So what is stopping every player multi-boxing many toons given it's f2p? If I was Trion that would be my biggest concern, people overloading my server with 5-10 free accounts while only buying crap on their main acn.
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So what is stopping every player multi-boxing many toons given it's f2p? If I was Trion that would be my biggest concern, people overloading my server with 5-10 free accounts while only buying crap on their main acn.
That's true, but most multi-boxers who are part of this community and who view mb as a hobby would be very much the exception and have no problem dropping money into games they are enjoying.
I was thinking that Trion would be concerned more 'normal' people might be tempted to roll 5 accounts rather then 1 given there is no monetary barrier to starting the game.
Ok, you've sold me. So wth are Trion worried about then :/
It's not the amount of new multiboxers that people were complaining about. It's all the new F2P players who are complaining about existing multiboxers. All these new players have never seen a multiboxer before, so it leads to a lot more complaining than before.
That, and the fact that the new Rift lead ("Daglar") personally hates multiboxers. He was just looking for an excuse to prevent multiboxers from playing.
So is the PvE lacking to such an extent that the removal of /follow in war-fronts enough of a reason for many of you to leave Rift? I'd just like an idea of whether or not it worth leveling a team if the elder/end-game isn't worth the play time.
Without /follow it's pretty ridiculous. You'd like to help your team, move with them, organize which extractors to take, play what Trion calls their take on "Open World PvP like environment", and then they say that Multiboxing is still perfectly fine to participate in World PvP. But you can't. You can't move properly as a team and travel the zone like you should be able to. They say they removed /follow because of Free-To-Play, and and beeing afraid that free-to-play multiboxers would flock to their game with free accounts to do PvP. Well, I'm a subscriber and none of that applies to me. So why did they disable follow in CQ for all their loyal subscribing customers?
Hate.
It doesn't affect their bottom line whatsoever. Any hateful person still wouldn't quit Rift because of multiboxing. There's so much more to hate. And eventually he has a meltdown and quits Rift, for whatever random reason he hated at the time. Had it not been Multiboxing, it had been one of the other hundred complaints he had.
Maybe Rift is actually winning by getting rid of the irrational haters. They would just pester the rest of the players anyway and spread the hate.
In any case. Removing /follow in Warfronts doesn't change very much. This lets you get PvP gear only and has no impact on PvE.
Removing /follow in CQ, on the other hand prevents you from gaining/maintaining CQ Power. This gives you PVE benefits: Faster mount, and higher PvE stats like Spellpower. You also won't be able to get the PVE BIS trinket. CQ also gives some PvP gear.
So you if won't get any PvP gear, so you won't be able to participate in any World PvP events on the servers, which they said was a perfectly fine activity for multiboxers.
Other than that, you can pursue your PvE progression without noticing what you may be missing. They would have been a better PvE player, but you can PvE without it.
Ah Ok, I see the need for doing Conquest but can't. Yeah that seems to be something I need to consider before sinking additional time and money into Rift.
Easy, don't spend a penny and try it F2P.
If you enjoy it, invest in some serial numbers to get the extra bags/char slots.
I'm loving it, purely 5-boxing PVE.
Slightly clunkier than WoW was and with much more limited addon availablity but you can't beat the price :)
Hi Moog -
To clarify, I had played Rift with a single account quite some time ago and then started boxing a reroll with 4 more accounts long before the F2P. I had quit for some time but always kept my eye on the game and eventually found the expack for $20 and bought 2, then found 1 online for around $10 and a fourth for around $13.
So if I bother with a fifth I'm not sure but I'm primarily playing a 5-man arbiter build so the new souls haven't factored in yet. The main is back to my original main but mentored down to the group level.
I enjoy the more flexible/dynamic game play over WoW and SW:TOR (and the art style is really nice) but I guess I will hold off a bit to see if I will stick with this a bit before getting mounts for my alts as we currently have to run everywhere.
I haven't actually started Rift, but definitely left Wow because of the Follow removal in battlegrounds.
For me, arena was never fun.
But battlegrounds were a blast.
Sure you can queue for rated battlegrounds, and get a win every fifteenth match or so by having the other side not show up.
But that's not exactly a fun way to get the Conquest Points, to be competitive in world pvp.
World pvp wasn't really that exciting either; it might have been on a balanced server... but always seemed like one side stomped the other completely.
Rift, as a free-to-play game was intriguing.
However, without follow in battlegrounds, the most/only really fun aspect of the game is gone.
So I see it as a superior option to Warcraft, in that its not going to cost a monthly fee.
But without the pvp, it's not a great option either.
Then again...
The Sony games don't really have pvp either.
But I could lose myself in Everquest I for a year or more, considering I had basically as much time in EQ I than I did in Wow.
Free to play is nice.
But, for me, PvE isn't really that exciting.
I can PvE, against the computer, in a one-player game... and once you win a few times... it gets old.
Thanks Ualaa, I clean forgot about jumping back into EQ as an option. I'd prefer a progression server (I did play on Fippy Darkpaw; it was awesome) but I won't pay for that again.
Despite trying multiple times I can't stand the queue and delay game mechanics for fighting in EQ2, pity really.