Damming the River: Hotfix 19

Throwing up a quick post to get this information out there to those readers that have been relying on this site for their patch notes (I know I have a few).  Today the patch we have all be expecting is dropping.  Basically for all intents and purposes this shuts off the River of Souls event. 

The vendor will still be available for a few days so that folks can make purchases, but the items from the rifts and invasions have stopped dropping.  This also brings into play the “consolement” package that Scott Hartsman spoke about last saturday.  So when we all get home tonight, and log in we should have waiting in our mailbox the following…

Symbol of Purity – This item starts a quest you can complete to obtain

  • 250 Otherworldly Sourcestone
  • 1x – Purified Treasure Cache – Contains a random chance of obtaining one of the special world drop event rewards from the day of the event
    • Common – Grave Goods Bag -Unique 20 Slot Bag (NEW ITEM)
    • Uncommon – Shroud of Anti-Life – Lorn non combat Polymorph
    • Rare – Nimble Spectral Horse – 90% Speed Mount
    • Ultra Rare – Swift Spectral Warhorse – 110% Speed Mount
  • Shadetouched Weapon Cache – The starter item for the Rare Death weapon quests. You can choose whichever level appropriate one you’d like.
  • The following two Achievements, since not everyone who was (or wanted to be) present was able to obtain them.
    • Grim Hero
    • Grim Protector

Now for the actual Hotfix patch notes.  The original posting can be found here.

Hotfix #19: 4/20/11


RIVER OF SOULS
* Expect mailbox delivery of your River of Souls Event Reward Pack shortly after this update hits your shards, for each character that existed prior to the River of Souls Phase 2 start point – see the River of Souls World Event Wrapup thread on the General Discussion forum for more details on the reward pack itself.
* River of Souls event merchants will remain available for several more days to give you time for last-minute purchases. These will eventually be removed, so don’t delay too much!
* The River of Souls daily quests have been removed now that the event has concluded.
* Characters are now required to be level 50 to enter the River of Souls raid zone.
* Discordant Pillar can no longer drop loot.
* Plutonus: Adjusted the placement of the ‘lightning fence’ during the latter phase of this encounter.
* Plutonus: Thundering Fists no longer reduces Death damage dealt by Plutonus.
* Alsbeth now spends a bit less time on the ground between air phases.
* Shadetouched Weapon Caches have been renamed so players can tell which cache awards what level of items.
* Swift Spectral Horse from River of Souls Raid has been renamed to Swift Soulbound Charger.
* Swift Spectral Warhorse from River of Souls Raid has been renamed to Swift Soulbound Warhorse.

GENERAL
* Dueling works again.
* Fixed loot windows from accidentally closing, causing you to lose out on items.
* NPCs that can fly in the air no longer get stuck unable to cast abilities.
* Corrected a badd typo in one display of the ‘Riftblade’ soul name.

SOULS
* Resolved an issue where Distorted Shadows [Cabalist] and Shards of Light [Sentinel] could be exploited. These abilities should once again be available for use.
* Champion: Lingering Wounds: Fixed a bug causing this ability to stop applying.

GREENSCALE’S BLIGHT [Raid]
* Prince Hylas: Should now reliably drop a full four pieces of loot.

ITEMS
* River of Souls event currencies and quest item drops will no longer appear.
* Due to outcry from the Telara Society for the Prevention of Cruelty to Animals, Spectral Horses can no longer be Runebroken.
* Shroud of Anti-Life: Corrected the text in this item’s buff tooltip.

Rift Patch 1.2 Rundown

Well folks I still feel rather horrible, so once more you guys are going to have to get a minimal update.  At least some good happened along with the pain, I am posting this from my new laptop.  So far I am exceedingly happy with it.  Being able to run rift on 1080 with ultra settings, all the while my laptop stays cool and quiet is pretty amazing.  I probably would have skipped today were there not news to share.

Over the last few days there has been a good deal of information being released about the 1.2 patch.  Going to give a summary of what is coming down the pipe.

Class Balance Updates

The first bit of information is a series of posts regarding each of the classes.

Cleric Update

original posting

Greetings, Clerics of Telara. I’m Zinbik, the guy in charge of Clerics. I am here to discuss… THE FUTURE! Before I begin, I just wanted to thank everyone for their feedback so far. Whether in-game or here on the forums, we really appreciate any insight we can get as to how you’re perceiving the game. Now, on to the changes!

We’ve gotten quite a bit of feedback on the ranged DPS souls. For this next patch we’ll be focusing on the Inquisitor, working to make their DPS more reliable and comparable to other DPS souls.

Inquisitor

  • Life and Death Concord is just too random. When it procs a lot, you’re having a blast! When it hardly procs at all, you want to strangle me. We really want to make this more reliable so their DPS isn’t so variable.
  • The Armor spells don’t offer much of a choice. You’ve got “the damage and defense one”, “the different damage and defense one”, and “the mostly useless one”. We’re going to change that into “the defensive one”, “the offensive one”, and “the big stick”.

The Healing souls have gotten a fair amount of feedback as well. Right now we’d like to focus on the Sentinel with a little Purifier love on the side, examining how we can make certain abilities more useful and interesting. Below are a few examples of these changes.

Sentinel

  • Healing Breath, while fantastic for a 0-point ability, just isn’t where we’d like it to be for those heavily specced into Sentinel. As long as its HPS is inferior to Healing Invocation, it just ends up being a liability when you try to use it on the tank in response to a minor damage spike or stun. We’d like to fix this, but only for those with a heavy investment into Sentinel.

Purifier

  • Ward of the Ancestors is nice and all, but with its current setup ends up being something you only ever cast on the tank. We plan on lowering the cooldown, but adding a blocker to prevent you from casting it on the same person for the next 30 seconds. This allows you to use it on more targets without allowing one target to be shielded 100% of the time. Once we’ve had time to observe this change within the LIVE environment, we can evaluate the addition of scaling to absorption for a following patch.

Remember, just because I didn’t mention an issue here that you’re concerned with doesn’t mean we don’t share that concern. This is not an exhaustive list of changes that will be happening to Clerics this patch. We’ll be releasing more information when the ALPHA patch notes go live.

Mage Update

original posting

Hey everyone,

I have some information for you on some of the upcoming changes with the next patch. Most of the changes and fixes coming with this update have come from forum posts and feedback sent to us. While we’re always looking into issues and concerns of all sizes, those below are the ones with the largest impact that will be part of the 1.2 update.

First off, there will be a good number of fixes and updates. Among these are ones such as fixing the Pyromancer’s Combust so the effects now stack correctly, fixing the Elementalist’s Charged which wasn’t affecting the top ranks of Lighting Strike and several issues with weaker buffs overwriting stronger ones have also been resolved. We are also taking a look at pets and hope to resolve a number of the most reported pet bugs, such as pets no longer attacking after being stunned.

As many of you have been posting the Pyromancer ability, Ground of Strength, is an amazingly powerful ability. In many cases it is more powerful than it was intended to be, and as a result, is effectively the required choice as the mage PVP soul. It does need to be desirable, but also does need to have its power brought in line with its intended balance.

Another issue, that in many cases is connected with the Pyromancer, is the Dominator’s Controlled Opportunity. As many people have experienced, if you get Transmogrified by someone the next hit you take is really going to hurt. The main issue we found with this ability was critical hits on the target were receiving double bonuses, one from critically hitting and another from Controlled Opportunity, which generated much more damage than intended.

We looked into several possible changes that would help mitigate this while leaving Controlled Opportunity both useful and desirable. The change we have arrived at is having the damage bonus remain, and while an enemy is affected by the debuff the next ability used on them is guaranteed to hit and cannot be resisted but cannot critically hit. If when you attack an enemy with this debuff you are affected by an ability such as Nenvin’s Lament, which gives you a 100% chance to critically hit, your attack will hit the enemy and the Nenvin’s Lament buff will not be consumed until you attack again, preserving the special crit from Nenvin’s for the later attack.

Once we get closer to the patch day, a full list of the fixes and changes included with the patch will be available. We look forward to your feedback on all of the changes when the next update comes to the Test Server.

Rogue Update

original posting

To my fellow Rogues,

Thank you for posting your feedback and suggestions in the forums. I really appreciate your time and effort trying out various builds and sharing them with the both the community and us. Many of the changes we will be introducing in the next patch are a result of the community’s hard work and dedication to the calling.

Assassin
As we all know, the Assassin is the cold-blooded killer who selectively picks his target and vanquishes his victim with ruthless efficiency. Unfortunately, they lack the punch we want them to have. As such we are looking to improve both their initial burst and their overall DPS over time. In addition we have been working on many of the Stealth bugs people have been reporting and we hope to get them fixed for the next patch.

Bladedancer
While the Bladedancer is an excellent soul for soloing and brings some fantastic utility to the table, they are still not hitting the DPS goal we expect them to. As such, we are looking to tweak a number of their core abilities upwards to make sure the Bladedancer’s DPS is more in line with what we’d expect from a whirling dervish of destruction.

Marksman
Finally for the Marksman, there are two areas of concern we are looking to address. Firstly, the Marksman’s overall DPS is not at a level we are happy with. Secondly, the Marksman is too reliant on the use of cooldowns to get the most out of its soul. With these in mind, we are reviewing their situational long cooldown abilities and DPS abilities with the intent of improving their overall performance and reducing the number of buttons players need to worry about.

Once again, thank you for all your feedback. The preview above is an outline of our intention for the upcoming patch and does not include a complete list of changes and fixes. More details will be added as we move closer to patch day.

Warrior Update

original posting

Hello all, we have been following the forums and feedback over the last few weeks and I wanted to take this opportunity to talk to you all about some changes we are looking to make to the Warrior souls with the upcoming patch. We picked through the feedback and looked over the souls and we decided to make some changes to a couple souls that are not quite fitting in like we want them to. The Void Knight and the Warlord.

The Void Knight has always been intended as the premier choice in tanking magical mobs but we don’t feel like it does that as well as we would like it to, so we are looking at several changes to help it fill that role. Just a couple examples, though not by any means everything we are looking at.

1) Giving them a new self buff that reduces the damage they take from non-physical melee attacks.
2) A revision of the Pacts system in which we are ending the practice of using a full Pact dump for each ability. The goal is to make them easier to use, easier to understand, and more balanced.
3) Fixing Fusion of Flesh to be more useful. This change will be independent to the bug currently affecting Rank 5.

We always wanted the Warlord to be a solid tank that could be useful in more situations. He currently fits a dual role of being a tank while bringing useful buffs to the table. Right now we are happy with their ability to buff their party, but we feel their ability to tank is below where we want it to be. Here a couple things we are working on to help change him into the tank we want him to be.

1) Giving him a new high level ability that acts as Sergeant’s Order but as an AOE, allowing him to pull in multiple enemies.
2) Taking a look at his tanking ability and seeing where we can make tweaks to help his mitigation out.

We also have a whole bunch of bugs we are fixing across all the souls and we look forward to being able to give you more detailed patch notes on these changes and bug fixes in the near future.

PVP Changes

original posting

Evening!

We’ve gotten a ton of great feedback for PvP since we’ve gone live, so much that we’ve had quite a challenge weeding out which things we wanted to tackle first. Today I want to give everyone a preview of changes in our upcoming patch, as well as some hints as to where we are headed next.

Improving Reward Quality
There’s been a lot of concern about the quality of the Rank Sets, and the effectiveness that Valor has in PvP compared to the rewards from Tier 1 and 2 dungeons. With 1.2, you’ll find that Valor has received a significant boost, granting reduction in damage taken from Players. In addition we’ve also updated many of the PvP rewards. Here’s a few highlights:

• Retuning PvP items to have more offensive punch.
• Updated & added a number of items to Rank 1 & 2 that will be on par with T1 dungeons.
• Updated & added a number of items in Rank 3 & 4 so that this set is on par with T2 dungeons.
• Reduced the current Rank requirement for Rank 5 weapons to Rank 4, and introduced all new Rank 6 weapons that are on par with Epics from Raid dungeons.
• All Rank Set pieces can now be tinted.

Crowd Control
Crowd control continues to be an item we’re watching carefully. There is a fine line to walk between too much CC and CC being considered useless. With that in mind we’ll be making a few changes in the next patch:

• Increasing the window of time that Diminishing returns is effective, which should reduce the chances of being chain CC’d through an extended encounter.
• Adding a small immunity buff to Break Free in the PvP souls that way players are not immediately CC’d after using their abilities.

Warfront Notoriety
Another area of improvement slated for the next patch is improving the flow of Notoriety advancement so it’s more fun.

• Increased the notoriety rewards from warfronts and warfront related daily quests
• Updated the Notoriety rewards for Port Scion, with the goal of moving some of the better rewards to an earlier notoriety level so they are more in line with the new rank set progression

The above is the bulk of the changes we plan to release with our next patch. However there is no rest for the weary and we’re hard at work on adding some new PVP gameplay into RIFT. We’ll talk about this in more detail once we have things hammered out. That being said people should expect to hear more about things like PvP open world zone events, weekend events with alternate game mode warfronts, and PvP leaderboards & statistics soon!

Dungeon Changes

original posting

Hello my fellow Rifties. I want to give small preview to some of the planned changes to our Expert dungeons. Note: This is not a complete list there are plenty of other things that should be updated (such as various achievement bug fixes).
As I’ve mentioned in an earlier post, we’re generally happy with the overall difficulty but will be making a few adjustments for 1.2.
– Reduced Health on non-boss encounters
– Caelia the Stormtouched will be modified to be more understandable
– Gronik’s power gain will be nerfed
– Rictus ground target ability will be nerfed a bit
– Gatekeeper Kaleida will have the range of some of the crystal abilities reduced and will ignore line of sight
– Scarn’s smouldering bones will stay on fire longer
– Ice Talon and the Falconer will have their health pools slightly reduced
– King’s Breach Manticores will not instantly use their special abilities
– Shadehorror Phantasm will no longer spawn minions on pets

We will also be making some particular changes to make some encounters more melee balanced
– Ragnoth’s whips have reduced range, duration, and effectiveness
– Fae Lord Twyl will no longer have any ‘safe’ locations
– Sparkwing’s PBAE will have a reduced range. His chained bolt will now work properly on ranged targets.
– Konstantin’s cleave will no longer be 360 degrees. Players that are in melee range will get a damage bonus.
– Glubmuk’s poison bolt will no longer hit melee.
– Chillblains’ elementals will no longer prefer to spawn on the closest targets
– Queen Valnara’s ground effect she drops on her location will hurt less.
– Ouldare’s special abilities will share a cooldown.
– Luggodhan’s goo will no longer target the tank

The Wrap-up

Looks to be a lot of good and needed changes coming down the pipes.  These are a few days old but collecting them all in one post.  Hopefully soon the antibiotics will kick in and I will feel like writing up some of the various things I have floating around in my head.

Admitting You’re Wrong Is Awesome

Well this weekend was kind of horrendous for the aggronaut.  I am still in a lot of pain from my previously mentioned ailments.  One of my good gamer friends happens to be a doctor elsewhere in the country.  So prior to today I had simply been following her directions.  At the urging of my wife however I mad a second attempt at getting in to see the doctor, and was successful.

The positive that the doctor doesn’t think it is nearly as dire as originally planned.  The negative is, it is still a major infection that several days worth of powerful antibiotics will hopefully clear up.  As a result, since I am still very much in excruciating pain you my readers are going to get a rather crummy post today.  I figure it is better to post something than let a day lapse with no updates.  Here’s hoping I am right.

In the Blink of an Eye

This weekend the river of souls event wrapped up.  Like so many I was unfortunate enough to miss it.  I spent the early part of my afternoon performing necessary wife maintenance as we ran around town doing errands.  When I made it back around 4pm I got the privilege of sitting in a 1 1/2 hour queue.  After fighting through the queue, I logged in only to find the event was over.

So several weeks of lead up were gone in a flash.  I had been warned that this might be the case, that phases 2 and 3 would only take a matter of hours, whereas phase 2 took a matter of weeks.  All that said I was prepared to miss the event, and spending time with my wife was a better choice of my time.  Unfortunately, that doesn’t mean I am any less bummed about having to miss out on the content.

Why I Love Trion

Interesting thing is, when Trion saw how fast phases 2 and 3 went, the immediately realized they had screwed up.  I give them massive points for trying to carry out an event of this scale weeks after the launch of the game.  As a result they had no real way of knowing how popular it would become, nor did they really have any live data to determine how to scale those last few phases.  Once built and deployed they were pretty well committed to the conclusion.

One of the things I truly love about Trion is the level of interaction they have with the community.  For example I know of several Trion employees who have read my blog, and I still feel like an unimportant voice in a sea of millions.  So if they are engaging with the little guys like me, that tells you they are doing it at all levels of the echelon.  However the biggest sign that they care came in a post from Scott Hartsman on Saturday after the events wrapped.

Official Thread on Rift Forums

When we set out to get this unveil event in front of you, it was all about some serious ambitions.
Great new types of content to unveil a brand new raid zone. Events that really push the edge of what’s possible not just in Rift, but in any MMO of its kind. All within an incredibly rapid amount of time following launch.
In this case, while we did get to "what’s possible" we didn’t get to "solid gameplay for the entire game universe." The later phases of the event were too concentrated and time-compressed, which caused issues on a number of worlds.
Ambition is important — It’s what keeps us improving day to day, week to week, month to month. But, it’s equally important to know when you walked too close to the edge and got cut.
Between our previous experience with zone events and now with world events, we have a much better idea of the range we can create "fun" for at a mass scale in the future, and the steps we need to take to continue progressing the more solid gameplay experiences that only happen in RIFT.
As I had posted earlier, our next world events will already be taking everything we learned, as well as all of your comments about the event, into account. Please do keep them coming — I guarantee we’re here reading them all, weekend or not.
As developers, none of us are happy when anyone who chooses to spend their valuable time in our game feels like they got the short end of our aspirations.
To that end, even if something goes great for some, when it doesn’t go great for all, we’re going to go out of our way to make it up in some way wherever we can.
We’re going to assume that if you are an active subscriber you were intending to participate in the final stages.
1) Operating on that assumption, later this week everyone will be receiving an in-game mail with the River of Souls Event Reward Pack containing:
Symbol of Purity – This item starts a quest you can complete to obtain

  • 250 Otherworldly Sourcestone
  • 1x – Purified Treasure Cache – Contains a random chance of obtaining one of the special world drop event rewards from the day of the event
    • Common – Grave Goods Bag -Unique 20 Slot Bag (NEW ITEM)
    • Uncommon – Shroud of Anti-Life – Lorn non combat Polymorph
    • Rare – Nimble Spectral Horse – 90% Speed Mount
    • Ultra Rare – Swift Spectral Warhorse – 110% Speed Mount
  • Shadetouched Weapon Cache – The starter item for the Rare Death weapon quests. You can choose whichever level appropriate one you’d like.
  • The following two Achievements, since not everyone who was (or wanted to be) present was able to obtain them.
    • Grim Hero
    • Grim Protector

2) The achievement for kneeling to Alsbeth will remain available in her incarnation inside the River of Souls.
3) Additionally, we’re also going to continue the Otherworldly Sourcestone drops for the next few days, for those who haven’t yet finished off their collections and would care to.
4) And since the question has come up quite a few times — the ability to complete the quests from the Shadetouched Weapon Cache will continue, such that you’re always able to finish them.
We do thank you for your patience with us during this first ever World Event. We know that patience isn’t infinite. We do respect that fact greatly, and you have our word that we’re listening and reacting smartly for the next round.
– Scott

Basically they realize that they misjudged the popularity of the event, and for all of us who could not participate fully like we wanted to they are going to give us some of the things we could have gotten from participating in the event.  This feels so much different than the Call to Arms debacle, this feels like a company who truly misjudged the scale of an event and is going out of their way to let us know that they will plan better in the future.

I managed to get almost everything I had wanted from the event prior to phases 2 and 3, so in the grand scheme of thing this is not a huge deal to me.  I knew that by choosing my wife over the game I would be giving up my shot at the cool stuff.  For me it was a good decision, but I am sure there are others who feel far more distraught over the chain of events.

I have faith that future events like this will be scaled in a way so that each phase lasts  a number of days instead of a number of hours.  Initially I was disappointed in the entire event, I was expecting non stop invasions.  But I have come to a point of peace on it, I did enjoy the new rifts and I hope they will stay in the rotation for awhile.  I was just expecting something more grand.

Make the pain stop

Well there you have it, that is about the best post I am able to muster while under pain.  I hope these antibiotics will work quickly and return me to a blissful state of not hurting all the time.  Hopefully this post will tide you all over until something slightly more substantial can be posted.

Bonus Stage: Tinfoil Hat

It has been an extremely long week for the Aggronaut.  I’ve been battling some medical issues, so today I am bringing you a wrap up post through the eyes of someone in pain.  Honestly I didn’t play as much Rift as I would have liked to this week.  When I am in pain I don’t really feel like I can be a responsible member of a guild and server community, so instead I just avoid interaction with people.  This has lead to a good deal more Minecraft than normal.

The End is Nigh

bonus_diablo3

The other day I was out on the Wal-mart website, and like a sirens call there was a link saying that Diablo III was available for preorder.  It isn’t like I would actually preorder anything through Wal-mart, but the link was shiny and reddish and begged to be pushed (not to virus authors, hide your payloads behind red shiny buttons).  I mostly followed the link to look at the pretty screenshots but once I arrived I saw something interesting.

Now if you go out to GameStop or amazon and look up the Diablo III page you just get some generic preorder information but no estimated delivery date.  However if you look in the above image (and I took the liberty of zooming in for you) Wal-mart lists an estimated delivery date for the game.  Do they know something that the other companies don’t? 

Honestly, chances are they do.  Wal-mart is known for their heavy handed practices at least in the music industry, so it is not a large stretch of the imagination that they would have the same kind of sway over the video game industry since they represent the single largest game seller.  I cannot see Wal-mart posting a date they have no background intel surrounding.

I am not immune to the irony that I am posting Diablo news when I have dedicated so much time lately to talking about the failings of Blizzard.  Thing is… this is Diablo, it is not like I won’t be playing it.  I ‘ve spent countless sleepless nights playing the first two, and if this one is half as good as those were it will be well worth the potentially brief ride.  You can take the info with a grain of salt, but just thought I would point out the date.  Would make a good deal of sense, considering that would mean a d3 launch just prior to Blizzcon.

Scary Numbers

4246453385_5147d41647Keeping with the tinfoil hat theme, I had read a couple of posts recently talking about the declining player base as represented on the WoW Census website.  So it got my curious about what numbers the realm I played on, Argent Dawn might show.  I can remember during the launch of Cataclysm, I went out to the website to see what kind of effect the normal post expansion bump did on our server population.  For Argent Dawn, it listed that we had roughly 20,000 active players.

This morning when I pulled up the same stats, it was registering only slightly more than 8,000 players for Argent Dawn.  The question is, what exactly does this represent.  Was there a massive drop off in the usage of the WoW Census add-on?  Did Argent Dawn really lose over half its player base since the launch of Cataclysm?  I honestly don’t have the answers, and am puzzled by the results.

If you look at the wider picture, WoW Census lists the total combined US and Euro player population at 4.5 million.  Now I don’t know what this looked like several months ago, but we have long heard the touted 12 million players figure spread around.  From what I had heard as far as a breakout, that represented 8 million US and Euro players and 4 million in the growing Asian markets.  So if you take that into account as the numbers, the figures from WoW Census would show a drop in players by nearly a half.

Problem is, I have no way of knowing how accurate the WoW Census data is.  Publishers have been reluctant to give out any real player numbers.  The last one I can remember showing how many players were logged into a server was Dark Age of Camelot.  WoW census gets its data from voluntary submissions through their custom add-on.  So what is uncertain is if we are seeing a true drop in subscribers, or just a drop in usage of the add-on.

All I can really base things on is my own incidental data from the Argent Dawn server community.  I know the guild I once lead has dropped on WoW Census from the 5th largest guild on the server to roughly the 12th.  These kind of numbers test out at least incidentally in my head, as we have had a large number of players quit for various reasons.  I myself left to go play Rift as did several others, however there is an even larger number of players who are quitting simply because they are tired of the MMO genre.

All of this taken into account, are the recent changes like Call to Arms, and the cosmetic changes to the Warlock pets simply meant as a way to bribe players to stick around?  Once upon a time I used to play this game called Horizons.  It offered the ability to play a Dragon, something no other game has done to this date.  As they began to hemorrhage subscribers, they started adding in additional content for the dragon players, knowing they were the ones who couldn’t get a similar experience anywhere else. 

2 years down the line, all that was literally left playing the game were the players who for one reason or another just wanted to play dragons.  So I guess my curiosity is, are we starting to see GMs putting in content for the sole purpose of trying to glue players to the game?  Like I said, I don’t really have any answers but it is food for thought nonetheless.

The Rifts are Closing

5335086294_080b2490cdThere is a well thought post over on Ardwulf’s Lair entitled “Rift on a Downward Spiral?”.  If you haven’t managed to read it yet you certainly should.  Basically there has been a lot of back and forth amongst the bloggers making significance that there has been a 20% drop in gameplay hours for Rift on the gaming communication Client Xfire.  To Quote Ardwulf…

To me, a 20% dropoff (not after 4 weeks but 6, mind,) along with reports of persistent server queues even to this day, seems spectacularly good. After two weeks of Warhammer Online you could feel players flowing out of the game. Remember, you can stop playing before your sub runs out, and many did just that, myself included. A loss of 20% (measured in playtime,) implies very strong ongoing performance in terms of retaining players who are actually active.

I personally have played many games in the past that were losing players faster than you could count.  I played Warhammer for about 6 months after release and Age of Conan for a month and a half.  In both cases, after the free month was over the servers felt noticeably lighter for the lack of players.  Rift most definitely does not feel like a dying game, at least not over on the Shadefallen server.

Another good take on the numbers is at Lowered Expectations, which presents some other data.

Really, is a 20% decline from a single gaming service like X-Fire indicative of the overall market share? The fact it is just one piece of the pie tells me no. Look at the Raptr numbers, which show a less than 10% loss. Look at the shard listings and see how a majority of servers are still at high…and even some queues.
Decline will really not be noted until we see merges or closure of servers.

I however present a completely different picture.  The main issue I see with judging the performance of a game based on a third party communication client is this.  These services are not nearly as popular as the regular users seem to believe they are.  I’ve used both at various times throughout my gaming career, and ultimately I get bored with them and simply quit logging in.  Currently I use Raptr as a chat client, but I have long ago turned off its ability to track my gameplay habbits.

On top of this, on Raptr I have less than a half dozen friends that use the service.  The greatest majority of my friends use Steam, and in reality even if you purchased your game through steam like I did, there is no solid reason why you should actually launch the game that way.  Ultimately I think the Xfire and Raptr communities represent a niche of gamers.  Quite possibly the game simply doesn’t appeal as widely to that niche as it does others.

What I am seeing on my own server is a decrease of the wow tourists.  I know them well, I was one for years myself.  A wow tourist is a player who goes out, plays a new game for the free month to get a break, then ultimately returns back to their core game feeling validated in their decision.  I was a tourist in every major MMO release since WoW shipped in 2004, I played my free month, maybe a month extra but ultimately I returned back to the mothership.

Who I am seeing glued to Rift are an older demographic, the players who remain nostalgic about Everquest, Dark Age of Camelot, and ultimately the good points of Warhammer online and miss those games as truly viable platforms.  It is less likely for me to be able to explain a boss fight in “its like this wow boss” terms, but more likely to be able to say “Iron Tomb feels so much like Muire Tomb” and get a response.

I know it is probably a bit hypocritical to dismiss claims that Rift is dying, in the same post I present numbers that show a decline in WoW subscribers, but to me you have to consider the two sources.  With WoW census you have a tool that takes a broad survey of players who are not even running the add-on, trying to come up with base numbers of who is available on the server at a given time.  With these guesstimates, you are looking at a third party tool that has absolutely nothing to do with the actual gameplay.

All that said, I have seen a decline in the player base in Rift.  However this is a good thing.  We have managed to shed a lot of the “barrens chat” types, and kept the seasoned mmo veterans who are willing to work for their rewards.  I have seen the high end public channels continue to grow and get more helpful with time.  So in the grand scheme of things, I think this decline will ultimately be good for the various budding communities.

A Safe Haven

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With the recent pain I have been in, I have like I said been shunning anything that would involve someone else relying on me.  As a result I have logged in for a bit, completely my event dailies and usually logged shortly thereafter.  The rest of my time has been spent over on the Stalwart Minecraft server.  Every so often I get an idea in my head that just has to be built, so my city of Belgarde has been expanded in bursts of creativity.

The most recent burst of effort has involved the left side of the image above.  Previously I had this open area, where a good number of monsters spawned each night.  The dock area that I had built up was unfortunately a part of this overall area.  So one of my goals for some time has been to find a way to both secure the docks and increase the protected space of Belgarde.

In a city like the one I have been building, not much actual food production could happen inside the protected walls.  Ultimately each city is ringed with a network of agriculture areas, that feed resources back into the walled area.  In a game like Minecraft, where any undeveloped land is sure to spawn monsters, simply dotting the countryside around Belgarde with farms really didn’t fit the bill.

As a result I decided to extend out the walls to loosely encompass an area of land that would ultimately be built up as farms.  So far I have managed to complete the wall, and a guard station.  In addition to this I torched off the entire area to immediately stop the monster spawns while working on developing it. 

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I cleared and terraced an area in the upper right-hand region of the new walled zone.  This has become the first farm in the area, and includes a large house, work shed, and a large fenced off field of crops.  I don’t want to create cookie cutter homesteads, so this will take some time to design and build each structure to feel cohesive but look somewhat unique at the same time.  I will post additional shots as I get more things built.  Right now the general region just looks unfinished.

Wrapping the Wrap-up Post

So that’s all the assorted bits and pieces that didn’t really seem to fit elsewhere thematically.  I finally managed to pull the trigger and order the new laptop, so next week sometime I should be blogging from it.  I have a number of topics swimming around in my head that should make for at least interesting posts next week.  Given my irregular posting habits in the past, I am still shocked that I have managed to maintain a month of posting something each day.  While it might not seem like much for the bloggers who have been hard at it for three years or so, but for me just being consistent for a month is a proud moment.