[RIFT] Beta 6 - Developers response (PvP)

Discussion in 'Game Discussion' started by Allstar, Feb 10, 2011.

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    Allstar Just A "Member"

    Hi, everyone – We’ve dropped a little below our own bar for keeping you up to date on the state of the game, and for that I definitely apologize.

    It’s not out of any desire to not keep you informed, but purely out of how many hours a week that everyone is putting into the builds, features, and updates for Open Beta, Head Start, Launch, and what comes beyond. Not an excuse, just letting you know that’s where every waking moment has been going.

    With that said, we did want to get updates out on a few hot topics that have come up since Beta 6.

    Let’s start with PvP in the shared world.

    Just before Beta 6, we made an anti griefing change that prevented enemy wardstones at hubs and towns from being destroyed by the opposing faction, and significantly boosted guard strength around PvE hubs. We’re pretty happy with how that worked out on the PvE servers.

    In time for Open Beta, we’ve developed the ability to repeal those changes on the PvP servers only, to see if they can remain playable without it. Ideally, it’s our hope that there’s gameplay value in having people being able to band together to attack and defend those areas on PvP servers.

    If you choose to play on a PvP server, it’s our assumption that you not only don’t mind that level of interruption from that PvP attack-and-defense style of gameplay, but are actively excited about taking part in it. If you want uninterrupted PvE questing, choosing a PvE server is definitely recommended.

    On damage tuning from Beta 6

    Beta 6 was the largest test we’ve ever done. We had the largest number of people across more level ranges than ever before playing Rift. As we’re fine tuning NPC damage for launch, we got a lot of feedback (and just as importantly, combat metrics from the servers) on how everyone is performing in different level ranges. Expect further updates to these in Open Beta.

    So far, in our closed testing of the current tuning, things are looking pretty positive. Finding the right balance between “too easy” and “too hard” across this many level ranges and character capacities is a challenge, and we’re looking forward to seeing what people think, and how well they perform, in the next round.

    Raid development strategies, in a world with an entirely new class of content

    One of the things that makes Rift different from other MMOs is that we have this entire class of content that most games don’t – The dynamic content systems that provide us the ability to create invasions, events of all sizes, ancient wardstones, colossi, and rifts. To most everyone here, that’s no big surprise.

    Once you start talking about rifts, you have minor rifts (largely for solo and small group players), major rifts (for group players), expert rifts (for high end players, on par with an expert-level dungeon), and raid rifts.

    Once we’re talking about those rifts at the high end of the game, those give you the ability to lure out specific encounters by picking up specific Lures. It’s that layer of content that we’ve chosen to focus on for our 10-man raid content for starters.

    Most people haven’t experienced this yet in this game or any other, so it can seem as if we’re trying to short the 10-man raids by not doing 10 and 20 man versions of every instance.

    Our intent is actually the opposite: This strategy lets us tailor more raid encounters for 10 mans, and giving people cooler things to do, faster, without either a) unfairly forcing people to stare at the same raid zones twice every week if multiple versions of the same zones are available, or b) forcing someone to choose between two sets of friends, if they can only do a 10 or a 20 of the same zone in a week.

    Both of those are dynamics that have a lot of downside, and we’re trying to avoid things that either force burnout or force wedges between groups of friends. The dynamic content system, and its ability to provide fun content, accessibly, makes a lot of sense as a potential solution to these problems.

    We expect 10 mans to be a pretty huge number of raiders all in all, and we expect to continue creating 10 man content rapidly throughout the live run of the game.

    With 10 man rifts (via Lures), just like with 20 man instances, people can go do them on demand, which is another part of the strategy that might not have been clear. So, please don’t think that we’re throwing 10 man raiders to the wolves. We're actually trying to ensure that both sizes of raiding can flourish.

    As with any of our other development strategies, we’ll be keeping an eye out and seeing how it goes at mass scale, after lots of people have the chance to participate.

    Do know that we’ll respond appropriately, to make sure that we’re always iterating to make the best experience that we possibly can.

    - The RIFT Development Team
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    Allstar Just A "Member"


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    Fallanx Tactical Veteran

    That's good news, hopefully they won't change their mind for release.
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    Aspira Admin Officer

    I think you meant to say.....

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    Firoz Veteran BOON

    Nice to know devs are thinking the same.
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    Allstar Just A "Member"

    Now we just need some sort of meaningful reward for doing it.

    ..other than ruining peoples lives of course
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    Aspira Admin Officer

    There can be other reasons ? :eek:

    It's the only reason I ever needed.....
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    Specter Veteran BOON

    The best reward one can get is seeing crybabies on aionsource... i mean riftsource... ? :)
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    Doodle Bush Whacker!

    All the reason i need. The reward is the tears they cry. Dont Tell anyone but.. i used to have an horde alt just for hearing the crying in their general channels.. im fucking mental i know lol. Im so so happy they reverted the change for the pvp server!!
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    Mizou Community Member

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    Alaisy Veteran BOON

    Wow thats a quick and clear response, I never expected them to seperate PvP servers from PvE servers... That's just so... uncommon for developers to cater towards. Hopefully this means more PvP content coming up later aswell.
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    Bluff Community Member

    attacking the enemy wardstones is good if u cant find people to kill in the map, you go to their town, kill the wardstone, "Force" them to fight back or they wont finish their quests.
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    Chowder Community Member

    i think we're too used to korean devs :p
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    Katiechops Guild Master

    yeah we did it in Beta 5, took over a town man was like poking a stick at a wasp nest, they were zooming out to fight us was great
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    Kountry Community Member

    The devs that work for trion are all top notch and they try to fix things immediately. They also listen to the community and tend to adapt accordingly.
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    shibbyy Community Member

    I've got great hopes for this game based on the developer response so far; In games like aoc and aion I never really got the feeling the devs were paying much attention to the players, and in WoW the changes seemed to revolve around the devs personal preference. Far too often would one class be nerfed or buffed and become fotm; hoping that with only the 4 classes and many souls this won't happen to such a great extent.
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    Wonsie Veteran BOON

    Totally agree with you, so far this seems like a really aweseome game and the devs seems awesome. Finally a game that is made for the community.
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    Bloodflayer Community Member

    That would be awesome terror :)
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    Tvar Classic Officer

    Oh man, that is just great. Now BOON can really destroy this game/server/faction! :D
    (now they just need to make the end-game gear look less crapshit and we got ourselves a winner)
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    Divinitas Community Member

    x amount of months down the line...

    Quote from: Tvar
    People who say "you can't finish an MMORPG" clearly never played Rift, with BOON on xxxxxxxxxx. Total and utter pwnige. Now what?

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