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May 24, 2012

Rift

I fairly recently became aware of a new MMORPG called Rift. It generally uses the tropes and conventions of other online games of the fantasy genre, but it does something that few of the others do: it learns from the mistakes of past games and has put in place new ways of doing things.

Rift provides you with a lot of storage space, than can be expanded by larger sized backpacks. Many games make storage an issue so that you cannot carry around what you want to and have to make decisions (or as a time sink so that you have to constantly return to locations where you can sell items).

The game provides a button at each vendor to sell all "gray" or low-level, trash items that you pick up during your forays into the wilderness. This saves a lot of time at the vendors, and means you can more quickly get to reviewing and selecting which of the new, high-level items you wish to keep and use, and which you want to sell (or if you have stuff that is craft fodder and want to convert it).

While Rift has a craft system that is very robust, you do not need to waste backpack space with the craft tools. In LOTRO, for example, I have some Explorers. Each one has to waste up to three slots just to carry the sewing kit, pickaxe, and hammer needed for the crafts involved. In Rift, you simply take the crafting skill and the game provides you with the appropriate tools when you need to use it-- you do not waste any valuable slots on the tool. Backpack space is still needed for the materials you receive via crafting. In general, you can select up to three crafts that all work together so you are pretty much not reliant on other people for materials.

Each class has special abilities or powers they can use when a power bar level is achieved. For example, some of the Fighter classes build up "Attack Points," with a total of three available, while a Thief can build up their similar power bar up to eight. Each is built up using "Builder" powers and used with "Finishers." This is similar to many classes in other MMORPGs. In this game, however, once built up, those power bar are not lost until YOU use them. In most games (all that I have played, until Rift), whatever you build up slowly ebbs as you play or if you don't use it. In Rift, once you build up your bar, it remains on your character until you select a Finisher that uses some or all of it. In addition, all of your starting abilities/powers build up those bars. The use to build-up ratio may not be 1:1, but your starting powers all have at least a chance to give you one or more of those power build-up/energy/bonuses. (In most cases, it is very nearly 1:1. However, the fighter has to actually hit with its builders, so a strongly defensive or dodging opponent can make it harder for a fighter class to build up his Attack Points.)

One of the important changes in Rift over most of the MMORPGs I have played is that in Rift you select your main archetype from the four classics (Fighter, Thief, Cleric, Mage). But, within that selection, you have up to three "souls," or subclasses, that you can mix and match to tailor a character to your exact play-style and desires. For example, there are 8 subclasses of Fighter you can opt for, mixing and matching up to three of them together for various abilities. The subclasses are labeled as Offensive, Defensive, or Support. So, for example, I initially went with one of the default setups with my Fighter, which happened to have three Offensive subclasses selected. However, with my play-style of "slow and steady wins the race," I was finding I was dying a lot. I investigated the subclasses a bit more, and determined that by mixing in the right Defensive subclass, I was able to vastly increase my survivability with my play-style.

Another change to how Rift works as compared to many MMORPGs is that it uses fewer clickable powers (even though you have, in essence, three "classes" worth of abilities from your subclasses). Instead, each time you level, rather than always getting a new clickable power, you get abilities that modify your existing skills and abilities. On level up, you might select to increase your defenses, or ability to dodge, or the number of opponents the existing abilities attack, or add a new energy type to what your powers can do -- there are many choices, only some of which provide you with new clickable powers. In addition, many of the subclasses have synergies between powers and abilities that allow you to build up very potent offensive, defensive, and support abilities by mixing and matching what each subclasses does. For example, I stumbled on a combo of three subclasses on a mage character that each have powers that apply Damage Over Time (DOT) effects or that have abilities that enhance and improve DOTs. By mixing and matching, I have a mage that can case a few spells on the opponent and then move on to the next opponent, knowing that the DOT effects will take the first one out in no time.

One other aspect of Rift I really like is that there are a lot of aura and self-buffs that you can click and forget or buff for up to an hour on your character. Some of these are group buffs (or can become group buffs) and many are self-only buffs. You can, in general, have all of the buffs from any of your three subclasses working at once; which means if you select your subclasses carefully, you can create a character with many buffs going on and providing synergies at one time.

As a sidebar to the way the classes and souls are set up in Rift, they have made "respeccing" relatively easy and painless. In many MMORPGs, you have classes that can do multiple things in a group (for example, DPS and Tanking), but the player usually is specified (speced/specced) for one or the other. It is often expensive, irritating, and sometimes time consuming to respec your character to fit the other abilities when needed. In Rift, your second Spec slot is pretty cheap and each subsequent one is more expensive (you can have up to six Specs for one character!). Secondly, a respecced character in Rift can COMPLETELY respec from scratch for each one of those Specs -- while you have to stay within the main selection you made (Fighter, Mage, Cleric, Thief), the three souls/subclasses you use for each spec can be completely different. For example, my Cleric has a "Tank" build, that has two Defensive and one Offensive soul, a "Battle Tank" build that has two Offensive and one Defensive soul. This allows me to be do more damage while playing on my own, and to be more of a tank/healer when I am grouped with people. Switching between them is easy and quick. Also, as long as a subclass/soul is at 0, you can change it to something else. If you have spent points on a subclass, you can still change it by going to a class trainer and paying a relatively nominal fee to start over from scratch, and there is no limit (except for money) on this form of respeccing. All in all, respeccing is VERY easy compared to most MMORPGs.

Most MMORPGs have events or times when grouping is somewhat forced or required. Rift has a rather neat and elegant method for events: If you are in the area when the event is taking place, you can join the public group, continue to participate with others but as an individual, or ignore it completely (although you might get attacked if you get too close). Public groups, if enough people are around, can also merge into a super group containing multiple groups. If you decide to join one of the public groups that spontaneously forms when these events occur, your buffs and group abilities immediately populate to your new teammates (and theirs to you). It is quick, painless, and you don't have to spend minutes to hours in a group channel or chat posting "Looking for Team for X" -- you just go where the action is and group up as it happens. You can choose to stay together or go your separate ways afterward.

Another small, but very nice, change that Rift made as compares with most MMORPGs is that you can mail up to six items to other characters, in addition to money and text. Most games I've played either don't allow mailing items or reluctantly allow you to mail one item at a time to a character. Rift designers have realized that this is a needless restricting to paying customers and let you send six things at once. It makes rekitting a new character with your higher level so much faster and easier-- you can get right to the adventuring!

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