The Rift: Episode 18 Podcast Notes

by on Nov.01, 2010, under English, Podcast Notes

[05:18] Will Cook, Rift Events Lead, introduces himself briefly.

  • He previously worked at Mythic Entertainment on Warhammer Online.
  • Some things he worked on included Public Quests and the Tome of Knowledge.

[05:49] What exactly does a Rift Events Lead do?

  • He is charge of dynamic content.
  • He leads the group in charge of Rift events, Invasions, Footholds.
  • Try to compliment the static content, and tie both together.

[06:16] Which Rift is your favourite?

  • This seems to change every day.
  • Previously, his favourite involved a Shambler that you had to defend and would help you out.
  • Currently he likes some of the more “defense” Rifts.
  • Sometimes there will be an NPC that you don’t fight, but instead buffs a mob that you will.

[07:04] We’ve heard Rifts have stages, but how do they differ from Warhammer’s Public Quest system?

  • They are not location locked. There can be thousands of locations around the world where they can be launched.
  • The events have consequences on the rest of the world – for example, Footholds and Invasions.

[07:35] With Rifts now being a focal point of the game, how do they live up to this in terms of content?

  • Rift is a huge game, offering a complete leveling and endgame experiance in both PvE and PvP.
  • Rifts and Invasions are just a couple of the cool mechanics that help make the game shine and help compliment other aspects of the game.
  • They also help create the world and the stories that you’ll hear as you explore Telara.

[08:13] What happens when you push a Rift further? How many stages are there in a “pushed” Rift?

  • They can make as many stable or unstable rounds as they want.
  • There will be many different lengths.
  • Ideally, throughout the leveling game there will be about 5 or 6 stages in a fully “pushed” Rift.
  • Rifts don’t really get in the way of progression.

[09:08] Will it be more beneficial to bring a full group or 2-3 people along to Rifts? Can a solo player complete a Rift event?

  • The later stages can be very challenging.
  • Solo players will be able to defeat the first boss of a Rift, but to push it farther they will need to bring some friends.

[09:40] Are the rewards for Rifts preset at the beginning, divided random, per contribution, or another system?

  • There are both random and event-specific rewards, as well as plane-specific rewards.
  • You do not have to worry about other players coming and taking some of your loot.
  • The farther everyone pushes the Rift, the more rewards everyone will received.
  • When the Rift is closed, it will choose from the event-specific, plane-specific, and tier-specific rewards.

[10:19] What type of things can you get as a Rift reward?

  • Yes to all of: Gear, Collections, Crafting items, and Rift specific rewards.
  • The most consistant reward being “essences” which slot into “Planar Foci”.
  • Players can customize their focus, depending on how they wish to play.

[11:15] How do Rifts calculate contribution? Will healers get credit?

  • Effort is the foundation of contribution. They track what players are doing at a Rift, and who they are doing it to.
  • This information is then tallied and players are placed into categories.
  • Categories are the primary control on loot, and are more forgiving than rankings.
  • Healers will get contribution.

[12:02] Scott mentioned group-oriented Rifts, will there be specific group Rift events?

  • Rifts, even minor, are phenominal for group play.
  • They start as solo events, and expand into group events.
  • Major Rifts are “supercharged” versions of Minor Rifts and will be targeted towards groups and will have “supercharged” loot.
  • There are also endgame Rifts, which will range from elite 5-man events to full Raid Rifts.
  • There are different difficulty levels of Rifts within each of the zone level ranges.
  • There will be even more variations of Rifts at the endgame.

[13:00] What is the benefit of doing Rifts, apart from the item rewards?

  • The most compelling reason to do Rifts (in his opinion) are Invasions and Footholds.
  • The invaders are attacking regardless of your actions and it is up to those around to decide if it should be stopped.
  • They don’t want to hassle the player, but have hit a balance of on-demand, player-activated content, and dynamic content.

[14:03] What are the consequences of not being able to close a Rift?

  • Their philosophy has been: if you can push it to an unstable stage, you should be able to defeat that stage.
  • However, you might not be able to push it to a further stage.
  • If a Rift is abandoned in the middle of a stage, it will continue to produce invasions until it runs out of power and collapses.
  • The loot will somehow end up in your bag, if you participated in it.

[14:50] Are there any restrictions on what can be obtained from Rifts by any given player?

  • They don’t want to restrict players too much, you can bring your friend to a higher level Rift.
  • There are some experience and loot restrictions for anyone who is trying to exploit the system, or doing something they really don’t need the loot from.

[15:32] What types of objectives do Rifts have?

  • Rifts have the same access to the scripting system used in the Quests and Raids, even though they aren’t location locked.
  • There are plenty of straight “wave” Rifts (Rifts involving multiple waves of creatures).
  • There are also plenty of Rifts with different mechanics, for example Defense Rifts.
  • Defence Rifts happen when you have to protect something as creatures spawn around and try to take it.
  • There are some prolonged boss fights with stages.
  • Some are similar to a “choose-your-own-battle” or “almost-puzzle” mechanic.

[16:53] How are Rifts connected to Invasions or Footholds?

  • Rifts open up, and if not attended will spawn Invasions which will try to create Footholds in the world.
  • These will happen at any location they think is valuable, including player hubs.

[17:17] Do you have to be careful where you login, since hubs can be overtaken?

  • Players will want to try and find safe spots where you won’t be jumped as soon as you log back in.
  • They are putting some measures in place to make sure it doesn’t happen to you (often!).
  • You should almost always be able to handle events happening around your quest hub.

[17:55] For each elemental type of Rift, how many types of those Rifts are there in each level range, specifically at max level?

  • They are trying to tie in the Rift events with the local zone stories.
  • The Rifts that open around the zones will try to relate to the quests and dungeons within that area.

[19:07] Down the road, will the Rift system be able to handle the large number of max level characters all competing for the same Rifts?

  • Will is confident that their Dynamic Coordinators will be able to handle a large number of players.
  • Rifts and Invasions will not have to handle this burden alone.
  • Rift Raids, incredible PvP, “Expert” Dungeons – new areas and additional bosses, and some Top-Tier raiding.

[20:03] Is it possible for players to make their own tears? Or can they only force open existing tears?

  • Tears are something that they would like to keep control of.
  • Players can determine the type of events coming from a tear based on “openers” and “lures”.
  • Raid Rifts (about the size of a football field) may not be able to jump out at you, but there will be some surprises later in the game.

[21:08] How are Raid Rifts opened?

  • The “Lure” mechanic will persist into the Raid events.
  • High-level lures opening high-level events will be semi-gated.
  • The lures will be valuable, but it is still being discussed how they should be limited, if at all.

[21:47] Can Raid Rifts appear anywhere?

  • At the moment they are limited to high-level zones.
  • If there is a wide level range across a zone, they will try to restrict them towards the higher-level areas.

[22:17] How will Raid Rifts work, being described as more cooperative than contested?

  • If dungeon/instanced areas are a “gourmet steak dinner”, Rift Raids are “big, sloppy cheeseburgers”.
  • You can bring 100 people or 20 people, and they will try to make it fun for all.
  • They can get a little crazy, sometimes a little random, but they will always try to make it fun.

[22:59] Do Rifts exist independently or are some part of quests, activities, or achievements?

  • Many large quest lines will end with a Rift, or cool Rift boss fight.
  • Everyone (not just the Rift team) has access to the Rift events.
  • Some will trigger based on player events or quests, and some that just use the regular system.

[23:31] Are there specific places for “special event” Rifts?

  • There are special places set aside for the occasional “epic” questline.
  • Any potential Rift location can be used for a quest as well.

[23:54] How will player-opened Rifts affect PvP combat or a city’s function?

  • They are still working on Rifts and PvP.
  • Cities can be invaded, however it might be a bit harder and take a few invasions.

[24:21] Will there by any sort of Dev or GM initiated player events? (For example: Greenscale gets a foothold in Telara and massive amounts of invaders start invading Sanctum over the course of the weekend)

  • There will be player events, but they won’t require a Dev of GM to initiate it.
  • There will be large-scale invasions and special events happening in the game.

[25:15] Will there be any holiday or seasonally flavoured Rifts?

  • If there aren’t any, then they aren’t doing their job!
  • The dynamic content system is designed to do this type of job, so they will add in special events.

[25:37] What has been the greatest challenge(s) in creating the Rift dynamic content?

  • Living up to the promise of dynamic content.
  • They need the dynamic content to compliment the story and make it more invocative.
  • After that, it was making the content was truely dynamic and not happening in the same place each time.
  • They wanted to make sure there was consequences from the dynamic content, and want to continue developing the consequences post-launch.

[26:53] Will gives a quick rundown on how Rifts are only one facet of the overall game.

  • They want to release a complete game – something that does not have wipe gaps, or errors, or missed bugs.
  • They have an excellent dungeon system, PvP system, and amazing class system and then the dynamic content.

[27:38] What is your favourite pie?

  • Growing up, lemon meringue. Nowadays, a good pecan pie.

[29:21] Beta? Soon.. Very Soon! They will be announcing it very soon!

Written by Shyntyrr

Shyntyrr has been working on The Rift Podcast Team since September 2010. Currently he keeps the hamsters running, prevents the entire website from imploding, and talks way too much (except when he's been on the podcast)! You can also find him twittering away at @shyntyrr on Twitter.


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