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RazorBlade0075 zei:is er een groot verschil tussen de rassen, of gewoon andere zones?
Komt er een 9lives guild?
VictorVonDoom zei:bijna allemaal mensen als rassen behalve bij de 'goeie' daar heb je ook nog dwergen

djFexx zei:Hmmm idd "6:00 PPM GMT"..ad:
@Dhene ik werk nog niet.

Ma tbh zou ik liever wel werken en geld binnenhalen.. 
RazorBlade0075 zei:is er een groot verschil tussen de rassen, of gewoon andere zones?
Komt er een 9lives guild?

Krajziz zei:Das dus 19u eh.. We zitten atm GMT + 1..
Aha, gij werkt ni, idem hier..Ma tbh zou ik liever wel werken en geld binnenhalen..
Wat ik me was aant afvragen, gaan ze zoals wow ook zo'n halve dag server updates nzo doen?
alles staat of valt echt de eerste launchdagen... Ik ben echt benieuwd en laat me graag verrassen in de open beta. Hoop alleen da de spelers gevarrieerd genoeg zijn om een bonte bende te hebben (allemaal min of meer human zorgt mss voor iets te weinig diversiteit?)
hun cloudstructuur schijnt wel zeer goed te marcheren ivm serverload enzo.Jawel hoor, gewoon ingame op m klikken en uitzoomen.KiPpIe zei:Nu denk ik niet dat ze de volledige ingame map al klaar hebben zeker?
Ahja tuurlijk héKiPpIe zei:jaja, weet ik wel. Maar zullen alle gebieden die ge daar ziet ook beschikbaar zijn op launchdag?

Kowlier zei:een interview gelezen van een blogger die naar trion zelf is geweest. was wel interessant. blijkbaar is de productie van rift echt supervlot verlopen en zijn ze eigenlijk al bezig met het ontwikkelen van nieuwe dingen voor na de launchhun cloudstructuur schijnt wel zeer goed te marcheren ivm serverload enzo.

Yeah, you’re right, and I see how this could raise even more questions. Maybe a topic for a new post!
I think the main differences between WAR and Rift, and where the “answer” part of it comes in specifically, is:
- Rift focuses on PvE. Quests are pretty standard, but Rifts, very similar to PQs, break things up a bit and can’t be ignored. Rifts (not footholds/invasions) are also dynamic based on the people in zone, so you won’t wind up being overrun when there’s too few people around… like 2AM.
- Dungeons are much more strategic and very reminiscent of World of Warcraft. They’re highly detailed, well thought out, and require more than a tank-and-spank mentality of everyone in the group. There’s scripting and some other neat stuff that happens in there too. There are also heroic (“expert”) versions of each that may open up new bosses/areas not seen in normal. The example I recall is: on normal, you may see a set of miners digging away at a passage; on heroic, they’ll be done and give you more to explore and extend the story. You also acquire gear by collecting “plaques,” Rift’s equivalent to badges.
- Endgame is primarily driven by gear acquisition through raiding and battlegrounds. It’s broken up by zone events using the rift system in the higher level zones. Raid rifts are also an option which are said to provide materials for gear customization (statwise).
- Gathering and Crafting are very similar to WoW, except a bit more meaningful. In Rift, the items you can craft are significantly better than what you can get elsewhere, making it worthwhile. There’s no chance to fail and it operates on a recipe system. Think WoW, but you make things you can actually use *when* you make them. Also, a small note, but you actually hit mineral nodes with a pick and do other appropriate animations. I hated the “soul sucking” animations of Aion.
- Character progression also works in skill trees that look almost exactly like WoW’s. If you understand talents and specs, you will absolutely be able to understand the class system in Rift. More importantly, the immediate reaction from most players familiar with WoW is “wow, I’m a lot more free here” and I think that’s a really good thing.
- There are battlegrounds and separate loot paths for PvE and PvP. Straight out of WoW without the e-sport overbalancing. PvP seems much more akin to WAR’s RvR. It’s not about 1v1 so much as 10v10.
- Unlike WAR, Rift isn’t trying to remove or simplify genre staples so much as make them accessible. Take, for example, crafting. Compared to most other games, the options available to crafters in WAR seem lacking because of how much it’s been simplified. In Rift, they’re going with smaller, perhaps less noticed things — such as “click here to AoE loot these corpses” — while keeping some of the more antiquated systems. This is debatable but, in a comment left on my old blog, Paul Barnett even mentioned how it was interesting the way people love what they claim to hate. Just a thought.
- Most importantly, players shouldn’t feel like they’re taking a step down when they come into Rift. Instead, it should feel like a lateral move. The polish will be in place and only improved over time. The game *feels* done. Perhaps just as importantly, if a player finds herself wondering if Rift has something they liked in WoW, the answer is probably yes.
A point of clarification, though: I don’t necessarily think Rift will ever break 400k subscriptions. I hope it does, but, let’s be realistic: maintaining those numbers is damn hard and WoW really is an anomaly. Still, for players getting done with WoW, or those who perhaps don’t really want to play it in the first place, Rift should make for an excellent option.
All of that being said, anything past level 20 should be taken with cautious optimism until we actually see and experience it thoroughly. All of the above is based on outlook and the 1-20 experience. As we found out with WAR, things can look great on paper and not necessarily be as great in practice. Still, the outlook looks good for players who like the WoW-style of MMO.