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Why did Trion take some pretty cool new ideas and fail? Need some examples?
1) Normal vs Heroic instances - This is NOT a new idea. But changing the instance completely (or a lot anyway) is a pretty new idea. Adding several new bosses, new mechanics, new story line. This was great. But why did it stop? Why are we forced to run the same instances over and over? Why didn't they take this idea of changed instances with different story lines within the same basic zone and create multiple paths that change based on the difficulty, the level, or even WHAT the player does within the instance or possibly random chance?
Imagine, instead of running the same "heroic" instance over and over... If that instance were to be somewhat different each time. Somewhat like a choose your own adventure. Each run would have variable outcomes and paths you could take. If one boss is allowed to destroy a wall during the fight you'll have a new boss to kill. If another is allowed to summon something before you get to him you'll have a completely different fight on your hands...
2) Rifts - The damn game was named after these. Yet they're just scripted random(ish) encounters that happen. You can almost completely ignore them, or you can farm them for loot. When a faction FAILS to defend a zone, things go back to normal pretty quickly. Why not have that zone now controlled by the new rift? New quests to clear out sections of the land. New objectives that persist till completed.
A fresh new player on server A might spawn to find the primary starting zone filled with death rifts and must follow a chain of quests and objectives to clear the zone. He would not see or have access to the standard quest chains at this time.
A fresh new player on server B might spawn to a grass covered zone full of wildlife and quest NPC's asking him to kill boars in the forest.
3) Soul (class) system - When I first played this game in beta, you unlocked your 3rd soul by level 20ish. I was so excited for this game considering I believed each and every class (only 4 of them) would actually be different. Some Mages might have one mix of availble souls, while another mage would have others. Two mages, completely different from eachother (or possibly a few things in common). But NOPE. Instead we have Mages, who get every soul a mage can get and 6 specs to go with them. This game is now reduced to 4 classes.
Also, synergy between the souls is often bad or completely lacking. Using mage as an example... Pyro soul offers almost nothing to any other soul. Why aren't you allowed to hurl fireballs at enemy targets to heal (using the chloro soul)? Because chloro soul only really heals enough from life damage. I see no reason why Cholor can't reduce the damage from ALL spells by X% and boost healing. You should be allowed to heals as any of the souls (balanced with reduced damage obviously).
Another thing, would you expect souls to have bonuses based on eachother? Say you take a Necro soul up to X points and a Elemental soul up to X points, why don't you get a NEW pet based on the combined of the two? Maybe it does the same damn useless thing all the other pets do, but at least gives us some new pretty graphics and sets us apart from every other mage that is speced with one soul or the other.
Comments
2) I'll admit the fact that failure is not very damaging is annoying, but so is going along on a low pop server and not being able to quest because 4 major rifts have opened in your questing area
It sucks being a hardcore player at heart but a casual player in availability. ~NightCloak
I wouldn't say Rift failed in those areas. It just didn't hold up to your bloated expectations. Just like the whole "I want to combine any soul I want & still be as affective as anyone else." Is just a foolish pipe dream, in a game that's aimed towards the number crunching Raiders. So I guess that's what you get for expecting too much from a game. Probably in a couple months time we'll get similar QQ threads on the SW:TOR & GW2 forums... most likely the former.
I would say that Rift could probably go further with #2, the Rifts themselves. In other words, many (or some) players have argued that the content could be truly or more dynamic if the world was altered at least semi permanently from Rifts and invasions. (See GW2 design structure.) Having said that, I would assume they're aware of the limitations of the Rift model and have something up their sleeves. If not, we get what we get.
Ive read that the intenion in future patches/expansions is to actually enter the rifts that open in the elemental plane.
The limitations to the Rifts are the people playing the game. Trion has said this multiple times. Th Rifts were meant to be permanent and never despawn. The problem is when people get to that point they simply stop and log off lol
Well, Rift is a good game for what it is, and yes if they would of made dungeons more random and unique, it would of been better imo....But no one is really where I would like that to go in the future yet.
The soul issue, was due to people complaining about having to wait to get their souls, they caved, figured caving was more of a positive for subs, than sticking to the plan...It was a mathmatical monetary solution. People cried a lot, they figured it wouldn't hurt them much to cave...
Rifts, same thing....They were hampered by the system never qorking quite right, so they defaulted to letting things reset and such....They got it working better as time went on, but it was a newer idea, and with it, their was going to be glitches, so they decided to make a glitch fix, and allow things to reset...Could be a day when they work them all out and get rid of the glitch fix.
My problem with Rift was lack of depth imo, small game world, once you maxed it felt VERY repetitive, not much world to explore or go do stuff in, harvesting/crafting wasn't horrible, but far from great...Just was a little blah and not much alternate play, away from the pve or pvp grind for stuff...But thats me, some people love what it is...I never say the game sucked, just because it didn't meet what I look for more....
Interesting. I don't remember this in beta...or maybe it was early beta? And I like the idea that at some point we can invade the planes. Maybe this game will be more dynamic than we thought. :-)
Yeah, they have been talking a while about coming out with a zone for one type of invasion plane that people could go through to, it would probably be an instanced dungeon most likely, based on their designs so far....they may put in different levels, like the expert dungeons and so forth....Highly doubt it would be an open plane.
They also talked about having a open world pvp zone, with objectives, if they deemed players wanted it, at some point.
Indeed we will.
What we will also get is the "wouldn't this be a great idea" brigade refusing to accept any responsibility for wanting it all and breaking the basic elements of mmorpgs becasue developers respond to whines.
People will "work" for epeen as long as they are fairly sure what they are rewarded with will have some significant value in game for more than a few weeks.
Welfare epics, dumming down content, nerfing classes, daily quests for easy gold, and allthose hybrid classes just undermine the value of your character and increaseure the pressure to rush out new content and discount even more.
Why work on your character if it is trumped by a guy on a recruit a friend deal thats getting more XP and better gear, more cash etc for 25% effort ?
Caveat Emptor