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Reader Comments (24)

Posted: May 11th 2011 5:32PM eyeball2452 said

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"When I find a hilarious detail or a breathtaking view or a fun waterslide between two waterfalls, it reminds me that I'm playing for something more than just accumulating numbers -- I'm playing to accumulate memories."

The one things that I've constantly said is that the Rift world designers did an exceptional job from creating incredible vistas to well thought out placements of artifacts (in logs, mine carts, on lamps, etc). The world design and accompanying puzzles/achievements are what I'm really going to remember from Rift.

Hare Brained and Base Jumper were two of my favorite titles.

Posted: May 11th 2011 5:35PM eyeball2452 said

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@Puremallace

I remember watching normal zone mobs attack invasion mobs the first time and thinking how cool that was. there are so many cool aspects of Rift and that's what makes me the most disappointed in where the game is heading, from a design standpoint, post launch. Beta 6, 7, headstart and 1.0.x were a lot of fun.

Posted: May 11th 2011 5:51PM arodriguezc said

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@goompas wanna get those prizes eh! good idea!

Posted: May 11th 2011 6:10PM Deadalon said

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The idea of roaming monsters all over the place is fine. Trion just took it to far in many places. Thinking back to my leveling experience in RIFT- I recall little else than the frustration of pulling even much lower lvl mobs that then dismount you and you are forced to kill them. This was total nighmare on a low populated server like I was playing on.

Im fine with having some roads like that - but there should be roads that are guarded and would be relativly safe as well.

Some of the map design in RIFT is poor and quests and mob placement is not the game strong point. It felt abit cheap to be honest and just very badly deployed.

Posted: May 12th 2011 12:01AM Averice said

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@Deadalon

I agree, especially at the higher levels I'm not sure if I can imagine trying to level as a non sin rogue (unlimited stealth). The mobs are packed in, and when you have to go back and forth to the same area 5 times (from quest hub to quest area, 10 trips one way, 5 trips total back and forth), having to fight your way there through mobs for 15 minutes looks terrible. The trip already takes a long time if there wasn't a single mob to deal with in the first place.

Maybe my view is slightly colored, since getting attacked out of stealth as a sin is a lot more painful then getting attacked as another class (w/o stealth open you're looking at losing 40% of your health instead of 2% per mob). I hope they update those zones soon. They should really lower xp requirements at the top levels and just cut out half the quests from 35-50.

Also, it really makes you buy that 90% speed mount asap lol.
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Posted: May 12th 2011 12:04AM Averice said

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@Averice

I mean, you go from bread crumb trails across Freemarch getting to new quest hubs, doing the quests there in one shot, getting a new breadcrumb trail, seeing the sights etc.

You go from that to getting quests, going out doing them, coming back to hub, going and doing more, coming back to hub, going and doing more, do that 2 more times, and Then you get a breadcrumb to elsewhere. 30-50 was just very poorly made quest wise imo.
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Posted: May 12th 2011 2:14AM Haldurson said

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@Deadalon
The roads ARE guarded in places, at least near major settlements. The problem is that major invasions are much stronger than the guards. It kind of makes more sense to me than typical games where players simply can run to the guards if they make a mistake, because the mobs happily throw themselves to their own doom.

Admittedly, you have to be more careful in Rift while traveling than you do in most MMOs. I personally like it the way it is, but to each his own.
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Posted: May 11th 2011 6:23PM Graill440 said

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An easter egg for those looking for something different. I found a few unique spots in alpha and all through beta, one spot however that has yet eluded 99% to 99.9999% of Rifts population is near the top of lantern hook.

Note, i did post on a couple sites vague directions in the form of a riddle, so others may have found it, i know they did on my server because shortly after posting i began to see folks running up the side and to the tree, but the secret title and achievement was already busted on briar by me.

I know this because i went on several servers just to get the achievement, well the first part to see if anyone had found it yet, no one had as the achievements popped. the end battle is worth the trip though you get no loot but a title if your particular server still has it undiscovered, but i doubt it is still secret with what i posted before leaving.

At the top of lantern hook there is a tree, it gets dark somewhat approaching the tree so most assume its like the mechanic when you get nearer the edge of uncrossable land, instead it only gets dark to a certain point and holds there. In the deep shade of the high cliff is a an ancient knarled tree, clinging to the cliff side and sandstone overhang with bushes and ivy climbing around it, branches heavy with leaves cover the tree itself....and also cover a hole a third of the way up the trunk. Down that hole is a ledge and a book, what it does is........

Oh you will take massive damage on impact, but how far that hole will take you is up to you to find out.

Posted: May 11th 2011 6:35PM Graill440 said

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On aother quick note. the devs were told the rifts needed to be random, they arent, they spawn in the same spot everytime, though dependant on the number of players in a particular area. The devs were told rifts needed to be random and actually move, depositing the vileness along a random path, including towns, the devs opted for an easier cruise control way, very boring and it got old quickly.

The devs feel that the same rifts taking over the same quest hubs is exciting and dynamic. Riiiiiight. Of note to folks that do not know this, pulling down a regular rift (non raid and non specialties) verse letting one spawn on its own will determine its power and level and loot accordingly, minor differences but still there. Ok, done now (grin)

Posted: May 11th 2011 11:56PM Averice said

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@Graill440

I'm not sure about the "pulling it down will determine it's power, level, and loot" part. I do agree that I wish the Rifts were random and not in set spots, there are so many spots it took me awhile to realize that they weren't random actually lol.

As for opening them with planar devices, I've opened rifts and ended up with them being orange due to their spawn location, and having nothing to do with my level. I'm assuming that's what you mean by "power".

If you mean that if you're grouped with enough people you will always spawn a major instead of a minor, well then that's pretty cool : )
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Posted: May 11th 2011 7:33PM hereafter said

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I can't say I've had the same desire to explore in Rift, but then I think WoW kind of beat that out of me. I realized the other day that themepark MMOs (or rather WoW, specifically) have basically removed the incentive for exploring. I'm not talking trinkets and artifacts and chests (although these are important rewards), I'm talking the actual desire to see the world. The reason is because if there's any place that's really beautiful or cool or amazing-looking off in the distance, I can be almost certain that the game will take me there through a quest. My motivation to go check out that cool waterfall or cave is greatly diminished when I'm almost certain there will be a quest associated with it in the next town.

I'd like to see more substantial content placed off the beaten path, stuff that makes exploring more meaningful from a lore and immersion standpoint. Perhaps there are towns and villages nestled aside a remote mountain or a place where certain animals gather at certain times. Maybe a ghost wanders a clearing of a forest on rare occasions or a hunting party makes it's way through the backwoods of an otherwise untouched place. I'm a fan of the consistent quality that a themepark game can provide, but I like it a lot less when it feels I'm being led through everything important, with nothing significant beyond it. It's like when you're on a real themepark ride and you catch a glimpse of the next animatronic character before it's started moving. Sort of breaks the illusion.

I think developers need to be willing to make a lot of content that may go unnoticed. I realize that there's a cost issue involved and spending a lot of time on something most players will never see is a hard sell when the person writing the checks is getting antsy, but for me, that's how to do exploration right. Create a world to explore beyond where the quests take us, and not just cliffs with treasure chests.

Posted: May 12th 2011 1:20AM Rialle said

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@hereafter

Well, it isn't really the level I'd like things to be, but RIFT does beat the pants off of current WoW when it comes to rewarding exploration. Obviously, you're still going to be guided to most of the interesting places by following quests. At least potential rewards are there if you tread off the path.

I agree that more could be done to make MMO worlds more dynamic and interesting, which would encourage you to explore and revisit areas. I feel that the "theme park games" in general are kind of leading us away from the exploration factor. I am willing to bet that TOR is going to be even worse than WoW in that regard.
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Posted: May 12th 2011 5:09AM hereafter said

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@Rialle

No argument here that Rift is better in that sense. There's a lot of things about Rift that are very nice improvements, which I guess makes the same-y parts more noticeable.

Regarding TOR and exploration we know precious few things. We know there's datacrons specifically placed around as incentives for explorers, as well as Codex entries. We've also heard of a whole non-essential little quest hub that can be missed if you don't take a side trek (whether or not this was intentional, I don't know). They've said they want to cater to explorers and I believe them for now, but I don't know exactly what that entails. Again, I'm wary because I can't see a big budget MMO creating meaningful content (like whole towns or quest lines) and not leading players to it. If they create a really awesome vista overlooking a whole region, chances are they'll make sure you see it and appreciate it so that the cost was worth it. However, I'm hoping BioWare (and other companies) can see the long term benefits of creating content off the rails. I've never been a big explorer in MMOs, but I appreciate the feel that a world built for it gives. I think when that kind of care is put in, it's felt by all players in some way
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Posted: May 11th 2011 7:56PM winterborn said

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More Rift-off propaganda.
Look I am glad you like it and get paid to make it look good but come on this isnt the first MMO we have played.

Easter eggs or collectibles and achievments have been done many times before and many many years sooner. I think there should be rewards to explore but that that is not a Rift thing period.

The art work is better than WoW IMO but a far cry from games like AoC or even EQ2. Its a obvious upgrade to WaR's graphics and that is all. AoC blows Rift-off away when it comes to off the beaten path detail and art.
Thease things are good to have and in a new game a must to have but stop the advertising bias already it makes you look bad. We understand that you have to write about it and its in your best interest to do so favaboraly but dont lay it on so thick.

Posted: May 11th 2011 8:42PM Lucid Renegade said

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@winterborn

"The art work is better than WoW IMO but a far cry from games like AoC or even EQ2. Its a obvious upgrade to WaR's graphics and that is all. AoC blows Rift-off away when it comes to off the beaten path detail and art."

Are you on crack? AoC's graphics are better, but Rift is light years ahead of EQ2.
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Posted: May 12th 2011 4:11PM Dezyne said

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@winterborn
Not to be all defensive about the game I play, but you do realize that this is a weekly column devoted to Rift? Massively does this same thing for several games and these articles are generally very positive towards their subjects. In fact, I'd bet that next weeks "Enter At Your Own Rift" column will also be quite Rift centric.
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Posted: May 11th 2011 11:41PM Nhoj1983 said

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You might be able to point out a few places that look better in EQ2...while your rather expensive computer is chugging horribly on it's single processor engine that can only barely take advantage of two cores... and almost no gpu power... Note I say few places.. very few places... in fact I can't think of any place off the top of my head..

Now don't get me wrong I like EQ2... but if your comparing apples to apples.. Rift is a clear winner there.. AoC on the other hand.. well.. it is a work of art and it's one of my favorite games in the last few years.. you can't beat it graphically.. but I don't remember being rewarded much for exploring other than just for the sake of exploration. It's not new but it's not really been a focus like it is in Rift for a very long time.

Posted: May 12th 2011 4:44AM Graill440 said

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Its on a note on the forum page by the devs somewhere, but it has to do with letting a rift spawn on its own verse a person pulling it down (solo mode for example). As for your comment on a solo verse group of 5 or more non raid pulling it down (and we talking the regular types) i cant say on that. Any way not playing the game anymore just throwing a few tidbits out there. (smile)
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Posted: May 12th 2011 2:45AM (Unverified) said

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I've run across something that is very odd... in Iron Pine Peak, in the woods (~2997,1991) I've seen two boss level NPC's chatting in a small clearing, when I approach they walk off and evaporate in to thin air...
No idea what's going on there, seen it at three times.

Also, the author say the zone puzzle loot scales with your current level.. not true, the zone puzzles drop loot that's at the level of the zone, not your level.

You won't get a level 45 item from a puzzle in an area that has level 25 quests.

Posted: May 12th 2011 4:44AM BGExorcist said

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@(Unverified)
Its part of the story where the assassin got corrupted, I had half of this missing though. You will see them in other zones aswell, and then confront them in stillmoor. The leveling is so fast, you wouldnt even need to start those quests though.
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