Tuesday, October 16, 2012

The Latest on Storm Legion

***Before you begin reading, know that this post contains massive spoilers for the expansion.***

Oh expansion time!  How I love thee!  Expansions can breathe new life into a decaying setting.  They can even clean the slate and provide a fresh start.  However, in the case of Storm Legion, Trion is doing neither.  Instead, they're taking a product happily situated at 8 on a scale of 1 to 10 and notching it up to 13 on that same scale.  And with any expansion, there's always the build-up.  Ah ,yes, the build-up: the steady line of information that paces our jubilation that if done without would result in a collective explosion of heads.

Today, Gamespot has loosed a video packed full of intriguing insights and amazing announcements regarding Storm Legion.  And if the alliteration wasn't enough to make it obvious, let it be clear that this is not just another video about known, stale information.  Rather, Gamespot has provided quite a bit of completely new information to whet our appetites.  You can find the video here.

So what did we learn today?  Quite a lot, actually!  Here's a laundry list of every revelation provided.  Do note I am purposely omitting what I consider to be stale information we were already aware of.
  • Geography
    • 11 New zones
    • A new zone called Morban which is very "dark" and "deathly".  The trees and monster models were particularly impressive.
    • A new zone called Seratos which is a life-based land that has been recently taken over by the plane of death.  In particular, they visited a very gloomy area called "The Pus Swamp".
  • Raiding and Dungeons
    • A new sliver (10m raid instance)
    • A world boss where you are standing on floating platforms the boss will try to knock you off of.  A jump puzzle is present to get you back up to the platforms should you fall.
    • New Dungeon: Unhallowed Boneforge featuring amazing monster models and a "disgusting, frightening" theme of flesh-born constructs and bone.
    • The Regulos raid features pulsating, corridors and walls of flesh.  You will also fight Kain (the zone event boss from Stillmoor) in his reanimated and "ultimate" (huge and grotesque) form.
  • PvP
    • New Conquest maps (note the 's' for plurality)
    • A brand new Warfront and new modes for many existing Warfronts
  • Dimensions
    • Multi-selection of world object available
    • Items will come from almost anywhere in game but crafting will play a huge role
    • Full addon support with XML hooks to do a wide array of interesting things.  One specific example the speaker noted was that he had already seen addons in play that make mathematical models of dimensional objects and allow you to recreate those exact objects in any dimension so long as you have the necessary items in your inventory.
    • Guild quest master in your dimensions
    • Bartenders and other NPCs
    • Minigames are in the works
    • Combat in dimensions is disabled at the moment while Trion tests the load dimensions put on the servers but the plan is to eventually remove this restriction
    • Golem Foundry dungeon slated to be a guild dimension
  • Guilds 
    • Now cap at level 25
  • Miscellaneous
    • All new music across the entire expansion and just the few songs I heard during the video were AMAZING
    • The infinity gate unlocks access to the planes and Trion is already planning their next expansion.  This next expansion will (he hinted at this) focus on taking the fight into the planes themselves.
Quite honestly, the first thing that comes to mind upon reading through the list and considering what we already know about Storm Legion is a blatantly cliche "holy shit...".  I spent 7 years of my life in Azeroth hanging by every thread of information revealed for World of Warcraft's many expansions yet Storm Legion already makes each of them look trivial by comparison.  I've already taken the 12th, 13th and 14th off of work for vacation but it would seem I may consider dropping from 15th from my work calendar as well.

A Word About Rogues and Energy Starvation

The argument itself seems ancient yet here we are in 2012 beating the proverbial dead horse with a piece of its own skeletal remains.  As the peaks of an oncoming storm materialize on the horizon, Rogues around Telara are gleefully slashing away at the remnants of Infernal Dawn.  Some Rogues are timing plane shifts to maintain 100% uptime of Ruthless Stalker and, even with Anthem of Fervor are seeing dead air from time to time as they halt the rotation to allow their energy to catch up.  Other Rogues are perched at a distance Strafing away with barely a care in the world despite the absence of even Living Energy.  Side how you'd like on the issue at hand but at least admit that one thing is perfectly clear:  energy starvation is not fun.  It is not "fun" when forced to stop what you are doing before being allowed to take more actions.  It is not "fun" having your rhythym disrupted by error messages.  You can argue it's reasonable.  You can argue it's necessary.  But, quite simply, nobody argues that it's fun.

It's therefore my intention with this post to disregard any arguments about "fun" and instead focus on the other aspects of energy starvation.  For example, is it reasonable?  To begin to answer this question, we need to first understand why we have energy in the first place.  First and foremost, energy is a resource which Rogue's spend to perform actions.  Every ability has an energy cost and these costs vary widely.  As an example, however, assume with me for a moment that all Rogue abilities cost 1 energy from a rapidly regenerating pool of 100.  Further, assume that the regeneration rate is 2 energy every 0.75 seconds.  Under this extreme premise, it's obvious that energy starvation is not mathematically possible as it would be required that you work two off-GCD cooldowns into your "rotation" between every two abilities you use for 99 consecutive GCDs.  Given the small subset of off-GCD cooldowns available to any Rogue spec, this is not possible.  So the question follows:  under this example, what use would energy be at all?  Why even have energy?  It's at this point energy would have become nothing more than a pink bar taking up UI space.  I think we can all agree that a scenario such as this is neither realistic nor does it make any sense in a game where all four callings do indeed have a "resource".  Based on this, I would argue that unless we are planning on throwing out the entire concept of "resources" in Rift, some form of resource "management" must exist for each calling.  Yet in the first paragraph we agreed that energy starvation or, stated universally, resource deprivation, is not fun.  So where is the middle ground in this debate?

My argument I plan to support is as follows:


Energy starvation should only come into play when the Rogue deviates from his role's intention or when encountering extraneous circumstances.


In using the word "intention", I'm referring to the most basic design philosophy behind each soul the Rogue is using.  In Storm Legion, this philosophy is referred to as a "gift".  Each soul has a "gift" the describes the intention of that soul.  For example, a soul designed for DPS will have the gift of "1% damage increase per point spent in the soul".  So take for example the current Ranger build of 51RNG/15MM/0SIN.  All three of these souls have the intention of damage dealing.  More specifically, all three of these souls specialize in single-target damage.  My reasoning, then, is that any single-target, damaging abilities performed from any of these three souls should never result in energy starvation.  As another example, consider the AoE DPS soul of Saboteur.  By the aforementioned logic, any AoE damaging abilities performed from the Saboteur soul should never result in energy starvation.  As one last example, consider the tanking soul of Riftstalker and... hopefully you get the picture.

In actuality, the above examples and reasoning are merely stepping stones en route to my larger point:  so long as the abilities you are using are consistent with the intentions of the souls they come from, energy starvation should be off the table.

We did say, however, that the initial scenario where energy starvation was mathematically removed from possibility was nonsensical and unrealistic.  So when should energy starvation be a valid concern?  My belief is that energy starvation should come into play when the Rogue uses abilities that deviate from intentions of the souls they come from.  As an example, Static Shot can be found in the Marksman soul - a soul designed for single-target DPS - yet it's effect is not one of single-target damage.  Rather it is a utility available to Marksmen allowing them to root their target in place.  Likewise, Fanout is a Marksman ability enabling the Rogue to pump out some AoE damage when needed.  However, like Static Shot, Fanout is not central to the design philosophy of single-target damage for the Marksman soul.  It is my belief that using such abilities should bring energy starvation to the table for Marksman Rogues.

So take this reasoning and pass it around to each of the souls.  What results is a clear philosophy wherein abilities that are consistent with their soul's intention are designed with the preventions of energy starvation in mind while those abilities that are available from the soul but not consistent with the soul's core purpose may cause it.  Stated plainly, if I'm going through my single target Marksman rotation on Warboss Drakk but need to Eradicate three times to remove his buff, I should expect a brief period of energy starvation as a result for that choice of utility over the soul's primary intention (As a side note, I find the 1.11 change of a 5s CD on Eradicate to be the wrong way of going about things.  Rather, I feel Eradicate should simply have its energy cost increased drastically such that spamming it is impossible).  Likewise, if I'm pumping single-target Ranger damage into Laethys but need to spam Trick Shot and use Consussive Blast when the adds are brought in, I should expect a brief energy deficiency.  The obvious should also be stated: there are mechanics available to various soul's in Rift that are intended to starve Rogues of energy.  Their use should absolutely come with the desired effect.

In closing, energy starvation should never be an issue when a Rogue is simply fulfilling their spec's primary objectives.  Energy starvation should only come into play when the Rogue chooses to step outside the prescribed intention for his respective souls or when extraneous circumstances, such as another player using an energy-draining/hindering ability, cause it to occur.  There is nothing "fun" about energy starvation but without energy as a limiting resource in some regard, its existence is entirely unnecessary.  What are your thoughts on Rogue energy?  Do you agree with me or do you take issue with some of my points?  Let me know in the comments below or on the official Rift forums!

Synovia's Pre-Storm Legion Quality of Life Wish List

Greetings, all!  Synovia here and, after a modest hiatus from being able to type effectively due to a broken arm, I'm now back and fired up for Storm Legion!  Rift has come a long way and with Storm Legion, I can say with both confidence and first-hand experience that's it's going even further.  Although I can't talk about specifics of the last beta because, like anyone that participated I'm under NDA, I can tell you that there is much to look forward to.  The zones are huge.  The new city is amazing.  Dimensions are ridiculously cool and the new souls are absolutely fantastic.  Rest assured we're all in for a serious treat come November 13, 2012.

With that said, I'm afraid I can't go into any further detail at this time so I'd like to switch gears.  Instead of talking about what's to come, I'd like to discuss the present and, in particular, offer a wish list for simple, quality of life changes I would absolutely love to see in Rift before Storm Legion hits store shelves.  I'm going to offer these up in a simple list format so feel free to add to the list yourself should you see something missing that you'd really like!
  1. Auto-sort Checkbox.  Please make this checkbox persist between sessions.  I use this feature a lot and I also log in and out of the game a lot.  It's very annoying to have the check it every time.
  2. Auto-sort for Bank.  It's a great feature for the player inventory so let's extend it to the bank as well.  Adding it to the guild bank could also be a plus.
  3. Automatic Deposit of Crafting Items.  Guild Wars 2 allows you to automatically deposit any crafting items in your personal inventory directly to your bank from anywhere in the world.  This is an amazing feature I'd love to see in Rift.
  4. Default to First AH Item. When using the AH, it's very common that I'm buying multiple auctions.  For example, I might be buying Exquisite Whetstones or Heroic Powersurge Vials to stock up for raids.  Currently, when you buyout any auction, your "selection" goes away and you have to click the next auction you want to buyout before being able to do so.  Please automatically select the next auction in the list for us.  In many cases it will save a click.
  5. Loop Music. This one has been asked for countless times in the past so what's one more attempt?  Rift has some great music but, unfortunately, you rarely get to hear it as it is cut up and split about into snippets.  Only a few examples exist where we actually get to  hear a full song so I'd like a loop music interface option that allows the music to play continuously.
  6. Soul Tree Unlock.  This idea was proposed on the Rift forums here.  Essentially, allow trainers to enable us to "unlock" the soul trees to play around with the points without having to untrain all souls and start from scratch.  The desire for this undoubtedly comes from the regularity with which we all adjust our builds only slightly.
  7. Remove Falling Damage in Conquest.  How fun would it be if you could leap from cliffs without the threat of death?  How much quicker would battles appear in Stillmoor if you could ride a relatively straight line to your destination instead of having to trek a mile off the beaten path?  Many complain that Conquest isn't even PvP so let's get the fighting started sooner rather than later.
  8. Reward 2-3 Unseen/Eye Notoriety per Honorable Kill in Warfronts.  This, to me, is a no-brainer.  I've been a long-time advocate of the reduction in tedious grinds in Rift and ever since PvP Rifts went the way of the normal dungeon, the treadmill for this particular notoriety has been particularly painful.
I debated about waiting to publish this post in the interest of adding more to the above list but, given the timing, I feel it's appropriate.  What are your thoughts on these 8 items and what simple enhancements would you want in Rift before Storm Legion?  You can respond in the comments below or in the official thread on the Rift forums.

Friday, September 21, 2012

Further Improving Conquest and Some Quality of Life Changes

With this installment to the Ascended Chronicle, I talk through some additional changes I'd like to see in Rift with respect to Conquest and, generally, quality of life.  As a disclaimer, I definitely intend on getting back to writing rather than always doing videos but, as I describe in the video below, I recently snapped my humerus pitching and have 4-5 more weeks of a dead right arm to go!


As always, feedback is very much welcome in the comments below or in the original post on the Rift forums!

Thursday, September 6, 2012

Trion: Steal These Ideas

For this installment to the Ascended Chronicle, I thought I'd do something a little different.  Recently, I've been playing some Guild Wars 2 and have come to love some of the ideas therein.  Before any assumptions are made, I generally play two MMOs at a time and Rift is on lock as one of those until the day should come that Trion turns off the servers.

So with that out of the way, I've created a video for your viewing (dis)pleasure wherein I cover some of the concepts in Guild Wars 2 that I would really like to see Rift adopt.  Before we begin, here are some caveats to consider:
  1. I have never once in my life made a video before so my overall skillset in working with videos is severely lacking.
  2. The video is long (20+ minutes).  This was partly done because I didn't want to "rush" through any of the concepts but, undoubtedly, another reason behind its length is simply because I took a bit long to cover some of the concepts and, in my opinion, talked too much as well.
So, without further ado (lol adieu), take a look and, afterwards, let me know your thoughts!


Saturday, September 1, 2012

Storm Legion Thus Far

UPDATED 9/2/12:  Rogue/Bard changes, new zone, cloak update, onslaughts/invasions, and Hunt Rifts.

To date only a bit has been revealed about Storm Legion aside from it's tripling of Telara's known landmass.  A couple weeks ago, we were treated to the new Mage soul and a bit of scenery within a future raid.  Aside from a snippet here and a hint there, Trion has been relatively quiet with regards to what seems to be one of the largest expansions in MMO history with respect to actual content.  With PAX this weekend, however, some new information has come to light.  With this entry to the Ascended Chronicle, I'll discuss the newest information revealed about Storm Legion.  Please note that I will not be covering anything that is already available on Trion's own Storm Legion minisite unless there is additional information to be shared.  In avoidance of rambling, let's get started:
  • World Boss: Volan
    • An extremely massive technological feat in the form of a mechanical golem
    • Multi-phase encounter that causes Volan to dynamically change tactics and move about the environment even crushing through walls or scaling bridges from below
    • Multiple, targetable attack points where destroying one part of Volan changes how the fight operates
  • Account-Wide Planar Attunement
    • A very welcome change that essentially makes alts playable again for those who attempt to stay on the cutting edge of content
    • The details are a bit sketchy at the moment but it is generally accepted that PA will be truly account-wide in that all characters on an account will have the same number of PA levels.  In other words, if you earn a PA level on your Rogue, your Mage alt also earns a PA level.
  • Planar Attunement Scaling
    • Currently, every PA level is 500,000 experience points.  In Storm Legion, PA will be scaled such that the less PA levels you have already earned, the less XP you'll need to earn one.
    • Basically, with no PA levels, PA will be extremely easy to earn but towards the cap, it will be quite an effort.
  • In-game Transactions
    • Quite a fuss was made about this particular revelation when the following was noticed during a PAX stream:

    • Tin foil hats were adorned and conspiracy theories of Rift Free-to-play abounded yet with no grounds.  Per Scott Hartsman, the shopping cart icon opens up a UI within Rift itself that allows players to make any of the purchases they would otherwise have to open a browser up to do.  Specifically, he called out that Storm Legion itself would be purchasable directly in-game.  He also mentioned that the Collector's Edition upgrade, the White Tiger mount and any other currently-purchasable items will be available therein.
  • Storm Legion Beta will be "Open"
    • There's not much to say about this other than the fact that the beta has been confirmed as "open" thus allowing anyone and everyone to participate.  Well-supported speculation points to a separate Public Test Shard specifically for Storm Legion that will be made available to which you can copy a character to.
  • New Soul Revelations
    • The remaining three souls will be revealed in the following order:  Warrior, Rogue and then Cleric.
    • It is widely believed that the new soul names for these three callings will be: Tempest, Tactician and Defiler respectively.
    • Tactician has been 100% confirmed and is absolutely the new Rogue soul.  Nothing else has been revealed about the soul but screen capture showed a build of 56 Bard, 15 Tactician and 0 Assassin for whatever that's worth.

  • New Dungeon Names
    • We already know that Storm Legion will ship with seven new dungeons but only a couple names had been up until PAX.
    • The names for all seven dungeons are as follows:
      • Exodus of the Storm Queen (50-52)
      • Storm Breaker Protocol (52-54)
      • Unhallowed Boneforge (56-58)
      • Golem Foundry (58-60)
      • Archive of Flesh (58-60)
      • Empyrean Core (60)
      • Tower of the Shattered (60)
  • New Zone Names
    • The map is still a work in progress but here are some zone names that were revealed at PAX:
      • The Dendrome (sp? - the text was hard to make out)
      • Ashora
      • Kingsward
      • Ardent Domain
      • Kingdown of Pilldani (again, sp?)
      • Stratos
      • Cape Juli (sp?)
      • Steppes of Ininity
      • Tempest Bay
      • The Fetid Planes
  • Regulos Will Be Fought
    • The raid itself is, which is currently called "Endless Eclipse" and is obviously heavily death-themed, so far seems as though you are inside pulsating, rotting flesh.
    • Not much else to say about this so I'll repeat it: you will be fighting Regulos in this expansion
  • New Quest Types
    • More quests will be made available from world objects and drops.
    • An additional type of quest called a Carnage quest can automatically appear on your screen when you enter an area and, for example, ask that you obliterate 20 nearby mobs.
  • New Stat: Resist All
    • This showed up on a screenshot of a cloak tooltip.
    • Resist all will be available for cloaks and jewery
  • Rogue/Bard Changes
    • Motifs now automatically refresh when finishers are used
    • Cadence can be cast while moving
    • Combo points are now stored on the Rogue and not on the mob
    • New ability called "Necrotic Core" which is similar to a Saboteur's Chemical Bomb that the Rogue "Tactician" soul brings to the table
    • Bards are getting a direct heal
    • Bards are not getting a battle res.  Further, encounters are being steered away from the need of having multiple battle reses.
  • City Core
    • New "dense" zone that appears to be an old, destroyed city with a dense mob population and supposedly has quite a "lot" to do
  • Cloaks
    • We already knew about cloaks coming to Storm Legion but it should be noted that cloaks are part of the wardrobe slots and can be hidden or shown per taste.
  • Onslaughts and Invasions
    • Onslaughts and wardstone defense are now shown on the map and kept updated
  • Hunt Rifts
    • Similar to current Rifts except that each stage is more "objective" based.  Further, Hunt Rifts often feature stages where you have to defend against increasingly difficult waves of mobs.
So that's what we have for now.  As more information comes to light, I'll be sure to share it.  My thanks goes out to the many astute players over at the official Rift forums whom have all contributed with screenshots, quotes and more to bring out as much Storm Legion information as possible.  As new information comes to light, I intend to update this post so we can keep the information centralized for easy access.




Thursday, August 16, 2012

Our First Look at Dimensions in Rift

A friend of mine in college once said that if you want to get your girlfriend into video games, get her a copy of The Sims.  He referred to the game as the "gateway drug" of PC gaming.  After all, and let's be honest, who doesn't like carving out their own little space in the world?  The concept of player housing is as old as MMOs themselves and countless, differing implementations have found their way into the games we've played.  With Storm Legion, Trion is bringing their own flavor of player housing to Telara.  These alternate realities known as "Dimensions" allow players (and guilds!) to carve out literally any spot of Telara as their own.  The result is an alternate reality of that particular area you've chosen within which you can craft your personal kingdom.

Recently Trion demonstrated where they are with Dimensions and, to be modest, they did not disappoint.  Let's take a look at this new feature in action:


So what did we learn?
  • Players will acquire "keys" that allow them to access their own dimension.  You may have as many dimensions as you want but only one active one.
  • The dimensions themselves are completely customizable in the sense that you can place any object, anywhere.  Further, each item can be scaled and rotated.
  • You can even adjust the environment of your dimension.  Dip your toes into the dessert sands, throw your arms in the air and yell "Make it rain!".
  • You can invite other players into your dimension
  • Guilds can carve out their own dimension for the guild
  • Since the dimension is completely customizable, you can think outside the box in terms of making it your own.  As you saw, they built a tree house!
  • Lighting will be dynamic.  Want a lamp in that corner?  Move it around and, in real time, see how the lighting would change in the room.
  • You can give other players "edit" control in your dimension.
  • Items for dimensions will be obtainable through all different aspects of Rift including, but not limited to PvP, raids, crafting and dungeons.
  • Guild dimensions can even be set inside of dungeons or raids as "hinted" at by the following Trion post:  http://forums.riftgame.com/rift-general-discussions/general-discussion/329861-gamescom-video-featuring-housing-more.html#post3925494
The above is by no means an exhaustive list of what we've learned so far but it's certainly enough to whet the appetite.  Speaking entirely for myself, I believe the above video alone added one more day of vacation to my already planned absence from work when Storm Legion is released!

With all this said, there is still quite a bit to speculate on.  Here's a list of questions that comes to mind almost immediately:
  1. How much will dimensions cost?  Is there an upkeep?  
  2. Will it be possible to add training dummies to your dimension and perhaps a buff bot (i.e. Fervor) therein so you can practice your rotations?
  3. What about bank access?  Or, alternatively, will there be alternate storage in your dimension?
  4. How will players "carve" out their place in the world?  Will they literally carve out a plot of land that will then be presented in an alternate reality or are the locations predetermined?
  5. From an RP perspective, are new animations such as sitting in a chair or lying down on a bed going to be implemented?
The list could proceed ad nauseum but why not sound off with your own questions?  What would you like to see done with Rift Dimensions on top of that which has already been revealed?

Tuesday, August 14, 2012

Proof, Again, That Trion Listens to Their Players

Despite fears my writing would be both sloppy and spastic, I rapidly fired up Blogger this morning in response to something recently witnessed: Trion, yet again, listening to their players.  If you haven't been on the PTS forums of late, this thread stands as a spectacle of admiration and trust for a company that truly "gets it".  For those without the time or desire to read through myriad pages in a thread, I'll give you the headline straight away:  Trion plans to completely normalize PvP in Rift.  Simply typing that sentence almost brings a gleeful tear to my eye.  As I read Elrar's post, I was struck with simultaneous disbelief and exuberance.

As I've argued in some previous posts, the PvP gear grind in Rift is atrociously long.  Once you hit 50, all your work is still ahead of you in terms of reaching a level of gear that one could deem you "competitive" in PvP.  The math supports this fact.  Experience supports this fact and, what's more is, that I'm going through it right now on my freshly-50 Warrior.  I'm seeing it first hand and it's absolutely not fun in the slightest.  I even went as far as to ask the Warriors in my guild for a spec that would bring high survivability while allowing me to "contribute meaningfully" in PvP while I'm still gearing out.  The result was a sword and board spec that is a mere annoyance to casters.  I still die in approximately 3 seconds.  I still do absolutely no damage to my targets and even the proverbial "bread and butter" of the spec (draining mana, interrupting casts, CCing) seems almost completely ineffective.  Being right in the middle of this painful grind, I'm a walking, talking advertisement for PvP normalization.  Hopefully this adequately illustrates my simultaneous relief and joy when the aforementioned thread hit the boards.

So what is PvP normalization?  It can mean many things but the end result aimed for my any attempt at normalization is balanced, competitive PvP for all right out of the gates.  That last part is worth repeating: balanced, competitive PvP for all right out of the gates.  It defies all reason that anyone would oppose such an advancement yet we have precisely that occurring from a vocal minority on the boards whom believe Rift PvP should be about gear progression where the reward for "putting in the time" should be the ability to "dominate those still putting in theirs".  Advocates of this position won't phrase it that way and they'll fight you tooth and nail about the fact that their gear provides an almost insurmountable advantage in PvP but, as they say about Science and that which applies here as well, the good thing about it is that it's true whether you believe it or not.

Rift's take on PvP normalization, at this time, is straightforward and strictly aimed at providing an opportunity to collect data and measure the effectiveness of such a system.  In short, PA will continue to provide its benefits but gear will not be considered in instanced PvP.  Prior to the effects of PA being calculated, all stats will be set to competitive levels for all players regardless of gear.  Your health, attack power, spell power and more will all be set for you.  Again, I can't explain adequately with words how excited I am for this change.

Of course the counter arguments abound, one more ridiculous than the next.  I've already read countless posts arguing against such a system claiming that open-world PvP would be ruined under this rule set.  The irony here is that normalizing open-world PvP is fundamentally impossible when you actually stop and consider it so the entire argument never really gets off the ground.  Rest assured, Trion is referring to "instanced" PvP for normalization as there truly is no way to "normalize" open-world PvP effectively.

Another popular argument is the tired and worn assertion that if you normalize PvP then PvE gear with procs becomes king of the proverbial hill.  In a game where weapon procs are regularly just a chance to deal negligible chunks of damage, I would personally be fine without even considering this edge case yet Trion is already a step ahead of the ball and has stated they are ensuring they handle edge cases such as this.  Truly, this argument has no leg to stand on either.

Then there are those who claim that Rift was implemented as a "gear-based, progression MMO" and therefore normalizing PvP should be off the table.  Were there ever a more asinine argument within the confines of Rift, I've not seen it.  Attempting to argue this point would be like arguing that an Italian restaurant should never put anything on their menu that isn't Italian regardless of how good the dish may be.  If it's good, and the people want it, then why wouldn't you?  There is nothing preventing such an addition other than your own imaginary allegiances.  Normalized, competitive PvP and gear-based, PvE progression can quite easily and happily coexist in this wonderful game and it's long overdue that people begin realizing this.  I invite anyone who witnesses a shallow and fragile argument thrown out by those opposing such a system for PvP to fire back and do so firmly.  

So how would I normalize PvP in Rift?  Aside from the obvious evening out of stats across the board, I would do the following:

  1. Keep PvP gear in the game so that players whom prefer to only PvP still have gear enough to be effective in IAs, dungeons, and more
  2. Disable all procs in PvP
  3. Disable all synergy crystals in PvP
  4. Get rid of valor and vengeance alike and put a blanket damage reduction in PvP
  5. If necessary, also put a blanket healing reduction (or increase depending on what's needed) in PvP
  6. Expand the mercenary system to queue players regardless of "faction" but implement a feature that allows players to queue only for their own faction.  This, of course, would lead to slightly longer queue times for them but it would be their choice.
Let's usher in an era of balanced, competitive PvP in Rift.  Let's pull in those subscriptions from avid PvPers that otherwise would never be.  Most importantly, let's show Trion our support for actually listening to their player base.  Rest assured that the feedback offered thus far on Trion's attempt at PvP normalization has been overwhelmingly positive but never forget that it sometimes only takes a vocal minority to ruin progress for the whole.


Friday, July 27, 2012

Rift Reloaded: How I Would Improve Rift

Rift is, without a doubt, the best MMO on the market today.  I've done seven years of WoW, six months of Final Fantasy XI and three months of Warhammer Online, Star Wars: The Old Republic and Aion alike.  I've played Guild Wars 2 extensively (quite a bit more than just a lone beta weekend if you catch my drift).  I've done a month of Tera and I have an active account for The Secret World as I type this.  All of these games bring something positive to the table but none of them can compete with the overall quality of Rift.  Comparatively, Guild Wars 2 and WoW have better PvP.  Aion and Final Fantasy XI have significantly better music and provide superior overall immersion.  Tera, by and large, has combat that is a bit more fun and engaging.  Star Wars: The Old Republic has an incredible companion and crafting system that leaves Rift's traditional MMO crafting system in the dust and even Warhammer Online has some bits and pieces such as keep sieges that leave perhaps a small bit to be desired in Telara.  Rift may not be the best at any particular category, although I'd make an exception for Rift's raid content.  Yet Rift is good at just about everything leaving us with an exceptionally polished and high quality MMO.  With all this said, however, are there improvements to be made?  Absolutely.  As any MMO company knows, the real work begins once the game has shipped and nobody comes even remotely close to challenging the speed and scope by which Trion delivers outstanding content.

Despite patch 1.9 being a very recent addition to the game, patch 1.10 is already well under way.  Further, Rift's Storm Legion expansion is pending a Fall release.  Guild Wars 2 releases at the end of August.  Mists of Pandaria hits shelves less than a month later.  I want nothing more than Trion to not only compete with these titles, but to really show the world that Rift is, has been and will continue to be the best MMO available.  It is in the spirit of this cause I present my thoughts on how I would personally improve Rift in the coming months.  This list is not exhaustive and I'm purposely leaving out substantial features such as "a new raid" or "a new Warfront".  Rather these changes are focused in large part around improvements that can be made to the existing content of the game to the benefit of players everywhere.  Without further adieu, let's begin:
  • General
    • A "loop music" feature has been added to the UI under "Audio".
    • Attentive travelers may now encounter a few new musical tracks throughout Telara!
    • The LFD tool is now cross-faction!
    • Disgruntled Defiants and grouchy Guardians may now defect from their faction.  A new epic questline is now available for each Defiant and Guardian should they choose to defect.  Returning to one's original faction is possible but let's just say one must "pay their dues" to win back the favor of their original comrades.
    • The races of Telara are no longer faction-specific.  Kelari Guardians?  Dwarf Defiants?  You bet!
    • All new titles associated with the leaderboards have been added.  Think you're hardcore enough to earn the most favor in a week?  Prove it!  Think your guild is good enough to complete Hammerknell Fortress in record time?  Get to it!  Title rewards are shown in the leaderboards UI similar to how they are shown in the achievements UI.
    • Tier 3 Planar Attunement has now arrived and offers new interesting abilities for all elemental schools along with some modest stat improvements.
    • New weather effects have been added to the game including sandstorms in Shimmersand and thunderstorms in Moonshade Highlands.  Weather effects can be toggled in UI settings.
    • Training abilities at your class trainer may now be done in bulk.  Click the "Train All" button and you will be prompted with the total cost.
  • Character
    • In the interest of maintaining an RP-friendly environment, moderation is getting a much-needed boost for RP shards.  Naming policies and chat guidelines will be strictly enforced on these realms.  Potential transfers to RP shards will be prompted of these policies and must accept them before being allowed to transfer there.
    • Players may now create a background or story behind their character that is visible to other players through inspection.  To access your back story, open up the character panel and select "Background".
  • Questing
    • We realize that questing is significantly slower than other leveling methods.  As such, experience rewarded for quests has been increased across the board.  This increase is less noticeable at lower levels but is substantial at higher levels.  For example, a level 40 quest that presently rewards 3000 experience upon completion, will now reward approximately 7000 instead.
    • We've streamlined many of the quest hubs and "tied them together" a bit better so players have more direction while questing.  No more should you have to wander aimlessly in search of peril!
  • Conquest
    • The Oathsworn, Nightfall and Dominion alike have perfected a means such that players no longer take falling damage while in Conquest.
    • The total number of extractors has been reduced to 20.  Zerg play can be fun but capturing and holding an extractor should be important.
    • The amount of Empowered Sourcestone mined by an extractor increases over time.
    • The portal destinations of Caer Mathos, The Eye of Regulos, Burlingham and Briarcliff now have portals of their own.  Visiting one of these locations allows you to port to any other portal you currently own.
    • Base mounted speed in Conquest has been increased to 150% for all participants. Mounted speed can still be improved through crafting.
    • Favor and prestige gains for defending an extractor have been slightly increased
    • Favor and prestige gains for capturing an extractor have been substantially increased
    • During the final 10 minutes after a Conquest match has been won, a moderate bonus to favor and prestige gains is applied.
    • The kill counter has been reduced from 5000 to 4000.
    • The sudden death timer that begins when a faction hits or exceeds 60% ownership, has been reduced from 10 minutes to 5 minutes.
  • PvP
    • PvP gear vendors now provide only two sets of PvP gear for purchase: the previous tier and the current tier.  The prices for the previous tier gear set have been set to the prices that presently exist for the lowest tier of PvP gear while the prices for the  "current" tier gear have been set to the prices that presently exists for the highest tier of PvP gear.
    • Notoriety with The Unseen and The Order of the Eye is now obtainable within Warfronts.
    • Mounts, costumes, weapon effects, companions and more!  All new vanity items are available through the PvP vendors, for some favor of course.  Many of these items carry rank restrictions so hit the battlefield and perhaps you can one day own your very own Fluffy, the Destroyer of Worlds!
    • In order to keep lower-level PvP as competitive as possible, Warfronts while leveling now automatically bolster all participants to the maximum level for that Warfront bracket.
    • The PvP planar attunement trees are now "separate" from the elemental trees and favor is now the currency for this instead of experience points.  Any existing points spent in a PvP hex will stay but future points will now leverage favor instead of experience.  Respecing Planar Attunement will now return favor for any PvP hexes.
  • Instant Adventure
    • Instant Adventure has been overhauled to tell more of a story with each campaign.  No more mindless "kill 10 wolves because that's what the quest tracker says".
    • To accommodate story-telling as part of Instant Adventure, experience and loot rewards have been adjusted.  The result should be a slight overall increase in the amount of XP and loot you receive compared to Instant Adventures of old.
    • Instant Adventure has arrived for Scarwood Reach, Scarlet Gorge, Moonshade Highlands and Iron Pine Peak!
    • The ability to queue for Instant Adventure per zone regardless of present location is back and all zones are now listed in the IA panel.  Queuing for a random adventure still exists and provides a bonus to IA gains for a fixed number of IA campaigns that day.
  • Dungeons
    • Rewards for completing a random dungeon have been adjusted and ascended now have a choice among the following:
      • 6 Plaques of Achievement
      • 4 Marks of Ascension
      • 3 Greater Marks of Ascension
      • 2 Infernal Marks
      • 10 Inscribed Sourcestone
  • Crafting
    • A whole new line of enhancements for Seals are now available for Runecrafters.  Want to have your attacks apply a stacking fire DoT instead of that 9 AP rune?  Now you can!  Want getting hit to provide a 20% chance of increasing your mitigation?  Go for it!
    • A new section to the personal bank is now available for storing crafting mats and, what's more, this section is account-wide so you can now use crafting mats from any of your characters for any of your characters.  And, yes, you can use these crafting mats directly from the bank without needing to have them in your inventory.
    • An assortment of recipes for vanity items have been added to the game files and can be acquired throughout Telara!  Sometimes the best reward for churning out a well-made potion is the ability to transform into a werewolf!
This list is far from complete but, in the interest of brevity, I'll stop there.  These are merely some of the improvements I would make to Rift with the goal of improving engagement and generally making the playing experience more fun overall.
What are your thoughts on these changes?  Do you find them agreeable or are there some you are opposed to?

Thursday, July 19, 2012

Rift PvP and the Curious Case of Supporting Barriers to Entry

The title itself is baffling enough on its own but when you step back and consider it being said without even the slightest intention of sarcasm, it can conjure up desires to slam one's own head in the freezer door ad nauseum.  Yet, sadly, this is precisely where we find ourselves at this point in Rift's history: the majority clamoring for a reduction to the grind found throughout Telara while a small but extremely vocal minority arrives on the scene to fight this cause within an inch of their collective lives.  It's baffling.  It's unimaginable.  And, yes, it's very curious indeed.

In an earlier blog post, written prior to the implementation of Conquest, I laid out a collection of unarguable math that vividly illustrates an extremely clear point: if you want to PvP on a relatively level playing field, you're looking at an absolute bare minimum of 50.5 hours inside Warfronts beforehand.  Think about that for a moment.  50.5 hours.  Fifty-point-five hours.  Five, zero, point, five hours.  Given the most optimal possible situation imaginable, this is the bare minimum amount of time you'll have to "put in" before you will be at a gear level I am being extremely generous in calling "competitive".  For anyone capable of looking at the bigger picture, the argument ends right there.  No further examination required.  No more debate about it.  However, the vocal minority, for reasons that elude me, is quick to assault what is quite reasonable logic with tired and worn arguments whose existence in MMOs of today is a travesty on their own.  With this entry to The Ascended Chronicle, I'd like to examine these arguments, dissect them and close the proverbial book on the case once and for all.  Without further adieu, let's begin.

Argument 1:  You just want everything handed to you without having to work for it.  You're lazy and need to put in the time and effort just like the rest of us did.

This argument is so easily destroyed I almost hesitate to address it but, in the interest of thoroughness, it needs to be done.  To begin, consider the use of the terms "time and effort".  You may substitute your own synonyms at your leisure but the sentiment remains: the vocal minority claims we need to work hard to achieve our goals which, in the case at hand, is simply to obtain enough PvP gear to be competitive.  In the real world, this is a noble and proper position to take: work hard, put in your time and enjoy the rewards of your sweat-born efforts.  This is the mindset that built the railroads, put the first plane in the sky and cured polio.  The problem is that we aren't talking about the real world.  We're talking about a video game set in a fictitious, fantasy world called Telara.  We're speaking of a destination we collectively turn to for a break from reality - a respite of enjoyment where the material world slips into the background and fun replaces obligation and responsibility.  If you think otherwise, then I respectfully urge you to take an extended break from the game to assess your goals and aspirations.  What follows from all this comes easily: under the umbrella of video gaming, concepts of "hard work" and "putting in the time" needn't apply.  Concepts of "having fun", "enjoying the game" and "competing against fellow gamers" do.  It's not about "wanting things handed to you".  It's about enjoying the game and being able to compete during your time therein.  Being a doormat for those gone before while you "put in your time" is not fun and it's not good for the game.  Allowing people to compete the onset is.

Argument 2:  If you're going to ask for PvP gear to be practically handed out then I want PvE gear practically handed out too.

The issues with this argument are so plain and so readily visible that they practically jump off the page.  Here we are comparing two different systems, PvP and PvE, and claiming that an adjustment to one necessitates and adjustment to the other.  The counter argument could honestly stop there as no further rebuttal is required to expose the fallacy of this worldview.  But were I to do this, I'd be shirking my duty to not just counter these arguments but to destroy them outright.  PvE in Rift is a purposely gated system of linear progression.  You start at some arbitrary point about the PvE difficulty spectrum and you progress onward to be met with increasingly difficult challenges as you become ready.  If you are brand new to Rift raiding, and a fresh 50, you might begin in the Drowned Halls and Greenscales Blight.  After you are comfortable with the encounters therein and have gotten some drops thrown your way, you might venture into Hammerknell Fortress to test yourself against even more challenging encounters still.  The cycle continues and the challenges will wait as long as you need them too.  In PvP, the opposite is true.  From the moment you enter Rift PvP, you are immediately thrown to the wolves.  You may occasionally find yourself in a very loosely "matched" Warfront but even the matched Warfronts themselves are not perfect barriers preventing the entry of vastly superior opposition.  I'd be a much wealthier man were I paid for each time I arrived in a matched Warfront during low prestige levels only to be obliterated by a max-rank opponent.  In other words, there is no gating and there is no "progression" - there is only Rift PvP.  Rift's PvP system, using a PvE metaphor, would be like facing Prince Hylas one moment and the very next being thrown into Laethys' treasure room.  Tell me: would your outlook on Rift PvE be different were that actually the case?

Argument 3:  I don't know what you're talking about.  I was able to "compete" from the very moment I stepped into Warfronts and there were many ways for me to contribute even with no PvP gear at all.

This is often an argument of last resort when the vocal minority realizes the ground beneath their feet is anything but solid.  Specifically, they are attempting to equate the terms "compete" and "contribute" and are referring to particular abilities and play styles that allow them to "take part" in PvP with at least some level of effectiveness.  You'll hear them refer to Marksman Eradicate spam, being a pocket healer for some exceptionally-geared Warrior or perhaps running as a tank and holding on to a vessel in some dark corner of the Library.  Are these actions representative of "competing" in PvP?  No - they are without a doubt ways to "contribute" but they are most certainly not "competing".  Competing must be considered with respect to a level playing field.  Everyone inherently knows whether or not they are "competitive" but to illustrate it clearly, consider yourself a Warrior and, standing before you, is a Warrior competitor.  Your opponent has 1300 valor, 100 vengeance and 11,000 health.  You have 1000 valor from the Ascended Courage buff, perhaps 20 vengeance and 6,500 health.  Tell me and be honest: who is going to win this battle?  Barring unforeseen circumstances of a kitten pulling the plug on his router mid-battle or Steam deciding it needs to download it's 27th Team Fortress updates this week, do you have even the slightest chance against this opponent?  I know, you know and everybody knows that the deck is more than just stacked against you here and your chances of defeating this opponent fall somewhere between winning the lottery and lightning chiseling out a blueprint for Meridian in the grass of your backyard.  Certainly you could "contribute" in this circumstance.  Perhaps you can survive long enough to waste that Warrior's time while your team captures another node in The Codex.  Alternatively, maybe you decide to mount up and lead our mentally challenged friend on a chase around Whitefall Steppes thus taking him out of the game for the time being.  The fact remains that you are not at all "competing" - you are "contributing" and the two are very different.  To some, simply "contributing" in gimmicky, one-off manners such as these may prove adequate sustenance while you put in your time towards competitiveness.  For most of us, however, this is not engaging game play and is absolutely no substitute for real competition.

Undoubtedly there are more arguments that could be presented here but in the interest of forgoing the production of a novel, I'll consider the point made with these three.  To be clear, the entire concept of rallying in favor of barriers to entry defies logic.  I don't know when this argument will be officially voted upon by Trion's development but with the release of Guild Wars 2 looming in the shadows, this decision cannot come soon enough.

Tuesday, July 17, 2012

Arena in Rift: What Would it Look Like?

Arena.  The word itself presents a vortex of wild opinion swirling about the MMO landscape. To some, Azeroth's arenas provided the lone reason to log in each day.  To others, arena was the clear antagonist behind incessant balance tweaks and countless fits of rage.  Blizzard said themselves that their implementation of Arena in World of Warcraft was a mistake so why would we want such a system in Rift?  The answer is quite simple:
  1. Rift currently lacks any semblance of "rated" or "competitive" PvP.
  2. With history as their guide, Trion can do it better
To the first point, let's consider the experience from a PvE perspective.  Several months ago, if you were a Warrior toting around a Kraken's Spine there was a certain level of unspoken respect involved.  It's the MMO equivalent of a trophy case - you wear your accomplishments on your sleeve, so to speak, and people know automatically that either you, your guild or both are good players whom have accomplished something very challenging.  It wasn't simply a matter of time before you got your Kraken's Spine as no amount of idling around could help you dodge those phase 4 waves bent on sweeping you from Akylios' platform.  In contrast, everything in Rift PvP is constrained by time and time alone.  After perhaps 100 hours, you'll have enough favor for a full set of the mid-tier PvP gear.  After perhaps 200 hours, you'll have enough for the high-end tier but with each new tier of PvE content, comes a new tier of PvP gear that pushes everything down a level and the cycle repeats itself.  Let me ask you something: when you see a Warrior with 10K health in Whitefall Steppes, what does that level of HP and the associated visuals from his or her gear say about that player's skill level?  Here's the answer: not a damn thing.  At best you could make a loose argument that, since the player has obviously put in enough time to get all that gear, their skill level should at least be marginally beyond a certain threshold but can you be certain of this?  Some of the weakest players I know have extremely high /played times.  Speaking for myself, I have over 50 days /played on my Rogue alone but I'd hardly consider myself a "high-end" PvPer.  The clear bottom line is that Rift needs some form of competitive PvP to rope in the subscriptions of those who enjoy competitive PvP or, I can say with the utmost of confidence having played the game extensively, that when Guild Wars 2 is released on August 28, 2012, most of Rift's PvP population will jump ship and never return. I don't want this.  You don't want this.  So let's do something about this.

To the second point, we need only look at Trion's track record to understand the logic here.  It is unarguable that Trion is among the absolute best in taking concepts from other games, polishing them and bringing them to Rift with their own Telaran spin.  As a one-off example, fishing was something I never enjoyed during my seven years of WoW so when Rift announced fishing was on its way to Telara, I was among the relatively uninterested.  Upon its release, however, I immediately realized that what Trion had done was taken WoW's fishing system and improved it in subtle ways.  From the stylish overlay placed upon the water, to the sounds of a catch being reeled in; the result is a system that is much more fun, much more engaging and has served as a very welcome addition to Rift's vast arsenal of engaging content.  I could spend hours discussing the borrowed ideas that Trion has taken and improved but I'll assume the point is made: Trion knows what they're doing and is not afraid to borrow another's concept and make it their own.  This isn't theft.  It isn't cheating.  It's called good business and it's an excellent practice - especially within the domain intellectual property.  After all, let's not forget how such practices provided the foundation for a certain company by the name of Microsoft.  They seem to have done quite well with themselves.....

So what would Arena look like in Rift?  First and foremost, we'd need to set some ground rules on how the system should be implemented:
  1. Equalization of gear levels:  gear advantages need not apply for competitive PvP.  All players gear level should be normalized upon entering Arena to keep imbalances to a minimum.  The absolute last thing you want in any competitive PvP system is to gate it with a lengthy gear grind.  The prevailing sentiment should be clear:  jump right in, test yourself and compete.
  2. Interesting Maps that Allow for Tactical Use:  the maps should be designed such that tactical advantages could be gained through proper positioning and line of sight.  Bridges, uneven terrain, pillars and more provide ample opportunities for this.  As a personal opinion, I would stray from environmental hazards such as fire or moving obstacles but even these additions could be viable if implemented with care and precision.
  3. Don't be Afraid of Blanket Buffs/Debuffs:  Trion has already shown a willingness to apply arbitrary buffs and debuffs to various aspects of PvP to bring the game into relative balance.  The same should apply here: if healing is too high, then put a blanket, percentage reduction on healing while in Arena.  If damage is too high, then put a blanket, percentage decrease on it instead.  If damage is too low, then put a blanket, percentage decrease on health pools or increase on damage output.  In other words, level the playing field across the board.  Given the fact we would be using equalized gear, this should be even easier to manage.
  4. Be Willing to Separate Ability Use in PvE and PvP:  As with the above point, Trion has also shown a willingness to separate how abilities work in PvE versus PvP.  There are countless examples of this such as an inability to use blinks while carrying sourcestone in Whitefall Steppes or adjusting Chloromancer heals in PvP to allow them to be competitive given their offensive healing system.
  5. Hammer Out and Fine Tune Your Diminishing Returns System:  Currently the diminishing returns system in Rift is a bit clunky.  There's no real clear division between "schools" of crowd control and the entire system itself seems quite "random".  This is especially apparent in larger-scale PvP such as Conquest where I'll try to knock that Warrior away from my Marksman only to find him immune to my knock back for no apparent reason.
  6. Run Rift Arena in "Seasons" and Award Titles, Mounts, Costumes and Other Fluff as Rewards:  Since we will be equalizing gear, working with blanket buffs/debuffs and are willing to separate PvE from PvP in terms of ability usage if needed, then the seasons of Arena in Rift themselves needn't adhere to any patch schedule or coincide with the release of any PvE content.  You can simply have "seasons" of Arena whenever you'd like and end them, with ample notice, whenever you'd like.
  7. Allow for Cross-Faction Arena Teams:  As has been demonstrated on more than one occasion, Trion is perfectly willing to knock down the barrier between Guardian and Defiant.  Allowing Guardians and Defiants to form teams together opens the available player pool immensely and pushes Rift even further down the necessary path of moving away from the same, tired and old two-faction rivalry.
With these seven points realized, I strongly believe that Rift Arena could provide the high-end, competitive PvP that this game is missing.  Further, I know given Trion's extensive track record on rapid hotfixes and ridiculously aggressive content releases that they would be swift and precise in nipping any blatant imbalances in the proverbial bud.  From a lore perspective, the entire system could feel right at home under the guise of a proving grounds for Ascended where the victors are sent forth to champion the cause of defeating those who would unmake Telara itself.

What are your thoughts?  Do you feel the lack of truly competitive PvP in Rift is a roadblock to future growth?  How would you implement competitive PvP in Rift?


Friday, June 29, 2012

First Impressions of Conquest

1.9 hit live shards and with it came a plethora of amazing updates.  With seven years of WoW to my (dis)credit, I was, yet again, pleasantly surprised by how smooth patch day transpired.  The servers came down at exactly 8:00AM PST, just as announced, and were literally back up by 9:00AM PST, with 1.9 ready to play.  Partner this with the fact that 1.9, in and of itself, is one of the single largest patches to an MMO I've seen in over 13 years of MMO gaming, and you have yourself a worthy cause for admiration and excitement.  To be clear, here's an overview of what was included:
  • 10m raid called Primeval Feast
  • Open-world, three faction PvP system called Conquest
  • Mentoring system
  • Barber shop
  • PvP Prestige ranks 41-50
  • New tier of PvP gear
  • World Event: Summerfest
  • Instant Adventure for Freemarch, Stonefield, Gloamwood and Silverwood
  • Cross-shard chat and friending
As if the above list wasn't enough, tack on countless "quality of life" improvements pushed into the game such as the automatic inventory sorting or the separation of random normal dungeon rewards from random expert dungeon rewards and you simply have to tip your hat to Trion.  Sure there were a few hitches such as Instant Adventure being disabled for a while as they looked into a couple related issues but pushing a major patch live in roughly one hour and people being able to log right in and start enjoying much of the new content is quite the accomplishment on today's MMO scene.  Further, it gave me the opportunity to take part in several games of Conquest.  With this post, I intend to share my thoughts regarding this new addition to Rift.  However, let's begin with a brief explanation of how Conquest works so the argument can begin upon a level playing field.

Conquest is set in an alternate Stillmoor where three factions are vying for control of the area.  Within the zone itself, each faction has their own starting location and, spread out across the vast terrain, are roughly 30 "extractors" which are purposed with the task of extracting sourcestone from the very soils of Telara (a planet that was created out of sourcestone by the way).  At the start of the game, all three factions begin with 0% control of Stillmoor where control is measured by the amount of active extractors in that faction's possession.  As the match transpires, factions take control of extractor locations and can eventually upgrade them with defensive turrets.  The game continues until one of the following conditions is met:
  1. Any one of the three factions achieves 60% control of Stillmoor at which point that faction is immediately victorious
  2. The maximum number of kills, across all three factions, has been reached - at which point a 2 minute countdown begins and the team with the most control of Stillmoor at the conclusion of that timer is victorious
Controlled extractors dig up Empowered Sourcestone around the nearby area that can be gathered by anyone and returned to a stockpile at your starting point.  Here, there are crafting recipes spanning most crafting professions that give crafters the ability to provide faction-wide buffs in the way of extra hit points, extra damage, faster mounts and more.  Lastly, there are portals that are capturable at noteworthy locations such as Zareph's Return and Briarcliff that can be used for rapidly traversing the map..

Now that we have an understanding of how Conquest is played, I can move on to the pros and cons of the system.  For each con, I'll propose a solution.  Let's get started:

Pros
  • Successfully satisfies the need and desire for open-world, large-scale PvP
  • Offers ample opportunity for strategy.  You can zerg around if you'd like but the more successful teams are going to be those who strike a fine balance between defense and coordinated offense.
  • Incorporates crafters in a meaningful and noticeable way.
  • Succeeds in reducing the PvP gear grind quite a bit by offering substantial favor and prestige gains compared to other forms of PvP.  As an example, I was a block or two into prestige rank 32 upon starting my first Conquest match.  We won that time around and I had hit prestige rank 33.
  • By and large was very enjoyable and stands as a great addition to Rift's ever-growing PvP arsenal.
Cons
  • Quite clearly demonstrates what may be a core engine issue resulting in draw/render problems.  Any truly "large scale" battles (i.e. 30-40 or more people at once) where clunky and resulted in very slow (as much as 10 full seconds at times) draw times for characters.  I'm fairly certain I died several times just in my first Conquest match to players that were completely invisible to me.  This is, by far, the most significant issue.
  • Portal camping quickly became an issue and was especially noticeable at Zareph's Return wherein one faction would hang out by the portal without capturing it to farm those porting in before much of the fight could even be rendered to the screen.  This has actually prompted Trion to temporarily disable the ZR portal altogether while they work on a solution.
  • Faction balancing is still a bit fickle and it is very easy to achieve a substantial numbers advantage before the system updates to disallow any further applicant to that faction.
  • Building further upon the above issue about faction balance, an issue related to early zerging quickly became apparent as the moment Conquest became available everyone poured into the first faction, Dominion, and immediately began zerging the map to achieve a sizable % advantage before any meaningful opposition could even be mounted.  This resulted in the Oathsworn (given the location of their starting point) always immediately heading southwest to salvage back as much as possible from the Dominion.
So what can be done about all this?  There are undoubtedly many possible solutions but here I'll outline how I, personally, would go about it:

Draw/Render Time Lag Issue
This was the most easily-identifiable issue and, also, has a straightforward but perhaps not-so-easy solution.  That being said, the solution is simply this: fix it.  Being that we don't have any insight into Trion's Rift server architecture, nor do we have any deep understanding of how they've altered the Gamebryo engine to suit Rift, we can only loosely speculate as to what needs to be done in this department.  Some artificial solutions present themselves in the way of capping population count in Conquest or providing more objectives with which to potentially break up the groups a bit but either of these would simply be band-aids atop a deep wound.  Trion claims to have some optimizations on the way that will improve this particular deficiency so, for now, we can only wait and see.

Portal Camping Issue
My proposed solution to this issue is a bit unique.  I would like to see the portals removed altogether but mount speeds increased by 25-40% while in Conquest.  I would then like a new crafting recipe made available that creates a one-time use portal that would allow members of that faction to teleport to that location.  Upon teleporting, that player would be given a debuff that prevents teleportation for the next 1-2 minutes (to be adjusted as necessary).  This would allow for strategic portaling and opens up a plethora of opportunities for strategy.  Imagine a savvy Conquest faction charging a particular, under-defended extractor that is rapidly swarmed by an army portaled in, only to immediately portal out themselves to another extractor across the map.

Faction Balancing Issue
The current mechanism in place, which denies application to a faction that is "full" handles the issue admirably but the problem is simply the speed at which it updates.  So, simply put, Trion needs to ensure the existing balancing mechanism updates as quickly as possible to prevent blatant faction flooding.  Which brings me to the final 
and related issue:

Faction Flooding and Zerg Issue
The solution to this issue is, in my mind, a no-brainer: put a countdown on the start of the Conquest match much the same as is done in Warfront but make it a bit longer than Warfronts. During this time everyone would be contained within their starting area to provide time for factions to reasonably balance out, for strategy to be discussed and for people to visit the Conquest vendor without having to do so during the heat of battle and, thus, be a wasted raid spot.


All in all, Conquest is loads of fun but, as is to be expected with any new feature to a such an expansive game, there is always room for improvement.  Beyond resolutions to the aforementioned issues, some quality of life enhancements such as icons beside player names to quickly identify their faction without having to read their tooltip would be a plus.  Further, coordinating strategy within Conquest is currently very challenging as you are more or less resigned to waypoints and text chat.  I could propose some improvements in this area but I feel Kyera, over at the official Rift forums, took care of this admirably.