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Rift: Planes of Telara - Page 9

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myIRE
Profile Joined November 2008
Belgium229 Posts
January 08 2011 18:57 GMT
#161
Watched the trailer a few days ago, I had no idea the game was even comming out, never heard of it previously. From just watching the trailer I got this whole "wow without the cartoony style" vibe from it.
I have no idea, once it released, I might check it out but right now I feel that for a MMO to pull me away from WoW it would have to be something more "out there". Startrek should have been good but it wasn't , the next big thing is Starwars but it will probably end up sucking aswell. Besides, there are so many great games comming out in 2011 I don't even know if releasing an MMO is such a great idea, I think you could easily fill your time up with all the SP/MP games. But props for the developers trying to bring out a new product when WoW is just so massive.
Freedom is the most contageous virus known to men.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2011-01-08 20:58:20
January 08 2011 20:57 GMT
#162
I just played for an hour or so and got to level 5... all by myself. I couldn't find anyone to party with me.

So far I couldn't find anything bad with it. On the other hand,
+ Show Spoiler +
After playing the FF14 beta, I bet I think any other game is good.

Did anyone try partying yet? How does looting go when you are in a party? Is it like GW which loots are assigned and reserved to particular party members? I am not playing the game if looting is FFA like in D2.
https://twitter.com/SufficientStats
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 08 2011 21:05 GMT
#163
On January 09 2011 03:07 Aurra wrote:
"Beta" is not an excuse for lack of content. They are competing with World of Warcraft content as it stands right now, not World of Warcraft content as it stood in beta.

A new MMO either needs game mechanics that set itself apart from the competition or content that vastly superior than the competition. From what I can tell, Rift has neither.

I'm not saying that the game is bad, I just see no reason to play this over WoW.

Although I'm sure will be a successful MMO regardless as there are plenty of disgruntled WOW players. :p


I find criticizing lack of content in the beta a bit trivial, seeing as they are blatantly gating content to test specific stuff. The real answer to the question of end game content is: who knows? It has not been made available to the public just yet.
sleeepy
Profile Blog Joined September 2009
Canada777 Posts
January 09 2011 03:32 GMT
#164
Ok so I actually did get my key for this. The starting zone looked good and the game is fun overall, but once I went back in time or whatever the game won't stop crashing. Anyone else have this problem?
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 09 2011 05:54 GMT
#165
Do you have an ATI video card?
sleeepy
Profile Blog Joined September 2009
Canada777 Posts
January 09 2011 06:05 GMT
#166
No.

Actually it was probably just a bad install because I went to the file recovery and didn't have any problems since.

Anyways my thoughts on playing for ~4 hours: I've gotten up to level 10 as a Shaman/Druid/Justicar and so far the game is way too easy. You can easily take 2-3 mobs at a time with no threat of dying while dealing good damage too. The rifts are more enjoyable than I thought they would be. Especially the elite mob invasions that take some teamwork to beat. But after a while I feel like the rifts happen way too frequently and start to get stale. Most of them end up with 40 players spawncamping the poor demons who go in 5 at a time. Unless they're elite invasions there's absolutely no threat. There's nothing here to really warrant a buy, especially with GW2 coming out soon, looking better and with no subscription fees. Maybe if they lower their sub fees to $10 they may get better business but as it stands, if you have $15/month to spend, there's no reason to pick this over WoW.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
January 09 2011 07:29 GMT
#167
I think the game characters are kind of ugly. It's not to my taste.

It's still way better than FF14 though.
https://twitter.com/SufficientStats
Ighox
Profile Joined July 2009
Norway580 Posts
January 10 2011 00:37 GMT
#168
On January 09 2011 05:57 Sufficiency wrote:
I just played for an hour or so and got to level 5... all by myself. I couldn't find anyone to party with me.

So far I couldn't find anything bad with it. On the other hand,
+ Show Spoiler +
After playing the FF14 beta, I bet I think any other game is good.

Did anyone try partying yet? How does looting go when you are in a party? Is it like GW which loots are assigned and reserved to particular party members? I am not playing the game if looting is FFA like in D2.

Looting in groups is just like most other games, need/pass roll system and the group leader has the ability to change it to a few other options, but need/pass roll is the default.
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 10 2011 12:51 GMT
#169
So, my weekend experience is over. I'll be writing up a wrap up / recap post here, probably around lunch time, to offer my opinion and insight.
Kultom
Profile Joined March 2010
Norway59 Posts
January 10 2011 14:12 GMT
#170
Played this all weekend, lvl 18 NE Champ\Rift\Warlord. Best first experience in an MMO since Age of Conan.And well, Age blew my gaming mind with the awesome GFX and nice starting area. RIFT just feels like a really good game, nice story/background. Good graphics and cool critters to crush. Quests are quite varied, and not to much back and forth traveling required.

Anyone who has played WAR and liked that, will be pleased with RIFT, and I think most MMO fans will have to give this game a shot.

I, for one, am prepared to give this game the 1 month that comes with the pre-order, I for sure will get to the level cap rather fast when this is released. Lets hope it has some kind of endgame.
Live long and prosper
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
January 10 2011 14:27 GMT
#171
Well I pre-ordered with the 20% off at D2D after getting to 17 and playing the first dungeon over the weekend. If I am gonna play a mmo it may as well be new and interesting

There are some things they need to work on, like the rift events need to somehow auto-group people involved and allow healing to contribute to your little progress bar. I also worry about faction balance, it seems way more people even in beta play Defiant. 2 faction MMOs without faction balance suck for PVP. they rob both sides of fun.
Domen2
Profile Joined May 2010
Norway8 Posts
January 10 2011 15:01 GMT
#172
Pre-ordered it, downloading the beta client now
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 10 2011 17:14 GMT
#173
To start off, let me present my MMORPG experience so that you can have an idea of where I am coming from. I played Ultima Online through the Second Age, for about 2 years. Then moved on to Dark Age of Camelot until the release of World of Warcraft. I have been playing a Rogue in WoW since release and am currently still an active raider. I am a progression oriented player, with a high focus on end game content. I played a Paragon/Riftstalker for this review, which is a melee dps.

The first thing I'd like to hit is the Graphics and the UI. The UI, as most of you can see, is pretty much a blatant rip off from World of Warcraft. I, personally, have no issue with this whatsoever. Why re-invent the wheel? It's streamlined and has decent functionality. You can scale the UI to resize and drag any window or bar anywhere you would like, something that WoW does not offer without use of addons. My one gripe with the UI is the key bindings. I was unable to locate, which is not to say that this does not exist, a function to keybind my non-primary action bars. This function absolutely needs to be implemented.

The graphics are pretty darn good and I found myself staring at some environments and just thinking "Wow, this is gorgeous". That being said, the game does not currently offer AA and because of that some of the models remain a little rough. I am not sure if they plan to support it or not, but it would definitely help. I had poor frame rates on Max settings in the first beta event, but this has been rectified. Trion did an excellent job of working out the performance issues and I was able to get 70+ FPS in high traffic areas with ease. The MOB models looked pretty nice and there was considerable variance, though I didn't get past level 22 content, so there could be some reuse of models later on. All in all, I'm pretty pleased witht he visual experience that Rift offers, though I do not put much weight personally into graphics when determining whether or not I will play a game.

Combat was pretty common place. Not a whole lot of shiny new stuff here. Rogue classes work off of combo points, exactly like WoW. Warriors use some sort of stamina, similar to energy, and can generate "Attack Points" to use to unleash various finishers. The one gripe I had with the Warrior resource, was that I had a seemingly endless supply. I never had to stop to think about what skill I wanted to use or pool them. I just mashed the buttons in what seemed to be the most effective order. Mage classes use Charge, which is built up by casting spells. Each spell gives a set amount of charge. Charge can be used to do a bunch of neat things, like blow stuff up or reduce mana cost of your next spell. There is no penalty for having a full bar all of the time, other than you do not generate more. It does not drain while in combat once it is gained unless you use it, but once you are out of combat it depletes rapidly. Clerics have no extra resource other than mana.

I found a lot of stuff pretty well in place. The combat animations are much more fluid than World of Warcraft, but they aren't perfect by any means. Damage and healing is displayed in a manner similar to scrolling combat text from WoW, which I prefer, so that is a plus. All in all, I pretty much feel like I am playing any current age MMO when engaging in combat. This may or may not be a positive depending on what you prefer.

PvE was pretty much common place when compared to Warcraft as well. Questing was very similar and I oftentimes would have forgotten that I wasn't playing WoW if the game didn't look so much different. There were some neat quests here and there, but I digress, it's nothing to write home about. The one nice thing about leveling, is at least at the levels that are available, grinding was a viable option for gaining experience. Sometimes I just want to kill things mindlessly and level up and it was nice to have that option. There are also other ways to level up, including PvP experience and collecting Artifacts. Artifacts are remotely interesting, in that they encourage you to explore and try to jump around and do neat stuff with the environment. They work basically, by completing a set. Each artifact will require a set amount of items, which when collected, will form the artifact. I have not found an artifact that works as an actual piece of gear or item yet, but the ones that I have found can be turned in for reasonable experience as well as some good like gold and potions. Artifacts are placed in locations around the world and must be picked up. They are often hidden and require you to be looking out for them. I've found a few in really random places, like in trees that I've climbed while I was jumping around waiting for friends, or ontop of mountains that didn't look like they were meant to be climbed. Pretty neat feature.

Now for the money PvE feature, Rifts. If you are not familiar with the concept, basically what happens, is that randomly, a rift of a specific elemental plane will open. There are stages that you must beat, that require defeating monsters, to close the rifts. They are generally pretty powerful and can be solo'd, but it would take some time. If you successfully close the rift, you are awarded with items, ranging from gear to tokens that can be traded in for crafting materials and neat little clicky items, such as life steal consumables or damage absorbs. If you fail to close the rift, mobs will begin pouring out and begin their warpath to take over any quest hub or town in their vacinity. These can be quite brutal, especially if multiple rifts go unchecked, as you are battling quite a few mobs. I have never been able to successfully solo one of these. It may be possible to do with a self healing class, but I did not have any sort of ability to heal. If they succeed in taking over the town, they will spawn a sort of "mini rift" that spews forth more mobs. They will remain there until killed. One of the cooler features is that different elemental mobs will battle each other. If Fire takes over my town and Water decides it wants to send a force over, they will battle. It's remotely entertaining and highly chaotic. You always have to be aware of where the forces are moving if they are on the map and really shouldn't go afk in a town, as you're likely going to come back dead. It made for a pretty interesting experience. I will admit I was frustrated at times, like when I would go out questing and come back to my hub with 40 + mobs that are 3 levels higher than me dominating the NPCs. All in all, I find Rifts to be a pretty entertaining feature and allow something for you to do other than just mindlessly grind quests or mobs. The rewards also seemed to be pretty powerful, so there is incentive to participate.

I don't really see a NEED for auto grouping for rifts, because everyone gets credit for anything, even if they do not tap the mob. It certainly couldn't hurt though, I suppose. I'm not aware if healing does not contribute to your reward for Rift participation, but if it doesn't, it really needs too and I would imagine that would get changed before release.

The class system is very robust and I found it quite enjoyable. I had a pretty difficult time finding a class since there are so many options and I'm not sure I've really found "my" class just yet. Really, any type of traditional RPG class you can think of exists or can be created through the soul system. If you want to be a caster that does shadow damage and has an elemental pet, you can do that. If you want to be a melee dps that shoots fireballs, you can do that too. It's quite flexible, and even though it may take some time, I feel like anyone can find a class that appeals to their play style.

There are obviously still some balance issues right now and I would imagine that they are being fixed. Rogue damage seems to be too low and Clerics, particularly ones of the DPS tree, seem to be very well off, often being able to stay alive 2v1 and 3v1. It has yet to be determined as to whether or not this is because Clerics are too good or the damage classes don't do enough damage. I am reserving judgement on this until release. The generalizations above were taken from quotes by the devs.

PvP seems to be very straight forward as well, too. The first "Warfront" was available this weekend for testing. Warfront's are basically battlegrounds with objectives that must be achieved for victory, aka WoW's PvP. The one that was available was a hold the flag for points type deal. You got points for killing, but the majority of the points were from holding the item. It seemed reasonably fun for what it was, but I was personally hoping for something a little more unique. I will not be discussing PvP balance, because I am totally clueless on the subject and it would just be purely speculation.

I did play on a PvP server, so Rifts often generated some inter-faction conflict. I was pretty happy to see both factions fighting for them and hope that it continues into release. It adds another dimension into an aspect of the game that I was already pretty happy with.

Overall, Based on my experience through 4 beta weekends, I would say that if you are looking for an alternative to WoW, Rift can definitely be that. If you like the basic fundamentals WoW has, Rift did an awesome job of just transposing them into a new game, with new environment, new story, and some new classes to learn. The class system is phenomenal and if they can balance it reasonably well, I will be a large advocate of the system. The Rifts are fun and are generally rewarding.

If you are looking for something brand new and totally innovative, this game will not be your cup of tea. You're probably already entrenched in WoW and unless you just want a change of scenery, this game may not do it for you. I feel like the game will garner a reasonable amount of support soley from disgruntled WoW players, but it certainly will not be the WoW killer.

Feel free to direct any questions to me and I will do my best to answer. I apologize for the huge wall of text and hope you get something out of this!
ProdT
Profile Joined January 2009
United States170 Posts
January 10 2011 18:29 GMT
#174
Damn, I wasn't done testing. I wonder when the next beta is going to be.
turamn
Profile Blog Joined October 2010
United States1374 Posts
Last Edited: 2011-01-10 19:10:16
January 10 2011 18:33 GMT
#175
Starts the 25th
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
January 10 2011 18:55 GMT
#176
On January 11 2011 02:14 turamn wrote:
To start off, let me present my MMORPG experience so that you can have an idea of where I am coming from. I played Ultima Online through the Second Age, for about 2 years. Then moved on to Dark Age of Camelot until the release of World of Warcraft. I have been playing a Rogue in WoW since release and am currently still an active raider. I am a progression oriented player, with a high focus on end game content. I played a Paragon/Riftstalker for this review, which is a melee dps.

The first thing I'd like to hit is the Graphics and the UI. The UI, as most of you can see, is pretty much a blatant rip off from World of Warcraft. I, personally, have no issue with this whatsoever. Why re-invent the wheel? It's streamlined and has decent functionality. You can scale the UI to resize and drag any window or bar anywhere you would like, something that WoW does not offer without use of addons. My one gripe with the UI is the key bindings. I was unable to locate, which is not to say that this does not exist, a function to keybind my non-primary action bars. This function absolutely needs to be implemented.

The graphics are pretty darn good and I found myself staring at some environments and just thinking "Wow, this is gorgeous". That being said, the game does not currently offer AA and because of that some of the models remain a little rough. I am not sure if they plan to support it or not, but it would definitely help. I had poor frame rates on Max settings in the first beta event, but this has been rectified. Trion did an excellent job of working out the performance issues and I was able to get 70+ FPS in high traffic areas with ease. The MOB models looked pretty nice and there was considerable variance, though I didn't get past level 22 content, so there could be some reuse of models later on. All in all, I'm pretty pleased witht he visual experience that Rift offers, though I do not put much weight personally into graphics when determining whether or not I will play a game.

Combat was pretty common place. Not a whole lot of shiny new stuff here. Rogue classes work off of combo points, exactly like WoW. Warriors use some sort of stamina, similar to energy, and can generate "Attack Points" to use to unleash various finishers. The one gripe I had with the Warrior resource, was that I had a seemingly endless supply. I never had to stop to think about what skill I wanted to use or pool them. I just mashed the buttons in what seemed to be the most effective order. Mage classes use Charge, which is built up by casting spells. Each spell gives a set amount of charge. Charge can be used to do a bunch of neat things, like blow stuff up or reduce mana cost of your next spell. There is no penalty for having a full bar all of the time, other than you do not generate more. It does not drain while in combat once it is gained unless you use it, but once you are out of combat it depletes rapidly. Clerics have no extra resource other than mana.

I found a lot of stuff pretty well in place. The combat animations are much more fluid than World of Warcraft, but they aren't perfect by any means. Damage and healing is displayed in a manner similar to scrolling combat text from WoW, which I prefer, so that is a plus. All in all, I pretty much feel like I am playing any current age MMO when engaging in combat. This may or may not be a positive depending on what you prefer.

PvE was pretty much common place when compared to Warcraft as well. Questing was very similar and I oftentimes would have forgotten that I wasn't playing WoW if the game didn't look so much different. There were some neat quests here and there, but I digress, it's nothing to write home about. The one nice thing about leveling, is at least at the levels that are available, grinding was a viable option for gaining experience. Sometimes I just want to kill things mindlessly and level up and it was nice to have that option. There are also other ways to level up, including PvP experience and collecting Artifacts. Artifacts are remotely interesting, in that they encourage you to explore and try to jump around and do neat stuff with the environment. They work basically, by completing a set. Each artifact will require a set amount of items, which when collected, will form the artifact. I have not found an artifact that works as an actual piece of gear or item yet, but the ones that I have found can be turned in for reasonable experience as well as some good like gold and potions. Artifacts are placed in locations around the world and must be picked up. They are often hidden and require you to be looking out for them. I've found a few in really random places, like in trees that I've climbed while I was jumping around waiting for friends, or ontop of mountains that didn't look like they were meant to be climbed. Pretty neat feature.

Now for the money PvE feature, Rifts. If you are not familiar with the concept, basically what happens, is that randomly, a rift of a specific elemental plane will open. There are stages that you must beat, that require defeating monsters, to close the rifts. They are generally pretty powerful and can be solo'd, but it would take some time. If you successfully close the rift, you are awarded with items, ranging from gear to tokens that can be traded in for crafting materials and neat little clicky items, such as life steal consumables or damage absorbs. If you fail to close the rift, mobs will begin pouring out and begin their warpath to take over any quest hub or town in their vacinity. These can be quite brutal, especially if multiple rifts go unchecked, as you are battling quite a few mobs. I have never been able to successfully solo one of these. It may be possible to do with a self healing class, but I did not have any sort of ability to heal. If they succeed in taking over the town, they will spawn a sort of "mini rift" that spews forth more mobs. They will remain there until killed. One of the cooler features is that different elemental mobs will battle each other. If Fire takes over my town and Water decides it wants to send a force over, they will battle. It's remotely entertaining and highly chaotic. You always have to be aware of where the forces are moving if they are on the map and really shouldn't go afk in a town, as you're likely going to come back dead. It made for a pretty interesting experience. I will admit I was frustrated at times, like when I would go out questing and come back to my hub with 40 + mobs that are 3 levels higher than me dominating the NPCs. All in all, I find Rifts to be a pretty entertaining feature and allow something for you to do other than just mindlessly grind quests or mobs. The rewards also seemed to be pretty powerful, so there is incentive to participate.

I don't really see a NEED for auto grouping for rifts, because everyone gets credit for anything, even if they do not tap the mob. It certainly couldn't hurt though, I suppose. I'm not aware if healing does not contribute to your reward for Rift participation, but if it doesn't, it really needs too and I would imagine that would get changed before release.

The class system is very robust and I found it quite enjoyable. I had a pretty difficult time finding a class since there are so many options and I'm not sure I've really found "my" class just yet. Really, any type of traditional RPG class you can think of exists or can be created through the soul system. If you want to be a caster that does shadow damage and has an elemental pet, you can do that. If you want to be a melee dps that shoots fireballs, you can do that too. It's quite flexible, and even though it may take some time, I feel like anyone can find a class that appeals to their play style.

There are obviously still some balance issues right now and I would imagine that they are being fixed. Rogue damage seems to be too low and Clerics, particularly ones of the DPS tree, seem to be very well off, often being able to stay alive 2v1 and 3v1. It has yet to be determined as to whether or not this is because Clerics are too good or the damage classes don't do enough damage. I am reserving judgement on this until release. The generalizations above were taken from quotes by the devs.

PvP seems to be very straight forward as well, too. The first "Warfront" was available this weekend for testing. Warfront's are basically battlegrounds with objectives that must be achieved for victory, aka WoW's PvP. The one that was available was a hold the flag for points type deal. You got points for killing, but the majority of the points were from holding the item. It seemed reasonably fun for what it was, but I was personally hoping for something a little more unique. I will not be discussing PvP balance, because I am totally clueless on the subject and it would just be purely speculation.

I did play on a PvP server, so Rifts often generated some inter-faction conflict. I was pretty happy to see both factions fighting for them and hope that it continues into release. It adds another dimension into an aspect of the game that I was already pretty happy with.

Overall, Based on my experience through 4 beta weekends, I would say that if you are looking for an alternative to WoW, Rift can definitely be that. If you like the basic fundamentals WoW has, Rift did an awesome job of just transposing them into a new game, with new environment, new story, and some new classes to learn. The class system is phenomenal and if they can balance it reasonably well, I will be a large advocate of the system. The Rifts are fun and are generally rewarding.

If you are looking for something brand new and totally innovative, this game will not be your cup of tea. You're probably already entrenched in WoW and unless you just want a change of scenery, this game may not do it for you. I feel like the game will garner a reasonable amount of support soley from disgruntled WoW players, but it certainly will not be the WoW killer.

Feel free to direct any questions to me and I will do my best to answer. I apologize for the huge wall of text and hope you get something out of this!


Great write-up, thanks!
sleeepy
Profile Blog Joined September 2009
Canada777 Posts
January 10 2011 19:04 GMT
#177
turamn wrote:
My one gripe with the UI is the key bindings. I was unable to locate, which is not to say that this does not exist, a function to keybind my non-primary action bars. This function absolutely needs to be implemented.


You can do this by going main menus -> key bindings -> select the icon you want bound and hit a key.

ProdT wrote:
Damn, I wasn't done testing. I wonder when the next beta is going to be.


I've heard Jan. 22 or 25 from people in game. Then again I also heard this beta was supposed to be extended to Wednesday so you really can't put a lot of trust into that.

----------------------------------------------------------------------------------------------------------------------------------------------

Going to post some thoughts here now that the beta is over. Graphics were okay, but I really don't care what they look like as long as I can figure out what I'm doing. The art style was kind of generic but I guess it worked.

The soul system is pretty awesome and is a great selling point for the game. Tons of customization options regardless of what class you picked. Not only can you mix different roles to suit your preferred playstyle but you can swap to a new role if needed. However I did hear some mention about "PvP souls" that I don't like. I don't think they're in game yet, but from what I understand each class will have 1 PvP-focused soul tree so if you want to be effective in PvP you're kind of forced into that. Sound to me like a lame excuse to not balance all the souls for PvP.

PvP itself is nothing new. If you've played WoW you'll know how this works. It's also horribly imbalanced. As a DPS Cleric I was able to faceroll anyone I dueled and dominate warfronts (did not experience world PvP). I simply dealt way too much damage for the amount of survivability and self-heals I was getting. Once you hit 18 and get a 6 second auto attack slow, you're pretty much unstoppable because the only way to win is to kite but with that slow there's no kiting.

The first warfront is pretty poorly designed. It has all these side-routes that make it look interesting when in reality it's a straight line from your spawn to objective to their spawn. It's also way too small, you can hit a large part of the battlefield with ranged attacks while still in your spawn. It's just boring because every match was both teams running face-first into each other and whoever won the first fight and got the objective was 10x more likely to win.

PvE is my least favorite part of MMOs, but here is was quite enjoyable. The quest design was pretty generic but that doesn't matter when you have rifts and massive events. Just going around killing rifts in a large group gives enough xp and good rewards so you don't even have to quest all that much. You just get a feeling of empowerment when you see 50+ guys roaming together battling wave after wave of creatures. The massive events are like this but even better. Basically once a day some huge invasion will happen. You'll get text on the screen and a quest with 5+ parts to it that everyone participates in. The entire map becomes covered in rifts and invasion paths as everyone works together to complete whatever objectives they must. It really is an epic feeling.

One last thing I want to mention is that I'm so glad they made crafting items better than quest rewards of the same level. It really does give you incentive to craft when you know you can use something you just made and have it be useful rather than have to level your skill a bunch before you can start making good items.

Rift is a pretty good game. I'm not much of an MMO player but I was quite impressed by the rifts and everything else was roughly par with WoW. I don't know if I'll buy it though; GW2 is coming out and it doesn't have a monthly fee so I'll probably pick that up instead. It's still worth a try though if they do any more betas/open beta.
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 10 2011 19:10 GMT
#178
Sleeepy, that's exactly what I was looking for. Of course, I made no attempt to actually see if it worked. Whoops!

Anyway, Rift Junkies has the beta schedule. Here you go.

Rift Beta Events

* -“Warfronts!” event four: 1/7-1/10
* -“Battle of the Ascends” event five: 1/25-1/27
* -“Planar War” event six: 2/4-2/7
* -“Telara the Merciless” event seven: 2/15-2/22
Fishball
Profile Joined December 2005
Canada4788 Posts
January 10 2011 19:12 GMT
#179
On January 11 2011 02:14 turamn wrote:
+ Show Spoiler +
To start off, let me present my MMORPG experience so that you can have an idea of where I am coming from. I played Ultima Online through the Second Age, for about 2 years. Then moved on to Dark Age of Camelot until the release of World of Warcraft. I have been playing a Rogue in WoW since release and am currently still an active raider. I am a progression oriented player, with a high focus on end game content. I played a Paragon/Riftstalker for this review, which is a melee dps.

The first thing I'd like to hit is the Graphics and the UI. The UI, as most of you can see, is pretty much a blatant rip off from World of Warcraft. I, personally, have no issue with this whatsoever. Why re-invent the wheel? It's streamlined and has decent functionality. You can scale the UI to resize and drag any window or bar anywhere you would like, something that WoW does not offer without use of addons. My one gripe with the UI is the key bindings. I was unable to locate, which is not to say that this does not exist, a function to keybind my non-primary action bars. This function absolutely needs to be implemented.

The graphics are pretty darn good and I found myself staring at some environments and just thinking "Wow, this is gorgeous". That being said, the game does not currently offer AA and because of that some of the models remain a little rough. I am not sure if they plan to support it or not, but it would definitely help. I had poor frame rates on Max settings in the first beta event, but this has been rectified. Trion did an excellent job of working out the performance issues and I was able to get 70+ FPS in high traffic areas with ease. The MOB models looked pretty nice and there was considerable variance, though I didn't get past level 22 content, so there could be some reuse of models later on. All in all, I'm pretty pleased witht he visual experience that Rift offers, though I do not put much weight personally into graphics when determining whether or not I will play a game.

Combat was pretty common place. Not a whole lot of shiny new stuff here. Rogue classes work off of combo points, exactly like WoW. Warriors use some sort of stamina, similar to energy, and can generate "Attack Points" to use to unleash various finishers. The one gripe I had with the Warrior resource, was that I had a seemingly endless supply. I never had to stop to think about what skill I wanted to use or pool them. I just mashed the buttons in what seemed to be the most effective order. Mage classes use Charge, which is built up by casting spells. Each spell gives a set amount of charge. Charge can be used to do a bunch of neat things, like blow stuff up or reduce mana cost of your next spell. There is no penalty for having a full bar all of the time, other than you do not generate more. It does not drain while in combat once it is gained unless you use it, but once you are out of combat it depletes rapidly. Clerics have no extra resource other than mana.

I found a lot of stuff pretty well in place. The combat animations are much more fluid than World of Warcraft, but they aren't perfect by any means. Damage and healing is displayed in a manner similar to scrolling combat text from WoW, which I prefer, so that is a plus. All in all, I pretty much feel like I am playing any current age MMO when engaging in combat. This may or may not be a positive depending on what you prefer.

PvE was pretty much common place when compared to Warcraft as well. Questing was very similar and I oftentimes would have forgotten that I wasn't playing WoW if the game didn't look so much different. There were some neat quests here and there, but I digress, it's nothing to write home about. The one nice thing about leveling, is at least at the levels that are available, grinding was a viable option for gaining experience. Sometimes I just want to kill things mindlessly and level up and it was nice to have that option. There are also other ways to level up, including PvP experience and collecting Artifacts. Artifacts are remotely interesting, in that they encourage you to explore and try to jump around and do neat stuff with the environment. They work basically, by completing a set. Each artifact will require a set amount of items, which when collected, will form the artifact. I have not found an artifact that works as an actual piece of gear or item yet, but the ones that I have found can be turned in for reasonable experience as well as some good like gold and potions. Artifacts are placed in locations around the world and must be picked up. They are often hidden and require you to be looking out for them. I've found a few in really random places, like in trees that I've climbed while I was jumping around waiting for friends, or ontop of mountains that didn't look like they were meant to be climbed. Pretty neat feature.

Now for the money PvE feature, Rifts. If you are not familiar with the concept, basically what happens, is that randomly, a rift of a specific elemental plane will open. There are stages that you must beat, that require defeating monsters, to close the rifts. They are generally pretty powerful and can be solo'd, but it would take some time. If you successfully close the rift, you are awarded with items, ranging from gear to tokens that can be traded in for crafting materials and neat little clicky items, such as life steal consumables or damage absorbs. If you fail to close the rift, mobs will begin pouring out and begin their warpath to take over any quest hub or town in their vacinity. These can be quite brutal, especially if multiple rifts go unchecked, as you are battling quite a few mobs. I have never been able to successfully solo one of these. It may be possible to do with a self healing class, but I did not have any sort of ability to heal. If they succeed in taking over the town, they will spawn a sort of "mini rift" that spews forth more mobs. They will remain there until killed. One of the cooler features is that different elemental mobs will battle each other. If Fire takes over my town and Water decides it wants to send a force over, they will battle. It's remotely entertaining and highly chaotic. You always have to be aware of where the forces are moving if they are on the map and really shouldn't go afk in a town, as you're likely going to come back dead. It made for a pretty interesting experience. I will admit I was frustrated at times, like when I would go out questing and come back to my hub with 40 + mobs that are 3 levels higher than me dominating the NPCs. All in all, I find Rifts to be a pretty entertaining feature and allow something for you to do other than just mindlessly grind quests or mobs. The rewards also seemed to be pretty powerful, so there is incentive to participate.

I don't really see a NEED for auto grouping for rifts, because everyone gets credit for anything, even if they do not tap the mob. It certainly couldn't hurt though, I suppose. I'm not aware if healing does not contribute to your reward for Rift participation, but if it doesn't, it really needs too and I would imagine that would get changed before release.

The class system is very robust and I found it quite enjoyable. I had a pretty difficult time finding a class since there are so many options and I'm not sure I've really found "my" class just yet. Really, any type of traditional RPG class you can think of exists or can be created through the soul system. If you want to be a caster that does shadow damage and has an elemental pet, you can do that. If you want to be a melee dps that shoots fireballs, you can do that too. It's quite flexible, and even though it may take some time, I feel like anyone can find a class that appeals to their play style.

There are obviously still some balance issues right now and I would imagine that they are being fixed. Rogue damage seems to be too low and Clerics, particularly ones of the DPS tree, seem to be very well off, often being able to stay alive 2v1 and 3v1. It has yet to be determined as to whether or not this is because Clerics are too good or the damage classes don't do enough damage. I am reserving judgement on this until release. The generalizations above were taken from quotes by the devs.

PvP seems to be very straight forward as well, too. The first "Warfront" was available this weekend for testing. Warfront's are basically battlegrounds with objectives that must be achieved for victory, aka WoW's PvP. The one that was available was a hold the flag for points type deal. You got points for killing, but the majority of the points were from holding the item. It seemed reasonably fun for what it was, but I was personally hoping for something a little more unique. I will not be discussing PvP balance, because I am totally clueless on the subject and it would just be purely speculation.

I did play on a PvP server, so Rifts often generated some inter-faction conflict. I was pretty happy to see both factions fighting for them and hope that it continues into release. It adds another dimension into an aspect of the game that I was already pretty happy with.

Overall, Based on my experience through 4 beta weekends, I would say that if you are looking for an alternative to WoW, Rift can definitely be that. If you like the basic fundamentals WoW has, Rift did an awesome job of just transposing them into a new game, with new environment, new story, and some new classes to learn. The class system is phenomenal and if they can balance it reasonably well, I will be a large advocate of the system. The Rifts are fun and are generally rewarding.

If you are looking for something brand new and totally innovative, this game will not be your cup of tea. You're probably already entrenched in WoW and unless you just want a change of scenery, this game may not do it for you. I feel like the game will garner a reasonable amount of support soley from disgruntled WoW players, but it certainly will not be the WoW killer.

Feel free to direct any questions to me and I will do my best to answer. I apologize for the huge wall of text and hope you get something out of this!


Good write up. It is reviews like this that I've been waiting for. Wish more could people give their insight in depth. It greatly influences my decision to pick up the game or not.
靈魂交響曲
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 10 2011 19:29 GMT
#180
Thanks! I wanted to write more, but I am at work so I did not have much time. I also didnt want to write an entire page of text in the thread that people had to sift through. Perhaps Ill make a blog and link it here so I can touch on some more things.
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