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Into the Wilds Launches with Trailer & Gifts | Rift | MMORPG.com

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited October 2015 in News & Features Discussion

imageInto the Wilds Launches with Trailer & Gifts | Rift | MMORPG.com

Trion Worlds has announced that the latest Rift update, Into the Wilds, is ready to launch today. To celebrate the update that includes the new Primalist and an all-new location to explore, the team has sent out a trailer and revealed some nice gifts for players.

Read the full story here



¯\_(ツ)_/¯ 


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Comments

  • BillMurphyBillMurphy Former Managing EditorMember LegendaryPosts: 4,565
    Just ran my Bahmi Primalist to 14 in no time flat. Went with the Vindicator (I think?), a pure DPS build to start. Lot of fun seeing people around the noobie zones again!

    Try to be excellent to everyone you meet. You never know what someone else has seen or endured.

    My Review Manifesto
    Follow me on Twitter if you dare.

  • Scott_JeslisScott_Jeslis Member RarePosts: 628
    Just ran my Bahmi Primalist to 14 in no time flat. Went with the Vindicator (I think?), a pure DPS build to start. Lot of fun seeing people around the noobie zones again!
    If I just want to buy the Calling I guess you need to login with a character to purchase? I wanted The Wilds Celebration Pack though on a new character :-(
  • BillMurphyBillMurphy Former Managing EditorMember LegendaryPosts: 4,565
    Hmm. I think you can buy it on the site, @Benbrada ;

    Try to be excellent to everyone you meet. You never know what someone else has seen or endured.

    My Review Manifesto
    Follow me on Twitter if you dare.

  • Scott_JeslisScott_Jeslis Member RarePosts: 628
    Hmm. I think you can buy it on the site, @Benbrada ;
    Yep just found it. $34.99. Thanks!
  • TheDarkrayneTheDarkrayne Member EpicPosts: 5,297
    Oh wow.. it's a whole new calling. At first I thought it was just another soul or something.
    I don't suffer from insanity, I enjoy every minute of it.
  • TheDarkrayneTheDarkrayne Member EpicPosts: 5,297
    So this little marketing stunt has worked perfectly and got me downloading Rift again. Crafty.
    I don't suffer from insanity, I enjoy every minute of it.
  • sLY4JsLY4J Member UncommonPosts: 84
    Was thinking about jumping back on full time, however when I saw that I needed to spend $25 to equip earrings and planewalker gear, (Since Rift makes it tedious to earn it with currency caps and high prices) and $35 for a new class, it comes out to $60 for the price to fully experience the full "Expansion." I'll pass unfortunately.
  • tirwentirwen Member UncommonPosts: 24
    edited October 2015
    sLY4J said:
    Was thinking about jumping back on full time, however when I saw that I needed to spend $25 to equip earrings and planewalker gear, (Since Rift makes it tedious to earn it with currency caps and high prices) and $35 for a new class, it comes out to $60 for the price to fully experience the full "Expansion." I'll pass unfortunately.
    You don't need the planewalker stuff for the most part. You'll find a lot of the gear doesn't require it. It's not all that hard to get the voidstones to unlock the earring slots either, especially since voidstones are rewarded now instead of some of the lower level currencies.
    Post edited by tirwen on
  • Gobstopper3DGobstopper3D Member RarePosts: 966
    I'll pass.

    I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.

  • elockeelocke Member UncommonPosts: 4,335
    Got my Primalist to 19 last night. Started with Vulcanist, it's a blast. Did Preserver on accident on a dungeon run but it was really easy to heal and actually quite fun. Loving the new calling. My only issue with Rift is that they really need to make mounts, titles and pets account bound. Having alts try to collect all of the same stuff is not fun. Great game though.
  • zaberfangxzaberfangx Member UncommonPosts: 1,796
    elocke said:
    Got my Primalist to 19 last night. Started with Vulcanist, it's a blast. Did Preserver on accident on a dungeon run but it was really easy to heal and actually quite fun. Loving the new calling. My only issue with Rift is that they really need to make mounts, titles and pets account bound. Having alts try to collect all of the same stuff is not fun. Great game though.
    There alot of things they need to make account bound but I agree.
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,000
    Free stuff. They know how to get people to come back.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • WarlyxWarlyx Member EpicPosts: 3,363
    woah wanted to try the new calling , but not at that price :S
  • cblo228cblo228 Member UncommonPosts: 3
    having too much fun in wild* to play this
  • HarikenHariken Member EpicPosts: 2,680
    Wow this update is really fun. And the giveaways and login rewards are really a nice touch. I have 6 mounts now and didn't pay for any of them. Rift is Trion's flagship game so with the few stumbles they have had they should focus more on it. I really do like the different roles your characters can have.
  • CambruinCambruin Member UncommonPosts: 72
    Wish I could like it more, but the horribly on-rails questing combined with what I consider to be the worst possible world design completely kills it for me. a shame as I like it's visuals, it's movement and combat flow and ofcourse it's talent system. Ugh, why Trio? Why?!
  • d_20d_20 Member RarePosts: 1,878
    Cambruin said:
    Wish I could like it more, but the horribly on-rails questing combined with what I consider to be the worst possible world design completely kills it for me. a shame as I like it's visuals, it's movement and combat flow and ofcourse it's talent system. Ugh, why Trio? Why?!
    What's wrong with the world design?


  • fodell54fodell54 Member RarePosts: 865
    d_20 said:
    Cambruin said:
    Wish I could like it more, but the horribly on-rails questing combined with what I consider to be the worst possible world design completely kills it for me. a shame as I like it's visuals, it's movement and combat flow and ofcourse it's talent system. Ugh, why Trio? Why?!
    What's wrong with the world design?
    How about how thing just don't seem properly proportioned to the world. Go stand on a hill or cliff and look out over the world. Now, do it in a game like LoTRO and tell me the difference.
  • CambruinCambruin Member UncommonPosts: 72
    d_20 said:
    Cambruin said:
    Wish I could like it more, but the horribly on-rails questing combined with what I consider to be the worst possible world design completely kills it for me. a shame as I like it's visuals, it's movement and combat flow and ofcourse it's talent system. Ugh, why Trio? Why?!
    What's wrong with the world design?
    It feels as if they wanted to cram as much as possible in as little as possible. You can not move an inch without bumping into something or someone. You can't even safely ride a road without agrroing something. I did one of those instant adventures and it ported me to a desert zone with nagas, golems, ... It was so incredibly surreal, but not in a good way. You had insects the size of monstertrucks, yet no lair, no webs, ... then a cave that was just sitting there, not part of a mountain range, no hill, nothing, just a rock with a hole in it. Why? That world design team should be fired or at the very least be shown how proper world design is done (LotRO would be a good example indeed), because they do the game an incredible injustice. Or at least, that's how I feel about it.
  • d_20d_20 Member RarePosts: 1,878
    Thanks for the examples. I understand what you mean, now.


  • VolgoreVolgore Member EpicPosts: 3,872
    d_20 said:
    What's wrong with the world design?
    I can only speak from my experience back then when there was not a single mob on the map that wasn't placed there for one or two quests.
    While in other games there are mobs put into the world to make things more immersive, like i.e. some recluse villagers living their life in a corner at the shore or wildlife naturally living in a woodland, in Rift it's like every mob was just in place for the whole purpose of being quest fodder aka "kill 10 X".
    Giant ogre npc standing infront of a 3 square feet cage waiting to get killed and to respawn.

    Then maps left little room to explore and find remote locations in the way other mmorpgs support it, as in Rift basicly everything felt rather centralised and accessible because the next quest will send you there anyways.

    Also the maps had these gaps and empty spaces that felt kind of unnatural in a "natural" world (if that makes any sense) but were required to make the whole rift-thing work. Because of the poor AI causing pathing issues left and right if there were any objects like houses or trees in place or the terrain got more complex.

    Azeroth and Kalimdor had so many of these locations that you liked to go to, spend evenings at with every other twink you leveled. Iconic locations that just "were there", with no quest attached to them, but still they had their purpose. Places that mattered on their own and that you have memories of.
    Norrath has these as well.

    Rift has none, everything is streamlined to kill X at spot Y and let a rift spawn next to it.

    image
  • d_20d_20 Member RarePosts: 1,878
    edited October 2015
    Volgore said:
    d_20 said:
    What's wrong with the world design?
    I can only speak from my experience back then when there was not a single mob on the map that wasn't placed there for one or two quests.
    While in other games there are mobs put into the world to make things more immersive, like i.e. some recluse villagers living their life in a corner at the shore or wildlife naturally living in a woodland, in Rift it's like every mob was just in place for the whole purpose of being quest fodder aka "kill 10 X".
    Giant ogre npc standing infront of a 3 square feet cage waiting to get killed and to respawn.

    Then maps left little room to explore and find remote locations in the way other mmorpgs support it, as in Rift basicly everything felt rather centralised and accessible because the next quest will send you there anyways.

    Also the maps had these gaps and empty spaces that felt kind of unnatural in a "natural" world (if that makes any sense) but were required to make the whole rift-thing work. Because of the poor AI causing pathing issues left and right if there were any objects like houses or trees in place or the terrain got more complex.

    Azeroth and Kalimdor had so many of these locations that you liked to go to, spend evenings at with every other twink you leveled. Iconic locations that just "were there", with no quest attached to them, but still they had their purpose. Places that mattered on their own and that you have memories of.
    Norrath has these as well.

    Rift has none, everything is streamlined to kill X at spot Y and let a rift spawn next to it.

    The furthest I ever made it in Rift was level 56 in the Storm Legion content. Somehow it just burned me out compared to vanilla Rift, which I found a lot more fun than SL. I always thought the areas in original Telara were mostly nice/interesting. One of the things I liked about Rift was that they added fishing, which I love, especially where there is nice coastline.

    But the last area I made it to just seemed ugly, depressing, and cheaply done compared to the other zones I'd seen in Rift. Those were in Seratos and Morban. Maybe I was just tired and grouchy, but I couldn't go on any more.

    How are the new areas? I hope they are better than those.


  • zaberfangxzaberfangx Member UncommonPosts: 1,796
    edited October 2015
    d_20 said:
    Volgore said:
    d_20 said:
    What's wrong with the world design?
    I can only speak from my experience back then when there was not a single mob on the map that wasn't placed there for one or two quests.
    While in other games there are mobs put into the world to make things more immersive, like i.e. some recluse villagers living their life in a corner at the shore or wildlife naturally living in a woodland, in Rift it's like every mob was just in place for the whole purpose of being quest fodder aka "kill 10 X".
    Giant ogre npc standing infront of a 3 square feet cage waiting to get killed and to respawn.

    Then maps left little room to explore and find remote locations in the way other mmorpgs support it, as in Rift basicly everything felt rather centralised and accessible because the next quest will send you there anyways.

    Also the maps had these gaps and empty spaces that felt kind of unnatural in a "natural" world (if that makes any sense) but were required to make the whole rift-thing work. Because of the poor AI causing pathing issues left and right if there were any objects like houses or trees in place or the terrain got more complex.

    Azeroth and Kalimdor had so many of these locations that you liked to go to, spend evenings at with every other twink you leveled. Iconic locations that just "were there", with no quest attached to them, but still they had their purpose. Places that mattered on their own and that you have memories of.
    Norrath has these as well.

    Rift has none, everything is streamlined to kill X at spot Y and let a rift spawn next to it.

    The furthest I ever made it in Rift was level 56 in the Storm Legion content. Somehow it just burned me out compared to vanilla Rift, which I found a lot more fun than SL. I always thought the areas in original Telara were mostly nice/interesting. One of the things I liked about Rift was that they added fishing, which I love, especially where there is nice coastline.

    But the last area I made it to just seemed ugly, depressing, and cheaply done compared to the other zones I'd seen in Rift. Those were in Seratos and Morban. Maybe I was just tired and grouchy, but I couldn't go on any more.

    How are the new areas? I hope they are better than those.
    New areas comes down to the player in what they like, but the new zones are more up to date then older zone like new texture, new models stuff like that and new ways how zones works. But it comes down to people are picky what they like:)

  • d_20d_20 Member RarePosts: 1,878
    zaberfangx said: New areas comes down to the player in what they like, but the new zones are more up to date then older zone like new texture, new models stuff like that and new ways how zones works. But it comes down to people are picky what they like:)


    True enough. Like I said, overall, I liked a lot of the areas in Rift. The instanced content was fun and there is a ton of stuff to do whether I feel like grouping or just chilling on my own. I love that there is fishing and that the coastal areas I remember were pretty nice.


  • VolgoreVolgore Member EpicPosts: 3,872
    d_20 said:
     I love that there is fishing and that the coastal areas I remember were pretty nice.
    I also LOVED fishing in Rift. When it got introduced, i spend days and nights just fishing.
    Due to the many hours i fished, i reeled in some treasures that were still very rare on the server and so i made a small fortune on them. I guess it was some buff food recipe back then..

    image
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