Why You Should Be Playing Rift: 05 – User Interface

Instead of my customary cut & paste introduction to the concept of WYSBPR, today I thought I would throw out a thank you to Aenerb a friend of mine from my guild Eye of the Manastorm on the Shadefallen server.  When he submitted my series of posts to the reddit rift feed, I doubt he realized that it would actually grow legs and run (and I honestly didn’t even know about the reddit feed in the first place).  Yesterday my readership went from an average of 60-90 unique readers a day to over 700.  Reminds me of the few times I got featured on wow insider, certainly skews the analytics a bit.

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Episode 05:  The User Interface

wysbpr_05_default_userinterface For some time I had been a wow tourist.  As a new game came out, I would wander off and play it in alpha, beta, and very rarely release but always return home to wow.  The very first make or break component of any of these games was the user interface.  If the UI felt obtrusive, and difficult to manage it was not long before I quit playing.  The ones I have played for any length of time (WoW, Everquest II, Warhammer Online) all had one thing in common, a UI that was easily modifiable by the player.

Above is an image of the default Rift user interface elements.  I created a new character for the purpose of screenshots, so no worries folks I have not gone to the dark side and swapped factions.  For the most part, the above is also the source of the majority of “it’s just like wow” complaints, because visually the UI elements do look a lot like WoW and LoTRO went out and had a lovechild.  All the stock modern MMO constructs are there, the mini-map, the hotbar, the floating chat window, the bag bar, and for some reason all games seem to top-left dock the player fames.

Breaking The Mold

Personally I have never liked the stock MMO layout.  The unit frames for example seem completely foreign for them to be in the upper left corner.  When you are playing an MMO all of the action seems to happen at your character, so to me, having them player and target frames in the center of the screen makes more logical sense.  Less time spent looking away from your character, less lag in your reactions.  As a result I have very specific desires for what my UI should look like.  While it seems horribly wrong I will illustrate the point with what my raid interface looked like in wow before I quit raiding and left the game.

wysbpr_05_wowinterface To get things the way I wanted them in wow, was doable, but it meant I had to run over 50 different add-ons to get the various effects I wanted.  Each time a major patch would come out, it meant the long and annoying process of figuring out exactly what was broken, finding updates and dealing with the fact that your UI settings seemed to get corrupted on a regular basis.  On top of that there was always the fact that anytime you attempted to get support, the immediate first response was to blame any add-ons you were using.

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I am very happy to say the era of the add-on is finally behind me.  In Rift I was able to very quickly, a few moments after starting the game move things around and change the UI to look the way I wanted it to without any external modification.  If you look at the two screenshots, the layout is pretty similar.  All the key elements I wanted from WoW add-ons are here, and overall I feel like the effect is much cleaner.  Granted the screenshot above is pretty busy considering we were working on an invasion boss.

Making It Happen

wysbpr_05_UIsettings_editorAbove is a picture of the ‘Edit Layout” interface inside of Rift.  Since I am keyboard oriented I acces it by hitting escape to bring up the options menu, and then choosing the “Edit Layout” option.   This places the game into a mode where you can move components of your user interface around.  The concept is pretty simple, each UI element has a bounding box drawn around it, and you can drag them around the screen to place them where you like.

This is by no means a brand new concept to the MMO world.  I can remember while playing Warhammer Online thinking their UI layout editor was extremely elegant.  Rift however goes one step further.  One of the big problems with moving things from their default places, is that as the windows grow, they often overlap and cover up necessary parts of other windows.  Rift has solved this by allowing users to dock windows together. 

If you notice above some of the windows show a thick golden highlight alone one or more of the edges.  This denotes that these windows have been docked together.  For example if you move the window labeled “Group Portrait 1” in the above image, it will also move all the other group portraits and pet portraits keeping the group enact.  This means as your windows grow, your initial UI design stays neatly together.

While you cannot see it in this image, in addition to docking windows together, you can dock elements to the edges of the screen.  When you drag a window close to the edge, a green highlighted edge will appear.  This means that window will be docked to that edge of the screen.  Currently you can only dock a window to one edge at a time, but the nice feature of doing this means as you change resolutions, your layout will remain roughly the same.

Going Even Further

wysbpr_05_importSettingsMontageOne of the biggest frustrations that comes with running with a non-stock layout in most games is figuring out a way to replicate your design to other characters.  In WoW, you had to go through the process of copying LUA files from one character directory to another.  In other games, I never actually found a way and just had to try my best to replicate things by hand.  Trion thought ahead and included an elegant way of doing this out of the box.

Again being keyboard oriented, I usually access the options menu by hitting the escape key.  From this menu choose the Import option, as shown in the above montage image, which will bring up the import settings interface.  On the left side of the screen is a listing of all your characters with some pertinent information about them and on the left a series of checkboxes.  This will let you import key bindings, ui layout, macros, chat settings, game settings, and misc settings from the target character to your currently logged in character.  When you hit the import button you are given a prompt, also shown, that warns you any changes will be permanent.

wysbpr_05_importsettings_afterimport Now if we return to my dwarven placeholder, you can see that I have applied the UI settings from my warrior Belghast, and the UI layout has changed to match my preferences.  Several minutes of awkward cut and paste work done in seconds with a nice clean UI.  One of the weird things to get used to with Rift is the fact that, ALL of your primary settings are stored with your account information on the server.  I’ve never played a game in the past that had done this, so it was equal parts shocking and awesome when I logged in for the first time from my laptop and everything about Belghast was set up the way I wanted it.  The only glitch however was that my laptop and desktop run at different resolutions.  So as a result I use different UI scaling settings on each machine. 

After a few minutes of digging around I found a simple and elegant solution for this.  Rift has a pair of commands, /exportui <filename> and /importui <filename>, that help to bridge this gap between my systems.  Doing an exportui, dumps all of your user interface settings to a file on your hard drive, and doing the importui command refreshes those settings from the file.  So when I log into my desktop I type /importui desktop, and when I log into my laptop I type /importui laptop to quickly scale things to fit either machine.

The Future

One of the neat benefits of this system, might not be apparent at first.  Since these commands dump and import your settings from a file on your file system, it will allow you to trade UI layouts with your friends.  Currently there is not much that can be done in the UI that could not be replicated quickly by another user.  However since they have already added additional features to the user interface since release, I can see at some point the level of customization will allow users to create a very unique look and feel they might want to share.

Without a doubt, this is the most robust user interface in an MMO to date.  No other MMO ever comes close to letting its users have this much control over their environment without installing third party modifications.  Currently Trion has hinted that add-ons might be something for the future, but with an interface this well designed I am not sure exactly what can be improved upon.  If they do choose to do add-ons, it would be nice to see them plug-in cleanly into the existing interface, instead of replace it. 

I can imagine a time where the user might be able to browse in game a list of available third party add-ons and snap them in without having to hit external sources.  An internal “app store” would allow Trion to assure the quality of the add-ons, and keep them from doing anything terribly exploitative.  This way add-ons that do more than re-organize data, can be nipped in the bud before actually having an effect on the community.  As a reformed add-on junkie, it is my hope that Rift stays clean and free of “make or break” third party features.

Lantern Hook Fell On Me

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Taking a break today from my regularly scheduled “Why You Should Be Playing Rift” series, in part because my screenshots just are not ready for the next piece, and part because I felt like writing about something else.  A good deal has happened since I last did a non-series post.  Namely as you should be able to tell from the recent content, and the slow transformation of the website, I have been playing Rift.  It has been amazingly fun, and extremely refreshing.  As I have commented in recent series posts, I has made me remember what playing mmo’s used to feel like.

More shockingly however than me starting another MMO, is the fact that after six and a half years I have cancelled World of Warcraft.  If you’ve read any of my older posts, you know that my guild, House Stalwart, holds an almost childlike position for me.  Leaving WoW has been easy, after 6 years the game is really tired, and I’ve come to the realization that it has been a long time since I last really enjoyed playing it.  Leaving my guild however, that has been fairly heart wrenching.  As I sit back and watch it being transformed in many directions I tried hard never to take it, I keep having to tell myself that I am no longer in the picture.

Let’s Do The Time Warp Again

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Last Saturday I hit level 50, the cap in rift.  It took me 6 days 6 hours and 26 minutes to get there, roughly 3 times the amount of time it took me to level my last character from 1 to 85 in World of Warcraft.  Throughout the process there was not a point for me at least where the content got stale, or the zones ceased to be compelling.  All in all I was extremely impressed with the experience, and look forward to running up additional characters once Belghast has been appropriately geared.

To achieve said gearing, I’ve encountered one of the great traps in Rift.  Namely that for tanks like myself and casters, our entry point into expert dungeons is paved with gear that includes stats that simply do not exist prior to level 50.  This seems like a design flaw to me, if you can imagine during the early days of wow that if defense gear simply did not exist prior to level 60.  The equivalent stat to defense in Rift is that of Toughness, which is scattered throughout precious few items that will be readily obtainable by players who have just hit 50.

I managed to suffer through my first expert without the required 50 toughness, but it was extremely painful.  Last night I attempted to run Fall of Lantern Hook starting far too late for my own sanity.  Having 49 toughness certainly increased my survival, but having never run the zone even on normal before made it equally frustrating.  Initially I was pretty frustrated by my performance, in that it took a few attempts per boss to get them, and we had more wipes that I care to count on the crystal boss.  However, after reviewing the run with a more seasoned friend, seems like we had a less than optimal group, and he was amazed we did that well with two off-heals instead of a cleric.

Difficulty or Distraction

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Across the board the two “entry level” expert dungeons that I have run seem considerably more difficult than WoW heroics.  They are definitely more difficult than Cataclysm heroics, but the jury is out on how they stack compared to the Burning Crusade era ones.  Truth is I am not sure how much harder they truly are, as Rift is a new game, with new mechanics and completely new dungeons I am not nearly as familiar with.  I actually leveled in Rift without running that many dungeons, whereas in WoW I was grinding dungeons over and over to exhaustion.

The biggest adjustment I have had to get used to is the fact that since I am one of the first players in the guild to hit 50, I will be pugging a lot of my groups.  I have been spoiled by voice communication with guild groups for far too long, and as a result I am simply not as good about watching the chat window during fights.  I realize that we raided for years, throughout many different games without having a voice server to rely on but at this point it boggles the mind to think how we were ever efficient doing it.  One thing I have learned for certain, a sleepy Belghast is not an effective Belghast.

Though it was a rough run, I did manage to finally get my first post 50 dungeon drop.  With it I have gotten my toughness up to 60, so here is hoping that expert number three will go considerably smoother.  Also hoping to try one of the ones I have already done, to see if now that I know the pulls, and boss strategies I can maybe get through it without looking like a complete and total noob.  It is a shock to the ego to go from Bel, the tank of tanks, to that crappy pug guy.  The consolation is, that everyone for the most part on Shadefallen has been great, and we are all learning together.

Why You Should Be Playing Rift: 04 – A Dusty Sack

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Over the last few weeks I have become some what of a “Rift Evangelist”, as I have spent hours preaching to my friends why they should come over and play this new game.  It is not something I have really consciously done, but I seem to have a constant stream of “isn’t this cool” moments to share.  This series is devoted to these little sometimes overlooked features of the game, that all help to add up to such a rich experience.

Episode 04: A Dusty Sack

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I think I first heard rumors about my friend the dusty sack, a few weeks from the launch of the game.  My guild has a fairly active server forum, and someone posted about its existence and the wonders it contained.  I’ve commented in other posts about how this game has some ideas that just make you sit back and think, why has no one thought of this before now.  I will admit, I didn’t quite believe that the rumors were true until at some point during head start I encountered one myself.

What pray tell is a dusty sack, and why am I being so ambiguous?  It is a wondrous bag of loot that can contain, at any level a green, blue or epic item tailored for your class.  Granted some of the items you get are less than stellar, such as the way too prevalent “of the fortress” endurance items (which I am convinced are the default in the switch case statement).  How does one get one of these magic portals to loot?  Well there are several ways.

How Puzzling

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Honestly it was late in beta that I heard hidden within the game were a series of puzzles.  These puzzles when completed gave you a treasure chest, that when opened produced the mythical dusty sack.  The picture above shows the first puzzle obtainable by Defiant players.  Part of the challenge of the puzzles is getting to them, and the above is located on the bottom of the deep Lake of Solace. 

This puzzle is deviously simple, in that you just have to turn on all of the lamps.  The trick is, that the lamps phase in and out at different intervals, some phasing every few seconds, and some considerably longer.  The finite resource is the amount of breath that you have.  If you locate the puzzle first, and then swim down with a full bar of air, you should have more than enough time to complete it.

wysbpr_04_moonshaeAs you move through the levels the puzzles get more and more devious.  The above puzzle, located in Moonshae Highlands was both difficult to get to (guarded by elites) and extremely difficult to figure out (without using a guide).  At the point in which we solved the puzzle as shown here, my friend and I had probably spent an hour and a half trying different ways through the problem.

If they keep getting harder you might ask yourself are they worth the effort?  Hell yes they are.  When you finally click the solution into place, you are rewarded with this triumphant explosion that causes the treasure chest to show up, along with an achievement and a title.  So far my favorite of the titles, is “the Hare Brained” but I am a little off in the head. 

The most beautiful thing about these puzzles is that you are guaranteed a piece of blue or purple loot from completing them.  Each set of puzzles has a different maximum cap for the level of loot you can receive.  So if you want to optimize your gear, you can wait and complete all the ones of a certain range when you ding the cap level.  I did this for Iron Pine Peaks, Stillmoor, and Shimmersand which all can reward level 50 epics, but for the others I simply did them as I got to them.

Paying Your Respects

wysbpr_04_gloamwoodcairnIn addition to the puzzles, there is another way to obtain the illusive Dusty Sack.  Above is an example of an Ancient Cairn, this one located in Gloamwood.  They are always hidden in locations well off the beaten path, that usually involve extreme mountaineering to reach.  In addtion to this you sometimes have to dodge extremely dangerous creatures along the way.  The cairn in Shimmersand for example, was guarded by a level 50 elite dragon along it’s high mountain path and required deft maneuvering to keep from aggroing it as you continued up the path.

As I mentioned before, the payoff for reaches this long forgotten places is a dusty sack.  However these seem to be a little less lucrative than the puzzles.  Instead of a blue or a purple, you can get a green, blue or purple, which by nature means you will probably see a good number more greens than purples.  Nonetheless they are fun to try and get to, and worth the bragging rights and an achievement if you visit them all.  I know personally I still have a handful left to visit.  The one in scarlet gorge is especially rough as it is on top of one of those bluffs, and involves some Super Mario like reflexes to get up there.

A Wet Sack

wysbpr_04_discardedstrongbox There is a cousin to the dusty sack, the wet sack.  These can be found hidden in items strew on the bottoms of lakes in the game.  Currently I only know of them existing in the Lake of Solace, and according to the achievement there are 8 of them.  Personally I have only found 6 of the 8 without using any of the guides available.  These often require extreme control over your ability to descend quickly and ascend after looting, as at least one is extremely deep within a trench.

When opened the wet sack produces similar results as the cairns.  In the six I opened I received 1 epic, 2 blues, and 3 greens.  I am uncertain if there are more out there in the world than the ones in Lack of Solace, but the ones there seem to have a maximum level cap of 25, as when I completed them on my lvl 35 warrior each item was a lvl 25.  Now that I have reached my level cap, I hope to go exploring more looking for more sunken treasure laying around the waterways of Telara.

Wrapping Up

This is another prime example of why I love this game.  Like I said, this is a “why did no one think of this before” features.  There are other games out there with puzzles, but to this date I have not played one that has turned them into such a fun and valuable mini-game.  I can only hope as we move forward additional puzzles and hidden items will be patched into the world for explorers to find.

I’ve heard many complaints from friends that this game is just not revolutionary enough for them.  To me, it is little things like this that are very much innovative and evolutionary that keep me enthralled.  I am anxious to see how this game evolves over time.  Based on the number of little tweaks and content updates we have already seen in two patches in the last 3 weeks since launch, I have great hopes that Trion is a company that truly cares about its customers.

Why You Should Be Playing Rift: 03 – Wardstones

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Over the last few weeks I have become some what of a “Rift Evangelist”, as I have spent hours preaching to my friends why they should come over and play this new game.  It is not something I have really consciously done, but I seem to have a constant stream of “isn’t this cool” moments to share.  This series is devoted to these little sometimes overlooked features of the game, that all help to add up to such a rich experience.

Episode 03: Wardstones

 

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When you first roll a character in Telara, and you notice that there are these odd looking crystal structures all scattered throughout the various towns and camps.  Like all players, I thought they were mere decoration, since I had played through the Burning Crusade era of WoW, and lord knows the outland had gratuitous usage of crystals everywhere.  However these are far more than pretty baubles to look at, each wardstone at it’s most simple level represents control.

The wardstone is a physical extension of the Ward itself, and both factions use them to strengthen their outposts.  Players within 20 meters of a friendly or neutral wardstone receive a 20 minute duration buff that scales based on the level of the stone itself.  The base buff is that you deal 10% more damage and receive 5% less damage from planetouched or planebound enemies.  Because of this, the wardstone is the primary target enemy invasions as they sweep over the countryside attacking towns.

When We Fail to Defend

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Player towns become the focus of huge battles and enemy forces attempt to batter down the wardstone weakening our “foothold” on the region.  Above is a picture from Lakeside Outpost in Freemarch.  Players have neglected the invasions as they swarmed the area, and in this case Abyssal Cultists have taken down our wardstone, and created their own foothold.  When one of your towns wardstones is destroyed, no only does it allow for the enemy to gain ground, but it also keeps your NPCs from spawning effecting shutting that quest hub down.

These enemy footholds begin to spread planar creep on the ground, which allows more invasion forces to spawn from them.  If players are not on top of the invasions, this can quickly get out of hand, as each new foothold will start spawning more invasion units until eventually even the capitol cities can fall under the influence of the invading army.

For me this is one of the great features of Rift.  We play in an unpredictable world, where at a moments notice your towns can be ransacked by creatures.  As players we are forced to constantly stop what we are doing, band together, and push back the planar forces to regain our territory.  Games in the past have tried to carry out the “world at war” theme, but none of them have really succeeded.  Warhammer came close, but the world you were fighting over left you wondering exactly why anyone would die over it.  In rift we have these magnificent landscapes, that are well worth protecting, and we the players are constantly called to do so.

Ancient Wardstones and World PVP

wysbpr_03_ancientwardstone As you explore the land you encounter multiple kinds of Wardstones.  At the head of the article, the telltale green of a neutral ward is being shown.  Defiant footholds and towns are protected by the ruby red wardstone and Guardian footholds and bases are protected by the bright blue wardstones.  However once you reach the contested lands of Scarlet Gorge, a special kind of wardstone begins to appear.

To the right is a picture of an ancient wardstone in its neutral state.  Through a quest line you gain an ability called ancient wardstone activation, which allows you to spend one planar charge to activate an ancient wardstone to your faction.  You can gain up to three planar charges by closing rifts.

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Above is an example of an activated Ancient Wardstone.  While towns wardstones were destructible by players in early stages of beta, they are no longer valid targets.  However these ancient wardstones become physical control points for PVP in any zone they are located in.  The victor faction gains access to lucrative daily quests as shown above while holding one of these stones. 

While I am not seeing a ton of PVP happening over them yet on my PVE RP server, I have heard they are extremely contested on the PVP servers.  Currently in most of the zones I have found them in, they are located in poorly defensible locations.  Which would make it hard to hold the stone against opposition for long.  But hopefully there will be some ancient stones in areas that can be held much in the same way as keeps were in Dark Age of Camelot.

The Future?

Since the wardstone is at is most simple level a control point for your faction, I think in the future these will be the way to work more world pvp into the game.  Access to daily quests is nice, but to get players actively controlling them there needs to be a bigger carrot at the end of the stick.  In Warhammer online, controlling keeps gave you access to the tier vendors.  While I am not suggesting going that far, I think holding an ancient wardstone should give the players access to something unique and otherwise unobtainable.

One of the concepts I have always liked is that of the frontiers from Dark Age of Camelot.  It would be nice as we go forward to see Trion implement a series of zones with towns and defensive structures that can be taken and held by a specific faction.  I agree mostly with their decision to make player town wardstones off limits from the opposite faction, I feel there should be an area of the world where that is completely viable.

One of the big things holding many of my friends back from joining Rift is what feels like only rudimentary support for the pvp community.  I am not saying world pvp or RVR is going to necessarily fix it, but I think with the existing infrastructure in place for taking and holding an ancient wardstone it is a logical step forward to implement something like that.  I am not the kind of player that can be swayed much by battlegrounds, but I have always enjoyed keep raids because of the epic feel of taking and holding a world objective as opposed to an instance that only lasts as long as the match.