Last Beta I switched from Defiant side to Guardian and played with Kettle, a Dwarven Warrior.
Yes I know, technically she should be a Cleric and a Halfling, but a dwarf is close enough and I'd already been playing Naomi as a Cleric and with classes identical across the divide...
I'd gotten her through the Sliverwood (5-20) zone and halfway through Gloamwood and up to level 23. I'd been pretty impressed with Silverwood's general lay-out and how the quest lines were taking you along a tour of 80% or so of the map. Much more subtly than in Freemarch where for some reason I felt led by the nose and didn't feel much like exploring. Whereas on the Guardian side I did and didn't feel stiffled by the guided tour effect either.
There's ample opportunity to step off the beaten path, wander a bit and run into mobs way too high for you to defeat. Coupled with the Invasions this means you have to keep paying attention to your surroundings and I like that. Gloamwood,s a bit darker than Silverwood and the theme is one of Gothic horror. Spiders, zombies, Werewolves, vampires and a Hag to fight. The environment is wonderfully gloomy and made me pull open all registers on my videocard, which happily survived the ordeal. (I didn't try it with raid sized parties).
Gloamwood also is very tightly packed with a complex but comprehensive questline around a central theme / story arc. It also gives my Explorer side more of an itch than did Silverwood. It's a rather vertical place really. Several times I've found myself standing at what I assumed was the quest location judging by the minimap only to discover I was off by 50 meters, vertically. Caves, cliffs, buildings. They all give cause to wander about. I've also spent a fair amount of time figuring different ways to approach locations.
Most of all, I was having fun.
This Beta so far has had me not find a single bug to report, and I keep looking for them.
I have to say this game has the most technically slick Beta I've ever been in. On the other hand, they're adding stuff very late in the development cycle, given the release date. However, I'm not worried much, It's shaping up to be a very solid game. I don't know about longevity as of yet, but it should do well at launch, provided they get people to not all roll on the Shard with an already Heavy load, but even after having to sit in queue for 2 minutes after dinner I encountered little to no server-side lag. And that's a Beta server with highly detailed logs running...
This Beta saw a few new things. Improved Character Sheet. I have to admit I still think Rift has a window or two more than I'm happy with. Collections as a whole could be Character Sheet Tabs if you ask me. Much needed Inventory improvements (mainly taking things out of Inventory) have been added, though I would like to see them take another leaf of EQ-II and add dedicated bags (for Role 2 and 3 kit for example). The new Public Group system works well I think. You can toggle yourself to be a Public or Private Group, which in the case of Public means you'll see a "Join Public Group" button appear whenever you're near likeminded people, usually around an invasion or Rift. Once I found out it was using my Graveyard button's position and I could move it, no problems.
The main issue I encountered with it wasn't technical but player-social. Nobody speaks in this game, except in Regionsay. I actually noticed people commenting on the fight we were in using the regionsay chat. Local and Party are barely used it seems. Oh well, with any luck I'll find more local chatters come launch when I'll roll on a PVE-RP shard. For Trion it might've been a good idea to integrate voice-chat with the game though. Then again, I'm not sure I'd like to try that with the Public Grouping...
Public Grouping got me to see the Raid Group Interface as well. This is probably well engineered, but left me confused for the most part.
Stuff I Missed:Questing is fun to do. I didn't get around to trying to group dungeons, mostly because the only vitriolic chat I encountered on Guardian side (outside of level 1-9 chat which you should turn off immediately) was revolving around dungeon groups. This did lead me to find an issue though. I'd gotten my last Plate chestpiece when Kettle was Level 20. While it wasn't much of an issue for her during her tweens, throughout her twenties so far she's received two to three armor and weapon upgrades from questing for each piece except chest-armor. Annoyingly, the Level 20 piece is one of those Plate-bikini's (yes, Rift doesn't have chanimail bikini's for Clerics but makes up for it in Plate...). So right now my main armor piece is whoefully behind my level. Not a good situation for a Tank. It's actually ok for soloing, I noticed I was primarily doing quests a level, sometimes two ahead of my own whereas most Mages and Rogues tend to be on same level quests and Clerics one level lower than current. For grouping I'm badly equiped though.
Checking the Auction house I saw the situation echoed. Lots of green drops of every ilk but no chest-pieces. It appears to have been a deliberate choice of Trion to reward chest-pieces through group efforts such as grouped dungeons and warfronts. Meh. It wouldn't be so bad if someone were crafting the bloody stuff. But I couldn't find any crafted gear on the Auction Houses, so either people aren't crafting or trading in Guilds and other private venues. I did notice some Regionsay bartering taking place now and then, which leads me to conclude that one auction house per faction in their main capital maybe isn't the best design choice they made?
Maybe tonight I'll try some grouped dungeons or warfronts :-)
Talking about capitals, they're confusing. The strong vertical element is one thing, but while less confusingly layed out than the Defiant capital, Sanctum is annoying in other ways. It's essentially three concentric rings with one place where you can switch rings. A trip to Sanctum typically requires me to visit all three in order to visit Trainer, Planar Goods/Collections traders, bank and auction house. Mini Map and Major Map both aren't that helpful in cities and for the first time in a long while I found myself missing a Gameamp community (only with better tools) around a game. I'd have absolutely loved being part of an Amp-like community for this game. I just can't stomach the manure piles that are "Official Forums" anymore. So many people giving out plain wrong tech advice, so many people out just to be as nasty as they can be to each other, e.t.c. Ah well. I'm a minority I guess, but I do miss the (mostly) friendly, moderated mayhem of Amp at times like this.
Rifts and Invasions:
Back to the game though. The changes to Invasions/Rifts seem to work out, though we flunked the two Zone Invasions yesterday. The first was simply a case of not enough people bothering with it for some reason. The second one failed for a more interesting reason. We'd completed all but the last objective, slaying the named Boss 'Norima' (I think). People started asking where she was in Regionsay and were directed to one of the last Death Rifts in the deep south of the zone by others. A few minutes later the zone-wide UI overlaid messages were screaming from help at Gnarlwood, a spot roughly North of Center. Most of the defending forces simply ignored repeated pleas for help from the beset Gnarlwood and were stumped when the Invasion Quest failed as Norima achieved her objective with her last squad of baddies. I guess an unsubstantiated rumor fostered by an anonymous source is always more compelling than official notification from the game system itself :-)
Still, people will learn this, eventually, I'm sure. I'm still a bit worried about player population after the first wave though. While Invasions now scale and can be tweaked, the beginnign area's may still end up rather empty after the first big wave. But maybe Trion, who's very good at lending leaves from succesful models and not just WOW's at that, can take a hint from Turbine and make the game partially Free-to-Play after a few monts. While there's still a veneer of FAIL attached to mixed P2P/F2P games in certain loudmouthed sectors, but the way Turbine does it is actually a win-win situation. The early levels (minus high quality gear) are accessible to froobs, which has the huge advantage that your paying customers when rolling an alt aren't faced with that deserted feeling in post-launch starter area's as there's still plenty of people running around. Mostly froobs yes, but I for one consider that a more pleasant experience than having to grind mobs or be forced into a fixed group to level up as the interesting content is too hard or too slow to do alone.
Needless to say, I suspect the Free-to-Play move on Champions Online which got finalised and announced this week has more to do with Damage control on Fail than Win, but they shou;d've done that before launch if you ask me.
Anyhoo. Loving how the game shapes up. Scarlet Gorge, which is a shared zone apparently is shaping up to be as well designed as the previous two and even more vertically challenging. (Spent 20 minutes looking for the way down before I spotted other players using an elevator) I haven't bothered with Gathering or Crafting on Kettle much, when I reroll her post-launch this will change (gathering at least is fun) so I can't really comment on that. Geek's less than happy comments on it have not helped. I'll stay clear of it for now. Kettle's nearly at level cap now, 26.something and I think I'll stop playing her when I reach it. Not that
I Must Have XP For My Trouble, but it seems like a good point to switch back to Naomi or roll anew.
Souls and Roles:I've found I am not very experimentative with Souls.
With both Naomi and Kettle I picked three Souls and somewhere in their tweens decided I didn't like one of them. I'd focus on two out of the three and swap out the third around level 20 then slowly build that one up. I tried switching Kettle from Paladin/Warlord/Void Knight (Tank/Buffer/Anti-Mage) which are all defensive souls to an offensive combination that included a Pet on her second Role. What I found was that it's not much fun to switch Roles at 20 and have to learn its intircacies all anew. My PWV build's got 15-18 buttons to mash (though I keep intending to fiddle with Macro's as there are definite sequences) under specific conditions. I have to know which buttons to mash when, for maximum effect. I'm sure that my second Role (which had more skills on my hotbars) is just as intircate, but I couldn't get into it at all.
Why is this so different from Guild Wars where Build switching is a must?
Well, I think the 8 vs 16+ skills on the bar may have something to do with it. Also Guild Wars Prophecies is one long tutorial in using varied builds. Only the most stubbornly refusing to learn didn't have a grip on Builds by the time they enter the burning isles (they'd be stuck at Thunderhead Keep) but sadly even that F2P game had to dumb down their initial content for rare solo players in an empty landscape. Rift doesn't really tell you to try different Roles. It's not as integrated into the central game system as it was with Guild Wars. It's clearly an added feature to compensate for PVE / PVP builds or solo and grouped/raided builds. But the main game doesn't invite you to experiment, which will feed the FotM Builds I fear. I've already noticed that with dozens of variations possible, a lot of gamers "enforce" the UnHoly Trinity (second generation, so Tank, DPS, Healer rather than Tank, Crowd Control, DPS) onto themselves and others.