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Reader Comments (23)

Posted: Jan 30th 2011 5:05PM Laguna said

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I personally find rifts alot of fun. It's just that they happen to frequently and are to easily zerged down thus making them less epic.

Posted: Jan 30th 2011 5:05PM wagonfactor said

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@werewood you do realize theyre completely optional? and the last beta was a stress test, thats why there were so many people in the same areas. preciate the input, though it didnt seem very well thought out

Posted: Jan 30th 2011 5:06PM wagonfactor said

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in reference to them happening too often, that was for beta testing purposes. there were LOTS of rifts in beta ... on purpose. i also remember reading that the number of rifts had something to do with the number of people in the zone

Posted: Jan 31st 2011 9:13AM Ayenn said

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@wagonfactor

Link that information from an official source or it didn't happen.

To the best of anyone's knowledge there is no difference between a current beta build and the launch build. They are tuning the game which means everything you experience is the way it would be if the game was launched tomorrow. The rift frequency is up to date. There is not XP boost.

I HATE misinformation!
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Posted: Feb 6th 2011 6:46PM organiclockwork said

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@Ayenn I'll try to find the official post, but one of the devs did post that they were spawning more Rifts than usual for the beta events. Along with the automatically-spawned Rifts, devs were actively spawning them.

I'll try to hunt down the official post on that but I dunno if I'll be able to.
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Posted: Jan 30th 2011 5:25PM Coolit said

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Fun game. I just see it getting old fast.

Posted: Jan 30th 2011 5:52PM Sharuk said

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Rifts, Questing, Invasions > Questing alone.

People are actually complaining about more content while leveling? Devs can never win.

Posted: Jan 30th 2011 6:54PM Valentina said

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I like the game, there's so much content for once in a new game that I think it'll do well. Plus we don't know what it's like later on in the game.

Posted: Jan 30th 2011 7:06PM relgoth said

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@werewood

Stop advertising your blog here. Do you see anyone else doing it?
For the year and a half ive been here i havent.

Posted: Jan 31st 2011 1:32AM yeppers said

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@relgoth

Didn't see the original post before it was deleted... but didn't Beau advertise his blog prior to being hired on?
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Posted: Jan 30th 2011 7:10PM relgoth said

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I came into a rift a skeptic when i picked up the beta. And i came out with almost certainty that im going to purchase it when it comes out.

I think its been said once by someone else in these articles that thing has hope, which is hard to say for some other mmos. Trying to objective about it but heading to more for a subjective stance about it. Cant wait for beta 6 to see if my gf can run it lol.

That will be the deal breaker right there.

Posted: Jan 30th 2011 9:03PM Nucleon said

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The thing about those rifts is whether they can go from gimmick to feature, and that's totally in the hands of the dev teams. Will their be rifts so challenging that non-geared, lower levels characters don't dread step into them, and actually flee at their presence, until higher level characters arrive? Will their be some mechanism to prevent too many players from participating in a rift at the same time? If there isn't then the zerg method will *always* work. I for one would think it would be cool to see rifts where coordination was required to have any chance of success. If they get it right they could have a real solid MMO on their hands. If they get it wrong then it joins the bevy of other decent-but-never-implemented-properly ideas so frequent in MMOs.

Posted: Jan 30th 2011 10:32PM ElfLove said

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@Nucleon

While I understand what you're saying...I don't necessarily agree.

What I took away with in the Betas is that Rft is a game that does not thrive on exclusion.

There are no 'have nots' when it comes to the rift system. Everyone has to work together to beat them back...and no the zerg method does not always work. I've seen rifts decimate an entire spontaneous raid...and I can't tell you how many times we've failed a server event in Freemarch.

Excluding players from rifts or making them a 'raid mentality' feature would only cause frustration, anger and elitism.

The rifts need to remain open to everyone...

^_^

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Posted: Jan 30th 2011 10:35PM ElfLove said

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@Nucleon

Edit to add: Hmm I think by 'raid mentally' I actually meant 'Gear Score mentally'.....any mentally that excludes players from content.

We need an edit button! >_<

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Posted: Jan 30th 2011 10:36PM aurickle said

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@Nucleon
Rifts scale in difficulty relative to the number of people in the zone. More people means tougher rifts. However, they can't scale it up TOO much which means that when everyone is concentrated in a zone (such as during the first few days that the game is available) the rifts will be pretty easy simply because there are tons of people around.

As beta 5 wore on, however, we saw something happen: People moved on out of the starting zones and into the next areas. As a result, I twice saw Freemarch get totally wiped out by invasions. That meant that there were only a couple quest hubs in the whole zone that weren't under planar control.

Other players have reported that the extremely low number of players in the higher level zones meant that they had to play very strategically. If they weren't careful, they could easily get smacked down by rifts. They sometimes had their routes through an area cut off. They also sometimes had to play one invading force off another and pick off the leftovers if they wanted to be able to turn in their quests.

The bottom line is that the highly condensed bursts of activity that we see during beta really can't be an accurate indication of what rifts will end up being like once the server population starts to stabilize and spread out across the zones. We'll have to wait and see. What we do know is that the devs listen carefully to the feedback that they receive and respond to problems quickly. So even if the system isn't perfect by launch I don't think we'll have to wait years or even months to see any problems fixed -- unlike with many other games.
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Posted: Jan 31st 2011 9:18AM Ayenn said

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@ElfLove

No, you meant raider mentality. Gear score is a result of crappy WoW raider mentality. And you are correct, RIFT thrives on methods of inclusion rather than exclusion found in many other games. It is an old concept/schema/mechanic that needs to die. RIFT just might go a long way to killing it.
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Posted: Jan 31st 2011 10:44AM Nucleon said

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@Ayenn WoW devs struggle to make 10 and 25 man raids equally challenging, can the rift devs make 1-infinity raids challenging. Sorry, but lacking evidence on the other side I don't believe it. Either the rifts will be vanilla and zergable, or they will need some way to prevent players from ressing and running back and limit the number that can participate. Otherwise the number of players will always be able to overwhelm whatever challenge the devs programmed into the event.
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Posted: Jan 31st 2011 3:54PM entropyboy said

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@Nucleon

i played beta5 during different times of the day - and while there were times when there was a lot of rift zerging, from my experience, this was not always the case.

many times i ran to a rift that was pretty far away, thinking it would be almost closed when i got to it, to find almost no one there.
with just a few people, not enough to form a raid through the public group option, it was much more challenging and required a good amount of team work to get through these rifts.
sometimes we could clear the bonus round and sometimes we could not.

i am interested to see how they will be scaling rifts difficulty in later zones. i am hoping that they will be taken seriously and be challenging.
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Posted: Feb 1st 2011 5:02AM Mandrake said

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@Nucleon I think you might be forgetting that rifts occur randomly & on different scales. sure I completed major rifts with a zerg, but I also completed minor rifts with 1 or 2 players, & have experienced everthing in between.
Its not as black and white/succeed or fail as you make it out to be
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Posted: Feb 2nd 2011 1:16AM Valdamar said

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@aurickle
I got cut off a few times, but it was fun to be cut off and have to fight your way through - I even waited in the crypts under Granite Falls cemetary for a full repop just so I could enjoy fighting my way back up against a full respawn as I enjoyed the ever-present danger while fighting down. Even when rifts aren't around you can get cut off because lots of mobs/spawns aren't static and move around on not entirely predictable patrol paths (heck, even quest NPCs move around - though usually not far from their hub).

Stonefield was probably worse for some areas getting blocked than Scarlet Gorge was, with the narrow passes, but there was usually a way around - or through if you were careful and used your head. And sure, hubs get wiped out by planar armies, but that's a good thing - imho it adds adventure to the world, not annoyance (though I guess it depends on what people find annoying) - I made some friends just by grouping up with people for common purpose of clearing a hub so our vendor/quest/teleport NPCs would respawn. It's a good incentive for players to team (which builds community) and the ad hoc ease with which public groups form means that there's no awkward communication barriers to teaming.

As a L30 Mage I was able to close minor rifts of my level (or lower) while solo for great loot if I was careful (i.e. pulled/controlled mobs instead of just charging in) - I couldn't handle the elite/group-only mobs from major rifts and dungeons until I was 10 levels above them, but then I wouldn't expect to - they only become a problem on the minor rifts if you complete a couple of bonus rounds within the allotted time (basically if you push the rift to wave 5, instead of just completing wave 3), then the final boss spawns as an elite, but solo I really had to push it to beat the clock solo and it really only happened on lower level rifts (then I just let the timer run out on wave 4 before tackling the last mob to ensure the rift closed without the elite spawning).

Sometimes I did like you said and led one planar army into the foothold of another planar type so that they would fight each other (and then I would wipe out whatever was left alive), but it's great that tactics like that are viable and I hope that remains in release because it allows emergent gameplay and encourages parallel/tactical thinking.

Funnily enough I did see a lot of players getting knocked off their mounts trying to ride through spawns that they thought were trivial to them and then being hard-pressed - a lot of players in teams I went to dungeons with did that. One player I teamed with admitted to me she had too much of the WoW mentality of being able to ride almost everywhere safely on roads (or flying above them) without having to fight, even riding around the edge of spawn areas to get to the boss at the back - but travel is not that easy in Rift:PoT - you need to use caution when moving around.

And thank goodness for that. I don't want an MMO where roads are predictably safe and you can easily ride from one hub to the next - where's the adventure in that? It took me 30mins to fight my way solo up the cliffs to the entrance of the Foul Cascade dungeon (it's high up inside the cliffs behind waterfalls) - and 10mins with a group - and it just added to the experience - dungeons are not supposed to be conveniently located by the roadside like motels that you can just drive into.

Rift:PoT may be a theme park in terms of questing, but the world is fortunately a bit more dangerous than most theme parks - you don't need a group to travel, but you do need to pay attention - you can't just mount up, hit auto-run and then just watch TV while only glancing at the screen every 5-10 seconds. Telara is a dangerous world under siege, on the edge of extinction - it's not Disneyland or Alton Towers.

Maybe it's because my first MMO was EQ, but I think players should have respect for the environment and should need to use caution and tactics to overcome challenges, even when travelling - heck, Lord of the Rings was basically all about travelling and overcoming challenges on the way. Players should want to get cut off - they should want the odds stacked against them - that's where adventures happen, memories are made and friends are met.
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