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Reader Comments (60)

Posted: Apr 27th 2011 4:32PM oxlar said

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Kind of hard to assemble 'dashing' outfits, when the game lacks them to begin with. More like assemble a bunch of outfits that look like a level 10 peasant.

Posted: Apr 27th 2011 4:48PM N620AA said

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You could give people 50 souls and 20 roles, and if they don't want to tank, they won't tank. And the majority of players don't want to tank or heal, because it carries with it a degree of responsibility that DPS just does not. DPS'ers hate to hear it, but when wipes happen and it's not due to an enrage timer, they're quick to blame the tank or the healer. The tank has to mark and set the pace. The healer has to adjust to that pace and keep everyone alive, often through their mistakes. The success of the group squarely rests on them the whole way through, as opposed to only when a boss gets tired of wailing on you.

Most people don't want that kind of pressure. And so, we get a clogged-up system. When you realize that every calling in the game can either tank or heal, there's no reason for there to be a shortage. Yet groups can spam for the two for over half an hour before someone volunteers or bites the bullet.

You want to fix tanking and healing? Place more of the survivability in the hands of the DPS, so that if they die stupidly, there's no "OMG Y DINT U HEAL ME" whining. Make some mobs in the pull untankable, so that the DPS have to burn them down.

A nightmare that will result in a wipefest, you say? Yep, this is why we can't have nice things. We'd rather trust a good tank and healer to carry mediocre or bad DPS than have the responsibility spread out evenly. It's why DPS is stuck in a queue.

Posted: Apr 28th 2011 9:57AM DarkWalker said

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@N620AA
I often joke that any avoidable attack the player takes should also put a big, flashing arrow pointing to them with "Fail" written all over it.

On a more serious note, a few things I would love to see:
- painful secondary consequences of failing to avoid an attack. 10s stuns come to mind. Something bad enough that the player's DPS will tank if he does not avoid the attack.
- Stacking debufs for standing too long in the fire, with a big enough stack outright killing the character, and perhaps even making it impossible to rez him until the combat ends.
- Interruptable attacks aimed at interrupt capable classes, so it becomes the duty of the targeted player to interrupt the attack himself.
- Warnings alerting the player that he failed in avoiding or interrupting something.
- Mobs involved in daily quests that do the most common boss attack patterns and do highly annoying things to players that fail to avoid/interrupt the attack, to train the players and make sure they keep their interrupts on their bars.
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Posted: Apr 27th 2011 5:06PM Deadalon said

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If LFD tool helps ppl to get into groups to actually learn to play - then Im all for that. You can not blame a player for beeing bad when he isn't getting into groups in the first place. And atm thats how bad it is in RIFT. Its almost impossible to get groups on low populated servers.

I also consider the T1 and T2 system to be a total failure. PPL are now forced to do T1 for weeks and get bored to death with those instances. Thats not needed.

There should be 1 tier - get ppl to learn the basics of working as a group and then allow ppl to start raiding.... With that said... I dont even think my server has enough ppl on each side 2night to get a full raid team.

Posted: Apr 27th 2011 5:44PM Haldurson said

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I'm taking a "wait and see" attitude with it, but I must say that I'm optimistic. What would be cool is if the LFG tool could be NOT just for dungeons. Currently, for example, I've been working on the epic story quests, which APPARENTLY, a lot of people skip, or are not even aware of, and it is hard to even get a partner, let a lone a group formed up in the zone and/or level channels. Most people probably have no idea what quest I'm talking about most of the time (I know I didn't until after I hit level 50 with one character).

Posted: Apr 28th 2011 8:52AM Romhelten said

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@Haldurson It actually isn`t just for Dungeons =) Its for quest and rift-groups too. So there you go!
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Posted: Apr 27th 2011 10:11PM eyeball2452 said

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The LFG tool doesn't solve the problem of poorly spec'd players and/or players who don't know what they're doing.

T2 dungeons can be incredibly fun with the "right" group. They can also be brutal learning experiences and at worst, group busting experiences for those unfamiliar with the content.

I wouldn't run with non-guildies and there are some guildies that I wouldn't even run a T2 with anymore either. Easier access to group building is just going to exacerbate the problem because of the high expert dungeon difficulty (which I don't want to see nerfed).

First, Trion needs to help create smarter players ... then Trion can help people group together more quickly. Right now, all a LFG tool is going to accomplish is putting stupid player together so they can fail faster.

Posted: Apr 28th 2011 7:09AM Deadalon said

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@eyeball2452

Poorly speced ppl is not entirely their fault. PPL are experimenting with diffrent souls and thats exactly what they should be doing. Its hard to do that when you get 1 group every 2 -3 hours.

Patch 1.1 changed alot in the game. It made experts alot harder - to the point where some specs that were perfectly viable before - even with less specific gear. Personally - I would like to keep it like it was pre 1.1 - allow ppl to experiment and learn diffrent roles and play around with souls. Thats what is unique about RIFT.
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Posted: Apr 27th 2011 10:51PM Sharuk said

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@(Unverified) Huh? I played on 2 dead servers in WoW for years, one of them was Jaendar Alliance where there were literally 20-40 max level players at any given time. Again this is for years, and we asked Blizzard for mergers and they never listened.

There are many WoW servers that are dead. Not all but there are at least a dozen or so.

Here is a near 30 page thread on the WoW forums about a week ago about dead servers:

http://us.battle.net/wow/en/forum/topic/2267490523

Yes, WoW also has server population issues. But cross server BGs and Dungeons make the problem less significant.

Posted: Apr 28th 2011 7:04AM Deadalon said

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@Sharuk

WoW has character transfers. Even guild transfers. If you are staying on a low populated server than so be it. But you can not blame anyone but yourself for that.

Some ppl like low populated servers. So having few is fine. But if ppl dont want to play on low populated servers they should be able to transfer.

Problem atm with RIFT is there are so many low populates servers that merging seems to be the best option at this point.
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Posted: Apr 28th 2011 11:35AM Sharuk said

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@Deadalon Sure WoW has character transfers now. But they didn't have it for 2 years after launch and even then there were server and gold restrictions.
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Posted: Apr 28th 2011 2:01PM (Unverified) said

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@Sharuk

Not to mention a nice big fee for every transfer.
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Posted: Apr 27th 2011 11:31PM Jeromai said

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What I'm curious to see is how Rift's dungeon finder will automatically group people and roles. One tank, one heal, one dps, one support, and then a random? Or two dps?

I'm a casual, so not bothering with T1 and T2 dungeons yet, but I like how the normal leveling dungeon instances ramp up in difficulty and gimmicks so as to train newbies into taking on higher challenges later.

On Defiant side, I can't help but notice the difference in tank and spank Iron Tombs, which encourages newbies in because almost any strat will work, and Deepstrike Mines, where the hard hitting trash mobs can do a number on an unprepared, not-so-properly specced group rolling with the WoW mentality of 1 tank, 1 heal, 3 of us are gonna DPSDPSDPS.

Sure, you can do DSM with a properly geared, properly specced tank and healer role while letting three DPSers slack off until it's time to kill certain mobs/objects in a specific order (which has also killed a few of my DSM runs when the DPS proves not sharp enough or on the ball enough to respond in time)...

...but why not harness the power of hybrids, a synergy that only City of Villains players have shown regular acceptance of, and perhaps future GW2 players. Solo players will often hybridize the specs, so as to be able to heal themselves while doing damage while leveling. DSM runs are a cakewalk if 2 or 3 players share the responsibility of healing a passable tank while throwing in dps.

Rift has that kind of potential in the normal dungeons anyway - I have no arguments if T1 and T2 require utterly specialist roles, that's raiding level. But it would be sad if the Looking for Dungeon tool further locked players into believing only specialist role strategies will work.

Rifts and flexible role shifting are a celebration of a varied number of people coming together and finding a strat that works to conquer the obstacle in their path. In other words, bring the players, not the spec.

If LFD ends up burning it into players' brains that "I r TANK" "I r HEALZ" "I DPS ONLY, wat's CC? Support?" and leaving them with zero patience to experiment with new strats or shift roles, instead quitting and queueing again to find a team that rolls in the designated "proper" and "expected" video strat manner, then I'm going to be fairly disappointed with the LFD system.

Posted: Apr 28th 2011 2:01AM Beltyra said

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Are there level 50 rewards for closing RIFTs yet? Im not talking about Raid rifts, but like rewards I can get at level 50 for going out into the world and helping close rifts.

And are the legit rewards?

Posted: Apr 28th 2011 3:13AM Romhelten said

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So, as we are speaking of groups; is there an official Massively Guild out there?

More specifically for me, in EU and if im lucky even on the Shivermere shard (i know its asking for a lot here :D)?

And if theres not, look me up (Bolverk or Romhelten) just for beeing social =)

Posted: Apr 28th 2011 10:24AM cored said

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WoW's dungeon finder (meeting stone) is not an LFG tool. It's PvE matchmaking, which is asinine.

Matchmaking works for PvP battleground-type grouping, for obvious reasons, but for PvE, you can't account for all the possible permutations of what people are looking for in a group.

That's why DAoC, and later on EQ1, had the ideal LFG tools. Flag yourself as LFG, add a few parameters of the group your looking for, search for LFM groups based on their parameters, they can search for you, etc. Simple, effective, easy, done.

Someone at WoW has had a hard-on for PvE matchmaking since launch. I'd say it's easily the biggest design flaw. The dungeon finder "kind of sort of" works now, but people still use the Trade channel.

/rant off

Posted: Apr 28th 2011 10:39AM SnarlingWolf said

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I've wondered from the beginning why so many people said "Look how much Rift had done at launch" and then said "Awesome they're adding a LFG panel" and other such things.

Those are basic things that should be in a game at launch. Rift launched with a bunch of killtasks and a whole 6 or so dungeons and only 4 battlegrounds. A decent content team could have created all that in a fraction of the time it took Rift to do so and then implemented the core features needed in an MMO.

I don't get why people are impressed with this.


As for the guy who said there is a lack of tanks, what type of guild do you have? With the ability to change your role on the fly it is easy to find tanks. I switch from tank to heal to dps depending on what is needed and I could care less what role I fill in PvE because it isn't interesting to begin with in Rift. I've not run into any issues finding tanks or healers for PvE in this game. Now finding it in PvP is different because tanking/healing in PvP is boring so even most clerics show up in a dps build.

Posted: Apr 28th 2011 3:05PM Joshinu said

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With the fact that they are increasing the reward chance of the purple sourcestone from invasions and that they are adding three new types of invasions on top of increasing lower level invasion frequency, I'd say they are heading in the right direction in keeping world PvE attractive. The only other thing I would like to see is more world raid bosses like Baron Krevic and Akala with weekly quests tied to them rather than loot dropped from them (something WoW should learn from since they seem to be anti-world boss these days).

Posted: Apr 29th 2011 5:45AM (Unverified) said

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The LFD tool in Rift simply shows the game has one HUGE problem.

The limited players per server.

Everyone can trace a /who command in Rift and it is ALL well explained.

Low pop server = 300 people

Med Pop server = 300 - 1000

High Pop server = above 1K

A pity the smart guys at Rift blocked to view more than 28 people per specific /who search per zone, but ...

We got help from the lead designer of Rift who said in a chat session the game had a CAP of ... 1.5K people per server anway.

Fan trolls attacked anyone even mentioning this chat session and the session even dissappeared from the forums, but ...people now see very clearly the above figures are right.

So with only having around 300 people PER SIDE on each med pop server, you already SEE the problems coming.

Of course the ONLY solution for Rift is making cross server dungeons, as 300 people - EVEN with a LFD tool- is way too small to open up 10 dungeons at max level 24/24.

So to avoid the massive protests, the Rift makers will only make it single server at first and then - during the calm summer months - will try to fix it with cross server technology.

In the meantime EVERY fan of Rift is playing in a world which is around 8% of Azeroth with ... 10 dungeons instead of 100 and BG's that are a clear case of severe underdevelopped trash case.

Let alone the so called design of the classes which are lack luster at best.

So the game lost more than 60% on Xfire since launch

No surprise to me really.

Posted: Apr 29th 2011 7:05AM (Unverified) said

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Missed Opportunity.
This adds nothing to the game that isn't already there through informal channels.
The whole point of the WOW dungeon finder was that it worked across shards, opening up grouping possibilities that weren't possible without it.
Fail.

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