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[Column] WildStar: Signposts on the Road

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

Carbine Studios has started to reveal what’s on WildStar’s Road to Free-to-Play. In this week’s column, Gareth “Gazimoff” Harmer takes a closer look at that journey, and asks if there are any blind corners ahead.

Read more of Gareth Harmer's WildStar: Signposts on the Road.

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Comments

  • Carl132pCarl132p Member UncommonPosts: 538
    You want to fix this game? Fix the player base, my experience with them was awful. Interupting is so important in this game and even when asked, the slacked jawed idiots I ended up in groups with would simply not even attempt to interupt.
  • elockeelocke Member UncommonPosts: 4,335

    People would use interrupts, the problem is trying to coordinate who uses it and when.  It's just a pain to do when one just wants to level and run dungeons as part of the leveling process.  It makes dungeons not worth running, and so no one does until endgame.  By the time you get there, you get the type of people like Carl above who assume everyone is an idiot because they don't play the way he does, and they gripe and moan about people in group content. 

    This in turn pushes people AWAY from group content and ultimately the game.  I'm not sure if going F2P will help this at all, maybe throwing more people/players into the mix is the key, I kind of doubt it myself.

    A shame really, the rest of the game is well built, it has it's own unique qualities and tons of potential.  Time will tell I suppose.

  • Karnage69Karnage69 Member UncommonPosts: 323

    @elocke "assume everyone is an idiot because they don't play the way he does". You mean, play the way you SHOULD be playing? You know, playing to actually succeed? I'm not sure if you're making a stab at Carl132p's legitimate complaint or not. Are you seriously suggesting that Carl can't be mad at players who bang their head on a keyboard and expect to win?

    When you have a mechanic in a game that is essentially unused in ANY OTHER mmo and then you have to coordinate with a bunch of nobodies, I can completely understand Carl's complaint. It is extremely frustrating.

    I gave up on trying to do dungeons for that very reason. As a healer-main, it was even more frustrating. I get to sit back a distance and watch what my party is doing and it is infuriating to watch it happen over and over. Multiple deaths and over an hour later, people leave and it was all for nothing.

    I'm not asking the game to be dumbed-down a bit, but I hope there is a change in the works because I would love to go back to this game. As with Carl, the main reason I quit was because of the awful player base.

  • danwest58danwest58 Member RarePosts: 2,012

    I did not play this game myself however I have many friends who did and talk my ear off about this game and the problems.

    First they end hard core and try to be Vanilla WOW reborn with Today's MMO population which loves to facesmash things.  So like Elocke said the problem is trying to coordinate who uses and interrupt when.  This was a Major problem in Cata WOW, instead of CC being a big thing like in Vanilla WOW and TBC Developers listened to people who said CC is just a cheap way of ignoring a mob.  True however When you have this casual population Interrupts and timing them for anyone but a tank on harder content its a waste of time.  People got so use to pull facesmash, pull facesmash that to do anything else its just impossible because players take the path of least resistance.  

     

    Now back to my CC point, when I was in the WOD Beta the FIRST week it was out Myself, My wife and ran instances and almost all the people I ran with were 100% willing to CC targets.  During that first week WOD needed CCs and it was great, we cleared the content with trash with little issue because we did a kill order and CCs.  Why did it not stick?  Yep because people cried that Setting up a Kill order and CCs before most pulls took too much time.  In my case it took all about 10 seconds.  Yet the gripe was they I want 15 minute dungeons not 25 Minute dungeons.  Again People got use to Easy

     

    I feel if Wild Star didn't do Action Combat and would have really been a bit more like Vanilla WOW in the fact that instances were more CC heavy AND they didnt cave in on the Random group tool maybe more people would have like the game and stayed.  The reason I say that is because my friends went to WildStar for the Vanilla WOW feel, that was not the case, yea the hardcore 20/40 man was never going to work again and these guys refused to see that however having content you have to somewhat focus on vs what it was vs WOW easy mode would have faired better.  

  • wyldmagikwyldmagik Member UncommonPosts: 516
    What I did like in WS was the moba 3d style dungeon thingies they had. Can not remember what they were called exactly now but they were good with the right people all on TS.
  • MukeMuke Member RarePosts: 2,614
    Originally posted by Carl132p
    You want to fix this game? Fix the player base, my experience with them was awful. Interupting is so important in this game and even when asked, the slacked jawed idiots I ended up in groups with would simply not even attempt to interupt.

    You responding like that about players that are apparently not skilled as you want it says a lot about the flaws in player bases in that game too and could be a extra reason why the game lacks players.

     

    "going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"

  • orbitxoorbitxo Member RarePosts: 1,956

    .... New content is the lifeblood of any themepark MMO, and WildStar will be needing a fresh injection in the fall to keep veteran players interested.

    this a thousand time. ive already jummped ship gone to SWTOR( a game i never tried before) and their story content alone has made me stay onto oct upon their expac release. unfortunately wildstar ingame content has been put on hold ever since drop3- and its been lack luster for veteran players, i hope they decide to release huge chunks of content in DLC form- thatll get me coming back.

     

    that said- anyone who wanted to try this game -when it hits f2p i highly recomend it! its one of the best mmos out there to date!

     
  • Po_ggPo_gg Member EpicPosts: 5,749
    Originally posted by NightHaveN

    -Remove all quest back tracking, no walking back to turn them.  Make them like GW2, or Swtor to turn automatically or by holo.
    -Class specific quests, at least 1 quest or mini chain per zone.  This one is overlooked by many MMO and is one of the few that grant replay-ability, because there is a guarantee at least one story is new. 

    There are the Path quests, but class-specific ones would be nice indeed.

    I'm not quite get the back-tracking, most of the quests you can give in from anywhere...

    Anyhow, I agree with the column's "WildStar is changing." statement, I was absent since the beginning and went back last month - not resubbed, though... Btw Gareth, I think most of those "there’s also been an unexpected uptick in subscribers" were just like me, through the humblebundle deal image

    The changes are noticeable and pretty nice. The introduction part, the new player experience, the leveling (at least until 30-40 where the more massive grind kicks in) is fun, the added Shiphand at level 6, the Protostar Academy, etc. (actually Protogames is a great idea, other games could implement such a dungeon for newbies)

     

    Don't get me wrong, WS still won't earn a spot among my regular games, but it's more fun now than it was at launch. Prior this last month I wrote that after the f2p switch I'll log back occasionally for the housing and for a few challenges / exploration. So I planned to place it on level with Rift and TOR. Currently, after this month I think I will even level a few characters if I have some free time with my regular games. And man, those jumping puzzles... image

  • BitripBitrip Member UncommonPosts: 279
    One of Carbine's largest problems in converting to F2P will be the fact that you need so many addons to be succesful in end-game content. I have been playing MMOs for a very long time and WS is the first game I ever actually had to have them. It's going to scare a lot of people off, because I mean....how many gamers even know what Curse is??

    image
    Now, which one of you will adorn me today?

  • Karnage69Karnage69 Member UncommonPosts: 323
    @NightHaveN I know what interrupts are, thank you. Yes, interrupts have been around for a long time. You are preaching to the choir. I LOVE CC. The idea behind it, working together, is fantastic. But, you have either never played WildStar or are completely oblivious the what I am talking about. Its not just 1 interrupt from 1 class. Most "bosses" in dungeons, etc, requires the entire group, or most of the group, to simultaneously interrupt the boss at the same time, or within a short window of 2-3 seconds, usually. This mechanic, with a group of randoms, is extremely difficult to coordinate, especially players who are too used to smashing their faces on a keyboard for progression, IE WoW players.
  • KajidourdenKajidourden Member EpicPosts: 3,030
    Im severely disappointed with the way they're dumbing down stats.  Seriously, it's not that frigging complicated.  Of course, we must pander to the herp derps though....and so much like ffxiv every dps will use the same stat, ever healer will use the same stat, etc.  No need for class-specific gear anymore, just make heals dps and tank gear.....
  • soulfracturesoulfracture Member UncommonPosts: 10
    Originally posted by elocke

    People would use interrupts, the problem is trying to coordinate who uses it and when.  It's just a pain to do when one just wants to level and run dungeons as part of the leveling process.  It makes dungeons not worth running, and so no one does until endgame.  By the time you get there, you get the type of people like Carl above who assume everyone is an idiot because they don't play the way he does, and they gripe and moan about people in group content. 

    This in turn pushes people AWAY from group content and ultimately the game.  I'm not sure if going F2P will help this at all, maybe throwing more people/players into the mix is the key, I kind of doubt it myself.

    A shame really, the rest of the game is well built, it has it's own unique qualities and tons of potential.  Time will tell I suppose.

    I agree completely,

      

    The amount of rude players in the game has made many of my friends stop playing. I do not believe F2P will fix this issue. It is just what type of players this game attracts.

      

    I've been playing Wildstar since Beta. Last month most of my friends and I have terminated our sub for the above stated reasons. F2P or not, we will not be going back.

     

     

     
  • AsamofAsamof Member UncommonPosts: 824
    Originally posted by Bitrip
    One of Carbine's largest problems in converting to F2P will be the fact that you need so many addons to be succesful in end-game content. I have been playing MMOs for a very long time and WS is the first game I ever actually had to have them. It's going to scare a lot of people off, because I mean....how many gamers even know what Curse is??

    what add ons do you need and why do you need them? never played before, just curious

  • mentinmentin Member UncommonPosts: 35
    What about lag? Last time I played (eu pve server) lag spikes made the game unplayable. And I am talking about a very low pop server. Can´t imagine what will happen when ftp finally comes.
  • SamhaelSamhael Member RarePosts: 1,534
    I enjoyed Wildstar but there was nothing left interesting for me when I level capped. I like raiding but 10 person or less. So unless the F2P conversion changes that (and I hadn't heard anything that made this sound like it was happening), then I won't be checking it back out again.
  • EnikEnik Member UncommonPosts: 99

    Heh, I love how Carl132p interjects an opinion that reveals HIM to be the exact type of person that needs to be "fixed" in the playerbase.

    Even with friends on TeamSpeak we sometimes had trouble coordinating interrupts. Some people were on cooldown, or didn't have sufficient focus, etc. I can't imagine trying to do that in a group environment without comms.

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