirrel for 30 seconds unless all you did is pick all the talents that made for the pretty numbers.

Ohh really? Tell me which exactly talent is a cc breaker in ANY of the rogues soul? The infiltrator tree aside (which is 5 (FIVE) minute CD)


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 09, 2011, 01:55:57 PM

Why not?  I'll bet you my paycheck that the game would be significantly less fun to you if you were slogging through content with a pug as opposed to a regular set of friends.  If you're going to discuss the quality of the game, you really need to consider how it plays in a random pug.  That's how most people will experience it. 

I'm not asking you to agree with me, Draegan.  Just asking for some objectivity.  Were this my first MMO experience I can assure you that I'd be much more impressed by it than I am.  I like the look of it.  I like the collection quests.  I like that there's always something to do.  All of those things don't cover up the obvious shortfalls of the game.  Shortfalls that will be felt much more strongly by those playing casually and/or without hardcore pals to play with.  You know, the people that comprise the majority of the long-term subscriber base. 

I hate casual vs. hardcore debates because they're retarded and it's old hat.

In any game that you play the more friends you have the better it is.  That's a rule of life, not just video games.  I played through much of WOW in random guilds and pugs.  RIFT is no different outside it being a bit easier to fill out a group due to the calling system.

Don't bother with the bet because it's true.  Any game where you get to play with the same people every day is a far more enjoyable experience.

I think I'm being incredibly objective.  This game has the majority of the same type of content as a WOW.  What it's lacking is the sheer size of subscribers and players.  The shortfalls you think are there, are the shortfalls that are in every other DIKU MMOG out there.





Title: Re: Rift: Planes of Telara
Post by: AcidCat on March 09, 2011, 01:56:39 PM

Why not?  I'll bet you my paycheck that the game would be significantly less fun to you if you were slogging through content with a pug as opposed to a regular set of friends.  If you're going to discuss the quality of the game, you really need to consider how it plays in a random pug.  That's how most people will experience it. 



Personally I enjoy these games best just solo, so I don't need a group of friends or even a pug to have fun, though I do enjoy the occasional dungeon pug. That's what's nice about the rifts and invasions, I can play with others basically by myself, dropping in and out of public groups as I see fit - zero commitment, I love it.

Anyway I'm a slow leveler, my highest is only 21, and I'm also playing alts of the three other classes. For a player such as myself the game should deliver many more months of leisurely questing, exploring and collecting. It should hold my interest until Guild Wars 2 at the very least.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on March 09, 2011, 02:20:56 PM
When I called the game niche, I meant that I think it will have 400-500k subscribers 6 months from now.  I don't think that's an unrealistic expectation.
This would make it the number two subscription game.  I'm not sure anything besides EQ and WoW have done better at the 6+ month mark.  That's not niche.

The rest of your two's debate I'll avoid touching.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 02:23:12 PM
There might be an overabundance of cc but there is also an overabundance of cc breakers and cc duration reduction talents.  You should never have to sit as a squirrel for 30 seconds unless all you did is pick all the talents that made for the pretty numbers.

Ohh really? Tell me which exactly talent is a cc breaker in ANY of the rogues soul? The infiltrator tree aside (which is 5 (FIVE) minute CD)

Shadowstalk, flashback, on the double, twilight transcendence, untangle, flash of steel, slip away, escape artist.  Infiltrator tree aside.  I found cc breakers on every single rogue soul except bard.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 09, 2011, 03:28:29 PM

Shadowstalk, flashback, on the double, twilight transcendence, untangle, flash of steel, slip away, escape artist.  Infiltrator tree aside.  I found cc breakers on every single rogue soul except bard.

Nice  and which of them break squirrels?


Title: Re: Rift: Planes of Telara
Post by: Threash on March 09, 2011, 03:53:32 PM
I already did your homework for you once, you figure it out from now on captain.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on March 09, 2011, 04:14:42 PM
When I called the game niche, I meant that I think it will have 400-500k subscribers 6 months from now.  I don't think that's an unrealistic expectation.
This would make it the number two subscription game.  I'm not sure anything besides EQ and WoW have done better at the 6+ month mark.  That's not niche.

The rest of your two's debate I'll avoid touching.

Pretty sure Lineage (the first one) was way over that as well. Isn't Aion also in that territory?


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 09, 2011, 04:15:28 PM
I already did your homework for you once, you figure it out from now on captain.

If you didn't catch the sarcasm . I ll lay it out for you-  you know nothing about cc breakers in game and all your claims are based on false assumptions and deliberate misinformation. go away troll.  


Title: Re: Rift: Planes of Telara
Post by: Chimpy on March 09, 2011, 04:24:06 PM
This would make it the number two subscription game.  I'm not sure anything besides EQ and WoW have done better at the 6+ month mark.  That's not niche.

The rest of your two's debate I'll avoid touching.

Pretty sure Lineage (the first one) was way over that as well. Isn't Aion also in that territory?

I think everyone is ignoring (and, arguably, rightfully so as the markets are so different) the Korean sub numbers. 

Aion is a game that most people in these kind of forums (and developers) seem to dismiss even though it sold twice as many boxes in the west as Warhammer and had some mechanics and game technologies in it that were very well done and made the gaming experience more enjoyable.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on March 09, 2011, 04:25:21 PM
I already did your homework for you once, you figure it out from now on captain.

If you didn't catch the sarcasm . I ll lay it out for you-  you know nothing about cc breakers in game and all your claims are based on false assumptions and deliberate misinformation. go away troll.  

Seriously, each of the skills he listed is a cc breaker. Go back to lurking while you poopsock your mmo's.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on March 09, 2011, 04:47:11 PM
This would make it the number two subscription game.  I'm not sure anything besides EQ and WoW have done better at the 6+ month mark.  That's not niche.

The rest of your two's debate I'll avoid touching.

Pretty sure Lineage (the first one) was way over that as well. Isn't Aion also in that territory?

I think everyone is ignoring (and, arguably, rightfully so as the markets are so different) the Korean sub numbers.  

Aion is a game that most people in these kind of forums (and developers) seem to dismiss even though it sold twice as many boxes in the west as Warhammer and had some mechanics and game technologies in it that were very well done and made the gaming experience more enjoyable.

I was ignoring the Korean sub numbers too, I thought Lineage had hit 500kish over here. It was something more ridiculous like 3 or 4 million with Korea counted.

I probably shouldn't have said 'way over' though.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on March 09, 2011, 04:57:16 PM
It may have, I never played an NCSoft game until Aion and was amazed at the number of people I played with who had never played a non-Korean MMO other than maybe picking up WoW for a week and saying "I'll pass."


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 09, 2011, 05:21:36 PM

Seriously, each of the skills he listed is a cc breaker. Go back to lurking while you poopsock your mmo's.

Troll some more.  none of them breaks squirells


Title: Re: Rift: Planes of Telara
Post by: Hoax on March 09, 2011, 05:36:37 PM
I told you guys the pvp was fucking garbage back in beta. If you bought this pile expecting to enjoy the pvp you are an idiot.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on March 09, 2011, 05:50:12 PM
Troll some more.  none of them breaks squirells
He's not trolling.  Go back to the Vault boards.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 09, 2011, 06:17:06 PM
Quality poster that guy is.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on March 09, 2011, 09:05:14 PM
So, right now I'm being corpse camped by the game itself. There was a massive life invasion in Silverwood, which just followed a massive fire invasion that was repelled. The second time people got bored and didn't really do anything about the rifts, and they took over the zone. I got killed in a town trying to fight them off in a way that, as soon as I rez, they jump me and kill me instantly.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 10, 2011, 12:29:14 AM
Quote from: Nebu
This game is not WoW.  No game is, or likely to ever be another WoW. Comparisons of any kind to WoW would be silly.   

When I called the game niche, I meant that I think it will have 400-500k subscribers 6 months from now.  I don't think that's an unrealistic expectation.  Rift is a pretty game with a solid foundation.  I expect it to do slightly better than LotRO or EQ2, but that's still niche by WoW standards.  If they do better, that's wonderful.  I'd like to see Hartsman rewarded. 

I'm still unconvinced that WoW players aren't just vacationing in Rift because they don't care for Cataclysm.  Perhaps a few fixes to Cataclysm will bring them back?  I don't know.  I do know that general chat is nothing but WoW chatter and WoW comparisons.  That suggests that the playerbase in Rift has some strong connection to WoW in some form. 

Nebu, I think I am not getting your stance. The criticisms about content and fun and stick-factor you move to Rift could easily be applied to WoW too. Still, that game has been "sticking" for 7 years and still is. So, honest question, are you arguing that the genre is dying and people who are still in WoW are there just out of a habit, or are you saying that Rift is missing something that WoW has?

Your polite doomcasting (bear with me) of Rift is reasonable, but considering how similar (and better) this game is compared to the 6 million pounds gorilla, and the few improvements it has has compared to that, I really don't get your point other than for the fact that "it's not Blizzard". Is that what you are saying?

If not, please explain and illustrate to me enough differences between Rift and WoW.


Title: Re: Rift: Planes of Telara
Post by: Amaron on March 10, 2011, 04:10:08 AM
Whether or not 500k is niche it's still massive profit.   It's enough profit for even cheapskate investors to reinvest some via large fequent content updates.   Considering that has been the cited reason nobody could compete with WoW it would be a substantial change to the industry.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 10, 2011, 04:47:09 AM
Ive decided that afking through warfronts is the best way to level.  I mean I get 4K xp for a loss, dont have to do anything(thank you G15) and get cleaning done at home or can surf porn.  They dont seem to give a shit so far so its working out nicely.  I plan to get 42 today while I hit up netflix


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 10, 2011, 04:52:22 AM
First of all, thanks so much for shitting up my warfronts and then bragging about it. Second, you better believe they care. They're giving outright bans for it, and not always the Blizzard slap on the wrist please don't leave our game kind, either. Their tools just aren't 100% up to speed but you get reported enough, they'll know.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 10, 2011, 05:12:10 AM
Ive decided that afking through warfronts is the best way to level.  I mean I get 4K xp for a loss, dont have to do anything(thank you G15) and get cleaning done at home or can surf porn.  They dont seem to give a shit so far so its working out nicely.  I plan to get 42 today while I hit up netflix

I appreciate your honesty about being an asshole.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 05:59:40 AM
First of all, thanks so much for shitting up my warfronts and then bragging about it. Second, you better believe they care. They're giving outright bans for it, and not always the Blizzard slap on the wrist please don't leave our game kind, either. Their tools just aren't 100% up to speed but you get reported enough, they'll know.

u mad?


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on March 10, 2011, 06:27:45 AM
Three F13rs in two days need to take their shit back to the Vault.  Seriously. 


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 10, 2011, 06:45:11 AM
u mad?

Yeah, bro. You slayed it there.

The other day, in the 30-39 bracket, the same five afkers were in Black Garden on Defiant side *for four hours*. I went five games in a row, gave up, checked back in an hour later, same five guys, rinse, repeat until I finally fucked off.

So yeah, I hope you're making fun of the AFKers in a roundabout way with your witticism because fuck those dudes. I can't wait for the impending "this game is so boring" post from guys who AFKed for 50 levels.


Title: Re: Rift: Planes of Telara
Post by: Paelos on March 10, 2011, 06:53:30 AM
The amount of  :facepalm: on this page is staggering.

The one thing I love about new MMO's is how it brings the community together.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on March 10, 2011, 07:03:04 AM
Troll some more.

http://kotaku.com/#!5770312/trolling-this-post-would-be-in-incredibly-poor-taste (http://kotaku.com/#!5770312/trolling-this-post-would-be-in-incredibly-poor-taste)

I do not think that word means what you think it means.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 10, 2011, 07:13:58 AM
I dont actually afk, I was just pointing out how easy it is and the rewards for doing it are very good especially for experience.  I just had to endure the same 3 people doing it the past 3 hours and lost every game because of it.  Im sure the patch today wont address it in any way.  Problem is that the person can do absolutely nothing and earn 4K xp per game...most of which last about 7 minutes.  They need to change it so anyone who doesnt participate walks away with nothing to discourage people from even bothering.  Didnt mean to piss anyone off, just hoping their devs are paying attention.  I also now have a running petition in with 20 names on it of chronic afkers.  To the person who rsaid they are banning people because of it...I hope you are correct


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 07:22:51 AM
Don't know if that  :facepalm: was for me but when faced with statements like the above you really can't say anything else.

People should have learned by now that gamers will in fact 'game' the system. No matter what, no matter where if it can be afk'd, if it can be griefed someone will be there doing it. On my old wow server there was someone famous for going into alterac valley and simply fishing all day long soaking up honor/rep.  At some point you need to realize it's not the players who are at fault, they are simply playing what was given them and quite frankly don't give a damn about your enjoyment. If you are upset, taking your nerdrage out on the internet will do jack shit and isn't even focused on the right person.  The developers of a game are ultimately responsible and should be held accountable for these things.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 10, 2011, 07:24:56 AM
Your polite doomcasting (bear with me) of Rift is reasonable, but considering how similar (and better) this game is compared to the 6 million pounds gorilla, and the few improvements it has has compared to that, I really don't get your point other than for the fact that "it's not Blizzard". Is that what you are saying?

In a nutshell, yes.  

Rift is a good game.  It is well made and the art direction will appeal to many.  My point is a) that it's not enough of a departure from WoW to garner large numbers, b) that it lacks the Blizzard fan base to even be compared with WoW, and c) the game reminds me of WAR and Aion not in quality, but in lack of stickiness.  When the shine starts to wear off, people will realize that they left WoW for a different-looking-WoW and will either get bored faster or just go back to their first love.  

As I said before, I hope that I'm wrong.  I am a huge fan of Hartsman's work in EQ2 (a VERY underappreciated MMO) and wish him success.    


Title: Re: Rift: Planes of Telara
Post by: Paelos on March 10, 2011, 07:27:27 AM
I don't blame players for gaming a system. I do blame them for being cocks about it. That pretty much goes for all walks of life.


Title: Re: Rift: Planes of Telara
Post by: Abelian75 on March 10, 2011, 07:29:22 AM
they are simply playing what was given them and quite frankly don't give a damn about your enjoyment.

Um, so not to take this any further, but I think if someone does not care about other people then they are in fact a bad person.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 10, 2011, 07:30:01 AM
I don't blame players for gaming a system. I do blame them for being cocks about it. That pretty much goes for all walks of life.

I think the behavior just serves as another data point demonstrating why people play these games.  Paying to afk a game says a lot about the MMO genre as well as the gamer's psyche.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 10, 2011, 07:32:39 AM
(http://www.millenniumfalcon.com/phpbb/images/smiles/mf_emoticon_slapfight.gif)


Title: Re: Rift: Planes of Telara
Post by: Koyasha on March 10, 2011, 07:37:22 AM
The report function in warfronts seems effective - a couple days ago I saw one person afk at the res pad, told everyone to /report, and a few moments later she was gone from the warfront, apparently having been kicked out by the reports.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 07:41:20 AM
People aren't people in mmo's. They are little pixelated sprites, disassociation and all that. I really don't think it makes you a bad person to not care if you just stole a mining node from legolaz(in my defense, his name was legolaz)


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 10, 2011, 07:49:59 AM
Yeah, I guess I shouldn't have posted three pages worth of raging about AFKers. Oh, wait. I didn't fucking do that. I was responding to someone bragging about the dickhead maneuver. Be discrete if you're going to game the system. You also never get to bitch about exploiters, getting ganked for hours or any of the myriad ways people can game the system to fuck you over. Ever. You turned in your complaining card.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 07:53:37 AM
 :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Paelos on March 10, 2011, 07:55:48 AM
Get a room you two. The sexual tension is killing me.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 10, 2011, 08:11:54 AM
One can get mad at players for doing it but its Trion's fault.  I mean lets all go back in time to WOW when people would afk in AV.  Literally half the team would be afk at times in the tunnel.  Did you really think letting people net favor and experience for doing nothing in a warfront wouldnt get exploited?  Overall they have done a decent job but this one getting by was stupidity at best.  I did see in todays patch notes they added a 15 minute wait period if you leave a warfront early...so glad they added that but have nothing for afkers. 


Title: Re: Rift: Planes of Telara
Post by: AcidCat on March 10, 2011, 08:12:27 AM
 When the shine starts to wear off, people will realize that they left WoW for a different-looking-WoW and will either get bored faster or just go back to their first love.     

I dunno, at this stage is WoW's life I think there are more and more players that have been playing the game for years and are just ready for something else in the same genre. Rift certainly comes at a good time to take advantage of Azeroth fatigue. I know I won't be going back to WoW this time. There's only so many years you can play the same game, regardless of expansions.


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 10, 2011, 08:41:44 AM
People aren't people in mmo's. They are little pixelated sprites, disassociation and all that. I really don't think it makes you a bad person to not care if you just stole a mining node from legolaz(in my defense, his name was legolaz)
Do you still actually feel that way?  Are you being for real?

If so, I do hope you grow up some day.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 10, 2011, 08:42:27 AM
When the shine starts to wear off, people will realize that they left WoW for a different-looking-WoW and will either get bored faster or just go back to their first love.     

I dunno, at this stage is WoW's life I think there are more and more players that have been playing the game for years and are just ready for something else in the same genre. Rift certainly comes at a good time to take advantage of Azeroth fatigue. I know I won't be going back to WoW this time. There's only so many years you can play the same game, regardless of expansions.

That's my argument as well.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 10, 2011, 08:45:12 AM
I dunno, at this stage is WoW's life I think there are more and more players that have been playing the game for years and are just ready for something else in the same genre. Rift certainly comes at a good time to take advantage of Azeroth fatigue. I know I won't be going back to WoW this time. There's only so many years you can play the same game, regardless of expansions.
That's my argument as well.

A part of me wants you both to be right.  I'm enjoying my time in Rift.  I also enjoyed my time in DCUO.  It's nice to have options in how to spend my gaming time.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 08:45:18 AM
See? I think the game is TOO similar to wow. I am getting sick of wow and don't want a watered down version. Now some people think rift is better than wow and that may be their opinion but they are wrong.  Rift is trying to be a re-textured wow in so many places and you just can't do that any better than they do so rift ends up being equal to in some regards, lesser in a few areas than wow.

Again, doesn't mean rift is a bad game, in fact it's a lot of fun but they really should be pushing the non wow aspects to make it an overll better game. The rifts are a big stepping stone but why isn't the end-game rifts? Yes there are level 50 raiding rifts but there are also heroics and raids afaik which seem too much like they are trying to copy wow "again" I mean heroics? seriously?

Now one of the best, BEST things I found in rift and possibly the most fun I've had was last night when I discovered that zones have hidden puzzles and cairnes. Little mini games that can net you a nice level appropriate blue item.  Why am I just now hearing about those? why aren't they playing up this sort of thing?  Why do the dyes cost so damned much?

Trion is dropping the ball in trying too hard to be the same thing. They needed to just have basic wow functionality, the UI, combat, etc and that's all in there but that's where it needed to stop and where they really should have started trying new things.

I've said it before, the game will do well and it'll hang around for a while but it's the stepping stone, it's the transition game between wow and "the next big thing"


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 10, 2011, 08:46:26 AM
Same. I think Cataclysm was a fine expansion, better than WLK. Despite that, I'm not subbed. It doesn't do it for me. Rift is just different enough that it scratches the same itch without being a 100% clone. YMMV, but I think there's plenty of WoW ennui for a near-WoW to do quite well.


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 10, 2011, 08:49:15 AM
When the shine starts to wear off, people will realize that they left WoW for a different-looking-WoW and will either get bored faster or just go back to their first love.    

I dunno, at this stage is WoW's life I think there are more and more players that have been playing the game for years and are just ready for something else in the same genre. Rift certainly comes at a good time to take advantage of Azeroth fatigue. I know I won't be going back to WoW this time. There's only so many years you can play the same game, regardless of expansions.

After Rift, I'm done with DIKU mmo for a while.  Every time I've gone back to WoW, it's because it was offering a better experience (IMO) than the game I was playing (EQ2, LOTRO, AoC, WAR).  It's just not right now.  For the most part, Cataclysm is not the expansion I wanted.  

Quitting Rift, at this moment, will likely be from MMO/diku burnout or a desire to play single player games like DA2.  Rift hasn't managed to piss me off yet, but I'm pretty easy to keep happy.  I don't take my MMO gaming super duper seriously.  Little bugs or shit I know that's going to be fixed don't bother me.  End game concerns don't really bother me as I'm enjoying leveling. 


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 08:53:00 AM
People aren't people in mmo's. They are little pixelated sprites, disassociation and all that. I really don't think it makes you a bad person to not care if you just stole a mining node from legolaz(in my defense, his name was legolaz)
Do you still actually feel that way?  Are you being for real?

If so, I do hope you grow up some day.

There's fresh air outside, it's also nice and sunny, you really should get off the computer and take it in sometime.  Do I go out of my way to be a douchebag? no. Do I realize that there are people behind the screens? of course. Getting upset over someone teabagging your corpse, stealing a node, afk'ing in pvp however just means you need to get out.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 10, 2011, 09:03:15 AM
Now some people think rift is better than wow and that may be their opinion but they are wrong.

If that isn't trolling I don't know what is. You don't mean to do it, your fingers just type on their own.


EDIT: because whatever.


Title: Re: Rift: Planes of Telara
Post by: WayAbvPar on March 10, 2011, 09:17:53 AM
Let's talk about the game and not about other posters. I am asking nicely. Please don't make me ask again.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 10, 2011, 09:28:43 AM

Now one of the best, BEST things I found in rift and possibly the most fun I've had was last night when I discovered that zones have hidden puzzles and cairnes. Little mini games that can net you a nice level appropriate blue item.  Why am I just now hearing about those? why aren't they playing up this sort of thing?  Why do the dyes cost so damned much?


They are rewards for explorers, advertising them completely ruins the point of having them.  At that point they might as well spawn the loot in your bags when you reach the appropriate level.  I'm with you on the dyes.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 09:45:37 AM

Now one of the best, BEST things I found in rift and possibly the most fun I've had was last night when I discovered that zones have hidden puzzles and cairnes. Little mini games that can net you a nice level appropriate blue item.  Why am I just now hearing about those? why aren't they playing up this sort of thing?  Why do the dyes cost so damned much?


They are rewards for explorers, advertising them completely ruins the point of having them.  At that point they might as well spawn the loot in your bags when you reach the appropriate level.  I'm with you on the dyes.

 I don't mean telling players where there are and how to do them, anyone can google that stuff. I just mean letting players know these things 'exist' and having many, many more of them than maybe one per zone.  These are things people have been conditioned to not even bother looking for in most mmo's and could be one of rifts biggest strengths but they arent playing to it.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on March 10, 2011, 10:11:51 AM
Actually I've been so trained by WoW's "guided tour" of the world that I have to keep reminding myself to get off the beaten path and look around. The artifact sets and puzzles are a welcome incentive to just explore.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 10, 2011, 10:46:30 AM
I don't mean telling players where there are and how to do them, anyone can google that stuff. I just mean letting players know these things 'exist' and having many, many more of them than maybe one per zone.  These are things people have been conditioned to not even bother looking for in most mmo's and could be one of rifts biggest strengths but they arent playing to it.

Reading your achievements list helps with finding new things to do and explore. 


Title: Re: Rift: Planes of Telara
Post by: WayAbvPar on March 10, 2011, 11:08:32 AM
I love the idea of the hidden stuff in each zone. I just can't make myself go dig around for it when every 5 steps I am getting dismounted and debuffed by mobs 10 levels below me. If the patch fixes that, I will spend my next several hours exploring Freemarch with a fine-toothed comb.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 10, 2011, 11:10:22 AM
See? I think the game is TOO similar to wow. I am getting sick of wow and don't want a watered down version. Now some people think rift is better than wow and that may be their opinion but they are wrong.

 :awesome_for_real:

In any case, Lakov, have you participated in a zone wide event?  If you have, have you participated several different ones?


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 11:53:42 AM
Are talking about the zone wide events the rift invasions where you go around killing rifts then killing roaming packs, then a boss appears and you kill that? I seem to recall some buff the wardstones thing too but i was over before I knew what was going on.

I do like the random rifts and invasions and while some people here *cough* keep saying there are several different types, all I see are "look a ton of mobs, kill them" type events.

Back to me saying its not a better game. Well they are trying to out-wow wow and we should all know that's not possible. Also anyone who says rift isnt blatantly copying many parts of wow is either blind or lying. I'm not saying they shouldnt take what wow did well but it's more than that since they are taking a lot of the bad stuff too.

It's obvious there were a lot of good ideas that went into the making of the game but got scaled back with people saying things like "slow down, we cant be too different from wow" and I think that kills some of their potential.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 10, 2011, 12:10:20 PM
So the answer to my question is that you have only done the Silverwood/Freemarch one then yes?

Did you get passed level 20 yet?



Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 12:38:21 PM
Fun doesn't start until you hit 50? Learn2play noob?  :awesome_for_real:

I got to 30 defiant side then switched and am 29 guardian now. I'll just have to wait a bit longer for that fun I suppose?


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 10, 2011, 12:44:46 PM
To be honest, many of the soul trees don't really start getting fleshed out until 35 or so.  My cleric started to really get interesting when it hit 34.  Every level after that has been a learning experience.  I'm finding that while I have new toys to play with that a new problem has emerged.  My wisdom doesn't scale in the later levels like it did in the early game.  This has me wondering if it's like that for other classes as well.  The problem with balancing for the endgame is that some souls will flesh out early and some late.  This will give you the illusion of being weak or strong at different points along the leveling process.  I just hope that when I hit 50, it will be fairly evened out.  If not now, in a few months.   


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 10, 2011, 12:53:14 PM
Fun doesn't start until you hit 50? Learn2play noob?  :awesome_for_real:

I got to 30 defiant side then switched and am 29 guardian now. I'll just have to wait a bit longer for that fun I suppose?

Seriously dude?  You're going this route? 

In any case, there are multiple zone invasion events for each element in each zone though I haven't seen the higher level ones yet.  I guess you haven't seen any of them outside the newbie ones.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 01:08:12 PM
We can't all be raiding 4/5 in "uber dungeon 02" sorry.  However more than halfway though leveling and having been in three of the zones so far none of the rifts have been more interesting than "shit spawns, kill it" you seem to be under the impression that maybe hiding the shit in barrels, or having to buff a crystal before killing said shit, or having a really big shit appear seem to all be vastly different things, they aren't.

What's different about rift? the exploration stuff is very nice and so are the puzzles. The rifts themselves however do not seem to be interesting beyond visually and can you please explain HOW they are different? Besides just coming in 4-5 different color schemes. Fuck I even like the mechanic but it gets old.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 10, 2011, 02:12:25 PM
Utnayan?


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 10, 2011, 07:37:33 PM
You're a very angry and bitter individual.  Maybe you should take a break.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 10, 2011, 10:07:17 PM
You're a very angry and bitter individual. 

www.f13.net

Look the game is fun but it's also pretty....safe.  They didn't do anything especially daring and essentially just copied wow in almost every aspect. They could have done a lot more and been dare I say a great game but it's all there same as wow, even the little puns and inside references, though they are more subdued.

Where this game deviate it really shines but the problem is they got way too conservative and will they fix that? maybe. My guess is a lot of people are going to play this for a bit, people already burned out on wow, see this is essentially the same and just stop playing mmo's for a while.


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on March 10, 2011, 10:19:41 PM
Dude, rifts are essentially open air dungeons. They give you the loot (dispersed through planarite/those funky blue shit they occaisionally drop) you need to do other, better dungeons, or raids, or what not. They are no different than Vortex Pinnacle, except they are right beside you. If you don't like them, realistically you can say, fuck you, I'm sticking to dungeons/questing.

My only significant beef with them is that they need to show much clearer who is a tank and who is a healer. I'm sorry but this is the age of LFD whether you like it or not, and we are not all doing every rift with our buddies. It need to make a giant shield above the person with current aggro, or something, saying HEAL ME DUMMY!!! Having a tank spec's name in oragne is not really enough.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on March 10, 2011, 11:20:37 PM
My guess is a lot of people are going to play this for a bit, people already burned out on wow, see this is essentially the same and just stop playing mmo's for a while.

I think Rift will be one of the last profitable MMOs for a very long time (not considering GW2 a true MMO).  The wheel is ready for reinvention. 

I was thinking about this pretty recently, that when my time in Rift is done, I likely won't go back to WoW.  And that surprises the shit out of me, honestly.  It's the first time I've looked at it and just didn't want to go back.  So now I'm looking at all the other MMOs, seeing that they're all little broken pieces of WoW (or WoW stole their little pieces and tried to fix them).  And again, I'm not seeing myself wanting to go back to any of them. 

I use EQ1 as my nostalgia fix and after multiple attempts to get back into it over the past six years, I just can't.  And I think that feeling is lost now, it will only likely come back when the next really, really remarkable game is released that changes everything like WoW did.  I realize this sounds all dramatic, but for someone who thought they'd be playing MMOs for life, I'm now seeing that really isn't the case for myself. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 11, 2011, 07:56:16 AM
You're a very angry and bitter individual. 

www.f13.net


F13 isn't angry or bitter.  It's jaded, skeptical, and mean.  There's a difference.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 11, 2011, 08:10:01 AM
My only significant beef with them is that they need to show much clearer who is a tank and who is a healer. I'm sorry but this is the age of LFD whether you like it or not, and we are not all doing every rift with our buddies. It need to make a giant shield above the person with current aggro, or something, saying HEAL ME DUMMY!!! Having a tank spec's name in oragne is not really enough.

Tanks are dark orange names.


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 11, 2011, 08:14:53 AM
 :facepalm:


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 11, 2011, 08:23:06 AM
F13 isn't angry or bitter.  It's jaded, skeptical, and mean.  There's a difference.

The jaded and skeptical part is fine.  The aggressive attitudes around here should go away in my opinion.  The people here are far too intelligent to feel the need to resort to name calling and belittling.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 11, 2011, 08:36:46 AM
F13 isn't angry or bitter.  It's jaded, skeptical, and mean.  There's a difference.

The jaded and skeptical part is fine.  The aggressive attitudes around here should go away in my opinion.  The people here are far too intelligent to feel the need to resort to name calling and belittling.

When I said mean, I meant very blunt.


Title: Re: Rift: Planes of Telara
Post by: Merusk on March 11, 2011, 09:41:48 AM
My only significant beef with them is that they need to show much clearer who is a tank and who is a healer. I'm sorry but this is the age of LFD whether you like it or not, and we are not all doing every rift with our buddies. It need to make a giant shield above the person with current aggro, or something, saying HEAL ME DUMMY!!! Having a tank spec's name in oragne is not really enough.

Tanks are dark orange names.

So the colorblind shouldn't be healers?


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 11, 2011, 09:52:32 AM
Really?


Title: Re: Rift: Planes of Telara
Post by: Koyasha on March 11, 2011, 09:52:49 AM
Target's target window works fine for me, when I'm playing a healer.  I see no need for anything beyond that.  In fact I simply target the enemy and cast through them a lot of the time, since I have the options selected to cast spells on my target's target and such.


Title: Re: Rift: Planes of Telara
Post by: March on March 11, 2011, 01:30:39 PM
Target's target window works fine for me, when I'm playing a healer.  I see no need for anything beyond that.  In fact I simply target the enemy and cast through them a lot of the time, since I have the options selected to cast spells on my target's target and such.

Yeah, not really working all that well in practice, especialliy in rifts... just too many folks fighting solo battles.  I've stopped trying to target heal rifts anymore... will only do Bard or Chloro healing... indiscrimintate green healing rain numbers.  The absence of click casting (not taht @mouseover shit) pretty much seals it for me.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on March 13, 2011, 04:40:03 PM
I had logged out at a small quest hub, and logged in today to find myself faced with an overwhelming amount of Death invaders that promptly gave me a dirt nap. I have to say I enjoyed it, just for the sheer unpredictable chaos of these kind of situations. I've never liked open PvP, it delivers TOO much chaos, and just allows strangers to repeatedly waste my time at their leisure, but these invasions add a lesser version of that kind of chaos that feels more, I dunno fair somehow, it just works for me. Most of the time I can avoid invasions and rifts but they are just intrusive enough to mix it up in a good way.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 13, 2011, 08:22:06 PM
Yeah, i just love how all invasions start by basically kicking everyones ass.  Then a quest hub or two falls.  Then everyone groups up and fights back.


Title: Re: Rift: Planes of Telara
Post by: Venkman on March 13, 2011, 09:00:29 PM
Yea, it's one of the main things I like (the other being so easy to multi-class). The rifts themselves coulda so easily been like WAR's static spawns, where it only works when a dense group of players happen to be around the same level. Instead these can roll over needed content in a way that compels players to (eventually) clear them out.

The one thing I wish was for the map to show me where there is a density of players before I join the public group. Would make for a lot less running. Unless there's some setting I'm missing?


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 13, 2011, 09:56:38 PM
From what I've seen, at least in the two zones I've been in, is that players head for A Big Town and defend there.  If you're defending an outlying town, one handy thing is that wardstones can be buffed and healed.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 14, 2011, 01:53:15 AM
My biggest concern is that these big invasions turn the map into such a cluster you cant make heads or tails of wtf.  Like someone said some kind of indicator of where people are massed would be helpful since it sucks to run through 5 rifts to find 0 people doing them


Title: Re: Rift: Planes of Telara
Post by: Falconeer on March 14, 2011, 06:00:26 AM
The one thing I wish was for the map to show me where there is a density of players before I join the public group. Would make for a lot less running. Unless there's some setting I'm missing?

This!
I am enjoying invasions and zone events much more than I did in beta and in the first week. The thing is, they are so much better when you start understanding what is going on and what you can do about it, and espcially what kind of rewards you can get out of it. At level 35 I am now basically leading the Zone Events by spamming in zone chat what is going on and where people should be at all times. Needless to say, this works 1 out of 5 times, but when it does it's super cool, with multiple huge raids going up and down the zone clearing everything and finally confronting the final bosses. Not to mention that from 30+ it all happens in contested zones, meaning there's a high chance the fight with the final boss will be AGAINST the other faction too, or alongside them. I've seen the craziest stuff happening around a zone event boss, with the two factions teaming together only to slaughter each other right after the boss fell, or 60+ players beating the shit out of each other while the boss happily murdered both sides. Hilarious and cool, makes the game feel alive and dynamic.

Sadly, as I said, Trion did an awesome job putting it all together, and the events, the on screen messages, the map cues, they are all there and working. But it's not nearly enough. People are coming from 10 years of the same old shit and they are basically refusing to understand anything different. Their brains ignore the on screen messages, refuse to acknowledge that there could be something out of questing/leveling, and they do all they can to not understand the basic logic of something they haven't been handheld through for the whole process. So, my suggestions are about some sort of tutorial that explains the zone events (and why is it worth to complete them, what is a sourcstone and a shardstone, how to get them and where to spend them) and probably most important of all, better feedback about what's the state of the event. I recalled many times to go and protect a wardstone only to find out that there was NO ONE protecting there (so, useless) and/or that too many wardstones were already gone so it was too late anyway, or that a specific wardstone was too close to be destroyed. A simple indicator of all wardstones health could do wonders.


I wish people could stop saying Rift didn't add enough over the WoW formula. It's such a clueless comment. The rift/dynamic content part of Rift is simply awesome, and this is just launch. It's exciting to think what they will be able to do out of it.


Title: Re: Rift: Planes of Telara
Post by: March on March 14, 2011, 06:55:29 AM
The one thing I wish was for the map to show me where there is a density of players before I join the public group. Would make for a lot less running. Unless there's some setting I'm missing?

This!
[snip]
Sadly, as I said, Trion did an awesome job putting it all together, and the events, the on screen messages, the map cues, they are all there and working. But it's not nearly enough. People are coming from 10 years of the same old shit and they are basically refusing to understand anything different. Their brains ignore the on screen messages, refuse to acknowledge that there could be something out of questing/leveling, and they do all they can to not understand the basic logic of something they haven't been handheld through for the whole process. So, my suggestions are about some sort of tutorial that explains the zone events (and why is it worth to complete them, what is a sourcstone and a shardstone, how to get them and where to spend them) and probably most important of all, better feedback about what's the state of the event. I recalled many times to go and protect a wardstone only to find out that there was NO ONE protecting there (so, useless) and/or that too many wardstones were already gone so it was too late anyway, or that a specific wardstone was too close to be destroyed. A simple indicator of all wardstones health could do wonders.
I agree with you generally... but I disagree that they did a great job alerting folks.  As an experienced MMO gamer, I'll freely admit that a prose message that pops up saying Warrior Redoubt is under attack - is essentially meaningless if I don't know what/where Warrior Redoubt might be... or why I should care.  Needs visuals on Map and better integration with the quest interface.  The fact that a Zone Quest appears on my bar is a good alert, but I'm just not getting a good feel on how to manage this particular quest - so I tend to ignore them.  It's not simply a question of hand holding, it requires visual connecting of dots - at a minimum in some sort of tutorial in the newbie zone. 

If it is as awesome as you say, then I for one am not getting it.


Title: Re: Rift: Planes of Telara
Post by: Comstar on March 14, 2011, 07:21:50 AM
. I recalled many times to go and protect a wardstone only to find out that there was NO ONE protecting there (so, useless) and/or that too many wardstones were already gone so it was too late anyway, or that a specific wardstone was too close to be destroyed. A simple indicator of all wardstones health could do wonders,

I think that's part of your job- when you see that, tell the rest of the zone! There IS a message "XXXX is under attack", "XXXX is about to fall!" and it's clear on the map where the invasions are. You get 3 abilities (repair/upgrade the stone, spawn some defenders to fight the invasion, or boost yourself vs invasions) to help too.

A quest tutorial to use the abilities (along with "How to get Planer money and where to spend it" and the same thing for the PvP gear) would be nice though.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 14, 2011, 10:32:17 AM
I agree with you generally... but I disagree that they did a great job alerting folks.  As an experienced MMO gamer, I'll freely admit that a prose message that pops up saying Warrior Redoubt is under attack - is essentially meaningless if I don't know what/where Warrior Redoubt might be... or why I should care.  Needs visuals on Map and better integration with the quest interface.  The fact that a Zone Quest appears on my bar is a good alert, but I'm just not getting a good feel on how to manage this particular quest - so I tend to ignore them.  It's not simply a question of hand holding, it requires visual connecting of dots - at a minimum in some sort of tutorial in the newbie zone. 

If it is as awesome as you say, then I for one am not getting it.

Its seems player not reading tutorials .I cant vouch my life on it but I am pretty sure at about level 10 it was explained how to use invasion map. -Open your map and roll over the invasion (crossed swords) it would show their direction with an arrow . On a typical zone even just roll over the groups of the invasions - it clearly shows which quest hub they  targeted. It is  2-3 targets at same time , one being the most attacked typically. The map also shows  event bosses when they  spawn.


Title: Re: Rift: Planes of Telara
Post by: Maledict on March 14, 2011, 10:55:46 AM
to be fair, even when you do tell people where to go they often ignore it. The key to zone invasions beyond the initial zones seems to be all about defense - you need a solid team to deal with the massive stream of invasions that roll up. All too often you can see folks shutting down rifts, but it's all useless as the wardstones fall to the hordes of attackers, and no matter how much you call for reinforcememnts folks just aren't interested in helping.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 14, 2011, 11:15:07 AM
Something that would help make more people care would be removal of map fog; I see so many people spamming "Where's the boss?" because he's NOT on their map because they haven't revealed that portion yet. Or, show Rifts/Invasions/Bosses etc. even if the area hasn't been revealed.

The reason no one defends the wardstones is that the rewards for doing so are shit compared to Major Rifts; even if there are 5 or more invasions going for one wardstone, you're still not going to get any sourceshards/sourcestones out of it. But I think the whole rewards system needs work; something to do with previous tier sourceshards, as well as the ability to buy sourceshards with planarite would go a long way.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 14, 2011, 11:19:01 AM
The reason no one defends the wardstones is that the rewards for doing so are shit compared to Major Rifts; even if there are 5 or more invasions going for one wardstone, you're still not going to get any sourceshards/sourcestones out of it. But I think the whole rewards system needs work; something to do with previous tier sourceshards, as well as the ability to buy sourceshards with planarite would go a long way.

This is a problem.  The reward system needs some help.  You can sit on the road clearing the invasion force for 20 mins and get a worse reward than if you get to the boss 30s before it dies.  Allowing people to convert planarite into shards at some conversion rate would help as well. 


Title: Re: Rift: Planes of Telara
Post by: Typhon on March 14, 2011, 11:49:29 AM
I'd like to be able to convert previous tier sourceshard into planarite because I want the Focus thingee that has 4 lessers and 2 greaters that costs 7500 planarite.  Seems to me that once I have that, I won't need another, but coming up with 7500 planarite is tough.  Currently not buying anything trying to save up - thus wanting to convert the sourceshard into planarite so I can get back in the rare planar items game.

Those who have made it to 50, am I doing it wrong?


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 14, 2011, 12:26:28 PM
7500 is easy to get in a few hours time at level 50.  You get somewhere between 100-200 planarite per rift.  I'd save up though.


Title: Re: Rift: Planes of Telara
Post by: Nonentity on March 14, 2011, 12:28:42 PM
I hit 50 in the middle of last week. At this point in time, I want a dungeon finder tool. Even as a healer, getting groups together is a pain in the ass, because I'm not part of one of the few uber guilds on our server that has people playing.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 15, 2011, 07:40:58 AM
IN the latest podcast...LFG tool coming server specific only.  If that doesnt work well they plan to make the LFG tool work across multiple servers like Warfronts. 


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 15, 2011, 07:42:09 AM
I hit 50 in the middle of last week. At this point in time, I want a dungeon finder tool. Even as a healer, getting groups together is a pain in the ass, because I'm not part of one of the few uber guilds on our server that has people playing.

Maybe level an alt for a couple of weeks.  Right now the end game lacks critical mass.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 15, 2011, 08:10:39 AM
I hit 50 in the middle of last week. At this point in time, I want a dungeon finder tool. Even as a healer, getting groups together is a pain in the ass, because I'm not part of one of the few uber guilds on our server that has people playing.

Maybe level an alt for a couple of weeks.  Right now the end game lacks critical mass.

I thought it was about soul acquisition? ( At least partly )


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on March 15, 2011, 08:37:33 AM
My warrior had all eight PvE souls by the first part of 14, lol.  I tend to open my options up asap.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 15, 2011, 09:18:44 AM
My warrior had all eight PvE souls by the first part of 14, lol.  I tend to open my options up asap.

My toons are all done by 15-16 as well.  I enjoy switching specs constantly. Theory crafting is probably the most engaging part of the game.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 15, 2011, 09:20:37 AM
The only soul that takes more than 5-10 mins to get is the pvp soul, and that only takes a few hours if the queues are fast.


Title: Re: Rift: Planes of Telara
Post by: Sky on March 15, 2011, 09:27:24 AM
Theory crafting is probably the most engaging part of the game.


Title: Re: Rift: Planes of Telara
Post by: Koyasha on March 15, 2011, 09:33:53 AM
Yeah, I really like that respeccing is cheap enough that every day or two I can go 'hmm, maybe I should try THIS' and can afford to do it without putting any sort of a strain on my finances.

Also, as for the LFG tool, we shall see how that goes.  I'm really not interested enough in MMO's in general anymore to put up with that nonsense if it's like WoW's dungeon finder, but if it's a proper LFG tool that helps me form groups instead of doing it for me, then great.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 15, 2011, 09:35:51 AM
Making respec costs static and based only on your level was a great decision by Trion.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 15, 2011, 10:53:33 AM
I hit 50 in the middle of last week. At this point in time, I want a dungeon finder tool. Even as a healer, getting groups together is a pain in the ass, because I'm not part of one of the few uber guilds on our server that has people playing.

Maybe level an alt for a couple of weeks.  Right now the end game lacks critical mass.

I thought it was about soul acquisition? ( At least partly )

That was a long time ago.  You get all your souls early on now.  Though they could add souls like that down the road.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on March 15, 2011, 11:35:54 AM
Woops!



Title: Re: Rift: Planes of Telara
Post by: Kovacs on March 22, 2011, 02:45:35 PM
This game is really defining "directed experience" for me.  I'm at 30'ish now and missed IT, DSM lasted about 3 runs and all I'm really hoping for now is some sort of branch in these rails.

I'm really afraid that this game is going to be about perfecting 'on the rails' leveling under the guise of polish.  Not that I'm a huge fan of the "Quest Hubs Are the Devil" Goddamn "?" burn in hell school of thought.  So far I'm afraid this game errs way way too much on the "Jesus Fuck get your hands off me I know what I'm supposed to be doing yes, thank you, again!  Over-Handled." Side of the argument.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 22, 2011, 04:13:43 PM
Posting while on Meth makes you difficult to understand.


Title: Re: Rift: Planes of Telara
Post by: snowwy on March 22, 2011, 05:37:53 PM
Posting while on Meth makes you difficult to understand.

Yet, it made sense to me....Having the same experiences as Mr. Meth up there....one char at 33, one at 21, neither has been in IT.......did i miss something= Hell if i know, the grind is on rails anyway.....f'ing boring.....
Still have a 12 warrior to run through the stuff, but can't really be bothered, because i've seen it all......besides IT.......


Title: Re: Rift: Planes of Telara
Post by: Cadaverine on March 22, 2011, 05:55:42 PM
The follow-up(s) to the story quests in Meridian take you to IT.  And there's also a quest from the Faceless Man, I think, to talk to someone's spirit, which is it IT.  Should have opened up at around levels 15 - 17.


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 22, 2011, 07:39:48 PM
Posting while on Meth makes you difficult to understand.

Yet, it made sense to me....Having the same experiences as Mr. Meth up there....one char at 33, one at 21, neither has been in IT.......did i miss something= Hell if i know, the grind is on rails anyway.....f'ing boring.....
Still have a 12 warrior to run through the stuff, but can't really be bothered, because i've seen it all......besides IT.......

Need more periods.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 23, 2011, 04:52:26 AM
http://forums.riftgame.com/showthread.php?135656-Upcoming-Balance-changes-vs-Hot-fixes

Glad to see they are going to "fix" Warriors and Saboteurs finally both of which dominate PvP.  There were bugs that basically made them ignore all of your armor and put you into negative numbers and subsequently rape your face. 


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 23, 2011, 05:13:34 AM
Oh and they nerfed bard heals...fuck you Trion you morons.  A bard cant go 1V1 with good DPS classes(which is pretty much everyone else except bards) so they were only useful in warfronts, now thats been nerfed to half as effective so why even bother playing one?  So I can do sub par shitty heals to only a few people while I get assraped 1V1?  Yeah, thanks for killing a decent / fun class asshats.  Least you can do is up the heals since you nerfed its effectiveness down to 5 fucking people.  Yeah im pissed, havent had coffee yet and fuck Scott. 


Title: Re: Rift: Planes of Telara
Post by: NiX on March 23, 2011, 06:46:48 AM
Need more periods.

I like to think they're ellipsis and explains why his post is so incoherent.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 23, 2011, 08:01:30 AM
Oh and they nerfed bard heals...fuck you Trion you morons.  A bard cant go 1V1 with good DPS classes(which is pretty much everyone else except bards) so they were only useful in warfronts, now thats been nerfed to half as effective so why even bother playing one?  So I can do sub par shitty heals to only a few people while I get assraped 1V1?  Yeah, thanks for killing a decent / fun class asshats.  Least you can do is up the heals since you nerfed its effectiveness down to 5 fucking people.  Yeah im pissed, havent had coffee yet and fuck Scott. 

They nerfed bard heals to affect 5 people instead of the whole raid, this means now you actually need more than one single bard per raid.  It's a GOOD change.


Title: Re: Rift: Planes of Telara
Post by: Tarami on March 23, 2011, 08:26:31 AM
So it has begun. :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 23, 2011, 09:22:14 AM
As I just said in the rift thread but will expand upon here, I do not believe trion has any intention of going outside standard class roles. Warriors tank, mages nuke, clerics heal and rogues dps. They may let you go a little outside your role but just enough to tease, now get your ass back to your proper spec. I think it's the fact they won' address the exposure debuff at all that bothers me. It's clear this one debuff is wildly unpopular and a huge cockblock to doing simple things like running or even grouping up mobs but they seem to be doggedly sticking with it. This speaks to me of having a firm 'vision' for what they want their game to be, fun be damned.


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 23, 2011, 09:46:11 AM
Seeing that I've seen a number of Justicars tank better in t2 then a good number of warriors, with riftstalkers being right about where warriors are in most of t2 dungeon content (some pulls are a bit more rough if just AE'ing), I'm going to disagree. Especially with the update to itemization, I can't wait to see how much better some clerics can get at tanking when they have cleric gear with additional +block/parry/dodge/toughness as I already prefer justicars over warriors/rogues when I can find one to tank allowing me to dps and get a break from tanking instances. The trick is finding one who knows how to spec and actually perform in that role.

I'm not a fan of the spores proc % nerf for chloro as that does reduce their ability to solo heal instances, but a lot of clerics can't even solo heal an instance later on. Mages will be receiving some love soon as well, so I'm not worried about their dps just yet, though some are still able to pull 900+ single target sustained dps meaning they will be even better after any buffs they may receive

Warriors will still be very good at dps, even after they fix certain abilities (such as 100% armor penetration bug)

So while it's true some callings will perform better at certain tasks then others, that certainly doesn't mean the game is limited to "Warriors tank, mages nuke, clerics heal and rogues dps" as other callings are more than capable of performing tasks other callings are more known for traditionally.

Edit - I'm not saying it won't end up in the shitty traditional way though, just that it isn't the case yet or in the near future.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 23, 2011, 09:47:55 AM
If you think that you're set in your roles, period, you're completely retarded. The only problems that cleric and rogue tanking has run into has been itemization (with a few ramp up problems with rogue tanking; those are minor). Tadow, they're dropping 100 items into the dungeons to fill those itemization holes. Chloromancers can main heal. Warrior dps is amazing. Cleric dps is fine.

Really, dissenting opinions are fine, but yours are perpetually outside the bounds of *what's actually in the game.*

EDIT: Segoris is nicer than I am but is saying the same thing. You have no idea what you're talking about.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 23, 2011, 10:24:45 AM
Oh and they nerfed bard heals...fuck you Trion you morons.  A bard cant go 1V1 with good DPS classes(which is pretty much everyone else except bards) so they were only useful in warfronts, now thats been nerfed to half as effective so why even bother playing one?  So I can do sub par shitty heals to only a few people while I get assraped 1V1?  Yeah, thanks for killing a decent / fun class asshats.  Least you can do is up the heals since you nerfed its effectiveness down to 5 fucking people.  Yeah im pissed, havent had coffee yet and fuck Scott. 

They nerfed bard heals to affect 5 people instead of the whole raid, this means now you actually need more than one single bard per raid.  It's a GOOD change.

 Why would I roll in Warfronts now as a Bard where I can only help a few people, do shit damage and lame healing.  Then I leave the WF to get my ass handed to me by pretty much any class 1V1.  I was ok with bards sucking 1V1 since I made up for it in WF's so now they suck on 2 levels....


Title: Re: Rift: Planes of Telara
Post by: Typhon on March 23, 2011, 10:30:13 AM
Seems like they could allow for more bards in raids by simply allowing the cadence/codas to stack in a diminishing way rather than this change which seems to make a bard per group required (if you want bard-style utility).  Hell, just make the cadence stack (diminishing) and have the codas not stack.




Edit: Now that I think about it, I don't think the problem they were trying to address is "only one bard in raids" - if there is already a bard in the raid, pick a dps or tank role.  Probably they are trying to address that this class gives too much free-healing in raids, but is mostly fine in five-mans.  So, I guess my suggestion kind of blows.   :uhrr:


Title: Re: Rift: Planes of Telara
Post by: Blackluck on March 23, 2011, 11:00:00 AM
Apparently class balance is done completely in reaction to either pvp or raid issues.
Neither of which I do, which leaves me and mine screwed :argh:

 (sorry for the inadvertent rhyme.)


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 23, 2011, 11:44:36 AM
Screwed is a nice over exaggeration. These changes aren't that big for 5 man groups. The biggest is the spores reduction and that very well may be made up for with increased damage or other ability changes when mages get some love.


Title: Re: Rift: Planes of Telara
Post by: Blackluck on March 23, 2011, 12:14:53 PM
It's part of a larger pattern. Same thing happened to Rangers, Marksman and Warlords right at the end of alpha (the later two were really eviscerated.) I like the game, but I'm starting to think the nerf scalpel (far worse than the nerf hammer) is wielded a little to freely over there.   


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 23, 2011, 12:33:05 PM
Funny part is they withdrew these nerfs and basically went "oops, sorry you saw that just ignore it".  Well guess what....its 1 month tomorrow and that means its paying sub time.  Convenient they pulled the nerfs right before people might have decided to not sub if their class gets nerfed.  My guess is these nerfs will go on test within a week once those 1 month $$$ are in their pockets. 


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 23, 2011, 12:38:00 PM
Eh, I'd call it more inconsistent adjustments than a developing pattern of nerfs. A lot of the changes made since beta 1 have not been bad, and even the ones currently leaked and retracted aren't nearly as bad as people are doom glooming them to be.


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 23, 2011, 12:40:58 PM
Funny part is they withdrew these nerfs and basically went "oops, sorry you saw that just ignore it".  Well guess what....its 1 month tomorrow and that means its paying sub time.  Convenient they pulled the nerfs right before people might have decided to not sub if their class gets nerfed.  My guess is these nerfs will go on test within a week once those 1 month $$$ are in their pockets. 

Here, you may want to wear this -  :tinfoil:


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 23, 2011, 12:43:11 PM
Funny part is they withdrew these nerfs and basically went "oops, sorry you saw that just ignore it".  Well guess what....its 1 month tomorrow and that means its paying sub time.  Convenient they pulled the nerfs right before people might have decided to not sub if their class gets nerfed.  My guess is these nerfs will go on test within a week once those 1 month $$$ are in their pockets. 

Here, you may want to wear this -  :tinfoil:

Need more tinfoil, I have a big head


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 23, 2011, 12:51:06 PM
Jesus wept, you people...  :uhrr:


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on March 23, 2011, 03:41:37 PM
Jesus wept, you people...  :uhrr:

Thanks for adding to the conversation.

Don't mess with bards.  It's the only role I love.  Don't balance for pvp.  Fucking don't.  Don't do it. Trion, meet me further down the post.



Hey.  Trion.  You got a good thing going, you released a polished, relatively bug-free game and stole a march on Blizzard.  You took the MMO world by storm and now you want to start fucking with your success?  Come on. 
It's up to you.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 23, 2011, 03:56:36 PM
Hrm, yes, my post did lack the contribution and seriousness of "they roll back nerfs at the last second to keep subs" or "this game doesn't do this thing in any way, shape or form but I'm going to pretend it does and WHY DOES IT DO THIS!?!?"


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 23, 2011, 04:04:24 PM
Obvious fanboy is obvious.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 23, 2011, 04:10:53 PM
Absolutely not. I think there are plenty of glaring issues with the game. But they're real issues, not imaginary claptrap. Samples:

1) Expose ranks as some of the dumbest shit I've ever seen in any MMO. Whoever came up with it needs their pay docked.
2) Grey mobs not only aggro but dismount AND expose?
3) The buffing UI is fucking atrocious and makes some things (avoiding saboteurs, rogue tanking) twice as hard as they need to be
4) Questing is insipid and uninspired
5) Questing loops you back to the same places over and over and over again.
6) While I'm hesitant to call healing too easy, healing is too easy. Mana is never a concern, there are no serious cooldowns to juggle meaning your output never really has to drop or rise

I could go on. I like the game a lot but it's not perfect. But I don't need to make up problems, particularly quite frankly delusional horseshit like "oh god, they're manipulating nerf news to play with sub numbers", just to kvetch. I'm on f13, I ain't of it.


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 23, 2011, 04:11:25 PM
Obvious fanboy is obvious.

You've really got no room to make a statement like that.

The "sky is falling drama" is getting a bit over the top.  "Hey, Trion" seriously?  We do that here?


Title: Re: Rift: Planes of Telara
Post by: kildorn on March 23, 2011, 04:45:58 PM
My issue with Bard nerfs is that it doesn't actually make you bring multiple bards. It makes you still bring one bard to buff and heal any melee group you make, and a chloro to raid heal.

Bard healing could be stupid, but that was due to a few really dumb abilities, not the ability to passively heal everyone. And if your raid model is "lots of unavoidable low raid damage", you suck at raid design. Especially if you throw in multiple classes that heal everyone as a side effect of existing.

Bring multiple bards could be solved by making a few of the motifs have 15s cooldowns that are shared, so your wind up needing different bards for +crit or +dmg, and -damage and the HoT.



Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 23, 2011, 05:03:42 PM
I haven't been wrong about an online game yet, if I'm negative it's because there's simply a lot to be negative about. Frankly I'm disappointed and perhaps a little upset at the lack of real innovation in the newest crop of games


Title: Re: Rift: Planes of Telara
Post by: Threash on March 23, 2011, 05:49:42 PM
You've been wrong about every single thing you've said so far actually.  I just did a raid rift with my guild, the bard out healed every real healer by over 3X the amount.  That is not intended, it is ridiculous to not expect it to be nerfed.


Title: Re: Rift: Planes of Telara
Post by: Bzalthek on March 23, 2011, 05:59:39 PM
I haven't been wrong about an online game yet, if I'm negative it's because there's simply a lot to be negative about. Frankly I'm disappointed and perhaps a little upset at the lack of real innovation in the newest crop of games

Not only is this bullshit, but it clearly shows you have delusions of mediocrity.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 23, 2011, 06:56:35 PM
Dude, you've said stuff that is *objectively and indisputably wrong* on a repeated basis. Not a matter of an opinion. Just wrong. That's the objection here, not that a bunch of ravening fanboys are defending their precious lifestyle choice.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 23, 2011, 07:59:22 PM
I'm bad and I should feel bad so I'll lay off rift and in a couple months if they havent nerfed some souls to being second fiddle then i will make a hat icon and then eat it.


Title: Re: Rift: Planes of Telara
Post by: Chimpy on March 23, 2011, 08:11:43 PM
You must be a masochist. You have been going on and on about everything you can possibly come up with that is negative about the game since before it was released.

Yet it sounds like you are playing it.

I can only assume that you are only playing it so that when you quit you can tell yourself "Yeah, see I am not playing this anymore so obviously it was a failure."



Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 23, 2011, 09:43:20 PM
It's a good game and I don't see myself quitting it soon. It COULD be great but I don't see it happening, it's like eating the perfect pizza except they used an artificial cheese, just ruins the whole thing.


Title: Re: Rift: Planes of Telara
Post by: kildorn on March 23, 2011, 10:04:55 PM
You've been wrong about every single thing you've said so far actually.  I just did a raid rift with my guild, the bard out healed every real healer by over 3X the amount.  That is not intended, it is ridiculous to not expect it to be nerfed.

It is silly, and it's due to the encounter design.

"hey, let's make the entire encounter about raid wide or relatively spread out/random damage!"

*ae healing runs the show*

"oh god, how could we have known that our healing frame is so idiotic that low cost/free raid wide healing breaks our idiotic encounter design!"

The entire reason Bards do so well in Invasions, Raid encounters, and smaller Warfronts is that their healing is relatively constant, has a few oh shit burst buttons, and most of all: effectively has zero cost of use (cadence's energy cost regens by the time cadence is over, the only way to run a bard out of energy is to either be abusing that silly 15 seconds of free codas, or be clipping your cadences)

This is why Chloros are better raid healers than Clerics as well: their healing is a side effect of them just doing their own thing. They rarely (bloom and their cleanse being the only exceptions) need to pre-judge incoming random damage using the really terrible raid UI.


Title: Re: Rift: Planes of Telara
Post by: Hoax on March 24, 2011, 12:03:02 PM
I haven't been wrong about an online game yet

DID SOMEONE SAY GRIEF TITLE? I THOUGHT I HEARD IT. YES I AM YELLING AT YOU. ALL OF YOU.
 :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Sky on March 24, 2011, 12:36:00 PM
Cleric dps is fine.
:why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 24, 2011, 01:16:21 PM
Cleric dps is fine.
:why_so_serious:

While I wouldn't call it fine, its' actually not bad. The issue is that it is just not good when compared to sabos and champs, but that changes next patch as sabo and bm get neutered


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 24, 2011, 01:23:04 PM
As I just said in the rift thread but will expand upon here, I do not believe trion has any intention of going outside standard class roles. Warriors tank, mages nuke, clerics heal and rogues dps. They may let you go a little outside your role but just enough to tease, now get your ass back to your proper spec. I think it's the fact they won' address the exposure debuff at all that bothers me. It's clear this one debuff is wildly unpopular and a huge cockblock to doing simple things like running or even grouping up mobs but they seem to be doggedly sticking with it. This speaks to me of having a firm 'vision' for what they want their game to be, fun be damned.

Rogue tanks are the best tank for Greenscale right now.  Warriors are the best dps.  Mages are the best healers.  Clerics.. well they need some help.

Bards suck by the way.  Not in their useless Healing output.  (Useless because it tops everyone off before Chloromancer's Living Veil ticks so you see really large overall numbers) Bards suck because all you do is recast the same 5 motifs over and over and press cadence.

During Greenscale I played the Bard bitch in the raid.  All I did was run around, avoiding ground effects, casting Verse of Joy every 2 minutes.  And refreshing 5 motifs every 30 seconds.

In between I cast cadence over and over.

There is no feedback in the class to show you you're doing good.

Yay i see a bunch of green heal numbers.  Not that they actually move people's health bars.  My healing is just faster to top off someone who takes 500 random damage.  It doesn't actually save anyone.  I don't have to organize or prioritize my healing.

At least mindless DPS classes have a rotation they have to adhere to and they get damage feedback.

It's a horribly designed soul.  Your dps is on par with a Warrior Tank.  Your gear doesn't mean shit.  Your spells can't miss.  Your abilities really don't scale at all.  It's not like you can get a brand new weapon and suddenly be badass.  You can play a Bard in level 30 greens and as long as you load up on endurance and have over 5k hps you're good to go.

Bards may bring stuff to groups, but they are boring as shit to play.  Then again maybe people like very simple gameplay and just watch the game.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 24, 2011, 01:34:07 PM
They can still cover the most roles :).  Funny how the champion got severely nerfed with the actual soul hardly being touched at all.  Titan strike went from 5 to 3 seconds (which in reality means from 2.5 to 1.5) and the str talent went from 15% to 10% (it was already questionable whether str helped all that much anyways) but the changes to path of the wind not allowing a potw/rising waterfall rotation anymore  and the complete gutting of the bm soul will make a huge difference in their dps.  Really what people saw as champions (warriors with 2h) was a combination of the bm bleeds, which being dmg over time do more damage overall than regular abilities and the extremely good path of the wind/rising waterfall rotation from paragon being useable with a 2h.  Their massive burst in pvp was mostly a combination of all three souls no global cooldown abilities, i could bullrush someone and unleash bloodthirst, frenzied strike, flesh rip, backhanded blow, flinching strike and inescapable fury/turn the blade if you got unlucky all instantly with zero gcd, several of those even triggered rising waterfall, leading to a 3 point finisher before the bullrush stun wore off.  Now that shouldn't happen as much or as easily, i think.  Paragons got buffed out the ass though, just reading those changes it sounds op as all fuck.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 24, 2011, 01:35:41 PM
Screw Paragons.  More competition for my 1h'd weapons.  I got my 32.9 dps single handed axe already so I'm kinda happy.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 24, 2011, 02:10:46 PM
Draegan, I appreciate your views but wonder if you realize that some 90% of the people playing Rift will never experience the game in the way that you are.  I wonder if the developers realize this as well.  Most players will level to cap once, maybe twice, and struggle through the endgame dungeons with random people in the hope of improving their gear.  Organized elite dungeon runs and 20 person raids are pretty much the content meant for those with enough time and/or friends to ever experience them. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 24, 2011, 02:52:37 PM
Draegan, I appreciate your views but wonder if you realize that some 90% of the people playing Rift will never experience the game in the way that you are.  I wonder if the developers realize this as well.  Most players will level to cap once, maybe twice, and struggle through the endgame dungeons with random people in the hope of improving their gear.  Organized elite dungeon runs and 20 person raids are pretty much the content meant for those with enough time and/or friends to ever experience them. 

Not sure what you're responding to.


Title: Re: Rift: Planes of Telara
Post by: Sobelius on March 24, 2011, 03:19:05 PM
[Not sure what you're responding to.

I think he's responding to all of your posts. I know I would love to see/play the game the way you do but just don't know how you manage to have the time unless playing RIFT is your full time job, or you are a home-spouse with a sugar-spouse. Color me envious.


Title: Re: Rift: Planes of Telara
Post by: Venkman on March 24, 2011, 03:58:37 PM
Nothing wrong with how anyone plays. The most successful of these games have the endgame players getting stuff only the masses could dream to get. But the dream is what keeps people trying.

Just as long as the game doesn't get designed around just one type of player. But usually none of them are, even if it feels otherwise sometimes :)


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 24, 2011, 05:58:31 PM
Nothing wrong with how anyone plays. The most successful of these games have the endgame players getting stuff only the masses could dream to get. But the dream is what keeps people trying.

Just as long as the game doesn't get designed around just one type of player. But usually none of them are, even if it feels otherwise sometimes :)

 :heart:  After all these years, you still get me. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 24, 2011, 06:08:24 PM
I appreciate all types of players.  This is the first game in several years that I've actually raided on the edge with.  I've played casually from 5-6 hours a week to poopsock mode.

The beauty of this game is that outside Greenscale, you can PUG and play every single piece of content.  Can you do it on demand?  No, because it involves other players and there isn't a random dungeon finder yet.  That's essentially what the casual player is missing.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 24, 2011, 07:49:35 PM
Saw a greenscale pug forming up on /50 chat earlier today.  Sure as hell wasn't gonna join in, but people are trying.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 25, 2011, 06:39:03 AM
You can probably do it if you over gear the instance.  But in order to do that EVERYONE needs to be hit capped and you need at least a core group of people on vent coordinating efforts. 



Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 25, 2011, 07:09:30 AM
Does it explain anywhere hat hit cap is in rift?


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 25, 2011, 07:15:47 AM
What is it, 50 hit to be capped for expert five mans, 100 to be hit capped for raids?

It's an increasing number, seemingly to allow them to fine tune their gear vis a vis new content. Presumably the cap would be 150 for a new tier of raids and you'd get to 150 naturally with drops.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 25, 2011, 07:19:00 AM
I had 117 before setting foot in a 5 man so those numbers feel low.  I was told 200 for raids.


Title: Re: Rift: Planes of Telara
Post by: Nija on March 25, 2011, 07:29:59 AM
Hit cap? Really?

You guys sure as shit aren't in Azaroth anymore!  :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 25, 2011, 07:47:53 AM
Hence why I thought that commercial was so fucking dumb.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 25, 2011, 08:02:36 AM
Not gonna get back into ripping on rift, honest question here. Where in the game does it say what hit cap you need to hit raid bosses, or is it mmo voodoo to figure out?


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 25, 2011, 08:07:14 AM
Not gonna get back into ripping on rift, honest question here. Where in the game does it say what hit cap you need to hit raid bosses, or is it mmo voodoo to figure out?

I think you have two options: wait for an answer from Draegan or brave the cesspool that is the Rift forum. 


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 25, 2011, 08:21:07 AM
Well, you could read fansites.  You could search for posts from devs.

Or you notice your character missing a lot.  Wear more hit gear, miss less, then you get to the point where you stop missing.  It's a natural process of gearing up in any case as much of the Tier 2 (if not all of it) has some form of +hit on it.  So if you gear up properly through the games progression, you'll be hitcapped for Greenscale.

Of course if you try to go in early, like many people have done, you'll have to gear specifically for it targeting specific gear and enchants.

It's a standard DIKU stat, it's nothing new to the genre.  Hitroll has been in these games for decades.  If it surprises you, you're either very green and most likely not doing Greenscale right now or kinda ignorant. 

As for the numbers, you need 100 hit for T1, 150 hit for T2 and 200 hit for Raids (It's actually closer to 220 for bosses).


Title: Re: Rift: Planes of Telara
Post by: kaid on March 25, 2011, 08:22:35 AM
I appreciate all types of players.  This is the first game in several years that I've actually raided on the edge with.  I've played casually from 5-6 hours a week to poopsock mode.

The beauty of this game is that outside Greenscale, you can PUG and play every single piece of content.  Can you do it on demand?  No, because it involves other players and there isn't a random dungeon finder yet.  That's essentially what the casual player is missing.

Heck I don't even need a random dungeon finder I just want a solid looking for group tool. Hell even give me something like the eq1 old looking for group tool and putting dungeon runs/raids would be a snap. Right now many do not seem to even realize there is an LFG channel so they just shout in their level range public channel which is cumbersome and not really well situatated especially for dungeons that are sort of between level ranges.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 25, 2011, 08:26:41 AM
I hear you.  I'm fortunate to be in a guild where I don't have to really PUG.  The game is severely lacking a LFG tool.  I've brought it up many times.  I even asked Hartsman over a beer when I was out at San Fran.

Essentially the answer was, until we can do it perfectly (i.e. automated group created like WOW), they don't want to spend the dev hours on something that will eventually go by the wayside because they are planning on a dungeon finder.

It makes sense from a developer and manager point of view.  But from a player point of you it's pretty shitty.


Title: Re: Rift: Planes of Telara
Post by: Venkman on March 25, 2011, 08:28:32 AM
It's so funny how often a new MMO launches without players even realizing there's an LFG channel. With all the MMO players that bounce between games, you'd think it'd be standard. This is one of the most common complaints I've seen.

It's almost time that LFG tool becomes as standard as minimap, action bars, and go-here-for-foozle overlay/guidance.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 25, 2011, 08:52:14 AM
So they are planning a dungeon finder?


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 25, 2011, 09:30:10 AM
MMO Voodoo


Thanks.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 25, 2011, 10:27:16 AM
Not gonna get back into ripping on rift, honest question here. Where in the game does it say what hit cap you need to hit raid bosses, or is it mmo voodoo to figure out?

The real answer is you wait for the top players to figure it out then you go read up on it.


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 25, 2011, 10:54:57 AM
So they are planning a dungeon finder?

Yes.  First it will be server only.  If it doesn't work out well, they will possibly go multi-server.


I'm beginning to think you've never played a single video game before.  That or you're retarded.


Title: Re: Rift: Planes of Telara
Post by: Venkman on March 25, 2011, 11:34:20 AM
Not gonna get back into ripping on rift, honest question here. Where in the game does it say what hit cap you need to hit raid bosses, or is it mmo voodoo to figure out?

The real answer is you wait for the top players to figure it out then you go read up on it.

This.

Which of course has been the case since the 80s.

Not sure why this comes up now.


Title: Re: Rift: Planes of Telara
Post by: Sky on March 25, 2011, 11:52:08 AM
Because it's dumb. "Let's hide the numbers so a small minority of hardcore players can figure everything out and then force everyone else to go read a fan site, rather than just document the shit ourselves."

You know why I love mmo threads? They remind me how awful mmo is.


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 25, 2011, 11:59:58 AM
If you're too casual to find it out about the a hit cap, you probably don't need to worry about it.

It should be in the GUI. It probably will be at some point. MMOs often err on the side of not telling you nearly enough.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 25, 2011, 12:29:08 PM
Hovering over your hit stat in wow now and it'll show a little pop up of what hit rating means. Te fact that we still have things like undocumented stats in mmo's is ridiculous, it's not like its very hard to program a tooltip.


Title: Re: Rift: Planes of Telara
Post by: Sky on March 25, 2011, 12:40:22 PM
If you're too casual to find it out about the a hit cap, you probably won't ever get to the cool parts of the game
:why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: veredus on March 25, 2011, 12:48:44 PM
Hovering over your hit stat in wow now and it'll show a little pop up of what hit rating means. Te fact that we still have things like undocumented stats in mmo's is ridiculous, it's not like its very hard to program a tooltip.

Hovering over your stats in Rift tells you what they do, including Hit. Speaking of Hit, handy tip, if you're a melee cleric Focus gives you Hit same as spell power does for attack power.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 25, 2011, 01:02:51 PM
Does it tell you the hit cap or just "hit helps you hit monsters!"


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 25, 2011, 01:10:21 PM
Does it tell you the hit cap or just "hit helps you hit monsters!"

You're the reason why there is an instruction sheet on the side of a box of pop tarts.


Title: Re: Rift: Planes of Telara
Post by: Soulflame on March 25, 2011, 01:21:35 PM
Not that it isn't fun to see you people pile on Lakov, but I think that veers a bit from the intent of the thread.


Title: Re: Rift: Planes of Telara
Post by: AcidCat on March 25, 2011, 01:21:59 PM
If you're too casual to find it out about the a hit cap, you probably won't ever get to the cool parts of the game
:why_so_serious:

Hah, endgame raids where you have to crunch these kinds of numbers are the worst parts of these games. I never worried about hit in WoW and I don't plan to in Rift.


Title: Re: Rift: Planes of Telara
Post by: kildorn on March 25, 2011, 01:36:14 PM
Does it tell you the hit cap or just "hit helps you hit monsters!"

You're the reason why there is an instruction sheet on the side of a box of pop tarts.
...

Anywho, what they're talking about is WoW figured out the hit cap was confusion from entirely in game sources to determine, so they put:

You have X rating, which is Y%
You will miss X% against +1
You will miss Y% against +2
You will miss Z% against bosses

That seems like a logical tooltip.

It's like saying du was nerfed for idiots because it doesn't only display it's output in blocks anymore.


Title: Re: Rift: Planes of Telara
Post by: Venkman on March 25, 2011, 01:45:57 PM
You're the reason why there is an instruction sheet on the side of a box of pop tarts.

I've got a new one for work, thanks! :)

Back at the thread:
If you're too casual to find it out about the a hit cap, you probably don't need to worry about it.

What other genre demands Omniture level reporting so players can write their own dashboards and analyze everything even the developers don't know about?

Of course, that's how the games work, and the top tier players are required to have this info. Otherwise they'd never be successful in that area of content.

If the UI doesn't show it for everyone, it's because these UIs are already complicated enough, and it's not like you need to min/max yourself on the way to the level cap. Besides, lacking this information isn't going to be the primary blocker between you and endgame raiding. The primary roadblock is lifestyle.

Which swings it back around to Rasix's point: if you don't have the lifestyle that includes seeking this information from the endgamers, or are yourself not able to spend the time to go figure it out by trying and failing repeatedly while you pull the numbers, then you truly don't need to worry about it.

But I get it. Not knowing something about a game because the game doesn't tell you is frustrating. It's just this arms race between number crunchers and number providers is one of those things that make this genre so unique.


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 25, 2011, 02:22:34 PM
You're the reason why there is an instruction sheet on the side of a box of pop tarts.

:Love_Letters:

I have to steal that one from time to time, nicely done 


Title: Re: Rift: Planes of Telara
Post by: ezrast on March 25, 2011, 02:23:25 PM
It's like saying du was nerfed for idiots because it doesn't only display it's output in blocks anymore.
Made me smile. Thank you.

And yeah, Lakov may be delusional but you guys are shooting down valid points just because he's become persona non grata in this thread. Having *the* most important stat suddenly become useless past a certain threshold and not telling you what that threshold is is retarded.


Title: Re: Rift: Planes of Telara
Post by: Jerrith on March 25, 2011, 03:06:33 PM
Rogue tanks are the best tank for Greenscale right now.  Warriors are the best dps.  Mages are the best healers.  Clerics.. well they need some help.

Bards suck by the way.  Not in their useless Healing output.  (Useless because it tops everyone off before Chloromancer's Living Veil ticks so you see really large overall numbers) Bards suck because all you do is recast the same 5 motifs over and over and press cadence.

I agree, Draegan.  For those looking for real numbers, here's some actual healing data from a boss in GSB.  Guess what classes map up to each of these bars...

(http://jerrith.com/images/DPS.png)


I think Rift is a great game - I'm playing it lots.  I think people are a little confused as to why they're not the best (or at least equal) at the role they expected to play, when they picked their calling.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on March 25, 2011, 03:40:21 PM
Not worth an internet slap fight, needless to say I disagree with what you said.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 25, 2011, 04:14:40 PM
Because you having to check out a website is a much smaller inconvenience than having the game completely spoiled for the people who like figuring shit out.


Title: Re: Rift: Planes of Telara
Post by: kildorn on March 25, 2011, 04:24:18 PM
Because you having to check out a website is a much smaller inconvenience than having the game completely spoiled for the people who like figuring shit out.

There's nothing to figure out with the hit cap though.

Being below it would require an absolutely stupid sample size of testing data, whereas being above it would be nearly impossible to prove.

"figuring shit out" does not mean 1,000,000 swings against a training dummy with varying levels of +hit to try and get an idea of the actual required values. Which is where the websites get the data if the devs don't just tell people what the number is.

And that's assuming the game even has 100% hit (no critical miss concept of 99% being the cap), wherein you'd never puzzle out the proper number without someone telling you.

Basic mechanics should not be hidden. If you want to "hide" them from the base player, give us a freaking advanced button in options that exposes the mechanics.

Heck, I think WoW did that an expansion ago. You can either have tooltips that say "hurls a ball of fire at your enemy, dealing high damage" or click a button that turns it into "deals 500-600 fire damage"


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 25, 2011, 05:47:51 PM
It's only with Cata that WoW put the Hit (and Expertise) cap in the UI, and even with the setting you mention the tooltips aren't dynamic.


Title: Re: Rift: Planes of Telara
Post by: kildorn on March 25, 2011, 06:57:17 PM
WoW's damage tooltips? iirc they're dynamic, unless it's a UI mod I've been running forever. It updates with spellpower. Parts of them aren't dynamic though, which is stupid. Apparently mana cost is static, so changes via hotfix or mana cost reduction item are not reflected.

But yeah, the nice tooltips on hit/expertise are new, and imo should be included any time there is a cappable stat in a game. Running tests on if it's worth capping is one thing, knowing if it's possible/what the number IS however should not be guesswork.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on March 26, 2011, 08:55:14 AM
The addon is DrDamage; without that they don't change with spellpower, attack power, etc. (unless that was also changed in Cata).


Title: Re: Rift: Planes of Telara
Post by: Sheepherder on March 26, 2011, 04:35:51 PM
(unless that was also changed in Cata)

They did it in late Wrath.  The Cataclysm patch notes mentions a UI option to toggle whether you want the damage range or an average.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on March 27, 2011, 11:10:58 AM
I hear you.  I'm fortunate to be in a guild where I don't have to really PUG.  The game is severely lacking a LFG tool.  I've brought it up many times.  I even asked Hartsman over a beer when I was out at San Fran.

Essentially the answer was, until we can do it perfectly (i.e. automated group created like WOW), they don't want to spend the dev hours on something that will eventually go by the wayside because they are planning on a dungeon finder.

It makes sense from a developer and manager point of view.  But from a player point of you it's pretty shitty.

After seeing how WoW's dungeon finder ended up - which I thought was the greatest thing since sliced bread, being across servers and all - I would so much prefer a simple oldschool LFG dungeon finder that is server specific.

The loss of server community, I think, created shitty community.

Added:  By oldschool LFG dungeon finder, just a simple /who <dungeonlist> or some command that shows who is interested in what dungeon so that people can make their own groups would suffice.  The auto-create group thing is more fancy than necessary, and takes away from players to form their own groups easily. 


Title: Re: Rift: Planes of Telara
Post by: Numtini on March 27, 2011, 01:00:03 PM
Please god no cross server stuff. I picked this up wednesday and I've had a fantastic time because the community is so good. I don't really understand why it's hard to find groups with an LFG channel. Is it not global? Or is there something else I'm missing?


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 27, 2011, 01:29:13 PM
It's easy to find groups.  I HATE HATE HATE random groups and still got a 20 person raid completed just listening to the level 50 channel.  I too like the fact that the community is server specific.  If they make a cross server LFG tool, I will certainly quit. 


Title: Re: Rift: Planes of Telara
Post by: Threash on March 27, 2011, 04:17:26 PM
Hell i wish the warfront queues were single server also.


Title: Re: Rift: Planes of Telara
Post by: Numtini on March 27, 2011, 08:26:17 PM
Hell i wish the warfront queues were single server also.

I have to say, the only unpleasant person I've run into was someone from another server spamming "you are all newbs don't q again"


Title: Re: Rift: Planes of Telara
Post by: Zetor on March 27, 2011, 10:31:49 PM
Looks like I'll get lynched for this, but I'd still prefer a multi-server LFD. I can't find groups with my 50 character for the life of me (despite trolling the /50 and /lfg channels) during my usual playtime, which is admittedly 8 hours in the wrong direction... I guess that's what you get when you play from Europe on a US server. With a multi-server LFD, I could group with aussies from other servers or something.  :awesome_for_real:

Another anecdote: the most annoying people I met in WFs [from the other side] wre from my server, spamming emotes, trash talking in yell with plenty of obscenities, etc. I haven't seen the "ur all bad / l2p / go back 2 wow / ..." kind of talk in warfront chat much at all (just 1-2 isolated instances), but it could be just a fluke.


Title: Re: Rift: Planes of Telara
Post by: Nebu on March 28, 2011, 12:08:32 AM
I have yet to attempt a puzzle on Dimroot without some defiant person jumping in and ruining it for me.  I'm done with puzzles for a while.

Other than that, I've had a generally good experience with people. 


Title: Re: Rift: Planes of Telara
Post by: Zetor on March 28, 2011, 12:16:18 AM
Yeah, so far the community on Shadefallen guardian side (all level ranges) has been nice and helpful.

Re puzzles, I had the opposite experience: In all the cases so far when a number of different people were working on a puzzle, people were courteous and always let everyone get it done normally (perhaps helping them out in the 'click a lot of things really fast' like puzzles, as long as they got the last click) in order*. Even if there were people from multiple factions doing the same puzzle we'd work things out to make it go smoothly -- I guess this is one advantage of having cross-faction communication. :awesome_for_real:

* Standing in line is not too fun, though... I always hopped in a warfront queue when I saw 3+ people at a puzzle; by the time the WF was done, there was usually only one person left.


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 28, 2011, 07:02:04 AM
I have yet to attempt a puzzle on Dimroot without some defiant person jumping in and ruining it for me.  I'm done with puzzles for a while.

Other than that, I've had a generally good experience with people.  


Admittedly, I love messing with people on puzzles - especially the Stillmoore puzzle. Just not people of my faction.

Normally, I'll help people of my faction finish though.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on March 28, 2011, 08:00:45 AM
Looks like I'll get lynched for this, but I'd still prefer a multi-server LFD. I can't find groups with my 50 character for the life of me (despite trolling the /50 and /lfg channels) during my usual playtime, which is admittedly 8 hours in the wrong direction... I guess that's what you get when you play from Europe on a US server. With a multi-server LFD, I could group with aussies from other servers or something.  :awesome_for_real:


You would be surprised how easy it is say " xxx LFM" and get insta whispers. Instead people do stuff like "class xxx LFG". Really unless you are a cleric it is not gonna work.  I run pugs all way to t2. Have had  bad experience only once  ( its just dps was dpsing slow, and  when I told them so they adjusted  , instead of throwing tantrums, they still were not to par, but we completed the run)


Title: Re: Rift: Planes of Telara
Post by: Sky on March 28, 2011, 08:48:42 AM
"xxx LFM" means babysitting a bunch of mmo players.


Title: Re: Rift: Planes of Telara
Post by: Threash on March 28, 2011, 10:23:37 AM
Everyone wants to join a group, nobody wants to make one.  That's really the only reason some people sit lfg for days and others run dungeons non stop.


Title: Re: Rift: Planes of Telara
Post by: Shatter on March 29, 2011, 04:53:03 AM
Thats why its best to advertise a group and say must have vent, that way you can yell at them and call them stupid r'tards straight through your mic


Title: Re: Rift: Planes of Telara
Post by: Rasix on March 29, 2011, 11:25:18 AM
I've been saying "no mic" for years.  I suppose it's more polite than "I don't want to talk to you". 

But really, I don't have a working mic.


Title: Re: Rift: Planes of Telara
Post by: Segoris on March 29, 2011, 02:03:34 PM
Android Authenticator app (https://market.android.com/details?id=com.trionworlds.mobile.auth) was posted in the Android market, even though it wasn't officially released yet. The result? People try it before it's released and locked out of their accounts and needing to contact customer support or wait a few hours for the updated login client :why_so_serious:. [Edit: in less than 3 hours the issue with people locked out for activating the application early are already back to normal as a fix was made on accounts it seems]

On the bright side - there is an authenticator being released "shortly" (I'm guessing today based on this post (http://forums.riftgame.com/showthread.php?143998-Rift-Authenticator-Released&p=1909015&viewfull=1#post1909015)) for Android and is coming soon for Applie iOS 3.0+ (http://forums.riftgame.com/showthread.php?143998-Rift-Authenticator-Released&p=1909029&viewfull=1#post1909029)



Title: Re: Rift: Planes of Telara
Post by: March on March 30, 2011, 01:20:02 PM
Android Authenticator app (https://market.android.com/details?id=com.trionworlds.mobile.auth) was posted in the Android market, even though it wasn't officially released yet. The result? People try it before it's released and locked out of their accounts and needing to contact customer support or wait a few hours for the updated login client :why_so_serious:. [Edit: in less than 3 hours the issue with people locked out for activating the application early are already back to normal as a fix was made on accounts it seems]

On the bright side - there is an authenticator being released "shortly" (I'm guessing today based on this post (http://forums.riftgame.com/showthread.php?143998-Rift-Authenticator-Released&p=1909015&viewfull=1#post1909015)) for Android and is coming soon for Applie iOS 3.0+ (http://forums.riftgame.com/showthread.php?143998-Rift-Authenticator-Released&p=1909029&viewfull=1#post1909029)

What? No Blackberry App?

OMG Tryon h8t biznizmans.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on May 09, 2011, 09:26:38 AM
Quote
RIFTCONNECT
* The optional social network integrations in RIFT have been combined and expanded under the heading 'RiftConnect'.
* Settings for Facebook, Twitter, Tumblr, and YouTube can now be accessed via a button on the lower left corner of the patcher as well as the Settings menu in-game.
* Facebook sign-in status can only be changed from the game patcher.
* In-game recorded video now has options for Twitter, Tumblr, and Facebook sharing.
* The commands used to post updates from in-game are:
  - Facebook: /fb, /fbpic
  - Tumblr: /tumblr, /tumblrpic
  - Twitter: /tweet, /tweetpic
  - To send out to everything you're currently logged in to: /blast, /blastpic

 :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Merusk on May 09, 2011, 10:18:07 AM
And it's voluntary, imagine that.  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: March on May 10, 2011, 06:30:51 AM
  - To send out to everything you're currently logged in to: /blast, /blastpic

If they were really cool, the command would have been: /WUPHF

http://youtu.be/ytc9-wGCHW0 (http://youtu.be/ytc9-wGCHW0)


Title: Re: Rift: Planes of Telara
Post by: Sky on May 19, 2011, 11:59:53 AM
$33.50 on Steam this weekend (33% off)


Title: Re: Rift: Planes of Telara
Post by: Nebu on May 19, 2011, 12:05:36 PM
$33.50 on Steam this weekend (33% off)

It really needs to come down to $19.95.  The game requires server consolidation, an influx of new players, or both.  Major zone invasions in off hours kill the ability for new players to complete quests.


Title: Re: Rift: Planes of Telara
Post by: Rasix on May 19, 2011, 12:24:00 PM
$33.50 on Steam this weekend (33% off)

It really needs to come down to $19.95.  The game requires server consolidation, an influx of new players, or both.  Major zone invasions in off hours kill the ability for new players to complete quests.

Hasn't really been my experience, except for one really long zone invasion in Gloamwood.   Game could use more players, and server mergers would probably be a good thing.  Bigger pops would trigger more invasions and have more people to help with those invasions, which is a good thing, IMO.   I don't think MMO devs particularly love the scrutiny and perceived weakness server consolidation might produce, so they're likely reluctant to do so despite the benefits.   Game over expanded servers early on out of necessity, and now they most likely need to scale it back some.  Hartsman would know better than us, however.

$20 would be a better price point, I agree. 


Title: Re: Rift: Planes of Telara
Post by: Numtini on May 19, 2011, 12:39:11 PM
I think more than just server mergers, server reorientation that includes migration off of high population shards. They're apparently still seeing queues on some realms in prime time. So something like Low X and Low Y merge and high pop Z can also migrate there.

I don't find the invasions are a problem though and I'm playing eastern mornings at 7am before work.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on May 20, 2011, 06:36:52 AM
Wow, once the new wares off you guys really devalue something.


Title: Re: Rift: Planes of Telara
Post by: Lakov_Sanite on May 20, 2011, 07:21:38 AM
Wow, once the new wares off you guys really devalue something.

Rift never had a lot of value to begin with.


Title: Re: Rift: Planes of Telara
Post by: Numtini on May 20, 2011, 07:59:19 AM
Well I'm enjoying the heck out of it. Most fun I've had in a fantasy mmo since Hartsman left EQ2.


Title: Re: Rift: Planes of Telara
Post by: Rasix on May 20, 2011, 08:43:32 AM
Wow, once the new wares off you guys really devalue something.

MMOs get the most bang out of deep discounts.  Draw them in and you have a chance at keeping them and drawing in that sweet, sweet sub. 

Coming in new, I wouldn't pay full price for the game at this point in time.  3 months post launch and you're going to see low pops at the newbie levels.  You need something dramatic to draw someone in and scream, "COME PLAY ME".

It's "wears" also.  You and Morf need to have a spelling contest.



Title: Re: Rift: Planes of Telara
Post by: sam, an eggplant on May 20, 2011, 09:25:02 AM
Rift never had a lot of value to begin with.
Rift's only value lay is in its neat multi-classing system. Beyond that, after playing WOTLK and cataclysm, the TBC-era quest grind got old quick.

Mechanics like getting constantly dismounted and being forced to clear 20 mobs on the way to your quest target and the same 20 respawned mobs on the way out are simply unacceptable at this time. I quit after making it to level 12 or so, when I hit an underwater quest to kill 10 of one foozle and 8 of another foozle while swimming at 50% normal speed. Seriously, fuck that shit.


Title: Re: Rift: Planes of Telara
Post by: Dren on May 20, 2011, 09:37:44 AM
I'm beginning to realize that the quests have to be secondary.  Now I just explore and look for rifts.  The quests kind of guide me towards which areas I do that, but if there is anything that can take my attention away, I let it.  EXP gain is really in the killing of mobs and the item/currency gain from rifts is nice and more fun to me.

I agree though, if you only concentrate on the quests, it will get boring right quick.

I also agree on the price.  I recently bought it and have no regrets, but I only did so because I'm tired of WoW and already went through my single player game round for the last two months.  For 20 bucks they would have had me a lot quicker.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on May 20, 2011, 03:23:03 PM
Rift never had a lot of value to begin with.
Rift's only value lay is in its neat multi-classing system. Beyond that, after playing WOTLK and cataclysm, the TBC-era quest grind got old quick.

Mechanics like getting constantly dismounted and being forced to clear 20 mobs on the way to your quest target and the same 20 respawned mobs on the way out are simply unacceptable at this time. I quit after making it to level 12 or so, when I hit an underwater quest to kill 10 of one foozle and 8 of another foozle while swimming at 50% normal speed. Seriously, fuck that shit.

You got that right, although some later zones aren't too bad.  But fuck Scarwood Reach, I really despise that zone.  Seriously needs a 50% culling of spawn points.  I duo'ed 85% of that zone and riding a mount is pointless and the whole place is annoying and frustrating.


Title: Re: Rift: Planes of Telara
Post by: DLRiley on May 20, 2011, 06:02:16 PM
I really don't understand how anyone can stomach "travel" in an mmo when simply teleporting to a city i already been to 30 times would be simpler and less rage inducing. I like to explore and go "oh that place looks cool" and will gladly spend hours in a new area just to see empty shit and I partially jizz my pants when the level designer decides to put something of interest there. But exploring != backtracking and for some reason mmo developers lump the two together because "hours of meaningful content" means re-killing spawned mobs over and over again because your "quest" has me running in very long intricate circles.


Title: Re: Rift: Planes of Telara
Post by: Venkman on May 21, 2011, 08:10:34 AM
Bigtime. I've run enough West Karanas for a few lifetimes. Anyone not implementing a robust run-to-once/fly-after system with a WoW-density of nodes is seriously misinformed about the general gamers tolerance for running. I think it's a good idea to have densely-packed flight points and more scattered teleportation points, as flying gives the sense of the vast world that pulls players through the sequence of zones whereas teleporting is good for really long distances or people who've hit the cap after having gone through all the zones already. And on teleporting, more games need player-created portals others can step through. It's a nice way to show the future of some class abilities and make a little coin on the side.


Title: Re: Rift: Planes of Telara
Post by: Numtini on May 21, 2011, 11:35:05 AM
I get the mob density thing and agree, but I really don't see a whole lot of travel in the game. Certainly nothing like what's in LOTRO (or was when I last played). No, it's not instant gratification like WoW, but that's a positive as far as I'm concerned.


Title: Re: Rift: Planes of Telara
Post by: Threash on May 21, 2011, 11:38:18 AM
Some zones are pretty horrible about running back and forth but the grand majority of them are just go to ques hub, do several quests, move to next quest hub.


Title: Re: Rift: Planes of Telara
Post by: Azuredream on May 27, 2011, 12:13:57 AM
Running to DSM sucks as Guardian, and I imagine running to DD as defiant probably sucks too. The run to GSB/RoS is just awful but thankfully only one person out of twenty has to do it.


Title: Re: Rift: Planes of Telara
Post by: Threash on May 27, 2011, 06:33:13 AM
It's easy enough to send a rogue to gsb.


Title: Re: Rift: Planes of Telara
Post by: Draegan on May 27, 2011, 07:45:46 AM
DD is a short run from the Defiant porti in Moonshade.

For Fae, as a Defiant, I have access to the Guardian porti in western Silverwood.   :grin:

DSM is terrible for Guardians though.

For GSB you can run up the mountains in the north and drop in.  Takes no time at all.


Title: Re: Rift: Planes of Telara
Post by: Dren on June 10, 2011, 09:47:49 AM
MOB density and  re-travel aspect will eventually kill this game for me.  I too, hate it.

Most of the time it comes where I accidentally missed a quest from an area I spent an hour in doing all the other quests.  I look back at my map after getting back to the quest hub, sigh, and log out.  I get burned out of killing MOB after MOB just to get back to that point.  The respawn rate of trash in most areas is too high too.  The only times I die are when I think I've cleared a path only to pull that next group and have another come from a respawn behind me.  And I die often...


Title: Re: Rift: Planes of Telara
Post by: Draegan on June 10, 2011, 10:42:12 AM
What calling/spec are you?  There is a spec for each calling that can handle multiple mobs at the same time.


Title: Re: Rift: Planes of Telara
Post by: Amaron on June 10, 2011, 12:44:38 PM
Not sure if this got posted elsewhere but it belongs in this thread so here we go:

http://www.gamasutra.com/view/news/35044/Interview_Trions_Debut_Rift_Closes_In_On_1M_SellThrough.php

He implies they stole 600k customers from WoW and further implies they are current customers.   The roundabout implication makes me think they don't really have 600k current but the whole article sounds like they still have a lot of paying subscriptions.    The fervor over this game has dropped a lot but WoW failed at their pull back this time.    I'm getting the feeling like we're looking at a new #2  till SW:TOR comes out.


Title: Re: Rift: Planes of Telara
Post by: Rasix on June 10, 2011, 12:49:03 PM
What calling/spec are you?  There is a spec for each calling that can handle multiple mobs at the same time.

It's still annoying if you're specced for multi-mob destruction and survivability.  Would be nice if they just pushed Soul Recall down to a 15 minute timer. That would at least help mitigate some of the hassle.


Title: Re: Rift: Planes of Telara
Post by: Shatter on June 10, 2011, 07:39:48 PM
Not sure if this got posted elsewhere but it belongs in this thread so here we go:

http://www.gamasutra.com/view/news/35044/Interview_Trions_Debut_Rift_Closes_In_On_1M_SellThrough.php

He implies they stole 600k customers from WoW and further implies they are current customers.   The roundabout implication makes me think they don't really have 600k current but the whole article sounds like they still have a lot of paying subscriptions.    The fervor over this game has dropped a lot but WoW failed at their pull back this time.    I'm getting the feeling like we're looking at a new #2  till SW:TOR comes out.

Well Id say its already done better then WAR, AOC, EQ2, Aion(NA), etc etc.  But yeah, TOR will hit every MMO hard.  I dont know anyone right now that isnt tired of WOW and those same people plan to play either GW2 or TOR.  Just a waiting game now. 


Title: Re: Rift: Planes of Telara
Post by: Ashamanchill on June 10, 2011, 11:13:07 PM
Every second trade chat conversation in WoW is about SWTOR. The word on the street seems to be 'YO DAWG, THIS GAME IS GOING TO BE THE SHIT'. Even among people who I would actually trust to a real, face to face conversation over drinks, this games seem to have a 'I gotta try this boss, and you do too!' feel. The gamut may run from 'It's gonna suck balls', but in a schadenfreudeic kinda way, to a 'It may suck, or it may rock, but I gots to know!' sentiment, right up to 'STAR WARS MMO?!?! HOW COULD THAT POSSIBLE SUCK?!?!?!?!?!?' Anyway you shake it, this game is being talked about.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on June 11, 2011, 07:34:20 AM
... right up to 'STAR WARS MMO?!?! HOW COULD THAT POSSIBLE SUCK?!?!?!?!?!?' Anyway you shake it, this game is being talked about.
How quickly people forget.  While I loved it, SWG was a huge disappointment to a lot of people.  I'm not sure SWTOR will be any different in that regard, though it might surprise me since what I look for tends to be different from the majority.


Title: Re: Rift: Planes of Telara
Post by: Amaron on June 11, 2011, 10:18:29 AM
How quickly people forget.  While I loved it, SWG was a huge disappointment to a lot of people. 

Yea I expect big things of SW:TOR but a lot of people forget that SWG was supposed to be the game that finally made MMO's hit the big time.


Title: Re: Rift: Planes of Telara
Post by: Merusk on June 11, 2011, 10:56:42 AM
SWG was panned as Sim:Beru for a reason.  TOR doesn't look to be trying to fill those shoes any time soon and *from what we've seen* is very much in-line with what a successful SW MMO should have looked like when SWG launched.

The real question is, how much of it feels and plays exactly like a MMO that should have launched in 2003 vs one that will be launching in 2011.


Title: Re: Rift: Planes of Telara
Post by: Malakili on June 11, 2011, 11:27:16 AM
... right up to 'STAR WARS MMO?!?! HOW COULD THAT POSSIBLE SUCK?!?!?!?!?!?' Anyway you shake it, this game is being talked about.
How quickly people forget.  While I loved it, SWG was a huge disappointment to a lot of people.  I'm not sure SWTOR will be any different in that regard, though it might surprise me since what I look for tends to be different from the majority.

A lot of people excited about TOR probably don't even know what SWG is.


Title: Re: Rift: Planes of Telara
Post by: Comstar on June 11, 2011, 01:04:38 PM
A lot of people excited about TOR probably don't even know what SWG is.

I know I'll be able to right hook Sith Lords in the face while making a action hero line while I do it, as voiced by FemShep (assuming I roll high). If I can do that, it'll be worth playing till Mass Effect III comes out 4 months later.

Well, that and I hope they learn somethings from Rift.


Title: Re: Rift: Planes of Telara
Post by: luckton on June 11, 2011, 01:11:12 PM
Well, that and I hope they learn somethings from Rift.

I actually doubt that this will happen within the first year of live production, as Rift just got released this year.

Besides, the only thing to learn from Rift is one variation of how to make a better WoW-clone, which TOR is already trying to do  :grin:


Title: Re: Rift: Planes of Telara
Post by: Simond on June 14, 2011, 04:22:22 AM
AoE looting in SWTOR kthx


Title: Re: Rift: Planes of Telara
Post by: Shatter on June 14, 2011, 04:43:46 AM
SWG launched very buggy which was one of its biggest faults.  Beta testers cried the 2 weeks before launch for them not to do it, of course that had no impact.  I guess if TOR launches with few bugs thats already a step up :P


Title: Re: Rift: Planes of Telara
Post by: luckton on June 14, 2011, 04:50:29 AM
AoE looting in SWTOR kthx

I'm already cringing from gameplay footage of people looting corpses and seeing a fucking 1 second timer bar for each corpse.  That shit needs to get lost, ASAP.


Title: Re: Rift: Planes of Telara
Post by: eldaec on June 14, 2011, 05:24:52 AM
Clicked expecting a rift thread, left disappointed.


Title: Re: Rift: Planes of Telara
Post by: luckton on June 14, 2011, 05:26:45 AM
Clicked expecting a rift thread, left disappointed.

I don't even know why this thread is here since we have a subforum...


Title: Re: Rift: Planes of Telara
Post by: Malakili on June 14, 2011, 05:31:59 AM
Clicked expecting a rift thread, left disappointed.

I don't even know why this thread is here since we have a subforum...

Generally speaking when we do this we have a thread for generally discussion of the game, and then the subforum tends to be for people who are regularly playing the game to discuss specific things related to the actual playing of it. (Builds, etc).  Another example of this is Minecraft, which we have the Minecraft thread, and the subforum was/is for discussion of things related to the f13 Minecraft server specifically.   

For people like, who aren't playing, I'll regularly check out this thread when it gets bumped, but I almost never go into the Rift subforum.


Title: Re: Rift: Planes of Telara
Post by: Count Nerfedalot on June 15, 2011, 04:02:07 PM
SWG launched very buggy which was one of its biggest faults.  Beta testers cried the 2 weeks before launch for them not to do it, of course that had no impact.  I guess if TOR launches with few bugs thats already a step up :P

From what little I've seen of TOR, they could launch today and they would still have vastly more content and actual working systems than SWG had at launch.  "Very buggy" is totally inadequate to describe just how much stuff wasn't even finished yet much less how many of the numerous complicated subsystems didn't even work right on their own and interacted with each other in spectacularly broken ways. Bugs are bits of code that don't work right. What SWG had was an incomplete design that could never have possibly worked right even if it had been completely implemented without any bugs at all.


Title: Re: Rift: Planes of Telara
Post by: Lantyssa on June 15, 2011, 05:00:30 PM
That's not true at all.


Title: Re: Rift: Planes of Telara
Post by: Sky on June 15, 2011, 07:59:31 PM
Not even close.


Title: Re: Rift: Planes of Telara
Post by: Draegan on June 15, 2011, 09:03:12 PM
You just ruffled the feathers of the local SWG fanbois.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on June 15, 2011, 10:26:05 PM
You just ruffled the feathers of the local SWG fanbois.

I didn't think such a thing still existed.


Title: Re: Rift: Planes of Telara
Post by: Simond on June 16, 2011, 02:08:31 AM
SWG was mostly an adequate design at its core but completely wrong for Star Wars. If it had been generic_space_mmo, it wouldn't have been such a colossal failure.

And Verant should have just reskinned EQ for SWG anyway.


Title: Re: Rift: Planes of Telara
Post by: eldaec on June 16, 2011, 02:14:44 AM
SWG crafting was adequate. Resource model was great.

But object design was terrible (one pistol/carbine/rifle/armor/whatever was always flat out best and the only thing worth using). Despite this objects literally broke the database with the number of irrelevant stats they had to store.

Skill xp was interesting. But skill design was terrible (master box >> all)

SWG combat was appalling (HAM, damage not stacking from mixed weapon types, doctor buffs etc).


But yes, wrong ip altogether. If they'd called it Ultima IN SPACE, then who knows where it would have gone.


Title: Re: Rift: Planes of Telara
Post by: Numtini on June 16, 2011, 03:58:45 AM
SWG was a very good game design, despite the bugs and incompleteness. The problem was it was a very good game as the direct sequel to UO, set in Sosaria. It was a terrible game for Star Wars.


Title: Re: Rift: Planes of Telara
Post by: Shatter on June 16, 2011, 04:31:50 AM
I still enjoyed SWG crafting over any other game, its all the same stale shit now.  You could easily of made crafting a full time job and the people who did were hella rich for it. 


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on June 16, 2011, 05:23:18 AM
Another thread devolves into madness.  Ever wonder if Raph keeps a tally of the threads that end up like this?


Title: Re: Rift: Planes of Telara
Post by: Nebu on June 16, 2011, 08:45:04 AM
Ever wonder if Raph keeps a tally of the threads that end up like this?

I shudder at the thought of the amount of nerd rage that Raph has been witness to in his life. 


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on June 16, 2011, 08:55:11 AM
Here is what was wrong with SWG: Doctor buffs being retarded. Holocron Grind. Eye shots.

There you go.


Title: Re: Rift: Planes of Telara
Post by: Count Nerfedalot on June 16, 2011, 10:28:27 AM
LOL I don't know if it's worth the time to blow some of that dust off those rose-tinted glasses, but what the heck. 

First off, content.  SWG had next to none. That was supposed to be one of its strengths, remember? A sandbox game where you could live out your self-directed fantasy life in the star wars universe. OK, it had content in the form of clothes and vehicles and races and classes and dances and all the stuff you could craft, so in one respect saying it had little is silly.  But I was specifically referring to that other kind of content, stories, quests, factions, puzzles, and such. The stuff you do WITH all those races and classes and crafted items.

Now, about those systems. SWG had lots and lots of complicated and interesting systems, many doing things never before (or since) attempted in an MMO.  And while some of them worked some of the time, few if any worked all the time.  And of the few that worked well on their own, almost all of them interacted poorly with other systems or had serious unintended consequences.  HAM was the poster child for this, but by no means the only one. factories were buggy pos. The whole creature spawning system was obviously only partly thought through and they completely forgot about putting in any garbage collection/clean up functions. The resource spawning system that reset EVERYTHING once or twice a day was a nightmare starting a couple weeks in when they started jiggering with it after realizing it wasn't changing anything at all at launch. And do we really need to elaborate on how inadequate their class balance design was, especially where it totally failed to take into account the quality of gear which would inevitably eventually be built with all 999 quality materials?

Don't get me wrong, I loved many aspects of that game and even more its potential had it been actually finished.  But it wasn't, not on any level of design, architecture or implementation. And from a month our so after release on when apparently all the original team burned out/got promoted/moved on and people with no clue how the undocumented house of cards they had been handed was even supposed to work, things rapidly went from bad to worse to frantic redesign of what few parts were actually working well enough to understand and thus were the parts l least needing worked on!  And then failing all that, they tried the NGE, and all the accumulated incompetencies that had gotten them to that point were largely forgotten in the shock of such breathtaking stupidity. :ye_gods:


Title: Re: Rift: Planes of Telara
Post by: Shatter on June 16, 2011, 10:40:25 AM
Here is what was wrong with SWG: Doctor buffs being retarded. Holocron Grind. Eye shots.

There you go.

lol, all good times.  Dont forget spammable pistol whip and combat medics!


Title: Re: Rift: Planes of Telara
Post by: Njal on June 16, 2011, 10:48:29 AM
I loved pistol whip. Until it got nerfed. :(

But it ranked up there with the others listed.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on May 15, 2012, 06:13:03 AM
I know this is sudden, but alllow me to necro this considering that the Rift sobforum got recently swallowed in the Graveyard dark pit of invisibility.

They announced yesterday the addition of 3 way open world pvp (in one zone). You will choose to join a faction that apparently has nothing to do with the original (warring) two, and will fight for control of structures and land in a maxi-warzone that resets itself (granting rewards) every 5000 kills or when your faction holds 40% of the resources.

Here's the full thing. (http://community.riftgame.com/en/2012/05/14/introducing-conquest-test-the-latest-in-rift-pvp-on-thursday-517/)

Quote
Conquest – Capturing the Essence of Open World PvP
Not all Telaras were created equal – and some slivers of our world may control the fate of all.

This is a game about domination. Set in the windworn foothills of Stillmoor, the familiar landscape has been transformed with control points and sourcestone powered fortifications as Ascended banners billow under the blood-red sun.

Pitted against two additional competing teams you must wrest control of as many Sourcestone Extractors as possible while preventing your opponents from doing the same.
These control points open access to buffs and resources to your team which provide a wide variety of benefits in addition to unlocking additional buffs and abilities you earn by contributing to your factions cause.
You won’t find gated doors in Conquest – your battle is on the field, not in a cozy castle! However, Caer Mathos (cleansed of its Endless occupants) now holds strategic importance for all three forces.
The match ends when a single team has claimed 40% of the control points or 5,000 players are killed – once this happens a 10 minute timer will start, this is your chance to make a last grab for control – after which you’ll earn your rewards!
Conquest offers yet another way to augment your gameplay and characters and there’s something for everyone. Even crafters play a vital role by refining the battlefield resources into upgrades and even more perks – you’ll find new recipes available at your crafting trainer!

Seems like 2012 is the "Official Year of PvP", but mostly the year when every single MMORPG developer out there realized what has been known to any PvPer for longer than ten years: you need three or more factions for your PvP to work.

Honestly, it's easy to jump on the bandwagon as an emergency u-turn now that GW2 is about to wipe everything else away, but the question is unavoidable: what have they been thinking for a decade? Was it so hard?

On a side note, this is just another slap in the face to SWTOR. Which eventually will get there, maybe, in 2013.


Title: Re: Rift: Planes of Telara
Post by: Hutch on May 15, 2012, 07:48:31 AM

On a side note, this is just another slap in the face to SWTOR. Which eventually will get there, maybe, in 2013.

WoW doesn't have 3 pvp factions (yet), so why would TOR ever make a move like that  :awesome_for_real:



Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on May 15, 2012, 08:15:47 AM
I don't think I would be a fan of this idea if I was still playing Rift. I played it for a few months and enjoyed the game while it lasted.

I played on a PvP server which was a lot of fun. I like open world PvP - the type that involves attacking people, or being attacked, out in the standard game world where you and other people are also trying to do your quests, close rifts or just kill mobs.

In Rift, that PvP has two factions. You'll often end up riding around the zones (certainly the end zones) in groups or raids with other people from your faction, doing rifts and having battles with the other faction, if you run in to them. There's a certain feeling of solidarity with the rest of your faction, however artificial that may be.

Rift isn't a game like Eve where you form social bonds with your side in the conflict and feel genuine loyalty to your buddies (people also stab each other in the back in Eve but that only has meaning because the social bonds are there in the first place). It's pretty superficial. Even despite that, I think you need to have the same factions all the way through, not start with two and then switch to three in some new zone.


Title: Re: Rift: Planes of Telara
Post by: Sky on May 15, 2012, 09:11:29 AM
Three factions good.

Two factions for most of the game not good.

Too bad they didn't go all in and add the third faction as an expansion pack, with supporting content and maybe going back to the idea of faction-specific souls.


Title: Re: Rift: Planes of Telara
Post by: shiznitz on May 15, 2012, 09:26:29 AM
It is bad business to make those more radical changes this late in the game's life.  It is all about keeping those who are playing happy now.  New players aren't worth trying to attract with development budgets.


Title: Re: Rift: Planes of Telara
Post by: Draegan on May 15, 2012, 10:54:31 AM
Well they are actually attracting a decent amount of new players just from my observation.

This isn't a third faction though.  You just join a team and play the Stillmoor map conquest mode (in the open world).  Might as well call it Red Team, Blue Team, Yellow Team.  It's just a new battleground overlayed on the open world.

I haven't seen it though, but that's what it appears to be.


Title: Re: Rift: Planes of Telara
Post by: Ingmar on May 15, 2012, 11:21:25 AM
No matter how many times people say it, it will not change the fact that there is nothing magical and special about 3 sided PVP.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on May 15, 2012, 11:56:08 AM
Open world PVP/huge battlegrounds, or small-sized arena PvP? In the latter, you might be right. In the former, any number is better than two. That's why I said "three or more factions".


Title: Re: Rift: Planes of Telara
Post by: Ingmar on May 15, 2012, 12:14:52 PM
It doesn't matter how many sides you have. What matters is enforcement of team balance. Is Rift doing that? If they're not, this will suck just the same as any 2 sided world PVP with uneven sides does.


Title: Re: Rift: Planes of Telara
Post by: Segoris on May 15, 2012, 12:56:55 PM
While I disagree with Ingmar in the multi-sided pvp discussions generally due to different experiences with similar scenarios, I will agree that balance can improve the experience (I'm just trying to keep input regarding this topic at that so we're not in the endless loop that is the multi-sided rvr discussion....again). Which is why it's a great thing that Rift (and GW2) has found one way around that issue by using a lack of true permanence in their systems. In this upcoming system from Rift - when a team meets the victory conditions it seems that match is over (who knows how long a match will be though (5000 kills may not be that many depending on how large each side is), especially with this being cross-shard and with players having the ability to switch between the three factions, that lack of population isn't even an issue here.

Here is a key part that I think Falc should hae quoted

Quote
Engage in massive, cross-shard battles capturing the excitement of Open World PvP at its best!

The cross-shard thing is quite possibly very important to keep in mind imo, since that means the 3-sided fight is pulling from various populations. Overall, I'm getting the impressions that this is more similar to a 3-way Alterac Valley (without the final commanders) than anything



Title: Re: Rift: Planes of Telara
Post by: Tannhauser on May 15, 2012, 02:47:21 PM
All of you three-realmers are going to be disappointed when you trade two-realm issues for three-realm ones.

Still, I'm back and enjoying Rift, so for the first time I think I'll try their pvp when this releases.  I still need expert dungeon upgrades though.



Title: Re: Rift: Planes of Telara
Post by: Falconeer on May 24, 2012, 04:08:19 PM
New video about the threeway PvP (http://www.youtube.com/watch?v=n_TofN38sG4&feature=player_embedded)


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on May 25, 2012, 03:42:26 AM
I think my favourite PvP experience so far (outside of Eve which is a different type of thing) was nuking people as they tried to do their quests in Stranglethorn Vale in WoW, and just having two factions worked just fine there.-


Title: Re: Rift: Planes of Telara
Post by: Spiff on May 25, 2012, 12:37:56 PM
The issue some of us have with 2 factions isn't that everyone's unhappy, one faction usually is, for a little while at least.
The other faction is the problem, strangely enough spreading that problem over 2 losing factions instead of just 1 can ameliorate that.

One could wonder how fondly the people you were nuking remember that experience also.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on May 25, 2012, 05:00:37 PM
The issue some of us have with 2 factions isn't that everyone's unhappy, one faction usually is, for a little while at least.
The other faction is the problem, strangely enough spreading that problem over 2 losing factions instead of just 1 can ameliorate that.

One could wonder how fondly the people you were nuking remember that experience also.

I'd imagine they were pretty pissed off at that exact moment, but the other side did just fine killing my side in general. Having a third faction would have made no difference to them - I think it would actually have made questing harder, because two thirds of the server would have been red instead of just half.

Perhaps the key issue is whether you actually have losing sides and winning sides, or not. The idea that three factions works comes as far as I can tell from Dark Age of Camelot, where you had objectives like capturing keeps etc, and some level of persistence (I never played it myself)

WoW, and Rift, which I have played, don't actually have winning sides and losing sides on a persistent basis. If you bump into somebody from the other faction (on the PvP server) then it's likely one of you will end up dead, and if you take part in an arena game then one side or the other will win, but there's no sense that any faction is winning on the server or losing on the server. It all resets the moment you res or once the 10 minute arena game is over. From what they have on the site at the moment, I'm not sure the new conquest feature changes that. It looks like a larger scale arena game.


Title: Re: Rift: Planes of Telara
Post by: Spiff on May 25, 2012, 11:00:45 PM
Fair enough, in the absence of any persistent goals I don't really see any point to more than 2 factions either (but then why have any factions at all really?).
I got the impression that's part of what Trion is trying to add here, but the info I've seen is sufficiently vague.

Also: I'm not a fan of shoe-horning stuff like this in, when it so completely seems to go against the initial design, but if it helps them in giving some weight and meaning to what has been quite a bland world so far, more power to them.


Title: Re: Rift: Planes of Telara
Post by: Rokal on May 31, 2012, 11:43:39 AM
Details about the first expansion pack "Storm Legion" are up on the Sub-forum (http://forums.f13.net/index.php?topic=22253.0) if anyone cares.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on May 31, 2012, 12:36:07 PM
That looks really neat. And a hell of an expansion. Rift keeps being my favourite DIKU shit out there.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on May 31, 2012, 02:18:40 PM
Looking forward to this more than MoP.  Glad to see more real estate, the current world feels a bit cramped (haven't went far in EI).

Wish they'd improve crafting, it feels bare bones.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on June 08, 2012, 05:06:04 PM
Go to 3:10 of this (http://www.youtube.com/watch?v=_3qGWyxG1tw&feature=em-uploademail).

 :awesome_for_real: :awesome_for_real: :awesome_for_real:

And don't forget to watch the part at 9:50 too.


Title: Re: Rift: Planes of Telara
Post by: Threash on June 08, 2012, 05:31:15 PM
Holy fucking balls that looked amazing.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on June 08, 2012, 05:48:52 PM
Ohhh very nice!  They really seem to addressing some specific complaints I have about the game; fun, world-size, gear checks, etc. 

Also good to see less instancing.  It has its place but it does divide up the playerbase.

Very excited for this.  Moreso than GW2 (to be fair I've not played GW2 and am only going by posts here at f13).


Title: Re: Rift: Planes of Telara
Post by: Draegan on June 08, 2012, 06:07:37 PM
You should be more excited about GW2.  But this expansion looks very good.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on June 08, 2012, 06:57:20 PM
That video actually looks really good, particularly because that's a world boss and not hidden in an instance.. If I can convince some friends to go back I might give this another shot.


Title: Re: Rift: Planes of Telara
Post by: Rokal on June 08, 2012, 09:52:14 PM
Definitely looking forward to this. They're reportedly going for a more open-world feel for the expansion, which would make sense if they're tripling the landmass for 10 extra levels of content. Trion continues to impress.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on June 09, 2012, 06:56:46 AM
This is a crowded fucking Fall for MMOs, though. LOTRO expansion, this, probably GW2...


Title: Re: Rift: Planes of Telara
Post by: Zetor on June 09, 2012, 09:15:35 AM
I've actually reactivated my rift account earlier this week and have been having a lot of fun even as a soloer. The Instant Adventure stuff is freakin' awesome, and they've added an insane amount of [free] content in the last year compared to... well, any other diku, really.

The hard choice will be between the rift expansion and MOP for me... GW2 is a given, but that's a no-sub game, so yeah.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on June 09, 2012, 10:50:21 AM
Been back in Rift about two months now and having fun.  Lots of quality of life fixes makes soloing a little less tedious.  My main is on Ember Isle now, getting ready for the xpac.  I have three alts that I meander around with, doing whatever strikes my fancy that day. 

As for LOTRO, I probably won't buy the xpac.  My toons are stuck in Isengard.  I'm just tired of playing it after five or six years. Same with Wow, although I'll probably buy MoP because I'm an idiot.  GW2, well GW1 really didn't grab me so I'll play it when it arrives, but not too anxious for it just now.



Title: Re: Rift: Planes of Telara
Post by: Modern Angel on June 09, 2012, 02:01:40 PM
I'm the opposite, I think, though I burned out a bit on LOTRO until Rohan drops. I resubbed to Rift and it was AWESOME. Hooked up with a good guild of new people. I just can't do the WoW style gear grind anymore. I think Rift *right now* is a better WoW than WoW. There was absolutely nothing I disliked about Rift. It's so solid. I just don't really enjoy that style of game anymore.


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on June 10, 2012, 01:45:44 AM
Ok I tried the "demo"

- very nice technology. I am sure it has a great future ( the technology for 0 download demo that is )

now the game itself

- cant tell shit about graphics  as it runs on something like 360p.
- atmosphere could be nice as the rainy sound is well done
- most boring run/talk quests as ever
- not sure if that female "warriror" wearing anything . This sure looks like ass crack. Also high heels standard outfit of warriors?
- definitely good attention to environment details. I wish I could actually see the details :)
- combat animations are kinda neat. combat is confusing as hell though. Some quicktime sequences -press spacebar to combo?
- timer runs out....

Not so sure showcasing your game in 360p with some wierd interface is best way to attract customers




Title: Re: Rift: Planes of Telara
Post by: Chimpy on June 10, 2012, 08:08:00 AM
Are you sure you played Rift? The rift I remember was not a high heels are combat wear kind of game.


Title: Re: Rift: Planes of Telara
Post by: Tyrnan on June 10, 2012, 08:31:08 AM
Are you sure you played Rift? The rift I remember was not a high heels are combat wear kind of game.
Sounds more like TERA, especially the "spacebar to combo" bit.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on June 10, 2012, 08:35:21 AM
Also, what's this 360p weirdness? Rift looks pretty gorgeous in 1920x1080.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on June 10, 2012, 08:41:30 AM
It doesn't even remotely sound like it was rift that he tried.


Title: Re: Rift: Planes of Telara
Post by: Phred on June 10, 2012, 10:56:12 AM
It doesn't even remotely sound like it was rift that he tried.

0 download demo? Demo runs out? Sure as shit sounds like the recently posted Tera demo. Wow, talk about do you know where your kids are.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on June 10, 2012, 11:08:10 AM
Some quicktime sequences -press spacebar to combo?
- timer runs out....

 :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Dark_MadMax on June 10, 2012, 12:32:18 PM
It doesn't even remotely sound like it was rift that he tried.
i Posted in wrong thread lol . Yah its about Tera. I dont think rift has clientless demo


Title: Re: Rift: Planes of Telara
Post by: Rokal on June 10, 2012, 02:14:06 PM
Rift just recently got a streaming client where you can start playing as the game gradually downloads, but it's not truly clientless like TERA's Gaikai demo.


Title: Re: Rift: Planes of Telara
Post by: Redgiant on June 20, 2012, 01:32:11 AM
Go to 3:10 of this (http://www.youtube.com/watch?v=_3qGWyxG1tw&feature=em-uploademail).

 :awesome_for_real: :awesome_for_real: :awesome_for_real:

And don't forget to watch the part at 9:50 too.

God almighty, I might resub for this.

My whole beef with Rift was that it felt kind of small and puny. These sorts of additions I'm seeing directly address that and more.


Title: Re: Rift: Planes of Telara
Post by: Xanthippe on June 23, 2012, 08:59:25 AM
Rift adds Mentoring (http://community.riftgame.com/en/2012/06/18/mentoring-101-play-everywhere/)

Like the reverse of sidekicking in City of Heroes (was that also called mentoring?).

Patch 1.9 looks like something I might resub for. 3-sided pvp, mentoring, instant adventure and barbershop? (http://www.riftgame.com/en/game/updates/conquest.php) Sounds like it might scratch my gaming itch.

Live next week, apparently.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on June 23, 2012, 10:00:30 AM
I think the 27th.

My hero Tahnhauser, is keeping the fires burning for anyone who wants to hop back in BC. 


Title: Re: Rift: Planes of Telara
Post by: Chimpy on June 23, 2012, 11:18:22 AM
I am thinking of giving this a whirl next week once I finish upgrading my pc as it is like 6 bucks on amazon.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on June 23, 2012, 11:28:27 AM
I was thinking of resubbing as well, so I logged onto my account on the Trion site and got 3 free days for changing my password or something. Does anyone have a guild going on the Defiant side? I'm apparently on the Trial server (Ashstone) so I'd like to transfer somewhere real, and don't really feel like rerolling to Guardian.


Title: Re: Rift: Planes of Telara
Post by: Nerf on August 08, 2012, 03:27:13 PM
I just finished my 3 day thing as well, and think I'll be resubbing.  The level cap increase coming soon is essentially agear reset and means that taking a year off really won't have set me back at all.

Oh, and rogue tanking is stupid easy now,they put rift guard on blink/guarded steel,and you only need 1 stack of phantom blow now.  Coupled with the new "rogue block" deflection stat, I barely have to pay attention.
oh, and deferred death is useful now, heh.


Title: Re: Rift: Planes of Telara
Post by: Threash on August 09, 2012, 10:55:46 AM
Have they announced what the expansion souls are yet?


Title: Re: Rift: Planes of Telara
Post by: Rokal on August 09, 2012, 11:02:11 AM
Have they announced what the expansion souls are yet?

They're going to announce them over the next coming weeks, starting with the mage soul this Friday.


Title: Re: Rift: Planes of Telara
Post by: dd0029 on August 10, 2012, 06:32:33 AM
There was a video released yesterday showing a quick shot of the new souls. The mage was holding a 2h sword. Kind of interesting, but if it's actually melee, I expect it won't be used a whole lot in pve because ranged is nearly always better for survivability. The warrior vanished, so there's questions on what that might mean. The rogue did some green thing, so nothing much there and the cleric was unnoticable.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on August 10, 2012, 07:10:36 AM
Ooooo, warrior mages?  :grin:

There was a video released yesterday showing a quick shot of the new souls.

And you did not link it? For shame!


Title: Re: Rift: Planes of Telara
Post by: dd0029 on August 10, 2012, 12:19:13 PM
Here: http://www.riftjunkies.com/2012/08/10/storm-legion-developer-diary-video-released/


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 10, 2012, 12:38:53 PM
In about 2 hours you'll see a live stream where they will do a reveal.


Title: Re: Rift: Planes of Telara
Post by: Mrbloodworth on August 10, 2012, 12:57:39 PM
Here: http://www.riftjunkies.com/2012/08/10/storm-legion-developer-diary-video-released/

Sexey.


Title: Re: Rift: Planes of Telara
Post by: Rokal on August 10, 2012, 10:27:41 PM
New mage soul (Harbinger) summary:

-Melee dps
-Transmutes caster weapons (example is a staff in the video) into melee weapons like a scythe/sword
-Mage armor periodically allows you to instant-cast spells from other mage souls

http://www.youtube.com/watch?feature=player_embedded&v=DXK8eThEKoE

Seems pretty neat, eager to see what the rest of the new souls are.

Other details from the video are that all current souls are getting 2 extra tiers of talents and extra unlocked abilities.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on August 11, 2012, 04:01:20 AM
Ok he looks pretty cool!  I like how he's melee but can toss in an insta-cast spell from your other soul. 


Title: Re: Rift: Planes of Telara
Post by: Amaron on August 11, 2012, 08:57:49 PM
That's a good choice.   It always seemed like an odd hole in the selection of original souls.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on August 12, 2012, 04:04:31 AM
The devs hint that this is a fighter's xpac, one of the reasons they made a mage soul.  If so, this could be a kickass pvp soul.


Title: Re: Rift: Planes of Telara
Post by: Rokal on August 14, 2012, 09:16:36 AM
They're doing a promotion where you get Storm Legion for free if you resub for a year.

http://stormlegion.riftgame.com/en/

I wasn't sure whether I was going to do the $99/year again, but this makes the decision easy.

Edit: looks like you have to lock in at the regular rate, not whatever promo you were on, so it's $120. A little less appealing but still a nice offer.


Title: Re: Rift: Planes of Telara
Post by: Hawkbit on August 15, 2012, 09:51:24 AM
It's good deal, but $120 upfront is a big pill to swallow.  Tempting.


Title: Re: Rift: Planes of Telara
Post by: March on August 15, 2012, 01:54:44 PM
I'll come back just to play with the new souls. 

But I'll only stay if they add solo content and some sort of character meta-game (something less like achievement check-boxes and more like housing or something to build/buy/grow).  They are losing the Raid game, not sure why they insist on chasing it.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on August 15, 2012, 02:17:20 PM
Yeah I hope the new souls are fun.  I find I don't mind re-playing zones if I have a fun soul.  My necromancer/warlock is really fun while my alt role pyro/? is merely OK and is used for rifts.

Not going to do the $120 deal.  I hop from game to game to much for it to be a bargain.


Title: Re: Rift: Planes of Telara
Post by: Rokal on August 15, 2012, 02:51:27 PM
But I'll only stay if they add solo content and some sort of character meta-game (something less like achievement check-boxes and more like housing or something to build/buy/grow).  They are losing the Raid game, not sure why they insist on chasing it.

They've got Planar Attunement right now, but the expansion is also supposed to add some sort of housing system. I only ever participated in PuG raids, but I always find plenty of stuff to do as someone playing solo.


Title: Re: Rift: Planes of Telara
Post by: Nerf on August 15, 2012, 11:28:33 PM
It's good deal, but $120 upfront is a big pill to swallow.  Tempting.

I'm probably going to jump on it here soonish, month-to-month it's ~$15ish, and the expansion will probably be $50-60, that means expansion+4 months gametime and you're already behind.  With a 1 year sub I won't feel bad walking away from it for a bit now and then as well.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on August 19, 2012, 03:56:36 AM
Rift showed of their new housing system, looks really customizable.  You can place objects in '3' dimensions and even re-size them.  Since you can place a box hanging in air, you can make steps and they had a custom tree house built.  Very neat.

Unfortunately housing will once again be in an instance instead of the real world.  So they will be dead unless Trion figures out a way to make players want to go to other houses.

http://www.riftjunkies.com/2012/08/16/gamescom-2012-housing-in-rift/#disqus_thread (http://www.riftjunkies.com/2012/08/16/gamescom-2012-housing-in-rift/#disqus_thread)


Title: Re: Rift: Planes of Telara
Post by: Amaron on August 19, 2012, 06:06:30 AM
Interesting to see they are going near on full customization.  Wonder how they're going to handle the flying penis houses.


Title: Re: Rift: Planes of Telara
Post by: Threash on August 19, 2012, 08:13:29 AM
Did they announce rogue or warrior souls yet?


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 21, 2012, 12:03:34 PM
Only Mage.  Next reveal won't be until next month at some point.  Or so they say.


Title: Re: Rift: Planes of Telara
Post by: Rokal on September 04, 2012, 08:47:40 PM
Release date is November 13th. Couple more pre-order options up along with a nice new trailer.

http://stormlegion.riftgame.com/en/

http://www.youtube.com/watch?v=k68DrZohC2g

I'm looking forward to both this and MoP quite a bit. This fall is going to be great.  :heart:


Title: Re: Rift: Planes of Telara
Post by: dd0029 on September 06, 2012, 08:32:51 AM
They are switching PA to an account bound shared level system. It's not even the shared pool thing I thought it might be. It's completely shared.

Quote from: Trion Person
Shared pool means that we intend to combine all PA's earned on all of your characters, up to the maximum PA value available.

If you have 50 on character A, 100 on character B, and 250 on character C that is a total of 400 PA to spend per character.

The exp required to gain a level - the bar itself - is intended to be shared across all of your level 50+ characters. The intent is that if you are playing character A and log off at 50% of a level costing 500,000, and you log onto character B, you see the exp bar at 50% through the same level costing 500,000.


Title: Re: Rift: Planes of Telara
Post by: Threash on September 06, 2012, 10:42:15 AM
Great change. The shared bar seems a little above and beyond but i guess it's nice.


Title: Re: Rift: Planes of Telara
Post by: Stormwaltz on March 27, 2013, 10:58:38 AM
NECRO.

Rift shutting down in Korea. Cue prophesies of dooooooooooooooooo-

http://www.mmoculture.com/2013/03/rift-korea-game-closure-finally-announced/


Title: Re: Rift: Planes of Telara
Post by: satael on March 27, 2013, 11:19:14 AM
No need for doom&gloom (unless it's something with Defiance that forces Trion to start trimming their operations) :why_so_serious:


Title: Re: Rift: Planes of Telara
Post by: Phred on March 27, 2013, 01:40:21 PM

Rift shutting down in Korea. Cue prophesies of dooooooooooooooooo-



I guess going free to play in Korea didnt work out so well then.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on March 27, 2013, 02:03:34 PM
I played the xpac during the free weekend last weekend.  And no.  Just no.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 27, 2013, 04:08:16 PM
Trion to start trimming their operations) :why_so_serious:


It's not Defiance related but they did layoffs once already recently. And you guys caught that Hartsman left/was fired, right?


Title: Re: Rift: Planes of Telara
Post by: Draegan on March 27, 2013, 06:12:53 PM
Was not fired.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on March 27, 2013, 06:14:34 PM
That's good, at least. It seemed at the time like one of those carefully worded firings which were meant to look like a resignation.

I'm a big Hartsman fan. I hope he does something rad next.


Title: Re: Rift: Planes of Telara
Post by: Bann on March 30, 2013, 07:48:44 AM
Ive got a copy of Storm Legion that I dont think I'll ever use. Free to a good home. If you wanna toss me a DOTA 2 item(s) you'll never use, even better!



Title: Re: Rift: Planes of Telara
Post by: Cadaverine on March 30, 2013, 05:57:03 PM
I'll take it.  I don't have any DoTA items, though.  At least I don't think I do.  If I get any, they're all yours, though.


Title: Re: Rift: Planes of Telara
Post by: Bann on March 30, 2013, 06:56:20 PM
whats your steam name/add me on steam.


Title: Re: Rift: Planes of Telara
Post by: luckton on May 14, 2013, 08:38:05 AM
Tapping out: RIFT going F2P

http://massively.joystiq.com/2013/05/14/rift-goes-free-to-play-promises-no-tricks-no-traps/

Quote
Massively: Why is it time for RIFT to go free-to-play? Are subscribers dropping? Did the expansion not do well? Does your market research see better profit potential in F2P? Or is it perhaps a combination of the above or something different entirely?

Bill Fisher: We have been seeing feedback on this subject since the inception of the game -- and not in a negative light. We have received all kinds of in-game feedback reports, passionately written emails, and gathered data from exit surveys over the years. This was one of the most requested, if not the most requested, feature from the community.

We know that the business landscape has changed over the years. In the old days you could pay for these sorts of games by the hour. I don't think anyone reading this really wants to go back to those days.

We've had this in the works for quite some time -- and you could see some of the original inkling of this with the RIFT Lite program, which was a smashing success for us. There has certainly been a stigma over the years regarding free-to-play games, but that stigma is going away every day as more top quality games are released with quality F2P models that don't gouge the user but instead provide fun environments and good value.


Title: Re: Rift: Planes of Telara
Post by: Falconeer on May 14, 2013, 08:46:01 AM
I'm sure it'll do them good. The game has quality, removing the entry barrier will help people see that.


Title: Re: Rift: Planes of Telara
Post by: Rokal on May 14, 2013, 08:49:33 AM
Writing has been on the wall for over a year. Hope it works out for them.


Title: Re: Rift: Planes of Telara
Post by: Azuredream on May 14, 2013, 09:43:27 AM
Nice, I'll have to check it out when it hits. I played the hell out of Rift when it released. So much so that I ran out of content.. it'll be interesting to see what's changed.


Title: Re: Rift: Planes of Telara
Post by: Nebu on May 14, 2013, 09:45:12 AM
Are warriors still ridiculously OP in PvP? 

I have some friends begging me to come back to this game, but I got pretty bored after my 2756th run through the 5-man dungeons... they were fun the first 100 times though.


Title: Re: Rift: Planes of Telara
Post by: dd0029 on May 14, 2013, 09:49:34 AM
Are warriors still ridiculously OP in PvP? 

Mostly still. With the big dev purge a couple of months ago, the old rogue dev is trying to rein in all of the cool, but ultimately bad for the game ideas the old warrior dev had. They are like an energizer bunny. One thing gets squashed another OP rises up.

Mages are enjoying what I imagine will be a brief resurgence at the moment.


Title: Re: Rift: Planes of Telara
Post by: Sky on May 14, 2013, 11:12:57 AM
I got pretty bored after my 2756th run through the 5-man dungeons... they were fun the first 100 times though.
Where I found after alpha I had a tough time getting to any dungeon at all. Then in release everyone was jaded and if you didn't know everything beforehand you weren't exactly welcome. Or if you were everyone rushed ahead and left you sitting there wondering what the hell was going on. Ah, mmo.


Title: Re: Rift: Planes of Telara
Post by: luckton on May 17, 2013, 12:35:29 PM
Took some time to read over the F2P conversion info.  Tell you what, if there really isn't any strings attached and nothing gated behind the subscription wall, this will probably replace my WoW addiction (at until Hex  :why_so_serious:).  Why pay $15 when I can pay $0 for the same damn thing?


Title: Re: Rift: Planes of Telara
Post by: Falconeer on May 17, 2013, 12:41:47 PM
And with 100% less pandas.


Title: Re: Rift: Planes of Telara
Post by: Rokal on May 17, 2013, 03:30:01 PM
Further lay-offs at Trion

http://www.gamasutra.com/view/news/192495/New_layoffs_reach_Trion.php


Title: Re: Rift: Planes of Telara
Post by: Draegan on May 17, 2013, 04:43:45 PM
Doesn't surprise me after they release a broken game that is Defiance.


Title: Re: Rift: Planes of Telara
Post by: Tannhauser on May 17, 2013, 04:46:39 PM
So what's the future for Defiance the game and Defiance the TV show with the Defiance team being 'obliterated'?

Did the game flop that badly?

Just shitty news.  I tried the RIFT xpac, but it's dinosaur MMO design now. 


Title: Re: Rift: Planes of Telara
Post by: Threash on May 17, 2013, 05:39:38 PM
Defiance actually did pretty good, that doesn't mean you keep around the same number of developers after launch though.


Title: Re: Rift: Planes of Telara
Post by: palmer_eldritch on May 18, 2013, 06:47:59 AM
I hope this doesn't have any impact on their plans to bring Archeage to the west. That's the only MMO I have any hopes for at the moment.


Title: Re: Rift: Planes of Telara
Post by: dd0029 on May 24, 2013, 06:56:29 AM
So, they've got the cash shop up on the PTS for current subscribers. Everything other than the absolute best gear is for sale. You can even buy the lvl 1 water for money. Every merchant interface has been replaced with the cash shop interface which fills up nearly the entire screen on a non widescreen monitor.

I will say that outside of the "competitive :ye_gods:" raiding thing, they have kept to their promise to make it easily and mostly painlessly playable without spending a dime. There's some neat options in the shop for wardrobe materials and some of the xp/rep/token consumables are reasonably priced for a weekends play. Unfortunately, there aren't all that many options currently. Maybe 20 different sets with several of those just being recolors. I've only heard of one mount only obtainable in the cash shop. All of the other mounts are just what you can currently buy. I don't believe there are any shop only companion pets either.

However, I think they're banking on their raiding players to keep the game afloat. They have added in a whole new tier of consumables at the top end, giving roughly a 20% bonus over the current consumables. However, these all have absurd in game costs of time and materials. But no worries, you can buy the materials from the shop for $3. Doesn't look like a bad idea, until you realize the cost for a typical 3 hour raid night can be more than a current 1 month sub. Figure most of the raid guilds go 2-3 nights a week. On paper it might look like a good idea, but I can't see how that's completely unsustainable.


Title: Re: Rift: Planes of Telara
Post by: Aza on June 21, 2013, 08:48:26 PM
So far I like their model more than most F2Ps. It brought me back fromm being inactive for more than a year and I even felt incentivied to sub for a month while I play the expansion content. We'll see how this ends.  :oh_i_see:


Title: Re: Rift: Planes of Telara
Post by: March on July 08, 2013, 03:45:05 PM
Other than the goofy and confusing Loyalty credits, I'm enjoying the expansion quite a bit too... even gave them some money.

The micro-trans are 100x better than GW2, which is supposed to be a micro-trans game out of the box.

All that said, I pretty much play just to build characters and wander the open world.  As far as I can tell, the game is still 100% focused on forced grouping or zerging PvE once you cap 60.  I Still think they stupidly "blinked" when they made their originally planned solo Chronicles content Duo (or overgeared solo).  So, once I tire of my new Druid/Tank and/or hit 60 with all four archetypes... back on the shelf.



Title: Re: Rift: Planes of Telara
Post by: Sky on July 08, 2013, 03:49:46 PM
I get bummed out when I have to pass by all the dungeon quests in each zone. Back of the bus, soloer.

But yes, the f2p implementation is awesome and if you casually dig the game it's perfection now.


Title: Re: Rift: Planes of Telara
Post by: Kageru on July 08, 2013, 11:03:15 PM

GW2 isn't particularly micro-trans... it's box price and future content expansions like GW1.

This sounds much more like desperation, and it takes a fair amount of development time to support a raiding content progression.


Title: Re: Rift: Planes of Telara
Post by: Dren on July 09, 2013, 04:49:37 AM
I get bummed out when I have to pass by all the dungeon quests in each zone. Back of the bus, soloer.

But yes, the f2p implementation is awesome and if you casually dig the game it's perfection now.

That's where I am right now.  I've even paid them some money here and there for some things.  It's a fun game.  I know I'll get to a point where my solo'ing will hit a brick wall, but knowing I can pick or drop the game as I wish puts that at the back of my mind for now.


Title: Re: Rift: Planes of Telara
Post by: Modern Angel on July 09, 2013, 05:47:13 AM
This sounds much more like desperation, and it takes a fair amount of development time to support a raiding content progression.

Oh yeah. I'm wondering what their angle is because this shit really IS free. I have no idea how their revenue stream is going to be enough.


Title: Re: Rift: Planes of Telara
Post by: Fabricated on July 09, 2013, 10:27:59 AM
I haven't had a problem getting into LFG groups for the first few dungeons.

That 1-20 stretch fucking feels like forever and as a guardian that generic fantasy forest zone is so goddamn boring and big it's like a not barren barrens.


Title: Re: Rift: Planes of Telara
Post by: Draegan on July 10, 2013, 07:07:18 AM
If you want to level as fast as possible to get into the expansion areas, or level as fast as possible to get into another level tier your best bet is to grind Instant Adventurers over and over. You can level incredibly fast that way if you get a few people to do it with you.

Of course, with a few veteran xp pots, I grinded mobs in Freemarch for a bunch of levels with my cleric. It was even faster.


Title: Re: Rift: Planes of Telara
Post by: dd0029 on July 10, 2013, 07:44:05 AM
Actually, do that and some assorted PvP randoms all the way to 50. You'll probably spend most of your time mentored to 15 doing the Silverwood IA chains. It's quick, but it gets a bit tedious.


Title: Re: Rift: Planes of Telara
Post by: Phred on July 12, 2013, 01:10:11 AM
If you want to level as fast as possible to get into the expansion areas, or level as fast as possible to get into another level tier your best bet is to grind Instant Adventurers over and over. You can level incredibly fast that way if you get a few people to do it with you.

Sadly the same people who afk leech in Battlegrounds will do it in IA's as well. Which leads to people joining, seeing no one actually doing the adventure and quitting. Can't really build a group around that mechanic. If ever they needed a vote-kick it was there.



Title: Re: Rift: Planes of Telara
Post by: Nebu on July 12, 2013, 08:42:42 AM
If I could get a group of 5 reliable players, I'd go back to this game in a heartbeat.  I thought the dungeon boss mechanics were pretty fun.  


Title: Re: Rift: Planes of Telara
Post by: Logain on July 26, 2013, 09:41:27 PM
If anyone's still playing this I'm on haloil with a 60 rogue named Collision. I'm sure I could get someone into my guild. We run experts daily, do the daily raid rifts and are going to be running the raids once we have enough geared people.


Title: Re: Rift: Planes of Telara
Post by: Reborne on July 30, 2013, 10:16:49 PM
I'm playing, messing around with the summer festival.
I'm still on Three Springs with a 41 Cleric called Vashon.
Being in Bat Country I can see that some people log in every now and then, maybe 5 other characters have been on in the last month.

I like that they're giving away free money for logging in during the event.
If you didn't see the announcement, there is a daily log in reward in the store that contains a small amount of their real money currency.
25 from memory.


Title: Re: Rift: Planes of Telara
Post by: dd0029 on July 31, 2013, 05:58:12 PM
Not aware that they are giving away currency. The daily box has a Loyalty thing in it about half the time. They gave 450 credits for the really crap server instability last week.


Title: Re: Rift: Planes of Telara
Post by: Reborne on August 04, 2013, 10:54:26 PM
I seem to have stopped getting the currency in the daily reward.
Maybe it was for a limited time or I was just really lucky for a few days in a row.


Title: Re: Rift: Planes of Telara
Post by: Aza on August 05, 2013, 03:28:35 PM
I seem to have stopped getting the currency in the daily reward.
Maybe it was for a limited time or I was just really lucky for a few days in a row.

It feels pretty random since there will be a string of days with no currency, then string where you get plenty.

My take on RIFT: Pretty good if you like pvp, not pro pvp, but a good casual Battleground/Warfront style environment to enjoy. I went from 20-50 and 50-60 with a couple of characters solely from pvp and had plenty of fun. The pve solo content is pretty poor, the dungeon content is pretty good, and the Instant Action (performs as its name implies) pve is an OK brainless activity you can do for good exp.


Title: Re: Rift: Planes of Telara
Post by: Chockonuts on August 05, 2013, 08:56:14 PM
Tried to get back into this from six months after launch.

Not sure why but this game still feels like eating tofu stuffed with mayonnaise topped with cottage cheese to me.  :uhrr:

Seems like it should be way more fun than it is, but something there.. I don't know...meh.. screw it.

Uninstall. Again. Good luck to 'em.


Title: Re: Rift: Planes of Telara
Post by: Jerrith on August 05, 2013, 11:02:22 PM
I seem to have stopped getting the currency in the daily reward.
Maybe it was for a limited time or I was just really lucky for a few days in a row.

The currency in the daily reward containers was a limited time offer which has ended (at least for now).  There were some serious network problems that results in a 450 credit award to anyone who logged in to the US servers during the affected period.  There's also a 1 million PA exp bonus available right now to anyone who logs in (and hasn't claimed it yet) as an apology for auto-consuming stored PA exp items without granting the exp.

Lots of new stuff on the way with 2.4, including (my favorite) two new 20 man raids.


Title: Re: Rift: Planes of Telara
Post by: Chockonuts on August 05, 2013, 11:21:46 PM
I seem to have stopped getting the currency in the daily reward.
Maybe it was for a limited time or I was just really lucky for a few days in a row.

The currency in the daily reward containers was a limited time offer which has ended (at least for now).  There were some serious network problems that results in a 450 credit award to anyone who logged in to the US servers during the affected period.  There's also a 1 million PA exp bonus available right now to anyone who logs in (and hasn't claimed it yet) as an apology for auto-consuming stored PA exp items without granting the exp.

Lots of new stuff on the way with 2.4, including (my favorite) two new 20 man raids.
Lemme know when you guys start working with Voxels. Maybe I'll come back :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Typhon on August 06, 2013, 05:39:09 AM
Any more two man stuff planned?


Title: Re: Rift: Planes of Telara
Post by: Jerrith on August 06, 2013, 01:40:15 PM
Any more two man stuff planned?

Yes.  Two new two man chronicles scheduled for 2.4.  I don't think we've said too much about them to the public yet, might have been some info in the last live stream.

Quote from: Chockonuts
Lemme know when you guys start working with Voxels. Maybe I'll come back

No plans at Trion for voxels in Rift right now.


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 06, 2013, 05:59:44 PM
Hey Jerrith! Miss ya buddy.


Title: Re: Rift: Planes of Telara
Post by: Reborne on August 06, 2013, 06:23:06 PM
The currency in the daily reward containers was a limited time offer which has ended (at least for now).  There were some serious network problems that results in a 450 credit award to anyone who logged in to the US servers during the affected period.  There's also a 1 million PA exp bonus available right now to anyone who logs in (and hasn't claimed it yet) as an apology for auto-consuming stored PA exp items without granting the exp.

Lots of new stuff on the way with 2.4, including (my favorite) two new 20 man raids.
Thank you for clarifying.
I'm one of the slowest levelers ever though, so even though I've been playing on and off since the beta I'm still only level 42.
I'll get up to Plannar Attunement one day, probably after a few more festivals where the daily quests don't care about your level  :awesome_for_real:


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 07, 2013, 06:18:21 AM
I wouldn't worry about Planar Attunement, it's one of the worst systems to ever be put into a game. They've changed it to be a bit more palatable, but it's still awful.


Title: Re: Rift: Planes of Telara
Post by: Chockonuts on August 07, 2013, 09:26:52 PM
/follow disabled in Warfronts and Conquest  (http://forums.riftgame.com/general-discussions/general-discussion/379204-follow-disabled-warfronts-conquest.html)

Quote
Hey folks,

 As some of you may have noticed, we've disabled /follow in both Warfronts and Conquest for the time being. This is a toggle that is now in our remote admin tool that we can turn on and off in real time.

 I know that there are a lot of opinions on the subject of multi-boxing and it is a heated subject for some people. Please share your opinions on how this has affected your actual gameplay - but keep it clean folks.

 Bill "Daglar" Fisher
 Creative Director: RIFT



Title: Re: Rift: Planes of Telara
Post by: Numtini on August 08, 2013, 03:59:39 AM
While I appreciate the convenience of following a zerg, /follow has been a plague on MMOs.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 08, 2013, 08:04:48 AM
Put in an IP flag so multiboxers can follow, or make it an option setting (friends list can follow or w/e).

I want to play my cleric more, love the gameplay. But no time!


Title: Re: Rift: Planes of Telara
Post by: Typhon on August 08, 2013, 08:11:30 AM
I think you mean, "multiboxers can't follow"?  I've been playing this a bunch lately and (from chat) it seems that the PvP playerbase is convinced that multiboxing needs to be excised.


Title: Re: Rift: Planes of Telara
Post by: Nebu on August 08, 2013, 08:27:34 AM
If Rift got rid of macros, multiboxers would be significantly less useful.  The players are cutting off their own noses to spite their face.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 08, 2013, 08:49:30 AM
I forget how much I hate macros.

Also, when will developers learn to implement different rules for pvp servers/instances? So many years of bad decisions for pve because of pvp and vice versa.


Title: Re: Rift: Planes of Telara
Post by: Typhon on August 08, 2013, 08:54:29 AM
I PvP'd a fair amount at launch.  It was fun for a bit, then it just made me unhappy, so I'm not doing it this time.  Doing small group stuff until it's not fun anymore, then will move on to something else.

I enjoy defending wardstones.  I think I'd enjoy it more if the waves got bigger and bigger and the concept was to try to hold out as long as possible (with the inevitable failure at the end).  Feels wrong to just leave the NPC to be crushed after I've gotten my 20 waves defended.  Occasionally folks will come by and join up, and it just feels kind of organic - but also wrong that I abandon them once I've hit my 20.  Maybe if you could defend it against a massive final invasion the wardstone spawns vendors and stuff.  I want closure dammit!


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on August 08, 2013, 08:56:38 AM
I forget how much I hate macros.

Also, when will developers learn to implement different rules for pvp servers/instances? So many years of bad decisions for pve because of pvp and vice versa.
Everquest 2 had alternate functionality for skills in pvp. The tooltips even explained what they did in pvp and pve. So it has been done before. What I don't understand is why Hartsman never pushed for the same functionality in Rift since i am pretty sure that mechanic was his baby in EQ2 at least partially.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 08, 2013, 08:58:20 AM
I'm pretty sure there was a rabid anti-EQ2 contingent on the dev team. There was a lot of anti-EQ2 sentiment I heard during the early alpha when I kept submitting issues with 'this worked in EQ2!' and also plenty of 'because WoW' and so much Vanguard-ism.


Title: Re: Rift: Planes of Telara
Post by: Chockonuts on August 08, 2013, 10:19:33 AM
Everquest 2 had alternate functionality for skills in pvp. The tooltips even explained what they did in pvp and pve. So it has been done before. What I don't understand is why Hartsman never pushed for the same functionality in Rift since i am pretty sure that mechanic was his baby in EQ2 at least partially.
Speaking of Hartsman, guess who's back again, but supersized now and wearing a cape :drill::

Scott Hartsman returns to Trion, takes CEO role (http://massively.joystiq.com/2013/08/08/scott-hartsman-returns-to-trion-takes-ceo-role/)

Interesting times indeed.


Title: Re: Rift: Planes of Telara
Post by: Phred on August 08, 2013, 11:23:34 AM
I think you mean, "multiboxers can't follow"?  I've been playing this a bunch lately and (from chat) it seems that the PvP playerbase is convinced that multiboxing needs to be excised.

Actually it was a tiny fraction of the pvp crowd who spammed threads on the forums. Heck of a precedent.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 08, 2013, 11:51:54 AM
I think you mean, "multiboxers can't follow"?  I've been playing this a bunch lately and (from chat) it seems that the PvP playerbase is convinced that multiboxing needs to be excised.

Actually it was a tiny fraction of the pvp crowd who spammed threads on the forums. Heck of a precedent.

This is the biggest red flag about EQN, imo. This modern gen Y millenial bullshit idea of social game development.

So inside the bottle to hear 'The game YOU want to play' and not clearly see 'The game loudmouthed sociopaths want to play'.


Title: Re: Rift: Planes of Telara
Post by: Jerrith on August 08, 2013, 12:06:16 PM
Actually it was a tiny fraction of the pvp crowd who spammed threads on the forums. Heck of a precedent.

If spamming threads on the forums got you features in Rift, wouldn't we have arenas in Rift by now? :)  (Arenas are perhaps the most spammed request on the forums.  They're still not coming to Rift.)

While spamming threads can raise awareness - it is *not* the only factor.  I have personally encountered people multi-boxing on an opposing team.  I have killed them, and I have been killed by them.  So we're *trying* turning it off - it's a configuration value we can change instantly, on the fly.  If you think it's a bad choice, make your voice heard on the official forums.

Speaking of Hartsman, guess who's back again, but supersized now and wearing a cape :drill::

Scott Hartsman returns to Trion, takes CEO role (http://massively.joystiq.com/2013/08/08/scott-hartsman-returns-to-trion-takes-ceo-role/)

Interesting times indeed.
:heart:


Title: Re: Rift: Planes of Telara
Post by: Phred on August 08, 2013, 12:23:07 PM

While spamming threads can raise awareness - it is *not* the only factor.  I have personally encountered people multi-boxing on an opposing team.  I have killed them, and I have been killed by them.  So we're *trying* turning it off - it's a configuration value we can change instantly, on the fly.  If you think it's a bad choice, make your voice heard on the official forums.



Nope doesnt effect me in the slightest. Probably the best solution. But can you honestly say it would have been on your radar at all if it hadn't had threads spammed on the forum to the point of locking?


Title: Re: Rift: Planes of Telara
Post by: Sky on August 08, 2013, 12:23:30 PM
Why not just disable it in pvp instances (including pvp server as an 'instance')? Why also screw the pve boxers?

(disclaimer: I don't multibox)


Title: Re: Rift: Planes of Telara
Post by: Phred on August 08, 2013, 12:26:25 PM
That's what they did Sky. Dunno about the PvP server but it's disabled in all the battlegrounds.



Title: Re: Rift: Planes of Telara
Post by: Sky on August 08, 2013, 01:54:08 PM
Oh, if it doesn't affect pve what's the whup? Shouldn't be boxing in pvp imo.


Title: Re: Rift: Planes of Telara
Post by: Numtini on August 08, 2013, 01:57:23 PM
When I was considering whether or not I had time to pick up an MMO again (I don't, but I'm in anyway), there was a picture someone posted of someone obviously boxing with like a dozen identical characters in lockstep. It obviously wasn't a deal killer, but it was definitely not something that made me say "oh yeah, I want to get back into Rift."


Title: Re: Rift: Planes of Telara
Post by: Jerrith on August 08, 2013, 02:31:07 PM
Nope doesnt effect me in the slightest. Probably the best solution. But can you honestly say it would have been on your radar at all if it hadn't had threads spammed on the forum to the point of locking?
Is it something I'd been aware of - actually, one of the things I thought about with the F2P change (are we going to see way more multiboxers, now that the cost of entry (an account) is zero?)...  High enough priority to get any action?  Maybe not.

Why not just disable it in pvp instances (including pvp server as an 'instance')? Why also screw the pve boxers?

As Phred pointed out - that is what we did.  Follow is disabled in Warfronts and in Conquest (3 team zone wide PVP).  You are still free to multibox anywhere else (including open world on PVP servers) as much as you want.

Quote from: Sky
(disclaimer: I don't multibox)

I don't multibox on Rift, but I used to (many many years ago) 5 box in EQ.  It's neat, and I'm impressed what some people manage to accomplish when doing it.


Title: Re: Rift: Planes of Telara
Post by: WayAbvPar on August 08, 2013, 03:08:11 PM
Everquest 2 had alternate functionality for skills in pvp. The tooltips even explained what they did in pvp and pve. So it has been done before. What I don't understand is why Hartsman never pushed for the same functionality in Rift since i am pretty sure that mechanic was his baby in EQ2 at least partially.
Speaking of Hartsman, guess who's back again, but supersized now and wearing a cape :drill::

Scott Hartsman returns to Trion, takes CEO role (http://massively.joystiq.com/2013/08/08/scott-hartsman-returns-to-trion-takes-ceo-role/)

Interesting times indeed.

Nothing but good news for Rift and Arche Age, imo.

I am really enjoying my 2nd visit in Telara. A lot of stuff is still overly complicated, but that also makes it sort of interesting, I guess. I know this will never change, but the first RMT store that lists things in USD instead of credits or MS points or golden eagles or gold or whatever will get a shitload of money out of me. Nothing I hate worse than being forced to be chunks of store currency- there is always some remnant left over that isn't enough to buy anything with it. By design, obviously. It is still a shitty thing to do to your customers. If a mount is supposed to cost $5.24, then charge me $5.24, not $7.50 so I can have a mount and ALMOST enough currency left over to buy something useful.


Title: Re: Rift: Planes of Telara
Post by: Stormwaltz on August 08, 2013, 03:11:31 PM
Quote
Trion has also confirmed the closure of its San Diego studio. "We can confirm that the San Diego studio will be closing. The day to day operations of Defiance will be moved to our Redwood City studio where it can be managed alongside Rift and our other in development titles including ArcheAge and End of Nations. As part of this transition, we are working hard to ensure that a number of great people will be making the move from San Diego to the Bay Area and continue their work at Trion," the studio told PC Gamer.


Title: Re: Rift: Planes of Telara
Post by: Jerrith on August 08, 2013, 03:48:46 PM
I know this will never change, but the first RMT store that lists things in USD instead of credits or MS points or golden eagles or gold or whatever will get a shitload of money out of me. Nothing I hate worse than being forced to be chunks of store currency- there is always some remnant left over that isn't enough to buy anything with it. By design, obviously. It is still a shitty thing to do to your customers. If a mount is supposed to cost $5.24, then charge me $5.24, not $7.50 so I can have a mount and ALMOST enough currency left over to buy something useful.
We try to mitigate at least some of that by providing lots of cheap (1 credit even (less than $0.01)) items you can purchase.  While exact prices work well on high value items, they don't on low value items.  A credit card company charges a flat free plus a percentage on each transaction.  I don't know Trion's rates, but... We couldn't offer a $0.01 item if that transaction was going to cost us $0.15 or more to process.
 


Title: Re: Rift: Planes of Telara
Post by: Sky on August 08, 2013, 07:33:33 PM
Follow is disabled in Warfronts and in Conquest (3 team zone wide PVP).  You are still free to multibox anywhere else (including open world on PVP servers) as much as you want.
Entirely too sensible a solution. How dare you.


 :grin:


Title: Re: Rift: Planes of Telara
Post by: Chockonuts on August 09, 2013, 02:07:47 PM
Follow is disabled in Warfronts and in Conquest (3 team zone wide PVP).  You are still free to multibox anywhere else (including open world on PVP servers) as much as you want.
Entirely too sensible a solution. How dare you.


 :grin:
Today's final smackdown. Entirely sensible reply from Dags. Point awarded to Trion.
Quote
Daglar:

I'm sorry that I have not popped in here to give more details or engage in the discussion.

 This change is not a direct result of "just some people complaining on the forums". This issue has been discussed internally since we changed the business model - we've been afraid that the amount of multi-boxing in certain environments would increase due to the fact that there is no longer a barrier to playing the game.

 We've been watching the issue, and it has been on the rise. The number of multi-boxers out there is not astronomically high as some people claim. The number of /in game/ feedback reports on the issue has been steadily on the rise since our conversion.

 I really want to embrace as many play styles as possible for RIFT. I really do. I don't want to turn away players.

 Unfortunately certain play styles combined with specific activities (such as Warfronts), results in a sub-optimal experience for other users. When a single user has the potential - and be clear it is only ever potential - to cause another user to exit the game that simply isn't good for anyone. It isn't good for the multi-boxer, it isn't good for the person being killed by the multi-boxer, and it isn't good for the business.

 I know this decision is polarizing - taking no action was also polarizing. We cannot make everyone happy all the time though we strive to, and we make decisions that we feel are best for the game. I'm deeply sorry that this conflicts with how some of you enjoyed playing the game up until now.

Seriously, Fuck those whinerbabies crying about /follow of all things. And who the Fuck is that "real seebs" community moron @ post 228?

http://forums.riftgame.com/general-discussions/general-discussion/379204-follow-disabled-warfronts-conquest-16.html (http://forums.riftgame.com/general-discussions/general-discussion/379204-follow-disabled-warfronts-conquest-16.html)

I haven't seen that many tears in one post since SWG died.

Scott should immediately send notice down to strip that kind of ridiculousness from having any 'title' whatsoever, and escort them under armed guard to WAR or something.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 09, 2013, 07:23:49 PM
What, and get rid of the humorous factor? Where's your sense of fun?

Thirteen years into serving the public professionally and I've really developed a special enjoyment of people who go into full freakout mode over trivial stuff. Quite entertaining once you develop the skill set to step back from it and address their complaint rationally.


Title: Re: Rift: Planes of Telara
Post by: Count Nerfedalot on August 16, 2013, 12:43:58 PM
I'm pretty sure there was a rabid anti-EQ2 contingent on the dev team. There was a lot of anti-EQ2 sentiment I heard during the early alpha when I kept submitting issues with 'this worked in EQ2!' and also plenty of 'because WoW' and so much Vanguard-ism.

And their influence is the single biggest reason why Rift, while successful, came nowhere near what it could have been.  WoW, which those same devs slavishly copied even when it wasn't the best solution or a good fit for their game, succeeded beyond expectations at least partly BECAUSE Blizzard deliberately copied the best practices of their competitors and predecessors.


Title: Re: Rift: Planes of Telara
Post by: Hoax on August 16, 2013, 07:24:21 PM
Rift wasn't very successful because of things like horrible pvp and no reason for pvp servers to exist. So it didn't fill a pvp niche that was badly unfilled at the time. Their signature feature (the rifts) were a bad joke that got boring after you had been to three of them and that's never a good sign. It also wasn't very successful because not enough people were sick of WoW because they had been playing it for too long yet. Instead everyone sick of WoW was sick of it because it was WoW and Rift just didn't offer anything new beyond the soul system which at launch was good but had a lot of balance issues unsurprisingly.

Beyond the "nope not a pvp game" check and finding out Rifts were really lame what else was there? It was a decently executed but overall samey and bland fantasy MMO with the tiniest hint of steampunk and really stupid factions and a you can be every class system.


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 16, 2013, 07:24:42 PM
Sky, we were in there together, you know that the alpha was dominated by a shit load of old neckbeards from EQ and VG trying to shit up the game. Hell there are a ton of old EQ players running the joint now.


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 16, 2013, 07:26:07 PM
Rift wasn't very successful because of things like horrible pvp and no reason for pvp servers to exist. So it didn't fill a pvp niche that was badly unfilled at the time. Their signature feature (the rifts) were a bad joke that got boring after you had been to three of them and that's never a good sign. It also wasn't very successful because not enough people were sick of WoW because they had been playing it for too long yet. Instead everyone sick of WoW was sick of it because it was WoW and Rift just didn't offer anything new beyond the soul system which at launch was good but had a lot of balance issues unsurprisingly.

Beyond the "nope not a pvp game" check and finding out Rifts were really lame what else was there? It was a decently executed but overall samey and bland fantasy MMO with the tiniest hint of steampunk and really stupid factions and a you can be every class system.

Rift was pretty successful, just not game of the year/WOW successful.


Title: Re: Rift: Planes of Telara
Post by: Hoax on August 16, 2013, 11:48:18 PM
I was more responding to the idea that if Rift had been more like EQ2 it would have not been bland and samey and not doing anything WoW wasn't already doing better. More EQ2 wouldn't have fixed the Rift System and it wouldn't have added pvp and while I know f13 loves mentoring and a host of other little pet QoL features (most of which I agree are quite good) those types things keep people enjoying a game, they don't create buzz and hype and get people to buy it in the first place.


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 17, 2013, 08:25:27 AM
I have no idea what you're talking about. I don't get your EQ2 reference. What does more EQ2 would of fixed the Rift System mean? Mentoring? Game has that now, and has had it for a while. Doesn't really do much.


Title: Re: Rift: Planes of Telara
Post by: Threash on August 17, 2013, 08:52:27 AM
Yeah I'm not sure how "more like the game that failed miserably and less like the massive success" is a good idea.  I played EQ2, i can't think of one thing from it that would've made Rift better.


Title: Re: Rift: Planes of Telara
Post by: Nebu on August 17, 2013, 08:57:10 AM
Rift was a good game that could have been great.  The funny thing, is that I can't really put my finger on exactly why it wasn't sticky.  Solid game.  Decent combat.  Just couldn't hold my interest.  Content could be one issue.  There wasn't enough of it.  The use of spammable macros reducing the play of some classes/builds could be another.  Balance issues and a lack of immersive crafting could be a contributor as well. 

It's a game that I wanted to love, but turned out to only be a fling. Granted, it was a steamy fling.


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 17, 2013, 09:08:44 AM
Rift was a good game that could have been great.  The funny thing, is that I can't really put my finger on exactly why it wasn't sticky.  Solid game.  Decent combat.  Just couldn't hold my interest.  Content could be one issue.  There wasn't enough of it.  The use of spammable macros reducing the play of some classes/builds could be another.  Balance issues and a lack of immersive crafting could be a contributor as well. 

It's a game that I wanted to love, but turned out to only be a fling. Granted, it was a steamy fling.


The game had plenty of content, imo. The problems were:

1) The took a system about mixing up souls for awesome combo possibilities, and in the end created a cookie cutter build system that left nothing to the imagination. They took all interesting builds and nerfed them because they weren't part of their "vision". They took what could of been an interesting system and made it shallow and super vertical in progression.

2) They were awful at class balance. Not your normal "classes aren't balanced" but they were just plain bad at class design and they were constantly changing and nerfing things because they didn't know what they were doing. I suspect half their developers never played their own game.

3)  The rift system was week. In Beta they showed off their system and it was glorious. Then they nerfed it to the ground. Less frequest, not very rewarding and very tame. They thought people would be annoyed by the Rifts getting in the way of their questing. Boy were they wrong.

4) Combat animations and effects were very basic. When you did a charge skill your feet stayed in place and you just glided to your target. Most fireballs and lightning spells were very small pixal effects that weren't very impressive. Everything kind of looked the same.

There are a few other things but I'll leave it at that. They should put me in a room with developers to make Rift 2.0. Horizontal progression of souls, not vertical. Path of Exile meets Final Fantasy X? XII? style class development with souls. (I.e. imagine if POE's skill board was broken up into pieces and you had to make your own web by putting together your souls). No more quests. all rifts all the time. No raids, open world dungeons, instanced lore-based 3-6 man groups. Instead of making rifts procedural, let them go wild.

I think I'd make a pretty good game.


Title: Re: Rift: Planes of Telara
Post by: Nebu on August 17, 2013, 09:19:49 AM
I agree with all of that.  Add in the uninspired crafting and that about covers it... oh, and thinking that faction/reputation grinds (a la WoW) were a good idea.


Title: Re: Rift: Planes of Telara
Post by: Hoax on August 17, 2013, 09:48:40 AM
I have no idea what you're talking about. I don't get your EQ2 reference. What does more EQ2 would of fixed the Rift System mean? Mentoring? Game has that now, and has had it for a while. Doesn't really do much.

I was referring to the post that my post immediately followed.

I'm pretty sure there was a rabid anti-EQ2 contingent on the dev team. There was a lot of anti-EQ2 sentiment I heard during the early alpha when I kept submitting issues with 'this worked in EQ2!' and also plenty of 'because WoW' and so much Vanguard-ism.

And their influence is the single biggest reason why Rift, while successful, came nowhere near what it could have been.  WoW, which those same devs slavishly copied even when it wasn't the best solution or a good fit for their game, succeeded beyond expectations at least partly BECAUSE Blizzard deliberately copied the best practices of their competitors and predecessors.

Perhaps I misread but it seemed to me that Nerfedalot was claiming that more EQ2 would have made Rift reach its full potential or something.

I agree with Draegan's list, in all this time have they improved the soul system or the rifts or the pvp at all?


Title: Re: Rift: Planes of Telara
Post by: Nebu on August 17, 2013, 09:54:00 AM
I agree with Draegan's list, in all this time have they improved the soul system or the rifts or the pvp at all?

From my limited time in a return to the game: not really, no, and not at all.


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 17, 2013, 12:31:20 PM
They've progressively made it worse. Work the expansion they increased the vertical progression of the souls which just made everything 60pt builds.


Title: Re: Rift: Planes of Telara
Post by: Pennilenko on August 17, 2013, 02:07:57 PM
All of the analyzing aside, the real reason why Rift is more turdy than not, is that it considers itself a second job.


Title: Re: Rift: Planes of Telara
Post by: Nebu on August 17, 2013, 02:16:07 PM
All of the analyzing aside, the real reason why Rift is more turdy than not, is that it considers itself a second job.

I don't get that feel from Rift any more than I did from WoW.  All MMO's require time grinds, but Rift never made me feel like I had to log hours and hours to be competitive.


Title: Re: Rift: Planes of Telara
Post by: Kageru on August 18, 2013, 12:43:01 AM

It was bland as hell. The soul system mean the classes have no personality, the world feels like something you've seen many times before and the background story and lore is soporific before the tutorial quests are finished.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on August 18, 2013, 09:17:34 AM
Did they ever fix the mob density issues, particularly on roads? Getting around in Rift was a huge pain because of limited fast travel and aggro mobs roaming all over the roads that would dismount you instantly.


Title: Re: Rift: Planes of Telara
Post by: Numtini on August 18, 2013, 09:35:22 AM
Did they ever fix the mob density issues, particularly on roads? Getting around in Rift was a huge pain because of limited fast travel and aggro mobs roaming all over the roads that would dismount you instantly.

I have to say, I don't ever remember that happening.

It was terrible in LOTRO though.


Title: Re: Rift: Planes of Telara
Post by: Threash on August 18, 2013, 09:56:31 AM
Did they ever fix the mob density issues, particularly on roads? Getting around in Rift was a huge pain because of limited fast travel and aggro mobs roaming all over the roads that would dismount you instantly.

This kinda thing is why they had to nerf the rifts.


Title: Re: Rift: Planes of Telara
Post by: Stormwaltz on August 18, 2013, 02:16:02 PM
Did they ever fix the mob density issues, particularly on roads? Getting around in Rift was a huge pain because of limited fast travel and aggro mobs roaming all over the roads that would dismount you instantly.

This kinda thing is why they had to nerf the rifts.

But it wasn't the rifts. It was the basepop. As I recall the lower level areas, I couldn't walk ten feet without aggroing something.


Title: Re: Rift: Planes of Telara
Post by: Threash on August 18, 2013, 03:34:08 PM
Did they ever fix the mob density issues, particularly on roads? Getting around in Rift was a huge pain because of limited fast travel and aggro mobs roaming all over the roads that would dismount you instantly.

This kinda thing is why they had to nerf the rifts.

But it wasn't the rifts. It was the basepop. As I recall the lower level areas, I couldn't walk ten feet without aggroing something.

They thought people would not want their play disturbed by attacking mobs, they were apparently right.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 18, 2013, 05:36:11 PM
1) The took a system about mixing up souls for awesome combo possibilities, and in the end created a cookie cutter build system that left nothing to the imagination. They took all interesting builds and nerfed them because they weren't part of their "vision". They took what could of been an interesting system and made it shallow and super vertical in progression.
It was baffling to watch as a player. Without exaggeration, every single build I put together in alpha was removed. It was so much fun building synergies and they just kept taking them away and the version they launched with was a pale comparison to several glimmers of a really great system in testing.

The mob density wasn't a problem imo, the steadfast holding onto dismounting was. Someone had a massive hard on to make you get kicked off your mount, though they did back off it last I knew (at one point a level 1 mob would dismount a level 50 character).

I also felt that each archetype should have access to AAA roles in healing, dps and tanking.

The bland world and terrible writing ultimately sunk the game, the systems were so very close to getting it right.


Title: Re: Rift: Planes of Telara
Post by: Rendakor on August 18, 2013, 07:46:37 PM
Did they ever fix the mob density issues, particularly on roads? Getting around in Rift was a huge pain because of limited fast travel and aggro mobs roaming all over the roads that would dismount you instantly.

This kinda thing is why they had to nerf the rifts.

But it wasn't the rifts. It was the basepop. As I recall the lower level areas, I couldn't walk ten feet without aggroing something.
What Stormwaltz said. I didn't mind aggro invasion/rift mobs rampaging around; it was just regular mobs all over the place. Getting rid of dismounting would have helped, but you still would end up with adds every other pull.


Title: Re: Rift: Planes of Telara
Post by: Phred on August 19, 2013, 02:26:12 AM

The mob density wasn't a problem imo, the steadfast holding onto dismounting was. Someone had a massive hard on to make you get kicked off your mount, though they did back off it last I knew (at one point a level 1 mob would dismount a level 50 character).

I also felt that each archetype should have access to AAA roles in healing, dps and tanking.

The bland world and terrible writing ultimately sunk the game, the systems were so very close to getting it right.

I dont see any sign of backing off on dismounting. My L60 was dismounted by a L10 mob as I road past. Also, mob density is a problem in some zones where at the appropriate level you can't go 10 feet without agroing a mob and respawn is so fast you meet the same mobs coming back.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 19, 2013, 08:47:38 AM
That's just stupid.


Title: Re: Rift: Planes of Telara
Post by: dd0029 on August 19, 2013, 11:49:40 AM
I dont see any sign of backing off on dismounting. My L60 was dismounted by a L10 mob as I road past. Also, mob density is a problem in some zones where at the appropriate level you can't go 10 feet without agroing a mob and respawn is so fast you meet the same mobs coming back.

It's no where near as bad as it was in the beginning. You literally couldn't not get knocked off your mount if you were attacked and anything would attack anyone. Now it's a fairly rare thing to get knocked off by anything and you have to nearly ride over grey mobs to draw aggro. It is still possible though.

I will say that the game has gotten rather dull and very vision oriented. The new Ember Isle like zone is a serious wtf. For such a big place, there is very little to do there. The whole northern half is nearly completely empty of content. The southern half is rife with invisible walls forcing you to ride around boringly. There are three factions you absolutely must grind if you want to be "competative" as they offer several completely unique item enchants, which in the end are just dull stats. And the only way to grind them for one of the factions is a literal handful of daily quests, one that cycles between two options and another that cycles between four options. The onslaughts are here again and are slightly better laid out, but still not well placed for and individual to play with. It's like they looked at what made Ember Isle interesting and half assed everything about it. Travel is annoying. The content is boring and the useful rewards are buried way at the end of several tedious and uninteresting grinds. There aren't even fun cosmetic things to unlock after all that nonsense.

You will play the game their way and only their way.


Title: Re: Rift: Planes of Telara
Post by: Rokal on August 20, 2013, 03:41:26 PM
It's no where near as bad as it was in the beginning. You literally couldn't not get knocked off your mount if you were attacked and anything would attack anyone. Now it's a fairly rare thing to get knocked off by anything and you have to nearly ride over grey mobs to draw aggro. It is still possible though.

I will say that the game has gotten rather dull and very vision oriented. The new Ember Isle like zone is a serious wtf. For such a big place, there is very little to do there. The whole northern half is nearly completely empty of content. The southern half is rife with invisible walls forcing you to ride around boringly. There are three factions you absolutely must grind if you want to be "competative" as they offer several completely unique item enchants, which in the end are just dull stats. And the only way to grind them for one of the factions is a literal handful of daily quests, one that cycles between two options and another that cycles between four options. The onslaughts are here again and are slightly better laid out, but still not well placed for and individual to play with. It's like they looked at what made Ember Isle interesting and half assed everything about it. Travel is annoying. The content is boring and the useful rewards are buried way at the end of several tedious and uninteresting grinds. There aren't even fun cosmetic things to unlock after all that nonsense.

You will play the game their way and only their way.

Sounds like their team got eviscerated and players are left with large zones that only have a few simple time-sinks to fill them. The glory days of Rift, and theme-park MMOs in general, are past.


Title: Re: Rift: Planes of Telara
Post by: Phred on August 21, 2013, 05:40:09 AM

Sounds like their team got eviscerated and players are left with large zones that only have a few simple time-sinks to fill them. The glory days of Rift, and theme-park MMOs in general, are past.

I think the grinding down of builds was started long before they started cutting staff. See Sky's complaint about every build in beta getting nerfed. They seem to still be on the same race to mediocrity in their class design. It's actually worse now as they folded to the complaints of ppl who wanted a full tree to be better than any possible hybrid.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 21, 2013, 08:16:24 AM
It was very obvious from the very beginning that a lot of people didn't 'get' hybrid classes. The whole move to give more points so you could max a tree and have some left over came from that. People would want the benefits of maxing a tree AND getting some secondary skills. I thought that was a good compromise.

I pretty much stopped playing by the time it hit beta because so many synergies had been destroyed and so few of the changes made for a better game. Rift was the game that taught me I no longer like mmo, I'm way too far in the niche (ie I don't play or like WoW).


Title: Re: Rift: Planes of Telara
Post by: Numtini on August 21, 2013, 09:47:40 AM
There are some Laws of Nature about any game with specs or skills. One is that something will be the optimal build and everyone will use it--the maximum is the minimum. The other is that because there can be only one build, maxxing out a spec or skill will either be mandatory or useless and whichever it is, someone won't be happy.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 21, 2013, 11:13:11 AM
MMO 101 ignore the fucking players  :grin:


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 22, 2013, 06:29:11 AM
Because most players are like lemmings, what they should of done was just redesigned the look of the talent tree. Instead of making it vertical only, they should of started you off in the middle and let you go. This way people would not of thought "higher is better derp".


Title: Re: Rift: Planes of Telara
Post by: shiznitz on August 22, 2013, 06:56:46 AM
Because most players are like lemmings, what they should of have done was just redesigned the look of the talent tree. Instead of making it vertical only, they should of have started you off in the middle and let you go. This way people would not of have thought "higher is better derp".

Pet peeve of mine.  Doing it once is a typo.  Three times, though, I have to act!  Carry on.


Title: Re: Rift: Planes of Telara
Post by: Sky on August 22, 2013, 09:21:20 AM
I agree with both of the previous two posts.  :grin:


Title: Re: Rift: Planes of Telara
Post by: Phred on August 24, 2013, 02:19:37 AM
Because most players are like lemmings, what they should of done was just redesigned the look of the talent tree. Instead of making it vertical only, they should of started you off in the middle and let you go. This way people would not of thought "higher is better derp".

Doesn't take a rocket scientist to figure out points spent = should be better. How you gonna keep ppl from beelining to the top talents which just got closer to the starting position? So you either come up with some convoluted ff/poe style tree or make those top talents reflect that you can reach them half way into your level.


Title: Re: Rift: Planes of Telara
Post by: Miasma on August 24, 2013, 05:00:37 AM
The problem is that the single point highest most talent usually is extremely powerful.  Some entire classes are worthless until you can unlock it and then you respec entirely just because of it.


Title: Re: Rift: Planes of Telara
Post by: Draegan on August 24, 2013, 07:33:04 AM
Because most players are like lemmings, what they should of done was just redesigned the look of the talent tree. Instead of making it vertical only, they should of started you off in the middle and let you go. This way people would not of thought "higher is better derp".

Doesn't take a rocket scientist to figure out points spent = should be better. How you gonna keep ppl from beelining to the top talents which just got closer to the starting position? So you either come up with some convoluted ff/poe style tree or make those top talents reflect that you can reach them half way into your level.

[/quote

Make the tree more horizontal than vertical. If it was only three rows high, you could do it easily.


Title: Re: Rift: Planes of Telara
Post by: Typhon on August 24, 2013, 11:00:03 AM
That actually could be pretty cool, but I'm biased because I really like hybrids.