Recently gave it a go after browsing some games on steam. Have to say it is a damn solid title. Set my keybinds up and controls to be more like Tera/ESO and am having a blast. I could really do without the cheese humor and voiceover all the time, but the gameplay is fluid, responsive, and most of all fun. As the title says, Why is this not one of the top mmo games right now? I honestly feel like it's a better experience than WoW currently. Add to the fact that I'm laughing a little about this, but it feels less like a spam fest than WoW currently is as well.
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I loved the game personally, but about 90% of the community left within a month, if not sooner. It is one of the worst performing MMOs for the company - I'm frankly surprised it hasn't been canceled a long time ago.
MMORPGs are a sum of their parts, and somehow this one just didn't click, once they got it all straightened out.
Might be a case of showing up to the market just a bit too late, right at the tail end of the theme park era.
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1.) Classes
2.) Cartoonish characters not realistic or even fantasy looking just not my type of game.
The game could have been great.
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Most MMOs get one chance, if they blow it, thats it, and Carbine blew it with Wildstar.
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One reason is that it's an NCsoft game and it came out not long after they shut down CoH. People are still boycotting them because of that.
I'll admit that back in 2012 when I took a serious look at the games available and what were coming out, Wildstar was the game I was most attracted to. It had the setting and gameplay I was interested in. Sadly, it was an NCsoft game and they burned me when they shut down my favorite game of all time. Not only did they lose my respect but my trust as well. I couldn't take the risk of them screwing me again. If it wasn't for that I would have played Wildstar.
If NCsoft had just let CoH run I would have likely tired of it and migrated to Wildstar when it came out and I'd probably be playing it today.
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Then the game came out. Everyone whined how hard it was to get attuned (think that is the term they used) for raiding end game. Dungeons were unforgiving. People complained it was a "been there, done that" type of game as well. Etc, etc, with the complaints. In the end, nothing was really BAD, it's just that there wasn't anything really awesome.
With that said, I am right there in the boat with everyone else. There isn't anything that I hate about the game. Still, after 3 months I just sorta stopped playing. No real reason I can pinpoint. Just nothing drawing me back day in and day out.
The people who enjoy hardcore content are clearly a small minority. This is not a dig at the community, more at the marketing. You can't make promotional materials showing fluffy bunnies, then give people a cartoony housing system at levels 1-20, and then drop them into a ruthless dungeon without educating them about the difficulty at all.
I'm not saying Wildstar IS like WoW, but it felt like WoW. Of course, there are many differences, but I couldn't fight feeling if I was going to go from quest hub to quest hub, leveling up in an MMORPG with cartoonish graphics; why not just resub to WoW where I have 7 years of characters, raw materials, rare items, and my guild?
I just couldn't get into the swing of things with Wildstar Online.
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It is also part of the reason they claimed Wildstar was for the 1%, as way back when, a WoW dev claimed only 1% of the player base actually took part in raiding.
A creative person is motivated by the desire to achieve, not the desire to beat others.
1) Too many things in the game force you to rely on other players who don't exist in a deserted game world.
2) Too many severe bugs that took way too long to get fixed. And yes, this was well after release.
3) A really awkward control scheme that always left me feeling like I was fighting more against bad controls than against the mobs that were my nominal opponents.
On point (1), I'm not against having to rely on other players so long as I can readily find those other players. In WildStar, I could readily long on during what for most English-language games would be peak times, play for an hour while constantly move around doing quests, and literally never see another player that entire time. In a game like that, being forced to rely on other players simply means that considerable chunks of the game are unplayable.
Points (2) and (3) could conceivably have been fixed since I played, but were egregiously bad at the time. WildStar and TERA are the only games that I've played that had a control configuration that made me wonder how it made it out of alpha testing. But WildStar never seemed like it could have been great if not for the glaring problems. I don't feel the need to go back and check to see if the game has finally lived up to its potential of being okay but not very good.
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1. Initial Impressions - Games tend to improve a lot after release but the interest isn't there for them the way it is at release. You could have the best MMO ever made a couple years after launch but if people didn't like it when it came out that will leave a lasting stain on it.
2. Bad Timing - The themepark era came to a close as Wildstar released. I refused to even consider it because the distinctions between it and existing titles were not great enough to me. Too little difference too late in the game. Maybe it was the best of the themeparks ever made but I personally didn't care to do that song and dance again now matter how good of an example of it's genre it was.
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humor felt water down: felt like play a game that had been censored for little kids which made most of the jokes(this was a huge part of the narrative) feel cringey or just fall flat
graphics: the colors and more specifically intensity of the colors, combined with the floaty combat.....actually gave me motion sickness(which is actually what forced me to quit).
also the story was just mediocre