[MMO] Rift - Discussion

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skace

Lifer
Jan 23, 2001
14,488
7
81
Then maybe you should quit saying that dps meters are evil and take up your fight against Rift who actually puts scrolling combat text and a combat log in the game. The info is already there thanks to Trion, wanting a meter to parse it better is part of the natural progression. Those of us who want a dps meter are not asking for anything that isn't already basically in the game. There is no mystery in Rift to begin with.

Quite possibly the worst analogy I've ever read, and I've come up with some pretty bad ones myself.

Heh odd, the wording has changed as the thread progressed. Originally we were discussing THREAT meters, information that I don't think is readily available in the combat logs in any manner. Sorry for the confusion.

And it wasn't so much an analogy as the natural progression of WHY players are not given 100% data.
 

CurseTheSky

Diamond Member
Oct 21, 2006
5,401
2
0
I don't get the whole raiding thing... It's not that much fun to begin with, much less with you obsessed powergamers turning raids into spreadsheets.

Agreed. It's the primary reason why I quit WoW.

Back in classic, we'd do MC, ZG, BWL, AQ20, and somewhat AQ40 with whatever 40 people were online. I was in a raiding-oriented guild, but we weren't hardcore raiders. We saw most of the content, and most importantly, we had FUN. If we didn't get a boss down, we'd discuss what needed to be changed, but ultimately no fingers were pointed.

As time progressed and new content (and expansions) came out, the game shifted very sharply towards "what can you do to get the best numbers?!" DPS, healing, threat, etc. People stopped talking about various boss strategies and trying new things and only talking a pre-determined strategy that some elitist guild devised and about skill rotations / maximizing each individual's contribution. Don't get me wrong - doing everything you can for your fellow raid members is a good concept, but it quickly devolves into senseless drivel about how to make the game into your job rather than a fun pastime.

RIFT is a breath of fresh air in many aspects, but as I've said before, if this game turns into another hardcore raiding and PvP / rep grinding game, I won't be staying. I'd rather see it stay PUG / casual oriented than turn into a chore in which I *must* press certain buttons in a certain order, lest I *only* do 95% of my potential DPS (and have some fun) than do 100%.
 

Avogadro

Member
Jan 5, 2011
99
0
61
One thing I love about this game is when an invasion hits, you suddenly see people appearing out of the woodwork for the zone you're in. I was grabbing achievements in Moonshade Highlands, a 35-40ish area and saw almost nobody while I was riding around. Large scale invasion popped up and there were suddenly in excess of 30 people fighting the big bad guy.

On Estrael (at least the Defiant side) we set up a global chat channel called /invasion. Whenever invasions start up, someone in the channel lets everyone know. Zone and plane type are typically mentioned so you know if its the right level for you and something you are interested in doing. Since it's global, you can be doing something on a low-level alt, hear about an invasion in Stillmoor, and switch to your 50 to participate.

We hardly ever fail invasions any more, and frequently you see people in the channel ask things like "I just logged on, is anything happening?" so they can jump right in.
 

Avogadro

Member
Jan 5, 2011
99
0
61
I posted this message on the Estrael shard forum in response to a "what do you think about the game?" thread. I thought it might be interesting for some people here.

For context, the guild I joined is working on the Tier 1 "expert" dungeons right now, so the 20-man raid game is still some time away.

_________________

Here's my first month review: the beta and headstart experience was good fun, and leveling 1-50 was pretty cool. The game looks great, runs smooth and bug-free, and there were plenty of interesting things to do as I leveled up. I made it to the "end game" last week, and was really happy about it. I had been eagerly anticipating expert dungeons and rifts, raiding Greenscale, maybe doing some warfronts here and there, etc.

Patch 1.1 has felt to me a little like Lucy pulling the football away from Charlie Brown. I'm actually OK with the "class changes" that have been made (and I play a warrior), but my concerns are:

1) The unique class combos and "out of the box" thinking when it comes to mixing souls and talents seems like it's being actively discouraged by the developers.

2) They seem to be adding to the "grindiness" of the game in blantantly obvious ways. Let's nerf the rep rewards from the Icewatch dailies. Let's nerf the ability for a whole raid to finish their Saga quests at once with a Greenscale kill. Let's nerf plaques awarded in expert dungeons. While we're at it, let's nerf the drop rates of malformed and corrupted souls in experts. Let's stealth nerf out-of-combat health regeneration so you have to spend more time resting/drinking while soloing.

3) WoW fell into the endless cycle of nerfs and buffs, "flavor of the month" classes and specs, etc. due to PvE/PvP balance due to shared rulesets. It seems like the same thing happened to some extent in Patch 1.1.

4) This patch had a lot of bugs and oversights in it (e.g. warrior range abilities still on 6 sec cooldown when patch notes said 4, bugged bosses in experts still not fixed), and I am concerned that Trion's quality is beginning to slip from where it was in beta.

I'm not ragequitting or getting emo about it, but I do remember when Scott talked during beta about making sure things were fun for players before they were implemented. These changes just don't seem like they are all that much fun. Hey, I get it: they never anticipated people beating all the end-game content in 3 weeks, and there were some bugs in class talents that made people overpowered. It just seems to me like they took it too far, and - this is the big one for me - added to the "grind" for no really good reason.

They've got me for another month, but I did change my subscription from 3-month Founder pricing to straight-up monthly. There are a lot of things I like about Rift and maybe they'll reconsider some of their changes, or at least their (to me) heavyhanded approach to class balance and "stretching out" available end-game content, in a later patch.
 

The Sauce

Diamond Member
Oct 31, 1999
4,741
34
91
Why play the game at all? Just get a program that generates numbers based on pressing keys on your keyboard and try to get the highest numbers. Do that networked with a bunch of other people and kick them if their numbers drop off. Sounds like fun.
 

erikistired

Diamond Member
Sep 27, 2000
9,739
0
0
So tell me then - why are you focussing on hit and toughness if DPS is so unimportant?

um. toughness so i don't get crit when tanking. hit, so i can actually hit mobs. once i'm hitting them, the dps comes along naturally? do i need to draw diagrams?

Why play the game at all? Just get a program that generates numbers based on pressing keys on your keyboard and try to get the highest numbers. Do that networked with a bunch of other people and kick them if their numbers drop off. Sounds like fun.

that's WoW endgame.
 

Veliko

Diamond Member
Feb 16, 2011
3,597
127
106
um. toughness so i don't get crit when tanking. hit, so i can actually hit mobs. once i'm hitting them, the dps comes along naturally? do i need to draw diagrams?

Oh right so you are interested in making your character better and more efficient at it's role then. So why the angst about people who use things like DPS meters to help them do the same thing?

Using meters is no more elitist than making sure people stack the correct stats on their gear.
 

pandemonium

Golden Member
Mar 17, 2011
1,777
76
91
Why would you combine assassin, blade dancer, and nightblade? You're just duplicating abilities. I have blade dancer, ranger, and bard. The vast majority of the points are in BD and the R and B are just for specific things like healing with cadence and the pet
Wrong, you're not duplicating abilities. There are plenty of abilities that are necessary in both trees, not to mention passives that both increase your overall effectiveness. I'm 22 assassin to permanent stealth, 32 nightblade for nuking and death/fire damage boosts (stops at fell blades - necessary for PvP) and remainder bladedancer for defensive purposes.

You're playing what would be considered a hybrid spec. Not focusing on defense, melee, or range, or support. That's the beauty of the system. You can specialize or spread it out for whatever you think is best for your gameplay.

I have 3 roles that I'm actively using. First my stealther (mentioned above), second my tank (riftstalker, bard, bladedancer) and third my support (max bard, rest saboteur). I haven't purchased the 4th yet since it's a large chunk of change and I don't really need it as of yet.

This threat meter argument is funny. No, GOOD players don't require addons to raid. However, the majority of players are neither good nor ready for end game content. Therefore, addons give them a much needed handicap because advice always falls on deaf ears. If Trion wants the majority of players to stay with the game and do end game content (and get those purples they love), they are going to either have the game so easy all the good players will leave, or allow some sort of handicap system (such as addons) be available to help those that aren't smart enough to understand standing in fire is bad.
Absolutely true. In general, no game needs meters of any sort, but they are a quick, mathematical, visual representation of what's going on. Obviously this "no health bars argument" is just absurd and shouldn't even come into the conversation. If you want to go back to keeping exact tabs on HPs then you tabletop. Enough said. DPS meters are nothing more than a tool on how to improve your rotation or which abilities you like or dislike. Once it becomes a pissing contest everyone gets all up-in-arms about it and dismisses its usefulness. I'm curious on how I stack up to others or which abilities are the most effective. I'm sorry if I like to be my best and improve on whatever I'm doing?

This game, as well as any other, doesn't need threat meters. When I'm tanking and I lose threat, I taunt and up my game or tell the party to give me at least 2 seconds before they go DPSlolCRAZY when I pull. Common sense > threat meters. But hey, most people don't have that now-a-days anyways.

Why is WoW the most common MMO out there? Because they cater to the lowest common denominator and thus allow the most amount of players to enjoy the game. While that's what some people want, not everyone wants that. Why is Rift doing well from launch? Because they used very similar tactics that Blizzard did: fix bugs A.S.A.P. for a smooth launch; and modeled their UI/gameplay to that which the majority of the MMO gamer uses: I.E. WoW.

Levelling in all MMOs is a joke simply because of how they work. It is entirely ridiculous to have these spread-out mobs that will happily ignore you as you deal out death only a few yards away from them.
Very much wrong. Not in all MMOs are you spoon fed directions on what exactly you need to do and given every chance +infinity to advance your character without tribulation. For example, play FFXI then tell me that line with sincerity. (Especially prior to the advent of kill tasks that divided the community from partying together and made more people solo task their classes to cap.)

This wasn't just about threat meters, it was about all add-ons.

However there is nothing in the game that teaches players about threat at all. I haven't even seen it mentioned on any of my mage spells.
If you (in general) need something to teach you (in general) about threat, then you (in general) obviously are an idiot (in general). Really. In no way - ever - should you be a gamer, and be allowed to not understand that you can or can't take damage properly. This is a pretty basic understanding you learn within 5 seconds of playing any game. [The (in generals) are for moderators who want to jump on personal attack modding.]

Also, I see a lot of your remarks resulting in "straw-man" and that needs to stop, please.

To everyone that got bored with the game after a few hours, you definitely didn't give it much chance. This game isn't for grinding through hardcore style to top level and PvP'ing endless warfronts or for those that need raiding to fill a timeslot on their weekend. I ask the following to you:

Did you look around you to see artifacts hanging, from what in other games, would be considered impossible to reach places?

Did you explore at mountain-tops to get snow drift venues flowing over the top of it?

Did you find the puzzles in each zone to solve and get rewarded for such with a title, a unique rare and the satisfaction you didn't have to look up on some website for the answer?

Did you unlock all of the souls and try all of the possible combinations of each? (By my calculations is nearly 8,000 possible combinations on each class.)

This game is a lot more than meets the eye.
 

Veliko

Diamond Member
Feb 16, 2011
3,597
127
106
This game, as well as any other, doesn't need threat meters. When I'm tanking and I lose threat, I taunt and up my game or tell the party to give me at least 2 seconds before they go DPSlolCRAZY when I pull. Common sense > threat meters. But hey, most people don't have that now-a-days anyways.

Common sense says you would allow people to use threat meters AND have the tank being vocal about what he is doing.

Why is WoW the most common MMO out there? Because they cater to the lowest common denominator and thus allow the most amount of players to enjoy the game. While that's what some people want, not everyone wants that. Why is Rift doing well from launch? Because they used very similar tactics that Blizzard did: fix bugs A.S.A.P. for a smooth launch; and modeled their UI/gameplay to that which the majority of the MMO gamer uses: I.E. WoW.

No, WoW is the most popular MMO because it caters to a broad range of players. You have the easy questing and then you have the raids for the raiders.

Very much wrong. Not in all MMOs are you spoon fed directions on what exactly you need to do and given every chance +infinity to advance your character without tribulation. For example, play FFXI then tell me that line with sincerity. (Especially prior to the advent of kill tasks that divided the community from partying together and made more people solo task their classes to cap.)

You seem to be responding to a different point than the one you responded to. I made a point about respawning mobs and you are talking about spoonfed quest directions.


If you (in general) need something to teach you (in general) about threat, then you (in general) obviously are an idiot (in general). Really. In no way - ever - should you be a gamer, and be allowed to not understand that you can or can't take damage properly. This is a pretty basic understanding you learn within 5 seconds of playing any game. [The (in generals) are for moderators who want to jump on personal attack modding.]

Erm, what game - other than in an MMO - is threat even a game concept that is used or even mentioned?

Also, I see a lot of your remarks resulting in "straw-man" and that needs to stop, please.

Well people need to stop setting strawmen up first.
 
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SunnyD

Belgian Waffler
Jan 2, 2001
32,674
146
106
www.neftastic.com
Well people need to stop setting strawmen up first.

Pot? Meet kettle.

straw man noun

Definition of STRAW MAN

1: a weak or imaginary opposition (as an argument or adversary) set up only to be easily confuted

2: a person set up to serve as a cover for a usually questionable transaction

Veliko, why not take the high road and just let it go for the sake of the thread. There's nearly two pages of this drivel now. You're not going to change your position and it's been made abundantly clear that you're one of those "hardcore gamers" that plays spreadsheets, not real games. It's also been made clear that there is just as much opposition to your arguments as there is support for. You and others have already said they provide the tools/numbers in game, so the validity of your argument has already been cut down. Just use what's provided or move on. And finally, the argument, at least in the context of this thread, is moot: Trion has already said multiple times that they have zero intention of supporting addons, particularly ones such as these. At this point you're only arguing to hear yourself talk and because of some masochistic need to win an internet argument you have no hope of winning. My best suggestion at this point so as not to pollute this thread who's topic is about Rift and not damage/threat meter addons is to start a new thread arguing the merits of such topics, and let this thread get back to what it was originally for.

This goes for everyone else arguing the topic. It serves no more purpose here. Can we PLEASE get back to discussing Rift, and particularly the game itself - NOT addons that will never be coming?

I'm not a mod, I can't make any of you drop the topic, but hopefully it's a reasonable suggestion.

I shall now wait for everyone's aspartame-laced rant and veiled insults regarding this post.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
No, WoW is the most popular MMO because it caters to a broad range of players. You have the easy questing and then you have the raids for the raiders.

I'd have used that argument with Vanilla WoW. Now, I'm not sure WHAT they are thinking, every quest is only obtainable when it is trivial to solo with a few rare exceptions which are clearly labeled as group quests. Back in vanilla, the cool thing was a lot of quests had minimum levels much lower than the level you *should* be doing them, so if you wanted a bit of a challenge you could try to do those orange or even red quests. Seems to no longer be the case, due to minimum levels being bumped up and the entire quest experience running on rails so you can't skip a single quest while you do a zone.

What is wrong with all quests being trivially easy? It diminishes rewards and advancement. For me, it's incredibly satisfying when you level up and get a new spell that makes "mob X" which was previously a very hard solo kill much easier to deal with. It's satisfying to feel real progress. You don't feel this in WoW until you reach the heroic dungeons/raids game, because everything up to that point is so easy.

Compared to that, questing in rift is a breath of fresh air. There ARE some hard non-elite solo mobs. You CAN do quests that are over your level" You CAN skip some of the mindless gather quests without screwing yourself, because the quest system isn't on rails.

But to be fair, it's not all better on Rift. While I hate WoW's trivially easy quests, the one thing I appreciated was that with all the XP bonus heirlooms and guild perks and newly designed dungeons, you could easily level entirely through dungeon runs and skip world questing. Can't say the same for Rift, the dungeons just don't give enough XP to make them an effective alternative unless you are willing to grind the same dungeon over and over 20+ times.
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
I'd have used that argument with Vanilla WoW. Now, I'm not sure WHAT they are thinking, every quest is only obtainable when it is trivial to solo with a few rare exceptions which are clearly labeled as group quests. Back in vanilla, the cool thing was a lot of quests had minimum levels much lower than the level you *should* be doing them, so if you wanted a bit of a challenge you could try to do those orange or even red quests. Seems to no longer be the case, due to minimum levels being bumped up and the entire quest experience running on rails so you can't skip a single quest while you do a zone.

What is wrong with all quests being trivially easy? It diminishes rewards and advancement. For me, it's incredibly satisfying when you level up and get a new spell that makes "mob X" which was previously a very hard solo kill much easier to deal with. It's satisfying to feel real progress. You don't feel this in WoW until you reach the heroic dungeons/raids game, because everything up to that point is so easy.

Compared to that, questing in rift is a breath of fresh air. There ARE some hard non-elite solo mobs. You CAN do quests that are over your level" You CAN skip some of the mindless gather quests without screwing yourself, because the quest system isn't on rails.

But to be fair, it's not all better on Rift. While I hate WoW's trivially easy quests, the one thing I appreciated was that with all the XP bonus heirlooms and guild perks and newly designed dungeons, you could easily level entirely through dungeon runs and skip world questing. Can't say the same for Rift, the dungeons just don't give enough XP to make them an effective alternative unless you are willing to grind the same dungeon over and over 20+ times.


How do you tell which quests you can skip? I know while playing that new quests wouldn't open up until i finished a particular quest.
 

Veliko

Diamond Member
Feb 16, 2011
3,597
127
106
I'd have used that argument with Vanilla WoW. Now, I'm not sure WHAT they are thinking, every quest is only obtainable when it is trivial to solo with a few rare exceptions which are clearly labeled as group quests. Back in vanilla, the cool thing was a lot of quests had minimum levels much lower than the level you *should* be doing them, so if you wanted a bit of a challenge you could try to do those orange or even red quests. Seems to no longer be the case, due to minimum levels being bumped up and the entire quest experience running on rails so you can't skip a single quest while you do a zone.

To be honest the changes they made to questing with Cata were an utter god-send. This cartoon sums up my feelings on questing in WoW before that expansion - http://www.penny-arcade.com/comic/2008/11/14/

It might be easier but it is far more interesting and involving as a whole.
 

Rhezuss

Diamond Member
Jan 31, 2006
4,118
34
91
You know what i'd like to see in a MMO? No Health bars, no damage numbers flying in the screen, no stamina/mana bars...

I'd like to see and play a MMO based simply on instinct and thinking. Let's assume there's no bars whatsoever that tells you and the healers how much health you have and don't tell anyone how much damage or threat you produce.

All would be visuals...let's say you fight a Boss with a group. You would see blood everywhere when hits connect but at some point when you did enough damage the boss would start acting differently like more slowly, losing body parts and/or more blood, swinging more slowly, etc. Same thing with your character, you will start to be less effective and slower/less powerful.

The Healers will have to be more careful of behaviors. They would have to watch everyone and as soon as they see a player starting to slow down, they throw in a heal "on instinct", not because the red bar is under 50%.

For the tanks it would be similar to what we have now about threat. Keep getting the boss/monster attention and all will be ok...but they'll react the same as other wounded players and eventually without the propoer healing, tanks would start to attack slower and look and feel more tired.

Skills and talents sould be based on what is actually working (talent trees for instance) but without numbers, just descriptions like:
- Slice: Deals a small amount of damage
- Fatal Blow: High damage ability only used on a wounded ennemy

For items, I have no idea how you could make one weapon visibly better than the other without numbers...i'll have to think about that pwahahah.

I know it's off-topic but I just had these ideas this morning...I think it would add to the genre.

My 2 plats.
 

brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
Rhezuss, I'm in a similar boat.

I'd like to see something similar to weapon damage/delay. Have them there, just hide it from the user. If they want to know how a weapon performs, try it out, see if things die faster or slower.

They did that in Asheron's call (sort of) even though that game was heavy on numbers and a spreadsheet for the most part, you needed a skill to ID some weapons you found, and early in the game, people didn't have those skills high enough. So you'd get a sword that could not be identified, and you'd just have to try it out to see how it performed. You knew it was good because of the skill needed to IT, but then you'd find another sword that you could not identify and you had to try it out and see which one would be better by just equiping the thing and killing mobs... Then pick and choose which one was the best. No numbers, no "DPS" rating, nothing. Just try it out, and pick.
 

Rhezuss

Diamond Member
Jan 31, 2006
4,118
34
91
Rhezuss, I'm in a similar boat.

I'd like to see something similar to weapon damage/delay. Have them there, just hide it from the user. If they want to know how a weapon performs, try it out, see if things die faster or slower.

They did that in Asheron's call (sort of) even though that game was heavy on numbers and a spreadsheet for the most part, you needed a skill to ID some weapons you found, and early in the game, people didn't have those skills high enough. So you'd get a sword that could not be identified, and you'd just have to try it out to see how it performed. You knew it was good because of the skill needed to IT, but then you'd find another sword that you could not identify and you had to try it out and see which one would be better by just equiping the thing and killing mobs... Then pick and choose which one was the best. No numbers, no "DPS" rating, nothing. Just try it out, and pick.

Nice idea, trial and errors.

But sadly I don't think we're near to see games going from accountant training to simply...well games.
 
Oct 19, 2000
17,860
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This goes for everyone else arguing the topic. It serves no more purpose here. Can we PLEASE get back to discussing Rift, and particularly the game itself - NOT addons that will never be coming?

I'm on board, no more addon/meter posts from me.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Started up a Warlock/Necro last night. What's a good 3rd soul for that combo? The suggested one is the one that does healing (not Archon).

Regarding artifacts, should I just be collecting all of them that I find? Or can they be traded/sold and so I should only concentrate on certain sets?
 

SunnyD

Belgian Waffler
Jan 2, 2001
32,674
146
106
www.neftastic.com
Started up a Warlock/Necro last night. What's a good 3rd soul for that combo? The suggested one is the one that does healing (not Archon).

I gotta vote for Chloro myself. But given you run necro, you're probably better served with Dominator. Lots of CC, debuffs and a good bit of damage too.

Regarding artifacts, should I just be collecting all of them that I find? Or can they be traded/sold and so I should only concentrate on certain sets?

Yes, yes and yes.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
How do you tell which quests you can skip? I know while playing that new quests wouldn't open up until i finished a particular quest.

Well yeah, Rift has a lot of quest chains too, and in the newbie areas you can't really afford to skip very many. But it's never as bad as WoW cataclysm zones, like in deepholm where you literally need to do 95% of the quests in order to work on your shoulder enchant rep and you can't skip any of the quests until the end when the repeatable daily quests are unlocked. That kinda stuff drives me crazy.

So far in Rift I haven't seen a single quest chain beyond newbie land that could really be considered mandatory, I skipped a lot of quests I didn't feel like doing and I was able to pick up others elsewhere on the map. While in WoW, hyjal for example if you skip a camp the next camp doesn't offer any quests at all because you didn't do the previous quests.
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Started a ranger the other day on Arcanis (PVE). Only up to L13 so far. Going with a 51/15/0 R/NB/Sin build plan to start with and see how it goes. Its suppose to be the most popular ranger build currently. I keep hearing how the marksman (MM) is not good enough right now but that is heavily debated in the forums. So I decided to try it and get a feel for it and the game. So far I'm liking it. Hopefully the MM will get the boost they need to compete better.

Last night the rifts and invasions were going constant and heavy. I like the idea of Rifts and how they work. Its a nice change in a MMO. I'm curious though if the rifts open up as much as they do like last night because if so I can see where you could spend your whole time doing nothing but fighting rift invasions.

I still have a lot to learn yet. Its been years since I played any MMO and been out of the loop so its kinda like starting over again in a sense. A newb reborn. Heh, heh.
 

SunnyD

Belgian Waffler
Jan 2, 2001
32,674
146
106
www.neftastic.com
How do you tell which quests you can skip? I know while playing that new quests wouldn't open up until i finished a particular quest.

Generally if the quest info text comes up with an ORANGE background, those are story quests. You DON'T want to skip them. Also, if its a breadcrumb quest (one that sends you to a destination/person in another zone or part of the zone) then you really don't want to skip those because usually they'll open up quest chains at your destination.

The rest, really haven't had a problem getting most of the quests from camps.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Not sure what's going on, but if you look at the rift ally page it now says that the dates are the 8th to 11th. I popped in one of the keys from last weekend last on the 2nd, and didn't really start playing till the third but as of last night it's still allowing me to log in and play as a trial account. Limits I've found so far are 1000 pvp points and level 15.99.

And last night right before I got off was some major rift action in the elf forest. Had several voices yelling (shown on center of screen) and at one point had like 3 small outpost wiped out and a large one under serious trouble.

Since my warrior was currently maxed started a mage and don't really like it yet (at least at low levels).
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
An MMO without health bars? It would have to be completely turn based else people would die all of the time.

Might as well go old school - table top, snail mail, email, etc..
 

dougp

Diamond Member
May 3, 2002
7,909
4
0
An MMO without health bars? It would have to be completely turn based else people would die all of the time.

Might as well go old school - table top, snail mail, email, etc..

I put on my robe and wizard hat ...
 
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