Perhaps I'm spoiled by a shockingly productive development and design team on Rift, but I was stunned today when I read the patch notes for the upcoming 5.0 patch that's going to land for WoW. This is the first patch since 4.3 which introduced a bunch of new features including a new raid, 3 new 5-man dungeons and the Raid Finder feature. That was a good, solid content patch. Then, eight months later, you would think that they'd have something new to throw to the players while they wait for the September patch, no? Yep... a world event involving Theramore.
Tuesday, August 28, 2012
Friday, August 3, 2012
Rift Mage: Having fun with uitily
In Rift, I play in a guild called Ascended of Corthana on the Faeblight shard. We're a casual raiding guild that had some pretty severe numbers problems right around the time that Infernal Dawn came out. We've fixed that, and after we merged in another, similar guild we're now back on track and raiding ID while still clearing the last few bosses of HK for farm loot.
But our raiding Mage count is still very low, and as Mage class lead, I've had to bring the heavy utility to raids so that we don't end up with none. Obviously, I have to have a support (Archon) spec so that I can buff the raid if need be, but fights like every ID boss thus far in our progression along with HK bosses that I still farm from time to time like Prime and Prince require pretty specialized Mages for specific utility roles.
I've long had multiple specs to handle all of these, but now that utility is starting to become the primary thing that I bring to raids, I've been trying to consolidate. To that end, I now have two basic utility builds:
But our raiding Mage count is still very low, and as Mage class lead, I've had to bring the heavy utility to raids so that we don't end up with none. Obviously, I have to have a support (Archon) spec so that I can buff the raid if need be, but fights like every ID boss thus far in our progression along with HK bosses that I still farm from time to time like Prime and Prince require pretty specialized Mages for specific utility roles.
I've long had multiple specs to handle all of these, but now that utility is starting to become the primary thing that I bring to raids, I've been trying to consolidate. To that end, I now have two basic utility builds:
Wednesday, June 13, 2012
Rift: And now an expansion
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| Storm Legion logo (c) Trion Worlds |
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
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