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Storm Legion logo (c) Trion Worlds |
Wednesday, June 13, 2012
Rift: And now an expansion
Sunday, March 25, 2012
Rift: More content? Seriously?!
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MMO Report visits Trion, makers of Rift |
So, just to recap, here's what we've seen since June of 2011:
- Twisted artifacts (ground spawn goodies visible with a specially purchased ability)
- The Hammerknell 20-man raid with 11 bosses introduces tier-2 raiding
- PvP rifts
- Instant adventures: a queue for ongoing world event quests
- Drowned Halls 10-man raid
- Variant warfronts introduced
- Ember Isle zone introduced with ongoing invasions to fight and its own periodic zone events with improved rewards
Friday, March 23, 2012
What the hell is wrong with MMO armor artists?!
Two of the most popular MMOs in the world, Rift and World of Warcraft. I've played them both. I like both games, though I play Rift exclusively now. Still, they have one thing in common: the raid gear seems to have been designed by blind fabric hoarders. Really, have you seen this stuff? The just-announced "challenge mode" gear from the upcoming Mists of Pandaria expansion for World of Warcraft, for example, and then there's the highest-end raiding gear sets from Rift (in Hammerknell). This stuff is a patchwork of multiple color schemes, patterns, fabrics, and materials. Why?
Let's go back and look at an old game. Here's EverQuest. Now, I'll admit that the graphics are very dated, and extremely low-res by comparison, but look at the use of extremely smooth and simple looking patterns. The gear doesn't look like it was assembled from whatever was lying around, but rather like a single, contiguous piece.
Rift, WoW, and all of the other MMOs need to stop trying to cram a much texture as they can into this gear and just make it look good.
Let's go back and look at an old game. Here's EverQuest. Now, I'll admit that the graphics are very dated, and extremely low-res by comparison, but look at the use of extremely smooth and simple looking patterns. The gear doesn't look like it was assembled from whatever was lying around, but rather like a single, contiguous piece.
Rift, WoW, and all of the other MMOs need to stop trying to cram a much texture as they can into this gear and just make it look good.
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Labels:
art,
gear,
Rift,
World of Warcraft
Tuesday, February 14, 2012
Rift Mage: Archon
Archon is one of Rift’s mage souls. It's a versatile soul that brings great benefit to any mage that incorporates it into their build, but it's also a raiding powerhouse when used as the primary soul. In fact, the 51-point Archon is so powerful that in addition to Bard, it's one of the only two souls that are pretty much required in any 20-man raid.
This article is all about the uses of Archon from folding in a zero-point Archon tree to taking advantage of Archon talents in other builds to full 51-point Archon support.
This article is all about the uses of Archon from folding in a zero-point Archon tree to taking advantage of Archon talents in other builds to full 51-point Archon support.
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Labels:
mmo,
Rift,
Riftmage,
video games
Tuesday, February 7, 2012
Rift Raiding: Just the Buffs
Bluedot has a great buff/debuff list up on his site, but it's lacking some crucial information that I constantly find myself needing in order to resolve who should cast what in raids. This is his list of buffs with all of that extra detail. I'll be doing a debuff equivalent article soon.
It should be noted that I've been playing Mage for the most part, with some Rogue. I'm almost certain to have gotten some details wrong with respect to Warrior and Cleric, so please double-check my work and send me some feedback if you find a problem.
It should be noted that I've been playing Mage for the most part, with some Rogue. I'm almost certain to have gotten some details wrong with respect to Warrior and Cleric, so please double-check my work and send me some feedback if you find a problem.
0
comments
Labels:
mmo,
Rift,
theorycraft
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