Showing posts with label Rift. Show all posts
Showing posts with label Rift. Show all posts

Saturday, December 31, 2011

[Rift] Ember Isles and Solo Progression

Ember Isles is now my favourite zone in Rift, it's a tropical island, dense jungle, obscured ruins, and some carefully designed vistas like the view from Ember Watch to the volcano in the middle of the island. It doesn't seem any bigger than the other zones, but it's more open and more intricate at the same time, being bound in by mountains the whole thing makes zones in MMOs all the more oppressive.

Ember Isles is not just a new zone or daily quest hub, it is a 'hard difficulty' zone designed for level 50 players. Going there like I was in quest gear was a little on the painful side, to put it in perspective I had about 4.5 k health, mobs had three times that amount and I could only take on one at a time, and quests where I didn't have to kill mobs were a welcome relief. Near a defended sourcewell is fairly safe, those invasion mobs seem to have lower health than the normal static mobs and I could always drag some of the normal mobs near a gun turret for some extra firepower. Being a rogue helped too.

The increased challenge was nice, I was chuffed to take out a stage 3 of a minor rift, but it's definitely a case of bring a friend, because it did get tiresome having to burn through those huge health bars. Even if a player was in the best of gear, is a raid tier 2 kitted player worth two not so well geared players, or are they? I'm asking because I've no idea about how steep that power curve is in Rift, but Trion has acknowledged this as a problem and has plans to lessen the gap somewhat by bringing the lower tier gear closer to the upper tier, like that will work out well when it is not tackling the root of the problem.

Rift has another problem with crafting rifts and well geared players taking all the participation, when stages end in a matter of seconds before less adept players have even cast their AoEs. The solution being mooted by Trion is to have rift mobs scale to gear levels, which was met with cries of 'how am I supposed to solo major rifts now?' and most telling of all 'what's the point of getting better gear if I can't streamroll through the rest of the game?' (and make it less fun for other players?).

It's a bit of a conundrum, having to raid to be able to solo an outdoor zone. I'm not averse to raiding, I like the idea of rift raids and 10-man slivers, it's gear progression that kills the fun rather quickly for me, though I had to quash the thought that if I worked a bit to get better gear I could enjoy the content on Ember Isles more, and that's exactly the point the game becomes a chore. There is planar gear that is about tier 1 raid gear, but the amount of Incribed Sourceshards needed is a ridiculous grind, looked at it and thought it was a nice idea that the gear could be upgraded up to three times but then worked out how long it would take to acquire all those shards for even a single fully upgraded piece and had second thoughts.

It's sort of depressing that most subscription MMOs seem to only thrive on gear progression, and there are very few alternatives. However, as soon as Trion extends the 'all new improved and expanded' Instant Adventure system to Ember Isles I may be tempted to subscribe for a month again.

[Rift] Brief Return

Trion was hacked recently and gave everyone three free days, even previous subscribers, which was an opportunity I gladly took because I wanted to see what Ember Isle had brought to the game. But first I'm going to describe two features that while not totally innovative, may lead to something really interesting if Trion are smart about it.

'Sourcewells'
These are for all extents and purposes an upgrade to the wardstones found in the other zones, and they are found outside of quest hubs. They consist of a central objective surrounding by several gun and healing turrets, each of these objects can be repaired and upgraded four times, with NPC defenders spawn at the last upgrade. Invasions start to attack and there are repeatable quests to defeat 20 invasions. Pretty straightforward, but something I didn't know is that the more objects upgraded the more invasions that spawn, so in effect players can create scalable events on demand. 

To upgrade the objects players need to spend 4 planar charges, which are easily obtained by standing  in planar anomalies. These are abundant crystals found adjacent to the sourcewells that can be broken and begin to pulse, each pulse restoring a planar charge. A nice feature about these is that multiple players, no matter if they are grouped or different factions can take advantage of these pulses. This easy source of planar charges was something I looked for originally to make planar powers more useable, and it definitely works, even going to other zones I'm more likely to use the abilities because a full supply of charges is just a teleport away.

During zone events, four sourcewells out of thirteen are selected and must be defended, which with the upgrades is much easier than with other wardstones, it's rewarding too and people seem more willing to do it, which is great change. One of my concerns is that there is still 'tagging' but with not having experienced it enough, there does seem to be a looser measure of participation for the repeatable quests at least if not planar rewards.

Sourcewells, a precursor to some more dynamic events where all participation is rewarded, with players working together, grouped or not?

'Instant Adventures'

These are just quests, and Rift has never had the most exciting of quests to be perfectly honest, but these give the feeling of when there is a large group romping through solo content i.e. mobs explode and everyone is running around like headless chickens, so in a word, chaos. It is fun though and if I was levelling a new character 45+ (when these become available in Shimmersands and Starkmoor) these would be what I would choose over normal questing. I know that without trying them there is a lot of misconceptions going around about how they work, they are not like skirmishes in Lotro at all. A player brings up the IA menu, which consists of a choice of the two zones and a join button, the player is teleported to the zone and placed in a raid group, and a given a simple objective highlighted on the map. Once an objective is completed, the next quest pops up and either the group runs there or gets a teleport button if the new quest is a distance away.

At the moment the IA system doesn't mix well with rifts and invasions, I was in a group holding a wardstone during an event, and somehow a group doing IA got combined and it got a bit crazy with objectives popping up and a daily quest to finish 7 IA quests, that I'd picked up earlier was being completed for me even without taking part. When the zone event ended I could just teleport to where the IA was happening and finish my daily quest. I think this is where this system can go from being good to being exceptional if rifts, events, maybe some open world PvP was incorporated, or some occasional puzzles that slow down the group to communicate a bit more.

To sum it up, this feature is what WoW should be copying rather than skirmishes from Lotro. I have a soft spot for Rift because it does seem to have some good ideas like these, but they seem reluctant in taking enough departures from the status quo and differentiate themselves from the competition.

Wednesday, September 28, 2011

[Rift] Fast Travel

I mentioned in my initial impressions of the game that fast travel should be a necessity, but I'd like to push that idea a little further.

One question that comes to mind, do sub games really need to give players the constant run around? Themepark games like WoW and Rift seem to be following the trend of streamlining the quest experience into the monotony of going from hub to hub with very little backtracking, having such linear questing requires a straightforward flow in traversing the zone so as not to annoy the player. Could fast travel be a feature to break up the linearity and allow quests to at least expand across a zone if not the world? And that's just questing, Rift's invasions are zone-wide and thus fast travel would be a boon.
The only counter-argument that seems to ever get thrown-up is that it diminishes the feeling of the world, which I always find ridiculous when it's the linear structure of questing and the static nature of the zones that are the biggest culprits. Players could always imagine that whenever they fast travel, it's like whenever a journey is described by a single sentence in a narrative, and nothing eventful occurred, the end.

The simplest solution for Rift, is clicking on the round symbols that are already on the map and instantly travelling to that hub. The cost should be a planar charge. On a sidenote, I had the same three planar charges from the time I landed in Freemarch until I was level 42, only recently did I buy the wardstone upgrade power and the other power that boosts your character against planar creatures, and found them useful enough to start spending planar charges on. If planar charges could be spent on fast travel as well, then these powers might be neglected. Storing up to 5 planar charges might be the solution, the planar charge consumable that can be bought for 500 planarite is a little on the expensive side for low levels. Some other restrictions to fast travel could be to prevent it if the ward stone is destroyed, on the other hand maybe allow free travel when the wardstone is contested. In relation to GW2 should they allow their fast travel for karma only, thus tying fast travel to their events system, rather than the easier to acquire gold?

That's the basic idea, to be a big idea, there should be an additional feature to go along with the fast travel system, a flare that creates a fast travel point that could be used by anyone on the user's faction. The flare would create a focus point, the first person to use it would get charged 1 planar charge and the person using the flare would be charged 1 planar charge as well, the port would then remain for a few minutes and could be used by anyone else for the cost of a planar charge. It could be limited to only being used in proximity to a rift, foothold or an invasion boss, on the other hand if you were using it for a group quest then the players are down a planar charge, and would have to find a rift to replenish the charges some other time.

I really like that it could lend some sociability to a system, even if it's just to signal that you are going to work on a rift, and nearby players see the ping even if they don't choose to fast travel, they could either travel by foot or just be content in the knowledge that other players are nearby working on the content.

Tuesday, September 6, 2011

[Rift] Take Two

I was in Rift beta. That's about all I can say on the matter, I got to level 8 on a defiant character, but my old computer was suffering under the strain so my experiences of the game were curtailed. With the recent half-birthday celebrations giving a week of free playtime and having acquired a reasonable powered computer I gave the game a more thorough trial. Initial impressions were positive enough that I bought the game for a tenner and subbed for a month.

I started off on a trial server, which I found to be a big mistake, it was the MMO equivalent of wandering around a ghost ship. I got to about level 14 before heading to Meridian, only to find it strangely devoid of life, NPCs don't count. I couldn't find any larger bags or any item at all on the auction house. Some vague recollection of having casted a glance over Rift news brought to mind that the trial servers are defunct and players can't transfer to them. Despite the undeniable logic that trial players should be on trial servers. The situation was very easy to resolve, just transfer my character to another server, which turned out to be such a quick and straightforward process, I ended up on a bustling RP server in minutes. As far as I could tell, only one high population server was unavailable but all the others were available. All sub games should have this functionality for free, no ifs or buts or please wait.

It's been about one week of my sub, and so far I'm still enjoying it. Questing is only tolerable, I can't take any more of this style of MMO gameplay, finding drops or quest items out in the world is alright but working through a zone quest hub by quest hub is not. The story is interesting enough, there is some quests that are marked with gold backgrounds which I root out and skip the rest, some places I take an interest in the story, other hubs I just skip. On the other hand I love collecting artifacts, attempting to find the cairn and the zone puzzle without cheating. I like the landscapes presented so far, not bland at all despite what I've heard, exploring them and attempting the achievements (especially the ones to find certain places, or jump off heights) is more to my liking than questing.

Rifts are still fun to me, the rest of the population might be ambivalent on occasion, but if I start working on one, then more than likely someone else will pitch in, major rifts are usually avoided. Invasions on the other hand are a different matter, in Silverwood they fire off all the time, and there is usually a few groups working together on them. I've taken part in a few in Stonefield, while there is plenty people who pitch in, there is a higher failure rate so the source stones are harder to acquire, in comparison I managed to kit out a guardian alt in the rare planar gear in Silverwood. There seems to be some new water rifts involving dwarves that are harder than normal rifts, unless I'm mistaken and they are not tied at all to the latest raid, hopefully Trion continues to add new rifts to fill out this aspect. I'd also love invasions to persist for longer when they fail, or for the boss to not despawn after a time, or to spill from one zone to another.

One of the things that annoys me is the lack of instant travel, recall abilities on an hour cooldown just don't cut it anymore. With GW2 out next year with instant travel to multiple places all over a zone and with no cooldown, Trion would be really remiss to not address it. For instance, last night I was working on an invasion in Stonefield, I was in a group of three and we closed three rifts and took down several invasion units. All of the wardstones save one were destroyed, and this last one was at the opposite end of the zone from us, there was never the chance to rally there for a last stand despite flicking the map and seeing about ten invasion forces on their way. Then when we pulled through the boss spawned down at that end too, it was probably designed that way. Even riding straight there, I got there with the boss almost down, merged with the raid, managed a few hits but never received an achievement for my efforts. It was certainly disgruntling, I suppose I must be content with the experience.

The soul system is a case of love/hate, even in beta I was of the opinion that they should really have cut down the talent trees. Is it really engaging to most players to decide the value of + 5% crit chance or +15% dexterity, when you are just starting off and don't have much dexterity it might seem obvious but when does it change, maybe the additional crit is always effective, oh you know what who cares. Or trying to determine the cumulative value of a bunch of talents is better or worse than another. I've always been of the opinion that talents should only be qualitative effects, I've seen the future and it's Diablo 3 and GW2. The ideal for me, is a limited set of abilities and then to add runes or traits that alter these abilities in a distinct manner, even giving an ability a new name. In addition, it would have been more interesting if while you pick three souls, only one could be active at a time, but you can swap freely at any time and adapt to changing combat.

On the plus side the roles feature is great, I've only just bought the first two and already have all three filled and would love if the last two were more affordable. Being able to switch up the style of play between different activities or situations or just for the sake of a change keeps things really interesting.

Will I be subscribing for another month, I'll just keep that under consideration for another three weeks, I'm hoping to see what expert rifts, crafting rifts, the hopefully soon to be released chronicles are about and the escalation of the current world event first to make my decision.