Posts Tagged ‘footholds’

Zone Invasions are Hard to Solo

June 19, 2011 - 11:52 pm No Comments

Bugged Out Foothold

One of the acclaimed features of RIFT is the dynamic content – the thing that gives RIFT its name: rifts. I’ve done my fair share of raving in favor of invasions taking over quest hubs, building their own footholds, and rifts tearing open in the middle of quest areas – often right on top of the named mobs targeted by quest objectives. However, several months into the life of RIFT, they have become more than just an annoyance.

Part of the problem lies in the fact that I do most of my rifting in off-peak hours. Aside from Briarcliff and Wolfsbane (the unofficial Oceanic servers), just about every server drops into the low population category during the week from around 1am PST until noonish. This presents a problem when it comes to rifts and invasions because there is not enough people to fend off zone-wide events. And then there’s the bugs… like the one pictured in this post. A foothold with one invasion squad is feasible to solo – one bugged with 50 mobs surrounding it is a raid-caliber event. Read through the cut for more about off-peak gaming in Telara.


On Breaking Norms

March 8, 2011 - 10:09 pm No Comments

Random Fire Invasion_01

Today I want to talk about Trion Worlds changing fundamental maxims about MMOs, particularly one about quests: never interrupt a player who is questing.

Will Cook, the lead dynamic content designer, spoke specifically about this in interviews with Yogscast and IncGamers. Particularly in the IncGamers interview, Cook says, “It used to be seen as a maxim that you can’t have bad guys on the road; you can’t have monsters attacking a quest hub because you should not ever interrupt the player while they are questing.” Contrary to my wife’s opinion on this matter, I think it is great that Trion is breaking the unspoken rules and taking RIFT to a whole new level of “living world.” Join me after the cut for more about this typical MMO maxim.