Or patches. There were a few patches applied to Rift Prime last week, though the main one on Wednesday was the one that was probably of most interest.
That patch was the one set to address the quest line experience issue.
Up until the patch, if you set about to follow the various quest chains that lead you around Telara, you would rather quickly find the quest levels out pacing you, even if you diligently picked up every quest, carnage or otherwise, and spend time beating down every invasion or rift that came your way.
This is one of those delicate balance things. I’ve oft complained about the other side of the coin, where quests are so rewarding that the quest chain in a zone goes gray and becomes trivial before you’ve reached the end of the story.
Anyway, this is one of the issues that came up almost immediately and seemed like something Trion could verify pretty easily, but it still took them two weeks to do something about it. I know after a couple of decades in software that no fix is ever as fast or as perfect as you think it will be, but my gut says they should have tweaked this sooner… on a retro server having the right feel and pacing is pretty critical to maintaining your base… and then move on to add the tool that allows them to adjust the dial on various aspects of experience gain later.
Still, it did get done, and my initial observation was that it seemed to be about on track. But I thought I would give is a more thorough look. So I rolled up an alt.
On Rift Prime you are limited to two characters. The stated reason is to force interdependence, which means that they don’t want you having all the trade skills on a single account. That seems like a short-sighted move to me. You truly dedicated would likely roll up and play through with one of each of the archetypes, so you’ve cut their options in half, while the very much WoW-inspired crafting system is going to make the market suffer from the usual problem of over-production of trivial items that one has to go through in order to level a trade skill. How many tin longswords can the market absorb? Not that many at all.
After rolling a cleric I decided my other character should be a warrior. I had rolled one up before the patch, but did not get too far with him, so I deleted him and re-rolled another warrior with the same name, which led to a sort of odd series of inheritances.
The new warrior showed up in the world with some of the settings from the old version set. I had tinkered with the number of hot bars and dropped out of the default guild with the first guy, and when I re-rolled and entered the world I found that those remained. Other key settings I had to go back and click again.
Once I got that settled I started off down the quest chain, all the more quickly for having done it so recently. I was out of the starting area and down the path for not too long before I hit level 10 over at Kelari Refuge.
The quests did seem to be keeping me in their level zone as I continued around Freemarch along the north side of the zone and through the quests and their various quirks.
I kept running along until I got to the back end of the zone and level 16. I felt that the tripling of quest experience had done its bit, that you could follow the quest chain and not fall behind. I ran after rifts now and then when they were handy, and did a zone event along the way, but those don’t seem to reward enough experience to upset the apple cart, save for the daily “close some rifts or kill some rift creatures” quests.
So, problem solved, at least tentatively. I can’t speak for how it goes beyond Stonefield, where my main is playing, but so far so good.
Of course, that isn’t the only problem Rift Prime is facing. While queues have diminished to almost nothing even at peak times, random bouts of lag are still an issue. I can go for a while and have no problem at all and then for a stretch NPCs don’t respond, quest don’t update, and even stages linger past their time for several very noticeable seconds. And when that delay goes longer, it is often followed by a crash and a request for the player to respond.
And you can tell when the crash is hitting a large group of people, because then the report fails to go through as well.
I love me some cryptic error numbers, and there is no re-try, so whatever my computer had to report fell by the wayside.
I am sure this has been a voyage of discovery for the folks at Trion. We shall see what was learned if they give this thing another try in a couple of years.