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  • Enter at Your Own Rift: A party guide for the fashionably late

    by 
    Karen Bryan
    Karen Bryan
    08.24.2011

    Last week, Justin presented a great overview of what's on the horizon for RIFT via his interview with Trion CCO and RIFT Executive Producer Scott Hartsman. On August 25th, everyone is invited to celebrate RIFT's six-month birthday, with special events and prizes for the next seven days. New and returning players get to play for free, while subscribers get lots of special perks like extra experience, increased drops, and even a special birthday gift at the end of the celebration. Curious about why players names are certain colors? Having a hard time deciphering an acronym? Wondering how you can find the calling and level of someone talking in open chat? Read on for some helpful game tips for those who are thinking of checking out the game (and perhaps a few tips that even veterans might appreciate)!

  • Enter at Your Own Rift: How gold farming really hurts the economy

    by 
    Karen Bryan
    Karen Bryan
    08.10.2011

    Recently, Trion Worlds CCO and RIFT Executive Producer Scott Hartsman talked to Gamasutra about how gold farming is a much bigger threat than we assume, particularly because of the large amount of credit card fraud. Those who played RIFT at launch probably recall the large wave of hacked accounts early on. According to Hartsman, the hacking attempts were so quick and so intense that the game could have been "denial-of-serviced off the internet" when it launched. As I was browsing the Auctioneer the other day, I was reminded of Scott's statement because gold farming has sucked a lot of the fun out of in-game economies in virtual worlds. Markets early on were lively, unpredictable, exciting, and full of freedom but very vulnerable because of the growing illegal trade of in-game currency for real money. In an effort to combat the rising real-life value of gold, games like RIFT have moved away from gold toward a system of non-tradeable tokens. But while these tokens have helped to curb the value of gold and reduce the demand for third-party RMTs, they've also removed a lot of the freedom from players. After the cut, we'll take a closer look at how exactly that's happened and why it hurts the economy.

  • Enter at Your Own Rift: Forward thinking

    by 
    Karen Bryan
    Karen Bryan
    07.27.2011

    RIFT right now feels like it's in the middle of that quiet pause right before all hell breaks loose. In game, we're in the thick of the Waves of Madness event, and good old Scotty's ammunition is working well against the doors of Hammerknell Fortress. The question is, what will happen once the doors are finally broken? Outside the game, Trion CCO and Rift Executive Producer Scott Hartsman posted a "State of the game," which outlined what they have planned for the fantasy MMO down the road. But it actually leaves us with more questions than answers. In this week's Enter at Your Own Rift, we'll look at the world event as well as the summer update, and speculate on what's really coming to Telara.

  • Enter at Your Own Rift: A guild-tool wishlist

    by 
    Karen Bryan
    Karen Bryan
    07.20.2011

    As we fended off dripping, soggy, Abyssal infiltrators all over the cities, many rejoiced at seeing the arrival of guild banks with the latest update. Finally, guild members could unload their stacks of tradeskill resources, extra shinies, and other random loot that ends up cluttering the bank and making guild leaders cringe in frustration. Now that our patience has paid off, and the non-stop calls for guild banks has been answered, I'd like to show my appreciation by doing what any true MMOer would do -- rattle off a wish list of new guild tools that I want to see in RIFT! Read on for a look at what I'd like to see added, and also what I hope isn't put in game.

  • Enter at Your Own Rift: Creature comforts

    by 
    Justin Olivetti
    Justin Olivetti
    07.06.2011

    I've got a problem that nine interventions and three bouts of electroshock therapy have yet to cure: I'm hopelessly addicted to collecting non-combat pets (aka vanity pets) in MMOs. I don't know why that is, exactly, although I've always had a fondness for "fluffy" elements on online games. In my opinion, a lot of what we work for in MMOs is cosmetic anyway -- a really good-looking set of armor, a top-of-the-line mount -- with some piddly stats occasionally making a cameo. (Comment bait? Oh yes, I'm evil that way!) While adding nothing to my combat power nor helping me advance in the game, pets still hold purpose. They are fun to display, particularly if you have rare critters that others haven't seen, and they can give you a feeling of virtual companionship during your journeys. Unlike many collection items, pets have a use -- you can actually do something with them instead of tucking them away where they'll sit collecting pixelated dust. I was pretty pleased to discover that RIFT wasn't going to leave us high and dry when it came to non-combat pets, although it's interesting that they're somewhat harder to come by than in, say, World of Warcraft. If you're like I am, you're scouring the game looking to expand your menagerie, so it might be frustrating to be well on your way to 50 with only a paltry pair of pets to your name. Where is everyone getting all of these? How can I snag a few more? Join me after the jump as we examine six ways to collect crazy critters!

  • Enter at your own Rift: Checking out Update 1.3

    by 
    Karen Bryan
    Karen Bryan
    06.29.2011

    The calm before the storm. That's the best way to describe the RIFT screenshot above. As I puttered around and wasted time trying to frame my screenshot from the ideal angle, working that nomad model to his full potential, I was seconds away from a zone event opening up on my head. Instantly, about 50 gigantic desert warriors emerged to attack us for their leader's amusement. And for the next half hour, Fortune's Shore was overrun with warriors, stone golems, and dog people. Fortune's Shore isn't the only place to experience chaos and danger, though. Whatever the Dwarves did in Hammerknell, it's finally caught up with them -- and with all of Telara. Abyssal and Endless Court forces are posing a real threat, and the Ascended are now tasked with repelling the invasions and charging back into Hammerknell. In this week's Enter at your Own Rift, we'll look at a few of the changes from Update 1.3. Read on for a look at tithes, character transfers, trial servers, and towering colossi!

  • Enter at Your Own Rift: Talking 1.3 with Hal Hanlin

    by 
    Justin Olivetti
    Justin Olivetti
    06.22.2011

    Today we're on the verge of RIFT's third major update's going live. It's a doozy of a patch, too, with a little something for everyone: a raid for endgame players, guild banks for... well, guilds, character transfers for the antsy, and RIFT's second world event for one and all. With Patch 1.3, Trion Worlds puts its money where its mouth is by continuing with its streak of sizable, regular updates. It's a critical patch for some, as it seeks to answer the growing call for more endgame content while an increasing number of players hit 50. Fans of RIFT will most likely welcome the spread of the patch, but detractors will undoubtedly criticize why X was done instead of Y (and don't even get into Z; that letter is nothing but trouble). And above the noise, Trion sails on with apparent confidence and dedication. Even though we got to speak with Trion at E3, I got the opportunity for another pre-1.3 interview with Design Producer Hal Hanlin (which, by the way, is a superhero fake identity if I ever heard one). In this no-holds-barred discussion, we covered the selling points of 1.3, the accusation that RIFT is "dying," and the philosophy behind Trion's rapid stream of content.

  • Enter at Your Own Rift: Necessary diversions

    by 
    Karen Bryan
    Karen Bryan
    06.15.2011

    I have to begin by saying that I really enjoyed Justin's column last week about the "no quest" challenge. It's actually a philosophy that I've subscribed to for almost a decade now, going back to my first time grouped with a somersaulting Dwarf in EverQuest who advised me to stand against the zone wall in West Commonlands while he chain-pulled spiders and skeletons over to me to kill for experience. Ironically, I've quested more in RIFT than I have in any other MMO. It's not that I find it faster to level; it's that I actually enjoy the lore behind the quests, another area that I have tended to ignore in other MMOs. Questing can be extremely frustrating for me, though, because I'll almost always bump into someone else doing the exact same quests as me, and yet he won't group up and join forces, even with the luxury of the public quest button. So when I reach my limit in trying to politely suggest to people that we group only to get a few grunts in reply, I decide to take a breather from questing and find an outlet for my frustration. PvP would be the natural choice except that I'd get my rear handed to me on a platter, adding insult to injury. Luckily, there are lots of fun little mini-diversions in RIFT that give me an opportunity to burn off some steam and have fun at the same time. In this week's Enter at Your Own Rift, we'll look at a few of them, from prize fighting to centaur racing.

  • Enter at Your Own Rift: The no-quest challenge

    by 
    Justin Olivetti
    Justin Olivetti
    06.08.2011

    OK, I know you all probably want to talk about the news that addons are coming to RIFT, but the truth is that it's not that big of an issue for me. My feelings on addons are that I'm for them if they enhance the game and encourage player creativity, but I'm against them if they reduce players to mere statistics in the eyes of others (GearScore) or are absolutely necessary to tackle the game's content. So if you feel passionate about this topic, I give you leave to vent more about it in the comments below, but as for me and mine, we're going to look at quests today. More specifically, not doing them. Now, I generally like quests. They give me a feeling of accomplishment (as I am fond of checking off items from my to-do lists in real life), the stories are occasionally interesting, and they give nice boosts to leveling. But I've come to realize something interesting about RIFT that might run under the radar of most: Quests are superfluous to the game. Well, at the very least, they're optional and not the mandatory tasks that most modern MMOs make them out to be. So I had a thought. What about playing RIFT without questing at all -- taking on a "no-quest challenge" of sorts? Is it not only possible but fun too? Hit the jump and we'll examine this from all the angles.

  • Enter at Your Own Rift: Rethinking server transfers

    by 
    Karen Bryan
    Karen Bryan
    06.01.2011

    Last week's big RIFT news was that free server transfers were on the way with the next major game update. Players who have been stuck on lower population servers have been clamoring for the ability to join up with higher population servers, and now they'll finally have the ability to do just that. But any time things like free transfers and server mergers are brought up, the immediate conclusion is that it's a sign that a game is losing players, and as a result, is failing. Free transfers are usually only seen as an act of desperation, and they usually come on the heels of drastic server mergers, as we've seen in games like Vanguard, Warhammer Online, and Age of Conan. But if a game is believed (by the masses) to be doing OK, transfers are seen as a service that comes with a price, as in games like World of Warcraft or EverQuest II. So how do we interpret the news of free weekly transfers in RIFT? Read on for a look at why it's actually great for the game and why they're more than just a shrewd marketing campaign.

  • Enter at Your Own Rift: A case for player housing

    by 
    Justin Olivetti
    Justin Olivetti
    05.25.2011

    Earlier this week we were treated to the news that Trion Worlds is going to offer free character transfers between "select servers" once Update 1.3 hits. Now, how useful this will be is anyone's guess -- as some have noted, this may just be a clever ploy to redistribute the population from high-pop servers to low-pop ones -- but generally it's been met with applause from the community. I remain impressed as a consumer with how fast and aggressive Trion is pumping out content, and the fact that this is a free transfer once per week is really cool considering how most other subscription MMOs charge for a similar "premium" service. Whatever Trion's motive and however it'll play out, I do know this: The company needs to continue to bring the heat to the competition. It's vital that RIFT distinguishes itself from the rest of the pack in some way, whether it be polish, originality, speed, customer service, or innovation. Today I'd like to make a case for what I think should be high up on Trion's development schedule: player housing. We know it's something the devs have discussed, with some very much for and some very much against, but I'm hoping it's gone past the brainstorming phase. Why should we care about what might seem like fluff? How could housing work in RIFT? Tune in after the jump, same Bat-time, same Bat-channel to find out!

  • Enter at Your Own Rift: A look at Update 1.2

    by 
    Karen Bryan
    Karen Bryan
    05.18.2011

    With a rowdy Dwarven "ha ha, YES!" (does anyone else think that cheer was voiced over by Ed McMahon?) and a flash of coin pouches, Update 1.2 arrived in RIFT this past week. It was a rather meaty update, with new content, some well-deserved zone improvements, and the much-discussed looking for group tool. In this week's Enter at Your Own Rift, we'll take a look at a few notable changes that came along with the update -- for better or worse.

  • Enter at Your Own Rift: Off the beaten path

    by 
    Justin Olivetti
    Justin Olivetti
    05.11.2011

    Conventional MMO wisdom says that one should stick to the roads as much as possible when questing. Roads have become the "safe zone" of online games, a place where mobs are less likely to attack and adventurers are less likely to become lost. RIFT, however, turns this MMO convention on its head and does everything it can to break us of this predictable -- and boring -- habit. For one thing, the roads in RIFT are not safe. At any moment, a rampaging invasion or event boss may be wandering down them, looking for easy prey. I've seen more than one jaded MMO vet express a type of dawning pleasure when this has happened, especially considering the reputation modern games have for coddling their populations. For another thing, there are a lot of incentives to strike off the beaten path and explore the world instead of staring at a packed trail that's been walked a million times before. RIFT encourages players to do so in subtle ways, ways that I deeply appreciate as an explorer type. In today's Enter at Your Own Rift, we're going to look at three reasons that blazing your own way in the wilderness is more fun -- and even beneficial -- than sticking to the highway. Roads? Where we're going we don't need roads.

  • Enter at Your Own Rift: Notes from the front

    by 
    Karen Bryan
    Karen Bryan
    05.04.2011

    The past week in RIFT has felt like a bit of a transition period. The world event came to an end, and players have generally put that behind them. Meanwhile, there are some pretty big things coming up soon with the next update, so you can feel the anticipation (and in some cases, concern) from the players over these changes. In this week's Enter at Your Own Rift, I'll discuss a few things that have caught my eye recently in game. Is coin-lock doing its job? Are we winning the battle of the spammers? Will the Dwarf NPC that I'm escorting really be dumb enough to run into that foothold up the road? Read on for the answers!

  • Enter at Your Own Rift: Looking for groups

    by 
    Justin Olivetti
    Justin Olivetti
    04.27.2011

    Like some of you, I feel that RIFT's Update 1.2 can't get here soon enough. A good content update, in my opinion, has a little something for everyone, and in talking with Trion Worlds last week, I definitely got that feeling from this patch. The team is catering to endgame players with Slivers, build-enthusiasts with a fifth role, rift-runners with new types of dynamic events, and people who aren't content to merely spam my Twitter feed with accomplishments but must now do so from inside Facebook as well. I'd be lying if I said I'm not planning on spending huge amounts of time assembling dashing and fashionable outfits for my characters once the wardrobe is in the game, too. I'm all about outfits in Lord of the Rings Online, so it's great to see RIFT bring this type of system into the game (unlike some other stubborn studios, which shall remain nameless). Players like to feel powerful while looking incredible, and this outfit system will hopefully allay some of the complaints of similar-looking toons. Above all this in Update 1.2 towers one of the biggest changes to the game yet: the Looking for Group (LFG) tool. Designed to assemble teams of players to tackle dungeons and group quests, the LFG tool will certainly change how we play RIFT. Will it be a good change or bad? That's the $1,000,000 question, which I will tackle after these brief messages, by which I mean, "after the jump."

  • RIFT challenges the depths of the Charmer's Caldera

    by 
    Larry Everett
    Larry Everett
    04.21.2011

    Hear me, Ascended! The fires of Telara call to you, for in the great depths of the volcano, the last remnant of the Sorcerer Kings' experiments still survives. The laboratory that was forged in secret was consumed by a great eruption prior to the fall of the Eth Empire. Although most of the devices were destroyed under the molten rock, the Charmer's Coil still remains after all these eons. Now, Crucia, the enslaver of the will, seeks to add this powerful relic to her collection. Ascended, will you be able to obtain the artifact before the enslaver? As a part of the expedition, you will face the brainwashed slaves of Crucia as she races to obtain the Coil. The Fire-spawn also call the Charmer's Caldera home. These minions were originally bred to defend the laboratory, but they have found the active volcano a comfortable place to live. Smouldaron will not put up with this encroachment of his land. You will fight past chieftain and his Fire-spawn before facing the other more dangerous evils inside the heart of the volcano. For more information on this and other dungeons littering the planes of RIFT, hop on over to the official website or read the latest on our own RIFT column, Enter at Your Own Rift, every Wednesday.

  • Enter at Your Own Rift: Cry me a river

    by 
    Karen Bryan
    Karen Bryan
    04.20.2011

    Yep. That was the sum of my experience with Phase 2 and 3 of RIFT's world event this past weekend. I was unable to log in early to stake my place for the fireworks (I was over in Lexington watching the Red Coats and the Minute Men putting on their own fireworks show). As I learned later from guildmates, it wouldn't have helped even if I were on early, since Trion Worlds took down the servers just before the event, causing a mess of sharpened elbows and broken keyboards as people frantically tried to log back in. It was a white hot mess, and no one will argue that fact. But there are a few interesting observations that can be made from this rather bleak moment. Read on for a look at what Alsbeth's finale can tell us.

  • Enter at Your Own Rift: One month in, how's the game?

    by 
    Karen Bryan
    Karen Bryan
    03.23.2011

    Snakes -- they're the one thing in RIFT that I absolutely detest, not because they're dangerous or scary, but because they refuse to drop the last snake tear that I need for my critter tears collection. I've killed dozens, perhaps even hundreds, but every time, I walk away empty-handed. Oh sure, every now and then, one will give off that sparkle effect when it has loot, but it's always just the morale-crushing snake skin. I have killed so many snakes that I could probably string them together and encircle the world of Telara three times. Instead, I'll step away from my snake-slaughter to report on the news from Telara. It's been a month since the head-start launch, and already we've seen several major changes. Read on for a my mini-progress-report on public grouping, security, training dummies, and my incredible shrinking armor.

  • Enter at Your Own Rift: Zero-sum game

    by 
    Justin Olivetti
    Justin Olivetti
    03.16.2011

    Ever since I started following RIFT, I've been entranced by the wide-open -- but not limitless -- class system. After all, the virtual world and everything populating it is only half the game; the other half resides in the avatar that sticks with you while you explore it all. Many MMOs have interesting ways of letting you build and grow your character, but sooner or later they come to a point where there's little more to be done other than incrementally increasing your stats by gaining better gear. Not so with RIFT, as even a level 50 can drop a few coins to shape a completely new build from scratch. No longer are we bound to a rigidly defined creation; we are free to experiment, tinker, and try out these roles to our hearts' content. With RIFT's soul system, there are a few ground rules that everyone learns early in the game. You can have up to three souls in your archetype active at any one time; you can only spend as many points in a build as you have in levels (such as 10 points at level 10); and you'll end up with 66 points at level 50, which means that you'll at least dabble in a second soul tree with every build. And while you can certainly spread soul points across all three trees, today I wanted to look at the benefits of a zero-point soul, the "third wheel," if you will, of builds.

  • Enter at Your Own Rift: A closer look at wardstones and public groups

    by 
    Karen Bryan
    Karen Bryan
    03.09.2011

    What a busy first week it's been in Telara! The first evening of RIFT's head-start was a bit stressful, as players fretted over hours-long server queues and lost playtime. But after that, things settled down, and the forums went relatively quiet as players chased down rifts and fought off invasions. With all of the excitement, though, there are a few things that players might overlook. This week, we're going to investigate a couple of handy tips that you might have missed but that will definitely make your adventures in Telara more enjoyable. Read on to see why public groups are not just for rift invasions and how a little love to your nearby wardstone can make your life (and those around you) much happier.