IMO they should have focused more on adventures and made them a bit easier (quest level difficulty) just for multiple people. But they need more of those. More opportunities to group with friends without doing a level 20 raid; i mean dungeon.
Now Playing: Bless / Summoners War Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
Yeah the pacing just nosedives. I might take a few weeks or a month off or I might never be back. However, I had an extended beta period to learn what type of game this is, so I'm not complaining. It never tried to hide it's basic gameplay.
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
Originally posted by Madimorga Yeah the pacing just nosedives. I might take a few weeks or a month off or I might never be back. However, I had an extended beta period to learn what type of game this is, so I'm not complaining. It never tried to hide it's basic gameplay.
Seriously? I still have not come across these super boring, badly paced quests yet. True, I do not play WS everyday because of lack of time but when I have a few hours spare, I will do one entire quest location including all of the path quests in the area. Each one so far has been pretty varied and the storylines have been interesting. I like reading the books I come across, the weird flora and fauna my scanbot investigates, and looking at all of the details that were put in the game. The leveling seems at a good speed to me, not too fast, not too slow. The pacing is very similar to classic ToR (prior to its F2P conversion).
It's true. Everyone I know gave up on this game due to the questing (that's only like 3 people, but whatever lol). It's absolutely terrible and bringing the game down.
They should have cut down the quests by half and gave the half they kept double the rewards to get people into the good chunk of the game. Or at least, make quests longer and more engaging to be worth the double rewards instead of what they have going on.
To have such fun, humorous trailers and then have such mind-numbingly monotonous questing is just odd.
I have just unsubbed at level 47. The reasons for that are
1. Quest overload, so felt stressed by it all. Felt like a job. But I did enjoy the Shiphand missions.
2. Quest bugs, had to repeat two Drusila episodes for example. While not game destroying, it was very annoying.
3. Expert Architect materials in the next (level 50) zone, so stopped me from progressing my crafting. (up till then I hadn't had this problem.)
4. Not being a good enough player to feel confident in the dungeons and adventures which make up so much of the game.
5. Not looking forward to attunement, with aforementioned dungeons and adventures.
6. Warplots, which were the one thing I was looking forward to, didn't really seem to be taking off on my server.
I feel for the OP, but I don't think it is entirely the fault of Wildstar, I just think people who have previously played a lot of mmo's, especially early mmo's, feel they have to do every quest, because in a lot of games there are not enough to level. This is obviously not the case with WS. So it is easy to feel overloaded with quests with a completionist mentality, which was my problem.
I had played through beta and even gone to London to visit the Devs, so I really looked forward to the game. So not feeling like I want to continue is actually quite distressing.
I really hope Wildstar is successful, and keeps its hardcore players. For them, this is the perfect game.
If we continue to get boring ass Themepark's the genre will become stagnant and most of these developers will move on to MOBA's. You can already see the writing on the wall with the popularity of that dreadful instant gratification genre and the yearly release of yet another quest centric WoW clone. What we need is old school MMO design and we need it now.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Originally posted by elocke Yes. However, I actually like questing in my games, but there comes a point where the pacing needs to be just right. Wildstar doesn't do the pacing well at all. I stopped playing this week at 44 due to quest and slow leveling overload. I had this problem with Rift too. When a quest should give double to triple the xp but doesn't tells you how bad it is. This is one area WoW at least figured out. Their leveling pacing via quests is just about perfect.
I like the slower level speed. I find MMOs are making lazy gamers and it starts with the easy leveling system. Its not even slowed down that much in WS, just enough you know it. Im an old EQ1 vet, you should try what they used to call hell levels back in that game. When you get max level I like to feel like I earned something epic. Not WoW style where I can crank out a max level with little effort.
If you are an old eq vet, why are you supporting these trash games.
Wildstar really humped the pooch on this one, the quests are relentless and way, way too numerous, half the time im not even sure what quest im doing as the intro text is vague and often misleading. It's offensive and oppressive, its like being drowned in the damned things.
I wound up ignoring the quests, just using the list as a location guide. They serve no purpose at all, they have no narrative and often they are completely nonsensical.
I remember at one point i had more quests than i knew what to do with, couple that with the profession system and the game world is way too cluttered.
Wildstar is also a horrific grind, the telegraph system wears thin quickly because the basic abilities are the best so your always using the same 3-4 moves and nothing else.
Expresso gave me a Hearthstone beta key.....I'm so happy
Wildstar really humped the pooch on this one, the quests are relentless and way, way too numerous, half the time im not even sure what quest im doing as the intro text is vague and often misleading. It's offensive and oppressive, its like being drowned in the damned things.
I wound up ignoring the quests, just using the list as a location guide. They serve no purpose at all, they have no narrative and often they are completely nonsensical.
I remember at one point i had more quests than i knew what to do with, couple that with the profession system and the game world is way too cluttered. You know you picked these quests up right?
Wildstar is also a horrific grind, the telegraph system wears thin quickly because the basic abilities are the best so your always using the same 3-4 moves and nothing else.
lol the modern gaming generation really are incapable of making decisions or adapt - see yellow icon, cant think, must pick up every quest i see, omg i have too many quests, omg these task like quests categorised under 'Task' are too generic.
Heres a tip - ONLY PICK UP THE MAIN QUEST LINES, if you don't want to do the task/filler quests - go crazy, don't pick em up! suddenly, amazingly you have 2-3 quests in your list at a time - all with storylines, that you can listen to and read, which shockingly is just enough to level you up - its almost as if the general quests categorised under 'task' were for people who want to stack extra quests.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Wildstar really humped the pooch on this one, the quests are relentless and way, way too numerous, half the time im not even sure what quest im doing as the intro text is vague and often misleading. It's offensive and oppressive, its like being drowned in the damned things.
I wound up ignoring the quests, just using the list as a location guide. They serve no purpose at all, they have no narrative and often they are completely nonsensical.
I remember at one point i had more quests than i knew what to do with, couple that with the profession system and the game world is way too cluttered. You know you picked these quests up right?
Wildstar is also a horrific grind, the telegraph system wears thin quickly because the basic abilities are the best so your always using the same 3-4 moves and nothing else.
lol the modern gaming generation really are incapable of making decisions or adapt - see yellow icon, cant think, must pick up every quest i see, omg i have too many quests, omg these task like quests categorised under 'Task' are too generic.
Heres a tip - ONLY PICK UP THE MAIN QUEST LINES, if you don't want to do the task/filler quests - go crazy, don't pick em up! suddenly, amazingly you have 2-3 quests in your list at a time - all with storylines, that you can listen to and read, which shockingly is just enough to level you up - its almost as if the general quests categorised under 'task' were for people who want to stack extra quests.
Next character i might test this out, im certain you cannot keep pace with the storyline mission, pretty sure you will underlevel and undergear spectacularly.
Expresso gave me a Hearthstone beta key.....I'm so happy
If you accept every quest and task you see, you will be quickly overwhelmed. Seems to be the most common theme here. I know its hard, but try not to click every exclamation point. And if you do get overwhelmed and burnt out, please have the self awareness not to blame the game. FYI quests are not the fastest way to level in this game so that excuse is invalid here.
I think my Wildstar quest log never exceeded more than 6 to 8 quests and that was picking up everything. My path task list never had more than 4 or 5 tasks at a time. Now LOTRO was a big offender of overloading a quest log to the point to where I had at least 20-30 active quests and was still offered more but I couldn't accept them becuase my log was actually deemed "full" by the game itself. Personally, I think the amount of W* quests is significantly lower than typical previous themeparks, but it is still a tiresome way to level though I would rather quest than grind mobs. That statement right there tells me that I think my time with themeparks is at an end, at least with ones that focus on quest hubs for leveling.
Wildstar really humped the pooch on this one, the quests are relentless and way, way too numerous, half the time im not even sure what quest im doing as the intro text is vague and often misleading. It's offensive and oppressive, its like being drowned in the damned things.
I wound up ignoring the quests, just using the list as a location guide. They serve no purpose at all, they have no narrative and often they are completely nonsensical.
I remember at one point i had more quests than i knew what to do with, couple that with the profession system and the game world is way too cluttered. You know you picked these quests up right?
Wildstar is also a horrific grind, the telegraph system wears thin quickly because the basic abilities are the best so your always using the same 3-4 moves and nothing else.
lol the modern gaming generation really are incapable of making decisions or adapt - see yellow icon, cant think, must pick up every quest i see, omg i have too many quests, omg these task like quests categorised under 'Task' are too generic.
Heres a tip - ONLY PICK UP THE MAIN QUEST LINES, if you don't want to do the task/filler quests - go crazy, don't pick em up! suddenly, amazingly you have 2-3 quests in your list at a time - all with storylines, that you can listen to and read, which shockingly is just enough to level you up - its almost as if the general quests categorised under 'task' were for people who want to stack extra quests.
I think you're reading too much into the exaggeration and not enough into the point. The overall point is essentially the same as yours, (IE) a lot of what's there is obvious filler. Which many will find as a waste of time.
While this is the case with just about every RPG, MMO or otherwise, some do a better job of hiding filler under interesting lore nuggets or game mechanics than others.
That said..We can't really berate people for trying to get the most out of a product, while you have a point, people do have a choice to pick up these quests or not. I don't think it's quite fair to scold them for finding fault in the content that's there. It's made to be consumed, it's not really the player's fault if what's on offer has little redeeming quality. I think it's fair to expect a little effort put into everything a dev does, as having a lot of content is pointless if it's largely uninteresting. One of those cases of less being more...
One thing I do agree with from this thread is, themeparks are usually all about questing being a chief progression mechanic, so it's odd to expect something different from them.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I wasn't going to buy WildStar because of the questing - I'd thought myself quested out, and the only cure was a game like Darkfall. After purchasing WS, though, I find that I'm taking my time, leveling slowly, playing a lot fewer hours per week than I used to back in my WoW Raiding heyday. I'm still looking for that perfect sandboxy, minimal questing, skill-leveling MMO, but for now, questing and BGs in Wildstar are suiting me fine.
You do get that RPGs and questing go hand in hand? This has been the case as far back as I can remember. Even old school 8 bit RPGs did it. Gota ask, if you are sick of them, maybe you need a break from this type of game. Go play fighting games for a while or something.
Also with Wildstar, stop doing task missions, they are not required. Just do the main story and go level a different way, dungeons, Shiphand missions, PvP. There are lots of options.
Well said!
Today's gamers just baffle me. You choose to play a genre of game that is notorious for grinding and then complain when you have to grind. It makes no sense. If you want to feel submerged into story line then there are tons of console games that are awesomely done and focus on story.
The developers of Wildstar have said from the start that this game is intended to be for hardcore MMO players, with the main focus on end game and raiding. Part of what I miss about games such as vanilla WoW, EQ, heck even LoTRO was the fact that if someone made it to lvl cap it actually meant they spent time playing their character and they had a general idea of how to play it. The issue with most games is that people zip through levels, get to end game and have no idea how to play their character then after a month of running easy to complete dungeons they are bored and quit.
If you buy an MMO like Wildstar you are buying for end game play whether it be PvP or PvE. Your money would be better spent elsewhere if your intention is to buy it to play it as a single player RPG.
This ^, we keep telling people about this but they don't understand. They get to max level in no time then wonder why none will run raids or vet dungeons with them by pugging. The answer is easy actually.
Level 20 dungeons in Wildstar, lots of people dont want to pug it because it equals vet dungeons in other mmorpgs. I don't understand what is hard about it but it looks like lot's of people just can't do it, they then imagine it will be easy at max level. what they don't understand is in this game, it gets more hard as you level up even the dungeons and adventures. So NO it wont be easy at all at max level, that is why you need a guild or a very good group that knows there characters.
You can solo everything in the pve portion of the game except dungeons , adventures, raids. So if you rush to 50 and you think hey i will pug some raids or vet dungeons or adventures, make sure you know your character in and out and the instance otherwise get a guild to show you the way to do them. Specially if you could not even complete the level 20's instances because those where a walk in the park compared to the end game content.
Ratt your talking about the very things carbine devs went after in wildstar - group quests are everywhere that need groups, only mainline quests are Compulsary (to progress the storyline) this is all consistent with how the genre used to be - you didn't realise this?
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
This ^, we keep telling people about this but they don't understand. They get to max level in no time then wonder why none will run raids or vet dungeons with them by pugging. The answer is easy actually.
Level 20 dungeons in Wildstar, lots of people dont want to pug it because it equals vet dungeons in other mmorpgs. I don't understand what is hard about it but it looks like lot's of people just can't do it, they then imagine it will be easy at max level. what they don't understand is in this game, it gets more hard as you level up even the dungeons and adventures. So NO it wont be easy at all at max level, that is why you need a guild or a very good group that knows there characters.
You can solo everything in the pve portion of the game except dungeons , adventures, raids. So if you rush to 50 and you think hey i will pug some raids or vet dungeons or adventures, make sure you know your character in and out and the instance otherwise get a guild to show you the way to do them. Specially if you could not even complete the level 20's instances because those where a walk in the park compared to the end game content.
If this is the case ("they're like vet dungeons") the reason they can't do it is because there's no structure within the group when pugging. It's just a thrown together assortment of players. Vet dungeons require coordinated efforts, it's hard to achieve that because in a pug you end up with A: people who don't talk at all. or B: Too many chiefs too few indians..
Fact of the matter is most coordinated guilds, use voice chat, have a structure of command, and have learned each others tendencies, it's a strong unit. The complete opposite of a pug.
It's a weird philosophy IMO to make what's typically throw away content, aimed to be an introduction in most other games. Then apply such a level of difficulty to it, requiring real coordination between players. It kills the nature of what that kind of content is typically used for. Pugging for XP and low level gear.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I have pugged the 20 man, failed 1 run, won through in second. Trash was easy/needed a bit of kill target marking, and the bosses needed someone to paste in chat what the boss attacks were. Seemed fine, and difficult enough that the final boss kills was exciting. I could see quiet a few pugs failing which tbh should be the norm - what kind of game would it be if you facerolled guaranteed a clear on the first run - which i think is the point of the instance. I could also see a lot of people who expect a guaranteed clear freaking out at a fail. From what I can tell, veteran 50 man Gold runs is where the skill really comes into play - with slow gear up eventually reducing the pain for those who really struggle.
I think the philosophy is something along the lines of 'players are not stupid, they will learn quickly, so we wont patronise you with a silly instance that you can clear with no skill'
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
I have pugged the 20 man, failed 1 run, won through in second. Trash was easy/needed a bit of kill target marking, and the bosses needed someone to paste in chat what the boss attacks were. Seemed fine, and difficult enough that the final boss kills was exciting. I could see quiet a few pugs failing which tbh should be the norm - what kind of game would it be if you facerolled guaranteed a clear on the first run - which i think is the point of the instance. I could also see a lot of people who expect a guaranteed clear freaking out at a fail. From what I can tell, veteran 50 man Gold runs is where the skill really comes into play - with slow gear up eventually reducing the pain for those who really struggle.
I think the philosophy is something along the lines of 'players are not stupid, they will learn quickly, so we wont patronise you with a silly instance that you can clear with no skill'
The feedback on this is kind of all over the place, one group saying it's too hard, others saying it's doable. Not really sure what to make of it TBH.
I guess it will be more telling in the future once the lower tiers really start to clear out, and grouping becomes a little more tedious in those tiers.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I have pugged the 20 man, failed 1 run, won through in second. Trash was easy/needed a bit of kill target marking, and the bosses needed someone to paste in chat what the boss attacks were. Seemed fine, and difficult enough that the final boss kills was exciting. I could see quiet a few pugs failing which tbh should be the norm - what kind of game would it be if you facerolled guaranteed a clear on the first run - which i think is the point of the instance. I could also see a lot of people who expect a guaranteed clear freaking out at a fail. From what I can tell, veteran 50 man Gold runs is where the skill really comes into play - with slow gear up eventually reducing the pain for those who really struggle.
I think the philosophy is something along the lines of 'players are not stupid, they will learn quickly, so we wont patronise you with a silly instance that you can clear with no skill'
The feedback on this is kind of all over the place, one group saying it's too hard, others saying it's doable. Not really sure what to make of it TBH.
I guess it will be more telling in the future once the lower tiers really start to clear out, and grouping becomes a little more tedious in those tiers.
well, look at it this way:
The amount of content that gets "nerfed" opposed to amount content that gets "buffed" in MMOs can give you the real picture who is wrong and who is right, and WS is no different. Its the same story as every other themepark MMO.
Even Rift who had same philosophy as WS when it launched nerfed dungeons hard few months after launch. When sh*t hits the fan, i think devs will try to salvage the situation instead banging their heads against the wall, but in Rifts case it was a little too late as majority has already moved away even with Rifts lightning fast content delivery and best post launch reaction.
Notice the glaring similarities between those 2 at launch.
There's 1 key difference that may help and that is the telegraphs provides a visual mechanism that guarantees that difficult will be learned. compare this to difficult fights that relies on people memorising videos and tactical guides or locations to stand where there is no marking etc - more casual players won't invest in this learning, but with telegraphs you cant avoid learning.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Comments
Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
~Albert Einstein
Seriously? I still have not come across these super boring, badly paced quests yet. True, I do not play WS everyday because of lack of time but when I have a few hours spare, I will do one entire quest location including all of the path quests in the area. Each one so far has been pretty varied and the storylines have been interesting. I like reading the books I come across, the weird flora and fauna my scanbot investigates, and looking at all of the details that were put in the game. The leveling seems at a good speed to me, not too fast, not too slow. The pacing is very similar to classic ToR (prior to its F2P conversion).
Playing MUDs and MMOs since 1994.
It's true. Everyone I know gave up on this game due to the questing (that's only like 3 people, but whatever lol). It's absolutely terrible and bringing the game down.
They should have cut down the quests by half and gave the half they kept double the rewards to get people into the good chunk of the game. Or at least, make quests longer and more engaging to be worth the double rewards instead of what they have going on.
To have such fun, humorous trailers and then have such mind-numbingly monotonous questing is just odd.
I have just unsubbed at level 47. The reasons for that are
1. Quest overload, so felt stressed by it all. Felt like a job. But I did enjoy the Shiphand missions.
2. Quest bugs, had to repeat two Drusila episodes for example. While not game destroying, it was very annoying.
3. Expert Architect materials in the next (level 50) zone, so stopped me from progressing my crafting. (up till then I hadn't had this problem.)
4. Not being a good enough player to feel confident in the dungeons and adventures which make up so much of the game.
5. Not looking forward to attunement, with aforementioned dungeons and adventures.
6. Warplots, which were the one thing I was looking forward to, didn't really seem to be taking off on my server.
I feel for the OP, but I don't think it is entirely the fault of Wildstar, I just think people who have previously played a lot of mmo's, especially early mmo's, feel they have to do every quest, because in a lot of games there are not enough to level. This is obviously not the case with WS. So it is easy to feel overloaded with quests with a completionist mentality, which was my problem.
I had played through beta and even gone to London to visit the Devs, so I really looked forward to the game. So not feeling like I want to continue is actually quite distressing.
I really hope Wildstar is successful, and keeps its hardcore players. For them, this is the perfect game.
i quit wildstar 2 weeks ago and completely forgot about the game until about 10 mins ago lol
i got to level 40
i thought to myself can i see myself renewing my sub? and the answer was no , so i didnt bother to carry on
also i didnt like my class stalker and there was no way on earth i was gonna re-roll and do them crap quests again
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
If you are an old eq vet, why are you supporting these trash games.
Wildstar really humped the pooch on this one, the quests are relentless and way, way too numerous, half the time im not even sure what quest im doing as the intro text is vague and often misleading. It's offensive and oppressive, its like being drowned in the damned things.
I wound up ignoring the quests, just using the list as a location guide. They serve no purpose at all, they have no narrative and often they are completely nonsensical.
I remember at one point i had more quests than i knew what to do with, couple that with the profession system and the game world is way too cluttered.
Wildstar is also a horrific grind, the telegraph system wears thin quickly because the basic abilities are the best so your always using the same 3-4 moves and nothing else.
Expresso gave me a Hearthstone beta key.....I'm so happy
lol the modern gaming generation really are incapable of making decisions or adapt - see yellow icon, cant think, must pick up every quest i see, omg i have too many quests, omg these task like quests categorised under 'Task' are too generic.
Heres a tip - ONLY PICK UP THE MAIN QUEST LINES, if you don't want to do the task/filler quests - go crazy, don't pick em up! suddenly, amazingly you have 2-3 quests in your list at a time - all with storylines, that you can listen to and read, which shockingly is just enough to level you up - its almost as if the general quests categorised under 'task' were for people who want to stack extra quests.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
Next character i might test this out, im certain you cannot keep pace with the storyline mission, pretty sure you will underlevel and undergear spectacularly.
Expresso gave me a Hearthstone beta key.....I'm so happy
If you accept every quest and task you see, you will be quickly overwhelmed. Seems to be the most common theme here. I know its hard, but try not to click every exclamation point. And if you do get overwhelmed and burnt out, please have the self awareness not to blame the game. FYI quests are not the fastest way to level in this game so that excuse is invalid here.
I think my Wildstar quest log never exceeded more than 6 to 8 quests and that was picking up everything. My path task list never had more than 4 or 5 tasks at a time. Now LOTRO was a big offender of overloading a quest log to the point to where I had at least 20-30 active quests and was still offered more but I couldn't accept them becuase my log was actually deemed "full" by the game itself. Personally, I think the amount of W* quests is significantly lower than typical previous themeparks, but it is still a tiresome way to level though I would rather quest than grind mobs. That statement right there tells me that I think my time with themeparks is at an end, at least with ones that focus on quest hubs for leveling.
"If I offended you, you needed it" -Corey Taylor
I think you're reading too much into the exaggeration and not enough into the point. The overall point is essentially the same as yours, (IE) a lot of what's there is obvious filler. Which many will find as a waste of time.
While this is the case with just about every RPG, MMO or otherwise, some do a better job of hiding filler under interesting lore nuggets or game mechanics than others.
That said..We can't really berate people for trying to get the most out of a product, while you have a point, people do have a choice to pick up these quests or not. I don't think it's quite fair to scold them for finding fault in the content that's there. It's made to be consumed, it's not really the player's fault if what's on offer has little redeeming quality. I think it's fair to expect a little effort put into everything a dev does, as having a lot of content is pointless if it's largely uninteresting. One of those cases of less being more...
One thing I do agree with from this thread is, themeparks are usually all about questing being a chief progression mechanic, so it's odd to expect something different from them.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
This ^, we keep telling people about this but they don't understand. They get to max level in no time then wonder why none will run raids or vet dungeons with them by pugging. The answer is easy actually.
Level 20 dungeons in Wildstar, lots of people dont want to pug it because it equals vet dungeons in other mmorpgs. I don't understand what is hard about it but it looks like lot's of people just can't do it, they then imagine it will be easy at max level. what they don't understand is in this game, it gets more hard as you level up even the dungeons and adventures. So NO it wont be easy at all at max level, that is why you need a guild or a very good group that knows there characters.
You can solo everything in the pve portion of the game except dungeons , adventures, raids. So if you rush to 50 and you think hey i will pug some raids or vet dungeons or adventures, make sure you know your character in and out and the instance otherwise get a guild to show you the way to do them. Specially if you could not even complete the level 20's instances because those where a walk in the park compared to the end game content.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
If this is the case ("they're like vet dungeons") the reason they can't do it is because there's no structure within the group when pugging. It's just a thrown together assortment of players. Vet dungeons require coordinated efforts, it's hard to achieve that because in a pug you end up with A: people who don't talk at all. or B: Too many chiefs too few indians..
Fact of the matter is most coordinated guilds, use voice chat, have a structure of command, and have learned each others tendencies, it's a strong unit. The complete opposite of a pug.
It's a weird philosophy IMO to make what's typically throw away content, aimed to be an introduction in most other games. Then apply such a level of difficulty to it, requiring real coordination between players. It kills the nature of what that kind of content is typically used for. Pugging for XP and low level gear.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I have pugged the 20 man, failed 1 run, won through in second. Trash was easy/needed a bit of kill target marking, and the bosses needed someone to paste in chat what the boss attacks were. Seemed fine, and difficult enough that the final boss kills was exciting. I could see quiet a few pugs failing which tbh should be the norm - what kind of game would it be if you facerolled guaranteed a clear on the first run - which i think is the point of the instance. I could also see a lot of people who expect a guaranteed clear freaking out at a fail. From what I can tell, veteran 50 man Gold runs is where the skill really comes into play - with slow gear up eventually reducing the pain for those who really struggle.
I think the philosophy is something along the lines of 'players are not stupid, they will learn quickly, so we wont patronise you with a silly instance that you can clear with no skill'
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
The feedback on this is kind of all over the place, one group saying it's too hard, others saying it's doable. Not really sure what to make of it TBH.
I guess it will be more telling in the future once the lower tiers really start to clear out, and grouping becomes a little more tedious in those tiers.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
well, look at it this way:
The amount of content that gets "nerfed" opposed to amount content that gets "buffed" in MMOs can give you the real picture who is wrong and who is right, and WS is no different. Its the same story as every other themepark MMO.
Even Rift who had same philosophy as WS when it launched nerfed dungeons hard few months after launch. When sh*t hits the fan, i think devs will try to salvage the situation instead banging their heads against the wall, but in Rifts case it was a little too late as majority has already moved away even with Rifts lightning fast content delivery and best post launch reaction.
Notice the glaring similarities between those 2 at launch.
Anyway, more trends:
http://social.xfire.com/games/wldstr
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D