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The Essential Scatter

As fun as I had last time around in my guild’s massive Gloamwood event, I noticed a flaw. Or rather, I saw the flaw in another form. It’s a unique flaw that has been appearing more in the age of public grouping. Let us call it “the zerg.” The zerg is a group of overwhelming force of otherwise unimpressive individuals, and a zerg in an event usually emits a strong gravitational pull entrapping other players. It’s not a unique thing, as its been for as long as there has been open world PvP (if not longer). Yet, it comes across as something different, possibly fouler, when the zerg’s opponent is the system.

Near the end of the Gloamwood crusade, I was starting to get bored. I was thoroughly enjoying all the camaraderie, but the game was being distilled down to merely following the herd and firing off as many spam skills as I could before whatever was targeted inevitably popped. The system was stretching to the outer limits of its “balancing.” Yet, there were far too many players for it to respond in a useful way. This is when the system needs for players to scatter.

Continue reading The Essential Scatter

[Rift] Events, Chapter 2

Last night, Chapter 2 of my guild’s epic Rift journey started in Gloamwood. Thankfully with my horse-plodding advancement pace, I had just hit the near-end of Gloamwood’s quest cycle by the start of the event. The guild event was a lot of fun, and we opened up Gloamwood’s “mega-event” The Purging of Gloamwood Pines. It seems that our glorious guild leader heard through the direct-source grape-vine that cleansing the zone of small events is one of the best ways to start a zone-wide event. The grape-vine hoped that my guild could “double-check” this functionality, and it appears to be working.

So far I have felt that the events I saw were not to full potential. There are nearby events that appear in the quest tracker when a player gets within some distance. These are the rifts themselves with their offshoots, footholds and invasion forces, which are all one-offs. Destroy the foothold, kill the invading force leader, or close the multi-stage rift, and the event is gone. Then there are zone-wide events, which many call invasions. Everybody in the zone is notified via flavor text and the quest tracker update. Those that I’ve seen so far are simply a mass spawn of rifts and invasion forces followed by a boss that appears after so many rifts and/or invasion forces are dealt with. Continue reading [Rift] Events, Chapter 2

Blogworthiness

Would anyone want to read the story of your life? On a gaming scale, would recounting your adventures of the day sound like an adventure? For we the bloggers, one way of measuring how interesting a play session was is whether there was anything worth blogging. If you did not do anything worth speaking of, why did you do it?

Contrast: Ravious is blogging daily about his adventures in Rift, while I mentally summarized my weekend play as “I did two quest hubs worth of Forochel on my new Warden.” New and exciting tends towards extremes of good and bad, with new insights to be had, while my third trip through Forochel yields nothing new. A strong argument against the twentieth day of running dailies plus an instance is that your only likely story is that someone you grouped with was brilliant/awful.

If your story is not growing, you are not growing.

: Zubon

[Rift] Social Work

My last post exploring a phenomenon I saw in Rift created a swath of great comments that cross a broad spectrum of ideals. The issue was how evidential of, well, anything is the post-event public group scatter. My favorite was from coppertopper who said that the phenomenon was like “a comedic aside on a system that works so well, the only thing to pick on is no one stays around for a group hug after the event is finished.”

There is an interesting prejudice with what is required to “be social” in an MMO. “Social” at its base is activity in a group. Driving a car on a crowded freeway is a social activity. I can’t selfishly do what I want. I have to respond to other people. It doesn’t seem social since all the other people are hidden behind a ton of metal and plastic, but we are all acting as a group. We know that if we all follow the rules and remain within set social boundaries, we will all get to work more efficiently.

Continue reading [Rift] Social Work

[Rift] The Scatter of Shame

Melmoth over at KIASA analogizes the open-grouping system in Rift with some comedic situations. For as far as I have gone in Rift, I tend to disagree. I have yet to feel that my “personal” game space has been invaded. Yet, there is a personal downside. Let’s call it the scatter of shame. Going off Melmoth’s last situation involving his wife and many partners, there is another moment where everybody is finished with Melmoth’s wife and the party is over. People still have to run by Melmoth, scamper down the hallway, and jet out of Melmoth’s house. Everybody tries to do it without looking at each other (or Melmoth). No one seems to want to bond or mention that they just partied together and there may be other similar events going on elsewhere.

It’s like a race to see who can exit the raid the fastest. I still think this is another symptom of the solitary events. Perhaps if events fed into one another in a more elegant way, people would forge bonds more similarly to a dungeon crawl than a pity group to share a slow-spawning quest mob. It actually occurs in invasions as well because after a rift is closed half the raid might go one way, another quarter might decide to head to the main hub, and the rest decide to all go bio. They might forget to leave so when I finally hit the next event destination half of the raid has wasted space. It’s just easier to leave the public raid right away and rejoin close to the event.

Trion Worlds next grouping mechanic will be a way to form a group, but I really hope they start taking note of ways to keep a group together post-event. Then again this all might just belong in the personal preference bin. I’m not sure. System flaw or subjective flack?

–Ravious

 

[Rift] A Lock of Genius

SynCaine spoke on this already, but the “coin lock” feature is seriously a “duh” moment. I definitely appreciate the fact that I can log on to my Rift account from any computer to play, but seriously. Basically, if the account logs in from, say for a completely random country chosen at random, China then the account will go in to locked mode, which does makes it so funds/materials cannot be liquidated and characters cannot be deleted. Tampering down the accessibility just a little for a significant trade off of having increased account safety is well worth it. It appears that players are getting the “coin lock” feature in the update for Rift today. I already did this with Steam’s version, Steam Guard, and I am really glad that the PC gaming industry giant is also helping to lead this change.

Blizzard’s authentication device was cool, but Trion Worlds is also working on another way to authenticate using text messaging or a mobile phone app. They really are working hard for subscription fees. I hope future games, especially ones already dedicated to having mobile phone apps, take note.

–Ravious

[Rift] Gloam-covered

I have moved on from the first zone in Rift, and I am about half-way through Gloamwood. The game is still fun, but things changed so rapidly. I am not sure how to perceive the future. Just over the mountains is a bustling, event-filled forest filled with animal tears and sunlight. In my neck of the woods, there is gloom and the occasional mid-20’s refugee, like myself.

The zone population has plummeted. After the first zone the drive to get back with the herd must be insatiable. After spending a few hours in Gloamwood, my biggest public group has been three people. I have not seen an invasion, and I am constantly trying to take down footholds on my own. We all pretend not to see that major death rift looming over the central town with its elite mobs.

Continue reading [Rift] Gloam-covered

[Rift] Event Ridden

Readers may or may not have noticed, but I have actually been avoiding comparing Rift’s dynamic event system with Guild Wars 2 dynamic event system. First, I have not yet played Guild Wars 2, which is an issue that will be rectified in two days, and two, it feels like Trion is just getting their feet wet.  I want to see what Trion Worlds does with their system, which they have said is going to be expanded greatly as they go along.

In a recent Rift post dealing with the risk of traveling time versus actual participation in an event, commentator Naum brought up a really good point on how in Guild Wars 2, the designers found that zone-wide announcements on events actually frustrated the players. They hated traveling to a place where an event was recently announced only to find the event wrapping up. So the developers made it so only nearby events were announced to players. I think this is fine for Guild Wars 2, where the whole world is events, but I would hate this change in Rift because then the game would go back to feeling like a meager quest-driven MMO.

Continue reading [Rift] Event Ridden

[Rift] Travelin’ On

I am about to hit up the boss in Silverwood, the first Guardian zone in Rift. Since I am level 21, I am well enough ready for the next zone, Gloamwood, but I do want to finish the quest lines in Silverwood first. The Life tree-demon Kongeegon, who may or may not be filled with rice porridge, alone stands in my way before I head off. It’s a little sad because there is still so much I want to experience and achieve in the zone. I have only received a check mark for one of the four invasion bosses, even though I have fought three, and there are hundreds of platinum-worth of artifacts to still collect. Still, there is much to look forward to.

And I need that, because I am also getting a little frustrated with the mechanics of Silverwood, which all coalesce in to traveling times. I am hoping that as the population thins, the landscape changes, and the events rebalance for the long-term populations, most of this will go away. I won’t really know though until I move on from Silverwood.

Continue reading [Rift] Travelin’ On

Different Directions

Tobold ponders the directions of WoW and Rift. WoW, he says, is pushing raiding towards high selectivity based on gear and/or skill (I find the former more annoying in a game). Rift, he says, merrily invites everyone by having easier content and not limiting numbers. Players, he suggests, seem to be preferring the latter; I might append that vocal players of Rift seem to be expressing that preference, while subscriber numbers make it premature to ponder anything as a WoW-killer.

The day before, a LotRO developer diary lovingly described the design philosophy behind the new raid: higher difficulty, perfect execution, learning via wiping repeatedly. It explicitly contrasts skirmish Tier II (higher numbers) with the new raid Tier II (different abilities), although I might again append that I would be surprised if higher numbers (i.e. gear dependency) were not a factor.

My long-running game was City of Heroes, so I enter with an expectation that you can bring a full group of almost anything and beat almost anything. A few fights all but demand something from a small set of options, but those are notable because they are rare rather than the norm. Add to this the City of Heroes assumption that you will be able to play with your friends now rather than waiting two months for them to hit the level cap, and you have a very different philosophy than gear-gated tiers of raids.

I refer back to Tobold’s excellent discussion: does this encounter test the worst, best, or average player? The most restrictive content will test the worst player. Raids demanding synchronized dance and perfect execution wipe if you add one new or slightly undergeared guy. (See Spinks on the different effects of this philosophy in single- and multi-player games, or try a LotRO PUG Durchest raid in which one of your three tanks is not geared above the boss’s potential one-shot damage range.) Not restricting encounters by player count gives you a fourth option: testing the sum, so you can beat the Rift by bringing more people. Combining unrestricted attendance with testing the worst player would be apocalyptically horrible.

I cannot tell you what the mass market wants, because I am obviously an outlier, but I will favor a design that makes it easier to join with my friends, all of them, whatever level they are. Lowering the minimum difficulty threshold tends to do that.

: Zubon