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El-Producto
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« Reply #1440 on: March 31, 2011, 07:07:51 PM »

Quote from: Huw the Poo on March 31, 2011, 04:26:28 PM

Here's my code - five uses; first come, first served!

CDKE-REGG-ZCFL-Q6X6-YGL7

Thanks, I used one.
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« Reply #1441 on: March 31, 2011, 08:39:30 PM »

FMGE-F2ZT-9QED-EHWZ-3NZ9

5 free as of now.
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Huw the Poo
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« Reply #1442 on: March 31, 2011, 10:39:30 PM »

Quote from: El-Producto on March 31, 2011, 07:07:51 PM

Quote from: Huw the Poo on March 31, 2011, 04:26:28 PM

Here's my code - five uses; first come, first served!

CDKE-REGG-ZCFL-Q6X6-YGL7
Thanks, I used one.

You're welcome.  Hope you enjoy the game!
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« Reply #1443 on: April 01, 2011, 12:04:52 AM »

How is the community holding up now that we are out of the free month period?   
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« Reply #1444 on: April 01, 2011, 12:43:20 AM »

Quote from: Teggy on March 31, 2011, 02:44:35 PM

From dev:
Quote
There was a bug that was introduced around the 17th March that could result in mobs being unable to detect stealthed players. This bug was fixed in 1.1; so Stealth is once again working as it did at release and in Beta. However we’re still not entirely happy with how it is right now, and we plan to make further adjustments to the detection rules for stealth players vs. both NPCs and players to reduce detection range i.e. it’ll be easier to use stealth. These adjustments are currently in progress and we hope to have them patched soon.

I'm happy with how stealth is working right now.   It's back to how it was in the beta.  As an assassin with the improved stealth, I can approach an even level mob from the front only if I pop my 5 seconds of 'super stealth'.  Otherwise you have to stay behind them or move quickly when it makes the chirp saying they see you.  It's working fine and with some stealthy skills I can still manuever through crowded areas of 50 elites between sapping and zig-zagging.
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Harkonis
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« Reply #1445 on: April 01, 2011, 12:44:24 AM »

Quote from: faide on April 01, 2011, 12:04:52 AM

How is the community holding up now that we are out of the free month period?   

fine on Sunrest, though it's a bit rough as defiant in open world right now.  There are a couple guardian builds who are pretty much always out in force in Stillmoor and have no problems locking down the main hub.
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« Reply #1446 on: April 01, 2011, 01:04:37 AM »

Quote from: Harkonis on April 01, 2011, 12:43:20 AM

Quote from: Teggy on March 31, 2011, 02:44:35 PM

From dev:
Quote
There was a bug that was introduced around the 17th March that could result in mobs being unable to detect stealthed players. This bug was fixed in 1.1; so Stealth is once again working as it did at release and in Beta. However we’re still not entirely happy with how it is right now, and we plan to make further adjustments to the detection rules for stealth players vs. both NPCs and players to reduce detection range i.e. it’ll be easier to use stealth. These adjustments are currently in progress and we hope to have them patched soon.

I'm happy with how stealth is working right now.   It's back to how it was in the beta.  As an assassin with the improved stealth, I can approach an even level mob from the front only if I pop my 5 seconds of 'super stealth'.  Otherwise you have to stay behind them or move quickly when it makes the chirp saying they see you.  It's working fine and with some stealthy skills I can still manuever through crowded areas of 50 elites between sapping and zig-zagging.

I think it could be tweaked some, I was finding that I was noticed more than I thought I should be on even level mobs (from behind). Even if the didn't see totally through stealth they would turn towards me, blowing my opener.
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« Reply #1447 on: April 01, 2011, 01:49:14 AM »

Quote from: Wargus on April 01, 2011, 01:04:37 AM

Quote from: Harkonis on April 01, 2011, 12:43:20 AM

Quote from: Teggy on March 31, 2011, 02:44:35 PM

From dev:
Quote
There was a bug that was introduced around the 17th March that could result in mobs being unable to detect stealthed players. This bug was fixed in 1.1; so Stealth is once again working as it did at release and in Beta. However we’re still not entirely happy with how it is right now, and we plan to make further adjustments to the detection rules for stealth players vs. both NPCs and players to reduce detection range i.e. it’ll be easier to use stealth. These adjustments are currently in progress and we hope to have them patched soon.

I'm happy with how stealth is working right now.   It's back to how it was in the beta.  As an assassin with the improved stealth, I can approach an even level mob from the front only if I pop my 5 seconds of 'super stealth'.  Otherwise you have to stay behind them or move quickly when it makes the chirp saying they see you.  It's working fine and with some stealthy skills I can still manuever through crowded areas of 50 elites between sapping and zig-zagging.

I think it could be tweaked some, I was finding that I was noticed more than I thought I should be on even level mobs (from behind). Even if the didn't see totally through stealth they would turn towards me, blowing my opener.

that's how it was in beta as well, the key is to use an incapacitate as you approach, then your opener.  Even in situations where that isn't possible (already use incap on second target for example) if you move in and don't hesitate you can do all but Assassinate on the mob before they pop your stealth.  Really you're better off using the non-assassinate openers anyway.
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« Reply #1448 on: April 01, 2011, 02:37:24 AM »

Quote from: Blackjack on March 31, 2011, 01:19:46 AM

Quote from: Alefroth on March 30, 2011, 11:22:33 PM

@Blackjack

I think you can change your default pvp flag settings so stray aoe won't flag you. Right-click your portrait, and there will be a pvp flag option.

Ale
Ew, thanks! You get a cookie. I figured I was missing something obvious -- I'm good at that.  icon_redface

Man, the patch notes tonight are longer than an un-edited Stephen King novel. I don't think you can make this many balance changes without someone getting seriously upset.  paranoid

*They added integrated video capture with quick upload to a YouTube account.
Quote
VIDEO CAPTURE
* You can record video through RIFT up to 3 minutes in length. If you add a YouTube account through the Settings menu, RIFT will automatically upload videos to that account!
* Type /record or press CTRL+Y to start recording. Use it again to stop!
* Small icons next to the minimap show when video is recording and encoding.
* Once encoding is complete, you will have the option to upload if you have attached a YouTube account.

Did it help? I checked when I got home and didn't see the options I thought I remembered seeing.

Ale
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Wargus
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« Reply #1449 on: April 01, 2011, 02:51:42 AM »

Quote from: Harkonis on April 01, 2011, 01:49:14 AM

Quote from: Wargus on April 01, 2011, 01:04:37 AM

Quote from: Harkonis on April 01, 2011, 12:43:20 AM

Quote from: Teggy on March 31, 2011, 02:44:35 PM

From dev:
Quote
There was a bug that was introduced around the 17th March that could result in mobs being unable to detect stealthed players. This bug was fixed in 1.1; so Stealth is once again working as it did at release and in Beta. However we’re still not entirely happy with how it is right now, and we plan to make further adjustments to the detection rules for stealth players vs. both NPCs and players to reduce detection range i.e. it’ll be easier to use stealth. These adjustments are currently in progress and we hope to have them patched soon.

I'm happy with how stealth is working right now.   It's back to how it was in the beta.  As an assassin with the improved stealth, I can approach an even level mob from the front only if I pop my 5 seconds of 'super stealth'.  Otherwise you have to stay behind them or move quickly when it makes the chirp saying they see you.  It's working fine and with some stealthy skills I can still manuever through crowded areas of 50 elites between sapping and zig-zagging.

I think it could be tweaked some, I was finding that I was noticed more than I thought I should be on even level mobs (from behind). Even if the didn't see totally through stealth they would turn towards me, blowing my opener.

that's how it was in beta as well, the key is to use an incapacitate as you approach, then your opener.  Even in situations where that isn't possible (already use incap on second target for example) if you move in and don't hesitate you can do all but Assassinate on the mob before they pop your stealth.  Really you're better off using the non-assassinate openers anyway.

Yeah, I could do that, I could also use elusiveness.  I just question whether the assassin, a class that gets an innate 30% boost to speed & stealth at 16 points in the tree (Silent Footsteps), should have to use one or even two extra skills to be able to sneak up on an even level mob from behind without them turning towards you.  I would think you could do that on the base skill, incap should be a crowd control skill and elusiveness for pushing the envelope on sneaking up on mobs from the front or over level mobs. 

If an assassin has to use these and silent footsteps in order to be functional, what the heck is the nightblade going to do to use their stealth attacks?
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Harkonis
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« Reply #1450 on: April 01, 2011, 03:42:43 AM »

Quote from: Wargus on April 01, 2011, 02:51:42 AM

Quote from: Harkonis on April 01, 2011, 01:49:14 AM

Quote from: Wargus on April 01, 2011, 01:04:37 AM

Quote from: Harkonis on April 01, 2011, 12:43:20 AM

Quote from: Teggy on March 31, 2011, 02:44:35 PM

From dev:
Quote
There was a bug that was introduced around the 17th March that could result in mobs being unable to detect stealthed players. This bug was fixed in 1.1; so Stealth is once again working as it did at release and in Beta. However we’re still not entirely happy with how it is right now, and we plan to make further adjustments to the detection rules for stealth players vs. both NPCs and players to reduce detection range i.e. it’ll be easier to use stealth. These adjustments are currently in progress and we hope to have them patched soon.

I'm happy with how stealth is working right now.   It's back to how it was in the beta.  As an assassin with the improved stealth, I can approach an even level mob from the front only if I pop my 5 seconds of 'super stealth'.  Otherwise you have to stay behind them or move quickly when it makes the chirp saying they see you.  It's working fine and with some stealthy skills I can still manuever through crowded areas of 50 elites between sapping and zig-zagging.

I think it could be tweaked some, I was finding that I was noticed more than I thought I should be on even level mobs (from behind). Even if the didn't see totally through stealth they would turn towards me, blowing my opener.

that's how it was in beta as well, the key is to use an incapacitate as you approach, then your opener.  Even in situations where that isn't possible (already use incap on second target for example) if you move in and don't hesitate you can do all but Assassinate on the mob before they pop your stealth.  Really you're better off using the non-assassinate openers anyway.

Yeah, I could do that, I could also use elusiveness.  I just question whether the assassin, a class that gets an innate 30% boost to speed & stealth at 16 points in the tree (Silent Footsteps), should have to use one or even two extra skills to be able to sneak up on an even level mob from behind without them turning towards you.  I would think you could do that on the base skill, incap should be a crowd control skill and elusiveness for pushing the envelope on sneaking up on mobs from the front or over level mobs. 

If an assassin has to use these and silent footsteps in order to be functional, what the heck is the nightblade going to do to use their stealth attacks?

all of a nightblades openers including it's incapacitate are ranged, so I'm not seeing the problem.  I can still sneak up behind many mobs of even level at 50 without them turning around, some do.  What's the problem with using Elusiveness?  it's a 15 second cooldown and will be up for every fight.  Really starting to sound like you want easy mode back and are grasping at problems that aren't there.  In beta it was the same it is now and it wasn't a big deal.  I just spent a few hours doing dailies and had no issues.  Almost got popped out of stealth once, but managed to incapacitate on reflex.  It's really working fine, you just have to hone your stealthing skills that have become lax in the ease of the past month.
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« Reply #1451 on: April 01, 2011, 05:25:04 AM »

I've admittedly not played much these last two days but the stealth changes seem a little too strong form your description.  I'd agree that last week assassin stealth was easy mode compared to any other toon for quest completion and gathering mats and artys.

That said... I do think Incap should be viable CC.  Seeing as you can only have 1 mob incapped, needed to do it to your target makes the basic rogue 2-fer impossible.  You can not fight one mob directly while his escort stands sapped if you need to sap to get your jagg off.

I'm in the middle.  Was a bit too easy before, and this sounds too strict.
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« Reply #1452 on: April 01, 2011, 05:40:57 AM »

Quote from: Harkonis on April 01, 2011, 03:42:43 AM

Quote from: Wargus on April 01, 2011, 02:51:42 AM

Quote from: Harkonis on April 01, 2011, 01:49:14 AM

Quote from: Wargus on April 01, 2011, 01:04:37 AM

Quote from: Harkonis on April 01, 2011, 12:43:20 AM

Quote from: Teggy on March 31, 2011, 02:44:35 PM

From dev:
Quote
There was a bug that was introduced around the 17th March that could result in mobs being unable to detect stealthed players. This bug was fixed in 1.1; so Stealth is once again working as it did at release and in Beta. However we’re still not entirely happy with how it is right now, and we plan to make further adjustments to the detection rules for stealth players vs. both NPCs and players to reduce detection range i.e. it’ll be easier to use stealth. These adjustments are currently in progress and we hope to have them patched soon.

I'm happy with how stealth is working right now.   It's back to how it was in the beta.  As an assassin with the improved stealth, I can approach an even level mob from the front only if I pop my 5 seconds of 'super stealth'.  Otherwise you have to stay behind them or move quickly when it makes the chirp saying they see you.  It's working fine and with some stealthy skills I can still manuever through crowded areas of 50 elites between sapping and zig-zagging.

I think it could be tweaked some, I was finding that I was noticed more than I thought I should be on even level mobs (from behind). Even if the didn't see totally through stealth they would turn towards me, blowing my opener.

that's how it was in beta as well, the key is to use an incapacitate as you approach, then your opener.  Even in situations where that isn't possible (already use incap on second target for example) if you move in and don't hesitate you can do all but Assassinate on the mob before they pop your stealth.  Really you're better off using the non-assassinate openers anyway.

Yeah, I could do that, I could also use elusiveness.  I just question whether the assassin, a class that gets an innate 30% boost to speed & stealth at 16 points in the tree (Silent Footsteps), should have to use one or even two extra skills to be able to sneak up on an even level mob from behind without them turning towards you.  I would think you could do that on the base skill, incap should be a crowd control skill and elusiveness for pushing the envelope on sneaking up on mobs from the front or over level mobs. 

If an assassin has to use these and silent footsteps in order to be functional, what the heck is the nightblade going to do to use their stealth attacks?

all of a nightblades openers including it's incapacitate are ranged, so I'm not seeing the problem.  I can still sneak up behind many mobs of even level at 50 without them turning around, some do.  What's the problem with using Elusiveness?  it's a 15 second cooldown and will be up for every fight.  Really starting to sound like you want easy mode back and are grasping at problems that aren't there.  In beta it was the same it is now and it wasn't a big deal.  I just spent a few hours doing dailies and had no issues.  Almost got popped out of stealth once, but managed to incapacitate on reflex.  It's really working fine, you just have to hone your stealthing skills that have become lax in the ease of the past month.

My bad about the nightblade, I haven't messed with that soul yet. I'm also not quite sure how you pulled that I want easy mode out of my last two posts on the subject, but no, that isn't what I want, especially considering I have another post a page back saying it was broken before.  I still think it could use some tweaking, as in minor adjustments. 
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« Reply #1453 on: April 01, 2011, 07:16:11 AM »

Quote from: Wargus
My bad about the nightblade, I haven't messed with that soul yet. I'm also not quite sure how you pulled that I want easy mode out of my last two posts on the subject, but no, that isn't what I want, especially considering I have another post a page back saying it was broken before.  I still think it could use some tweaking, as in minor adjustments. 

Oh! Play a pure NB! Its argued they have the best sustained melee dps for rogues.  I've played both my rogues as NB and its a very nice power set.  actually do NB with 5/5 Ranger/Sin for the 10% crit bonus! >smile

Though honestly NB/ with 13 RS for the heal and 5 sin for crits and puncture is a much more survivable PvE build.
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Harkonis
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« Reply #1454 on: April 01, 2011, 09:38:53 AM »

you don't HAVE to use the incapacitate to get an opener as a 'sin, I was just suggesting it if people are having trouble otherwise.  I typically have no trouble sapping one mob, then opening on the next.  If you run sin/nb (I used to, but have been playing 'pure' sin lately) you can even sap 2 mobs and fight a third.

for pure pve, any build with the 13 in RS is pretty easy really slywink  I can definitely say that I miss it, I also am having trouble adjusting to living without Bloodthirst since I'm broke right now.
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« Reply #1455 on: April 01, 2011, 12:41:09 PM »

Quote from: faide on April 01, 2011, 12:04:52 AM

How is the community holding up now that we are out of the free month period?   
I didn't play at all last night. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIEEEEEEEEEE!!!!!!!!!!!!!!! icon_eek

Honestly, the game has kept me up too late on work nights. I think I'm going to peel back on weekday play time and go crazy with it on weekends.
=========================
The community rep seems to at least have recognized all the growing number of complains about sound effects being borked. The devs have at least been informed about it.

the SOUND!!!
http://forums.riftgame.com/showthread.php?148322-The-SOUND!!!&p=1962057&viewfull=1#post1962057
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« Reply #1456 on: April 01, 2011, 01:02:27 PM »

Playing now, alt-tabbed to say I don't feel less stealthy. At All. smile
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« Reply #1457 on: April 01, 2011, 01:45:56 PM »

Geez, they had to disable iron nodes.

I'm starting to feel a little worried about the long-term state of the higher level quest hubs. I was in the Chancel last night, which is a shared hub, and Guardians were killing everyone. If these turn into non-stop fights as more and more people level up, it's going to suck. I guess I am just a
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Teggy
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« Reply #1458 on: April 01, 2011, 01:52:07 PM »

Quote
Quote Originally Posted by Gersh_Trion View Post
Let me start out with saying thanks to everyone that has logged in over the past week on ALPHA and LIVE to join us in the 1.1 River of Soul Event! A World event marks a new chapter in RIFTs development and as with any new feature were committed to rapidly iterating on player feedback and improving it.With that in mind weve cooked up a number of fixes that will be pushed out to our LIVE servers before the weekend. These changes focus on addressing many of the concerns players have brought up about rewards, and content availability.Content AvailabilityWeve made a number of changes to ensure that plenty of River of Souls event content is available, especially in our higher level zones.

    Significantly increased the rate in which both Death and River of Souls event content spawns. This includes invasions, rifts, and zone events!
    Increased the minimum number of rifts that can be open in many of our higher level zones including Ironpine, Stillmoor, and Shimmersand.

Improved Daily QuestsIn addition to increasing the amount of content we have made further changes to the Daily quests to encourage player to play in level appropriate zones and not ruin the experience for other players.

    River of Souls daily quests will only credit players for activities appropriate to their level. For example closing rifts well below your level will not earn you credit toward completing your daily quest.

Otherworldly SourcestoneWe have significantly increased the rate in which otherworldly sourcestone enters the world, giving players more opportunity to earn some of the awesome event rewards.

    Significantly increased the reward for Daily quests.
    Added Otherworldly Sourcestone drops to all Death rifts, invasions and zone events.
    Increased the rewards given out for River of Souls event rifts, invasions and zone events.

Death Themed Event WeaponsPlayers who find the Shadetouched Weapon Cache will have the opportunity to earn new death themed rare weapons across all level ranges.

    Shadetouched Weapon Caches appropriate for a zones level can be found as a reward for event content in that zone.
    The Quantity of Caches discovered will continue to escalate as the event progresses, dont worry if you dont find one right away!

Reward Store Updated!With the increase otherworldly sourcestone drops we figured it would also be great to add more rewards to the store as well.

    Two new companion pets have been added to the store!
    Added an epic death themed accessories for each calling
    Reduced the price on the Touch of the Shade and Guise of Death event items

As you can see its been a busy few days for us, and we look forward to seeing how our first World Event plays out over the next week. Thanks again for all the great feedback!Cheers!-Gersh
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« Reply #1459 on: April 01, 2011, 02:23:38 PM »

They must have really borked iron nodes...normally there are around 20-40 ore and bars listed in the AH total.  Lots of times there are none.  It's actually been my main source of income...go farm the nodes for an hour or two and make 8-10 plat.  This morning one person had 200 ore listed.  Another had 150 bars listed.  Sucks because it's going to be weeks before the economy for that particular item recovers.

Got my warrior to 43 now...champion/beastmaster is great since RB/Reaver isn't worth playing anymore.  I tried both, kill faster with the Champ and still have to drink after 4 or so fights with either spec so I know which way I'll stay while leveling.  Also tried Paragon and have amazing single target dps but get an add and I die.  Just don't have the points to have the AOE as paragon/RB at 43 (and survive). 

I want my event rewards.  Kinda silly giving 1 stone as a reward for the daily (2-3 dallies max? right now) when it takes 1000 to get the three things in the store. Glad to see the changes above that are coming for the event.
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« Reply #1460 on: April 01, 2011, 02:41:19 PM »

Quote from: Teggy on April 01, 2011, 01:45:56 PM

I'm starting to feel a little worried about the long-term state of the higher level quest hubs. I was in the Chancel last night, which is a shared hub, and Guardians were killing everyone. If these turn into non-stop fights as more and more people level up, it's going to suck.

I voiced the same concerns a few days ago.  Bringing quest NPCs into the PvP fray - especially on a PvE server - is bloody stupid.  I chose a PvE server for a reason; I don't want my limited play time to be blighted by whatever dickheads might be playing the game.
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Teggy
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« Reply #1461 on: April 01, 2011, 03:02:23 PM »

Quote from: ericb on April 01, 2011, 02:23:38 PM

They must have really borked iron nodes...normally there are around 20-40 ore and bars listed in the AH total.  

Yeah, there were some nodes that were giving infinite iron with immediate respawn.
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« Reply #1462 on: April 01, 2011, 03:06:20 PM »

Quote from: Huw the Poo on April 01, 2011, 02:41:19 PM

Quote from: Teggy on April 01, 2011, 01:45:56 PM

I'm starting to feel a little worried about the long-term state of the higher level quest hubs. I was in the Chancel last night, which is a shared hub, and Guardians were killing everyone. If these turn into non-stop fights as more and more people level up, it's going to suck.

I voiced the same concerns a few days ago.  Bringing quest NPCs into the PvP fray - especially on a PvE server - is bloody stupid.  I chose a PvE server for a reason; I don't want my limited play time to be blighted by whatever dickheads might be playing the game.

I definitely much preferred the WoW model where you had very strong NPCs in the quest hubs and they were separated by faction. You can launch attacks from one hub at another (like I guess Southshore and Tarren Mill were), but don't require people to have to constantly grab quests while they are standing next to the enemy, and then have the NPCs be completely ineffective at preventing ganking.
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« Reply #1463 on: April 01, 2011, 06:42:31 PM »

I'm glad they're fixing the event. I've only been able to close 1 death rift so far :|
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« Reply #1464 on: April 01, 2011, 06:52:53 PM »

Quote from: jersoc on April 01, 2011, 06:42:31 PM

I'm glad they're fixing the event. I've only been able to close 1 death rift so far :|

Don't you have a level 50? The people who are having problems are the <lvl 20s who lose out when >lvl 40s close the rifts in Freemarch (like me  ninja)
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« Reply #1465 on: April 01, 2011, 06:56:35 PM »

still resisiting....
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« Reply #1466 on: April 01, 2011, 07:14:02 PM »

Quote from: Teggy on April 01, 2011, 06:52:53 PM

Quote from: jersoc on April 01, 2011, 06:42:31 PM

I'm glad they're fixing the event. I've only been able to close 1 death rift so far :|

Don't you have a level 50? The people who are having problems are the <lvl 20s who lose out when >lvl 40s close the rifts in Freemarch (like me  ninja)

i play at 2am, theres like 10 people on. fucking need a dungeon finder too.
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« Reply #1467 on: April 01, 2011, 07:26:10 PM »

Can Tourette's manifest itself in written language?
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Teggy
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« Reply #1468 on: April 01, 2011, 07:29:36 PM »

Quote from: Razgon on April 01, 2011, 07:26:10 PM

Can Tourette's manifest itself in written language?

icon_lol
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« Reply #1469 on: April 01, 2011, 07:40:31 PM »

Quote from: Soulchilde on April 01, 2011, 06:56:35 PM

still resisiting....

Fine.  Miss out on the first days of the greatest MMORPG launch in literally years.  See if I care! icon_razz
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« Reply #1470 on: April 01, 2011, 07:42:23 PM »

I have a sin/rs I've been playing, roughly 22 points into each, it is a lot of fun and very survivable.  I'll respec my pure sin build to try the nightblade out tonight.
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« Reply #1471 on: April 01, 2011, 08:22:17 PM »

Quote from: Soulchilde on April 01, 2011, 06:56:35 PM

still resisiting....

Resistance is futile.  You will be Ascended.
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« Reply #1472 on: April 01, 2011, 09:41:18 PM »

Quote from: Soulchilde on April 01, 2011, 06:56:35 PM

still resisiting....

Join us!!!
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Arkon
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« Reply #1473 on: April 01, 2011, 09:50:40 PM »

So I ran Deep Strike Mines today with a group of 5 lvl 26-30 rogues.  We couldn't find any healers or tanks to go.  So two of us specced bard, one was specced Riftstalker and the last two were Nightblades/Assassins I believe.  Was nerve wracking, but managed to make it through with only one wipe.

I also encountered my first multiboxer.  There was a guy who was a paladin, being followed by 4 ranger/bards.  All had similar names and exact same looks down to equipment.  He was "soloing" major rifts.

Oh and I was shocked when after closing out a death rift, I was awarded with an 18 slot box, major upgrade from my wool bags.
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« Reply #1474 on: April 01, 2011, 11:19:26 PM »

Quote from: jersoc on April 01, 2011, 07:14:02 PM

Quote from: Teggy on April 01, 2011, 06:52:53 PM

Quote from: jersoc on April 01, 2011, 06:42:31 PM

I'm glad they're fixing the event. I've only been able to close 1 death rift so far :|

Don't you have a level 50? The people who are having problems are the <lvl 20s who lose out when >lvl 40s close the rifts in Freemarch (like me  ninja)

i play at 2am, theres like 10 people on. fucking need a dungeon finder too.

I play at 2am as well, and I've closed plenty of rifts for the event solo.  You really seem to be able to whine about everything in every game.  O_o

Kato says join us, but I can't recall the last time he played with me!  ninja  Never thought Altitis would strike the pirate-pino
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« Reply #1475 on: April 01, 2011, 11:50:20 PM »

Maybe I should level up my Molinar alts so that I have some late night company...  I've turned to... *shudder*.. making friends on my server when the guild isn't around.
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Gryndyl
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« Reply #1476 on: April 02, 2011, 12:04:58 AM »

Quote from: Chesspieceface on April 01, 2011, 11:50:20 PM

Maybe I should level up my Molinar alts so that I have some late night company...  I've turned to... *shudder*.. making friends on my server when the guild isn't around.

add 'em to the guild biggrin
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Blackjack
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« Reply #1477 on: April 02, 2011, 02:15:29 PM »

In case it's helpful to anybody to bookmark (There's a link off the main forum page, I just hadn't thought to look), the Rift Server Status page is this:
http://www.riftgame.com/en/status/index.php
*Everything North America wise is locked for an update at the moment.

I made a couple buds last night (a fellow warrior focused on 2-hands, and a cleric who seemed to know each other). We worked on a Rift and then just sort of wandered off on some quests we all three had. Then I asked about doing King's Breach, and we actually did that. Not without some pain (maybe 3 wipes, and one player having to leave early, whom we replaced OK), but the usual ranty drama didn't occur and we got it done. A bit late for me (I was Level 38 by the time we finished), but it was good to finally see that Achievement pop up and at least one of the armor pieces (shoulders I think) was still worth using at 38.  icon_smile

Although my current soul mix (heavy on Warlord/Paladin, a bit in Riftblade mainly to get its Parry passive modifier) is working decently, I miss what I had as the third Soul which had one passive where you took significantly less damage per hit once the health meter got to about 30%. What happened a couple times in the dungeon was I'd reach to that point, and would be about to use my self-heal and then... boom, I'd get presumably a critical hit on me and the HP went zero before I could even think to hit the self-heal hotkey. But I kinda like having some elemental weapon stuff, and experimenting is kinda fun anyway.
« Last Edit: April 02, 2011, 02:24:37 PM by Blackjack » Logged

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Gryndyl
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« Reply #1478 on: April 02, 2011, 04:28:40 PM »

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Huw the Poo
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« Reply #1479 on: April 04, 2011, 10:53:47 AM »

Does anyone else think the Inquisitor AoE Soul Drain might be overpowered?  Soul Drain - when coupled with Fanaticism which only has a 45 cool down, lest we forget - is incredible.  It will wipe the floor with a group of mobs in the same level bracket as me.  I just Vex a bunch of mobs to get them running at me, then I hit Fanaticism and Soul Drain.  Very rarely do any survive, and even if they do they're knocking on death's door and you can either use Bolt of Judgement on each one or just drop a Circle of Oblivion.  You can even drop a fear in the unlikely event that things get hairy.

Of course it's useless for casters/ranged mobs though.
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