Archive for January 2011

The Sanctum Episode 4

Posted 31 January 2011 by [2]

The fourth episode of Gamebreaker’s The Sanctum which naturally looks back at last week’s test by discussing Beta 5. The question is, does Scott Hartsman really shit magic? Apparently he does when it comes to sorting out the servers.

Tagged As: | Categories: Podcasts

RIFT: Time Cards for Launch?

Posted 31 January 2011 by [1]

Not everyone has access to a credit card and we’re not exactly sure what all the payment options will be as yet so it’s good to hear that at least TRION ‘plan’ on having time cards available at retailers for launch. No promises though by the sounds of it. In a tweet Zann adds:

Yes, we hope to have time cards available from retailers by launch.

Having said that, more often that not I’ve popped into my local game emporium here in the UK to find they have sod all in the time card department.

Tagged As: | Categories: Mechandise

RIFT Podcast #29

Posted 31 January 2011 by [Comments Off]

Another RIFT Podcast is now available and in this week’s episode topics include Beta 5, soul Combinations, racial changes incoming, expectations and reality, and  private chat channels. Cindy Bowens is present as usual along with a couple of other guests so get your RIFT fill while we wait for the next Beta on Friday.

Tagged As: | Categories: Podcasts

Beta 5 Impressions

Posted 31 January 2011 by [Comments Off]

Another great Beta test concluded at 6PM GMT Saturday evening with mass invasions hitting Telara hard. I was in Scarlet Gorge when a massive Earth invasion hit Stonecrest and we were badly outnumbered as the invasion force stormed in. Sadly there were not enough players in the zone to make a real dent in the invading force before the servers went down.

Having spent a lot of time during the first part of Beta 5 finishing off Gloamwood from Beta 4, I managed to get some time questing in Scarlet Gorge on the last day. My impressions of the zone vary, it is a little on the barren side as far as landmarks are concerned, something that I found in the Defiant start zones of Freemarch and Stonefield. Having come from Silverwood and Gloamwood, which are packed with interesting locations, it was a little disappointing. It does however look pretty amazing, especially up by the waterfalls.

Scarlet Gorge

Barren but not lifeless

What I am enjoying about every new test is the flow, very rarely are players having to run back to locations they have just been to complete a quest chain (FedEx quests). This is a massive plus point for someone who enjoys questing and it’s always been something that really bugged me in other MMOs. Having completed every Gloamwood quest possible, the transition into Scarlet Gorge was a smooth one. My only criticism of moving between zones at the moment are the quest types. When you move into a new zone, the starting quests for the new zone feel like low level quests and you’re rinse and repeating the quest objective types from previous zones. This usually only happens for about the first three quests so it’s not a major annoyance in any sense.

Items, Crafting and Currency Stuff

rift currencies

Simplified Currencies

As the game has progressed through the Beta tests, the item types are changing.  Apothecary saw quite a few changes with the downgrading of potion effects and additional new Serums to get your head around (see changes) so professions, and items related to professions, are continually being tweaked in quite a major fashion.  Also new in Beta 5, which was discussed in the pre-Beta 5 patch notes, was the new character sheet for currencies and the streamlining of currencies.  The new  currency sheet is a vast improvement keeping it all in one place, and now with the currencies being streamlined across all zones, it makes it a lot easier to understand. In fact the whole character sheet interface has been tweaked and it’s looking really polished, easy to understand and well organised.

Group with Me

Strike Slip in Scarlet Gorge

Strike Slip

One of the best new additions to Beta 5 was the Public Grouping option. This wasn’t quite functioning at the start of Beta 5 and was disabled for a short time but once it was sorted it really enhanced the feel of the world you were playing in and the invasion events. For example, you no longer feel you are fighting alone, you simply whack the big button on-screen and you’re automatically grouped with players in close vicinity. Now when fighting a RIFT or invasion you feel part of the collaborative effort to stop the Rifts in their tracks and this is what Rift as a game is all about, the common enemy no matter whether you are Defiant or Guardian. Perhaps we are seeing a shift in how we should be playing MMOs, not continuously soloing the content but actually ‘playing’ with real players. About time.

What TRION are proving with each and every Beta test is that the idea of rifts and a dynamic game world not only works in-practice, but also enhances the world and play experience. The invasions and rifts are bringing Telera to life and also bringing players together in a real sense. Of course it’s up to you how you play and you can ignore all the Rift action but then that is sort of missing the point of playing in the first place.

Stability

As far as game stability goes, there were no issues at all on my Windows 7 machine although on XP I did experience numerous crashes and lock-ups. Late on Saturday night another update was rolled out which addressed stability problems but I did not get a chance to see if it made any changes on the XP machine.

The Beta did get off to a shaky start due to the huge influx of new players who had obtained a VIP key in the days running up to the Beta start. Within the first few hours TRION had launched at least a dozen new servers to lighten the load and filter new players onto new servers. After that point there was no issue getting into the game and the queues had simply disappeared. The quick reaction by the development team is a good sign and hopefully as the game hits retail that same level of support will continue.

Bring on the Planar War

And so we head to Beta 6 which kicks off on 4 February, the Planar War. This time the level cap goes up another five notches to level 35. Until then, we’ll be keeping you up to date with all the RIFT developments throughout this week and we have some great content lined up that we’ll be working hard at pushing out.

Need a Key?

So far IncGamers has distributed around 25,000 VIP Beta keys and the last few of this last batch are almost out. The good news is we have snagged another 2500, so if anyone missed out on the current batch, more will be available this week prior to the start of Beta 6 on Friday

Tagged As: | Categories: Beta, Features

Beta 5 Update 5 28/1/2011

Posted 29 January 2011 by [1]

The servers were taken down for thirty minutes in the early hours of this morning and a new update (13.8Mb) was applied. Good to see crash issues being addressed, I’ve not had any during this test on Windows 7 but on XP it was having a few issues so we’ll see if that stops.

Update 5: 1/28/11 GENERAL

* Fixed a couple of crash issues.

* Fixed a bug with entering an instance while linkdead.

Tagged As: | Categories: Beta, Patches

Beta 5 Update 4 27/1/11

Posted 28 January 2011 by [Comments Off]

More changes on the servers in the earlier hours with a new update which comes in at 35Mb.

Update 4: 1/27/11
GAMEPLAY
* Gloamwood: Werebeast’s Foul Gale ability has been 45% de-huffed and 72% de-puffed.
* Fixed not being able to loot items above the set threshhold for non group-loot modes.

CLIENT/SERVER
* Fixed an issue causing some people to freeze on loading screen for long amounts of time, and run at extremely low framerates when finally in game.
* Added progress text to upper left corner of loading screen to help diagnose users not being able to enter the game.
* Performance and stability tweaks to servers.

Tagged As: | Categories: Beta, Patches

TRION Clarifies Position on Addons

Posted 27 January 2011 by [Comments Off]

TRION have been very upfront about how they were going to approach addons but there has been some confusion as to whether anything would be possible by the time the game was released. This evening they have clarified their position with reagrds to modifications.

There have been a lot of questions about Rift and the use of Add-ons. We’d like to clear up where we stand on this issue.

There is a lot of confusion surrounding our position on Addons and other types of UI modifications, so it is not at all surprising that a reasonable person would think that we are universally against them.

It’s true that RIFT at launch does not have any API support for addons. The reason that we have chosen to go this route is the same as we publicly described when we unveiled the game in early 2010.

Whenever we consider adding a new feature to RIFT, we first and foremost want to make sure that we ship and support it at high quality. That’s the primary yardstick we use. If we can’t, we will tend to hold off until we can.

Supporting Addons, Skinning, and other UI Modifications in a way that is of sufficiently high quality, stability, and in a way that does not allow for the creation of automated play (e.g. bots, which are inherently a negative to the overall experience) was not a task that we could afford to take lightly. Instead, we chose to provide a robust, attractive UI that players could customize in many ways.

As we work toward the future of RIFT, we will be looking to provide new ways for users to customize their experience, through more customizations and possibly all the way through addons and skinning — To us, the issue is primarily one of providing all features at the proper quality that RIFT players deserve.

This latest update will please some players and disappoint others. Addons can both be useful at times but can also be destructive as far as the gameplay is concerned. If you followed World of Warcraft, which has a very open addon API, then you’ll know that over the years many addons were released that could effectively be considered cheats. The one that springs to mind was the waypoint addon where your character could automatically move between set points. This didn’t last long and the functionality was removed and the addon development halted.

Monitoring addons can a time consuming process for a development team and I think TRION has taken the right stance with regards to addons. RIFT players want a solid stable game and I would rather development time was spent on that than watching every single addon that’s created that could potentially damage the game. TRION has done an excellent job with the interface offering everything you need to play the game, coupled with useful tooltips and quest guide markers in-game, the game doesn’t really require any additions right now. In the future maybe, but I would rather TRION out them in the game themselves.

Tagged As: | Categories: TRION News

RIFT Cinematic Trailer

Posted 27 January 2011 by [Comments Off]

OK, this just blew my mind, the RIFT Cinematic trailer which is absolutely awesome. Not much more to say really

Tagged As: , , | Categories: Video Trailers

RIFT Beta 5 Extended

Posted 27 January 2011 by [Comments Off]

Great news for those who have had to work this week, TRION has just announced that Beta 5 is being extended until 10AM on Saturday morning PST (6PM GMT). Now I can relax a little and get levelling :)

Tagged As: | Categories: Beta

Meridian City Map

Posted 27 January 2011 by [1]
Meridian City Map

Meridian City Map

So I spent quite a bit of time revisiting Meridian this evening in order to create a city map. It’s finally done and has all the class and professions trainers, vendors and crafting details. I’m pretty sure I’ve not missed anyone or anything out but if I have please let me know in the comments.

>> Meridian City Map

Tagged As: , | Categories: Features, Freemarch, Guides, Maps