The MMORPeport has posted their latest TRION visit RIFT video and they take an exclusive look at the 1.8 content.
Archive for the PvP Category
Official PvP Rewards Page Added
Posted 11 March 2011 by Rushster [Comments Off]Confused about the PvP rewards? Want to know about Prestige, Favour and ranks?
TRION has added a new PvP Rewards page to their site which covers all the basics you need to know.
While the thrill of battle alone is compelling, even the most blood-thirsty berserker can only kill out of the goodness of his heart for so long. To make sure their loyal forces are armed and eager, both Guardians and Defiant strive to compensate every Ascended according to his or her contribution to the war effort. Whether Warrior, Mage, Rogue, or Cleric, rich rewards await whenever you follow your faction’s banner into battle.
Official PvP Soul Page Added
Posted 2 March 2011 by Rushster [Comments Off]TRION has added a new page to their site this evening which explains the PvP souls, so if you like your PvP or love the Warfronts, then check out the section to find out more about each of the souls.
Once you’ve read through the new section on the PvP souls, head into The SoulBuilder to start playing around with your build stats, it’s a vital tool.
Hartsman’s Post Beta 6 Report
Posted 11 February 2011 by Rushster [2]Scott Hartsman has just posted his Beta 6 wrap-up report and in this update he talks about difficulty, the PvP servers and anti-griefing measures, and once again raid sizes. So far everything looks to be going to plan ready for launch and the previous Beta tests have really allowed TRION to test some of their ideas on real players.
Hi, everyone – We’ve dropped a little below our own bar for keeping you up to date on the state of the game, and for that I definitely apologize.
It’s not out of any desire to not keep you informed, but purely out of how many hours a week that everyone is putting into the builds, features, and updates for Open Beta, Head Start, Launch, and what comes beyond. Not an excuse, just letting you know that’s where every waking moment has been going.
With that said, we did want to get updates out on a few hot topics that have come up since Beta 6.
Let’s start with PvP in the shared world.
Just before Beta 6, we made an anti griefing change that prevented enemy wardstones at hubs and towns from being destroyed by the opposing faction, and significantly boosted guard strength around PvE hubs. We’re pretty happy with how that worked out on the PvE servers.
In time for Open Beta, we’ve developed the ability to repeal those changes on the PvP servers only, to see if they can remain playable without it. Ideally, it’s our hope that there’s gameplay value in having people being able to band together to attack and defend those areas on PvP servers.
If you choose to play on a PvP server, it’s our assumption that you not only don’t mind that level of interruption from that PvP attack-and-defense style of gameplay, but are actively excited about taking part in it. If you want uninterrupted PvE questing, choosing a PvE server is definitely recommended.
On damage tuning from Beta 6
Beta 6 was the largest test we’ve ever done. We had the largest number of people across more level ranges than ever before playing Rift. As we’re fine tuning NPC damage for launch, we got a lot of feedback (and just as importantly, combat metrics from the servers) on how everyone is performing in different level ranges. Expect further updates to these in Open Beta.
So far, in our closed testing of the current tuning, things are looking pretty positive. Finding the right balance between “too easy” and “too hard” across this many level ranges and character capacities is a challenge, and we’re looking forward to seeing what people think, and how well they perform, in the next round.
Raid development strategies, in a world with an entirely new class of content
One of the things that makes Rift different from other MMOs is that we have this entire class of content that most games don’t – The dynamic content systems that provide us the ability to create invasions, events of all sizes, ancient wardstones, colossi, and rifts. To most everyone here, that’s no big surprise.
Once you start talking about rifts, you have minor rifts (largely for solo and small group players), major rifts (for group players), expert rifts (for high end players, on par with an expert-level dungeon), and raid rifts.
Once we’re talking about those rifts at the high end of the game, those give you the ability to lure out specific encounters by picking up specific Lures. It’s that layer of content that we’ve chosen to focus on for our 10-man raid content for starters.
Most people haven’t experienced this yet in this game or any other, so it can seem as if we’re trying to short the 10-man raids by not doing 10 and 20 man versions of every instance.
Our intent is actually the opposite: This strategy lets us tailor more raid encounters for 10 mans, and giving people cooler things to do, faster, without either a) unfairly forcing people to stare at the same raid zones twice every week if multiple versions of the same zones are available, or b) forcing someone to choose between two sets of friends, if they can only do a 10 or a 20 of the same zone in a week.
Both of those are dynamics that have a lot of downside, and we’re trying to avoid things that either force burnout or force wedges between groups of friends. The dynamic content system, and its ability to provide fun content, accessibly, makes a lot of sense as a potential solution to these problems.
We expect 10 mans to be a pretty huge number of raiders all in all, and we expect to continue creating 10 man content rapidly throughout the live run of the game.
With 10 man rifts (via Lures), just like with 20 man instances, people can go do them on demand, which is another part of the strategy that might not have been clear. So, please don’t think that we’re throwing 10 man raiders to the wolves. We’re actually trying to ensure that both sizes of raiding can flourish.
As with any of our other development strategies, we’ll be keeping an eye out and seeing how it goes at mass scale, after lots of people have the chance to participate.
Do know that we’ll respond appropriately, to make sure that we’re always iterating to make the best experience that we possibly can.
- The RIFT Development Team
TRION on PvP/PvE Overlap
Posted 3 February 2011 by Rushster [3]I like a bit of PvP but only when I am up for it, I loath gankers and griefers with a passion and one of the features I am enjoying most about RIFT is the the crossover between PvE and PvP. There are changes afoot however and TRION issued an update on the latest PvP/PvE developments this evening as it’s something they are looking at really nailing down as we head toward release.
Hi, everyone.
One of the things that got a lot of testing during the most recent beta was the amount of PvP and PvE overlap that people would be experiencing on both PvP and PvE servers. If you played through Scarlet Gorge, you know that’s a great place to see how social dynamics play out.
We like the idea of PvE people being able to progress as they expect, and we also like the idea of PvP objectives for those who choose to take part.
Fortunately, both of those activities have a place in Rift.
For PvE content: We’ll be implementing some changes to PvE quest areas to lower the likelihood of griefing via blocking the opposing side’s PvE progression.
•Wardstones in Quest Camps aren’t supposed to be attackable targets, or provide rewards for defeating them. The rewards on those were a bug that’s been addressed. Those are part of the PvE land control game of rifts and invasions.
•Guard AI behavior was a little less smart than it should have been. We’re improving it such that guards behave much more like an NPC bearing that name would be expected to.
•Guards in PvE areas will prove to be considerably more challenging vs. player targets. They still provide a similar challenge to PvE invasions, but now will be much harder in PvP. We’ll be tuning this over time. Expect to see some first balance out during the next beta.
•The Porticulum Masters in particular have enlisted the help of the Portal Defense Force. When they’re attacked in PvP, you can expect them to put out a call for help over the planar Porticulum network.
For PvP gameplay:
•Expect additional PvP takeover areas across Telara. There are differently-themed, cool-looking wardstones clearly displayed as PvP targets, down to the faction inscriptions on the side. You can see examples of these PvP objectives in Scarlet Gorge.
•To help out with the spawn camping that was occurring in the shared world, Peace of the Grave (the buff granted when choosing to respawn in a graveyard) will now protect you from PvP attacks for 30 seconds, or until you take your first offensive action.
We do enjoy being able to provide gameplay for people who are fans of both types of activities.
At the places where those interests cross over into griefing in one direction or the other, please do expect us to continue tuning to ensure that the griefing potential is kept to a minimum.
– The RIFT Development Team
PvP Trailer
Posted 21 January 2011 by Rushster [2]A new trailer is out and it’s the official PvP trailer with commentary from the dev team…
Extra Map – Codex Warfront Available in RIFT Beta 4
Posted 7 January 2011 by Rushster [Comments Off]TRION has revealed that they will also be adding the Codex Warfront to beta 4 as well as the already-announced map “The Black Garden”. Details are as follows:
Codex Warfront
The Codex (Levels 20-29)
Deep in the mountains of Stonefield, an artifact known as “The Codex” stands sentinel over an ancient Ethian outpost. Kept secret for centuries by The Unspoken, the location was recently discovered by spies of the Eldritch Seekers. Now this once tranquil site is an active warfront between the Guardians and the Defiant. Who will dominate the area and unlock the secrets of The Codex?
Gameplay — Domination
Interact with control points at the major contested areas in order to dominate them. Each control point that is dominated will award your team points. Controlling the Codex will grant bonus points. You may also accrue points for your team by defeating enemy players.





