Thoughts on Rift beta 6 patch notes

Another beta is about to begin. I spent some time this morning reading the patch notes and sadly it seems like Trion is continuing to make the game easier. (Will know better once I actually try the changes.)

I get where they’re going… WoW has really lowered the bar when it comes to the difficulty in early levels of a game, and it stands to reason that by dumping goodies and rewards on players ASAP (“3 souls by level 5! Best offer in the ‘verse!”) they’re liable to draw in more short-term players. So I don’t hold these changes against them; I just miss the challenging Rift game we all played in the first few betas. You used to die in the first 10 levels. Crazy right?

This time out, they’ve redone the racial abilities to make them much less unique than they were (a balance change, I believe…people thought the old racial abilities varied widely in usefulness), and they’ve removed the level requirement on previously level-20 mounts:

* Level requirements have been removed from the previously-level 20 mounts. If you can get to them, and can afford them, you can use them. This includes the Collector’s Edition turtle mount.

I’m assuming this is in response to the complaint that there’s too much running around in the game. Honestly I feel like the Defiants have some legitimacy to this complaint since there isn’t a teleport bind point aside from Meridian, but I’d rather have seen them add a teleport point in King’s Retreat rather than offering level 1 players a mount. Not that having a mount is that big a deal, but must we be given everything at level 1? MMO’s are turning into games like pee-wee soccer matches where everyone gets a trophy.

Expect the complaints of “The world is too small” to increase after this beta, now that people are zipping around on turtle mounts.

Other changes that caught my eye (and I don’t see these as making the game easier…switching topics here):

More consumable reward items have been turned into skills rather than taking up inventory space. No longer will you use items to spawn forces to fight invasions or to buff wardstones; these activities fall under Ascended Powers now. Our bags (and hot bars) get emptier with every patch.

There are LOTS of soul changes, and early release is getting near. I’m getting a little concerned about how much testing these changes will get.

The Ancient Wardstones system sounds very interesting… I’m looking forward to getting a taste of that.

Rift Beta 5 feedback

The extension of Beta 5 into the weekend lured me back into the game. I really wanted to experience more of the new public group systems, and changes to invasions.

I didn’t really get to thoroughly test invasions because I honestly didn’t see that many. Or rather, the ones I did see didn’t survive nearly as long as they used to. So the despawn issue, with the way things are now, doesn’t seem to be much of an issue. The frequency of rifts, outside of invasions, seemed to be toned down quite a bit, and with the ability to pull single mobs from an invasion they got taken apart piecemeal pretty frequently.

The good news about this change is that a solo player can complete the “Kill X Rift Creatures” quests really easily now. The “support mobs” of an invasion do respawn so you can just follow an invasion, pulling singles and killing them, and quickly farm enough mobs to knock out your daily rift-kill quests. If you never kill the invasion leader you can do this until they reach their destination and fight the wardstone (and even after, but they tend to die quickly once they hit the wardstone).

I mean, I guess that’s good news. It definitely make things easier. Though I don’t think easier is better.

The bad news is that I didn’t see many (any?) friendly wardstones in serious trouble. So never saw what happened after an invasion succeeded (which is when invasions despawn). Also players seem to have finally figured out how to use the Rift Loot that heals and levels up Wardstones and most stones are leveled up enough to have turrets, at least on Faeblight/Guardian.

As to these public groups, I’m still not a fan. This isn’t a huge deal because they’re easy enough to ignore, but I gave it the old college try and joined them whenever I had the opportunity to do so, and left myself open to starting public groups.

Typically what happened to me is I’d run up to a rift that had, say, 10 people fighting and I’d get the Join Public Group pop-up. I’d join and find myself in a raid of 3-4 partial groups. Of the 10 people fighting the rift I was at, maybe 2 would actually be part of the same raid I was in. The rest of my raid would be all over the map.

I found the whole experience more distracting than anything. I’d be watching the Raid UI trying to figure out who was here and who wasn’t (a player’s name is brighter if they’re in range, as far as I could tell, but there are also color tints that indicate something) and not watching the combat. Because of this, I let plenty of people right in front of me die because I was paying attention to the health bars of the raid members who were over the hill somewhere.

That’s just me; I’m a total newb at being a healer. But I found that when I left the public groups I was more of an asset to the people fighting the rift I was fighting.

I also found it distracting having people constantly joining and leaving groups. When I was the ‘starter’ of a public group things would go better since only people near me could join. So then we’d have a nice little group of 3 or 4 people fighting and doing well. And then they’d all be gone and I’d have 4 mobs beating me into the mud. Maybe I suck so bad people need to get clear of me!! 🙂

By the end of beta I got much better about just rejecting groups. I’d join a public group and if it was a raid with people all over the map I’d just immediately leave it. If it was a smaller group of people in the immediate area (and sometimes that does happen) I’d stay in it and try to fight as a group (though had mixed success there, too).

So why aren’t public groups working (IMO) in Rift when they did so in Warhammer? Because in Warhammer they’d form at Public Quests. Public Quests always happened in the same place, on a schedule. So people would go to a specific area to do a specific quest and join the group there. They’d stay in that group until they were done with whatever they set out to accomplish. Then they’d leave, sometimes as a Group (head off to another Public Quest) or as individuals.

In Rift, rifts happen everywhere. You chase one down, or stumble upon it. Join the group. Rifts don’t last very long usually and once a rift is sealed there’s no single obvious next place to go. There might be 2-3 other rifts nearby, plus an invasion running past. Which one to go to? Even if you decide as a group to go to another rift, things get confused because you’re not going to “The Windmill” you’re going to “that fire rift east of here” and invariably people get side tracked or confuse east for west or end up going to the life rift to the east or whatever. And so the group gets scattered over time. You wouldn’t believe how often I see in chat someone /shout “Another rift over here!” as it we could hear the direction he was calling from.

Now again, you can just ignore public groups, to be sure. The only downside there is that you never know. If you’re at a rift with 10 people and they all really ARE in a public group then you probably want to get in on it because otherwise no one is going to help you (people naturally focus on characters in their own group/raid). So really, you have to at least try. But constantly joining/leaving groups in the chaos of a rift battle can be dangerous. I died more than once because I was focusing on getting into or out of a group rather than on combat.

I think Trion needs to keep working on this system. There needs to be some way to keep a group focused. I’m not sure what it is. At the least, don’t put a player who clicks “Join Public Group” in a raid where most of the players are far, far away. Maybe groups need to auto-split out from raids when the group leaders get too far apart? Just thinking out loud here…

I don’t want to end on a negative note though, because jumping back into beta reminded me of how much I enjoy the game. I snuck in a bit on Tuesday or Wednesday night and the community was pretty bad. With all the VIP keys being given out, the servers were horribly laggy and I got the sense there were a lot of people playing who were committed to other games, and who were just trying Rift out of curiosity and looking to re-affirm their decision not to leave their current game for Rift.

By Friday night and Saturday morning, things seemed much better. Lag was much reduced and the community was more upbeat. Those “tourists” were probably back in their “home” game doing raids or something.

There’s something about combat in Rift that just brings me joy. I’m sure it’s too fast for some people and too slow for others but for me it just feels good. I fight constantly because I find fighting fun. When I’m going to get or turn in a quest I don’t go around mobs, I go through them for the joy of doing so (not so much with Rifts since I’m up against a time limit with them).

Popping back into Beta 5 re-affirmed my decision to pre-order and to commit to Rift for a 6-month stint. I do reserve the right to change my mind, of course, and I hope Trion stops making the game easier. I have faith in them that they’ll do the right thing.

Listening to player feedback: a double-edged sword?

Trion Worlds has gotten a lot of good press from the fact that, throughout their beta process (we’re up to Beta 5 at the time of this writing) they’ve listened to player feedback and made changes accordingly. This feels like a real breath of fresh air to disgruntled MMO players who never feel as though they’re being heard by the devs of whatever game they’re playing.

But is this always a good thing? When does “We respond to player feedback” become “Ours is a game designed by committee”?

I’m not saying the sky is falling and I don’t think Trion has gotten to that point yet, but I have been vocal about my enthusiasm for playing these beta sessions because I fully expect Rift to continually move closer and closer to “Generic Fantasy MMO #78” as the signature system of the game, rifts and invasions, get modified in response to player feedback.

Let’s face it. Players, or at least vocal players, taken as a unified voice, generally tend to want things easier (and then complain when a game ceases to be challenging). Rifts and Invasions can be damned inconvenient. To me, that’s what makes them so freakin’ awesome. For once the world doesn’t carefully operate around you so as not to get in your way. Quite the contrary.

But of course this inconvenience isn’t always popular with players, who expect Things to Work The Way They Did In That Other Game I Played.

I haven’t played Beta 5 yet, but I was concerned by these lines in the patch notes:

* Invasions which succeed will now despawn after 10 minutes, or 3 minutes if left out of combat.
* Invasions no longer aggro as a group and can be split.

Both of these changes appear to be ‘nerfs’ to invasions (I’ll be delighted if we discover that I’m totally wrong about that). I’m not entirely sure what they mean by “succeed” in that first line. Does that mean take down a Wardstone? I’ll assume it does since I can’t think what else marks ‘success’ on the part of an NPC driven invasion.

Combine that with the ability to ‘pull’ invasion members one at a time, and no longer will players have to self-organize into groups to drive off invasions and restore quest hubs to their working state. Instead, players will avoid the invasion force and let it kill the Wardstone asap so it’ll then despawn in 3 minutes. Pity the player who initiates combat with the invasion, thinking he can pull a single and defeat it, as s/he will be shouted down by those impatient for the invasion to go away.

I see this as another step towards the game I played in early Betas going away and Rift becoming much more generic. These changes appear to ease the pressure to join forces with your fellow player, and that’s a shame. (And this coming from a confirmed Soloist.)

I’m also on the fence about the new public group system. I understand how healers struggled to see who needed healing (though I generally healed ‘through’ mobs when I played a healer) and I understand the benefits of the system, but now you’re really going to have to join these public groups when rifting. In early betas, everyone helped everyone since no one was grouped. Once we’re in a group, though, we all tend to have tunnel vision and only help fellow group members. The player who chooses not to join the public group will be ostracized, whether deliberately or by circumstance. Honestly if they’re going to have public groups at all, they ought to just make them totally automatic. (As I said, I’m still on the fence about this system since the benefits to healers might outweigh the downside of the end of solo rifting.)

While I’m on a roll, I’ll also voice my disagreement with giving everyone all 8 souls so early in a character’s development. I’m not sure any character should have access to the entire palette of souls available for their class. I think the game would be much more interesting if Cleric A had access to souls 1, 2, 7, & 8 and Cleric B had access to 1, 4, 5 & 7. With everyone having access to all 8 souls, “flavor of the month” builds will blossom even more swiftly than they would have with limited souls. If you’re playing a level 20 Cleric and aren’t specced just so, expect to be shouted at. I’ve already seen a bit of this in earlier betas.

Don’t read this and think I’ve given up on Rift; that’s certainly not the case. But I hope somewhere in Trion there’s a core group of developers with a vision that they’ll hold true to, regardless of what the players want. Players don’t always want what’s best for them in the long run. I really hope they don’t nerf the rift system and keep the world dangerous forever. Yeah, you might log in and be in the midst of an invasion… tough. Life is hard and chaotic (and let’s face it, death penalties in Rift are pretty light) in the world of Telara. I hope that never changes.

Salem: Permadeath and open PvP

I saw a trailer for Paradox’s Salem over on Arislyn’s Tumblr page. I’d only heard a tiny bit about this upcoming MMO: basically that it took place in Colonial New England, was a sandbox game and so lots of crafting and what-not.

Now I’ve learned that it features permadeath and open PvP. The creative director, “Brother Bean” says he believes the player population will police itself and find its own balance. It’s a brave direction to take and I enthusiastically support the plan while at the same time doubt it can succeed. I’m glad I’m not investing in it, but I’m happy it is being made.

Here’s the problem with punishment in MMOs, in my opinion: it’s binary. When someone commits a crime against you, your options are: ignore the character or kill the character. There’s no other law or recourse beyond slaughter. I think for a system like Salem’s to work there needs to be the potential for some kind of (player run) police force. If you steal a chicken from your neighbor, someone should be able to forcibly take that chicken back and then make you pay some kind of fine. As it stands now the only way of doing that is to kill you and loot the chicken and fine from your corpse, which seems pretty extreme.

I’m not sure how to handle punishment in any other way. If you put a character in some kind of prison, the player is just going to log off and go do something else. Maybe some kind of tax system where a % of any wealth you pick up magically goes to whomever you’ve mistreated?

Maybe Salem will work; I’d love to be proven wrong. But there are just so many bored gamers out there who’d happily spend time to strengthen a new character just so he can then go and grief someone else. Sure, the ‘community’ will then kill him in turn, but that’s small comfort for that character’s initial victim, who now has to start over.

Hmm, maybe a semi-permadeath system where you only stay dead if the person who killed you manages to stay alive for 24 hours after the killing? And the dead has the ability to speak to the living and plead his case…

I dunno, just a random thought. What do you think? Could permadeath and open PvP ever work together?

Choice, game design, and MMOs

Once more into the breach, my friends…

In my last post I talked about Rift and groups and solo play. An interesting theme seemed to arise from some of the comments, and one that I found curious.

Today I want to talk about player choice and game design. I’m going to keep using Rift as an example but this could equally well apply to certain other games.

At the risk of over-simplifying things enormously, when you log into an MMO you have some broad decisions to make: the first is what style of gameplay you’re about to undertake. Are you going to putter around & craft? Just logging in to visit friends? Are you planning to solo? Are you planning to Group and go after content that way? For the purpose of this post I’m looking, once again, at Solo vs Group.

Say you’ve decided to Group. Now you’re going to pick a role. Do you want to be the Healer? A Tank? DPS? Buffing/support?

Let’s say for the sake of argument that you want to be a Group Healer. So here’s your character; a blank slate. Since you want to be a Healer, you pick Souls & Skills (in another game this could be Talent trees or whatever) that are heavy in healing capabilities. If you want to be a Healer and you take a bunch of skills that are focused on Taunting, you’d be a pretty poor Healer, right?

Can we all agree so far? Healers should take skills that help them heal. If a Healer takes skills that emphasize taunting over healing, you’re probably not going to be a great healer. Does this illustrate an example of bad game design? Does anyone think that?

Now let’s back up the decision tree a bit. Back up to the Solo vs Group decision. Here’s where my opinion seems to diverge with some others. When I decide I’m going to Solo I use a build that emphasizes that play style. I don’t take a bunch of group buffs: I won’t be in a group! I will look at self heals, or self shields, or perhaps a pet. I will probably set up a hotbar full of various consumable items that will help me to either survive or reduce down time between fights. Conversely if I’m going to Group I’m going to skip the self heals and instead take, maybe, a group-based stat buff or an AOE taunt or something else that works best in groups.

When I suggested that this was the best way to play Rift solo (specifically I said that if you’re going to solo a lot, some kind of self heal or pet will make life easier), some people suggested back that if playing Solo required using certain (Solo friendly) skills, it was an example of bad game design.

I don’t understand the difference: Healers need to take healing skills, Tanks need to take tanking skills. Everyone seems to agree on this and no one seems bothered by it. But when Soloers need to take solo skills, suddenly its bad game design?

It is essential to keep in mind that the only permanent decision you make in Rift is your archetype. That you’re stuck with, but within it, you can have several (at least 3 and maybe 4) Roles and each Role can use any 3 of your 8 souls, and each Role can have its own distribution of skill points and skills. You can switch Roles anytime except in mid-battle. And if a Role isn’t working out, fr a few virtual coins spent at a trainer you can reset it and build it anew as something else. So if you’re playing Solo and someone throws you a Group invite, you tap on Hotkey and now your Grouping Role is active.

To me this is the opposite of bad game design. I find it to be kind of awesome in fact. But it *seems* not everyone agrees.

Twitter Brawl: Grouping and Rift

I got into a bit of a tussle on Twitter today with @arkenor and @scopique over the question of Rift and grouping. Ark said “I don’t think you’ll get terribly far in Rift without grouping.” and I took exception to that. I mostly solo and do fine.

But there’s all kinds of nuance here. What does “fine” mean? Did Ark mean Grouping (as in joining into one of those artificial constructs that MMOs offer) or did he mean grouping as in, working with others? If he meant “You won’t get far in rift if you insist on doing everything by yourself” then in fact I’d agree with him and the whole discussion was a big Twitter misunderstanding. Scopique pointed out that as a Tank he didn’t do well soloing when it came to fighting rifts and again I do understand some builds aren’t built for solo play.

I just wanted to elaborate here where I’m not limited to 140 characters. I’ve played 3 characters so far: a Warrior build to 17, a Mage build to 20 and a Cleric build to 16. I’ve spent most of my time outside of dungeons solo, by which I mean not Grouped. I feel like I did fine, by which I mean “I was having fun, making steady progress and never feeling overly frustrated for any length of time.” I haven’t played a Scout so maybe you can’t solo as a Scout; I don’t know one way or the other. And maybe things change past level 20, so I can’t speak to that either, but I’m pretty sure Ark isn’t past 20 and can’t speak to it either.

Now that said:

1) Dungeons absolutely require Grouping, I agree. You won’t be able to solo a dungeon until you’re horribly over level, and you won’t be running into random other people in there.

2) I also agree that you can’t get very far fighting rifts without playing cooperatively with other characters. I spent a LOT of time fighting shoulder-to-shoulder with other players, but very little of it Grouped. I consider this Solo play: your definition might be different.

3) Warfronts don’t give you a choice: when you enter one you get put in a Raid (though I never tried /leaving it)

4) Some builds are going to be more forgiving than others. If you play a pure tank then you’re going to look at a lot of dying or a lot of downtime. I suggest being an Apothecary if you’re going to go pure tank and want to solo. Mathosians have a great racial shield that turns damage into heals too. That helps.

But:
4a) You have more points than you can spend on 1 soul. So (making numbers up) at level 15 you might have 20 points to spend, but you can only put 15 into a single soul so unless you’re just going to throw away those extra points, you have to take at least 1 other soul. If you plan on soloing I urge you to pick a soul with either a pet or self heals. Both will keep you upright longer.

(And remember that you can have several Roles, which essentially are character builds, so if you enjoy Solo some times and Grouping others, you can easily do both on 1 character by having a Role for each playstyle. Each Role can use a different set of souls and point expenditures. You can switch Roles any time except in the middle of combat. So if you’re Soloing at a rift and someone throws you a Group invite and you accept it, a tap of a key will put you into your Group build.)

Solo players will probably die more often than people who’re always grouped. That’s true of most games. The death penalty in Rift is very light though. I do die a lot when I’m not being careful. But see above: re frustration (or rather, lack thereof).

Quest content is intended, for the most part, to be solo content. That’s true up to level 20 (except for Dungeon quests) and I could swear I’ve read an official source saying that’s an intentional design decision but I can’t find a citation now. So maybe we’ll have to wait and see.

The rift reward system is built to accommodate solo players. The one flaw with this is that you have to ‘tap’ a rift mob to get kill credit for it (for daily quests). I’m hoping they can change that. But you’ll get plenty of experience and rewards remaining solo while fighting rifts, and you’ll get quest rewards for Invasion Quests even if you spend the entire invasion solo (assuming the good guys win, of course).

It’s no secret I’ve been having a huge amount of fun playing Rift and I really want other players to give it a chance and hopefully wind up having as much fun as I am. Will Rift be fun at 30? 40? 50? I have no idea, but when it comes to games I’m an optimist. I know I’ll get my $60 (Digital Collector’s Edition for me) worth of fun out of it in the first month — in console gaming that can mean 10-12 hours of gameplay. After that, it’s anyone’s call.

But when I see something that I perceive as misinformation (based on my experience playing) that might turn potential players away, I’m always going to challenge it. Sometimes I’m wrong, and sometimes I’m right, but the discussion that results is often enlightening.

Fighting fanboyism: times when Rift disappoints

Well, now that the rest of you lot (well, not ALL of you) are finally discovering what I’ve been shouting about since Beta 1 — that Rift is damned fun — I can tone down the fanboyism a bit.

This last Beta brought some disappointments to my attention. Some little things and some that were bigger. Let’s start with the smallest first.

The tiniest unit of Planar Goods currency is the Mote of Sourcestone. Then comes the Emblem of Champions (I think…it’s a blue currency item that you get sometimes from fighting rifts). I get lots of Motes but very few Emblems, presumably because I solo all the time (though I do get plenty of gear). I’m not honestly sure if the drops are random or based on something you’re doing or some score or what.

Anyway in previous betas you could trade in a big chunk of Motes (50, iirc) for an Emblem of Champions. That meant that solo players could grind out the means to get the good Planar Goods gear (which generally will cost a couple of Emblems and a handful of Motes) (and oddly getting an Orb of Heroes, the biggest currency, isn’t a problem for soloers… everyone in the zone who takes part in beating back an Invasion gets one). Now that won’t be possible and frankly the amount of stuff you can get with Motes is pretty limited. I see Motes quickly becoming vendor trash (if they have value) unless the trade-up to Emblems is replaced. Yeah, I feedbacked it.

Next up, builds and groups and instances. I’ve been playing builds that are fun to me. I want my character to do interesting things, and being a self-made hybrid works ok in the open world. This weekend I finally went to the Garden of the Fae (I’m horrible with names…the first Guardian instance) and quickly found that I was useless. I couldn’t heal well enough to be a healer, I didn’t damage fast enough to be a DPS and I certainly wasn’t up to the task of tanking (though that may have been more level-based than anything… I was 14 and the group went as high as 26).

Once in an instance Rift reverts to a Typical Diku MMO (Talyn will be so proud of me!) that only embraces the Trinity of Tank/Healer/DPS (and maybe some CC). This is the 4th beta and people were being scolded for not having the right build, and players were bailing on the group when we died too many times. Because beta is no time to be learning the game, dammit!!

The good news, of course, is that you can dedicate one of your Roles to being a cookie-cutter clone of whatever the “approved” build for your archetype is, and still use your other roles to play the game the way you enjoy. But still, I was delighted to return to my life as a solo player.

Next up, the Warfronts. Now I don’t really like the Warfronts because I never like PvP set up as a sport. I enjoy open world PvP though, but I’m not all that clear on what Trion’s plan is for open world PvP. My concern with Warfronts is that they’ll be too popular. People seemed to enjoy them this past weekend. I watched all the fun get sucked out of Warhammer as everyone (it seemed) except me stopped roaming the world and questing and just stood in one place queuing for Scenario after Scenario. Rift offers some nice shiny rewards for partaking in Battlefronts but I can’t but hope they’ll be a bust. I want the population of my server out fighting off invasions, not chain-queuing for Battlefronts (which, btw, were popping almost instantly in the evenings…I did do a few just to check ’em out).

None of these issues have dampened my enthusiasm for playing Rift; I’m still eager for the next Beta Test and more so for Headstart on Feb. 24th. But after all my gushing it seemed… balanced… to do a post on the things I *didn’t* like for a change.

Once more into the Rift!

With beta 4, I’m changing servers on the Guardian side in order to join some old friends. That meant a new character for the first time since beta 2, and the first time since the skill point/soul distribution revamp.

I tried to look at the game with fresh eyes, to try to understand some of the common complaints. Obviously this is really hard to do and I didn’t have a lot of luck.

By level 6 I had 3 souls already (used to be you had to be 18) and I almost wonder if this is asking too much of new players. Level 6 is maybe an hour of relaxed play, unless you’re a total MMO noob who doesn’t understand how to move, attack, loot and interact with NPCs (Rift uses standard MMO systems for all these things).

I’ve heard some players wishing they could test new souls before committing to them. Some other games (which one escapes me) offers this and it sounds like a great idea. Rift doesn’t let you do this, but it does (now) at least allow you to examine a soul’s skill tree before choosing it. This is a new feature and it’s a bit hidden.

You get new souls as quest rewards. Before picking which soul you want, you can control-click on their icons to get shunted over to a copy of the skill tree for that soul. It feels a little weird to be using a quest reward window to do research. I mean I guess it’s the same as examining a piece of gear but it feels odd to me. Before they revamped the system you had only 4 souls to pick as your first one, and there were 4 NPCs you had to talk to as part of the quest; these NPCs told you a bit about that soul. I guess visiting 8 NPCs would be a bit dull. Anyway I think Trion needs to polish this system as well as publishing a nice big chart of the souls and what they’re best at.

Do keep in mind that while there are 4 archetypes (Warrior/Cleric/Scout/Mage) by mixing and matching souls you can really take on any role you want within your archetype. Tank cleric? Sure. DPS warrior? Yup. The archetypes are almost used as a character theme more than anything else.

Another common complaint is that you feel rushed through the tutorial. I’m not seeing this at all. Yeah there’s a lot of activity going on around you; battles and all that. But none of the mobs are aggro before level 5 or so. Yes, there’s a rushed ‘vibe’ but nothing is really rushing you. You can take as much time as you like to mess around with your UI, set up your friends list, or whatever.

Next, the “On Rails” complaint. Guilty as charged for the first 8-9 levels (1.5-2 hours). But if you’re lauding the new WoW newbie experience and criticizing this one, you’re being a total hypocrite. Both games shunt you from hub to hub pretty quickly in the first few levels.

I’ve heard complaints that the world is too small. This kind of dovetails in with the last point. Your journey from 1-9 is essentially along a corridor of quest hubs. But please, hit M, look at how much of the world, or even the starter zone, that you’ve explored, then zoom out. I don’t think the world is small at all. I’ve spent 3 beta events in 1 zone without getting bored.

Last, Rift is just another quest grind. Well by level 9 I was in Argent Glade fighting off rift invasions with a bunch of other players. In fact I dinged 9 in the midst of an invasion. Yup, you can play Rift as a quest grinder if you choose to, but there’s rifting and now PvP (though that doesn’t open up until level 10, at least not the Warfronts, so I can’t address that aspect yet, but I’m told you do get exp from PvP). If you choose to play it as a quest grinder then you’re missing out on some of the best features of the game.

In a comment to one of my earlier posts Green Armadillo of Player vs Developer criticized Trion for not exposing players to everything the game has to offer in the first hour. While in theory I agree that a game should hook you as quickly as possible, I don’t think it’s a practical option for Rift. Rift invasions are disruptive to the player experience. That’s kind of the point of the design of the game (see the recent Dev Diary for more details). But disrupting things during the tutorial phase of the game would (rightfully) draw the ire of many players. Can you imagine being in the midst of reading the tutorial pop-up windows and being steam-rolled by an invasion force? You do get to experience a rift in the first hour, but it’s carefully tucked away and always in the same place. Nor does it spawn invasion forces. It’s a pale reflection of the full experience.

So, surprising almost no one, I don’t see a lot of the complaints people are having. I didn’t get to play a lot last night. I wish I’d made note of my /played time. I’m guessing 2 hours over a few sessions. And I hit level 9 and Argent Glade (Guardian side) which feels to me like the end of the tutorial experience. I’m seeing “real” rifts now, the world is no longer a long narrow corridor, I’ve already got 3 hotbars (due in part to having 3 souls, and in fact that might be too many this early) set up; 1 for combat skills, 1 for utility skills (call pet, track plants, teleport back home, etc) and 1 for the myriad of consumables I’m getting from combating rifts.

My biggest gripe once again is inventory space! I’m spending all my cash on bags. More space, Trion. Please!

Also to anyone who has gotten this far. When you’re picking your souls, even if you’re a melee character, try to get at least one ranged attack (or a rush attack). One other complaint I have about fighting rifts: while you don’t have to tap a mob to get rewards at the end of the rift fight, there are daily quests to “Kill 10 Rift Creatures” which are basically free exp (since you’ll be killing them anyway) but to get credit for those kills you need to tap the critter. If you have to run up to a rift creature to tap it, you’re never going to get there before someone with an insta-cast ranged ability gets to it.

That’s my 2nd biggest gripe. It’d be nice if you got credit just for being in on the attack or even healing someone who’s taking damage from a rift critter.

That’s all for now. Beta beckons!

Oh, right now I’m playing a Druid/Warden/Justicar. I meant to be mostly Druid with some Warden and just the ‘freebie’ Justicar skill, but now I’m getting intrigued by the Justicar tree. My have to set up some new Roles for this guy…

Rift – the hook is in the name

First, I’m sure you’ve heard it a dozen times by now, but we now have a Rift release date of March 1, 2011 for North America and March 4th for EU. Pre-order and get into the beta as well as the headstart which begins February 24th.

Anyway, on to the business at hand. After reading a post about the Massively staff’s Rift beta impressions I tweeted:

Reading this post @Massively http://bit.ly/h7bYAg and LOLing at how much Jef Reahard doesn’t get it. Yeah, an hour into Rift it is familiar

I wanted to go into a bit more detail here. Now we’re supposed to accept Reahard as a knowledgeable MMO player, right? He gets paid to share his informed opinion with us. We pay his salary by reading his posts. Here’s what his beta impressions were:

I rolled a Pyromancer in the Defiant beta and spent about an hour running around the initial zone (and fiddling with the UI). That probably doesn’t seem like a lot of time to form an accurate impression, but it was more than enough for me to realize I’ve played this game about a hundred times over the last few years.

That’s not to say Trion doesn’t have a serviceable title on its hands. It’s very pretty and runs well compared to most betas, but I’m already slogging through a couple of on-rails quest grinders and don’t really have the patience for another one. Wake me up when (or actually, if) someone dares to spend this kind of money on a sandbox.

Now I’m not saying Reahard has to like Rift and I’m not saying he isn’t entitled to his opinion. But y’know what? After an hour of playing an MMO you generally aren’t entitled to an informed opinion yet. How could you be? And in the case where a game is named after a significant gameplay feature, and you don’t play enough to even experience that feature, you’re really on thin ice. (In Rift, you can pretty much ignore quests and level up by fighting rifts if you want to. In fact fighting rifts levels you faster if you’re in the midst of an invasion.)

The fact is… fact, not opinion, Reahard hasn’t played this game about a hundred times because there haven’t been that many games that feature large scale open world PvE events. Warhammer has it’s public quests but they don’t even approach the scale of Rift’s rifts. A few games have offered very rare GM run events where an epic mob storms into town and all the players have to cooperate to take it down, but few games have that sort of gameplay as a central system.

If Reahard played only Beta 1 of the game for an hour (he apparently didn’t even get to where he could choose a 2nd soul, which used to be level 5 iirc, though that’s changed now), he should have been professional enough to opt out of the article or, if that wasn’t an option, just admitted that he wasn’t interested enough to play into the main parts of the game. Dismissing Rift after an hour of tutorial quests and a few of the newbie proto-rifts is like dismissing WoW after only experiencing the crafting system. You just haven’t seen the main point of the game.

In general I think this was an ill-advised article overall. These experts are complaining about systems that are being tweaked and improved with every beta. When Krystalle Voecks says “Certain things I experienced on the Rogue drove me nuts (only 30 seconds’ worth of stealth, mobs’ seeming ability to see through stealth anyway, the odd ability to shoot fireballs with my daggers, poor-to-meh gear-availability) and utterly killed the fun for me.” how many of her readers are savvy enough to stop and think “Well, it is beta, maybe those issues will be addressed.”

Read the comments on the article and you’ll see people who’ve opted not to play based on the problems the Massively staff encountered during beta.

Here’s the thing. I’ve been in all three betas. These are not “stress tests” and they aren’t just marketing events (and I know, this is what we expect betas to be these days). Trion has adjusted things in response to player reaction between beta 1 & 2 and radically between beta 2 & 3.

Aside from Reahard, I can’t really fault the rest of the staff. This is the problem with game journalism in general. Players are stupid. They’re not savvy enough to differentiate between a preview and a review. Film critiques don’t go watch a movie before the special effects are done and then post previews talking about how shoddy the special effects are, but game players have this need for game journalists to report what they see, but then don’t take personal responsibility for understanding what the journalists are reporting about.

Put another way, if the journalists don’t report on bugs they see, then the players accuse them of being on the payroll of the game developers. But if the journalists DO report on bugs they see, then the players seize on these reports as a reason to slag on the game, swear off buying it and tell their friends how much the game sucks, never mind that those bugs might be fixed already.

The only solution, IMO, is to avoid this kind of article when a game is in flux.