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  Click here to go to the first Rift Team post in this thread.   Thread: 1.7 In-Progress Set #1 - 1/9/12

  1. #151
    Gro
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    RIFTS AND INVASIONS
    * Zone Events on Ember Isle now also grant Inscribed Sourcestone when event objectives are completed. Only players who have contributed during each event objective will receive these rewards. Some of the less difficult objectives will not be awarding Sourcestone. In order to maintain the same overall total Inscribed Sourcestone granted, the amount obtained from Colossi kills has been reduced.


    the events are fun now because everyone can participate, even level 40's and healers. if they have to chase around mini bosses or jump around bases, it kind of denies us our choices, like you said. its annoying to get jumped by those stray mobs, even on the roads. I dont understand the reason behidn this change. I guess players have too much sourcestone, or they don't want players killing one mob and camping the dragon landing spot, or ember watch. I think there's better options than 1 sourcestone per objective, which is kind of watered down and not very exciting. when I see "you received +15 sourcestone" I get more excited than "you received 3 sourcestone" ...or 1 or 5.

    my favorite thing about the events are they're inclusive and let us play the way we want. we need some people defending bases, but everyone wants rewards. a lot of people are there for the reward, so they will rush the objectives, and failing the event will be more prevalent, and nota fun kind of fail, like town was overrun, but we'll fail to that one mini-fire elemental hitting the wardstone for 30 minutes lol and the guards will be fighting hundreds of mobs.

    I don't think I like this change, and what will it improve? people have the same amount of sourcestone, but had to do more work, or not even that, they will have less sourcestone if they didn't do every objective. missing the point lol

  2. #152
    Ascendant Am0n's Avatar
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    Quote Originally Posted by Gro View Post
    RIFTS AND INVASIONS
    * Zone Events on Ember Isle now also grant Inscribed Sourcestone when event objectives are completed. Only players who have contributed during each event objective will receive these rewards. Some of the less difficult objectives will not be awarding Sourcestone. In order to maintain the same overall total Inscribed Sourcestone granted, the amount obtained from Colossi kills has been reduced.


    the events are fun now because everyone can participate, even level 40's and healers. if they have to chase around mini bosses or jump around bases, it kind of denies us our choices, like you said. its annoying to get jumped by those stray mobs, even on the roads. I dont understand the reason behidn this change. I guess players have too much sourcestone, or they don't want players killing one mob and camping the dragon landing spot, or ember watch. I think there's better options than 1 sourcestone per objective, which is kind of watered down and not very exciting. when I see "you received +15 sourcestone" I get more excited than "you received 3 sourcestone" ...or 1 or 5.

    my favorite thing about the events are they're inclusive and let us play the way we want. we need some people defending bases, but everyone wants rewards. a lot of people are there for the reward, so they will rush the objectives, and failing the event will be more prevalent, and nota fun kind of fail, like town was overrun, but we'll fail to that one mini-fire elemental hitting the wardstone for 30 minutes lol and the guards will be fighting hundreds of mobs.

    I don't think I like this change, and what will it improve? people have the same amount of sourcestone, but had to do more work, or not even that, they will have less sourcestone if they didn't do every objective. missing the point lol
    The point is people like you can't wait until the last boss pops, run up smack him once, port home and get full award for the entire event. I like it.
    "You lost me at Balance"

  3. #153
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    Quote Originally Posted by Am0n View Post
    The point is people like you can't wait until the last boss pops, run up smack him once, port home and get full award for the entire event. I like it.
    That's exactly what I do.

    To be honest, let's spend less time on the carrot, and more time on making the gameplay and content ACTUALLY compelling. You're just forcing people to do stuff that they obviously don't enjoy doing instead of making it all fun enough that people want to do it.

    I spend the majority of my time in Rift PVP'ing, and I haven't really gotten anything from it progression wise since 1.4. Why? Because ultimately it's the most compelling gameplay (for me).

    I think the ongoing iteration of zone events and the dynamic rift system is great. But for me, I'm going to do what's fun, and I can't imagine anyone thinks the 100th time they've done the same completely predictable, completely undynamic, no risk, no challenge zone event is compelling gameplay. Refining the "shiny stuff" that all the terribly drab, boring content rewards me with is the wrong route to go.
    Last edited by Bleeds; 01-11-2012 at 04:13 AM.
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  4. #154
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    Quote Originally Posted by Bleeds View Post
    That's exactly what I do.

    To be honest, let's spend less time on the carrot, and more time on making the gameplay and content ACTUALLY compelling. You're just forcing people to do stuff that they obviously don't enjoy doing instead of making it all fun enough that people want to do it.

    I spend the majority of my time in Rift PVP'ing, and I haven't really gotten anything from it progression wise since 1.4. Why? Because ultimately it's the most compelling gameplay (for me).

    I think the ongoing iteration of zone events and the dynamic rift system is great. But for me, I'm going to do what's fun, and I can't imagine anyone thinks the 100th time they've done the same completely predictable, completely undynamic, no risk, no challenge zone event is compelling gameplay. Refining the "shiny stuff" that all the terribly drab, boring content rewards me with is the wrong route to go.
    Stop calling me out damnit!
    We are all guilty of it, but I see why Trion is changing it.
    It isn't fair to those people that did do the work.

    Idk, I see both sides, but I more agree on the change, some people do enjoy it, and I know if I was one of the people that thought it was fun it would piss me off to have a bunch of people run in and just tag the last boss.
    Last edited by Am0n; 01-11-2012 at 04:19 AM.
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  5. #155
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    It will only cause people to defend less and everyone will find the middle ground of time v reward.

  6. #156
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    Quote Originally Posted by Am0n View Post
    Stop calling me out damnit!
    We are all guilty of it, but I see why Trion is changing it.
    It isn't fair to those people that did do the work.

    Idk, I see both sides, but I more agree on the change, some people do enjoy it, and I know if I was one of the people that thought it was fun it would piss me off to have a bunch of people run in and just tag the last boss.
    I mean, I think the change is fine. It's obviously cheese to go tag a boss for 10 seconds and get the same rewards that someone just spent 30 minutes doing. All I'm saying is (somewhat non related I guess) that I'm not too fond of the trend of making mediocre content, and figuring if it's rewarded properly with loot then that = fun. Obviously fun is subjective, and maybe there are people out there that just ****ing looooove zone events.

    But ultimately, I think a good sign of what's compelling is "would people do this with no rewards at all." Let's move toward that, and have shiny stuff be the iciing. Instead of just finding increasingly creative ways to coerce people into doing the same boring, completely non challenging in any way **** over and over again, even though they hate it. (grinding PA's, inscribed farming, running T2's).
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  7. #157
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    Quote Originally Posted by Bleeds View Post
    I mean, I think the change is fine. It's obviously cheese to go tag a boss for 10 seconds and get the same rewards that someone just spent 30 minutes doing. All I'm saying is (somewhat non related I guess) that I'm not too fond of the trend of making mediocre content, and figuring if it's rewarded properly with loot then that = fun. Obviously fun is subjective, and maybe there are people out there that just ****ing looooove zone events.

    But ultimately, I think a good sign of what's compelling is "would people do this with no rewards at all." Let's move toward that, and have shiny stuff be the iciing. Instead of just finding increasingly creative ways to coerce people into doing the same boring, completely non challenging in any way **** over and over again, even though they hate it. (grinding PA's, inscribed farming, running T2's).
    yeah I agree. I dont know Rift has a ton of amazing **** they can work on, and then they have the half fast stuff they throw out to keep their "we release more content faster than anyone" vibe goin.

    I kinda wish they would slow down, and release genuine st00f
    "You lost me at Balance"

  8. #158
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    Quote Originally Posted by Am0n View Post
    We are all guilty of it, but I see why Trion is changing it.
    It isn't fair to those people that did do the work.

    Idk, I see both sides, but I more agree on the change, some people do enjoy it, and I know if I was one of the people that thought it was fun it would piss me off to have a bunch of people run in and just tag the last boss.
    Which is exactly why the other objectives should have incentives. Leave the overall invasion rewards alone, but for those who actually do participate in the other aspects then award them an extra ISS or two. It's no different than how the current mini-bosses work.

    My objection is them spreading the reward out among the objectives. It's punishing in basically every conceivable aspect.
    1. You're forced to do all the objectives because from the sounds of it staying on defense (even though that is a valid form of contribution) until the colossi appears won't count and you'll be penalized ISS. It increases the likelihood of outposts not being defended at all (you'd be losing ISS doing it) and thus increases invasion failure rate.
    2. You'll be penalized for showing up to the invasion late. Right now it's nice that you can make up time if you came in midway, but with this change you'll only get 50% of the ISS no matter how much effort you put into the second half.
    3. You'll be essentially forced to drop whatever you're doing in another IPP/SS/SM invasion and, believe me, that will happen. EI invasions reward more total ISS so there'd be no reason to stick around to finish off the other zones if you see an invasion start in EI. This ends up penalizing basically everyone. The people who stay to complete it with diminished manpower and you if the invasion fails because too many others bailed for EI.

    I get that someone coming in at the last and receiving max rewards sucks, I do, but this isn't the answer. Like I said, if they want to offer incentives for completing the other objectives, that's great, it still means that anyone waiting for the colossi only receives 15 ISS whereas people who did everything will end up with 20+ ISS.

  9. #159
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    Going to try something different from the 'omg Trion you suck I hate you' standard around here and try and provide some honest feedback.

    Firstly, a solid set of bug fixes and some good adjustments (forcing people to actually help with EI invasion progress not just the boss for example is excellent. Looking forward to the extra chronicle too.

    I do however strongly object to the merging of Tier 1 and Tier 2. The current system is brilliant. I know many will disagree with me here but there it is. I remember going through T1, having to learn 5 dungeons worth of bosses was enough to be getting on with. The fights seemed cleverly designed to teach skills which were then expanded on in T2. The jump to T2 is an obvious one, not just in gear requirement and mob health, but also player skill, and again you then have to learn now 7 new dungeons. Most raiders are going to disagree with me here as they're too far beyond the dungeons and don't remember the importance, but as someone only a couple of months out of T2 I still recognize the benefit.

    So how would it even work? I assume you'll nerf T2 dungeons? There's no way they can be merged in their current format. Is this really fair to people holding the T2 achievements?

    I do agree that gear needs some adjustment. Having recently done my best in slot lists for myself there's some simply odd mismatches, such as a DH item being far more valuable to me than 3 other offerings from ROS and GP. I also think the T3 (or Raid T1 if you prefer) boss drops should be on a par with the token purchased pieces the same as was the case through T1 and T2.

    I would consider something like the folllowing...

    T1 - IT, ROTF, LH, FC, KB, Chronicles
    Drop T1 loot, the same quality as the T1 token rewards. Chronicle loot to be upgraded to match and perhaps fill some slots where T1 boss drops currently aren't available. A daily chronicle quest for a couple of plaques to encourage people to do these more.

    T2 - AP, DSM, DD, CC, RD, CR U+L
    Drop T2 loot, the same quality as the T2 token rewards. No change really.

    T2.5 - DH, GSB, T1 Raid Rifts
    Drop loot of a quality just below the T3 token rewards. As most people can now have these on easy PUG farm they will serve as an introduction to raiding and although a full T2 player should be able to start raiding T3, these will bridge the gap a bit and make it easier.

    T3 - ROS, GP, T2 Raid Rifts
    Drop loot of a quality matching T3 token rewards. Reduce quality of T2 raid rifts as they are far too accessible (both on availability and difficulty) considering their current loot quality. Loot from these should always be higher than the 2.5 drops.

    T4 - ROTP, HK
    Drop loot of a quality matching T4 token rewards.

  10. #160
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    Quote Originally Posted by Bleeds View Post
    I mean, I think the change is fine. It's obviously cheese to go tag a boss for 10 seconds and get the same rewards that someone just spent 30 minutes doing. All I'm saying is (somewhat non related I guess) that I'm not too fond of the trend of making mediocre content, and figuring if it's rewarded properly with loot then that = fun. Obviously fun is subjective, and maybe there are people out there that just ****ing looooove zone events.

    But ultimately, I think a good sign of what's compelling is "would people do this with no rewards at all." Let's move toward that, and have shiny stuff be the iciing. Instead of just finding increasingly creative ways to coerce people into doing the same boring, completely non challenging in any way **** over and over again, even though they hate it. (grinding PA's, inscribed farming, running T2's).
    So what do we think each calling will have unique PvP PA tree of similar skills or mage/cleric and rogue/warrior setup? Hard to say how big a nerf it is to mage and cleric since ALOT of pvp damage comes from archmage soul and decent defense comes from cleric templar tree. Does this give some of the awesomesauce heal abilities to mages and some of the mage offensive skills to clerics.. Should be interesting....
    Last edited by Undrsiege; 01-11-2012 at 06:31 AM.

  11. #161
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    Quote Originally Posted by Gro View Post
    RIFTS AND INVASIONS
    * Zone Events on Ember Isle now also grant Inscribed Sourcestone when event objectives are completed. Only players who have contributed during each event objective will receive these rewards. Some of the less difficult objectives will not be awarding Sourcestone. In order to maintain the same overall total Inscribed Sourcestone granted, the amount obtained from Colossi kills has been reduced.


    the events are fun now because everyone can participate, even level 40's and healers. if they have to chase around mini bosses or jump around bases, it kind of denies us our choices, like you said. its annoying to get jumped by those stray mobs, even on the roads. I dont understand the reason behidn this change. I guess players have too much sourcestone, or they don't want players killing one mob and camping the dragon landing spot, or ember watch. I think there's better options than 1 sourcestone per objective, which is kind of watered down and not very exciting. when I see "you received +15 sourcestone" I get more excited than "you received 3 sourcestone" ...or 1 or 5.

    my favorite thing about the events are they're inclusive and let us play the way we want. we need some people defending bases, but everyone wants rewards. a lot of people are there for the reward, so they will rush the objectives, and failing the event will be more prevalent, and nota fun kind of fail, like town was overrun, but we'll fail to that one mini-fire elemental hitting the wardstone for 30 minutes lol and the guards will be fighting hundreds of mobs.

    I don't think I like this change, and what will it improve? people have the same amount of sourcestone, but had to do more work, or not even that, they will have less sourcestone if they didn't do every objective. missing the point lol
    What they should do is give more reward for doing the other things in addition to the boss at the end. Move some of the boss reward to the other aspects of it but make it so you dont have to do everything to get full credit.

  12. #162
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    LOL now on all WF we can see 80%-90 % rogues and wariors, if admins make tham more OP than now they are it will be 100 % only rogues on WF... what are you doing ?????????? make balans !!!!

  13. #163
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    looks awesome cant wait until it goes live

  14. #164
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    Quote Originally Posted by Amary View Post
    * Added a new 'Lock XP' checkbox to the Interface > Misc settings pane. Checking it will stop your level 1-49 character from gaining experience until it is unchecked.
    Oh dear god no. if your going to go with this can we please have player who turn the xp off in their own pvp bracket.
    Spartans! Ready your breakfast and eat hearty... For tonight, we dine in hell!

  15. #165
    Shield of Telara Venditte's Avatar
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    An update hit the PTS and the shards are down... Maybe it's the class balance portion of the patch being upped?

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