Thursday, January 24, 2013

It's In Trion's Hands Now

Rift PvP has been on a downward slide for quite some time now.  You don't have to take my word for it.  Take a look at the evidence yourself.  Every PvP shard has been shut down except the obligatory one that must remain open for Rift to have even the slightest appearance of a game with any PvP at all.  And that obligatory PvP shard has the smallest population among all shards.  It's a proverbial ghost town.  As if that wasn't evidence enough that Rift PvP is a game for the Telaran minority, a cursory glance over at the official PvP forums will show that a general distaste for this facet of Rift rules each and every day.  Rift's PvP community is extremely small by comparison to any other modern MMO (and no, I'm not just referring to WoW but rather similarly-populated MMOs in general) and what's left of it is highly fragmented into competing ideologies who each simultaneously pull down the blindfold and stick fingers in their ears.  Rift PvP is in a troubling state and I intend to explain why.

At the most basic level, it boils down to a lack of rewards.  Undoubtedly when you make such a claim, you are met with seemingly unending jeers and poorly-phrased rebuttals.  The most common of these is that, to paraphrase, "the reward for PvP should be killing your opponent and trying to win".  This all too common statement misses the point entirely and betrays its originator's understanding of why we play MMOs in the first place.

Ask yourself the following question:  why does the MMO market exist?  The answer can be found in basic psychology:  as human beings, we subconsciously find the effort<==>reward cycle engaging and addictive.  You see a monster off by some rocks and you rush to kill it.  For your efforts, you are rewarded with experience, money, notoriety, loot, credit towards a zone event, or any number of other rewards.  This, however, is just the beginning.  These temporary rewards beget larger and more substantial rewards.  Your increased notoriety with that faction now opens up a small collection of very nice item enchantments.  Your participation in the zone event sends a sampling of currency your way with which you can purchase all varieties of powerful trinkets.  And the mob you killed happened to drop a modest upgrade to that piece of gear you've been looking to part ways with for some time.  All of these are transactions wherein effort is the currency and rewards are the product.  MMOs leverage this very cycle with hope of obtaining you as an ongoing customer well into the future - a future, I might add, that is designed to far exceed the futures to be found in most other games.  The moral of the story here is that, for MMOs, the joy of simply "playing the game" is simply not enough to maintain a thriving customer base for any longer than would be possible in non-MMOs.  Why else do you think a franchise like Call of Duty reinvents itself seemingly every year?  Activision knows that the franchise must appear relatively "fresh" at all times or their player base will bleed away.

So what does Rift's PvP system offer?  A sizable, gated grind for negligible gear upgrades, that you scarcely even need given the normalization in place, and little else.  There are no actual "rewards".  The effort<==>reward cycle in Rift PvP doesn't apply and the bleeding out of Rift's PvP community is evidence enough of this fact.  Stated another way, there simply isn't any reason at all to log into Rift each and every day if PvP is what drives you.  The same, tired zerg on zerg combat awaits you and when you log off after your session, you'll truly have nothing to show for it.  This may get some of us by for a couple weeks or perhaps a month, but if you want the sweeping majority to stick around, you need to give us a reason to log in each day.  And, no, attacking those with red names is not going to cut it when there's nothing on the line and no goals to shoot for.  You can paint it any way you'd like but facts are facts.

Rift desperately needs some form of high-end, competitive PvP that can act as a defibrillator to a comatose PvP scene.  Rift PvP needs to progress beyond the mindless clash of red names with nothing on the line and offer real competition with real rewards.  This high-end PvP can come via an arena system, rated warfronts, or some other clever invention, but it needs to happen in one way or another if PvP in Rift is ever to be taken seriously by the MMO community.  Denial of the issue will only make an already disheartening situation dire.  And, unfortunately given their stagnation around the topic, it's almost entire in Trion's hands now.  Efforts have been made by the community to inject some life into the dying PvP population but they've done little to curb the distaste for this aspect of Rift and simply cannot address the core issues.  The question then becomes:

Where do we go from here?

Were I in charge of PvP at Trion, I would propose the following and have it released as early as 2.3:

1) Introduce Arena in Rift via dimensions.  Put in place a small collection of Trion-created dimensions specifically for small team vs small team combat but allow for player-created dimensions to be available for non-rated matches (skirmishes).  Those player-created dimensions that the community enjoys most can be promoted to official arena maps for rated games.  Since we will be leveraging dimensions for this purpose, ensure that anyone can enter the dimension at any time if they wish to observe.

2)  Implement a simple rating system for Arena and host it within the existing leaderboard interface.  You can use ELO or even make it as simple as W-L at the start to simply get it off the ground.

3)  Organize Arena into "seasons" wherein, at the conclusion of each season, the top teams are rewarded with a unique title, a mount and a dimension statue to commemorate their achievement.

4) Continue balancing PvP and PvE separately to avoid the seesaw effect that plagued WoW for a few years and has since lead uninformed players to claim that "Arena was the death of WoW".  It wasn't but that's a topic for another post, another time.

5) Ensure that the Rift Arena system is not "required" for those that enjoy PvP but rather "an option" for those that prefer smaller-scale, coordinated combat.

From this point and forward, the sky's the limit but if we're to fly, we first need to leave the ground.  To me, Rift has always been the greatest MMO on the market today in terms of PvE.  Let's usher in a Telaran era where Rift PvP is no longer a laughing stock among the MMO community and is, instead, a highly-regarded asset to an otherwise fantastic game.


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.