Okay....I don't even play RIFT and that was depressing for ME to read....
I played during the beta weekends and just never "clicked" with the vibe of the game. It never felt immersive or exciting to me. But I have followed information on the game out of an interest for what effect it is having and will have on the genre as a whole. Your post, OP....just made me sad.
I know this is just one person's opinion of the game, however. I expect to see other opinions on what you said.
Make me sad something so pretty is gutted by the lack of vision for world content and poor balancing in pvp
yepp. Graphic design 105/100, gameplay design 10/100. Its almost as if they are clueless or just dont care.
Any game is a bit unfinsihed at engame short after release. But with patch 1.1 they gave a clear sign of Rifts future. And it has nothing to do with "endless" possibilities regarding soul builds.
The complexity, and the seemingly difficult task of balancing the soul system is what keeps me away from Rift. I don't mean complexity as in its hard, but that its too deep, and there are too many choices.
Its like animation, the more real you make a character look in an animated movie the better, but you cross a tipping point where its so real you are repulsed. This system feels similar to that to me. Its complex beyond necessity, and its obvious that there will be prized soul choices unless the devs are the most godlike balancers known to video games.
One more game that tried to hard and didnt pull through.
I agree mostly with what the OP said. And although I enjoyed my month with Rift, it has many faults IMO.
My main complaints were:
Quests were boring and generic.
Rifts were fun, but quickly became... boring and generic.
Raids were ok, but you guessed it... they toobecame boring and generic - especially when the expert versions were simply the same ol' just with buffed mobs. Talk about lazy?
World PVP was non existant, I don't even know why they had PVP servers? There's no rvr zones, no purpose, zero rewards compared to WF's = dead pvp, and the nail in the coffin of world pvp? they added invis guards to PVP servers! So why PVP servers again, when it's clear PVP is an afterthought? Oh right, to get extra box sales. Well done I guess.
Warfronts were kind of fun for the first 49 levels, but then they expect you to grind them for PVP points, which IS their version of endgame PVP. Ahh, no thanks! And why bother anyway when PVE gear is superior to PVP, even for PVP? (Valor needs a huge buff if they expect that to make up for the lack of stats vs PVE gear).
Class system, although it sounded good on paper, they quickly moved abilities around and added passives that required you to spec certain ways unless you wanted to be useless.
Class balance, lol. There's plenty of classes that aren't even viable, but they don't bother fixing those, they just nerf nerf.. and in the process they pretty much destroyed the entire rogue class, and warriors aren't much better. Just look at the official forums for DPS comparisons, it's pretty laughable atm.
Lets see, Sab's were able to crit for 3-4k and they got nerfed into the ground pretty promptly. Champions were doing 2k, and the same thing happened... but it's ok for Pyro's to sit in a circle, take ~30% less damage, immune to cc, and pump out ~2k hits constantly with passive stuns, and 4-6k+ hits when cooldowns are up and yet ...they get BUFFED!!!?
""Mages, once again, pretty happy with where they are after 1.1. There is definitely a "Dawn of the Pyromancer" question. The real funny thing is a lot of those really powerful Mage builds were out there before 1.1 and they didn't get that dramatically better with 1.1 but we willprobably have to take a look at a couple of them and see what we can do to bring them a little more in line without really effecting the overall balance of mages which we are pretty happy with right now. So ya, we are going to look at Ground of Strength. Yes we are going to look at Transmogrify into oh-my god critical hit, because of some of the Dominator passives, and things like that, but right now not 100% sure what we are going to do."-Gersh
Whoever thought it would be a good idea to put the WH Brightwizard dev in charge of balance needs to be shot. Pyro's put pre-nerf sabs to absolute shame, yet... their response is "they were already overpowered pre-patch" and "we probably will have a look at them, probably" and "we aren't sure what we are doing to do" and "we are happy where they are" lolol, wtf?
I mean seriously... BRIGHTWIZARD deja vu?
Oh well, even if the game was remotely balanced the lack of RVR and decent PVP in general will see the PVP servers empty pretty quickly. As for PVE... if you enjoy it, more power to you, but to me it was pretty 'meh'.
I've played the game, and I got to say I was completely blind by all of the short comings of Rift.
1. Guardian specific trinkets that are being used in end game pvp, making them god mode
I wouldn't know about it, I'm playing defiant after all. I would be interested to see an actual list of those trinkets though. I've been semi-frequently monitoring the whine-aka-official forums and didn't notice anything of the kind. Well kept Guardian secret perhaps?
2. The macro exploits allowing some player to not even face a target to hit them in pvp.
Are you confusing strafe kitting with x-exploit? Can you be more specific? I'm saying that because it is possible for some classes like the marksman to backpedal and keep on shooting at a target. In game it looks like he's facing away from his target while in the client you're basically strafing at a sharp angle. Warriors used to do that all the time with the lol-firespear insta-cast attack, but that ability was put on a 4secs timer after the 1.1 patch.
3. Pyromance is a new one, in the Scion war front he Pyro dished out over 1 million damage
My biggest problem at this moment in the Scion is a combination of the warfront having a lot of choke points and a lot of classes having AoE spells that synergise well. You got rogues throwing slows and then AoE silences, pyros and stormcallers throwing AoE spells and cabalists do massive damage on top of that. Cabalists are a new thing in Scion, absolutely devastating yesterday. Will have to play a bit more the following days and see how that goes.
The thing about the "over 1 million damage" is that AoE damage by itself doesn't kill. Sure you get super numbers if you tab DoT random people or if you throw an AoE at a strategic choke point. But unless there is a big stacking of AoE spells and people unable to move, or some spiky damage, you won't get kills.
4. THe classes are cookiecutter, and the whole notion of ever soul is vialable in all of the content, is lie
That is also under dispute. If you watch the official forums, you'll get a fotm build per week. There are some things that were tested and not working of course, but I've seen some weird combinations of builds that are meant to handle specific situations that surprised me. Overall, not all souls can handle a specific situation in the best way. For example, some soul combinations seem to be better for PvE soloing, others for dungeoning, others for raiding, others for open world PvP, others for teaming and so on.
Most people are of course not open minded, so I suspect that's where this comment is coming from. It would be interesting to see how people will manage to pigeonhole themselves into an even more open system like the one in "The Secret World".
5. Expert dungeos are class specific, meaning if you like to play an unpopular class, you won't get invited tot he groups at end game
Sorry, that's rubbish. All classes are welcome, all classes are needed, however some souls are more group viable than others. A tanking soul will find groups faster than a dps one. If you choose to stick to dps it is your prerogative, but you'll need to realise that the more crucial roles will find dungeon spots easier than you.
Bottom line, I've never seen a group decline any type of class that can tank or heal. Also, most groups try to have all four classes so no drops are wasted. That includes random groups.
5. THe lack of land, the smalles game I've ever payed 60 dollars for.
It isn't a problem for me yet, probably because I'm after world PvP and vast land masses usually mean finding nobody. As it is now the game feels as big as AoC or one of WoW's continents. Definitely not huge, but not tiny either. Instant travelling does make the land feel smaller btw.
6 Know exploits from beta , where not efixed until I bought the game 2 weeks ago. Weapon staking was the biggest rpoblem
Weapon stacking was resolved within two weeks from the moment I saw the first thread in the official forums (which was incidentally the fourth week the game was live to give a perception of time passing). It is possible that PvE guilds found it in beta and kept it a secret to progress in PvE as fast as possible, but the moment it was seen in warfronts, it was resolved in record time. I was definitely not a widely known exploit for the majority, exploit sites found out about it about a week before it was patched.
I'm sure there will be other bugs and exploits. One thing that keeps on appearing after each patch is the dye vendor selling brown dye for free. I'm sure there are others. While the OP is painting a picture of a company that doesn't care about bug fixing, I see the polar opposite, a company that responds in record time with hotfixes and solutions to anything gamebreaking that was reported by players.
7. the over speed of lveling, was simply laughable. The only other game that had just as fast leveling was AoC , but AoC had way more content.
That's a bit subjective. For me Aion had the best levelling speed at lauch, but if you remember at the time people found it a horrible grind. I suppose some people (me among them) need to get used to the fact that most MMOs today are made for people with jobs and an active social life. MMOs today seem to be build for people investing 2 or so hours per day tops in them.
8. Dugeons, laughably small, almost to the point of why bother. They tried to pawn off the "expert" and t2 llike it was omething special, but it was just higher hp mobs who hit harder and forced certain souls out of the end game group content.
A group not decked in top T2 or raid gear should expect to invest a minimum of 1 hour for the easiest dungeons and up to 5 hours for the toughest ones. Your point is grossly innacurate or you've been carried by overgeared people, it happens.
9. open world pvp, uselss, ther eis not a single thing that you get out of it at end game.
Besides people PvPing after an invasion boss went down, I haven't seen any massive open world PvP myself. Scirmishes between people happen often, also sneak attacks on people doing expert raid rifts. A trully glorious battle happened during phase three of the world event. What you won't find is a reason to go world PvP in a massive scale yet.
So I agree that world PvP is not fleshed out in the game yet, despite having the potential and no hindrances like flying mounts.
10. Itemization of mitigation. Focus and other items unatanable without being grind core in the xpert dungeons which you cant get iinto if you like to play an unpopular class.
So you're playing a dps class and rigidly refuse to do anything else, yet complain that you can't find a group the way other more flexible people can?
11. Mitigation in general against element damage, they numebr are printed out, but they do nothing. I stacked over 100+ fire resit, and a pyro still maxed a 3.1k crit and 800dmg dot.
Forgetting for a second that pyros are a bit overboard in terms of spiky damage at the moment, you stacked the wrong stat for PvP. What you need is valor, not X resistance.
The list could go on and on, the bottom line, I supported the game cause I thought it was going to be the anti wow hardcore pvp shadowbane esqu game, it is not. It is a Clone of everything done up to this point .
LotrO 5 mans vlow Rift away, Aoc Dungeons also are amazing compared to rift, I really son't see how tiering up dungeosn was even a possibility in the development cycle, it is assinine and lazy.
Make me sad something so pretty is gutted by the lack of vision for world content and poor balancing in pvp
I would like to hear your opinion in a week, when it's not frustration talking and you'll be able to be more objective.
Just want to add I am not currently playing Rift or AoC. However I did play AoC at launch because I was bored and nothing decent was out at the time(still nothing decent out but thats another story).
The only point I want to add is the content of AoC at launch totally sucked. There was almost nothing working post about lvl 30 with the exception of a couple of dungeons. End game content was almost completely broken and outside of open world pvp on the pvp servers all of the pvp stuff was broken. It took funcom almost a year to make the game into what the few people who play it today would consider decent or good.
If you want to compare games you should compare them apples to apples. IE compare AoC at launch versus Rift at launch etc. The only thing AoC had going for it at launch was the lvl 1-20 experience which was highly polished and well made. Everything after level 20 went to crap very quickly.
I do have to add that I played Rift in the open beta events and was not hooked enough to buy the game. The game while it had its good points and I thought at the time was well made overall...it seemed just a bit too generic for me. I have absolutely grown to hate Quest grinding games and level based gear games. IE you get a complete new set of gear every 5 to 10 levels.
I do like gear centric games, however, but I also like open world non-instanced games where dungeons(without quests) are the key to leveling in groups. This however, requires a game in which combat is interesting and tactics and strategy are important. Too bad no game fits this bill at the moment.
This is what happens when ppl dont do their homework. Game is clearly not for you, altho that could've been realized with just half an hour of browsing forums and reviews. I havent bought a game in years that I havent checked out thoroughly.
I will agree that Rift pvp isnt really great, I dont really care about the specs since I never do 1v1 anyways, and most specs CAN fill a role in group pvp. What kills it for me is its too sluggish and clunky. But did you really expect Shadowbane-esq pvp? Seen Rift compared to alot of this but not once did I see anyone mention Shadowbane.
The PvE in Rift is infact perfect for me, its got the raid and dungeon setup from WoW which isnt really good or bad. But Rifts where you can join/leave at will without causing your party any grief and still getting some kind of reward without sticking it out to the end is great for a parent =D
Personally had Rift showed up a couple years earlier it would've been my game of choice since I was playing WoW then and imo Rift is better and has potential to go further. But as it stands right now, I'm bored of fantasy and waiting for SWtor and The Secret World for a change of setting.
This is what happens when ppl dont do their homework. Game is clearly not for you, altho that could've been realized with just half an hour of browsing forums and reviews. I havent bought a game in years that I havent checked out thoroughly.
Most of his problems couldn't have been prevented even by playing the beta. A lot of them would only have been known by the alpha testers that had access to endgame.
There's a reason Trion (and any other MMO) doesn't allow people to publicly beta their endgame.
Lets see, Sab's were able to crit for 3-4k and they got nerfed into the ground pretty promptly. Champions were doing 2k, and the same thing happened... but it's ok for Pyro's to sit in a circle, take ~30% less damage, immune to cc, and pump out ~2k hits constantly with passive stuns, and 4-6k+ hits when cooldowns are up and yet ...they get BUFFED!!!?
""Mages, once again, pretty happy with where they are after 1.1. There is definitely a "Dawn of the Pyromancer" question. The real funny thing is a lot of those really powerful Mage builds were out there before 1.1 and they didn't get that dramatically better with 1.1 but we willprobably have to take a look at a couple of them and see what we can do to bring them a little more in line without really effecting the overall balance of mages which we are pretty happy with right now. So ya, we are going to look at Ground of Strength. Yes we are going to look at Transmogrify into oh-my god critical hit, because of some of the Dominator passives, and things like that, but right now not 100% sure what we are going to do."-Gersh
Whoever thought it would be a good idea to put the WH Brightwizard dev in charge of balance needs to be shot. Pyro's put pre-nerf sabs to absolute shame, yet... their response is "they were already overpowered pre-patch" and "we probably will have a look at them, probably" and "we aren't sure what we are doing to do" and "we are happy where they are" lolol, wtf?
I mean seriously... BRIGHTWIZARD deja vu?
Oh well, even if the game was remotely balanced the lack of RVR and decent PVP in general will see the PVP servers empty pretty quickly. As for PVE... if you enjoy it, more power to you, but to me it was pretty 'meh'.
Sad really.
I would like to comment a bit on the point regarding pyros from the opposite side, the one that needs to heal this kind of damage.
First of all what he says about pyros and their damage pre and post patch is correct. Pyros and mages in general were slightly weaker but they were still dishing the numbers you see today. The thing is that they were usually never given the chance.
We had AoE silences by rogues and AoE fear by warriors without diminishing returns.
We had a ground of stregth that wasn't as strong as today
We had warriors that were killing people in one or two GCDs or sabo rogues kitting them in and out of range
Basically the biggers (and broken) predators were toned down in the food chain, which means that now mages of all kinds (but pyros being the easiest to play) became the top predators.
Is there anybody here that believes that either pyro damage won't become less spiky or ground of strength won't be redesigned?
Want to know what the next outcry will be? It'll be against rogues decimating casters. Right now they are among the few classes that two of them can take out a healer fast (the good ones anyway). Imagine what will happen when they'll be buffed in damage and ground of strength gets nerfed.
Instead of that "brightwizard" deza vu, you'll see threads spawning calling the game wow clone and world of roguecraft or some such nonsense.
Posting on the main fact of the post and the posts thread title. 1-50 in 2 weeks. It's just like WoW or any other MMO all of them are converting a growth towards casual gamers to reach end game faster, hince hardcore gamers hit the endgame much faster I mean seriously 1-85 for WoW is like 6-12 days play time depending on class. specially for those with Heirlooms. it's just the generalization of all games really, look at normal console RPG's even those have been cut down to 20-40hours of gameplay. Where's the epic story lines that took 100+ hours? They just don't exist much anymore without optional side quests. the game industry just shell's out casual games adding sometimes more difficult modes to try and satisfy the hardcore gamers but it's just not the same. So on that part of your complaint you might aswell just give up hope for all games, kids these days want everything faster and the companies will aim for it just to make the quick buck.
RIFT is a casual game. It's not based around PVP. What part about that don't people understand?
Anyone can nit pick a game, thank you captain obvious! How about list both the positives and negatives of a game instead of being one sided like 90% of gamers?
I've never made it to 50 in any game in 2 weeks. But that's merely because I take my time and don't go through mmo's like a pack of smokes for a chain smoker. I take my time and play at my own pace. Does it bother you other people don't go at the pace of a child with ADHD when they play certain MMO's?
As for RPG's, the only top RPG's are PS:T, Baldur's Gate 1 + 2, and Fallout series. But even those could be beat in relative ease of a day or two you stooge. It's called personal choice. People want to rush or take their time who cares? As long as you enjoy the game who really cares how other people play it? It's more so the general NEGATIVE attitude that should worry people more above how people play.
When did you start playing "old school" MMO's. World Of Warcraft?
This is what happens when ppl dont do their homework. Game is clearly not for you, altho that could've been realized with just half an hour of browsing forums and reviews. I havent bought a game in years that I havent checked out thoroughly.
Most of his problems couldn't have been prevented even by playing the beta. A lot of them would only have been known by the alpha testers that had access to endgame.
There's a reason Trion (and any other MMO) doesn't allow people to publicly beta their endgame.
The only real complaint is that dungeons are too short when they really arent and that some classes are unpopular which isnt really true. Some specs might be, but with 4 available I dont really see the problem. MMOs are rarely balanced unless you want to go with the WoW concept of everyone being exactly the same. I prefer the Rift approach. SWG had a similar problem I remember, some classes were subpar, but it was great fun beating ppl with those specs just to see the reaction. But that's just rambling sry.
Most of the other stuff is just whine about different preferences and pyromancers and resist etc.
That said, nowhere did it say he bought the game on release. And even so, only 2 points touch on endgame dungeons and raiding.
It took me 120 or so hours to reach level 50 and that was with beta knowledge of the game up to level 42. Of course at the time I levelled there were no max level characters to carry me around, or high level characters to donate gear and money to speed things up. For somebody playing two hours per day, it's still a two months deal to reach max level. It's still very fast in my opinion, but the thing is, if their target audience is happy, what can we do about it?
This is what happens when ppl dont do their homework. Game is clearly not for you, altho that could've been realized with just half an hour of browsing forums and reviews. I havent bought a game in years that I havent checked out thoroughly.
Most of his problems couldn't have been prevented even by playing the beta. A lot of them would only have been known by the alpha testers that had access to endgame.
There's a reason Trion (and any other MMO) doesn't allow people to publicly beta their endgame.
The only real complaint is that dungeons are too short when they really arent and that some classes are unpopular which isnt really true. Some specs might be, but with 4 available I dont really see the problem. MMOs are rarely balanced unless you want to go with the WoW concept of everyone being exactly the same. I prefer the Rift approach. SWG had a similar problem I remember, some classes were subpar, but I was great fun beating ppl with those specs just to see the reaction. But that's just rambling sry.
Most of the other stuff is just whine about different preferences and pyromancers and resist etc.
That said, nowhere did it say he bought the game on release. And even so, only 2 points touch on endgame dungeons and raiding.
edit: spelling, probably missed a few =D
i've been playing for far longer than 2 weeks and i still havent even reached 35 ... never mind 50.. but i work for a living.. and do things that involve being out in the sunshine (before it rains again) ...
3. Pyromancer AOE couldn't kill a fly, my Warden AOE hot takes care of any damage there doing.
4. For Expert runs people asked for healer, dps, tank, or off heals. I have never had anyone ask me what my build is and i pug 90% or the time.
5. ^^ This
5. Good size world for open world PvP so no complaints for me.
6. Weapon stacking was fix long ago and just recently reintroduced and fixed within a very short time... Less QQ and more pew pew.
7. Still tons of players in lower level zones, not everyone plays 12 hours a day two weeks straight.
8. All souls are welcome to expert dungeons sorry but your making that up. All expert dungeons have new areas that open up, new bosses and boss mechanics changed, not just more HP's.
9. I get alot out of Open World PvP it's called fun, try getting a Raid together and go out and wipe a Raid trying to clear a Rift in Stillmor.
10. You can craft 50% of the focus you need for End Game raids and get the other 50% but clearing 1 each of the expert dungeons... Grind?
11. Valor?
When i read your post op i could only feel bad for you, not sure if your just having a bad day or maybe your burnt out from playing way to many hours and not enough sleep... Happy hunting and best regards...
"It would be awesome if you could duel your companion. Then you could solo pvp".--Thanes
RIFT is a casual game. It's not based around PVP. What part about that don't people understand?
Are your sure ?
I do play a casual style. Took me 5 weeks to 50. Would have been 4 weeks, but i droped my first calling and started a different calling and played it to 50. Had a few quests left over at 50. Then its pure grind for a wannabe progression.
I dont PvP. Especially not warfront/arena style of PvP. But this game is made for PvP. They just dont give it priority atm. Everyone with some experience recognizes that anything is there to make it a world pvp game. And this is no coincindence.
Why are there the faction grinds each tier ? Why are the carfting raws nodes so rare ? This all is useless or even annoying for someone who just does the PvE quests. But for a open world semi-sandbox PvP game this is just perfect. And the game will turn PvP once the PvE crowd leaves for the next big thing.
Unfortunately there is alot in Rift that is broken.
Don't get be wrong, it's a really pretty game, the soul system is fun and dynamic, although the cookie-cutter syndrome is very quickly emerging and people are starting to get elitist about builds and DPS-metering.
What's broken in Rift:
- Crafting is a joke. The recipes do not match up against drops, it's mainly a money/time sink
- PvP. Everything about PvP is somewhat broken right now. Class balancing, PvP gear, open world PvP and incentives, PvP options. This is a major bummer for me
- PvE. Contrary to what was marketed at release about how "polished" Rift is, the truth is, alot of the end-game PvE content was NOT complete! Raid rifts were only recently introduced, rewards for raid rifts were also recently patched in. Trion has started NERFING rewards from Greenscale and expert dungeons to slow down the progression of players. This caused an uproar in the forums because the hardcore guilds had reaped all the fast rewarding content, and casual players suffered the brunt of these changes
I cancelled my sub today because of the complete lack of attention to PvP in the game. Will see how things pan out especially in the next big patch (unannounced).
RIFT is a casual game. It's not based around PVP. What part about that don't people understand?
Anyone can nit pick a game, thank you captain obvious! How about list both the positives and negatives of a game instead of being one sided like 90% of gamers?
I've never made it to 50 in any game in 2 weeks. But that's merely because I take my time and don't go through mmo's like a pack of smokes for a chain smoker. I take my time and play at my own pace. Does it bother you other people don't go at the pace of a child with ADHD when they play certain MMO's?
As for RPG's, the only top RPG's are PS:T, Baldur's Gate 1 + 2, and Fallout series. But even those could be beat in relative ease of a day or two you stooge. It's called personal choice. People want to rush or take their time who cares? As long as you enjoy the game who really cares how other people play it? It's more so the general NEGATIVE attitude that should worry people more above how people play.
Yes, very envious that you can count sand slower the rest of us and somehow find it enjoyable.
Spend enough time with subpar entertainment and the only way to make it less unenjoyable is to experience it slower...
the game is certainly not made for PvP, it has no pvp mechanics in it at all other than you can fight eachother, there is gear and there is warfronts to queue for..if you would even call them mechanics.
There is no world pvp objectives or bases there is no capturable terrain. there is ghost walking...not ideal for a pvp game. there is no mobile spawn points. there is no incentive for the wow kids to world pvp. the game has neutral quest hubs, CLEARLY not designed for world pvp. There is no sense of victory at all for world pvp.
i could go on, but its clearly not a pvp game, Rift is best described as a surface wow clone, but with the heart of a Korean grinder. sure its quick to level, then farming the tokens, the dailies...erg...
If Rift were a PvP game you would be able to level from 1-50 solely from PvP, have the best gear or equivlent to pve gear and decent cash from doing PvP, but you cant, you're required to pve to have the best gear, therefore in conclusion, rift is clearly a PVE game.
the game is certainly not made for PvP, it has no pvp mechanics in it at all other than you can fight eachother, there is gear and there is warfronts to queue for..if you would even call them mechanics.
There is no world pvp objectives or bases
there is no capturable terrain.
there is ghost walking...not ideal for a pvp game.
there is no mobile spawn points.
there is no incentive for the wow kids to world pvp.
the game has neutral quest hubs, CLEARLY not designed for world pvp.
There is no sense of victory at all for world pvp.
i could go on, but its clearly not a pvp game, Rift is best described as a surface wow clone, but with the heart of a Korean grinder. sure its quick to level, then farming the tokens, the dailies...erg...
If Rift were a PvP game you would be able to level from 1-50 solely from PvP, have the best gear or equivlent to pve gear and decent cash from doing PvP, but you cant, you're required to pve to have the best gear, therefore in conclusion, rift is clearly a PVE game.
You need to get out of the mindset of whatever game you were playing before Rift. Just because that game did pvp THAT way doesn't mean Rift needs to also follow the same system in order to be classified as a pvp game. Rift has pvp. Players are playing and enjoying the pvp. Therefore Rift is a pve and pvp game.
the game is certainly not made for PvP, it has no pvp mechanics in it at all other than you can fight eachother, there is gear and there is warfronts to queue for..if you would even call them mechanics.
There is no world pvp objectives or bases
there is no capturable terrain.
there is ghost walking...not ideal for a pvp game.
there is no mobile spawn points.
there is no incentive for the wow kids to world pvp.
the game has neutral quest hubs, CLEARLY not designed for world pvp.
There is no sense of victory at all for world pvp.
i could go on, but its clearly not a pvp game, Rift is best described as a surface wow clone, but with the heart of a Korean grinder. sure its quick to level, then farming the tokens, the dailies...erg...
If Rift were a PvP game you would be able to level from 1-50 solely from PvP, have the best gear or equivlent to pve gear and decent cash from doing PvP, but you cant, you're required to pve to have the best gear, therefore in conclusion, rift is clearly a PVE game.
You need to get out of the mindset of whatever game you were playing before Rift. Just because that game did pvp THAT way doesn't mean Rift needs to also follow the same system in order to be classified as a pvp game. Rift has pvp. Players are playing and enjoying the pvp. Therefore Rift is a pve and pvp game.
Exactly.
While the pvp related rewards needs some serious tweekin, pvp is quite cool in Rift.
You don't allways find it in regular (read: how other games did it before) places.
Example: Rift hunting.
It starts out with both factions going at the Invaders.
After these evil forces have been dealt with, both factions go at each others throats. Very fun.
Sometimes you even see both parties standing opposite each other waiting to see who casts the first stone ...
Unfortunately there is alot in Rift that is broken.
Don't get be wrong, it's a really pretty game, the soul system is fun and dynamic, although the cookie-cutter syndrome is very quickly emerging and people are starting to get elitist about builds and DPS-metering.
What's broken in Rift:
- Crafting is a joke. The recipes do not match up against drops, it's mainly a money/time sink
- PvP. Everything about PvP is somewhat broken right now. Class balancing, PvP gear, open world PvP and incentives, PvP options. This is a major bummer for me
- PvE. Contrary to what was marketed at release about how "polished" Rift is, the truth is, alot of the end-game PvE content was NOT complete! Raid rifts were only recently introduced, rewards for raid rifts were also recently patched in. Trion has started NERFING rewards from Greenscale and expert dungeons to slow down the progression of players. This caused an uproar in the forums because the hardcore guilds had reaped all the fast rewarding content, and casual players suffered the brunt of these changes
I cancelled my sub today because of the complete lack of attention to PvP in the game. Will see how things pan out especially in the next big patch (unannounced).
Broken implies not working. That's not consistent with the arguments regarding the game. In any case lets have a look at them:
Crafting professions are both useful in terms of things produced during the cource of levelling and at max level. The difference is that there are some proffessions like runecrafting that is in constant demand, while something like the armorcrafting will generate big sums of money if they get a hold on a rare recipe. I tried to think of a profession that was absolutely useless at end level (where I am now) and I couldn't think of any. Perhaps you'd like to elaborate a bit more.
Class balance in PvP is an ongoing progress. Overall I'd say that they are on a pretty good spot considering the way the soul system works and the game been out for a bit over a month. Regarding PvP gear, I would like to see some offensive PvP gear that would match the equivalent PvE gear. For defensive roles valor does the trick nicely. Open world PvP does indeed need more incentives, if the phase 3 of the world even was any indication. I would also like to see less of a grind for favor, people need to run countless hours in warfronts to get their gear, which is what affects open world PvP the most, imo.
Regarding dungeon rewards, Trion has been trying to slow down the plaque acquisition for people who play 24/7 by giving less plaques to them. Those people don't really need them anyway, if they can run the instances that many times, they got their gear from boss drops anyway. Which coincidentally, they have increased item drops both for dungeon bosses and raid bosses, and not decreased (http://forums.riftgame.com/showthread.php?157227-Hotfix-14-NA-8-00am-PDT-4-8-11-EU-2-00am-BST-8-04-11). Also you need to keep in mind that running a T1 and T2 for most people is a minimum of 2 hours deal (more like 3 hours) per day. That yielded with the old system 17 plaques and whatever the bosses were dropping. With the new system it yields 30, which is practically double (or at least equal to the old system, but that would require to run two T2 in the old system, which would be a much bigger time commitment).
PRO TIP: The faceless man in Meridian (don't know the Guardian equivalent) gives two daily quests for 10 and 20 plaques for T1 and T2 dungeons respectively. You can accept those quests and keep them in your quest log without doing them. The next day he will present dailies for different dungeons, which can also keep them in your quest log. Eventually you can have a daily quest for every dungeon in your quest log and do them all during the weekend for example or whenever it's convenient.
(I'm sure that thee will be some overlaping, but for those short in time in the weekdays, you just need 5 minutes to log in, get the quests and then do the dungeons at your leasure in the weekend).
Greenscale raid was bumped in difficulty because it was too easy apparently. If you're in a progressive guild you've already gone past the content and done the raids, so the changes in difficulty doesn't affect you. If you're not a progressive guild or you just started raiding, you get to play the encounters as they are meant to be played, aka being challenging. Also you get the updated drop list with 4 item drops (http://forums.riftgame.com/showthread.php?157227-Hotfix-14-NA-8-00am-PDT-4-8-11-EU-2-00am-BST-8-04-11). Bottom line, if you start raiding now you will get a more challenging experience but also more rewards than the progressive guilds.
Here is the thing, perception can and is often not in touch with reality. As I've presented to you, the changes so far have improved the game. While human nature dislikes change, lets not dismiss those that improve things for us.
the game is certainly not made for PvP, it has no pvp mechanics in it at all other than you can fight eachother, there is gear and there is warfronts to queue for..if you would even call them mechanics.
There is no world pvp objectives or bases
there is no capturable terrain.
there is ghost walking...not ideal for a pvp game.
there is no mobile spawn points.
there is no incentive for the wow kids to world pvp.
the game has neutral quest hubs, CLEARLY not designed for world pvp.
There is no sense of victory at all for world pvp.
i could go on, but its clearly not a pvp game, Rift is best described as a surface wow clone, but with the heart of a Korean grinder. sure its quick to level, then farming the tokens, the dailies...erg...
If Rift were a PvP game you would be able to level from 1-50 solely from PvP, have the best gear or equivlent to pve gear and decent cash from doing PvP, but you cant, you're required to pve to have the best gear, therefore in conclusion, rift is clearly a PVE game.
You need to get out of the mindset of whatever game you were playing before Rift. Just because that game did pvp THAT way doesn't mean Rift needs to also follow the same system in order to be classified as a pvp game. Rift has pvp. Players are playing and enjoying the pvp. Therefore Rift is a pve and pvp game.
He meant Rift doesn't have meaningful PvP. Virtually every MMO has arena PvP and world PvP servers. Its pretty much the minimalist definition of PvP. Absolutely nothing to get excited over.
I've played the game, and I got to say I was completely blind by all of the short comings of Rift.
1. Guardian specific trinkets that are being used in end game pvp, making them god mode
I wouldn't know about it, I'm playing defiant after all. I would be interested to see an actual list of those trinkets though. I've been semi-frequently monitoring the whine-aka-official forums and didn't notice anything of the kind. Well kept Guardian secret perhaps?
2. The macro exploits allowing some player to not even face a target to hit them in pvp.
Are you confusing strafe kitting with x-exploit? Can you be more specific? I'm saying that because it is possible for some classes like the marksman to backpedal and keep on shooting at a target. In game it looks like he's facing away from his target while in the client you're basically strafing at a sharp angle. Warriors used to do that all the time with the lol-firespear insta-cast attack, but that ability was put on a 4secs timer after the 1.1 patch.
3. Pyromance is a new one, in the Scion war front he Pyro dished out over 1 million damage
My biggest problem at this moment in the Scion is a combination of the warfront having a lot of choke points and a lot of classes having AoE spells that synergise well. You got rogues throwing slows and then AoE silences, pyros and stormcallers throwing AoE spells and cabalists do massive damage on top of that. Cabalists are a new thing in Scion, absolutely devastating yesterday. Will have to play a bit more the following days and see how that goes.
The thing about the "over 1 million damage" is that AoE damage by itself doesn't kill. Sure you get super numbers if you tab DoT random people or if you throw an AoE at a strategic choke point. But unless there is a big stacking of AoE spells and people unable to move, or some spiky damage, you won't get kills.
4. THe classes are cookiecutter, and the whole notion of ever soul is vialable in all of the content, is lie
That is also under dispute. If you watch the official forums, you'll get a fotm build per week. There are some things that were tested and not working of course, but I've seen some weird combinations of builds that are meant to handle specific situations that surprised me. Overall, not all souls can handle a specific situation in the best way. For example, some soul combinations seem to be better for PvE soloing, others for dungeoning, others for raiding, others for open world PvP, others for teaming and so on.
Most people are of course not open minded, so I suspect that's where this comment is coming from. It would be interesting to see how people will manage to pigeonhole themselves into an even more open system like the one in "The Secret World".
5. Expert dungeos are class specific, meaning if you like to play an unpopular class, you won't get invited tot he groups at end game
Sorry, that's rubbish. All classes are welcome, all classes are needed, however some souls are more group viable than others. A tanking soul will find groups faster than a dps one. If you choose to stick to dps it is your prerogative, but you'll need to realise that the more crucial roles will find dungeon spots easier than you.
Bottom line, I've never seen a group decline any type of class that can tank or heal. Also, most groups try to have all four classes so no drops are wasted. That includes random groups.
5. THe lack of land, the smalles game I've ever payed 60 dollars for.
It isn't a problem for me yet, probably because I'm after world PvP and vast land masses usually mean finding nobody. As it is now the game feels as big as AoC or one of WoW's continents. Definitely not huge, but not tiny either. Instant travelling does make the land feel smaller btw.
6 Know exploits from beta , where not efixed until I bought the game 2 weeks ago. Weapon staking was the biggest rpoblem
Weapon stacking was resolved within two weeks from the moment I saw the first thread in the official forums (which was incidentally the fourth week the game was live to give a perception of time passing). It is possible that PvE guilds found it in beta and kept it a secret to progress in PvE as fast as possible, but the moment it was seen in warfronts, it was resolved in record time. I was definitely not a widely known exploit for the majority, exploit sites found out about it about a week before it was patched.
I'm sure there will be other bugs and exploits. One thing that keeps on appearing after each patch is the dye vendor selling brown dye for free. I'm sure there are others. While the OP is painting a picture of a company that doesn't care about bug fixing, I see the polar opposite, a company that responds in record time with hotfixes and solutions to anything gamebreaking that was reported by players.
7. the over speed of lveling, was simply laughable. The only other game that had just as fast leveling was AoC , but AoC had way more content.
That's a bit subjective. For me Aion had the best levelling speed at lauch, but if you remember at the time people found it a horrible grind. I suppose some people (me among them) need to get used to the fact that most MMOs today are made for people with jobs and an active social life. MMOs today seem to be build for people investing 2 or so hours per day tops in them.
8. Dugeons, laughably small, almost to the point of why bother. They tried to pawn off the "expert" and t2 llike it was omething special, but it was just higher hp mobs who hit harder and forced certain souls out of the end game group content.
A group not decked in top T2 or raid gear should expect to invest a minimum of 1 hour for the easiest dungeons and up to 5 hours for the toughest ones. Your point is grossly innacurate or you've been carried by overgeared people, it happens.
9. open world pvp, uselss, ther eis not a single thing that you get out of it at end game.
Besides people PvPing after an invasion boss went down, I haven't seen any massive open world PvP myself. Scirmishes between people happen often, also sneak attacks on people doing expert raid rifts. A trully glorious battle happened during phase three of the world event. What you won't find is a reason to go world PvP in a massive scale yet.
So I agree that world PvP is not fleshed out in the game yet, despite having the potential and no hindrances like flying mounts.
10. Itemization of mitigation. Focus and other items unatanable without being grind core in the xpert dungeons which you cant get iinto if you like to play an unpopular class .rrrrrreRe
So you're playing a dps class and rigidly refuse to do anything else, yet complain that you can't find a group the way other more flexible people can(refer to the 1st number 5 in red)?
{why make classes that are not worth using? needs re-balanced better me thinks}
11. Mitigation in general against element damage, they numebr are printed out, but they do nothing. I stacked over 100+ fire resit, and a pyro still maxed a 3.1k crit and 800dmg dot.
Forgetting for a second that pyros are a bit overboard in terms of spiky damage at the moment, you stacked the wrong stat for PvP. What you need is valor, not X resistance.
The list could go on and on, the bottom line, I supported the game cause I thought it was going to be the anti wow hardcore pvp shadowbane esqu game, it is not. It is a Clone of everything done up to this point .
LotrO 5 mans vlow Rift away, Aoc Dungeons also are amazing compared to rift, I really son't see how tiering up dungeosn was even a possibility in the development cycle, it is assinine and lazy.
Make me sad something so pretty is gutted by the lack of vision for world content and poor balancing in pvp
I would like to hear your opinion in a week, when it's not frustration talking and you'll be able to be more objective.
I_Return
Just wanted to point out all the times you either contradicted yourself or just right out agreed with him while thinking you dont agree.... that makes me believe everything he orginally wrote is completely true and un bias....
Comments
Okay....I don't even play RIFT and that was depressing for ME to read....
I played during the beta weekends and just never "clicked" with the vibe of the game. It never felt immersive or exciting to me. But I have followed information on the game out of an interest for what effect it is having and will have on the genre as a whole. Your post, OP....just made me sad.
I know this is just one person's opinion of the game, however. I expect to see other opinions on what you said.
President of The Marvelously Meowhead Fan Club
yepp. Graphic design 105/100, gameplay design 10/100. Its almost as if they are clueless or just dont care.
Any game is a bit unfinsihed at engame short after release. But with patch 1.1 they gave a clear sign of Rifts future. And it has nothing to do with "endless" possibilities regarding soul builds.
The complexity, and the seemingly difficult task of balancing the soul system is what keeps me away from Rift. I don't mean complexity as in its hard, but that its too deep, and there are too many choices.
Its like animation, the more real you make a character look in an animated movie the better, but you cross a tipping point where its so real you are repulsed. This system feels similar to that to me. Its complex beyond necessity, and its obvious that there will be prized soul choices unless the devs are the most godlike balancers known to video games.
One more game that tried to hard and didnt pull through.
Also, I agree on the world size, its pathetic.
I agree mostly with what the OP said. And although I enjoyed my month with Rift, it has many faults IMO.
My main complaints were:
Quests were boring and generic.
Rifts were fun, but quickly became... boring and generic.
Raids were ok, but you guessed it... they toobecame boring and generic - especially when the expert versions were simply the same ol' just with buffed mobs. Talk about lazy?
World PVP was non existant, I don't even know why they had PVP servers? There's no rvr zones, no purpose, zero rewards compared to WF's = dead pvp, and the nail in the coffin of world pvp? they added invis guards to PVP servers! So why PVP servers again, when it's clear PVP is an afterthought? Oh right, to get extra box sales. Well done I guess.
Warfronts were kind of fun for the first 49 levels, but then they expect you to grind them for PVP points, which IS their version of endgame PVP. Ahh, no thanks! And why bother anyway when PVE gear is superior to PVP, even for PVP? (Valor needs a huge buff if they expect that to make up for the lack of stats vs PVE gear).
Class system, although it sounded good on paper, they quickly moved abilities around and added passives that required you to spec certain ways unless you wanted to be useless.
Class balance, lol. There's plenty of classes that aren't even viable, but they don't bother fixing those, they just nerf nerf.. and in the process they pretty much destroyed the entire rogue class, and warriors aren't much better. Just look at the official forums for DPS comparisons, it's pretty laughable atm.
Lets see, Sab's were able to crit for 3-4k and they got nerfed into the ground pretty promptly. Champions were doing 2k, and the same thing happened... but it's ok for Pyro's to sit in a circle, take ~30% less damage, immune to cc, and pump out ~2k hits constantly with passive stuns, and 4-6k+ hits when cooldowns are up and yet ...they get BUFFED!!!?
This podcast pretty much says it all http://www.riftpodcast.com/podcast/2011/04/11/the-rift-podcast-38-producer-adam-gershowitz-on-class-balance-patch-1-1.html
""Mages, once again, pretty happy with where they are after 1.1. There is definitely a "Dawn of the Pyromancer" question. The real funny thing is a lot of those really powerful Mage builds were out there before 1.1 and they didn't get that dramatically better with 1.1 but we will probably have to take a look at a couple of them and see what we can do to bring them a little more in line without really effecting the overall balance of mages which we are pretty happy with right now. So ya, we are going to look at Ground of Strength. Yes we are going to look at Transmogrify into oh-my god critical hit, because of some of the Dominator passives, and things like that, but right now not 100% sure what we are going to do."-Gersh
Whoever thought it would be a good idea to put the WH Brightwizard dev in charge of balance needs to be shot. Pyro's put pre-nerf sabs to absolute shame, yet... their response is "they were already overpowered pre-patch" and "we probably will have a look at them, probably" and "we aren't sure what we are doing to do" and "we are happy where they are" lolol, wtf?
I mean seriously... BRIGHTWIZARD deja vu?
Oh well, even if the game was remotely balanced the lack of RVR and decent PVP in general will see the PVP servers empty pretty quickly. As for PVE... if you enjoy it, more power to you, but to me it was pretty 'meh'.
Sad really.
I would like to hear your opinion in a week, when it's not frustration talking and you'll be able to be more objective.
Just want to add I am not currently playing Rift or AoC. However I did play AoC at launch because I was bored and nothing decent was out at the time(still nothing decent out but thats another story).
The only point I want to add is the content of AoC at launch totally sucked. There was almost nothing working post about lvl 30 with the exception of a couple of dungeons. End game content was almost completely broken and outside of open world pvp on the pvp servers all of the pvp stuff was broken. It took funcom almost a year to make the game into what the few people who play it today would consider decent or good.
If you want to compare games you should compare them apples to apples. IE compare AoC at launch versus Rift at launch etc. The only thing AoC had going for it at launch was the lvl 1-20 experience which was highly polished and well made. Everything after level 20 went to crap very quickly.
I do have to add that I played Rift in the open beta events and was not hooked enough to buy the game. The game while it had its good points and I thought at the time was well made overall...it seemed just a bit too generic for me. I have absolutely grown to hate Quest grinding games and level based gear games. IE you get a complete new set of gear every 5 to 10 levels.
I do like gear centric games, however, but I also like open world non-instanced games where dungeons(without quests) are the key to leveling in groups. This however, requires a game in which combat is interesting and tactics and strategy are important. Too bad no game fits this bill at the moment.
This is what happens when ppl dont do their homework. Game is clearly not for you, altho that could've been realized with just half an hour of browsing forums and reviews. I havent bought a game in years that I havent checked out thoroughly.
I will agree that Rift pvp isnt really great, I dont really care about the specs since I never do 1v1 anyways, and most specs CAN fill a role in group pvp. What kills it for me is its too sluggish and clunky. But did you really expect Shadowbane-esq pvp? Seen Rift compared to alot of this but not once did I see anyone mention Shadowbane.
The PvE in Rift is infact perfect for me, its got the raid and dungeon setup from WoW which isnt really good or bad. But Rifts where you can join/leave at will without causing your party any grief and still getting some kind of reward without sticking it out to the end is great for a parent =D
Personally had Rift showed up a couple years earlier it would've been my game of choice since I was playing WoW then and imo Rift is better and has potential to go further. But as it stands right now, I'm bored of fantasy and waiting for SWtor and The Secret World for a change of setting.
Most of his problems couldn't have been prevented even by playing the beta. A lot of them would only have been known by the alpha testers that had access to endgame.
There's a reason Trion (and any other MMO) doesn't allow people to publicly beta their endgame.
.. But in a good way.
I would like to comment a bit on the point regarding pyros from the opposite side, the one that needs to heal this kind of damage.
First of all what he says about pyros and their damage pre and post patch is correct. Pyros and mages in general were slightly weaker but they were still dishing the numbers you see today. The thing is that they were usually never given the chance.
We had AoE silences by rogues and AoE fear by warriors without diminishing returns.
We had a ground of stregth that wasn't as strong as today
We had warriors that were killing people in one or two GCDs or sabo rogues kitting them in and out of range
Basically the biggers (and broken) predators were toned down in the food chain, which means that now mages of all kinds (but pyros being the easiest to play) became the top predators.
Is there anybody here that believes that either pyro damage won't become less spiky or ground of strength won't be redesigned?
Want to know what the next outcry will be? It'll be against rogues decimating casters. Right now they are among the few classes that two of them can take out a healer fast (the good ones anyway). Imagine what will happen when they'll be buffed in damage and ground of strength gets nerfed.
Instead of that "brightwizard" deza vu, you'll see threads spawning calling the game wow clone and world of roguecraft or some such nonsense.
Yes, it's called spoiling all the surprises.
Posting on the main fact of the post and the posts thread title. 1-50 in 2 weeks. It's just like WoW or any other MMO all of them are converting a growth towards casual gamers to reach end game faster, hince hardcore gamers hit the endgame much faster I mean seriously 1-85 for WoW is like 6-12 days play time depending on class. specially for those with Heirlooms. it's just the generalization of all games really, look at normal console RPG's even those have been cut down to 20-40hours of gameplay. Where's the epic story lines that took 100+ hours? They just don't exist much anymore without optional side quests. the game industry just shell's out casual games adding sometimes more difficult modes to try and satisfy the hardcore gamers but it's just not the same. So on that part of your complaint you might aswell just give up hope for all games, kids these days want everything faster and the companies will aim for it just to make the quick buck.
RIFT is a casual game. It's not based around PVP. What part about that don't people understand?
Anyone can nit pick a game, thank you captain obvious! How about list both the positives and negatives of a game instead of being one sided like 90% of gamers?
I've never made it to 50 in any game in 2 weeks. But that's merely because I take my time and don't go through mmo's like a pack of smokes for a chain smoker. I take my time and play at my own pace. Does it bother you other people don't go at the pace of a child with ADHD when they play certain MMO's?
As for RPG's, the only top RPG's are PS:T, Baldur's Gate 1 + 2, and Fallout series. But even those could be beat in relative ease of a day or two you stooge. It's called personal choice. People want to rush or take their time who cares? As long as you enjoy the game who really cares how other people play it? It's more so the general NEGATIVE attitude that should worry people more above how people play.
When did you start playing "old school" MMO's. World Of Warcraft?
The only real complaint is that dungeons are too short when they really arent and that some classes are unpopular which isnt really true. Some specs might be, but with 4 available I dont really see the problem. MMOs are rarely balanced unless you want to go with the WoW concept of everyone being exactly the same. I prefer the Rift approach. SWG had a similar problem I remember, some classes were subpar, but it was great fun beating ppl with those specs just to see the reaction. But that's just rambling sry.
Most of the other stuff is just whine about different preferences and pyromancers and resist etc.
That said, nowhere did it say he bought the game on release. And even so, only 2 points touch on endgame dungeons and raiding.
edit: spelling, probably missed a few =D
It took me 120 or so hours to reach level 50 and that was with beta knowledge of the game up to level 42. Of course at the time I levelled there were no max level characters to carry me around, or high level characters to donate gear and money to speed things up. For somebody playing two hours per day, it's still a two months deal to reach max level. It's still very fast in my opinion, but the thing is, if their target audience is happy, what can we do about it?
i've been playing for far longer than 2 weeks and i still havent even reached 35 ... never mind 50.. but i work for a living.. and do things that involve being out in the sunshine (before it rains again) ...
1. Old topic and not relevent any more
2. Reset your client.
3. Pyromancer AOE couldn't kill a fly, my Warden AOE hot takes care of any damage there doing.
4. For Expert runs people asked for healer, dps, tank, or off heals. I have never had anyone ask me what my build is and i pug 90% or the time.
5. ^^ This
5. Good size world for open world PvP so no complaints for me.
6. Weapon stacking was fix long ago and just recently reintroduced and fixed within a very short time... Less QQ and more pew pew.
7. Still tons of players in lower level zones, not everyone plays 12 hours a day two weeks straight.
8. All souls are welcome to expert dungeons sorry but your making that up. All expert dungeons have new areas that open up, new bosses and boss mechanics changed, not just more HP's.
9. I get alot out of Open World PvP it's called fun, try getting a Raid together and go out and wipe a Raid trying to clear a Rift in Stillmor.
10. You can craft 50% of the focus you need for End Game raids and get the other 50% but clearing 1 each of the expert dungeons... Grind?
11. Valor?
When i read your post op i could only feel bad for you, not sure if your just having a bad day or maybe your burnt out from playing way to many hours and not enough sleep... Happy hunting and best regards...
"It would be awesome if you could duel your companion. Then you could solo pvp".--Thanes
Are your sure ?
I do play a casual style. Took me 5 weeks to 50. Would have been 4 weeks, but i droped my first calling and started a different calling and played it to 50. Had a few quests left over at 50. Then its pure grind for a wannabe progression.
I dont PvP. Especially not warfront/arena style of PvP. But this game is made for PvP. They just dont give it priority atm. Everyone with some experience recognizes that anything is there to make it a world pvp game. And this is no coincindence.
Why are there the faction grinds each tier ? Why are the carfting raws nodes so rare ? This all is useless or even annoying for someone who just does the PvE quests. But for a open world semi-sandbox PvP game this is just perfect. And the game will turn PvP once the PvE crowd leaves for the next big thing.
Unfortunately there is alot in Rift that is broken.
Don't get be wrong, it's a really pretty game, the soul system is fun and dynamic, although the cookie-cutter syndrome is very quickly emerging and people are starting to get elitist about builds and DPS-metering.
What's broken in Rift:
- Crafting is a joke. The recipes do not match up against drops, it's mainly a money/time sink
- PvP. Everything about PvP is somewhat broken right now. Class balancing, PvP gear, open world PvP and incentives, PvP options. This is a major bummer for me
- PvE. Contrary to what was marketed at release about how "polished" Rift is, the truth is, alot of the end-game PvE content was NOT complete! Raid rifts were only recently introduced, rewards for raid rifts were also recently patched in. Trion has started NERFING rewards from Greenscale and expert dungeons to slow down the progression of players. This caused an uproar in the forums because the hardcore guilds had reaped all the fast rewarding content, and casual players suffered the brunt of these changes
I cancelled my sub today because of the complete lack of attention to PvP in the game. Will see how things pan out especially in the next big patch (unannounced).
Yes, very envious that you can count sand slower the rest of us and somehow find it enjoyable.
Spend enough time with subpar entertainment and the only way to make it less unenjoyable is to experience it slower...
the game is certainly not made for PvP, it has no pvp mechanics in it at all other than you can fight eachother, there is gear and there is warfronts to queue for..if you would even call them mechanics.
There is no world pvp objectives or bases
there is no capturable terrain.
there is ghost walking...not ideal for a pvp game.
there is no mobile spawn points.
there is no incentive for the wow kids to world pvp.
the game has neutral quest hubs, CLEARLY not designed for world pvp.
There is no sense of victory at all for world pvp.
i could go on, but its clearly not a pvp game, Rift is best described as a surface wow clone, but with the heart of a Korean grinder. sure its quick to level, then farming the tokens, the dailies...erg...
If Rift were a PvP game you would be able to level from 1-50 solely from PvP, have the best gear or equivlent to pve gear and decent cash from doing PvP, but you cant, you're required to pve to have the best gear, therefore in conclusion, rift is clearly a PVE game.
SKYeXile
TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
Future Crew - High Council. Planetside 1 & 2.
You need to get out of the mindset of whatever game you were playing before Rift. Just because that game did pvp THAT way doesn't mean Rift needs to also follow the same system in order to be classified as a pvp game. Rift has pvp. Players are playing and enjoying the pvp. Therefore Rift is a pve and pvp game.
Exactly.
While the pvp related rewards needs some serious tweekin, pvp is quite cool in Rift.
You don't allways find it in regular (read: how other games did it before) places.
Example: Rift hunting.
It starts out with both factions going at the Invaders.
After these evil forces have been dealt with, both factions go at each others throats. Very fun.
Sometimes you even see both parties standing opposite each other waiting to see who casts the first stone ...
Rest assured ... 1 goes in ... the rest follows!
Broken implies not working. That's not consistent with the arguments regarding the game. In any case lets have a look at them:
Crafting professions are both useful in terms of things produced during the cource of levelling and at max level. The difference is that there are some proffessions like runecrafting that is in constant demand, while something like the armorcrafting will generate big sums of money if they get a hold on a rare recipe. I tried to think of a profession that was absolutely useless at end level (where I am now) and I couldn't think of any. Perhaps you'd like to elaborate a bit more.
Class balance in PvP is an ongoing progress. Overall I'd say that they are on a pretty good spot considering the way the soul system works and the game been out for a bit over a month. Regarding PvP gear, I would like to see some offensive PvP gear that would match the equivalent PvE gear. For defensive roles valor does the trick nicely. Open world PvP does indeed need more incentives, if the phase 3 of the world even was any indication. I would also like to see less of a grind for favor, people need to run countless hours in warfronts to get their gear, which is what affects open world PvP the most, imo.
Raid rifts "recently introduced", that's 10 days after launch, 16 days after pre-launch (http://forums.riftgame.com/showthread.php?116999-Rift-1.01-NA-3-10-11-8-00am-PST-EU-10-3-11). How many people at that point were level 50 and able to do raid rifts? The rewards were indeed patched about 30 days after the game went live, along with the inclusion of raid rift quests (http://forums.riftgame.com/showthread.php?145022-Rift-1.1-3-30-11-8-00am-PDT-4-00pm-BST). Noone prevented you to accumulate coins in the mid time of course.
Regarding dungeon rewards, Trion has been trying to slow down the plaque acquisition for people who play 24/7 by giving less plaques to them. Those people don't really need them anyway, if they can run the instances that many times, they got their gear from boss drops anyway. Which coincidentally, they have increased item drops both for dungeon bosses and raid bosses, and not decreased (http://forums.riftgame.com/showthread.php?157227-Hotfix-14-NA-8-00am-PDT-4-8-11-EU-2-00am-BST-8-04-11). Also you need to keep in mind that running a T1 and T2 for most people is a minimum of 2 hours deal (more like 3 hours) per day. That yielded with the old system 17 plaques and whatever the bosses were dropping. With the new system it yields 30, which is practically double (or at least equal to the old system, but that would require to run two T2 in the old system, which would be a much bigger time commitment).
PRO TIP: The faceless man in Meridian (don't know the Guardian equivalent) gives two daily quests for 10 and 20 plaques for T1 and T2 dungeons respectively. You can accept those quests and keep them in your quest log without doing them. The next day he will present dailies for different dungeons, which can also keep them in your quest log. Eventually you can have a daily quest for every dungeon in your quest log and do them all during the weekend for example or whenever it's convenient.
(I'm sure that thee will be some overlaping, but for those short in time in the weekdays, you just need 5 minutes to log in, get the quests and then do the dungeons at your leasure in the weekend).
Greenscale raid was bumped in difficulty because it was too easy apparently. If you're in a progressive guild you've already gone past the content and done the raids, so the changes in difficulty doesn't affect you. If you're not a progressive guild or you just started raiding, you get to play the encounters as they are meant to be played, aka being challenging. Also you get the updated drop list with 4 item drops (http://forums.riftgame.com/showthread.php?157227-Hotfix-14-NA-8-00am-PDT-4-8-11-EU-2-00am-BST-8-04-11). Bottom line, if you start raiding now you will get a more challenging experience but also more rewards than the progressive guilds.
Here is the thing, perception can and is often not in touch with reality. As I've presented to you, the changes so far have improved the game. While human nature dislikes change, lets not dismiss those that improve things for us.
He meant Rift doesn't have meaningful PvP. Virtually every MMO has arena PvP and world PvP servers. Its pretty much the minimalist definition of PvP. Absolutely nothing to get excited over.
I_Return
Just wanted to point out all the times you either contradicted yourself or just right out agreed with him while thinking you dont agree.... that makes me believe everything he orginally wrote is completely true and un bias....