Monday, May 16, 2016

A Look at Rift's F2P Nature



While I wouldn't say that being free to play is one of the main draws of Rift, because it obviously isn't, it is in fact quite a major factor for the vast category of players out there who cannot afford to, or simply do not want to pay for the experience Rift specifically, and other games like Rift, bring to the table. As you all know, Rift started out on a subscription-based model and it later made the transition to F2P, looking to earn its revenues through a different business-model. The bottom line remains though that the game has to generate revenues, so such F2P setups always aim to pull off a delicate balancing act which is indeed not an easy feat.

At first, Rift left everything open for players, but as the revenues obviously suffered, they began tightening things up here and there, and these days, there are some rather frustrating barriers in the game for F2P players, aimed at making them cough up some cash. Make no mistake, the vast majority of the game is still accessible for everyone cost-free, and that means the above said pay-barriers won't really make much of a difference for recreational players and those who do not aim to dominate the ranks. The highest level currently (65) can be reached, and the Planar Attunement tiers can also be filled up all the way. When the end-game is reached however, that's when some of these barriers come into play.

One of  the limitations that many have complained about is the fact that while one can indeed play random dungeons, one cannot pick a specific one. That's quite an issue when it comes to looking for a specific drop and farming for a specific item. Possibly more importantly though, it has an effect on the quest-line too, which sometimes requires players to play specific dungeons in order to move on.

The very same issue is present with warfronts as well: random ones can be played, but not specific ones, and this impacts  PvP quests, both daily and weekly ones, as well as the weekend warfronts which hand out extra rewards. In this case, there is no way around the problem either.

The answer to all these problems is obviously the Patron system, which makes everything much easier to accomplish in the game, leading to a much smoother and satisfying Rift experience. The benefits of the Patron system permeate the very fabric of the game, covering everything from platinum drop rates, to experience gained, the number of daily quests, to prestige and favor and even mount speed. While it's definitely NOT necessary for a wholesome Rift experience, the Patron system is a massive plus, especially for those who play competitively or in a hardcore manner, so much so that it is in fact quite indispensible for such players. Those who just play for the story, or with the aim of reaching end-game, won't really need it much, so for such players, the game is indeed a genuine F2P one.

Philip Talberg has covered the TI 2015 at the world's best eSports destination: Gosugamers.net.
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Sunday, May 15, 2016

CONTEST: Build a Better Preset Redux





Get YOUR build in the game!

Our RIFT Soul Preset System is a fantastic way to introduce newer adventurers to our complex soul system. The current offerings are now two years old and we have NEW souls to take into account – we are desperately in need of an update!

To ensure that our preset guides are the very best that they can be, we need the help of experienced veterans. We want to put your builds in the game, credit them to you, and offer you prizes to boot! We are especially interested in builds that feature our newest Souls, but we have 51 to choose from, so your options are almost endless!

How do you enter?

We’ve prepared a form on the forums with all the required information. We also have a Google spreadsheet here for those who prefer a template in that format: Enter by responding to this thread with your information. You may continue to edit your entry until the contest deadline!

Dates:

Contest Opens: Friday, May 13, 2016, 12:00 noon PDT

Contest Ends: Friday, May 20, 2016, 10:00 AM PDT

Summary of Rules:
  • You may enter as many preset builds as you want. You can win multiple times, and all those builds will be placed into the game!
  • Please be sure you include a detailed gameplay guide in addition to your preset build. That guide can be hosted on the site of your choosing.
  • Builds will be evaluated for detail, quality and insights. The player community will vote on the preset builds for two weeks, and their input will be taken into consideration during the selection process. Trion Worlds reserves the right to refrain from choosing any submission if our quality standards are not met.
  • All preset build submissions and online guides must be original and created by the entrant. Creators of previous builds already in game may update and resubmit those builds.

Prizes:
  • All winners will have their build(s) added to the game as a preset!
  • Winners will be able to suggest a descriptive name for the preset, subject to approval by the RIFT Development team. Winners will have their character’s name and shard credited in the description.
  • Winners will earn a Community Snail mount, to be awarded to a single character on the account. If an entrant wins for multiple submissions, each will be awarded one snail mount!
  • Each winning submission will earn a 30 Day Patron Pass
  • Winners will receive the prefix title “Guide Writer.”
  • Prizes must be accepted as awarded, and have no cash value.
  • Full prize rules can be found here. In case of disagreement between this rule summary and the official prize rules linked here, the latter shall govern.
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Thursday, May 12, 2016

RIFT Livestream – 5/13/16 – 3:30 PM PDT





The Comet of Ahnket brings forth some mighty (and not so mighty) Ascended scholars to the Livestream this week.
Join Brasse, CaptainCursor, Icarus and Epsiry for an introduction to a tower like no other… Ahnket awaits!



RIFT Livestream
Twitch Channel: http://www.twitch.tv/trionworlds
Start Time: Friday, May 13 at 3:30 PM PDT (GMT-7)
Duration: 45 minutes

See you all there!
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Wednesday, May 11, 2016

Mind of Madness Intrepid Adventure Now Live!



Return to the Nightmare!

There’s safety in numbers, they say. Let’s put it to the test! Challenge Lord Arak and explore theMind of Madness in the company of an Intrepid Adventure party.



Featuring nine original raid bosses and a host of new challenges, the fortunate Ascended who prevail in these new challenges will be rewarded with mighty equipment bearing the same iconic appearances as those found within the Mind of Madness raid.

You’ll pursue Lord Arak from the Plane of Water to the depths of madness, through evil deities of nightmare. Face Pagura, the Destroyer of Dreams, the ever-hungry Fauxmire, the mysterious Tenebrean goddess Lady Envy, and more!

To join this new intrepid adventure, log into RIFT, build up your courage and select “Featured: Mind of Madness” in the Instant Adventure window.

Face your fears!

Catch up on our Mind of Madness IA Preview livestream video with Ocho and the crew:https://www.twitch.tv/trionworlds/v/65733060
(Originally aired live on April 29th.)
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Friday, May 06, 2016

Budgies are Back! Catch them through May 12!





There’s only one thing that the Planar Research Institute loves more than precise analysis of temporal anomalies: Budgies. Lucky for everyone, they’re back! Log in through May 12 for a week of races with your favorite feathered friends!

PRI Representatives stand ready to help you saddle up for daily races in Silverwood, Freemarch, Cape Jule, and Pelladane. A few tips for all the jockies who hope to be in the winner’s circle:
  • Stay within the marked path. This is no time for sightseeing.
  • Pass over all the glowing white checkpoints.
  • Avoid those nasty orange traps! Who’s idea was that, anyway?
  • Keep an eye out for glowing green boosts to achieve Terminal Velocity in crucial moments in the race!

Now that you’re a professional racer, start saving up your Bird Seed to earn your very own riding bird.

If races aren’t your cup of tea, you can try your luck with our Limited Edition Nightmare Budgie Trove – they have a chance to contain this highly sought-after Spooky the Nightmare Budgie. This adorable little creature will carry you around Telara and the Planes in style!

Don’t miss your chance to catch a ride astride one of these remarkable birds!
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Wednesday, May 04, 2016

Introducing the RIFT Essentials Edition!







Unleash the full potential of the Ascended! We want to make sure that new players joining RIFT are given a chance to catch up fast. We’ve put together a special pack, the Essentials Edition, to help out.
For only $49.99/€49.99/£38.49 you get all of the following:

  • All of the Souls from the Nightmare Tide and Storm Legion DLC packs
  • Primalist Calling with 6 Souls
  • Planewalker: Water ability (gear unlock)*
  • 2 bag slots*
  • 2 Earring slots*



*Note: The Planeswalker: Water Ability, 2 Bag slots and 2 Earring slots are applied to ALL characters on your account.

For a very limited time (until 8:00am, Wednesday, May 11, 2016), we are making this deal available to ALL players of RIFT. After that, it will be offered to new accounts only!

Log in today and claim your destiny from the RIFT Store!
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Friday, April 29, 2016

Preview: Mind of Madness Intrepid Adventure





Learn all about the brand new Mind of Madness Intrepid Adventure launching May 11!


Pursue Lord Arak from the edges of the Plane of Water into the depths of madness beyond the cosmos! Battle your way through evil deities whose insane nightmares empower Lord Arak and learn undiscovered secrets behind this most mysterious of foes.

Face Pagura the Destroyer of Dreams, the ever-hungry Fauxmire, the Tenebrean goddess Lady Envy, and many more. Each boss is more fearsome than the last, culminating with the Arisen Lord Arak himself! In between each deity, experience all-new adventures and complete quests to help further your goal of defeating the dark lord.

The fortunate Ascended who prevail in these new challenges will be rewarded with mighty equipment featuring the same iconic appearances as those found within the Mind of Madness raid. All who behold your awesome visage will know you have bested enemies of untold power to achieve such grandeur.

Want to know more? Join us for a playtest session on Thursday, April 28 at 2:00 PM Pacific, or come watch our Mind of Madness livestream on Friday, April 29 at 3:30 PM Pacific.

We can’t wait to see you there!
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Glyph Beta Test




Hey there! We thought we’d let you all in on a little Beta program for our Glyph Client. It’s completely optional, and while it’s not as exciting as testing a new game, your help is appreciated in making the Glyph client the best it can be for all players!

What’s it all about?
Glyph Beta is available via opt-in for players to receive Glyph updates before they are released to the general community. These players will see (and test) early access to new Glyph features as they become available!

For us, the Glyph Beta option is a way for us to push new builds to a small subset of volunteer testers without disrupting the stability of external build available to the general public.

I love testing stuff! How do I opt-in?
There is a new option located in the Advanced section of the Glyph Client settings window. To participate just check the box next to Glyph Beta Opt-In. Once selected, you can close and reopen your client. At this point, Glyph will update automatically to the new Beta version of Glyph.



How do I submit feedback?
All feedback or concerns can be emailed to glyph-feedback@trionworlds.com.
Please include the version number (located in the General Settings Section of Glyph) plus a copy of the GlyphClient.0.log file located in the AppData folder ( …\AppData\Local\Glyph\Logs).

It’s not required but will provide very useful information to our engineers to help diagnose any issues you may encounter!



I’m done here. How do I opt out?
If you no longer want to participate in the Glyph Beta program, you can reverse the opt-in steps, by unchecking the opt-in box next to Glyph Beta Opt-In. Close and reopen your client, and Glyph will automatically revert your version to the same build available to the general community. Easy!

Thank you again,
The Trion Worlds Glyph Team
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ZorbaTHut Talks Multicore!





Keep up with the amazing progress that we’ve made with Multicore Rendering in RIFT with this latest update from Lead Rendering Engineer Ben “ZorbaTHut” Rog-Wilhelm!


Hello Telarans!

As many of you know, we’ve been working hard on upgrading Multicore Rendering. Now that we’ve implemented improvements, let’s talk more about multithreading as it pertains to Rendering in RIFT. Warning: a lot of this is technical talk and may not be suited to all readers – some may want to escape back into RIFT to experience the changes directly rather than read about them! For our fellow techno-geeks, let’s continue…

In terms of the code that runs on your computer, “rendering” can be roughly split into two parts; “deciding exactly how to render stuff” and “sending those render commands to the graphics card.” Both of these tend to be expensive, and RIFT, as with most other games, used to do all of that work in a single thread. Note that while I’m dividing this into two parts, the actual rendering process isn’t a simple matter of doing one part followed by another – the “render” process consists of both interleaved in a very complicated matter.

With the exception of the newest rendering interfaces, all modern rendering APIs effectively require developers to send render commands to the graphics card on a single thread. There’s not much we can do to affect this. “Multicore rendering” therefore involves mostly the first step, but with respect to the limitation of the second step.

When you’re dealing with any project the size of Rift’s multicore rendering system, you have to split up the job into manageable chunks. This feature took over a year to complete and so there was a lot of complex scheduling to split it into manageable chunks.

First, we had to deal with global state. What does this mean? Every time a graphics card renders something, it needs a destination, known as a “render target”. The screen is the most obvious destination, but we frequently render to textures, for use in later render steps. (In fact, if you’re using the high-quality renderer, virtually all of our rendering is done to intermediate textures!) Our rendering system assumed that the graphics system would have exactly one render target at a time. This is a perfectly reasonable assumption with a single-threaded renderer, but has to be fixed for multicore, where you might have five threads all generating commands for different render targets. That information was in our core rendering module, “Renderer”, which represented the device itself, handled resource allocation, and provided information about the device’s capabilities. We created a new module, “Context”, intended to represent the rendering state of a single thread (including the render target and many other similar chunks of rendering state), then moved thousands of lines of code from Renderer into our new Context. Our rendering system was still single-threaded, so we still had exactly one Context, but it was a necessary organizational step.

An important concept in programming is “abstraction.” Take something like DirectX. It’s designed to give developers extensive control over graphics hardware, and it succeeds, but many of the features it provides are difficult to harness directly. When a programmer sees something like this they often build a system on top of it that is easier to use and less bug-prone. Unfortunately this always introduces limitations, and so high-performance areas are sometimes built “to the metal,” avoiding the abstractions and interacting directly with DirectX for the sake of sheer speed. Since all our multithreading work took place in our abstraction layer, these “fast” areas were, ironically, now standing in the way of performance.

Some areas could be easily changed, some had to be rewritten almost entirely; Rift’s lighting code is new as of several months ago, and for weeks before that, I was running around the world flipping between the new and old system just to be absolutely certain the new system worked exactly like the old.

Finally, we could extract that third rendering step, “send the render commands to the graphics card,” from the other steps. As long as we were sending render commands directly to the graphics hardware we would never be able to multithread the rest of our rendering pipeline. We essentially inserted our own layer in between the rendering subsystem and DirectX; instead of sending commands to DirectX, it would store the commands in a carefully-coded memory-dense buffer so we could stream those commands out as quickly as possible later. This took a lot of work to get right. The process ended up being rolled into the above-mentioned “Context” module; we split it into ImmediateContext, which sent commands straight to DirectX, and BufferedContext, which stored up commands for future dispatching in a rapid burst.

At this point we could change the entire renderer into “buffered” mode – processing everything in a single thread, storing all the commands in a temporary buffer, and then sending them in a batch. This was much slower than our original single-threaded mode but useful for debugging the buffering system in isolation; we’ve preserved that option in our debug builds all the way up to today.

The next step was to actually use these tools to split our rendering into multiple threads. That should be easy, right? After all, we’ve dealt with our global state, we’ve set up a serialization system so all our actual commands can be sent to the graphics card in the right order – we should be able to just create a pile of Contexts, aim each one at a chunk of our game, and it should just work! Well, as anyone who’s tried to multithread an existing massive system knows, it’s never that easy. While we had a semi-functioning renderer working quite quickly, we spent months tracking down weird timing issues, thread contention bugs, and bits of global state that we were not aware were global. This was completely expected – there’s no way to do this besides trying it and observing what happens – but it was still a very long and gradual process.

As we squashed bugs, it became clear that this was also not providing the performance gains we’d hoped to see at this stage. I’m going to make up some numbers here; bear with me. Pretend that, before this change, the entire rendering system from beginning to end took 10ms, including generating the rendering commands on a single thread and sending those commands to the graphics card. After all this work, we found that we were spending about 4ms on generating the render commands across multiple threads and storing them in buffers, but then another 4ms sending those render commands out to the graphics card. This gives us a gain of 2ms, but that’s not really much of a gain; perhaps a 10% framerate increase at best. We started our Multicore Closed Beta around this time to help us squash the remaining bugs, but we knew we had a lot more work to do for the Multicore update to achieve the goals we’d set.

Up until this point, we’d simply replaced our single-threaded rendering with a chunk of multicore rendering that internally ran in parallel, but returned to the main thread only when all of that processing was complete. (That’s an oversimplification, but it’s basically accurate.) In order to gain the performance we wanted, we’d have to start processing the next frame while still sending the rendering commands from the previous frame.

This was a pretty significant challenge. Like most games, we rendered our UI last, overlaying it on top of a finished 3d scene. However, our UI system is done within a third-party package; we have source code for it, but converting it to use our rendering abstraction would be an enormous job. Instead, we re-organized our render pathways so we rendered our UI first, onto a separate temporary buffer. Then we’d render our 3d scene, and as a final step, we’d composite our UI onto that 3d scene.

This let us continue sending render commands to the graphics card until the next frame is about halfway done, overlapping all the network communication and game state update that has to be done before rendering the next frame. In most cases, this segment takes more than 4ms, so sending our render commands to the graphics card is effectively “free” – it happens simultaneously with something else we need to do anyway. This led to the next and one of the most key changes that really started to deliver the improvements we wanted.

Rift has a step called the “scene update”.. This is where we update the positions of all objects, along with bounding boxes, animations, level-of-detail mesh states, fades in progress, and a small mountain of other tasks. RIFT has always had some elements that utilized multiple cores, and this is one of them, but it’s always been limited to a single thread. Up until this point, the rest of the game was paced such that our serial scene update always finished on time, but the multicore rendering optimizations meant that aspect of RIFT needed to speed up to avoid being the bottleneck. The final improvement we made (so far!) is to do a better job of threading that scene update process. This could in theory be done in single-threadedwithout the multicore renderer mode as well, and we’ll probably enable it by default for everyone once we’re satisfied it works, but right now it’s tied to the multicore checkbox.

Multicore is officially in “open beta” now, and is available for use by everyone. We’ve been watching stability and crash reports, and while we still see a few very uncommon issues, we’re at the point where multicore is just as stable as the old single-threaded renderer. We’re seeing performance gains ranging up to 50% (sometimes higher). We strongly recommend giving it a try1!
Note that there are issues in the low-quality renderer that currently prevent us from offering a multicore low-quality renderer; however, if you’re using the low-quality renderer, you may find the high-quality multicore renderer is actually faster – give it a shot!

At Trion, we’re always looking for ways to improve gaming experience for everyone, and this Multicore been a really productive effort. It’s exciting to see the very positive feedback from players, and hope that you’ll log in soon to try it out too!

Many thanks to all of the players who helped us Alpha test the Multicore Update – without their contribution, this wouldn’t have gone nearly as smoothly.

Zorbathut
Ben Rog-Wilhelm, RIFT Lead Rendering Engineer
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Friday, April 22, 2016

Celebrate Earth Day in Telara!


All Ascended have a hand in preserving Telara for future generations – help us support Hotfix Earth in the real-world with our down-to earth Bundle from April 22-25th!


This Earth Day, RIFT has partnered with Hotfix Earth, a non-profit organization focusing on responsible environmental issues. They actively educate and promote renewable practices and recycling, with a special focus on clean water systems. Check out what they actually do with your donations here!

RIFT is proud to offer the Hotfix Earth Bundle on Earth Day and over the weekend! 50% of the revenue from this bundle will go directly to Hotfix Earth.



What’s in the Hotfix Earth Bundle?
We make it fun to be environmentally responsible:
  • - Trent companion pet – a friendly reminder of your commitment to a healthy planet
  • - Trent Minion card – the ultimate in renewable resources!
  • - Cute Earthy critters for your dimension
  • - Level scaling Ascended ring

Thank you for celebrating Earth Day this weekend and EVERY day. We’ve only got one planet (so far). Let’s help it stay healthy! Join us to support Hotfix Earth – gamers on a mission to create a better future.

The Hotfix Earth bundle is available from noon, April 22, 2016 to noon, April 25th, 2016, in the RIFT Marketplace. Log in now to take advantage of this limited offer!

For more information about Hotfix Earth, please visit their website, www.hotfixearth.org.

Trion Worlds, Inc. will donate 50% from the sale of each Hotfix Earth Bundle, worldwide (excluding Alabama, Hawaii, Massachusetts and South Carolina), between 12:00pm PST April 22, 2016 through 11:59am PST April 25, 2016. This contribution is not tax deductible. Hotfix Earth is a tax-exempt 501(c)(3) organization located at 20381 NE 30th Ave. #418, Aventura Fl., 33180.
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