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.

Rift 1.02 Patch Rundown

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Taking a quick break from the “Why You Should Be Playing Rift” series to throw up a semi related post.  Today a deceptively small patch was applied but it has some pretty major ramifications for the players.  You can view the full patch notes in their unadulterated form here, but basically the patch can be divided up into three major features.

Coinlock Feature

COINLOCK FEATURE — Account Security
* If your account is logged in from a significantly different location, your characters will be ‘Coin Locked’ until an additional ownership verification is made.
* A Coin Locked account will receive an e-mail to their registered account address containing a code to enter in-game to unlock the account.

* A Coin Locked icon will appear on the bottom center of your screen if your account is in this state.
* While you are Coin Locked, characters on your account cannot:
– Access the Auction House.
– Send Mail (can still receive and view mail or remove items).
– Sell to vendors.
– Salvage, Runebreak, or destroy items.
– Trade.
– You can continue to play and gain coin and items, but cannot get rid of them.

* If you are Coin Locked, click on the Coin Lock icon and enter the code found in your e-mail from Trion.
* You can also have Coin Lock emails re-sent to your email address by clicking the button on the Coin Lock interface.
* Once you have verified ownership from a new location, that location is whitelisted for future account access.
* If you cannot access your email or are otherwise unable to change your Coin Locked status, contact Customer Service.

For the last few weeks the assault of hackers of players accounts has become epidemic.  This is a new paradigm in the MMO industry, never before has a brand new game been assaulted this quickly and this thoroughly by the goldseller community.  Trion has been quick to address things like spammers, and this patch adds additional features for that as well, but protection against account hacks takes time to design and develop.

That said… we are still seeing countermeasures roughly 3 weeks after release of the game.  I think by anyones gauge that is extremely fast service.  So far all of their bug fixes have been extremely timely and setting a new standard.  It will be extremely hard to go back to the previous norm of having bugs that are not “exploits” take months (if ever) to get fixed.

This seems like it will work a lot like the system WoW has put in place after years of being deluged with hacks.  Primary difference here is that you can still play the game, you just can’t remove anything from your characters.  I think overall it’s a better solution since if you want to log in to check on something from a friends house, you don’t have to go through the rigmarole of unlocking your account just to get into the game.

Lessening Mob Aggro and Dismounts

* Made a number of changes to how NPCs react to higher level characters:
– Characters under the effect of Exposed no longer have an additional chance to be dismounted.
– Reduced the minimum aggro range of monsters significantly below a character’s level.
– Increased the rate at which aggro range reduces as a character’s level increases relative to a mob.

This addresses one of the major rallying points of the complainers in the user community.  I personally did not mind it as bad as some, but I will definitely agree it was damned annoying when running through Freemarch at level 40+ and getting dismounted by a level 8 wolf.  Another major complaint was that the exposed debuff not only made you take more damage, but had a greater chance to get dismounted.

We will have to see how this shakes out in game, what I hope it does not do is make running cross zone completely safe.  Personally knowing that I could not outrun a mob meant that I was less likely to skip my way through content, or at least be more cautious as I do.  One of the things I have come to appreciate over time is that no matter what level you are, you are not the gods we were in WoW.  However these changes should make it much nicer for when a group is rolling from rift to rift.

Additional Spam Filters

* Reporting mail as Spam now works a lot more like the chat and /tell spam system.
* Sending mail that the game filter recognizes as spam results in an additional coin charge.
* Mail you receive that has been flagged as spam will go to the Spam tab of your mailbox UI.

As Trion buffed up their in game chat spam filters, it pushed spammers to start using the mail system.  We’ve all known the annoyance of getting to our hunting destination only to receive a mail message that sits there blinking incessantly, making you wonder will this be the 1 in 100 time someone actually sent me a real message.  The chat spam system has worked amazingly, and any improvement to the mail reporting system to make it more like that should be excellent.

I hope all of these changes send a clear picture to both the gold sellers and plat buyers, that this game does not want their ilk.  Trion has been criticized over the number of hacked accounts and the amount of initial gold spam, but I honestly feel they are doing as well as they could be for a fresh mmo right out of the gate.  Based on what has happened in previous major MMO releases like Aion and Warhammer, no one could conclude that the hacker community would get so sophisticated so fast.  Especially considering that it took years for WoW to reach the state it is, where basically if you are playing without an authenticator you are asking to have your items stolen.

Full Patch Note Listing

Rift 1.02 – 3/17/11

COINLOCK FEATURE — Account Security
* If your account is logged in from a significantly different location, your characters will be ‘Coin Locked’ until an additional ownership verification is made.
* A Coin Locked account will receive an e-mail to their registered account address containing a code to enter in-game to unlock the account.

* A Coin Locked icon will appear on the bottom center of your screen if your account is in this state.
* While you are Coin Locked, characters on your account cannot:
– Access the Auction House.
– Send Mail (can still receive and view mail or remove items).
– Sell to vendors.
– Salvage, Runebreak, or destroy items.
– Trade.
– You can continue to play and gain coin and items, but cannot get rid of them.

* If you are Coin Locked, click on the Coin Lock icon and enter the code found in your e-mail from Trion.
* You can also have Coin Lock emails re-sent to your email address by clicking the button on the Coin Lock interface.
* Once you have verified ownership from a new location, that location is whitelisted for future account access.
* If you cannot access your email or are otherwise unable to change your Coin Locked status, contact Customer Service.

MAIL SPAM FILTERING
* Reporting mail as Spam now works a lot more like the chat and /tell spam system.
* Sending mail that the game filter recognizes as spam results in an additional coin charge.
* Mail you receive that has been flagged as spam will go to the Spam tab of your mailbox UI.

GENERAL
* Made a number of changes to how NPCs react to higher level characters:
– Characters under the effect of Exposed no longer have an additional chance to be dismounted.
– Reduced the minimum aggro range of monsters significantly below a character’s level.
– Increased the rate at which aggro range reduces as a character’s level increases relative to a mob.
* Fixed Forest Disruptor companion so his footsteps are not as loud as a full-size Treant.

ZONES
* Runic Descent: Expert: Corrected an issue where this instance could end with players still inside.
* As a result of the above change, the Captured Soul NPC will be re-enabled after this update.
* Moonshade Highlands: Rational Ward: Fixed issues with quest not updating.

RAIDS
* Greenscale’s Blight: Ongoing tuning for Duke Letareus, Infiltrator Johlen, Oracle Aleria, and Prince Hylas.
* Greenscale’s Blight: Prince Hylas is immune to player abilities that reduce healing taken.
* Greenscale’s Blight: Fixed an issue that could cause Greenscale’s protective Life Aura to occasionally not spawn.
* Akala: Reduced health of Stone Wardens in the Akala outdoor raid to make the first phase possible with 10 players.
* Akala: Akala’s Aegis of Stone and Gift of Laethys buffs can no longer be purged.

Why You Should Be Playing Rift: 02 – Porticulum Network

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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 02: Porticulum Network

 

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The Porticulumn Network is one of the coolest features of the game, but is also one of the most indirectly complained about systems for players coming from other games.  I will admit at first I was one of the complainers, even going so far as to post on the beta forums about it.  However after living with the system, I have come to appreciate exactly how amazing it is, both for rapid transit and the way it very gently nudges the player population to be community minded.

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What the Porticulum Network gives you is the ability to transfer from between any two ports on the network instantly for a nominal fee (that gets less and less nominal the further away from your current hub you go).  This is what we loved so much about the Dalaran portals in WoW, Fast Travel devices in Everquest II, and the various Plane of Knowledge portals in Everquest.  This allows you to move quickly to wherever in the world your guild needs you to be.

The player starts with no portals connected to his or her network.  They receive the first connection on their hub by visiting the Porticulum Master for their faction’s capitol city.  From that point on, they can connect additional ports to their hub by talking to the Porticulum Masters in each of the zones explored.  The above image shows a complete network for the defiant side (minus the new Porticulum at Knight’s Stand added in 1.01 patch). 

When you talk to any Porticulum Master you are given the option to Bind Soul for a small charge.  Doing this will give you the Soul Recall ability, and allow you to return to your bound porticulum.  This ability has a hour long cooldown and a brief cast time.  With the Total Recall guild perk you are able to reduce the cooldown to 50 minutes.  This allows you to rather quickly get to anywhere in the world once an hour.

What You Give Up, And Why It’s a Good Thing

Now we get to the point of complaint many users including myself initially have.  The zones in rift are fairly massive, and take a large time to cross.  If you notice, most zones have only one portal.  What the game lacks is an intra-zone taxi system, like flight points and horse paths that have been utilized in various other mmos.  Initially this seems like a massive thing to give up, players like to be able to go where they want to when they want to with minimal effort.  However, like the heading alludes to, not having these ways to travel intra-zone safely is a good thing.

Taxi systems general allow the user to skip large areas of content safely.  In a game like rift, where part of the design is a constantly changing world where rifts and invading armies besiege towns, it requires community interaction to turn the tide of events.  As you move through a zone, you are forced to confront these forces head on to survive.  As a result I have seen random groups of players gathering to take down rifts on a regular basis.  This kind of impromptu interaction is what I feel will keep the player community active and thriving.

As you move into some of the larger and more difficult to traverse zones there are multiple porticulum in the zone.  For example Iron Pine Peak a 40-45 zone, had 3 well spaced portals allowing you to pop between major questing hubs easily.  When you enter this phase of the game, the lack of an intra-zone taxi system really goes out the window.

It’s All About Immersion

One of the things has been amazing about this game is the level of immersion the player has.  As you travel across a zone you carefully cling to the roads, knowing that just off the path lies your likely death.  The game brings back the edginess and fear factor that so many early MMOs had.  In Everquest, I knew that if I went wandering off in unexplored territory I was likely to find something that would squash me like a bug.  However in the World of Warcraft era, we as players have become lazy as we are used to being able to wander zones with godlike impunity, or simply fly over the top of them ignoring all of the would be pitfalls. 

I’ve come to appreciate the uncertainness and randomness of encounters this game has brought back to the MMO genre.  I remember the sheer fear I had the first time I stepped foot into Muire Tomb in Dark Age of Camelot, or cautiously running the zone boundaries of Kithicor Forest trying to get through to the safety of Rivervale before nightfall.  While I considered it inconvenient at the time, and was happy to see things like that gone in World of Warcraft… I have come to realize now that I have it back how much more depth it gave the game.  After all, isn’t the reason why most of us play these games to have a break from our normal lives and be thrust into epic battles that just don’t exist in real life?