Monday, February 29, 2016

RIFT Behind the Scenes: Senior Systems Designer Jesse “Orren” Decker




The Systems Team on RIFT is responsible for creating and balancing souls and abilities, but their work extends much farther than that. This week, Community Manager Eric “Ocho” Cleaver sat down with Senior Systems Designer Jesse “Orren” Decker to talk about game systems, player economies and understanding the pace of change in game.


Ocho: What’s your position on the RIFT Team, and what sort of things do you work on?
I’m a Senior Systems Designer. We’re known affectionately around the office as “Vladd’s Monkeys.” At Trion, systems designers touch everything from class abilities, to items, to dimension lockboxes. The in-game economy is a big focus for all of us right now.

Ocho: Did you go to school for game design?
Orren: Nope. I got degrees in Biochemistry and English, but I was always going to be a scientist. Luckily (for both me and science), I got an undergraduate fellowship during, my senior year and realized that pure research was one or two points too far down the introvert scale for me to do forever.

Ocho: How did you transition to working in the games industry?
Orren: I am a lifetime gamer, with a long-seated love of Dungeons & Dragons, Magic, and pretty much all computer games. I graduated not really knowing what I was going to do. Right about then, Wizards of the Coast became a big deal and also happened to get a new office pretty much adjacent to my back yard. I couldn’t believe that they had bought my other favorite game company, TSR, and because of how such deals work out, they also had many entry level positions to fill. Applying was a no-brainer and I was lucky enough to work there for the next 13 years.

Ocho: What attracted you to apply at Trion to work on RIFT?
Orren: Trion has a really great culture. I frequently describe it (and I mean this as high praise) as a bullshit-free environment. Case in point; the executive producer and game director who together run RIFT, both frequently build actual cool things that the players interact with and use in game. This means they are a part of making this game. Now, of course they have many other duties and can’t (shouldn’t) do a full load of design work, but the fact that they do some of that kind of work every day is extremely rare in the game industry and extremely awesome.

Ocho: Could you explain a bit about the scope of the Systems Team, and what projects you are currently working on?
Orren: We’re always working on multiple things. Long term we’re giving some thought to how we can keep PvP fresh. For example, we’ve talked about focusing on a tighter group of Warfronts for a month or two and rotating through the full list of Warfronts as a way to create mini-seasons. The content team is building a new raid zone and there are several things the system team does to support that, including of course building all the awesome loot that comes with. If I had to pin it down to one broad topic, I’d say that player economies are getting the most attention from us right now.

Ocho: Can you give some examples of the player economies you affect?
Orren: For example, every time a new tier of raid content comes out, the amount of time it takes to catch up to the cutting edge gets longer. We do things to mitigate this, of course, but we also want to make sure there’s a steady influx of people moving into raiding and progressing up the tiers. So we do a lot of thinking and a fair bit of math to look at how long it takes a fresh 65 to get ready for the current tier of raiding. That’s just one example; there are many other kinds of player economies that we look at and they are all under the microscope right now. They also have to be adjusted very slowly because they are all linked to one another; small changes can have big impacts on player resources and fun.

Ocho: How do these changes relate to PvP?
Orren: Well, PvP gear is important to players and important to us. It’s a tricky gear path since it’s completely open to the solo player willing to put in the hours. That means it has to have different costs around it and take a different amount of time to acquire.

Ocho: What’s the timeline look like for implementing changes to existing systems?
Orren: It’s very tough to explain timelines sometimes. For a bug like “this ability isn’t doing any damage,” that we can repro and fix right away, there’s a good chance we’ll get the fix in the next scheduled patch. In those cases we hear about the bug, fix it instantly, and the players get the fix a week later. So, because of testing, verifying stability of the build, and the need to stick to a predictable publishing schedule, something that is an “instant” fix for a designer still takes a week to get to the audience.

Now imagine if there’s some nuance to the issue, or if the repro case isn’t clear. That can easily make the time-to-player for an important change take a month or more. I’d say for a big change that has ramifications for other systems, you’re looking at two months to really push something out. And that’s with a lot of things going right and a lot of effort being applied. From the player’s perspective, two months is forever. This is a really tough part of the game industry and it’s tough on both designers and fans.

Ocho: Thanks, that’s very informative. Do you have anything you’d like to ask/share with the players before we go?
Orren: I love getting feedback from fans. I think that’s true for every game designer. Because of the time-to-fix issue that I described, it’s really important that we choose the right things to fix – a large volume of player input helps a lot. So my question is, what cool things would you like to see added to RIFT? What efforts from the system team can make your gaming hours more fun?

Ocho: Thanks Orren!
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Sunday, February 28, 2016

My thoughts on Rift's Health



Trion has been doing its best to hide Rift’s health for quite a bit of time. Nightmare Tide was a disaster for them: they came off an amazing expansion in Storm Legion, and simply failed to live up to what players and consumers had come to expect of them. Since then, the game has been plagued with buggy and unfinished content, and rampant moneygrabs in an attempt to quickly milk people for money.

Part of this is because Trion refuses to put more money into Rift’s development. The truth is, Rift is the only title making them money, and they’re trying to make too many other games without having the funds to do so. They don’t have the capital to do so, and aside from Rift they don’t have a good history of setting up other IPs. It is much like how CCP Games tried to put little money into EVE Online and funneled more into DUST 541 and World of Darkness, which led to the rebellion in 2011. WoD never happened, and DUST is being cancelled in…May, I think.

But beyond this is the attempt to silence the players who are not happy about the changes they have made. I’m in the middle of another suspension from the forums. A suspension I can’t see the reason for, because they’ve made any attempt to look at private messages or to look at the forums redirect to this screen detailing their excuse for banning you, and when it ends. Players who have spoken out vehemently against the decisions in third-party channels find themselves banned or suspended in-game, when they broke no rules (of course, Trion will always fall back on the “we don’t have to have a reason to ban you, and we don’t have to give you warning” excuse). What’s more, we’re not getting the classic e-mail from Trion, but Trion has no problems spamming inboxes of players who don’t log in for an extended amount of time, asking—nay, begging—people to come back and spend money. It’s shady is what it is.

No one expects perfection, but we expect maturity from PR people and game developers. Over the past year, that has been in short supply on Trion’s side.

I have never hidden who I am. In fact, when I began actively streaming and recording, I took on my callsign from my time in the Marine Corps: Spectre. Because I did hold a command, I made myself Spectre Six (Spectre_06), and I requested it be changed on the Rift forums to reflect this. So I’m not hiding my account or anything.

I have sunk $1,364.97 into the game, beyond my monthly subscription I paid for over two years time, from March 2013 to today. I am in red loyalty at this point. I am not some mooch or leech, and I have been active in the community. I would not have spent that much money—almost half of one BAH check with the post-9/11 GI Bill—if I did not think Rift had been worth it during Vanilla and Storm Legion. But I think it’s time I made my voice heard, since my writing seems to be a problem. I have made it clear my problems with the game in the past, so now I take to YouTube. I removed my previous videos decrying Trion’s incompetence in many areas (my blog posts remain, though), so this may be the beginning of a series on Trion, if they can’t start listening to the playerbase and taking what we say to heart.

Feel free to watch the video here:



Chime in with your comments, if you think I’m right or wrong, and the like.
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Thursday, February 25, 2016

Rift: Guild House Tour



we built it as we levelled, so it was all fun. I bought the game when it was monthly payments and was fine with it, since I usually pick up a different mmo every couple of months.

I left the game just as it was turning free to play, then came back when I tried introducing my mates to mmorpgs.

I picked this one again cause it was popular, has the normal rpg elements as well as its own unique stuff like player housing and rifts and once you put a little money in, my mates were able to unlock the auction house and whatnot. I already had that stuff so to me this game was one of the best in terms of how a f2p mmo should be like. At the end of my video I have a little rant on stuff thats changed since I last played, and how I got a pop up soon as I logged in trying to promote a £76 expansion which looked to be advertising unlocking a 5th class plus ingame cosmetics.

That did make it seem offputting to me, and the changes to the dungeons is the only other complaint I have. Even still, I do have a lot of good memories, and this is one of the games I keep trying to introduce to everyone new to this genre as I love my cleric and the game itself. My most recent attempt was with a g/f who's only experience is Minecraft and the Sims. She struggled with it so I suggested WoW where I was able to pay a tenner to unlock most of the game, and as it is such a simple mmo, she picked it up straight away (the controls and tutorial are easier in WoW she says).

I hope this doesn't come across as a dickhead message lol.

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Wednesday, February 24, 2016

Playing Online in UK Casinos


There are many casinos for players from the UK that allow you to play online from the comfort of your own home. If you’re from the UK, you might already know that there are many online casinos but not all of them allow players from the UK to participate. So it’s important that you do some research and you find sites that allow you to play casino games, even if you’re from the UK. You want to be able to play in a safe environment and you want to find a quality site that has the games you enjoy. And if you play in online casinos regulated by the UK Gambling Commission, all of your earnings are tax free.

So when it comes to searching for online UK casinos, what do you look for? How do you separate a good casino from the others? A good first step is to take a look at who is managing the casino. Who operates it? You will also want to see if they have a license. You can usually find this information in the website footer. If a casino is not licensed and registered, you don’t want to waste any of your time there.

Once you have all the specifics and legalities checked, you will want to see what a particular casino has to offer in terms of games. Do they support a wide range of games? Do they support the types of games that you like to play? Take some time to research this so you can end up at UK casinos that give you just what you want.



Check out some of these UK casinos for yourself and let us know what you think.
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Saturday, February 20, 2016

All Playable Callings and Souls!



Hey guys, I spent weeks (months really) putting together what I think will help a lot of new and returning players figure out what they want to play. Total time invested was around 65 hours, 47 narrations, 250+ video clips used(over 500 if you count the unused recordings too) to bring you a look at all 46 souls in rift currently, giving a 30 second brief overview per soul. I hope you guys like it. Happy Rifting!



In this video, I spend 30 seconds for each of the 46 souls in Rift, to explain a little bit about the soul and its play style, and then show you some gameplay footage and effects to see if that soul could be one you'd like to play! Check out the video to learn a little bit about each one. I hope you enjoy!

If you'd like to skip to a certain calling, the links are below!

Mage - 00:29
Warrior - 5:28
Cleric - 10:30
Rogge - 15:39
Primalist - 20:53
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Tuesday, February 16, 2016

Paying credits for minion missions, more locked caches, and more account bound items.



A few things I've noticed over the last week-

Locked Hammernknell Nightmare Caches: The kind you get from the Hammerknell instants. They're locked now. You need some kind of key to open them. I'm not even sure where to get them. So they're taking some of the best IAs, and making their rewards even less accessible? IAs are one of the things that makes Rift Rift.

Minion missions that cost credits: I send six minions out at a time on 8 hour missions. I can usually rotate two shifts of 8 hour missions a day. Now, at least one mission per shift pops up that costs like 150 credits. So you can pay the credits (the loot for them is better), pay the adventurine to shuffle, just not go on the mission, or pay adventurine and go out on 10 hours.

I guess Trion doesn't want players who have already paid for extra minion slots to actually use them? At least without not having to pay even more credits to use something they already paid credits for? If you pay for the missions, you could end up paying an extra 300 credits a day easy just for minion missions. Maybe the AH is full of all the stuff people are farming off the minions and Trion doesn't like it? Double taxation much, Trion?

Even More Account Bound items: A good while back one of my fellow wardrobe aficionado friends was complaining they didn't have Weeding Garb, so I ran down to the wedding shop in Tempest Bay, bought one and mailed it out. So now we have the flipped wedding garb, which is great. I run down and buy two. I go to mail one out to my friend, and low and behold, it's account bound.

Come on Trion. With all the crap they've pulled down on themselves, you think you'd want to burrow out of it. But that can't happen when you reach into every aspect of the game and make it progressively worse.

I guess on one hand, this is the "ripping of the bandaid" technique. Let's pile all the hurt on at once so we can get it over with now. Let's just kill the F2P model dead, deal with one massive killing off of accounts instead of trying to survive a death of a thousand cuts.

I will say though, on the player end, that this is feeling more and more like a death of a dozen cuts.

I really hope that all this nickle and diming is to prepare for something truly better, something truly worth sacrificing for and not just the death throes of a game that resents the lofty goals of it's youth. If you're really done being F2P, just own it and come out about it. You would feel better, your playes would feel better.
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Monday, February 15, 2016

Love Is In The Air – Literally!



We’ve got the latest in levitation tech for you, just in time for Valentine’s Day! Act fast though – like your first crush it’ll only be here for a short time, and floats away on February 17th!


The brand new heartfelt effect is available as a rare drop from Limited Edition: Lovely Levitation Troves. Display your unfettered devotion for all to see as you float above the ground, surrounded by hearts; the very picture of glorious infatuation.

We know you can hardly wait to outfit your favorite burly Bahmi gent floating around with Lovely Levitation!

Best of all, the effect functions as a premium mount: it scales to your fastest mount and once acquired, is available for ALL of the characters on your account!

Alas, love won’t wait forever; get your Lovely Levitation before February 17th before these sweet mount troves disappear from the RIFT Store!

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Sunday, February 14, 2016

CQ finally more competitive after 5-man limit



Since the 20-man limit was downsized to 5 I had way more fun playing CQ on the EU-shards than before when I was getting stomped in a 3vs20.

There have been a roller-coaster rides on the teams I was on, going from near winning to total obliteration to finally winning again. Often it hangs very much in the balance between at least 2 teams. What's also fun is as soon as one team comes out ahead, the two other teams band together and take them down a notch.

Some ideas to improve it even further:

1) Time limit

I can see a match lasting forever during low population scenarios where few kills happen. A 2-3 hour time limit would help there and also letting people plan their play time better when they know how long it will take in this case.

I still had fun playing 10vs10vs10 at an ungodly time but it can take quite a while to finish :).

2) Remove turrets counting as kills for the weekly

A big one. Turret farming has to go, period. May have to adjust total kill count and kill count to CQ-lock down a bit downwards then.

3) Better rewards

Right now it feels CQ isn't really worth playing for rewards except for the weekly (which needs too many kills, 1000-1200 would work better IMO) and for the favour at the end kinda.

Please add something worthwhile in the chest at the end, like a chance for a Warmonger token, Favor Infused Accelerators, maybe Eye of Untold Madness for T2-relic upgrades (tho I'm not sure if that gets bolstered down atm, since I don't have any).

Something a PvPer is happy getting, and a PvEer might still make good use (lower than T3 progressed ones probably, since T2 dictates the bolster ceiling and PvP-gear lvl right now) of.

4) Use matchmaking for CQ at the start

Right now it is insta-join at the start and people are getting shuffled based on the numbers of their teams and who is able to fill them it seems. Why not hold the queue a minute or so to see who all queued and then reorganize them into teams based on ELO (not sure if performance and stuff like "played healer last 5 times" still matter in wfs).

Then after this minute is over, when CQ opens it takes the normal 45 seconds inside Stillmoor to start.

Best regards and thanks to Trion for the change, even though it is just a test right now!
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Thursday, February 11, 2016

RIFT 3.5: Hotfix #9 2/10/2016



RIFT 3.5: Hotfix #9 2/10/2016

NA: 2/10/16 7:30 AM PST
EU: 2/11/16 2 AM GMT

== FEATURES ==

PATRON BUFFS
We’ve updated Patron benefits with TWO brand new bonuses! Patrons are now immune to soul vitality loss, and have a 50% reduction on Auction House fees and commissions.

In addition to these new bonuses, the following convenience perks are now exclusive to Patrons:
- Stacking charges for Dungeons, Warfonts, and Instant Adventures.
- Accumulating rest experience.
- Queuing for specific Warfronts and Dungeons.

For further details, please check out the discussion thread.


CALL TO ARMS
The planes will enter mayhem mode in Freemarch and Silverwood once again the weekend of February 12th through the 14th with new repeatable quests and rewards.

Patrons can speak to the Planar Challenger in Sanctum or Meridian for a new and exclusive Daily and Weekly quest. Jump in and join the fight!


RARE ADVENTURES COME TO MINIONS!
Now when adventuring, special rare adventures can appear, signified by a special icon! When completed, these rare adventures offer extra bonus loot in addition to their normal rewards. They can also be shuffled away for free, should you wish to do so.


== GAME UPDATES ==

GENERAL
* You can now buy an additional 20 wardrobe slots! Find them in the character sheet.
* There are now 4 more Bank Vaults for purchase!
* Fixed several instability issues when changing graphics settings with parallel rendering enabled.
* A number of chats have been made cross-shard, allowing you to talk toanyone in these chats on a cluster level! They are as follows:
- All level range chats
- World Defense
- Events
- Trade
- CrossEvents
- Note: Any time a player logs in, they will see a message pop up in the chat console several times saying that they are already in that channel. This is a bug, and will be fixed in an upcoming hotfix.
* Fixed an issue with the UI sometimes showing white icons.


RIFT STORE AND SERVICES
* Dream Weavers can now purchase recipes to craft Cosmic Aggressor and Defender Essence Supply Caches! Look for these recipes on Bob and the Rift Store. Open these caches to find incredible essences, even epic ones that can be upgraded to unbelievable strength!
* Dimensioneers, looking for Planetouched Wilds items? Check out the Korvan Dimension Item Grab Bag added to the Rift Store!
* A new grab bag has been added to the Rift Store containing brand new ice building blocks!
* The Flipped Wedding Garb costume is now available in the RIFT Store. A variant of the existing Wedding Garb with a twist: tuxedo for the ladies / dress for the gentlemen!


ECONOMY ADJUSTMENTS
* As part of our efforts to improve the RIFT economy, we're increasing the cap on currency for Free players to 5,000 Platinum.
- Because these sorts of changes can produce effects that can't be completely predicted, this change is an experiment in progress. We'll observe impact, and adjust as necessary in the future.
* After observing the shifts in the RIFT economy, a number of store-bought crafting materials used in Savant recipes have had their prices increased to account for inflation. The following items now cost 1p50g, up from 1p:
- Shell Grinding Stone
- Crustacean Oil
- Coral Lacquer
- Byssal Cord
-Disintegrating Blend
- Essence of Reverie
- Teal Wax
- Inelastic Thread
- Salt Flux
-Waterproof Ink


INSTANT ADVENTURE

INTREPID: HAMMERKNELL
* Caches from boss kills now have a chance to drop an unstable version. The unstable versions are locked but when opened have a guaranteed chance at an item drop along with other loot.
* Rewards from Hammerknell Instant Adventures now properly upgrade to have higher stats.


ZONES AND EVENTS
* Zone Event: Bloodfire Behemoth: The colossi that spawns should no longer gain the Planar Evacuation buff and despawn pre-maturely. The colossi should also no longer gain the Burning Out buff which allowed it to be killed in a very short amount of time.
* As an experiment, we've rebalanced the way that zone events spawn. They should now spawn more evenly across all zones. Since it is an experiment, we'll be monitoring the results, taking feedback, and tweaking until we're happy with it!

ASHORA
* Quest: Army Ants: The quest objective has been reduced to 60 kills, down from 100.
* Achievement: Burning Ants: All Architects in Ashora now count towards this achievement. Additionally, all Architects in Ashora are now valid targets.

GLOAMWOOD
* Quest: Crystal and Key: The location of Jary Snoes ghost has been moved slightly to no longer appear under a frequent rift spawn.

IRON PINE PEAKS
* Quest: In the Wrong Place: Sentinel Veliz should once again offer this quest in Icewatch Ridge.
* Quest: Shipment Triangulation: The red tracking markers should appear more reliably on all graphics settings.

PLANETOUCHED WILDS
* Quest: A Tempting offer: Fixed an issue that could cause this quest to become stuck after a client crash.

SCARLET GORGE
* Zone Event: Shambling Hordes: The individual zombies that accompany the boss are no longer immune to attack when they first spawn.


CRAFTING

IMPERISHABLE PRISMATIC MOTES
* In an effort to reduce the amount of components required for various crafting upgrades, Imperishable Motes have been replaced by a new unified component: Imperishable Prismatic Motes.
* All existing Imperishable Motes now convert to Imperishable Prismatic Motes when right-clicked.
* All recipes that originally called for Imperishable Motes now use the new Imperishable Prismatic Mote.
* All Crafting Rifts that dropped the various Imperishable Motes now drop the new, unified Imperishable Prismatic Motes.
* Imperishable Prismatic Motes drop less frequently than their elemental counterparts did, but should be much easier to obtain as you no longer need to hunt for a specific drop.

APOTHECARY
* The Phenomenal Bottle of Spell Strikes and Phenomenal Bottle of Critical Strikes recipes now require 6 Sarleaf Extracts, down from 12.
* The Illustrious Bottle of Critical Strikes and Illustrious Bottle of Spellstrikes recipes now require 12 Sarleaf Extracts, down from 24.

ARMORSMITHING
* The Tormenting Metal Amender recipe now requires 24 Pelagic Requirements, down from 48.

ARTIFICER
* The Opaque Ornament Amender recipe now requires 24 Pelagic Fragments, down from 48.

RUNECRAFTING
* The Rune Amender recipe now requires 18 Capricious Stars, down from 20.
* The Advanced Rune Amender recipe now requires 8 Capricious Stars and 7 Nightmare Stars, down from 10 and 8, respectively.
* The Opaque Rune Amender now requires 24 Pelagic Fragments, down from 48.


ACHIEVEMENTS
* We've added a slew of new achievements!
- Planar Novice, Planar Acolyte, Planar Adept, Planar Master, and Planar Commander: Complete tiers of Planar Attunement.
- Fashion Icon: Unlock Wardrobe slots.
- Revered Crafter: Become Savant in 4 crafting professions.
- Legendary Crafter: Become Savant in 8 Crafting professions.
- Vault Keeper: Unlock 10 bank Vaults.
- Just Role With It/Role Tide!: Unlock 5 character roles for your calling.
- I Was Framed!: Unlock five portrait frames.
- Badge of Honor: Unlock 7 portrait badges.
- Fancy Pets/ Pampered Pets: Unlock combat pet skins.
- Patronly: Use a Patron ability.
- Bank Holiday: Unlock 30 bank slots.
- Fully Loaded: Unlock 8 bag bar slots.
* The following achievements have been moved to Legacy:
- Quantity Over Quality
- Try Not To Look Too Desperate
- Pie For An Eye
- Compulsive Gifting
- Dirt Hurts
- Rampant Dysmorphia
- Single Barrel Blast
- Water Bomber
* The following achievements have had their point values increased:
- A Most Nec-romantic Getaway
- I Get Around
- Quick On The Draw


DIMENSIONS
* We’ve increased the buildable space in the Shal Korva dimension! Dimensioneers should now have much more room to build and explore.
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Tuesday, February 09, 2016

5 Years of RIFT – New Producer’s Letter From Archonix!

Here is the newest letter from trion worlds:


Greetings Ascended,

As we approach 5 years of RIFT, I look back on the amazing journey we’ve all taken together. RIFT has grown from the shiny new MMO on the block into a game that influences the industry and continues to lead in new and exciting directions with Instant Adventure and Dynamic Content. Not only is it a time to look back, but it’s also time to look forward to some of the exciting new features coming to RIFT in 2016. We’ve got some amazing changes planned throughout RIFT’s 5th anniversary, both in terms of in-game content and the underlying technology, and we’re happy to talk about them today. It’s going to be an incredible year!


Before we get into all that, I’d like to take a moment to thank you all. RIFT is more than just planar invaders and battling Ascended: it’s each and every one of you who have been part of the journey. Over the last year we’ve had the opportunity to meet players from around the world at live events, like our parties in Boston and Seattle for PAX and in Cologne for Gamescom. Getting the chance to meet those of you who share our passion for RIFT is something that truly makes this job an experience unlike any other. I’ve also continued to be amazed by the generosity of the RIFT community during the Extra Life marathon this year, and you should be proud of your willingness to lend help to some of those who need it most. You are our inspiration, and I can’t imagine a better group of people to share Telara with.

We’ve been busy since our last anniversary, releasing 4 major updates, 3 new tiers of raiding, Intrepid Instant Adventures, a new Dungeon, and the long anticipated release of Planetouched Wilds. Our focus has been on releasing innovative new content, while, at the same time, reinvigorating some of our best existing content and keeping it relevant to RIFT today. Intrepid IA’s are one of our favorite features in the game, as they open up some of our most exciting and challenging raid content for every RIFT player to experience. Now every RIFT player can experience the most menacing encounters and work together to defeat the greatest evils threatening Telara!

2015 didn’t just include new things to do, but also new ways to do them! We introduced a massive revamp to the Wardrobe System, even more amazing rewards for Patrons with the introduction of Affinity, and the first new Calling since the launch of RIFT: the Primalist! While the adventures you experience playing RIFT are truly epic, doing so in new and interesting ways – and looking oh-so-fabulous in the process – is just as important as the dragons you slay.

Over the last year we’ve also learned a lot more about how you want to play RIFT and the kinds of things you want us to offer. Learning from you and improving the RIFT business model is what keeps the game advancing and us crafting amazing story lines. We’re making a few changes to ensure that RIFT’s next five years are as full of amazing developments and breathtaking content as the first five. We’ll continue to evolve and change in this area, finding exciting and fair ways to reward those who support RIFT for all of us to enjoy. It’s a tough balance, but it’s a task we never take lightly. We’ll continue to listen to feedback and find ways to address your concerns when we do make changes, so that together we make RIFT as healthy and successful as it deserves.

Let’s talk about the 5th anniversary celebrations. Our first major update of the year will be RIFT 3.6: Celebration of the Ascended, coming in early April. Part one of the update will be this year’s Carnival of the Ascended, complete with all new quests, rewards and more! Moving beyond the anniversary we have news of additional souls for all callings, a new daily login reward system, as well as continued PVP improvements. The second half of the update is due to drop late in May and contains our second Intrepid Instant Adventure, featuring the best of The Mind of Madness. Now every Ascended will be able to journey beyond the Cosmos and do battle with the Tenebrean deities powering Lord Arak’s evil plans!

2016 is also the year of tech for RIFT, and a place we’ve actually ramped up hiring over the past year. We’re incredibly excited to reveal that the first of our planned updates is the addition of true multicore support to the RIFT client. Our engineers have been making heroic strides in transforming what was once thought of as an impossibility for the RIFT engine into a reality! For those less technically savvy, this will allow RIFT to take advantage of more of the capacity of processors released since RIFT’s launch. Our goal is to improve both the performance and stability of the RIFT client. Early stages of alpha testing are already underway, and have been going extremely well. Over time we’ll be expanding the test to include more and more of you. Faster performance and more stability for RIFT, that’s something that benefits everyone!

Because this is such a huge change, we can’t give exact estimates of when it will be ready, but we’re pushing hard to make it happen as quickly as possible. Once this is ready, we can move on to the next big technical update, which has been going on in parallel – We’re happy to share that we have been converting RIFT to a 64-bit client. It’s another massive amount of work that’s been going on for a long time now. It’ll multiply the benefits provided by true multicore support and allow RIFT to fully utilize your computer’s memory to provide even more performance and stability gains!

So join us in this celebration of the first five years of RIFT, all of you who have been a part of RIFT, and looking towards what the next 5 years of RIFT brings!
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