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Rift 2.3 Hotfix #8 PvP Gear Changes

Introduction

With the latest hotfix, released July 2nd, 2013, there are some major changes that have happened to Rift's PvP gear. Really, things are going to work nearly the same as they did before, but it is going to seem completely different (and I think it is a good thing!). Essentially what is going on now is that the PvP gear will work the same way as the higher tiered raiding gear when it comes to upgrading from one tier to the next.

How it Used to Work

So PvP gear used to be based on you buying the lowest set first. After you got to a high enough Prestige rank and had enough currency, you could upgrade to the next tier. What the next tier would require, however, is that you have the previous tier's piece of gear and the appropriate currency. This makes sense, because the PvP system is set up in a tiered approach and this helps keep the path pretty clear. If they were to allow players to skip some tiers, it would likely cause some issues in the war fronts because many players (such as myself) would skip all the lowest tiers and just keep saving up for the highest ones. In fact, this is how Rift used to work long ago, where you could skip any tier you wanted and jump straight up to the top if you felt like it. As you can imagine, this created some problems in the war fronts because teams had some players with no PvP gear at all and others that were decked out. And when it comes to Rift's PvP, there is a very clear difference between those players that are wearing PvP gear and those that are not.

This is where the change came in that decided we need to purchase each tier of gear, starting from the very bottom. This puts all players on the same level, regardless as to if they want to save up or not, because there is no longer any reason to wait on getting each tier and upgrading them as fast as possible. Because of this, war fronts changed drastically in that everyone started entering with some PvP gear.

Now, there was still a slight problem to this system, which dealt with it being somewhat confusing. To help compensate for the various sets of gear and keeping up with what we had and what we did not, as well as the costs and such associated with them (for hardcore PvP'ers, I am sure you can get where I am coming from on this), creating some spreadsheets was necessary. There were just too many things to keep up with without having everything laid out very nice and orderly, and having all of the gear on different merchants was a definite handicap to this. So in my case, I created a spreadsheet listing each piece of gear I needed, what all it required, what tier it was in, etc. so I could keep up with when I needed to go back to the NPC's to do upgrades and such. Even with this in place, it was still a lot more work than it was really worth; there had to be an easier way!

The Change

Now, with Rift 2.3 Hotfix #8, the PvP gear is in a much more clear and concise tree. Instead of having to purchase each piece of gear, then keep up with the NPC's for what you need for the next ones, you simply get the lowest tier first, and then upgrade them. This is done through an entirely different system than the previous upgrades, which were more like just trading them in. Check out the images below for how the new system looks:

i.imgur.com_ce0esvol.jpg

i.imgur.com_wbyfpd8l.jpg

As you can see, it is easy to tell at any point what is needed for your upgrade, as well as what you are upgrading to, even without having the need to keep visiting the NPC's to check out the gear again and again. Along with this, figuring out whether or not you still have some more tiers to go through is even easier to do by simply seeing if there are upgrades available; if the items have upgrades, you are not at the maximum tier yet. If they do not, you are. How easy is that?!

It is worth noting that while the actual method of upgrading gear has changed, the costs should be remaining about the same. What is changing is simply turning the “trade in” gear in to something you can upgrade anywhere, plus be able to see the stats of the next piece without having to go searching for it in any lists or on the sellers. While this may not make a huge difference for some players, for a lot of us this is pretty major.

Conclusion

What I love about this new system is that it is just so fluid. It does annoy me that so much time was spent in the past on such an inferior system (my own time, in that I had to keep up with all the data on my own), but it is nice to see that there is finally a worthy change that makes future gear easier to deal with. As each new tier is added in the future we have the data right at our finger tips, without even having to go anywhere.

My only hope at this point is that all gear starts going through the same procedure, at least in some way or another (such as dungeon drops). There are some hints that Rift 3.0 will be bringing us some changes in the form of upgrades and “options” when we upgrade gear, so I am looking forward to hearing more about that, although I am kind of unsure whether or not they are talking about the same type of upgrades as we are here. For example, enhancing items when crafting them is often considered as “upgrading” them as well. Runes are considered as upgrades too!

In any case, this change was well worth the wait, and this should help out with gear progression in the future. While it may take a little while to get used to this style of upgrading items for those that are used to the old way, I think everyone will be able to agree that this change is great!

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