I have just recently returned to RIFT from a good many months away. The reason why i decided to pay money to re-sub is simple: Conquest.
I myself have only watched videos of what this "WF" is like and didn't get a chance to test it myself yet.
I have read the blog completely and read the entire 17 page "at the time" thread about conquest posted by trion.
I didnt see any other threads like this yet, and was a little surprised to say the least.
I wanted to share some ideas i have and also leave a lot of room for anyone to pitch in or criticize anything i say in this post.
1. Rewards: this is the most important factor Trion faces when attempting to make conquest "worth playing":
incremental stat increases (small increases) seems to be the only way to keep gear balanced as trion goes along implementing this patch. and i agree with that whole heartily.
1.a. New Abilities: this seems needed at this point and has been mentioned fleetingly in the blog. If new abilities were to be implemented into the game as rewards, trion may want to make them "PvP only" abilities.
"Special" abilities with longer cool downs meant to be team wide "o sheit" buttons, otherwise abilities that will not be game breaking.
I think its important to mention here that "Abilities" and the way our chars look and move when we do them are half the reason ANY of us even play games.
Why? because abilities are cool and we feel accomplished when we affect our surroundings with our own actions, this is essential to having "fun" while playing games.
Other ideas for abilities i have had include "ability levels, or upgradeable abilities". I haven't fully outlined in my own mind what exactly this would entail but i have a little idea;
-using either favor or planar points or some new form of pvp currency to "augment" certain PvP only (or not) abilities to be more effective/powerful then they were before. this gives even the most geared and seasoned PvPer the chance to feel another level of advancement and worth in their time spent PvPing.
2. A more persistent and strategy based map and "game world":
There needs to be choke points. and lots of them. i dont want to feel like im in a 50v50 riot in a cornfield. "castles" are not bad.... they create room for advanced strategies and also reduce computer performance based lag client side.
To many times have i been in port scion and open stillmoore battles that end up just feeling like a big open stand off that makes my computer lag horribly (my comp isn't that crappy).
There needs to be things like, destroyable objectives ala the generators in scion and objects in rift encounters.
A more guided and clear objective system also needs to be included:
-One capture unlocks another, that leads to the main objective, with maybe 2 or 3 "capture paths" all leading to the main capture.
-I don't know if this is at all possible with rifts engine, but possibly something along the line of "Siege weapons/Summonable Passenger Mounts":
-Imagine rolling up to the opposition on a giant "mammoth?" that can hold 10 players in it at once. Imagine how simple that might be to code and make with this engine (if at all). This idea alone might help with the overall balance and grouping issues that might currently be there.
Final thoughts:
I have returned to RIFT to see this patch through because i think i might want to stay playing RIFT for a long time if this new "Conquest WF" is done correctly, and attentively.
Trion Please listen to everything said by the community here, because to mess this up (not saying you will) would be a wasted opportunity for the community AND the dev team.
thanks for your time RIFT goers,
Unkillable | 50 Warrior - Seastone - <We Are Legend>




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