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Reader Comments (14)

Posted: Aug 29th 2010 10:32AM MrGutts said

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Is this another 2011 game, or sooner?

Posted: Aug 29th 2010 8:57PM SwobyJ said

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They're saying Q1 2011, so January-March :)

I'd say more February, but I could be pleasantly surprised.

Closed beta testing isn't confirmed for September, but people are assuming now that it starts September-October. If there is an open beta, that would probably be October-November.
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Posted: Aug 29th 2010 10:44AM JohnD212 said

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Oh wow...that looks HOT!!! sorry..had to say it!

Posted: Aug 29th 2010 1:35PM archipelagos said

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I'm afraid to say that dropping that pun can result in only one consequence: the immediate and swift removal of any internets. May the God of Bad Puns have mercy on your soul.
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Posted: Aug 29th 2010 11:44AM Nephilim said

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For rifts, are changes only related to aesthetics and mobs? It'd be interesting if each rift came with their own environmental effects/'touch of chaos'. For example, in the fire rift, fireballs would land across the plane randomly, burning those they hit. Another would be invoking a minor debuff while stepping on the smoldering land.

Also, would be neat if the effects from a rift temporarily lingered after being closed. Examples: Fire rift - the area would be slightly singed and Nature (Life? forgot what it was called) rift - some of the lush plant life is still around.

Posted: Aug 29th 2010 11:59AM SwobyJ said

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I don't know about your specific examples, but I know a couple other ones I've heard that are nearly confirmed:
-Rift of Life can actually leave items to interact with/loot plantlife from, etc. Replenish health.
-Rift of Death can really impact a village...

Basically, I'm saying that it goes beyond looks. They haven't shown much of this aspect of the game yet (though sneak peek players have seen it) in their releases, but it is known that the rifts can really mess up a zone, and be in conflict with other rifts.

I think it also isn't/may not be limited to zones, but in fact can appear in dungeons on hard mode, towns, and the capital cities. Except:
-the dungeons part has only been mentioned and not really discussed by the devs yet
-towns and cities won't have them appear in the middle of them, but can still be affected if a rift/s isn't closed in time
-cities may be significantly more safe, but not immune. Again, another thing mentioned, but not discussed by devs

It seems they want to make as much activity possible with what they got, instead of every other MMO that has static zones that you outlevel and never head back to. Awesome :)
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Posted: Aug 29th 2010 1:18PM Joshua Przygocki said

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Reminds me of my favorite EQII zone...

I loved Lavastorm, and I think I'm going to love the Plane of Fire.

Posted: Aug 29th 2010 2:06PM yeppers said

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Two of the biggest draws (IMO) for this game...

1. It's not F2P
2. It's not a 3 year old game getting "westernized"
3. It's not being developed/published by goofy companies like Cryptic, gPotato, etc.

Posted: Aug 29th 2010 3:48PM yeppers said

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And yep... I cannot count.
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Posted: Aug 29th 2010 5:40PM SwobyJ said

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LOL I actually didn't read the 'draws' part so I thought you meant 'Two biggest downsides (IMO) for this game.

It reads really funny like that. I clued in a bit on #2, and went 'ohh' to #3.

It's sad that I thought people were complaining about it not being f2p. Oh wait, some are..
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Posted: Aug 29th 2010 2:54PM (Unverified) said

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Just wanted to add this info. Apparently rifts will also fight against each other. IE, a fire rift will fight against a death rift, according to a dev in one of the movies I've seen. So you can join forces with one rift to take out the other, then turn around and take out the rift you teamed up with.

Posted: Aug 30th 2010 8:57AM (Unverified) said

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You have a lot of this mixed up.
The fire rift is not a location, it's a dynamic event that spawns randomly around the world of telara, just like every other rift, changing the world around it, threatening to take over the near area and settlements.

The 'location', is the plane of fire, which is where the fire rifts come from. So THAT is your landscape of scorched mountains, etc.

Posted: Aug 30th 2010 11:26AM SkuzBukit said

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If a Rift is left to grow & not attacked by players it grows into a foothold & then starts sending out invasion forces to attack surrounding areas, these invasion forces can be considered mobile public quests, & these can open up further rifts, so they are trying to create a cascading problem players will want to tackle before it starts screwing with their quest npcs etc.

Some interesting mechanics used here, sort of an evolution of WAR's PQ-system but taken up a few notches & evolved because each rift or invasion scales up in difficulty & rewards the more players are in it's range.

I've read that the dungeons scale up based on player strength too, opening new more difficult regions as you increase in power.

So they are aiming to have stuff which is always challenging players but not totally overwhelming them, it will be interesting to see if they manage to pull that off.

Posted: Aug 30th 2010 11:57AM Vegetta said

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SMOKIN

sorry had to

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