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Questless: thoughts on alternate advancement in Rift

DalanoDalano Member Posts: 116

During beta 5, I had pretty much decided not to play Rift. I thought it was well-presented and polished for what it was, but after Cataclysm and DCUO, I was sick to death of  endless questing. And Rift's quests seemed to me to be inferior in scope to both of those titles. I wished the game well, but its linear nature turned me totally off. Or so I thought.

I skipped beta 6, but before beta 7 my step-son and a few old role-playing buddies convinced me to give it another go. Earlier that week, I had been reminiscing about AC1 and as I was re-installing Rift, I had a thought: the very large elephant in the room is obviously influencing how mmorpgs are designed. Could said elephant be influencing how I play them as well?

Determined to get some enjoyment out of the game this time, I gritted my teeth, got through the tutorial, and headed the other way when I saw the first quest hub. I had read that leveling was possible through rifts and pvp alone, but I had my doubts to its feasibility or fun. 

To my surprise, it's both.  I've made it to level ~20 in both the last beta event and live by doing minimal quests and lots of rifts and warfronts. 

Stop! Bullet point time.

 

Very Cool:


  • The world is lovingly-designed and fun to explore. Level is a factor, obviously, but I was able to get to quite a few spots I probably shouldn't have been in the past few weekends. Also, my view of the lore and overall sense of immersion is actually greater now than when I was doing the quests. NPCs reveal quite a bit of info, and the collections, books and readable items fill in the rest. Really, really well done.

  • Rifts and warfronts provide a decent amount of xp. You won't be leveling as fast as the questers, but it's fast enough to not seem grindy. At least at level 23.

  • While it's true that rifts can get repetitive for a specific zone, new zones hold different types. Overall, there are a bunch to see and the ability to open and close rifts in the other faction's territory adds another wrinkle.

  • The pvp is still sorting itself out, but promises to be pretty interesting, if a bit slow after playing DCUO.

  • The soul system allows you to tailor a build to fit your desired purpose. Because of the solo nature of this style of play, having at least a smattering of self-healing is a huge plus.

Meh:

  • Just as I'm starting to really feel like a guerilla mmo'er, I have to go see the trainer. Likewise, there are a number of quests that are really in your best interest to do. Bleh.

  • The warfront's instanced nature kill the immersion set up by the aforementioned cool world.

  • Gear is an issue. As is cash. Two gathering professions help, but auction house humping isn't my idea of a good time.

  • I'm not sure how long this style of play will keep me entertained. Probably to level cap, but beyond that?

 


Currently, I'm having a lot of fun. Enough that I already feel I've gotten my money's worth. Kudos to Trion for at least exploring alternative methods of gaining xp. They seem to be all about giving the player more choices.


 


 

Playing: FFXIV, EVE

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