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f13.net General Forums => MMOG Discussion => Topic started by: Lucas on October 04, 2007, 03:07:23 PM



Title: Carbine Studios' "Wildstar"
Post by: Lucas on October 04, 2007, 03:07:23 PM
http://www.gamasutra.com/php-bin/news_index.php?story=15745 (http://www.gamasutra.com/php-bin/news_index.php?story=15745)
---

Former WoW, Fallout Designers Form Carbine

Former WoW, Fallout Designers Form Carbine NCsoft Corporation (Lineage, Guild Wars), has announced the formation of Carbine Studios, a new Aliso Viejo, CA-based studio in its online game development family, and adds that Carbine is currently working on an unannounced MMO project.

The studio is comprised of 17 former Blizzard employees including lead and senior developers from the World of Warcraft team. Carbine’s vice president of design, Kevin Beardslee, was a lead developer on WoW, while Tim Cain, Carbine’s programming director, was the producer, lead programmer and designer on Fallout, in addition to co-founding the now-defunct Troika Games (Vampire: The Masquerade – Bloodlines).

Carbine executive producer Jeremy Gaffney previously worked as executive producer on NCsoft’s City of Heroes, and established the product development group at NCsoft’s Austin headquarters as VP of development. He was also a co-founder of Turbine, where he spearheaded development on Asheron’s Call.

“This is a dev team made in heaven,” said Robert Garriott, CEO for NCsoft’s North American business. “This group is as experienced as they come in the area of computer role playing and multiplayer game design. Making successful games is second nature to them. They are a very welcome addition to the NCsoft family. The gaming community should be excited to see what great things come out of Carbine Studios in the coming years.”

------

Official site:

http://www.carbinestudios.com/ (http://www.carbinestudios.com/)

At least, nice collection of names, same goes with Spacetime Studios.


Title: Re: Feel Da Hype: Carbine Studios
Post by: schild on October 04, 2007, 03:24:32 PM
(http://img235.imageshack.us/img235/5694/mjpopcornsm1.gif)


Title: Re: Feel Da Hype: Carbine Studios
Post by: lesion on October 04, 2007, 03:31:41 PM
if it wasn't an MMO...

(http://i7.photobucket.com/albums/y277/Mathx/Boner_Time_.gif)


Title: Re: Feel Da Hype: Carbine Studios
Post by: schild on October 04, 2007, 03:54:38 PM
Yep.

Way to make me not care. Michael Jackson is eagerly awaiting failure.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Tisirin on October 04, 2007, 05:56:28 PM

That's what... 17 studios composed of leading / senior WoW designers?  Those guys are getting spread thin!



Title: Re: Feel Da Hype: Carbine Studios
Post by: SnakeCharmer on October 04, 2007, 06:26:53 PM
I wonder how these guys will adjust to not having a bottomless pit of cash to draw from.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Talonus on October 04, 2007, 07:11:05 PM
At some point every MMOG company will have their owner former WoW development team at the current churn rate.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Mandrel on October 04, 2007, 08:45:06 PM
I wonder how these guys will adjust to not having a bottomless pit of cash to draw from.
That's what venture capitalists are for!


Title: Re: Feel Da Hype: Carbine Studios
Post by: Nebu on October 05, 2007, 07:02:55 AM
It's funny to me how game development funding seems to follow some of the same trends that I see in scientific funding.  Who you worked for in the past seems to be as important/more important than the quality of your current ideas.


Title: Re: Feel Da Hype: Carbine Studios
Post by: shiznitz on October 05, 2007, 08:53:02 AM
I would be nice to see a dev studio run by a 30 year veteran of a real software company.  Creatives should not be running the asylum.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Krakrok on October 05, 2007, 08:58:46 AM

Get back to me in 2010 when they actually have something playable.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Morfiend on October 05, 2007, 10:38:12 AM
Hey thats where I live.

*edit*

That place is like a 2 minute drive from my house.


Title: Re: Feel Da Hype: Carbine Studios
Post by: bhodi on October 05, 2007, 10:47:06 AM
Could you go and beat some sense into them?


Title: Re: Feel Da Hype: Carbine Studios
Post by: schild on October 05, 2007, 10:53:26 AM
Could you go and beat some sense into them?

Why bother?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Yegolev on October 05, 2007, 12:03:15 PM
But Garriott says they are awesome.  Why would you beat them?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Morfiend on October 05, 2007, 12:05:51 PM
I met Garriot once at E3. He was in full lord brittish getup. Pimpin Tabula Rasa. I felt weird.


Title: Re: Feel Da Hype: Carbine Studios
Post by: schild on October 05, 2007, 12:06:34 PM
Did he touch you with his sputnik?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Yegolev on October 05, 2007, 12:08:23 PM
Did he smell like mothballs and brandy?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Morfiend on October 05, 2007, 04:34:47 PM
Did he smell like mothballs and brandy?

I dont remember. All I remember was him constantly saying "Let me show you something" and I wanted to run.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Soukyan on October 05, 2007, 04:42:33 PM
Well, they do have NCSoft backing for what it's worth. Of course, from the list of job postings, it may well be 2015 before they have anything to market.


Title: Re: Feel Da Hype: Carbine Studios
Post by: schild on October 05, 2007, 04:44:09 PM
Quote
Well, they do have NCSoft backing for what it's worth.

Depends on how much Garriott can siphon out of Korea.


Title: Re: Feel Da Hype: Carbine Studios
Post by: stu on October 05, 2007, 06:21:42 PM
(http://img235.imageshack.us/img235/5694/mjpopcornsm1.gif)

I don't like it when people eat with their mouths open.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Lucas on October 06, 2007, 07:20:19 AM
Ye olde typical medieval music track posted on the "Downloads" page:

http://www.carbinestudios.com/downloads/ (http://www.carbinestudios.com/downloads/)


Title: Re: Feel Da Hype: Carbine Studios
Post by: Ragnoros on October 07, 2007, 12:08:05 AM
Ye olde typical medieval music track posted on the "Downloads" page:

http://www.carbinestudios.com/downloads/ (http://www.carbinestudios.com/downloads/)

It's good they are not making another generic fantasy MMO.

Preliminary Results: ^H^H^H Fail.

Edit: They don't deserve an Epic fail.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Morfiend on October 07, 2007, 03:13:28 PM
Ye olde typical medieval music track posted on the "Downloads" page:

http://www.carbinestudios.com/downloads/ (http://www.carbinestudios.com/downloads/)

It's good they are not making another generic fantasy MMO.

Preliminary Results: ^H^H^H Fail.

Edit: They don't deserve an Epic fail.

If you look at the wallpaper right below it, there is a guy with a gun, so I think generic fantasy is wrong. Now, if they actually release anything remains to be seen.


Title: Re: Feel Da Hype: Carbine Studios
Post by: CharlieMopps on October 07, 2007, 03:19:17 PM
So it sounds like some former Wow devs making a sci-fi mmo? I'd be willing to give it a chance.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Ragnoros on October 07, 2007, 06:27:28 PM
If you look at the wallpaper right below it, there is a guy with a gun, so I think generic fantasy is wrong. Now, if they actually release anything remains to be seen.

Missed that.

Doubt it's Sci-Fi Mopps. Hit the link and check the first pic.

Also I'll remind you Morfiend that WoW has guns. And no one would argue it's not (mostly) generic fantasy.

Nice art anyway. Would be sweet if the game actually looked like that.

Damn I edit a lot.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Venkman on October 07, 2007, 08:12:44 PM
Has kind of a Ryzom-esque quality to it. Would love it if that art spoke of the final style. Too bad...


Title: Re: Feel Da Hype: Carbine Studios
Post by: Lucas on October 08, 2007, 06:04:41 AM
...And how could ya live without ye olde "introductory" interview with some high-profile member of the studio? (btw, apparently they've just wrapped up pre-production)

Gamespot interview with Kevin Beardsley (VP), Jeremy Gaffney (Executive Producer) and Eric DeMilt (Producer) (http://www.gamespot.com/news/6180469.html?om_act=convert&om_clk=newstop&tag=newstop;title;2)

Ahem, can anyone translate the following answer in proper, non corporate english, please ? :P

GS: In the announcement this morning, it said Carbine would be "breaking new ground" in the MMO market. What exactly does that signify for you guys?

JG: I absolutely think there's a lot of area to evolve games, in terms of what [is] the next likely stage of things to work on." There's some things these games do really well, and there's some not so much. And so obviously, we want to chase down that path. And there are places where there are brand-new systems where you can fundamentally do stuff in a different way and really try to improve it and make it better. One of the holdovers that we have is that there's really a belief in iterating on things. You put stuff in, and then the company speaks because people are playing the games and people's friends are playing the games so there's kind of no BS. Stuff either works or it doesn't. And we're going to try to both evolve and revolt--is the unfortunate word choice [nervous laugh]--in a bunch of different ways. Evolve and revolve. And Darwinian fitness is going to say which of those survive and which of those don't.
---------

Regarding the game "Art" :

GS: Carbine's site has some interesting artwork that's got a fantasy/sci-fi look, with a sword-and-sorcery theme but characters are wearing bandoliers and pistols. Is that indicative of your first project?

JG: The art is indicative, but we're not talking a ton about the game yet because, in part, we're still in development. And we're also sort of planning our reveals on that. We're definitely letting the art speak for itself right now. We're also a fan of inventing our genres and/or crossing genres, as WOW does to an extent and some of our other games have done to an extent. But we're also into opening up some new areas where we can have some freedom to create, as opposed to working with established clichés. We're giving the creative team more interesting avenues to explore than just your traditional high fantasy or whatever...it's not, "Hey, we want to be different because we need a new genre for a business tactic." The types of choices we're making are more to do with what the creative team wants to do--where they want to take the setting and the stories and the creatures and the characters. And that's kind of how you derive some of those elements that you see in that artwork.

http://image.com.com/gamespot/images/2007/277/Dagun397_screen.jpg (http://image.com.com/gamespot/images/2007/277/Dagun397_screen.jpg) -"We're gonna break yer plate mail ass, dude"


Title: Re: Feel Da Hype: Carbine Studios
Post by: Soln on October 08, 2007, 07:09:07 AM
Quote
it's not, "Hey, we want to be different because we need a new genre for a business tactic."

(http://z.about.com/d/crime/1/0/A/8/vanillaIce.jpg)


Title: Re: Feel Da Hype: Carbine Studios
Post by: Aez on October 08, 2007, 07:32:12 AM

JG: Loads and loads of bullshit.


Sad.  It's not 2000 anymore.  There's no place for such type of talk that early in the process.  No one cares.  Maybe it's for recruitment purpose?  They hope to get some good resumes out of this?

It reminds me of Green Monster Game.   Where's your game?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Lucas on October 08, 2007, 08:03:21 AM
It reminds me of Green Monster Game.   Where's your game?

Yeah, beside Carbine's, looks like there are a lot of prematurely announced MMOGs out there we don't know the slightest thing about (nothing strange :P) :

- Bioware ultra-uber-sekreet project
- 38 studios (GMG) MMOG
- Stargate Worlds
- STO
- Spacetime Studios space MMOG (even tho they recently started posting small blogs on the main page. New one might come out today)

Well, not to mention others, like the DC and Marvel comic-based ones, but for now we just know about them because of press-releases (yeah, ok, same for Bioware).


Title: Re: Feel Da Hype: Carbine Studios
Post by: Mrbloodworth on October 08, 2007, 08:13:39 AM
Nvm, i'm dumb.  :-D


Title: Re: Feel Da Hype: Carbine Studios
Post by: Jerrith on October 08, 2007, 08:26:38 AM
Yeah, beside Carbine's, looks like there are a lot of prematurely announced MMOGs out there we don't know the slightest thing about (nothing strange :P) :

- Stargate Worlds

Well, since that's what I'm working on:  http://stargateworldswiki.com (http://stargateworldswiki.com) - There's some info out there.  Yes, it is early though.

Back to the story:  This is an interesting change.  This studio was previously a direct branch of NCsoft.  What prompted the change from being part of NCsoft to being an independent studio published by NCsoft? 



Title: Re: Feel Da Hype: Carbine Studios
Post by: Oban on October 08, 2007, 09:02:32 AM
Maybe NCSoft pulled an early Microsoft, a la Vanguard.

There are only so many losses a company can have before the shareholders get all  :mob: on your CEO.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Yegolev on October 08, 2007, 09:03:49 AM
What prompted the change from being part of NCsoft to being an independent studio published by NCsoft? 

NCSoft stockholders being weary of crappy titles impacting the main business?

I'll take a shot at translating the corporate-speak: We don't know what we want to make so we are going to use the iterative process until we add or trim enough features to make something that lots of people will buy into.  We are going to let the creatives run the show for a while and release a technically-deficient product, if we are lucky.  All we can guarnatee is that we will be able to make our rent for the next two years.  Please subscribe to our newsletter.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Stephen Zepp on October 08, 2007, 09:09:13 AM
What prompted the change from being part of NCsoft to being an independent studio published by NCsoft? 

NCSoft stockholders being weary of crappy titles impacting the main business?

I'll take a shot at translating the corporate-speak: We don't know what we want to make so we are going to use the iterative process until we add or trim enough features to make something that lots of people will buy into.  We are going to let the creatives run the show for a while and release a technically-deficient product, if we are lucky.  All we can guarnatee is that we will be able to make our rent for the next two years.  Please subscribe to our newsletter.

I'm going to take a devil's advocate position here (not really DA, since I mostly feel it's good, not bad)--what's wrong with what you just said (other than "technically-deficient", which isn't a logical conclusion of what you described, just a historical one) as a development process?

Most of the failures we see in games today is because no matter what development style they use (many actually are using SCRUM/Agile of some sort), the design is still very much waterfall--"we're making an MMO with X Y Z A B C D E F G, no matter what anyone tells us".

Assuming that they start with fun, and keep making sure it's fun along the way, what you just (derisively as far as I can tell) described is actually an outstanding way to do things.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Hoax on October 08, 2007, 09:15:17 AM
Remember when NCsoft was the great hope of the MMO-medium?  They had CoH and there was no way cars+guns wasn't going to be cool meanwhile SOE was butchering their games and nobody was reallying talking about EvE around here yet.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Yegolev on October 08, 2007, 09:17:23 AM
@Steven: It's a great theory, iteration.  I do it all the time, in fact, since I hate making plans or sticking to them.  My derision was directed at the feeling that they don't have anything solid right now, which means they are going to be iterating until someone kicks their door open, flips up a bullhorn and shouts "YOU SHIP GAME NOW!"  Which, of course, will be before it's ready.  In my opinion.  Hell, maybe they have a solid core idea, but I'm just going off the garbage in those quotes.  It has the quota of buzzwords, you have to admit.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Stephen Zepp on October 08, 2007, 09:32:28 AM
@Steven: It's a great theory, iteration.  I do it all the time, in fact, since I hate making plans or sticking to them.  My derision was directed at the feeling that they don't have anything solid right now, which means they are going to be iterating until someone kicks their door open, flips up a bullhorn and shouts "YOU SHIP GAME NOW!"  Which, of course, will be before it's ready.  In my opinion.  Hell, maybe they have a solid core idea, but I'm just going off the garbage in those quotes.  It has the quota of buzzwords, you have to admit.

Yes, it does, I agree :) And yes, it can "fail", in that it can give you an early out decision: "hey, you know what? this isn't fun, and no matter what we do, we're not making it any more fun."--but, that's a big advantage because many game ideas really aren't fun, and you know the old adage--you can polish a turd as much as you want, but it's still a turd when you get done.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Trippy on October 08, 2007, 09:40:23 AM
Back to the story:  This is an interesting change.  This studio was previously a direct branch of NCsoft.  What prompted the change from being part of NCsoft to being an independent studio published by NCsoft? 
Where does it say Carbine is now an independent studio?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Merusk on October 08, 2007, 09:47:44 AM
Hrm.. Call me in 3 years.  We might know what they're working on by then and I can make a decision on weather or not to care at that point.  Hell, we still don't know what Lum's working on and it's BEEN 3 years, hasn't it?

I do find the art amusingly reminiscent of Samwise's, however.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Lum on October 08, 2007, 11:25:50 AM
Hell, we still don't know what Lum's working on and it's BEEN 3 years, hasn't it?

Year and a half.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Merusk on October 08, 2007, 04:58:34 PM
Aw fuck.  I've inherited my mother's sense of time.


Title: Re: Feel Da Hype: Carbine Studios
Post by: UnSub on October 08, 2007, 08:29:20 PM
Back to the story:  This is an interesting change.  This studio was previously a direct branch of NCsoft.  What prompted the change from being part of NCsoft to being an independent studio published by NCsoft? 

Hmm, looking at the site, this is NCsoft NA's special ex-WoW dev division that has now been turned into a separate entity. Perhaps this is because NCsoft isn't seeing TR as a saviour that is going to see the money just roll in and want to divest some of the risk of internal development. Perhaps because the WoW employees have been employed since 2005 and are yet to have even come close to releasing anything (especially given that interview, where many words were used to say not much).

Perhaps this is what NCsoft has learned is the safer path - to support external studios rather than to pour money into internal development in NA.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Lucas on October 25, 2007, 02:37:50 AM
Carbine studios: "Now with more dancing!" :P

(Interview with Jeremy Gaffney and Tim Cain: nothing new is revealed, of course, beside a certain fetish love for dancing, or something like that)

http://troikachronicles.wordpress.com/2007/10/23/carbine-studios-interview/ (http://troikachronicles.wordpress.com/2007/10/23/carbine-studios-interview/)


Title: Re: Feel Da Hype: Carbine Studios
Post by: Venkman on October 25, 2007, 05:41:32 AM
Back to the story:  This is an interesting change.  This studio was previously a direct branch of NCsoft.  What prompted the change from being part of NCsoft to being an independent studio published by NCsoft? 
Where does it say Carbine is now an independent studio?


Seconded.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Mrbloodworth on October 25, 2007, 06:33:53 AM
What prompted the change from being part of NCsoft to being an independent studio published by NCsoft? 

NCSoft stockholders being weary of crappy titles impacting the main business?

I'll take a shot at translating the corporate-speak: We don't know what we want to make so we are going to use the iterative process until we add or trim enough features to make something that lots of people will buy into.  We are going to let the creatives run the show for a while and release a technically-deficient product, if we are lucky.  All we can guarnatee is that we will be able to make our rent for the next two years.  Please subscribe to our newsletter.

I'm going to take a devil's advocate position here (not really DA, since I mostly feel it's good, not bad)--what's wrong with what you just said (other than "technically-deficient", which isn't a logical conclusion of what you described, just a historical one) as a development process?

Most of the failures we see in games today is because no matter what development style they use (many actually are using SCRUM/Agile of some sort), the design is still very much waterfall--"we're making an MMO with X Y Z A B C D E F G, no matter what anyone tells us".

Assuming that they start with fun, and keep making sure it's fun along the way, what you just (derisively as far as I can tell) described is actually an outstanding way to do things.

I have to ask. How do you Start with fun?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Tige on October 25, 2007, 07:26:16 AM
I have to ask. How do you Start with fun?

It's easy, just say it.  If, at first, you find it a bit difficult to get it out, start with some of the easier lines of bullshit er hype game development.

"next generation", "sandbox", "never before seen...", "programmed to play on a wide range of machines", "masterpiece", "brought to you by the makers of....", "we listened", "imaginative", "casual", "built for the casual and the hardcore player". 

Soon you'll find yourself convincingly using words like "truly" and "exciting" everyday!  Once you start it just gets easier and easier!  Go ahead try some of your own!


Title: Re: Feel Da Hype: Carbine Studios
Post by: Mrbloodworth on October 25, 2007, 07:36:46 AM
I have to ask. How do you Start with fun?

It's easy, just say it.  If, at first, you find it a bit difficult to get it out, start with some of the easier lines of bullshit er hype game development.

"next generation", "sandbox", "never before seen...", "programmed to play on a wide range of machines", "masterpiece", "brought to you by the makers of....", "we listened", "imaginative", "casual", "built for the casual and the hardcore player". 

Soon you'll find yourself convincingly using words like "truly" and "exciting" everyday!  Once you start it just gets easier and easier!  Go ahead try some of your own!

No, i would really like to know. How do you start with fun?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Simond on October 25, 2007, 08:18:01 AM
Design a small alpha that contains all of the core mechanics.
Have people test it.
Ask them: "Is this fun Y/N?"
Then ask them: "Why/Why not?"
Use answers to refine game.
Repeat.

Then expand the boundaries of the game.


Title: Re: Feel Da Hype: Carbine Studios
Post by: UnSub on October 25, 2007, 08:55:41 AM
I have to ask. How do you Start with fun?

It's easy, just say it.  If, at first, you find it a bit difficult to get it out, start with some of the easier lines of bullshit er hype game development.

"next generation", "sandbox", "never before seen...", "programmed to play on a wide range of machines", "masterpiece", "brought to you by the makers of....", "we listened", "imaginative", "casual", "built for the casual and the hardcore player". 

Soon you'll find yourself convincingly using words like "truly" and "exciting" everyday!  Once you start it just gets easier and easier!  Go ahead try some of your own!

No, i would really like to know. How do you start with fun?

Ask right up front, "What kind of experience, at the end of the day and stripped of all secondary in-game systems, are we trying to give our players?". Then tell that story to an 8-year old (or a nearby gaming journalist, if that's easier to find without scaring mothers in the local playground). Ask them if it sounds fun. If "No", start again from scratch.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Venkman on October 25, 2007, 12:37:21 PM
Prototype early and often. "Fun" is, to most, an amalgamation of past experiences. So draw up your references, coble something together, tune the hell out of it, vertical slice, go. But that's mostly only going to see you through things, like some combat and puzzlers, maybe some UI things.

Where things generally fall about is when people start asking things like "what do we do at the end of the game", "how long does it take to achieve X", "how can we have 200 different completely different and nigh-unbalanceable classes because of the continuing niave belief that more is better".


Title: Re: Feel Da Hype: Carbine Studios
Post by: Sutro on October 25, 2007, 04:25:00 PM
I thirst for the game that announces itself with open beta applications, launches into playable beta within a month, and then releases six months after announcement.



Title: Re: Feel Da Hype: Carbine Studios
Post by: UnSub on October 25, 2007, 07:47:46 PM
I thirst for the game that announces itself with open beta applications, launches into playable beta within a month, and then releases six months after announcement.

I don't care if they launch 12 or 24 months after beta starts, but I don't think MMOs can launch official community sites 12 months before they even have the concept art finished anymore. Pre-launch community has precious little value if it disintergrates when you announce what the game is actually going to be like. It's only the community that launches the game that counts.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Lucas on August 24, 2008, 12:20:37 PM
Now this is some serious, professional....

RISEEEE!!!!  :drill: :drill:  :ye_gods:
---

Actually, no, no news on the horizon, but today I was checking their (lots of) job opportunities (http://www.carbinestudios.com/jobs/) and this caught my eye:

SPAWNER

Carbine Studios, a software development company focused on making high-quality, cutting-edge, and conceptually innovative Massively Multiplayer Games, is seeking a talented Spawner to work on an upcoming PC MMO in their Orange County, CA development studio.
 
Responsibilities
·         Is responsible for the spawning of creatures within the MMO game environment
·         Collaborates with system and AI designers on monster and group mob creation.
·         Works closely with the level design team and the quest design team to make sure spawn groups support the needs of the game levels.
·         Attends and participates in design meetings
·         Intimate knowledge of game levels; day-to-day adjustment of spawn groups based on changes in design
·         Provides feedback and suggestions to design team
 
Qualifications
·         Minimum of 2 years professional experience working in a design role
·         Must have shipped at least one AAA quality product working in a design capacity
·         Must have experience in RPG and/or Action Adventure genres
·         MMO experience highly desired: MMO knowledge essential
·         Strong passion for games and excellent knowledge of video games, particularly RPGs
·         Strong decision-making and organizational skills
·         Ability to learn and use proprietary editor and tools for spawning
 
Pluses
·         Love of pen and paper RPGs, board games and comic books
·         Avid MMO player
 
A casual work environment, comprehensive benefits and competitive salary are all part of the package.
------


"So, Bob, what do you do for a living?"

"I work on computer games. I'm a EVIL SPAWNER".  :awesome_for_real: :awesome_for_real:


Title: Re: Feel Da Hype: Carbine Studios
Post by: UnSub on August 24, 2008, 06:29:00 PM
It's nice to see a MMO studio where job titles and player classes could be used interchangeably.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Bungee on August 25, 2008, 05:00:22 AM
Can anybody explain to a not-so-skilled in "business english" guy what exactly "competitive salary" means?

It sounds like ehm, something I wouldn't want to work for?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Vinadil on August 25, 2008, 07:11:19 AM
Competitive seems to mean "about the same as you would make at other game development studios of equal size/status in the same position."


Title: Re: Feel Da Hype: Carbine Studios
Post by: Draegan on August 25, 2008, 08:48:55 AM
Tree-Fitty.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Mrbloodworth on August 25, 2008, 09:21:00 AM
Tree-Fitty.

(http://www.faniq.com/images/blog/303_chef_folks.gif)


Title: Re: Feel Da Hype: Carbine Studios
Post by: Fabricated on August 25, 2008, 07:14:41 PM
Since this thread has been necro'd...how many studios is this now with "Ex-Blizzard" staff? Anyone have a running tally on how many playable, fun games any of these studios have produced?

Looks to me Blizzard is firing all the right people.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Hutch on August 25, 2008, 09:24:23 PM
Since this thread has been necro'd...how many studios is this now with "Ex-Blizzard" staff? Anyone have a running tally on how many playable, fun games any of these studios have produced?

Looks to me Blizzard is firing all the right people.

Not only have there been studios that haven't produced a playable fun game yet... (http://forums.f13.net/index.php?topic=13751.0)

...there is at least one studio formed of now-second-generation-former-Blizzard developers. (http://forums.f13.net/index.php?topic=14051.0)

Mmmm. The worm turns, devouring as it goes. Where will Carbine's developers wind up? Check back in a year, when we second-generation necro this thread!




Title: Re: Feel Da Hype: Carbine Studios
Post by: Fabricated on August 25, 2008, 09:49:31 PM
Okay so basically none.

I'm in the wrong field. You think I could get a ton of venture capital to piss away if I first got some scrubby marketing, management, or bean counting job at Blizzard and triumphantly quit about a half year later so I can have this pedigree of being "ex-Blizzard"?


Title: Re: Feel Da Hype: Carbine Studios
Post by: Margalis on August 25, 2008, 10:29:07 PM
Aren't the Guild Wars guys ex-Blizzard?

It always annoys me when a plus for a job is that you like that genre of game. I think that sometimes it makes sense to hire people who don't like that genre of game because they can see through the genre-convention BS. Hire a bunch of dudes who love WOW and they'll make a WOW clone. Hire a bunch of people who aren't fans of MMORPGs and you'll get something interesting.

Obviously you don't want a bunch of people who hate their jobs and the game they are working on, but looking for drooling fans doesn't strile me as a good idea unless you are trying to create a knockoff.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Trippy on August 26, 2008, 12:33:46 AM
Aren't the Guild Wars guys ex-Blizzard?
Yes they are.


Title: Re: Feel Da Hype: Carbine Studios
Post by: Lucas on September 22, 2008, 02:55:50 PM
A level 99 Lead Quest Designer sits before you, wearing nerdy glasses. The wall behind him looks like he's going to be shot down right after his last words.

Do you:


A) Compassionately watch and listen to what he has to say (http://vault.ign.com/View.php?view=movies.detail&id=8) ;

B) Cowardly run away, and watch something else (http://www.youporn.com/) (NSFW!!!) ;

C) Honourably tell the original poster of this thread to STFU about a game that will be released in approx. 7 years or more.


Choose wisely, O' Seeker.  :ye_gods:




Title: Re: Feel Da Hype: Carbine Studios
Post by: Lucas on July 28, 2011, 02:46:49 PM
Whoa.....RISEEEEEE AGAIN!!!!!  :drill:

Carbine Studios might finally unveil their MMOG at Gamescom, in mid-august (yeah, yeah, of this year, meaning 2011 :P):

http://massively.joystiq.com/2011/07/28/ncsofts-carbine-studios-to-reveal-new-mmo-at-gamescom/

New website is online:

http://www.carbinestudios.com/en

At the time I'm writing this, if you don't put the "/en" it will direct you to the old website. There is a new blog post by Jeremy Gaffney, executive producer (fhttp://www.mobygames.com/developer/sheet/view/developerId,41034/).


- They worked in  "stealth" mode for a very long time, considering when they opened the software house website (october 2007). Since then, only vague interviews. The only thing we know, beside the project having Fallout's (and Troika's) Tim Cain at the helm (well, designers' helm, at least), is that it should combine sci-fi and fantasy elements. Also, probably a strong focus on narrative and story, akin to Bioware. That's it.

EDIT

An interesting link I found among Massively's comments to the above mentioned article:

http://verticasino.net/2011/06/ncsoft-has-not-really-known-to-be-gentle/#more-39

Quote
Yet a very discrete project, also based on a futuristic world, continued to be fueled for years by NCsoft. Buoyed by former developers of World of Warcraft, the MMO Carbine had hitherto contented to publish excerpts from the soundtrack and the very rare interviews with its developers were kindly understand that the time was in total silence.
However, last May, IGN was able to meet at the LOGIN Conference, Mitch Ferguson, producer and lead designer at Carbine Studios system and very discreet about the project by NCsoft. Ferguson lifted a corner of the veil in us by saying a little about the context of its MMO: It’s a fantasy world with spaceships and space.
When I say fantastic, it mean that we kept all the traditional archetypes of fantastic games but not their breeds. So there will be no dwarves but there are great people and other small and we have magic and swords but all in a sci-fi world so there will be electronics, robots and spaceships.
It also reveals that his game will not forget the social side of online games: I think what is most lacking (in WoW and other games lately) what are the social systems. MMOs are really missing good tools guilds, skill shops depth of thing people could do outside of combat.
We have started a game designer (Note: Victoria Moran, we were talking a few months ago) whose work full time and work on social play-anything that will make the players talk to each other. Another avenue towards greater social massively multiplayer games could be dedicated networks (Translator’s note: like Facebook or Twitter) what we’re trying to do is make it really easy to find people with whom to play, stay contact with people you like and you can play the game from anywhere outside the game.

Oh, and....ahem:

http://en.wikipedia.org/wiki/Timothy_Cain

Cain left Carbine Studios in July 2011 for unknown reasons.


Title: Re: Carbine Studios MMO
Post by: Malakili on July 28, 2011, 03:16:10 PM
(http://i.imgur.com/6wVpq.jpg)



Title: Re: Feel Da Hype: Carbine Studios
Post by: Trippy on July 28, 2011, 03:18:57 PM
Cain left Carbine Studios in July 2011 for unknown reasons.
[/quote
I smell another TR.


Title: Re: Carbine Studios MMO
Post by: UnSub on July 28, 2011, 07:55:49 PM
I hope to god that is a translated post, or the author doesn't have English as a first language.

As for the MMO: let's see it. A title that started in 2007 is going to have design decisions fueled by what happened in MMOs up to that point; the market in 2011 has changed a lot since then.


Title: Re: Carbine Studios MMO
Post by: DLRiley on July 29, 2011, 01:58:26 AM
Would be true if current MMo devs weren't still designing games for 2002. WAR, AoC and Aion thought they were competing with EQ1 and DaoC. Rift thinks its 2004 again.


Title: Re: Carbine Studios MMO
Post by: TripleDES on July 29, 2011, 03:50:05 AM
This yet another fantasy MMO?!


Title: Re: Carbine Studios MMO
Post by: UnSub on July 29, 2011, 06:19:27 AM
This yet another fantasy MMO?!

Fantasy, sci-fi AND quirky, if I'm reading things correctly.

Seen a rumour this may be the WildStar game that NCsoft bought trademarks et al a while ago for.


Title: Re: Carbine Studios MMO
Post by: Amaron on July 29, 2011, 08:55:19 PM
AND quirky ... WildStar

Too bad it has fantasy themes or they could channel Firefly and cut their marketing budget in half.


Title: Re: Carbine Studios MMO
Post by: SnakeCharmer on July 30, 2011, 05:59:36 AM
WildStar...as in....Star Blazers?  Or the comic?


Title: Re: Carbine Studios MMO
Post by: UnSub on July 30, 2011, 11:29:23 PM
WildStar...as in....Star Blazers?  Or the comic?

Not the Image comic. Extremely unlikely to be related to Star Blazers.

As I said, that was the rumour I saw in a few places, but it may not turn out to be true.


Title: Re: Carbine Studios MMO
Post by: Simond on July 31, 2011, 03:17:13 PM
Star Blazers
Hnngh.  :uhrr:


Title: Re: Carbine Studios MMO
Post by: SnakeCharmer on July 31, 2011, 03:24:32 PM
Those two were the two top things the almighty google showed me.

No idea what WildStar is/could be.  Enlighten me, UnSub?


Title: Re: Carbine Studios MMO
Post by: UnSub on July 31, 2011, 08:32:12 PM
Just a possible name. Like Lum's cancelled title was Blighted Empires. NCsoft goes out and buys the various names needed for their games long before they are announced and apparently have been sitting on WildStar for a while.

It could also point to the lore of the title, that a 'Wild Star' is somehow important to the game.

But then they could also announce that Carbine's new game is "Flippy McMuffin's Great Landscape Wander Online" and we'd still be ahead on what we know about a title that has been in development for 4 - 5 years.


Title: Re: Carbine Studios MMO
Post by: Stormwaltz on August 02, 2011, 10:19:12 AM
Just a possible name. Like Lum's cancelled title was Blighted Empires.

Blast. And all this time I thought that was Whamadoodles Online.


Title: Re: Carbine Studios MMO
Post by: Furiously on August 03, 2011, 12:03:31 PM
I hate those Nazi furries.


Title: Re: Carbine Studios MMO
Post by: Lucas on August 07, 2011, 04:07:42 PM
APPLY NOW!!! :D

http://www.carbinestudios.com/en/jobs-listing/seasoned_explorer.php


Title: Re: Carbine Studios MMO
Post by: Lantyssa on August 07, 2011, 04:20:43 PM
I'm almost tempted.


Title: Re: Carbine Studios MMO
Post by: Lucas on August 10, 2011, 08:38:25 AM
The following position might appeal to you even more:

Battle-Hardened Soldier:

Quote
NCsoft is seeking an experienced fighter for a consulting position at Carbine Studios in Aliso Viejo, CA. Candidate would be assigned to their top-secret project.

To secure the position, the candidate must have:

Intergalactic security clearance
Proven experience in combat (especially with recently-discovered life-forms)
Extensive knowledge of cutting-edge weaponry and the ability to adapt to new technology as it is invented
Experience handling endless waves of enemies in seemingly hopeless situations (this is a plus)
Candidates will be subjected to daily obstacle courses requiring quick reflexes and MacGyver-like adaptability - loss of limbs practically guaranteed. Ability to tell horrific stories about scars by a campfire while chugging homemade whiskey expected.

MUST BE READY TO WORK BY AUGUST 17, 2011. NO EXCEPTIONS!

To apply, please send a cover letter and resume with references (of your ability to outrun bear-sized creatures preferably) to ArkShip@carbinestudios.com

Hmm, have to check about my intergalactic clearance, offices are quite slow granting that :(
----

In other news, the Arkship is reaching its long-awaited destination (1920x1200 game artwork):



Title: Re: Carbine Studios MMO
Post by: SnakeCharmer on August 10, 2011, 08:59:51 AM
What are these guys up to....


Title: Re: Carbine Studios MMO
Post by: Lantyssa on August 10, 2011, 09:00:42 AM
Proven experience in combat (especially with recently-discovered life-forms)
Forgotten left-overs count, right?


Title: Re: Carbine Studios MMO
Post by: Lucas on August 17, 2011, 04:35:15 AM
And here is Wildstar !

Trailer is...well, WILD!!! (and I found it pretty well done and funny)

http://www.wildstar-online.com/en/


Title: Re: Carbine Studios MMO
Post by: PalmTrees on August 17, 2011, 05:09:44 AM
Fun trailer, although the purple bunny girl was stereotypically useless. Being both the girl and the peaceful, reasonable one. The trigger happy vet and the reckless guy both got to blow away enemies with big attacks while her sparkle attack did nothing.


Title: Re: Carbine Studios MMO
Post by: Lucas on August 17, 2011, 05:32:58 AM
Gameplay footage from Gamescom:

http://www.youtube.com/watch?v=zooOjqhUH0Q

From the description:

"Developed by NCsoft's Southern California-based Carbine Studios, WildStar offers epic high adventure, where players make their mark as Explorers, Soldiers, Scientists or Settlers and lay claim to a mysterious planet on the edge of known space. WildStar's iconic visual style and "Momentum Mechanics" immerse players in a deep world stacked with content, challenges and rewards that respond to the play style choices of individual players. "

Nice, I love the art style and the character animations.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 17, 2011, 05:41:44 AM
Look decent, but doesn't really inspire me either.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 17, 2011, 05:45:42 AM
Detailed overview of the game:

http://www.vg247.com/2011/08/17/carbine-announces-wildstar-aims-at-mmo-reinvention/

Also:

http://www.pcgamer.com/2011/08/17/wildstar-preview-hands-on-with-the-stylish-new-mmo/
http://www.rockpapershotgun.com/2011/08/17/wildstar-preview/
http://www.eurogamer.net/articles/2011-08-17-wildstar-preview
http://www.g4tv.com/games/pc/65701/wildstar/articles/75286/wildstar-hands-on-preview-far-from-your-typical-fantasy-mmo-staring-magical-bunny-women/


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on August 17, 2011, 06:55:53 AM
Look decent, but doesn't really inspire me either.

Yeah, I don't quite get this one.  It doesn't help that it didn't offer gameplay.  Looks to be a simple ranged/lmelee/powers setup.  Also, Viera.  Why bunny-eared lady?  Cute and quirky space cartoon doesn't seem like it would be a big seller.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 17, 2011, 07:12:24 AM
It appears to be a modern DIKU MMO with DIKU MMO combat but no autoattack, like it appears to be in SWTOR.

We won't know if the holy trinity will be prevalent yet.

Remember to sign up for beta on the homepage!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 17, 2011, 07:16:51 AM
I like it.  A lot (so far).  But it's almost like the game was developed purely for my ridiculous tastes.
This does not bode well for the rest of you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 17, 2011, 07:31:01 AM
You seem to know a lot about this game from the little information released.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 17, 2011, 07:31:27 AM
I like that it doesn't take itself too seriously, I like the style, and I get a very big ratchet and clank vibe from it.

The combat looks like standard fare, and for me, boring. This should have been an action game.


Title: Re: Carbine Studios MMO
Post by: Jobu on August 17, 2011, 08:51:21 AM
Nice, I love the art style and the character animations.

I agree, fantastic presentation and style throughout.


Title: Re: Carbine Studios' "Wildstar"
Post by: Engels on August 17, 2011, 08:57:58 AM
Steampunk Wow from the looks of the art direction. Shoulderpads a must.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on August 17, 2011, 09:33:59 AM

Remember to sign up for beta on the homepage!

I signed up and also added F13 as an interested gaming group.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 17, 2011, 09:35:15 AM

Remember to sign up for beta on the homepage!

I signed up and also added F13 as an interested gaming group.

Ahem...same  :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: shiznitz on August 17, 2011, 10:26:13 AM
The new take on the class system is cool.  Instead of a class just defining the way you kill things, the tasks are actually different.  Obviously, this put a lot of pressure on content design but it should give significant replayability.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on August 17, 2011, 11:02:57 AM
The new take on the class system is cool.  Instead of a class just defining the way you kill things, the tasks are actually different.  Obviously, this put a lot of pressure on content design but it should give significant replayability.

Your character class is separate from Paths - you pick a class for combat, but then that explorer/soldier/etc thing you pick as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: RUiN 427 on August 17, 2011, 12:54:47 PM
This is on my radar... though a mac client is doubtful based on the beta sign up process.


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on August 17, 2011, 02:52:07 PM
It's scary how this is almost exactly like my first thoughts on hearing the name.  Feels very inspired by Outlaw Star, Trigun and similar anime.  The ingame screens give me a very Titan AE feel for the art style curiously.  Feels like they're really shooting for a blending of anime and more traditional western stuff.  For me personally at least that stuff hit all my buttons.

Edit: I also signed up for beta and listed F13.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 17, 2011, 03:09:12 PM
Visually it reminds me more of Free Realms or LEGO than anything else.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 17, 2011, 03:32:07 PM
Like I said, I was especially surprised by the animations...Maybe I was skeptic considering how..."doubtful" they are by looking at the TOR ones (even though they are getting better). But yes, it might be something also related to the different engine they use, I don't know anything about computer animation.

Not surprisingly, among other developers, they have Kevin Beardslee (Lead Animator of 2004 WoW and later, founder of Carbine itself) and Matt Mocarski, credited among "Dungeon/City Artist" of the original WoW. Not implying anything about the quality of the gameplay itself, just sayin'....


Title: Re: Carbine Studios' "Wildstar"
Post by: koro on August 17, 2011, 03:57:01 PM
Quote
Nosing at it, following leads, I stumbled into bonus quests such as a chasing a floating spatial anomaly, which granted me mega-jump powers that enabled me to reach the top of towering spire. For doing this, the game gifted me some gloves and experience. I hadn’t had to kill 10 rats to do this. I’d instead wandered away from the mobs, to the edges of the map, and I’d found things to do. Another asked me to plant a locator beacon on the top of a high pile of boulders – inaccessible, of course. But Explorers can see/activate paths that other playstyles can’t – tracking my way to a subtly-marked point on my minimap, I found the requisite hotspot, right-clicked and a series of platforms appeared on the side of rocky tower. Up ‘em I went, and my beacon was safely planted. Ding! Gifts for me.

Maybe I'm just not jaded enough, but this sounds like it could be really fun and interesting provided it's done right.


Title: Re: Carbine Studios' "Wildstar"
Post by: stu on August 17, 2011, 04:04:15 PM
The animation style reminded me of the ground unit clips from the original Blackstar video that came out a while back.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 17, 2011, 04:16:38 PM
The animation style reminded me of the ground unit clips from the original Blackstar video that came out a while back.

I was thinking the same, actually:

http://www.youtube.com/watch?v=jc8dXW61bv4

That's a "Blackstar" presentation back in 2008 (I was really looking forward to it, sigh). As you might know, the game (developed by Spacetime Studios, at the time another division of NCsoft, I think) was eventually cancelled, Spacetime Studios went on its own and now it's primarily a mobile phone game developer (and I think they're trying to revive their original attempt, albeit in a smaller scale). But yeah, probably just a vague similarity :)


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 17, 2011, 06:28:05 PM
I signed up for beta, but first appearances don't thrill me either.

Also: you don't need my home address for a beta sign-up. You aren't going to be mailing me anything, or calling me on the phone to ask why I haven't been playing, so don't ask for unnecessary information.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 17, 2011, 06:41:36 PM
http://www.youtube.com/watch?v=_MnM_LByfw4&feature=player_embedded


Gameplay video.


Title: Re: Carbine Studios' "Wildstar"
Post by: DLRiley on August 17, 2011, 06:45:43 PM
Looks like a wow killer :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on August 17, 2011, 06:49:15 PM
Style/settings are pretty.  Everything else looks 2005.  Slow running, slow combat animations.  It literally looks like a WoW starter zone, but more confined.  I thought we were moving past WoW design now?


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 17, 2011, 06:54:37 PM
Ho hum.


Title: Re: Carbine Studios' "Wildstar"
Post by: DLRiley on August 17, 2011, 06:57:26 PM
Style/settings are pretty.  Everything else looks 2005.  Slow running, slow combat animations.  It literally looks like a WoW starter zone, but more confined.  I thought we were moving past WoW design now?

More like 2002 but continue  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: stu on August 17, 2011, 07:05:51 PM

http://www.youtube.com/watch?v=jc8dXW61bv4

That's a "Blackstar" presentation back in 2008 (I was really looking forward to it, sigh).

That's the one. Not to veer off too much, but I could go for a fast paced space fighter game right about now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Jobu on August 17, 2011, 07:35:49 PM
You know what else, this is a fantastic way to reveal and announce your project.

A great trailer, followed up with tons of actual screenshots (with actual diversity), and videos of it completely playable and live. No countdowns to an announcement about a name and a barren website, followed weeks later by a teaser trailer, then a real trailer, then maybe a single screenshot, blahblahblah.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 17, 2011, 07:36:48 PM
You know what else, this is a fantastic way to reveal and announce your project.

A great trailer, followed up with tons of actual screenshots (with actual diversity), and videos of it completely playable and live. No countdowns to an announcement about a name and a barren website, followed weeks later by a teaser trailer, then a real trailer, then maybe a single screenshot, blahblahblah.

Yea, I'll give them credit for that.  Too bad the game doesn't look that interesting.


Title: Re: Carbine Studios' "Wildstar"
Post by: DLRiley on August 17, 2011, 07:39:39 PM
I actually give them credit for showing there level 1 gameplay instead of there level 80 gameplay.


Title: Re: Carbine Studios' "Wildstar"
Post by: Cadaverine on August 17, 2011, 08:27:48 PM
I liked the "double-tap W, or S, to dodge the big bad attack" mechanic, though I'd rather the tell were somewhat more subtle than a cast bar.  Hopefully, there's more of that sort of thing in the game, because the rest of what they showed in that video was pretty uninspiring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 18, 2011, 04:19:47 AM
Gameplay livestream starting in a few, here (http://www.ustream.tv/channel/ncsoftteam#utm_campaign=synclickback&source=http://us.ncsoft.com/en/events/gamescom_2011.html#17868&medium=9093164)

http://us.ncsoft.com/en/events/gamescom_2011.html#17868

Quote
WildStar Stage Demo - The Planet Nexus
Be one of the first people to see WildStar in action on the big screen! Carbine will be demonstrating WildStar, and talking about features and game play elements in this live walkthrough.

EDIT: just finished watching the gameplay live session.

- Yes, at first sight it surely looked a bit generic, as in "go grab quests and kill generic stuff", but then it quickly became more dynamic, especially considering that they shown starting stuff. Let's say it was more like the new WoW starting zone approach than, for example, the old, tedious Tauren starting zone one (especially all those kill quests in Bloodhoof village).

Beside the very good animations and the cool-looking environments, it looked like that quests are updated on the fly, with new objectives and things to do while you are actually out on a mission. It seemed to me that you deal with enemies quite quickly, with a more "actiony" approach so that you get to the "meat" of the quest without the tedium of killing a lot of stuff (again, speaking of what I saw from the gameplay video). That "beacon tower" quest looked nice, and also you got reward for you chosen path, which I think was the explorer one, by doing stuff related to your "path".

There will be another Q&A session in about two hours, but I think it will be in german only.



Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 18, 2011, 11:38:17 AM
Complete, good-quality walkthrough in english (of a Human Spellslinger, Explorer Path):

Part I:
http://www.gametrailers.com/video/gc-11-wildstar/719395

Part II:
http://www.gametrailers.com/video/gc-11-wildstar/719396

Part III:
http://www.gametrailers.com/video/gc-11-wildstar/719397

Part IV:
http://www.gametrailers.com/video/gc-11-wildstar/719398



Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 18, 2011, 12:44:09 PM
I thought we were moving past WoW design now?
Haha, what made you think that? The second-most-successful Western pay-to-play MMO at the moment is a WoW-clone and the Next Big Thing is a WoW-clone.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on August 18, 2011, 01:41:45 PM
I liked the "double-tap W, or S, to dodge the big bad attack" mechanic, though I'd rather the tell were somewhat more subtle than a cast bar.  Hopefully, there's more of that sort of thing in the game, because the rest of what they showed in that video was pretty uninspiring.

Sometimes you really have to make the tells big and flashy to drive it into someone's head, though.

The tells for those starter yeti is that there is an animation of them leaning back and inhaling, with a sound, a cast bar, and a giant red cone on the ground indicating where it's going to hit with the attack. And that's just for a starter creature. Even with all that, there is still plenty of footage of people playing the demo just autoattacking the creature, blissfully unaware.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on August 21, 2011, 08:29:29 AM
Haha, what made you think that? The second-most-successful Western pay-to-play MMO at the moment is a WoW-clone and the Next Big Thing is a WoW-clone.

I'm way past done with wow and wow clones. In fact I'm writing off games the instant that I see hovering "QUEST'S HERE" (say that in Paulie D's voice from Jersey Shore) icons above stationary NPCs heads. They can be yellow exclamation points or other cute icons but no more CAB'S HERE/QUEST'S HERE trash in my trailer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on August 21, 2011, 08:36:51 AM

I'm way past done with wow and wow clones. In fact I'm writing off games the instant that I see hovering "QUEST'S HERE" (say that in Paulie D's voice from Jersey Shore) icons above stationary NPCs heads. They can be yellow exclamation points or other cute icons but no more CAB'S HERE/QUEST'S HERE trash in my trailer.

This is a really big point to me - I think there's obviously better ways of showing quests than Everquest had, where you had to hunt and peck at the game world, then dialog to get anywhere.  But the yellow exclamation points are simply overboard.  It is one of the huge turnoffs I have when examining a new game.  The yellow exclamation point just screams "treadmill". 

Then again, I want more immersive online worlds and less game. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on August 21, 2011, 12:20:04 PM
Reading around the net as usual the comments on the style I've seen are sort of overwhelmingly positive.   Gamers are older but I'm getting the feeling that this one is going to be a generational gap thing.   I haven't even seen the usual realism trolls.   I guess it's so far from realism that they don't even feel it's worth arguing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 22, 2011, 11:08:28 PM
So, here is a great video walkthrough of the entire starting zone, called "Northern Wilds", complete with a short istanced area at the end. It runs for 37 minutes, good quality, and it's narrated by Lead Creative Writer Chad Moore (worked on games like Arcanum, Fallout 2, Vampire: Bloodlines).

http://www.youtube.com/watch?v=uiOseZt_dDo

It's a change from other gameplay videos floating around 'cause you are following an Aurin Esper (bunny!!!  :drill:), instead of the Human Spellslinger. Path is the same: Explorer. The main mechanics (at least those unveiled so far) are explained: challenges, "momentum", special UI features, combat actions and more.

What I like the most is how "layered" the experience seem to be: yes, there is your average "kill stuff throughout the zone and grab quests" one, but there is also a lot more. Very dynamic and, *gosh*, quite fun to follow as a simple video spectator, considering is a MMO.
----

Another interesting video: "Paths" presentation:

http://www.youtube.com/watch?v=wcU3qqsWjbc

It's basically a summary of the "paths" the player can undertake. Settler sounds quite different! (starts at about 2m 33s)


Title: Re: Carbine Studios' "Wildstar"
Post by: DLRiley on August 23, 2011, 04:46:04 AM
If they improve the intro, I would actually play this based on the path system (combat obviously). Look there is nothing wrong with wading into mobs and slaughter them 3-4 at a time. As long as its not boring, not staring at an xp bar, generally not getting "old" with your content. One of my first mmo's had me fight zombies out in the desert area, for 1 week that was the most fun i had ever... unfortunately that was about it for the game for at least 15 level and after 1 week of killing zombies I'd had advanced 2 levels  :awesome_for_real: Diku's are boring because they are generic grindy pieces of shit. Not because the gameplay isn't can't be fun otherwise why are we frothy at the mouth for diablo 3? 


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 23, 2011, 06:39:05 AM
Diku's are boring because they are generic grindy pieces of shit. Not because the gameplay isn't can't be fun otherwise why are we frothy at the mouth for diablo 3? 

I disagree, I think it is absolutely because the gameplay isn't fun.  Make a Borderlands MMO and I bet a lot of us sick of the current crop of MMORPGs would play the hell out of it.   Grinding is a meaningless term - it vaguely describes "The game is convincing me to keep playing to attain an in game goal even though its not fun for me to play"  People never trot out the word "grind" when they are having fun actually playing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on August 23, 2011, 06:44:54 AM
Yeah, I'd play the hell out of that.


Title: Re: Carbine Studios' "Wildstar"
Post by: DLRiley on August 23, 2011, 07:44:37 AM
You take any game and bury it under a mountain of "play x hours to unlock y" and you made a pretty effective filter. WAR, AoC, Aion, Chronicles of Spellborn, Rift etc

Lets take Chronicles, it wasn't a bad game play wise. Actually it was great. You had a skill deck system that effectively rotates so you can do combos. You can select different skills or multiple copies of the same skills on your skill deck (each style had its advantages), and every skill had to be aimed. You can also effectively dodge skills by basic movement (juking), applying speed buffs, and using line of sight (no shooting through stuff). Sounds fun right? It was and probably still will be if the game didn't insist on boring you to death  with what you actually used that neat system to do.


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on August 23, 2011, 08:26:49 AM
http://www.youtube.com/watch?v=wcU3qqsWjbc

It's basically a summary of the "paths" the player can undertake. Settler sounds quite different! (starts at about 2m 33s)

I question the split of the Scientist/Explorer roles. They've conflated lore-delving with - by their own definition - achievement whoring. It seems to me there'd be a lot more overlap between people who like lore and people who like to explore the landscape and find unusual sites. Achievement whores are more about ticking items off on a list.

But maybe I'm biased because that's how it shakes out with me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 23, 2011, 08:47:10 AM
I thought Chronicles was a badass game.  But the grinding was fucking awful, so I quit.  I really had fun actually playing it though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 23, 2011, 09:08:10 AM
I thought Chronicles was a badass game.  But the grinding was fucking awful, so I quit.  I really had fun actually playing it though.

What do you really mean though?  It sounds like you are just saying "It was fun until I had to repeat stuff too much and then it got boring."  If it kept being fun to play that entire time, you wouldn't have minded, at some point it stopped.  It sounds to me like issue is that the gameplay didn't hold up to a lot of repetition.  There are plenty of games in which I've happily played the same thing literally 1000s of times without seeing it as grinding - so it seems to me that grinding itself can't be the issue unless the gameplay doesn't hold up.  What makes playing dustbowl for the 25,000th time more fun than killing the 25,000th boar in an MMORPG - the gameplay. 




Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 23, 2011, 10:41:44 AM
I meant exactly what I said. 

I really enjoyed my time playing.  But when it got to a point where character progression just stopped because the exp curve went through the roof, I stopped playing.

Also, solo play kinda ended as well I think, but it's been a few years.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on August 23, 2011, 10:58:18 AM
To me "Grind" usually means "repetition to the point of not being fun". I agree with whomever posted above that Grind really doesnt mean much these days. Back in the old days it meant sitting at a camp and killing the same mob over and over again. These days people just use it to mean "not fun". I think we need to get an internet ruling on the term myself.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on August 23, 2011, 11:09:55 AM
I question the split of the Scientist/Explorer roles. They've conflated lore-delving with - by their own definition - achievement whoring. It seems to me there'd be a lot more overlap between people who like lore and people who like to explore the landscape and find unusual sites. Achievement whores are more about ticking items off on a list.

But maybe I'm biased because that's how it shakes out with me.
I'm the same.  I'm split on which I would want to choose, because I enjoy exploring lore as much as finding out of the way places.


Title: Re: Carbine Studios' "Wildstar"
Post by: DLRiley on August 23, 2011, 11:11:38 AM
Ok, we can stop confusing people with a common term used for 10 years, lets call it "what I AM doing is not what I WANT to be doing"

AoC for another example, Its combat was praised on every gaming site known to man. Finally every sword and board kiddy can finally aim there sword, hit someone, and even hit the person next to him. It was the jebus of game design, you had combos which had starters and finishers and you could actively block and evade attacks. The days of stand and trade blows combat is over funcom declared, and they were right, and people loved them and pve'ers sang there praise for 20 levels and the magic ride ended there. The fourms ran red with the blood of subscriptions being canceled as the fanboys hugged themselves jeering and weeping as they told there fellow gamers to go back to WoW, that the grind wasn't that bad, that there need not be an endgame! They wondered why one of the first action oriented mmo's, the first brake from staple diku combat, could fail so miserably.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 23, 2011, 11:21:36 AM
Ok, we can stop confusing people with a common term used for 10 years, lets call it "what I AM doing is not what I WANT to be doing"

AoC for another example, Its combat was praised on every gaming site known to man. Finally every sword and board kiddy can finally aim there sword, hit someone, and even hit the person next to him. It was the jebus of game design, you had combos which had starters and finishers and you could actively block and evade attacks. The days of stand and trade blows combat is over funcom declared, and they were right, and people loved them and pve'ers sang there praise for 20 levels and the magic ride ended there. The fourms ran red with the blood of subscriptions being canceled as the fanboys hugged themselves jeering and weeping as they told there fellow gamers to go back to WoW, that the grind wasn't that bad, that there need not be an endgame! They wondered why one of the first action oriented mmo's, the first brake from staple diku combat, could fail so miserably.  

What I'm saying is that a game that is fun is fun regardless of how often the game sucks your dick with a new level.   If you stop getting shiny from the game and you feel like quitting, thats probably a good sign you should've quit a while ago.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 23, 2011, 11:48:35 AM
First Action MMO? No.

AOC has the typical MMO issues for many, combat wasn't really one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on August 23, 2011, 12:47:26 PM
I disagree, I think it is absolutely because the gameplay isn't fun.  Make a Borderlands MMO and I bet a lot of us sick of the current crop of MMORPGs would play the hell out of it.   Grinding is a meaningless term - it vaguely describes "The game is convincing me to keep playing to attain an in game goal even though its not fun for me to play"  People never trot out the word "grind" when they are having fun actually playing.

Wait are you arguing that diku combat shouldn't exist or that you're just tired of it?   I want to play some action MMO's as well of but not all the time.   I'd rather not pit my reflexes against 16 year olds in an MMO I'm actually serious about.


Title: Re: Carbine Studios' "Wildstar"
Post by: PalmTrees on August 23, 2011, 12:51:45 PM
Gameplay in the video looked ok. Small addition to the target and hotkey combat (which is just fine with me) with the moving out of the circle. I liked the quest updates by video phone in the corner. Environmental hazards look a bit tedious and static. Had to dodge the same ones going down the mountain as he did coming up.

Do not like the design of the bunny girl. The purple furry ears and tail look like costume bits added on. More like a cosplayer than a different species. Also the tail is just too big for her body. Are there bunny boys and rock girls or are the races gender locked?

Got a chuckle about the theme of the zone being saving everyone from freezing to death while the character was running around in a short sleeved shirt/hot pants outfit.


Title: Re: Carbine Studios' "Wildstar"
Post by: DLRiley on August 23, 2011, 12:54:20 PM
Ok, we can stop confusing people with a common term used for 10 years, lets call it "what I AM doing is not what I WANT to be doing"

AoC for another example, Its combat was praised on every gaming site known to man. Finally every sword and board kiddy can finally aim there sword, hit someone, and even hit the person next to him. It was the jebus of game design, you had combos which had starters and finishers and you could actively block and evade attacks. The days of stand and trade blows combat is over funcom declared, and they were right, and people loved them and pve'ers sang there praise for 20 levels and the magic ride ended there. The fourms ran red with the blood of subscriptions being canceled as the fanboys hugged themselves jeering and weeping as they told there fellow gamers to go back to WoW, that the grind wasn't that bad, that there need not be an endgame! They wondered why one of the first action oriented mmo's, the first brake from staple diku combat, could fail so miserably.  

What I'm saying is that a game that is fun is fun regardless of how often the game sucks your dick with a new level.   If you stop getting shiny from the game and you feel like quitting, thats probably a good sign you should've quit a while ago.


I find TF2 Fun. I played it for hours, like 5-7 hour sessions straight till the computer over heats, never got bored.
I find Chronicles of Spellborn fun. I played it for hours, 2-4 hour sessions, got bored.

All I'm saying is that there is a big divide between finding what you CAN do fun and finding what your DOING fun, a divide most mmo's don't acknowledge exist so they bull ahead with game design decisions that make the game uninteresting and wonder why no ones interested.

And no AoC was probably not the first action mmo, but it was hyped as such. My post never stated anything wrong with AoC combat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 29, 2011, 11:23:25 AM
Interview with Executive Producer Jeremy Gaffney (some new info here and there):

http://www.tentonhammer.com/wildstar/interviews/cons-2011

- Two Factions: Dominion and Exiles; humans in both factions, the other races are unique to each faction (regarding the Exiles, apparently there are more besides Granoks and Aurins) ;
- Fully "mod-able" UI;

- Possibility of playing in space? (no free-flight space travel, though):


About the "Settler" path (still nebulous...it shows that they're still heavily tackling it):


- Regarding the starting areas:


Some more stuff at the above mentioned link.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on June 13, 2012, 03:00:30 PM
Sooo, what's been happening in the last 10 months

Err, not much really, at least public-wise: lots of blogging and some hints here and there about their take on some gameplay features (and design in general), but that's it. Looks like they'll save most of the new stuff (especially a more detailed look at the "settler" path) for this year's Gamescom.

Some highlights:

- Just posted: a quick look to the ongoing "Friends and Family" testing (I really dig the art style; looks like they're also going for a "tera-like" targeting system?)
http://www.wildstar-online.com/en/blog/wildstar_wednesday_an_inside_look_at_wildstars_friends_family.php

- the job of the "narrative designer":
http://www.wildstar-online.com/en/blog/wildstar_wednesday_the_story_of_an_epic_world.php

- "Quest text in 140 characters" part 1:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_quest_text_in_140_characters_more_or_less.php

- "Quest text in 140 characters" part 2:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_quest_text_in_140_characters_more_or_less_part2.php

- Northern Wilds (first zone of the game, I think, at least for one of the factions) bestiary:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_northern_wilds_bestiary.php

- Northern Wilds minibosses:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_northern_wilds_minibosses.php

- Musical score:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_wildstar_music.php

- "Algoroc" zone (immediately after Northern Wilds, I think):
http://www.wildstar-online.com/en/blog/wildstar_wednesday_introduction_to_algoroc.php

- Algoroc rogues:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_algoroc_rogues_gallery.php

- Wildstar will feature UI add-ons !
http://www.wildstar-online.com/en/blog/wildstar_wednesday_yes_well_have_ui_addons.php

- "Quality of life" features:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_jeremy_gaffney_on_quality_of_life_features.php

- Insights into Eldan technologies:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_insights_into_eldan_technology.php

- A scientific analysis of "Loftite":
http://www.wildstar-online.com/en/blog/wildstar_wednesday_-_a_scientific_analysis_of_loftite.php

- "Gallow" a settlement located inside the Algoroc zone:
http://www.wildstar-online.com/en/blog/wildstar_wednesday_welcome_to_gallow.php


Title: Re: Carbine Studios' "Wildstar"
Post by: ashrik on June 14, 2012, 08:15:10 PM
I was watching a video of this over at RPS (http://www.rockpapershotgun.com/2012/06/14/the-paths-to-glory-wildstar/) and I do like how it looks. The gameplay, not the neon fox-tails, that is. Very action game vibe to the combat, which I'm really digging as a new trend for MMOs.  After clicking on one of Lucas's videos, that is not the face/neckbeard I expected to see with that voice.


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on June 28, 2012, 11:00:56 PM
They put up another short video showing some group combat:

http://www.rockpapershotgun.com/2012/06/28/wildstars-group-combat-looks-sort-of-familiar/

I have to say despite not liking the holy trinity the whole free form targeting in combat looks really fun.  It reminds me a lot of LoL combat almost.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 02, 2012, 01:36:48 PM
"PROTOSTAR CORPORATION ANNOUNCES NEXUS HOUSING INITIATIVE" :
http://www.wildstar-online.com/uk/blog/protostar_corporation_announces_nexus_housing_initiative.php

http://www.youtube.com/watch?v=7bNjhJxdb0E

(housing and player-owned lands with possibility to enhance it).

As a standalone feature, it looks simply fabulous: we'll see how it integrates with the rest of the gameplay.

P.S. YOU CAN PLACE YOUR LAND/HOUSE IN THE SKY!!!  :drill: :drill: :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 02, 2012, 03:30:02 PM
Housing makes this at least worth keeping an eye on!


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on August 03, 2012, 03:31:08 PM
That's fairly interesting.  If they aren't going to instance the housing then they must have a fairly big area to put it all in.   Even with that housing in the sky thing they'd run out of room.


Title: Re: Carbine Studios' "Wildstar"
Post by: Modern Angel on August 03, 2012, 08:03:21 PM
I'd put dollars to donuts that they crib from Anarchy Online


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on August 04, 2012, 05:05:56 PM
I'd put dollars to donuts that they crib from Anarchy Online

Do you mean the instancing?  I thought AO was 100% instanced on the apartments.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on August 04, 2012, 10:42:24 PM
I think he was referencing the guild cities in AO out in the wilderness.

My only question here is what good comes from building turrets around one's flying house.  Is there any actual possibility of invasion?  House vs House combat?


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on August 05, 2012, 12:06:02 AM
House vs House combat?

I desperately hope to one day see a game with airship housing specifically for that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Modern Angel on August 05, 2012, 09:17:04 AM
I think he was referencing the guild cities in AO out in the wilderness.

Yeah that's what I meant.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on August 17, 2012, 05:18:09 PM
There's a four-part developer walkthrough up on Gametrailers.

Part 1 (http://www.gametrailers.com/gamescom/videos/gg1pr1/gc-2012--developer-walkthrough-part-1---game-overview--cam-) - Part 2 (http://www.gametrailers.com/gamescom/videos/4qf8vb/gc-2012--developer-walkthrough-part-2---the-world--cam-) - Part 3 (http://www.gametrailers.com/gamescom/videos/ww0ts7/gc-2012--developer-walkthrough-part-3---combat-highlights--cam-) - Part 4 (http://www.gametrailers.com/gamescom/videos/otgpf6/gc-2012--developer-walkthrough-part-4---looking-ahead--cam-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 17, 2012, 06:57:43 PM
That actually looks pretty decent.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 17, 2012, 08:42:54 PM
Ya with this and gw2 it doesn't look like their stock price will stay down for long.
Though it will take some flak for the questing which looks pretty vanilla, if the npc he ran by with a ! over it's head is any indicator.




Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 17, 2012, 11:45:10 PM
House vs House combat?

I desperately hope to one day see a game with airship housing specifically for that.

Go play Allods.


Title: Re: Carbine Studios' "Wildstar"
Post by: Amaron on August 18, 2012, 03:40:48 AM
Good find on those walkthroughs.  Seems like they are further along than I thought now.


Go play Allods.

I would if it wasn't horrendous P2W. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on February 06, 2013, 11:17:55 AM
Game is coming out this year.

http://www.wildstar-online.com/en/blog/wildstar_wednesday_february_state_of_the_game.php

Here's a video introducing one of the player factions, the Exiles.

http://www.youtube.com/watch?v=fn8648VGMKM


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on February 06, 2013, 11:27:06 AM
This game looks pretty quirky and fun to me (though I have NO idea why they think their system of moving "get out of fire" circles on the ground is revolutionary combat), and I'll take cartoony scifi over boring fantasy mmo #639085 any day!


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on February 06, 2013, 12:13:27 PM
This game looks pretty quirky and fun to me (though I have NO idea why they think their system of moving "get out of fire" circles on the ground is revolutionary combat), and I'll take cartoony scifi over boring fantasy mmo #639085 any day!

Yeah, same, I always liked their approach and enthusiasm for the project: something that aims to be, first of all, fun and with diversified activities (paths and other features like housing, which I love); not attempting to be the  "next greatest thing", a sandbox simulation or trying to promise lots of far-fetched stuff. Regarding combat, yeah, with the release of TERA and GW2, "actiony" combat is nothing new: we'll see if they can add another layer to it, or make it fun, anyway.

The central part of the "state of the game" is quite interesting:

Quote
The other critical (and frankly, often ignored) stage of MMO games is what happens once you hit the level cap – the Elder Game. Once you’re done leveling a character, there needs to be an interesting set of innovative content there for you to play, and some radical systems that incent long-term replayability. 

Honestly, it’s about the most important thing in the game, and it’s often neglected.  We can do better. You can’t rush these things in the month before launch, because when you do, it shows. Players play in different ways:

For players who like playing cooperatively:  We want epically hard raids, which reward you not only for managing to complete them – but that allow you to compete for truly epic rewards if you can prove that you are better than everyone else on the planet.

To this end, we’ve built some cool tech – it lets us change our world and modify the terrain very easily,  in some cases dynamically.  This lets us mix up our raids and dungeons on a weekly basis to provide new challenges, but it goes beyond this.

For instance, this tech lets you not just build a house, but modify the land around it in ways that truly matter.

But housing’s been done before – so what’s the next step? We’ve used this to hand you the power to band together and build a full-on battlefield (your Warplot, we call it) – so that the best in the world at PvP have a way to build, invest, and show their dominance not just through cool armor or glowy swords, but by creating truly epic persistent fortresses to take to war.

And solo players are tragically underserved in most MMOs – something like 65% of players tend to play largely solo (Massively Single-player, as it were).  So we can use that same tech to give them frequent updates of new solo story content for the cap frequently – advancing our world story and giving you more to do than daily quests or reputation grinds.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 06, 2013, 12:14:10 PM
This game looks pretty quirky and fun to me (though I have NO idea why they think their system of moving "get out of fire" circles on the ground is revolutionary combat), and I'll take cartoony scifi over boring fantasy mmo #639085 any day!

I played a bit of this game in 2011 at PAX Prime and the get out of fire stuff is on almost every skill.  Sleaves, swipes, attacks, whatever.  So it's not really just for special attacks.  At least it was so on the bigger mobs.

They weren' showing much and it looked like any other quest driven DIKU.  Their state of the game sounds interesting when they got to the end game stuff.  Building keeps and housing seems neet if they actually don't instance the shit out of it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on February 06, 2013, 12:28:07 PM
I had forgotten this was even supposed to exist. Is there a TLDR for what this about anywhere?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 06, 2013, 12:39:32 PM
Read the state of the game article, then if you want to watch videos watch the different path videos.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on February 06, 2013, 12:52:28 PM
It's just all the usual MMO dev hurf blurf.

Looks pretty though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on February 06, 2013, 01:01:52 PM
There's some more info in Massively's fairly detailed write-up (3 articles) linked from this post - http://massively.joystiq.com/2013/02/06/wildstar-reveals-2013-launch-window-ambitious-plans-to-make-mmo/

The tldr seems to be that it's sort of like GW2 combat, with TSW-esque aoe indicators that are Serious Business (and also used by players to signal what moves they'll be doing for combos?), player housing and COH-style 'housing pvp', and some quirky shit with the settler and explorer archetypes that goes beyond kill stuff - level up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on February 06, 2013, 01:19:56 PM
Looks like next week we'll finally learn more about the Dominion faction: I think we can get a glimpse of one of the races during the presentation video linked above (the horned character). Also, there is still one, unrevealed Exile race. One of the articles on Massively does a good jub in summarizing some aspects of the game:

http://massively.joystiq.com/2013/02/06/the-biggest-game-on-the-planet-wildstars-boundless-ambition/

Here's a video on the dynamic combat from last september:

http://youtu.be/PgFo28scfYM


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on February 06, 2013, 01:21:08 PM
The last Exile race is clearly space zombies.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 08, 2013, 03:09:18 PM
The naive part of me is starting to get somewhat excited about this title.  The press blitz they did this week looks nice.

Hope someone told them that while they're trying to reinvent the wheel (again) that subscription-based games are old hat...


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 13, 2013, 06:30:51 AM
More stuff.

http://massively.joystiq.com/2013/02/13/everyones-a-potential-traitor-even-you-wildstars-dominion/

tl;dr
- Humans for both factions
- Two other races ("undead" Robots and lizard-like race)
- Stalker (read: Rogue) class is in


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on February 13, 2013, 07:16:53 AM
Aaaaand, I just became a Dominion gal.  Dragons, Robots, and spiffy uniforms.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on February 13, 2013, 11:41:25 AM
It's a cute little style they have going.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 13, 2013, 11:46:16 AM
Did I mention playable robots?  Like, what SWTOR would never let you do?  Actual.  Playable.  Customizable.  Robots?

 :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on February 13, 2013, 11:49:25 AM
And new official website:

http://www.wildstar-online.com/uk/#page1



Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on February 13, 2013, 12:26:03 PM
Kind of weird to have an obviously evil moustache-twirling faction (dominion) and a sorta-neutral one (exiles). Maybe the last race will change things, but otherwise the game may suffer from the usual "kool doods go for the evil side" problem.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 13, 2013, 12:28:10 PM
The web site doesn't really seem to provide much more than fluff.  Is there any place where I can get some depth?


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on February 13, 2013, 12:31:02 PM
The massively articles (from last page) are decent-ish since the writer had some hands-on experience with the game, especially this one:
http://massively.joystiq.com/2013/02/06/the-biggest-game-on-the-planet-wildstars-boundless-ambition/


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 13, 2013, 12:34:21 PM
Thanks Z!


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on February 13, 2013, 03:02:08 PM
Kind of weird to have an obviously evil moustache-twirling faction (dominion) and a sorta-neutral one (exiles). Maybe the last race will change things, but otherwise the game may suffer from the usual "kool doods go for the evil side" problem.


The Exiles have the cat/bunny people race. It'll even out  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on February 13, 2013, 04:58:43 PM
I'm dubious about this game (for :nda: reasons), but if they're doing these faction trailers in-house, they have God's own team of character animators.


Title: Re: Carbine Studios' "Wildstar"
Post by: PalmTrees on February 13, 2013, 05:41:26 PM
The trailers remind me of Ratchet and Clank. Cartoony style, broad iconic characters.  We had country girl and now aristocratic bad guy.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 13, 2013, 06:08:20 PM
Ratchet and Clank, with a dash of Don Bluth   :drill: :heart:


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on February 13, 2013, 06:35:32 PM
I'm dubious about this game (for :nda: reasons), but if they're doing these faction trailers in-house, they have God's own team of character animators.

This is NCsoft West's next important project to launch, so they probably aren't short of resources in that area right now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 13, 2013, 07:07:48 PM
I played the pink rabbit psychic character back at PAX Prime 2011.  It felt really smooth and extremely well animated back then.  It looked like a simple game though, and they weren't sharing much.  It was just a WOW clone at that point.  Looks like they added a bunch of stuff.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ragnoros on February 13, 2013, 07:45:57 PM
Looks really well done. Shame it's a wow clone though. Tried GW2, SWTOR, TSW, and MoP a while ago. Turns out the Diku is dead to me. I have just played too many incarnations.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 13, 2013, 10:48:35 PM
Regardless of it being a WoW clone, it'll be the first AAA pulp sci-fi MMO made.  Which pretty much means, to me, it has to be played.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on February 14, 2013, 07:57:13 AM
I'm watching this one closely. I have mixed feelings about the anime style graphics but the ideas are great. And housing this in-depth is something I love in my gaming. I'm a bit 'bleh' that raids are such a major part of their endgame but whatever. I think that's a mistake, especially if they go for BIG raids because the industry is moving away from that for a reason.


Title: Re: Carbine Studios' "Wildstar"
Post by: Reborne on February 18, 2013, 04:19:56 PM
I've just started looking at this.
I'm a sucker for MMOs, as a lot of you would probably have noticed by now.

I like the housing idea and being able to move to join your friends.
My friends have a problem in LotRO at the moment where our kinship house is in one instance and our personal houses are in others.
Would be great to be able to merge and have our own little neighborhood going.
Lets hope they don't screw it up by going with servers that mean your friends are all over the place and can't meet up.

Other fun thing that I've just seen is that unlike LotRO, the interior of houses have no slot restrictions.
Add stuff as you will.

I also like the sound of the paths.
I've got 2 friends looking at playing explorers and I'm going scientist.
I'm hoping that these things will cross over so that they can find ruins (when not jumping all over mountains) and I can research the things in there so that we can have cool things to play with.


Title: Re: Carbine Studios' "Wildstar"
Post by: SurfD on February 18, 2013, 04:34:36 PM
Anyone know if this is going to be a Sub based game, or more likely to use something similar to the Freemium model of paying to unlock perks / extras that they had in COH before they shut it down?


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on February 19, 2013, 06:51:42 AM
I don't think they've said, but I'm really hoping it's not a sub since I'll give it a pass then.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 19, 2013, 06:54:39 AM
I don't think they've said, but I'm really hoping it's not a sub since I'll give it a pass then.

+1.  I've resolved myself to living in co-existence with cash shops.  If they can pull off AAA stuff for free, more power to them.  Otherwise, they're not bumping squat off the current MMO market.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 19, 2013, 07:00:35 AM
I don't think they've said, but I'm really hoping it's not a sub since I'll give it a pass then.

I've become the complete opposite.  I can't stomach the free-to-play audience any more.  Granted, the wow crowd wasn't much better... but there's something about spending $15 a month that seems to filter a lot of idiocy. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 19, 2013, 07:52:44 AM
If I were them I'd blaze a new trail and start as a boxed-sale with microtrans, then once the playerbase was fairly set move to subscription.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on February 19, 2013, 08:21:21 AM
I've become the complete opposite.  I can't stomach the free-to-play audience any more.  Granted, the wow crowd wasn't much better... but there's something about spending $15 a month that seems to filter a lot of idiocy. 
Maybe immaturity.  Idiots can scrounge up $15, too.  For example, several of my friends still play WoW.

I think it's more shitty free games filter out reasonable people because they realize they aren't having fun and have better things to do with their time.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on February 19, 2013, 08:29:10 AM
Nothing but elitist bullshit, Nebu.  It's a simple function of us getting older and less tolerant vs the market getting bigger more LCD.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 19, 2013, 08:32:51 AM
Nothing but elitist bullshit, Nebu.  Simple function of us getting older and less tolerant vs the market getting bigger more LCD.

I disagree.  It's easy to watch a community change in real time when games convert from subscription to F2P.  There's a certain level of community built into games when you're paying a flat fee to belong.  It's self-selecting among those willing to invest rather than those willing to show up, shit on the floor, and leave.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on February 19, 2013, 08:54:18 AM
Nebu, do you stick with any game long enough to get past the first few days of "Oooh New Game" rush to see how the communities shakes out?  Especially a free to play one where you're already biased against most of the population getting to try it out?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 19, 2013, 08:58:23 AM
Nebu, do you stick with any game long enough to get past the first few days of "Oooh New Game" rush to see how the communities shakes out?  Especially a free to play one where you're already biased against most of the population getting to try it out?

We can agree to disagree you know.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on February 19, 2013, 09:05:08 AM
Or we can stand around screaming "GET OFF MY LAWN" at the yunguns.

Honest I would love it if the age of niche MMOs dawned and we could all choose the MMO with the theme, rule sets and business model that best suits us. But the economics of just don't allow it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 19, 2013, 09:14:21 AM
Or we can stand around screaming "GET OFF MY LAWN" at the yunguns.

Honest I would love it if the age of niche MMOs dawned and we could all choose the MMO with the theme, rule sets and business model that best suits us. But the economics of just don't allow it.

I think the economics allow it just fine.  The problem is that there are too many companies chasing after the mythical "next WoW" instead of building a simpler & less expensive game that caters to a niche.  I'm hopeful that kickstarter may bring back more niche games and then we all get to be happier.  Variety benefits us all, right?




Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on February 19, 2013, 09:15:53 AM
It's not so much disagreement as me trying to understand what's irking you about the people in these games.  I turn off global chats almost immediately, so I've had very few negative interactions.

But I've seen you chew through games with your hyper-efficient leveling, and I'm just wondering if maybe you're seeing a whole different segment of the populace than I do.  Ultra-achiever-world-first dickbags versus enh-whatever-I'm-easy stoners or something?  Kids versus people who take these things far more seriously?  I dunno.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 19, 2013, 09:22:56 AM
My biggest beef with F2P is that it encourages developers to focus as much, if not more on revenue streams than player retention.  While the two aren't mutually exclusive, there is a lot less emphasis on community building and more on extracting cash during periods of high churn.  I see the trade-offs and the cost benefits of being F2P, but they don't fit with the style of game that I prefer to play.  Remember that I prefer PvP games which already contain the more volatile members of the gaming community.  With F2P this already bile-filled bunch seems to get even more ridiculous in their behavior.  There's no reason for accountability since you can simply generate a new email account and start from scratch.  If F2P games were to be more rigorous about limiting the number of accounts per IP address, then I'm sure I'd find them more palatable. 

Please remember that the game I primarily play is a F2P game (World of Tanks).  I would much prefer that it were a subscription-based game for exactly the reasons above, but lacking a viable alternative, I'm stuck with it as it is.


Title: Re: Carbine Studios' "Wildstar"
Post by: koro on February 19, 2013, 09:27:13 AM
The "communities are shit" phenomenon is one I've only really noticed with MMOs that start out as box+sub and then later go F2P. With the few games I've tried that were built as F2P from the ground up (and aren't MOBAs), it feels like people are at least a little more civilized, beyond the newbie areas which will always be shittowns.

I imagine in the F2P conversion scenario it's a combination of a bunch of clueless new people, a bunch of bad apples in those new people, and a bunch of already-playing vets who are bitter at such a stark reminder that "their" game failed on some level just feeds into this big boiling pot of suck.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on February 19, 2013, 09:30:18 AM
The "communities are shit" phenomenon is one I've only really noticed with MMOs that start out as box+sub and then later go F2P. With the few games I've tried that were built as F2P from the ground up (and aren't MOBAs), it feels like people are at least a little more civilized.

I imagine in the F2P conversion scenario it's a combination of a bunch of clueless new people, a bunch of bad apples in those new people, and a bunch of already-playing vets who are bitter at such a stark reminder that "their" game failed on some level just feeds into this big boiling pot of suck.

I actually think that there's a lot of truth in this.  To be fair games like LoL fail to hold my attention precisely due to the community being a bunch of assholes.  Perhaps my age does color my opinion.  I'm more irritated by the cowardice of hiding behind internet anonymity than I probably should be.   


Title: Re: Carbine Studios' "Wildstar"
Post by: koro on February 19, 2013, 09:34:06 AM
Even LoL I hear's improving in that regard, since Riot's giving actual reward incentive to be, if not nice, at least tolerant  of other players.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on February 19, 2013, 10:12:52 AM
Even LoL I hear's improving in that regard, since Riot's giving actual reward incentive to be, if not nice, at least tolerant  of other players.

I'm not sure where you heard that, but you heard wrong. LOL's community is still full of people I'd like to infect with smallpox.


Title: Re: Carbine Studios' "Wildstar"
Post by: Brogarn on February 19, 2013, 12:47:01 PM
Thinking back on communities I've been a part of, I don't recollect any specific attitude based on sub. AoC was chock full of douchebags while GW2 has had some of the friendliest players I've met and I've played on about 5 different servers over the past few months before settling down. WoT? Plenty of asshats thankfully limited by the chat functionality, or lack thereof at least when I played. I could probably keep going, but that would get tiresome. I'll just say I haven't seen the same delineation between sub or no sub when it comes to player attitude.


I'm not sure where you heard that, but you heard wrong. LOL's community is still full of people I'd like to infect with smallpox.

LoL is its own beast forged in the depths of community hell and shouldn't be a part of any comparison to other online communities. Also I spit a little coffee when I read the second sentence.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on February 19, 2013, 12:51:20 PM
Nebu is an old man yelling at a cloud.  :why_so_serious:



If anything, the internet is less anonymous then it's ever been, with all the facebooks and etc. People are still enormous retarded assholes though!



All communities are shit if you aren't part of them. One mans gibbering retardation is another mans hilarious in-joke and good times.




Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on February 19, 2013, 02:06:20 PM
Nebu is an old man yelling at a cloud.  :why_so_serious:

TO THE CLOUD!!!!! :geezer:


Title: Re: Carbine Studios' "Wildstar"
Post by: ShenMolo on February 19, 2013, 05:15:32 PM
Kill some shit
Turn in quests
Level up

wheeee


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on February 19, 2013, 05:50:15 PM
All communities are shit if you aren't part of them. One mans gibbering retardation is another mans hilarious in-joke and good times.

Great post. I don't get how you are being forced to even notice the overall community of a game these days. Get some friends and play with them or play solo. MOBA's are a cesspool because you can't avoid having your fun be dependent on others. There is no reason for MMO's to be like that. I've been playing Tera and literally give zero fucks what anyone else is doing in that game because its free and I play with the people I want to play with. Fuck the rest if I see them and I can I just kill them. If I can't kill them I just change channels.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 23, 2013, 03:33:02 PM
If community isn't really designed into the game to begin with than complaining about community is slightly mad methinks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on March 14, 2013, 05:40:30 PM
Nice video showing some gameplay in the Deradune zone:

http://www.youtube.com/watch?v=cPaCzrOWpBo

Official blog about it:

http://www.wildstar-online.com/uk/news/wildstar_wednesday_a_look_into_deradune.php


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 15, 2013, 06:55:43 AM
Great art.
Great animations.
Great sound and writing.

I just hope it's more than a quest driven, level/gear grind WOW clone.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on March 15, 2013, 06:58:59 AM
I really hate "gameplay" videos without visible UI.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 15, 2013, 07:02:01 AM
I agree.  But their UI, last time I saw it, was pretty normal.  Nothing too exciting and what you'd expect from any other MMORPG with hotbar combat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on March 15, 2013, 09:01:44 AM
3 parts Barrens
1 part Zangarmarsh
dash of spaceships
sprinkle of troll screaming about the blood feast. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Segoris on March 15, 2013, 09:34:43 AM
3 parts Barrens
1 part Zangarmarsh
dash of spaceships
sprinkle of troll screaming about the blood feast. 

And a hint of Iksar


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 15, 2013, 09:59:11 PM
For the horde Dominion!


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on March 15, 2013, 11:06:28 PM
Mods plz move thread to WOW subforum, kthxbye


Title: Re: Carbine Studios' "Wildstar"
Post by: Tarami on March 16, 2013, 08:16:08 AM
I'd be fine with an improved/prettier WoW. I don't hate hot bars. Yet.


Title: Re: Carbine Studios' "Wildstar"
Post by: Brogarn on March 20, 2013, 01:28:13 PM
The over the top narration and seemingly intentional hyperbole make this latest video great:

http://www.youtube.com/watch?feature=player_embedded&v=OlC-Oq_Plsk


I expect TESO to take itself very seriously, which is great. I expect this game to be the opposite, which is also great.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 20, 2013, 02:56:12 PM
The more I see, the more interested I get.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on March 20, 2013, 04:56:47 PM
http://www.wildstar-online.com/en/news/what_is_wildstar_raids.php

Talkin' 'bout raids.

Quote
The last point on this topic, is to not assume that raids will be "the endgame" as is the case in many MMOs. It is simply "an endgame." For players who don't love this sort of content, there will be many other avenues and heaps of other Elder game content that will not require a player to set a foot inside a 20- or 40-man instance. But I'm a raider at heart, so I'm really looking forward to gifting you all with the most enjoyable wipes I can manage!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 20, 2013, 08:46:36 PM
Where's the goddamned pre-order button?


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 21, 2013, 02:25:19 AM
Where's the goddamned pre-order button?

Seriously.  NCSoft must have finally captured the WoW genie.  The question is if it'll be enough to topple the current 800lbs gorilla.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on March 21, 2013, 06:38:00 AM
I've been interested.  My question is if they're going with the GW2 pay model or subs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 21, 2013, 06:50:26 AM
If I had to guess, I'd say Sub.


Title: Re: Carbine Studios' "Wildstar"
Post by: Engels on March 21, 2013, 09:38:14 AM
Uhm, am I missing something? This is just WoW. Not that there's anything wrong with that, if that's your thing, but I don't get the excitement.


Title: Re: Carbine Studios' "Wildstar"
Post by: Furiously on March 21, 2013, 09:50:36 AM
Uhm, am I missing something? This is just WoW. Not that there's anything wrong with that, if that's your thing, but I don't get the excitement.

But it's a new WOW!!!!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 21, 2013, 10:49:55 AM
"WoW in Space" is something people (including myself) have been whining for... over a decade.  Blizz didnt do World of Starcraft, so former Blizz devs make Wildstar.   Niche filled.


Title: Re: Carbine Studios' "Wildstar"
Post by: Engels on March 21, 2013, 11:06:52 AM
But its so transparently NOT WoW in space. Its WoW, with guns that are just magic missile, cannons that are just catapults, player housing yoinked from SWG and the requisite giant shoulder pads. Seriously, wtf people, you're meant to be smarter than this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on March 21, 2013, 11:20:30 AM
Since I love the housing in SWG, that's not a bad thing...

My playing this depends on two things:  Not having dozens of buttons and being no-sub.

Not, it's not exactly what I want, but I'm finally starting to get those games, so there's room for a distraction in there.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 21, 2013, 11:55:02 AM
It's not WoW in space YET.  So they start on one planet...expansions and patches could very well add space travel and other planets.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on March 21, 2013, 01:41:24 PM
I'm with Engels, any hype for this is pretty strange. The best things they are doing so far seem to be the things they aren't doing which is another fantasy game or another old IP cash grab game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 21, 2013, 01:47:42 PM
The only thing I'm interested in for this game is the combat.  It seems like they may be taking the GW2 approach which I really liked. Other than that, the "settlement building" with one of the paths looks really fun.

But as far as a I know it's a quest driven progression game with raids and pvp battlegrounds.  Not earth shattering, but it will be interesting to see if they iterate it well enough. I thought I heard there is a LFD at launch.  Amazing if true!


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 21, 2013, 02:00:29 PM
Well they're saying that raiding isn't going to be the end-all/be-all of the "elder game", though how they'll get away with solo/small group stuff beyond daily quests will be quite the challenge, me thinks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Outlawedprod on March 21, 2013, 02:51:13 PM
Best thing that probably comes out of this is WoW patches in player housing right after they launch =p


Title: Re: Carbine Studios' "Wildstar"
Post by: Teleku on March 21, 2013, 03:35:56 PM
But its so transparently NOT WoW in space. Its WoW, with guns that are just magic missile, cannons that are just catapults, player housing yoinked from SWG and the requisite giant shoulder pads. Seriously, wtf people, you're meant to be smarter than this.
What do you think all of our visions of WoW in space where......


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on March 22, 2013, 03:05:21 PM
http://massively.joystiq.com/2013/03/22/pax-east-2013-a-first-look-at-wildstars-high-low-and-housing

dat new video about housing is  :hulk_rock: :Love_Letters: :Love_Letters: :Love_Letters: :Love_Letters: :Love_Letters:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 22, 2013, 03:29:14 PM
 :heart:  Just....    :heart:
Housing Video (http://www.viddler.com/v/958cac?secret=72281351)

If you're on the fence about this game, after watching that video you likely won't be.  Has to be the baddest ass housing implementation on a viable AAA MMO I've ever seen.  errr, maybe tied with SWG.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on March 22, 2013, 03:46:07 PM
:heart:  Just....    :heart:
Housing Video (http://www.viddler.com/v/958cac?secret=72281351)

If you're on the fence about this game, after watching that video you likely won't be.  Has to be the baddest ass housing implementation on a viable AAA MMO I've ever seen.  errr, maybe tied with SWG.

God damn it.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 22, 2013, 04:16:30 PM
http://massively.joystiq.com/2013/03/22/pax-east-2013-a-first-look-at-wildstars-high-low-and-housing/#continued


SHUT UP AND TAKE MY MONEY!

Also, the Massively article details a leveling zone IN SPACE!  So there you go.   :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on March 22, 2013, 06:51:36 PM
Played this for a bit at PAX East. Felt like a WoW clone. That's not necessarily a bad thing of course. WoW may have run it's course for me, but the fundamentals are still sound.

Played about 10 minutes, not nearly enough to get the gist. MMOs don't really shine well at limited-attention-span conventions :-) So none of the longterm stuff that's interesting about Wildstar really has a chance to come up at a show. They had a pretty sizable booth for it. Kinda like they really want to invest to make it successful or something  :headscratch:



Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on March 22, 2013, 08:27:22 PM
Voice overs and acting throughout?


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on March 23, 2013, 08:21:07 AM
Not that I could see. Some here and there, but it was in all that forgettable variety, like stock phrases on click but the stories told in text. I could be remembering it wrong. It was the first booth I hit simply because of where it was.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 23, 2013, 09:39:39 AM
I think I'm over the whole "fully-voice acted quest dramatics" thing.  SWTOR showed that in the end, it really doesn't matter, and you'll just end up ESC through the cutscenes anyways.  TSW did some fine stuff with quest intros to get you at least interested in doing the quest and maybe seeing it to it's conclusion, plus the scripted lore from characters was neat.  But if I could trade that for a better DX11 client + some better fleshed out gameplay, I'd do it in a heartbeat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on March 23, 2013, 09:46:00 AM
I think I'm over the whole "fully-voice acted quest dramatics" thing.  SWTOR showed that in the end, it really doesn't matter, and you'll just end up ESC through the cutscenes anyways.  TSW did some fine stuff with quest intros to get you at least interested in doing the quest and maybe seeing it to it's conclusion, plus the scripted lore from characters was neat.  But if I could trade that for a better DX11 client + some better fleshed out gameplay, I'd do it in a heartbeat.

What I don't understand is why nobody has combined this with the WAR style Tome of Knowledge. Instead of having actual dialogue, have the quest text be narrator based and let the player turn on, pause, rewind, whatever through the TOK. It'd be a lot cheaper to just bring in a few narrators rather than dozens of VA's.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on March 23, 2013, 10:00:01 AM

What I don't understand is why nobody has combined this with the WAR style Tome of Knowledge. Instead of having actual dialogue, have the quest text be narrator based and let the player turn on, pause, rewind, whatever through the TOK. It'd be a lot cheaper to just bring in a few narrators rather than dozens of VA's.

Isn't think pretty much what Diablo 3 did with the tomes you could find? Some also played when you killed something new.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on March 23, 2013, 10:21:42 AM
No idea.


Title: Re: Carbine Studios' "Wildstar"
Post by: satael on March 23, 2013, 11:40:03 AM
Dungeons & Dragons Online has the "dungeon master" do some narration whenever you enter an instance. Some were actually pretty decent (though not the Gygax one)


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on March 23, 2013, 01:14:23 PM
I finished caring about fully voiced over in MMOs during EQ2. It's because of the game play. VOs are great for RPGs because there's a fair chance it actually does add to the immersion, drawing you into listening. For MMOs, you know it's just window dressing on a "go to X and do Y" thing. Until the core moves beyond tasks, I'd rather they spend the money elsewhere and not incur the residuals to SAG or whatever.

The narative idea for a TOK works though. And yea, that's about how it was in D3 iirc.


Title: Re: Carbine Studios' "Wildstar"
Post by: Furiously on March 23, 2013, 04:05:57 PM
My problem vo's is it can totally turn me off from playing a character.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 23, 2013, 07:02:06 PM
The VO's in Defiance are pretty much all I need.  There is just a voice in my comm (with an avatar in the corner) paraphrasing what I read in the mission text or embellishing a sudden scripted event, and that's it.  Perfect.  Wing Commander style.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on March 23, 2013, 11:49:48 PM
My problem vo's is it can totally turn me off from playing a character.

Its not my player having VO I care about.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tarami on March 24, 2013, 09:27:03 AM
I don't want anything in my MMOs that will be hard and/or expensive to continually produce. Voice-over being one such thing. I want patches and expansions to feel as equal in quality to the original content as possible.


Title: Re: Carbine Studios' "Wildstar"
Post by: satael on March 24, 2013, 01:59:27 PM
I don't want anything in my MMOs that will be hard and/or expensive to continually produce. Voice-over being one such thing. I want patches and expansions to feel as equal in quality to the original content as possible.

I'd like/settle for one or two good voice actors doing narration whenever appropriate (the actor really makes a difference which you can hear in audio books). Going for a full cast vo is far too costly and cumbersome for most MMOs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on March 24, 2013, 05:46:27 PM
The problem with no VO in this instance is that they're playing themselves up to be all Ratchet and Clank-ish, and maintaining the sort of humor they're trying to associate themselves with in the trailer ads requires voice acting.  You can't have a wacky moment with dead silence in place of witty banter, it's just plain not gonna work.  They need voice actors, and good ones at that, we're talking some of the bigger names from the cartoon market, not George from accounting's brother who does a funny voice at the holiday party.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on March 25, 2013, 06:35:14 AM
Yep. Great VO and "character" game is going to suffer if its just text. Never seen an engaging Pixar film that was soundless and subtitled. If you want to see how much may be lost, watch any video put out yet and turn the sound off and captions on.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 25, 2013, 08:20:53 AM
WALL-E had a complete lack of any vocal dialogue for the first 22 minutes.  Just sayin'  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on March 25, 2013, 08:23:16 AM
No it didn't. He had audible noises through ought. That was part of his character, that IS his voice. This game has already presented very strong characters and voices to match as part of the package. It will be jarring if that just stops and you are reading Wow like text everywhere.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on March 25, 2013, 11:39:21 AM
I dunno, Morrowind was fairly immersive and its NPCs would throw WALLS of text at you.


Title: Re: Carbine Studios' "Wildstar"
Post by: waffel on March 25, 2013, 11:59:04 AM
Have all the VOs you want, just let me click a check box in settings to disable all of it.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 25, 2013, 12:54:27 PM
:heart:  Just....    :heart:
Housing Video (http://www.viddler.com/v/958cac?secret=72281351)

If you're on the fence about this game, after watching that video you likely won't be.  Has to be the baddest ass housing implementation on a viable AAA MMO I've ever seen.  errr, maybe tied with SWG.

Holy fat faced monkey fuck.  :ye_gods:


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on March 25, 2013, 01:06:43 PM
There were some pretty awesome, evocative, and immersive COH MA missions, and the authors only had text to work with.

Also, as a MUD builder, this is the point where I tell all the voiceover people to get off my lawn.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 25, 2013, 01:14:55 PM
EQ2 was also my clue that voiceovers were better in practice than they worked in theory. For an MMO, they are just crazy talk. Until such times as the worlds ARE evocatively real, are something we can experience rather than quest hubs, loot bags and drones, there's no need for scripted voiceovers because it's just expensive and not worthwhile.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 25, 2013, 01:25:00 PM
For an MMO, they are just crazy talk. Until such times as the worlds ARE evocatively real, are something we can experience rather than quest hubs, loot bags and drones, there's no need for scripted voiceovers because it's just expensive and not worthwhile.

Anyone remember SWTOR?  How many millions were wasted on voice acting? 

Love the housing stuff.  LOVE IT!


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on March 25, 2013, 01:26:24 PM
Someone shot the 40ish minute press demo from PAX East.

http://www.youtube.com/watch?v=Vtl_tBRPWDU

stuff about housing and some of the higher level zones


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on March 25, 2013, 02:23:59 PM
For an MMO, they are just crazy talk. Until such times as the worlds ARE evocatively real, are something we can experience rather than quest hubs, loot bags and drones, there's no need for scripted voiceovers because it's just expensive and not worthwhile.

Anyone remember SWTOR?  How many millions were wasted on voice acting? 

Love the housing stuff.  LOVE IT!

I wouldn't say it was wasted, the voice acting was great.  It's the rest of the game that they fucked up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on March 25, 2013, 03:28:15 PM
Holy fat faced monkey fuck.  :ye_gods:

I do hope they use this as a box pull-quote.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 25, 2013, 07:44:10 PM
SWTOR's whole voice acting idea was great and was a worthwhile investment for a triple-A take at trying to be a new major MMO

too bad about the rest of it, innit


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 26, 2013, 09:42:29 AM
Holy fat faced monkey fuck.  :ye_gods:

I do hope they use this as a box pull-quote.

I should have put in TM.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: SnakeCharmer on March 26, 2013, 10:11:05 AM
This actually looks really freaking fun.  Have been loosely following it for a while, but starting to get kinda giddy for it.  I get combat is pretty typical MMO, but it is 4 toolbars full of abilities MMO or more like 8-10 abilities that really shine with positioning and being smart about what you use when/where?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on March 27, 2013, 09:53:23 AM
This actually looks really freaking fun.  Have been loosely following it for a while, but starting to get kinda giddy for it.  I get combat is pretty typical MMO, but it is 4 toolbars full of abilities MMO or more like 8-10 abilities that really shine with positioning and being smart about what you use when/where?

http://wildstar-central.com/index.php?threads/how-do-you-feel-about-limited-action-sets.1225/

Looks like limited action sets have been mentioned. I also saw footage of a guy camming the PAX demo on two different characters - http://www.youtube.com/watch?v=veB3Qf6dvgE&sns=em


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on March 27, 2013, 10:11:55 AM
http://wildstar-central.com/index.php?threads/how-do-you-feel-about-limited-action-sets.1225/

Looks like limited action sets have been mentioned. I also saw footage of a guy camming the PAX demo on two different characters - http://www.youtube.com/watch?v=veB3Qf6dvgE&sns=em


That dude looked terribad at playing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 27, 2013, 10:17:35 AM
This actually looks really freaking fun.  Have been loosely following it for a while, but starting to get kinda giddy for it.  I get combat is pretty typical MMO, but it is 4 toolbars full of abilities MMO or more like 8-10 abilities that really shine with positioning and being smart about what you use when/where?

http://wildstar-central.com/index.php?threads/how-do-you-feel-about-limited-action-sets.1225/

Looks like limited action sets have been mentioned. I also saw footage of a guy camming the PAX demo on two different characters - http://www.youtube.com/watch?v=veB3Qf6dvgE&sns=em


That OP made an interesting point about in-combat meditation.  Normally you cant switch skills during combat but a (very) few games have meditation or pop-out-of-combat ability, wherein if undisturbed you can swap abilities.  I'm all for limited sets but only if they have such a meditation ability; which for me is a damned awesome feature - reminds me of a typical Mage in a tabletop game.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 03, 2013, 10:44:58 AM
Post-PAX break is over.  Resume the content feed again!

http://www.wildstar-online.com/en/news/what_is_wildstar_arenas.php

tl;dr - We're copy-pasta'ing WoW Arenas, but no more single-elimination.  Each team gets X number of respawns to burn before final defeat.  Also, Web 2.0 still lives!


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on April 03, 2013, 11:06:33 AM
:heart:  Just....    :heart:
Housing Video (http://www.viddler.com/v/958cac?secret=72281351)

If you're on the fence about this game, after watching that video you likely won't be.  Has to be the baddest ass housing implementation on a viable AAA MMO I've ever seen.  errr, maybe tied with SWG.

God damn it.

Wow why is everyone going nuts about 3d farmville? "And let your friend take care of your garden while your away" - yuck.  the whole thing is just another variant of grind for a toy doll house. in an instance. RIFT has apparently same thing already. why there is no millions of happy customers throwing money at it?


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on April 03, 2013, 05:30:34 PM
Although the video is impressive, I'm always curious about the in-game costs to set up housing. After all, CoH/V had a fantastic base system, but you needed a large and / or active guild in order to afford to buy anything past the basic block.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on April 03, 2013, 07:10:39 PM
:heart:  Just....    :heart:
Housing Video (http://www.viddler.com/v/958cac?secret=72281351)

If you're on the fence about this game, after watching that video you likely won't be.  Has to be the baddest ass housing implementation on a viable AAA MMO I've ever seen.  errr, maybe tied with SWG.

God damn it.

Wow why is everyone going nuts about 3d farmville? "And let your friend take care of your garden while your away" - yuck.  the whole thing is just another variant of grind for a toy doll house. in an instance. RIFT has apparently same thing already. why there is no millions of happy customers throwing money at it?

1. I like non-combat stuff in MMOs
2. I like having some investment in the game world beyond just my character.  I liked housing a lot in Lord of the Rings Online, and is one of the things that got me to resub several times.  Part of the actual game world is better than instanced, but oh well.
3. I like having a place to "hang out" in MMOs.  In the MMOs I played long term, I spent a lot of time just logged in talking/being social.  Social spaces encourage that and are largely absent from recent MMOs (WoW included I would say).

The bottom line is, your moment to moment gameplay (read: combat) has to be good in an MMO for me to care about it in the first place, but it is stuff like housing which keeps me really invested in one long term. 

That being said, if you are right that there is a lot of grind attached to the housing thing, then I'm not interested.  I don't mind the "grind" as much when it is something part of the persistent world (i.e I didn't mind the mundane work of helping to refuel my coporation's POSes in EVE, because it was part of something bigger). But in something like this, hopefully it is something which can come a bit more organically.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on April 03, 2013, 07:25:51 PM
Wow why is everyone going nuts about 3d farmville? "And let your friend take care of your garden while your away" - yuck.  the whole thing is just another variant of grind for a toy doll house. in an instance. RIFT has apparently same thing already. why there is no millions of happy customers throwing money at it?

Housing? Furries? Some vague sci fi shit we will tell you about later? TAKE MY MONEY!!!


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 03, 2013, 07:46:02 PM
Wow why is everyone going nuts about 3d farmville? "And let your friend take care of your garden while your away" - yuck.  the whole thing is just another variant of grind for a toy doll house. in an instance. RIFT has apparently same thing already. why there is no millions of happy customers throwing money at it?

No, please, go on.  Tell us how you really feel.   :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on April 03, 2013, 08:47:36 PM
Wow why is everyone going nuts about 3d farmville? "And let your friend take care of your garden while your away" - yuck.  the whole thing is just another variant of grind for a toy doll house. in an instance. RIFT has apparently same thing already. why there is no millions of happy customers throwing money at it?

I don't play games to crush, I play them to bake bread.

I played Rift for nine months, then got tired of the basic gameplay. The housing came close to luring me back. Since I got Storm Legion free with Defiance, it's all but certain that I will eventually go back. I'd also like to point to all the people who happily threw money at UO and SWG for many, many years on the strength of Elder Game features like this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on April 03, 2013, 10:56:31 PM
Wow why is everyone going nuts about 3d farmville? "And let your friend take care of your garden while your away" - yuck.  the whole thing is just another variant of grind for a toy doll house. in an instance. RIFT has apparently same thing already. why there is no millions of happy customers throwing money at it?

I don't play games to crush, I play them to bake bread.

I played Rift for nine months, then got tired of the basic gameplay. The housing came close to luring me back. Since I got Storm Legion free with Defiance, it's all but certain that I will eventually go back. I'd also like to point to all the people who happily threw money at UO and SWG for many, many years on the strength of Elder Game features like this.

I know more than a few people in swg that all they did was decorate houses and play around in the city building features.  Non-combat activities are VERY attractive to a significant number of people, esp. women.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on April 04, 2013, 02:47:50 AM
Wow why is everyone going nuts about 3d farmville? "And let your friend take care of your garden while your away" - yuck.  the whole thing is just another variant of grind for a toy doll house. in an instance. RIFT has apparently same thing already. why there is no millions of happy customers throwing money at it?

You could say that Richard Garriott invented Farmville back in the UO days, and it proved to be a good idea at the time since everyone went crazy over decorating their houses and lookng for rare furniture. What Farmville needs is to be put (back) into a bigger game and become nothing but one of the many things you can do in a sandbox. This could be it and I see nothing wrong with it. In fact, let me try to get your point: do you dislike sandbox elements? Because lots of people love them and have been asking for it for a long time. I think it's good that one way or another, and even in what is probably going to be a traditional dikuish game, someone listened and is putting some effort into building more sandbox fluff into their MMORPG.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on April 04, 2013, 07:10:48 AM
I know more than a few people in swg that all they did was decorate houses and play around in the city building features.  Non-combat activities are VERY attractive to a significant number of people, esp. women.
I could play house and kick-ass, all in the same play session.  SWG is still at the top of my list of MMOs I loved.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on April 04, 2013, 09:35:34 AM
I know more than a few people in swg that all they did was decorate houses and play around in the city building features.  Non-combat activities are VERY attractive to a significant number of people, esp. women.
I could play house and kick-ass, all in the same play session.  SWG is still at the top of my list of MMOs I loved.

Lantyssa gets it!


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on April 04, 2013, 09:38:59 AM
Although the video is impressive, I'm always curious about the in-game costs to set up housing. After all, CoH/V had a fantastic base system, but you needed a large and / or active guild in order to afford to buy anything past the basic block.

I seem to recall them mentioning in a video that you get it in a questline for free/cheap early on in your character's life.



Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on April 04, 2013, 09:50:52 AM
If Skyrim is any indication, I'll play house even if there's no chance someone else will see it.   And like Skyrim, this seems to add some convenience and functionality.    Before this video, I had zero interest in this game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on April 04, 2013, 10:59:01 AM
Every damn time I play skyrim I build a house...I have no idea why but I do, because.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on April 04, 2013, 11:04:04 AM
My Hearthfire house got bugged.  When I was close to "finishing" it, all of the sudden it would CTD me upon entering.  Children and priceless artifacts lost to me forever.  Well, at least the children would go outside to say hi and ask for stuff every once in a while.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on April 04, 2013, 05:53:34 PM
I could play house and kick-ass, all in the same play session.  SWG is still at the top of my list of MMOs I loved.

Wow I am really somewhat surprised so many people are really into the housing stuff. I mean I personally always considered its "neat" feature but something I wouldnt personally want to do because of grind/time involved for basically cosmetics. 

But then  its strange that there is relatively little attention/hype to the newly upcoming Korean mmo's such as an Archeage or Black Desert. They really have the housing/farming features on the next level


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 04, 2013, 06:38:56 PM
I know more than a few people in swg that all they did was decorate houses and play around in the city building features.  Non-combat activities are VERY attractive to a significant number of people, esp. women.
I could play house and kick-ass, all in the same play session.  SWG is still at the top of my list of MMOs I loved.
Me too. I was one of those work-for-hire home decorators. I also was in a band for a brief time.

There's nothing wrong with Farmville. In fact, the sequel has a better crafting UI than any MMO I've played. Which isn't saying much because they're all one-dimensional copy/pastes of eachother. What makes it better is simply that you can start with the end combine and work backwards through all the sub-component combines, and it remembers as you backtrack back up through the final combine.

From the mouth of babes.

Farming and planting and harvesting is cathartic. It's also not time-sucky. In fact, Carbine should launch that system as a Facebook game so people could do that shit during the times they usually do it: at work. Throw some ads and MySuperRewards at it and they can drop even needing MTX :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on April 04, 2013, 06:51:45 PM
I still want an mmo with untamed wilds where I can tame the fuck out of those wilds and build a road, and set up a tavern, and, and, display my pretties!  Sure some fuck will build Penishouse next door but oh well.  I'll just have to level up my arsonist skill.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on April 04, 2013, 07:08:05 PM
I still want an mmo with untamed wilds where I can tame the fuck out of those wilds and build a road, and set up a tavern, and, and, display my pretties!  Sure some fuck will build Penishouse next door but oh well.  I'll just have to level up my arsonist skill.

Yeah, this would be nice.  Ultimately I don't know how it can be done with public servers though.  If you could imagine a really large game world with a much smaller player base per server where by there would enough space for their to be "wilds" you could really get something going.


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on April 04, 2013, 07:14:48 PM
I still want an mmo with untamed wilds where I can tame the fuck out of those wilds and build a road, and set up a tavern, and, and, display my pretties!

Pathfinder Online?


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 04, 2013, 07:38:42 PM
I thought ArcheAge was offering that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on April 04, 2013, 07:42:00 PM
I still want an mmo with untamed wilds where I can tame the fuck out of those wilds and build a road, and set up a tavern, and, and, display my pretties!  Sure some fuck will build Penishouse next door but oh well.  I'll just have to level up my arsonist skill.

Yeah, this would be nice.  Ultimately I don't know how it can be done with public servers though.  If you could imagine a really large game world with a much smaller player base per server where by there would enough space for their to be "wilds" you could really get something going.

One day there will be an MMO where the world is generated kinda like Minecraft is, including monsters with their own pseudo society and growth.  All the players start at one spot and then spread out. 

I haven't read anything on the Pathfinder game, didn't even know one was int he works.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on April 05, 2013, 02:47:00 AM
In fact, Carbine should launch that system as a Facebook game so people could do that shit during the times they usually do it: at work. Throw some ads and MySuperRewards at it and they can drop even needing MTX :awesome_for_real:

See, to me it's the other way around. Wordly MMORPGs need side activities badly, and that's why Farmville inside an MMO is a great idea. While I find the experience without a world around it quite dull (I know I am the minority). I've been pushing to have a tiny Football Manager-like game embedded in a MMORPG for a while now and thought SWTOR was the perfect environment with the Huttaball stuff fitting the lore. And I definitely think that's the way to go. Sandboxes can and should host as many activities as possible, and honestly, really, who ever dislilked housing in any game? At worst, you ignore it. At best, you love it and becomes one of your favourite aspects of the game. Yes, I spent hours and hours decorating my SWG house too.

Also, about Korean games, people are suspicious here about them due to a 'grindy' label that will take a while to go away, and they don't get much press space or flashy youtube videos like the Wildstar one, but should they launch in a playable state you can be assured that the amazing sandbox elements of Archeage and Black Desert (seriously, how many have even heard about Black Desert?) won't be ignored.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 05, 2013, 11:46:58 AM
We got crafting, yes we do.  We use Circuit Board Crafting, how about you? (http://www.wildstar-online.com/en/news/econ_devblog_circuit_board_crafting.php)   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on April 05, 2013, 12:44:12 PM
We use Circuit Board Crafting, how about you? (http://www.wildstar-online.com/en/news/econ_devblog_circuit_board_crafting.php)   :awesome_for_real:

"By Loic "Atreid" Claveau... My name is Primus (Gortok on the forums)"

 :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 05, 2013, 01:25:57 PM
Seems like a streamlined graphical version of Tabula Rasa's original crafting system, with "power" (amount) separated from actual ability.  I like it.  You can essentially make anything (and everything will have a schematic), but certain components will randomize to prevent minmax copycatting.

This pushes my buttons.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on April 05, 2013, 01:34:06 PM
We use Circuit Board Crafting, how about you? (http://www.wildstar-online.com/en/news/econ_devblog_circuit_board_crafting.php)   :awesome_for_real:

"By Loic "Atreid" Claveau... My name is Primus (Gortok on the forums)"

 :uhrr:

It turns out Wildstar's entire Dev team is one guy with Dissociative Personality Disorder.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on April 12, 2013, 10:52:33 AM
Very interesting post from the devs at Carbine about item design and how they are looking for help to create a new item slot.  Really worth the read if you are interested in the game.

http://wildstar-central.com/index.php?threads/wsc-exclusive-design-an-item-slot.2287/


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 12, 2013, 11:03:12 AM
Also, here's something about the details of their server architecture.

http://www.wildstar-online.com/en/news/lets_talk_about_servers.php

Funny, I thought MS SQL was frowned upon these days?


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on April 12, 2013, 05:11:14 PM
Also, here's something about the details of their server architecture.

http://www.wildstar-online.com/en/news/lets_talk_about_servers.php

Funny, I thought MS SQL was frowned upon these days?

Yes, everyone tends to frown on it.


Then they go and use oracle.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 12, 2013, 05:13:12 PM
Oooh ooh, can we talk about SWG and Oracle issues again???  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on April 13, 2013, 06:55:50 AM
No.  Bad Darniaq.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mattemeo on April 15, 2013, 04:54:02 AM
Watching this develop has been the polar opposite experience to watching TESO develop. Wildstar genuinely feels like it could be a real breath of fresh air despite the fact that mechanically it really isn't anything new. It just seems to be being made by a dev team with their heads screwed on and possessing a wicked, irreverent sense of humour that is otherwise totally absent in the MMO market - and one that isn't wholly reliant on pop-culture references like WoW, which has become the Shrek of MMOs - massively popular and badly dated. Carbine, on the other hand, just seem to keep adding in everything I could ask for.

I've honestly yet to see or read anything about Wildstar that annoys me or sets off alarm bells. The only issue I really have with it is the publisher. I don't feel like I can ever trust NCSoft, certainly not post-CoH demise. They'll likely shit-can Wildstar in two years if it doesn't get a decent Korean playerbase, and fuck everyone else.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on April 15, 2013, 06:19:04 AM
I imagine the answer is a resounding yes, but has a non-Asian developed MMO ever actually intentionally shit their game up with increased grind/etc for an Asian release? For some reason the idea makes me laugh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Yoru on April 15, 2013, 06:59:20 AM
Also, here's something about the details of their server architecture.

http://www.wildstar-online.com/en/news/lets_talk_about_servers.php

Funny, I thought MS SQL was frowned upon these days?

Yes, everyone tends to frown on it.


Then they go and use oracle.  :grin:

The whole thing reads like a pretty standard rundown of an MMO server stack. You'll see similar things on Patrick Wyatt's blog (http://www.codeofhonor.com/blog/) if you follow it. Given how heavily instanced Wildstar seems to be, their setup seems like the most logical implementation.

I'll give you a 99% chance that their unmentioned "chat daemon" is either an off-the-shelf chat technology or an implementation of an open standard - they're probably setting up some reveal like "and you can chat with your buddies from your phone!" That kind of multidevice interoperability has been trendy to plan and talk about for the past couple of years, and there's a few successful implementations out there.

MSSQL is more or less industry standard as well. You won't get amazing performance like you would with a hand-optimized version of Postgres or MySQL, but you also won't have to hire an entire team to build and maintain said custom version. Instead you can hire in some local contractors whenever needed, and you can have a support contract with Microsoft to quickly resolve smaller issues.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 15, 2013, 10:27:31 AM
Closed non-family/friends beta is underway, and they even took the extra step of binding the invite to a person's email addy, so no giving away codes.

That said, the smell of fresh cake is in the air again  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on April 15, 2013, 05:46:10 PM
In response to leaked patch notes showing up on beta leaking sites, the M30 patch notes were posted (the build that is on the beta server).

http://www.wildstar-online.com/en/news/m30_patch_notes.php


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 15, 2013, 06:21:48 PM
Watching this develop has been the polar opposite experience to watching TESO develop. Wildstar genuinely feels like it could be a real breath of fresh air despite the fact that mechanically it really isn't anything new.

Yea, the vibe I'm getting is like GW2: I wasn't impressed when I first saw it (for reasons largely similar to my Pax East demo of Wildstar), but once I got into the beta, I was hooked. Wildstar may have that right combination of quick action, minimized suck, fun quirkiness that doesn't take itself too seriously, and launching at a time when nothing else is going on.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on April 15, 2013, 06:53:09 PM
Somehow a team aiming for "fun" makes a world of difference.  I think we've gone too long without anyone understanding that it's the opposite of sucking.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on April 18, 2013, 01:14:46 AM
First, official beta report:

http://www.wildstar-online.com/en/news/black_ops_missive_from_the_field.php


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on April 18, 2013, 10:29:37 AM
I need a beta invite like Gollum needs his damn ring.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 18, 2013, 10:55:18 AM
I need a beta invite like Gollum needs his damn ring.

x2


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on April 18, 2013, 12:41:16 PM
I'm honestly kindof warming up to this project. That, I believe, would make it the first MMO project I've warmed up to in years. It isn't even the fact that this looks to be 'WOW done better'. I don't even care about 'WOW done better'. I'm not even actually interested in playing this game. It's just that most mmo's are either blatant also-ran cash grabs or some neckbeardy vision quest. This is the first time in years we've had an MMO coming out that was developed by a team who's primary goal seemed to just be 'make the game fun'.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on April 18, 2013, 05:45:33 PM
They've said basically nothing about the payment model, right?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on April 18, 2013, 06:28:03 PM
Correct. I would bet sub. Put a side bet of not 15/mo.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 18, 2013, 08:19:52 PM
I very much doubt subs. Nothing about Wildstars implies the kind of faith needed to make subs a viable business, especially when so many have switched to f2p, including the swan song of big budget AAA subs games.

Err, ok, rant aside, my guess is box and MTX :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 18, 2013, 10:05:27 PM
fuck why did I watch the housing video fuuuuuuuuuck


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on April 19, 2013, 03:33:45 AM
Because we knew your Sims playing soul would be ours if you did...

(http://www.1800pocketpc.com/blog/wp-content/uploads/2011/07/evil-laugh.png)


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on April 19, 2013, 05:59:50 AM
Nothing about Wildstars implies the kind of faith needed to make subs a viable business

I think everything that they have shown says they have faith in subscriptions. Conversely they have shown nothing that supports a cash shop.

I would prefer B2P though with a cash shop. I don't mind spending cash to level faster.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on April 19, 2013, 11:59:39 AM
I'm not sure I've ever seen a game promise as much in their trailer as this one did. Seems awfully ambitious.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on April 19, 2013, 01:07:59 PM
Sooo, what do they mean by action combat?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on April 19, 2013, 01:13:29 PM
Looks like it has dodging from the video.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on April 19, 2013, 01:13:48 PM
Sooo, what do they mean by action combat?

It's like combat, but full of action!  :why_so_serious:

I think it means there is an active portion to combat rather than tab target - attack - next target. Probably dodging and position stuff. Now I am going to have to look harder at this game. Damn it.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 19, 2013, 01:21:27 PM
There's videos out there that explain it a bit.  They're essentially doing what GW2 does in that you can just fire off your skills and your shots will hit everything in the ability's cone/blast/radial/etc.  The big thing is that they're attaching training wheels to the mechanic by having said cones/blast/radial fields CLEARLY FUCKING VISIBLE, for both friend and foe.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on April 19, 2013, 01:34:46 PM
training wheels

 :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 19, 2013, 01:36:03 PM
I'm open to suggestions on an alternative phrasing  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on April 19, 2013, 01:39:37 PM
I'm open to suggestions on an alternative phrasing  :grin:

Common sense?


Title: Re: Carbine Studios' "Wildstar"
Post by: Xuri on April 19, 2013, 07:00:06 PM
There's videos out there that explain it a bit.  They're essentially doing what GW2 does in that you can just fire off your skills and your shots will hit everything in the ability's cone/blast/radial/etc.  The big thing is that they're attaching training wheels to the mechanic by having said cones/blast/radial fields CLEARLY FUCKING VISIBLE, for both friend and foe.
TSW does this for area-based monster-abilities as well - though not for player ones.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 19, 2013, 07:31:37 PM
There's videos out there that explain it a bit.  They're essentially doing what GW2 does in that you can just fire off your skills and your shots will hit everything in the ability's cone/blast/radial/etc.  The big thing is that they're attaching training wheels to the mechanic by having said cones/blast/radial fields CLEARLY FUCKING VISIBLE, for both friend and foe.
TSW does this for area-based monster-abilities as well - though not for player ones.
Yeah, but even those can get diluted and somewhat unrecognizable at times, esp. in the elder game.  Wildstar so far seems to be deliberately trying to make all actions recognizable, and thus giving everyone a pretty fair chance and opportunity to respond/react.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on April 19, 2013, 07:39:43 PM
That's sounds fantastic.  Better than the boss in TSW that's nearly impossible for me due to red/green colorblindness.  Bunch of red circles in hell: not something I can see.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 19, 2013, 08:21:47 PM
Because we knew your Sims playing soul would be ours if you did...

Bastards!  :heartbreak:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on April 22, 2013, 11:21:58 AM
That's sounds fantastic.  Better than the boss in TSW that's nearly impossible for me due to red/green colorblindness.  Bunch of red circles in hell: not something I can see.

Wildstar is fully moddable so I would imagine there will be a mod out there to make the telegraph system based not on color but pattern overlays or something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on April 22, 2013, 11:47:19 AM
Certain colors work.  Bright blues and yellows are great, and I love it when companies use those.   I think that's the default switch (or purple/yellow) in games that have a colorblind switch.  I think if you have red/green and blue/yellow colorblindness, then you're pretty boned in games in regards to standing in fire.   The pattern thing world work then.  Maybe a bunch of pink skulls on the ground.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: kildorn on April 22, 2013, 12:28:06 PM
I think patterns require a bit more time to fully grasp if it's good or bad. GW2 has some wonky border thing that takes entirely too long to process mentally compared to "red or white circle" version.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on April 22, 2013, 12:36:37 PM
I don't feel like I can ever trust NCSoft, certainly not post-CoH demise. They'll likely shit-can Wildstar in two years if it doesn't get a decent Korean playerbase, and fuck everyone else.
Yes because they definately fucked over everyone with guild wars 2.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on April 22, 2013, 12:40:30 PM
I don't feel like I can ever trust NCSoft, certainly not post-CoH demise. They'll likely shit-can Wildstar in two years if it doesn't get a decent Korean playerbase, and fuck everyone else.
Yes because they definately fucked over everyone with guild wars 2.


I can't tell if sarcasm or not.

Isn't NCSoft just the publisher?


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 22, 2013, 01:29:42 PM
It depends on how deep the oversight is.  Certainly there's a difference between how Bliz manages WoW, even though Activision has the reigns, and how Bioware manages SWTOR, even though EA is, well, EA.   :why_so_serious:

Carbine is attributed as NCSoft's southern California studios.  They have no other titles under their name, but the titles that the devs have worked on before are a smorgasbord of everything from the past decade.  And that work is being clearly mirrored in the gameplay seen so far.  How big of a dick NCSoft is in it's oversight of Carbine though has yet to been seen.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mattemeo on April 22, 2013, 03:07:19 PM
Yes because they definately fucked over everyone with guild wars 2.

...Which is doing well in Korea and the influence on the art and character models in the game is a blatantly obvious attempt to maximise that appeal.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on April 22, 2013, 03:09:25 PM
Certain colors work.  Bright blues and yellows are great, and I love it when companies use those.   I think that's the default switch (or purple/yellow) in games that have a colorblind switch.  I think if you have red/green and blue/yellow colorblindness, then you're pretty boned in games in regards to standing in fire.   The pattern thing world work then.  Maybe a bunch of pink skulls on the ground.  :awesome_for_real:

Those blue/yellow people are rare freaks though.  :grin: Red/green should be taken into account in every game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 22, 2013, 03:53:29 PM
Just learn to see red and green, you newb.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on April 22, 2013, 04:04:12 PM
Just learn to see red and green, you newb.

(http://cdn3.standard.net/sites/default/files/imagecache/max_800/2010/05/20/story-go-red-green-29310.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on April 22, 2013, 04:09:24 PM
Why is there a silhouette of a fly fisher posted?


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 22, 2013, 04:18:17 PM
ZAM interview on Wildstar's graphic engine, "Engine"

http://www.zam.com/story.html?story=32245

Quote
When building an MMO, what comes first – the client or the server?

In my opinion, it better be both. But in our case we had a simple terrain and model renderer first (about a month or two into development); a couple months later we had a basic server that let us run around and see each other (needless to say this was when we received our first cheater). We then started layering in all of our complexities. At Carbine features are always added to both the client and the servers at the same time, usually by the same programmer. Fun fact: we still maintain our standalone server-less Client; our artists use it to preview their art without having to connect to a server.

Quote
How do you balance what to perform server-side versus client-side?

The general rule at Carbine is that we treat your client as a dumb terminal that is trying to send us malicious data at all times. That means that basically everything has to pass through the server for validation at some point.

At the same time, we have to assume you have tons of latency. I’d really love it if the world had a network infrastructure that could guarantee <10ms pings from any two points on the globe, but thanks to the laws of physics that’s just not gonna happen. We generally assume your client has at least 300ms of lag at all times. This means we have to simulate many things on your client while it is in transit to the server. Sometimes this might mean you play a pre-cast animation for a spell, only to get the message “Invalid Target” because your target is already dead. We’ve found it’s hardly noticeable vs. hitting the attack key a fraction of a second later, but I guess the end user will be the final judge of how well we hide the lag.

Lots of other bits of dev-speak in the article too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on April 22, 2013, 04:51:45 PM
Why is there a silhouette of a fly fisher posted?

It's from an old Canadian TV show called The Red Green Show. 

Red Green clips. (http://www.youtube.com/watch?v=wL8xOXYAE0w)


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on April 22, 2013, 06:25:33 PM
I don't feel like I can ever trust NCSoft, certainly not post-CoH demise. They'll likely shit-can Wildstar in two years if it doesn't get a decent Korean playerbase, and fuck everyone else.
Yes because they definately fucked over everyone with guild wars 2.


I can't tell if sarcasm or not.

Isn't NCSoft just the publisher?

To my knowledge Carbine is 100% owned by NCsoft, as was Paragon Studios and ArenaNet is. So NCsoft gets to allocate resources as it sees fit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on April 22, 2013, 06:37:30 PM
Why is there a silhouette of a fly fisher posted?

It's from an old Canadian TV show called The Red Green Show.  

Red Green clips. (http://www.youtube.com/watch?v=wL8xOXYAE0w)


That hat he's wearing is the one we got issued to wear in the field up until around 2000.  I'm glad the army went with the tilley hat version we have now.  That old one looked stupid as hell and I hated wearing it. :uhrr:

And remember, if women don't find you handsome, they should at least find you handy. :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 22, 2013, 07:14:46 PM
ZAM interview on Wildstar's graphic engine, "Engine"

http://www.zam.com/story.html?story=32245

I really like the way these guys present themselves. Seems like the charm of the game really does derive from the people building it, rather than some faux affectation.

Or their media training group is just that freakin' good  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on April 22, 2013, 07:27:01 PM
Why do I continually click these links?!? Jeezus Christ now this is on my radar.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on April 23, 2013, 08:10:36 AM
Why is there a silhouette of a fly fisher posted?

It's from an old Canadian TV show called The Red Green Show. 
That was a red-green colorblind joke.  'Cause they wouldn't be able to see Red Green...


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 24, 2013, 12:42:43 PM
PvP Article

http://www.zam.com/story.html?story=32258

Tidbits:
- Jen Gordy, who started at the bottom at Mythic with DAoC, worked her way up, crossed over to LotRO, helped wrangle Monster Play and various systems, is heading up PvP for Wildstar
- PvP is taking a back seat to PvE, with the exception of Arenas and Warplots/Battlegrounds.  Arenas will be a focus in order to analyze class X vs. class Y stuff on the small scale in order to better implement stuff/changes on the larger.
- Web 2.0 is still a thing
- Two unique PvP stats.  One for amplifying damage, and the other to mitigate.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 24, 2013, 01:14:11 PM
Fucking PvP stats. I think that is a concept I would really prefer die forever.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on April 24, 2013, 01:17:07 PM
Or gear-based PVP in DIKUs, period. Then again, Rift tried removing that and the players cried bloody murder (progression! shineys! getting beaten up for weeks so that I can get epix and start beating up on scrubs myself!). Oh well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 24, 2013, 01:20:54 PM
Oh yeah, don't get me wrong, I prefer an even(ish) playing field for sure, but I have mostly made peace with the concept that most players are derps and want a gear progression in PvP (mostly so they can stomp newbs). But PvP-specific stats get right up my nose still, even though the reasoning behind it is nearly the same ("I don't want some scrub taking some different progression path gear-wise to escape their righteous stomping!").


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on April 24, 2013, 01:40:00 PM
Wot? PvP stats allow exactly that. You can make gear that is mediocre in pve be the best or close to it pvp gear in the game and you can award it for pvp'ing or make it free for everyone to access.

PvP stats could be a simple tool to remove gear-based PvP but no game ever seems to implement things that way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on April 24, 2013, 01:41:40 PM
I loathe all manner of gear progression (PvP and PvE).  I don't want to whack a mole to get a pair of pants that will help me whack a bigger mole.  Give me a robust crafting system, access to vanity items, and more skill choices please.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on April 24, 2013, 03:00:30 PM
more power to whoever will PvP in battleground/arenas. For me, the only remotely interesting PvP in any MMO is the world one, with random organized expeditions to the other faction territories or random PvP encounters while you travel in a contested area.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 24, 2013, 03:09:10 PM
. For me, the only remotely interesting PvP in any MMO is the world one, with random organized expeditions to the other faction territories or random PvP encounters while you travel in a contested area.

No one's saying they're not going to have the world one.  They're just not going to go out of their way pre-launch to make it the next best thing since sliced bread. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 24, 2013, 03:27:51 PM
Wot? PvP stats allow exactly that. You can make gear that is mediocre in pve be the best or close to it pvp gear in the game and you can award it for pvp'ing or make it free for everyone to access.

PvP stats could be a simple tool to remove gear-based PvP but no game ever seems to implement things that way.

That is never how PvP stats work though. It's just a way to artificially sort people through gear. God forbid someone gear up running dungeons, get bored with that, and switch to PvP and not have to build a second suit! Or someone PvP a bunch and be able to use that gear they've earned in PvE! And the world would fucking end if the geared people can't smear the new people across the battlefield and tell themselves they're simply more "skilled."

And they never, ever, ever hand out PvP-stated gear for free. If they do (like in SWTOR), it's behind the "real" PvP gear and only makes you a slightly bigger speed bump.

I'm okay with a rough baseline that everyone should be at to have a fighting chance, but I am sick of gear progression and pointless, false gear divides fucking up PvP.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on April 24, 2013, 04:03:21 PM
Wot? PvP stats allow exactly that. You can make gear that is mediocre in pve be the best or close to it pvp gear in the game and you can award it for pvp'ing or make it free for everyone to access.

PvP stats could be a simple tool to remove gear-based PvP but no game ever seems to implement things that way.

That is never how PvP stats work though. It's just a way to artificially sort people through gear. God forbid someone gear up running dungeons, get bored with that, and switch to PvP and not have to build a second suit! Or someone PvP a bunch and be able to use that gear they've earned in PvE! And the world would fucking end if the geared people can't smear the new people across the battlefield and tell themselves they're simply more "skilled."

And they never, ever, ever hand out PvP-stated gear for free. If they do (like in SWTOR), it's behind the "real" PvP gear and only makes you a slightly bigger speed bump.

I'm okay with a rough baseline that everyone should be at to have a fighting chance, but I am sick of gear progression and pointless, false gear divides fucking up PvP.
Ya it's too bad swtor doesn't have the balls to bolster everyone up past the best gear you can get and leave it like that. Too even a playing field for the hard core though I suppose.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on April 24, 2013, 04:13:48 PM

Ya it's too bad swtor doesn't have the balls to bolster everyone up past the best gear you can get and leave it like that. Too even a playing field for the hard core though I suppose.


It's really odd to me to be honest, the hardcore PvPers in any other genre loathe imbalances in stuff like this.  Is it just that the (hardcore) RPG PvP crowd basically consists of the people who couldn't hack it in the other competitive PvP games and use their ability to sink more time to dominate in a gear focused game?  That sounds really condescending, but it really seems that way sometimes.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on April 24, 2013, 04:16:12 PM
It could be that most of the hardcore PVPers in MMOG's are complete and utter cunts.


Title: Re: Carbine Studios' "Wildstar"
Post by: DayDream on April 24, 2013, 04:27:49 PM
I think part of the driver for PvP gear is that a lot of people, based purely on skill, are forever doomed to be fodder.  When i look at most any pub FPS, the top ~20% of the scoreboard usually has like 50% of the kills.  The next 15% usually has about a 1:1 KD ratio, and then it's quickly down hill from there.  That's in a game where roughly equal "gear" is assumed.

So, I think PvP gear can counteract that somewhat, though VERY unintuitively.  Joe Scrublord might never understand what all of his buttons do, but if he puts in the time and gets enough PvP gear, he can brute force his way through an ungeared opponent.  Jill U. Raidqueen is always gunna shit on the scrubs, and PvP gear is only gunna change how long she has to heal afterward.  At least, i think that's the goal.  

Essentially, PvP gear stratifies players skill more.  It does so by allowing players to leverage time invested vs player skill.  Hopefully, it does so in the middle to bottom end of the spectrum, without pushing the top end too far out.  Though, that may be wishful thinking.  Personally, i dislike the idea of any sort of gear progression in PvP games in general, and I think it ends up with generally unhealthy stratification.  That earlier 15% with the 1:1 KD ratio, they get to go apeshit.


Just for kicks, I think if you had some class design to support the above idea, PvP gear with built in tradeoffs might actually be healthy for a game.  Say some of your abilities are more useful in the hands of a higher skilled player, and generally useless for scrubs, then PvP gear could lessen the power of the high skill ability in return for buffing other stuff.  Great players might end up using a couple pieces of PvP gear mixed in with the rest, while poor players might pile on the PvP gear.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on April 24, 2013, 04:36:45 PM
No, it's not meant for any of that. It's just a grindy carrot to theoretically keep people along.


Any idea of pvp gear somehow balancing out the skill levels falls apart once you realize the top players in terms of actual player skill will also end up with the top end gear and it only widens the gap in the end.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on April 24, 2013, 05:04:51 PM

It's really odd to me to be honest, the hardcore PvPers in any other genre loathe imbalances in stuff like this.  Is it just that the (hardcore) RPG PvP crowd basically consists of the people who couldn't hack it in the other competitive PvP games and use their ability to sink more time to dominate in a gear focused game?  That sounds really condescending, but it really seems that way sometimes.

Pvpers in diku themparks and not "hardcore". I would even venture to say they not pvpers at all - they are pve'rs grinding another kind of gear progression. The only legit pvp in any MMO is WoW arena, and the main reason for it is the sheer amount of people in competitive rank based ladder.  The ladder is why people are there not the "ubermathafuck11thseason gladiator" gear

And a lot of people migrated away to f2p games with ladders. Like  LoL. The warfare based pvp guilds are playing GW2 www and/or waiting for archeage etc. No pvpers plays themepark diku MMOs as "pvp game"


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 24, 2013, 06:02:41 PM
The only legit pvp in any MMO is WoW arena, and the main reason for it is the sheer amount of people in competitive rank based ladder.

Someone never played Puzzle Pirates!


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 24, 2013, 06:21:19 PM
Pvpers in diku themparks and not "hardcore". I would even venture to say they not pvpers at all - they are pve'rs grinding another kind of gear progression. The only legit pvp in any MMO is WoW arena, and the main reason for it is the sheer amount of people in competitive rank based ladder.  

I'm no dedicated MMO PvPer. I find it fun, but feel true PvP is just a byproduct of an open world where PvP can happen because people are around, not the reason the people are there.

Grinds are accepted by certain (many) MMO players has an acceptable way to efficiently level/gear up. WoW Arena and BGs (like many PvP themeparks) just provide a structure in which you're grinding in competitive matches instead of PvE ones.

So what's the difference between WoW Arena and WoW BG with regards to grinding progression?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on April 24, 2013, 07:04:07 PM
more power to whoever will PvP in battleground/arenas. For me, the only remotely interesting PvP in any MMO is the world one, with random organized expeditions to the other faction territories or random PvP encounters while you travel in a contested area.

Cept now "world pvp" means "here is your world pvp specific zone, have at it".


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on April 26, 2013, 07:00:08 AM
I'm no dedicated MMO PvPer. I find it fun, but feel true PvP is just a byproduct of an open world where PvP can happen because people are around, not the reason the people are there.

Grinds are accepted by certain (many) MMO players has an acceptable way to efficiently level/gear up. WoW Arena and BGs (like many PvP themeparks) just provide a structure in which you're grinding in competitive matches instead of PvE ones.

So what's the difference between WoW Arena and WoW BG with regards to grinding progression?


If you mean what makes Arena pvp and BG grinds? - arena has rating and publicly visible ladders . This is the  main reason people keep playing it once they get trough novelty stage. WoW being most  popular MMO on the market makes for tons of epeen  if your rank is relatively high.  In arenas people play to win against similarly minded competition -the quintessential thing for pvp, not for purple gear or tokens.  GW2 was supposed to take over this market (or at least take a large share of it) but arena.net royally screwed the pooh there

DIKU themeparks keep throwing instanced BGs in their kitchen sink just for check mark ,  no one interested in them either. Wildstar will be no exception even if they do have ladders and arenas. Unless somehow it becomes magically more popular than wow (yeahhhh righhhht)





Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 26, 2013, 07:42:27 AM
I loathe all manner of gear progression (PvP and PvE).  I don't want to whack a mole to get a pair of pants that will help me whack a bigger mole.  Give me a robust crafting system, access to vanity items, and more skill choices please.  

Sensible.  So you prefer whack-a-mole, to ding a mat, to sew some pants?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on April 26, 2013, 10:30:02 AM
Sensible.  So you prefer whack-a-mole, to ding a mat, to sew some pants?

You're hilarious.   :thumbs_up:
 


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on April 26, 2013, 11:12:45 AM
It could be that most of the hardcore PVPers in MMOG's are lying cunts who have no clue what they want.
FTFY



Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on April 26, 2013, 11:49:48 AM
Check out the free weekend Steam offering Forge btw. Looks like an interesting blend between MMO pvp and a shooter.
I especially like the wall jumping.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 26, 2013, 12:21:54 PM
If you mean what makes Arena pvp and BG grinds? - arena has rating and publicly visible ladders . This is the  main reason people keep playing it once they get trough novelty stage.

Ah ok that makes sense. And yea, very different than BG grind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on April 27, 2013, 01:57:09 PM
Check out the free weekend Steam offering Forge btw. Looks like an interesting blend between MMO pvp and a shooter.
I especially like the wall jumping.

Someone can message me on Steam for a free copy of this game.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on May 08, 2013, 01:12:39 PM
First beta stress test is coming up. 

http://www.wildstar-online.com/en/news/wildstar_wednesday_beta_stress_test.php

*crosses fingers*


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on May 08, 2013, 01:20:04 PM
*crosses toes*


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on May 08, 2013, 01:54:15 PM
Quote
Editor's Note: Originally this article stated that we were hosting a stress test this weekend. This is not the case, and we apologize for the inconvenience. We will keep you updated on the exact timing of our stress test in the coming days, and apologize for any confusion.

*uncrosses toes*


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 08, 2013, 03:05:08 PM
So how do you unknot a penis?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 08, 2013, 04:09:18 PM
So how do you unknot a penis?

Ask a prostitute.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on May 08, 2013, 06:05:16 PM
One very important point about this stress test:

Quote
Everyone that gets an invite into the Stress Test and makes a good faith attempt to log into the game during the test will be guaranteed an invite into a future (much more stable) Closed Beta test as a thank you. I need your help in breaking the server, and we want to invite you back to play when I’m not trying to do mean things to the hardware. So help us break everything as many times as possible this weekend, and we'll make it up to you with a real beta invite in the future.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on May 09, 2013, 11:41:17 AM
Next 'DevSpeak' video is out, focusing on Movement.

http://www.youtube.com/watch?v=-qo5nrkYYI0


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 09, 2013, 12:19:10 PM
Next 'DevSpeak' video is out, focusing on Movement.

http://www.youtube.com/watch?v=-qo5nrkYYI0

Wait, ...if the mob knocks the weapon out of your hand? And you have to go pick it up?  :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on May 09, 2013, 12:46:52 PM
So how do you unknot a penis?
Scissors or a knife.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on May 09, 2013, 01:03:47 PM
I absolutely love the sense of fun these guys have with their videos. That bodes very well for the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mattemeo on May 09, 2013, 04:58:59 PM
I'm enjoying SWTOR again and GW2 isn't going anywhere soon, but of all the MMOs currently running or coming soon, this is pretty much the only one I give a shit about. The humour, both in-game and in-house has a massive part to play in that. They have a slightly self-depricating wit I really get on with, like they know that what they're doing is frivolous and unimportant but they just hope you're going to have some fun with it, even down to the bog-standard nuts and bolts.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on May 09, 2013, 10:46:05 PM
Word.

This is the only upcoming mmo that's still on my radar, basically... even if it doesn't turn the mmo scene upside down, at least it'll be decent fun for a while.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on May 10, 2013, 03:29:12 PM
I wish it had wall running and air dashing also, playing age of wushu has spoiled me with their movement powers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on May 11, 2013, 06:13:28 AM
Word.

This is the only upcoming mmo that's still on my radar, basically... even if it doesn't turn the mmo scene upside down, at least it'll be decent fun for a while.

Yeah right another wow clone gonna "turn mmo scene upside down" . 3 monther tops.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on May 11, 2013, 07:25:11 AM
Word.

This is the only upcoming mmo that's still on my radar, basically... even if it doesn't turn the mmo scene upside down, at least it'll be decent fun for a while.

Yeah right another wow clone gonna "turn mmo scene upside down" . 3 monther tops.

See this is the difference between someone whose played a lot of mmo's and someone who hasn't. Yes at face value it's more of a wow clone than anything else out there but that's not a bad thing, almost all recent mmo's copy bits and pieces of wow like exclamation points or quest based leveling but the one thing this game seems to have copied that most don't? wait for it....


wait for it....

Fun! Not fun as in fun to play but genuinely looks like a work the devs are having fun making and will be proud of, its got real motivation to it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Modern Angel on May 11, 2013, 12:16:24 PM
Also, why is "3 monther" a pejorative? So what if it is? I have a game I play longer than three months already: it's called real life. Well, and Football Manager 2012. And Blood Bowl.

But who cares? It's okay to play a game for three months and have enough. It's probably HEALTHY for it to be like that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on May 11, 2013, 12:18:09 PM
It's probably HEALTHY for it to be like that.

Hey, you need to shut it if your going to be spewing common sense all over the place.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mattemeo on May 11, 2013, 06:10:55 PM
Perhaps if people didn't poop-sock their way to max-level as soon as possible from launch day and actually tried to get a feel for the world instead of complaining about a lack of end-game content 2 weeks after release, those 3 months could be doubled!

Hahahahaha! HAHAHAHAHAHA! Oh god, seriously. I slay me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 11, 2013, 06:20:31 PM
Perhaps if people didn't poop-sock their way to max-level as soon as possible from launch day and actually tried to get a feel for the world instead of complaining about a lack of end-game content 2 weeks after release, those 3 months could be doubled!

Hahahahaha! HAHAHAHAHAHA! Oh god, seriously. I slay me.

The people who poopsock to the end typically don't enjoy the leveling process and enjoy the race/end game more.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 11, 2013, 08:10:35 PM
I really like Mario Kart.  So I'll play Monopoly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on May 11, 2013, 08:58:17 PM
This is starting to look pretty damn good.  Its easily my most anticipated MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 11, 2013, 11:53:14 PM
Next 'DevSpeak' video is out, focusing on Movement.

http://www.youtube.com/watch?v=-qo5nrkYYI0

Wait, ...if the mob knocks the weapon out of your hand? And you have to go pick it up?  :drill:

Yah, they just threw that comment in there like it was nothing... knowing full well we'd squee over it.
Also, anyone else notice the mining node turned into a mob and fought back?   :drill: :drill: :drill:  Love it.  Reminds me of the mobs that used to hide in the asteroids from E&B; good mechanic.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 12, 2013, 09:23:46 AM
I really like Mario Kart.  So I'll play Monopoly.

You're pretty bad at analogies. Feel free to try again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 12, 2013, 09:54:59 AM
I'll walk you through it.  Just because there is an element which you might find enjoyable or familiar (traveling in a circuitous route) does not mean that the game is designed for your style of play.  You hate leveling, don't play a level based game.  So you like going around the track really fast; doesn't mean you can roll 12d6.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on May 12, 2013, 10:10:04 AM
Wait, ...if the mob knocks the weapon out of your hand? And you have to go pick it up?  :drill:

Yah, they just threw that comment in there like it was nothing... knowing full well we'd squee over it.
I think it's first time ever I see anyone wet themselves with excitement over the prospect of getting subjected to the Disarm in a MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on May 12, 2013, 10:16:30 AM
I want a beta invite so bad. My evolved policy on MMO purchasing is never ever a day one purchase unless I was in the beta. If not beta access then, I wait to see who hates it and who loves it here. For instance if Ingmar hates it I will probably like it. If Ironwood likes it, then that means that the game actively dick punches...ect. If a Bat Country guild forms then I definitely purchase, but not to be in Bat Country because everyone knows BC lasts a month.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 12, 2013, 12:41:14 PM
I'll walk you through it.  Just because there is an element which you might find enjoyable or familiar (traveling in a circuitous route) does not mean that the game is designed for your style of play.  You hate leveling, don't play a level based game.  So you like going around the track really fast; doesn't mean you can roll 12d6.


Don't be retarded because Wildstar is advertising a robust, hardcore, raiding game full of min/max theorycrafting for the "1%" of gamers (did you see that gear modification system?). For players that want to compete in that sphere the leveling aspect is a bump in the road to get done with as soon as possible.

So where you fail is calling Wildstar just a "level based game". It's like you're purposefully ignoring every aspect of an MMORPG on purpose.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 12, 2013, 12:58:24 PM
I think it's first time ever I see anyone wet themselves with excitement over the prospect of getting subjected to the Disarm in a MMO.

Yes but this type of disarm isn't just about your weapon disappearing or you hand glowing and a message saying you do not have a weapon equipped... you have to go physically get your shit. At least I hope that is how it works...Little things like that make me all tingly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on May 12, 2013, 08:11:15 PM
Sounds really fucking annoying to me, on the other hand.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on May 12, 2013, 08:38:45 PM
I think it's first time ever I see anyone wet themselves with excitement over the prospect of getting subjected to the Disarm in a MMO.

Yes but this type of disarm isn't just about your weapon disappearing or you hand glowing and a message saying you do not have a weapon equipped... you have to go physically get your shit. At least I hope that is how it works...Little things like that make me all tingly.

Ya picking up someone's dropped weapon will be the new form of griefing. Note to developers. People hated this back in Everquest. It didnt last 6 months before it got nerfed/fixed.




Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on May 12, 2013, 10:27:57 PM
I'll explain the disarm mechanic having no knowledge of it but using my super-power of COMMON SENSE...!

Your weapon will never actually leave your hand/paperdoll, mechanically it will work the exact same as a wow disarm but the duration is entirely based on when you walk over the weapon ICON on the ground.

What you can do with this is make better disarms drop the weapon further away and also have a maximum duration just in case pathing issues drops the weapon icon in a bad spot.

How it improves on wow is it makes things more interactive and immersive, how it could backfire is trying to find your goddamn weapon in a mass melee of pve or pvp.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on May 13, 2013, 03:25:03 AM
Sounds really fucking annoying to me, on the other hand.  :why_so_serious:
Yeah, i'm kinda expecting the novelty factor to wear off and be replaced with "goddammit at least regular disarm didn't make me waste extra time walking just to be able to do something effective again" ... around third mob which does it. Maybe fourth :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 13, 2013, 06:51:33 AM
Sorry for the shill, but here's a summary of the Circuit Board stuff that the devs talked about on the forums over the weekend:
http://wildstar.junkiesnation.com/2013/05/13/circuit-board-crafting-random-chips-and-you/

They also talked about elder game (end game) stuff as well, which is in another post.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 13, 2013, 07:32:30 AM
Sorry for the shill, but here's a summary of the Circuit Board stuff that the devs talked about on the forums over the weekend:
http://wildstar.junkiesnation.com/2013/05/13/circuit-board-crafting-random-chips-and-you/

They also talked about elder game (end game) stuff as well, which is in another post.

Seems interesting, but if they make this too complicated for the masses, I'd expect this to be a big turn off. Sadly, the masses that play this will be the ones to determine what is best in slot and if that is theoretically impossible to get, then a lot of the min/maxers will be a bit pissy. It does seem a little forgiving in terms of running a dungeon and say only getting drops for the one class you DIDN'T bring, but I get this feeling there is going to be a lot of griping about the best shit never dropping, or the stats you are getting on stuff is meh - ah la D3. Add in a lot of dependent components and the stick just gets too long for the carrot. This is all site unseen so I might be way off the mark, but it does make me pause some...for now at least.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 13, 2013, 07:59:14 AM
At least it gives you better reasons for running dungeons over and over. While you may run dungeons for that last drop, you now always have a chance at getting the same piece of gear with a better roll of stats on it. It also allows you to take apart gear for the modules to sell/save.

So, to me, you get more stuff out of repeated drops which is a bonus. It really depends on how frustrating gear rolls are.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 13, 2013, 08:36:29 AM
At least it gives you better reasons for running dungeons over and over. While you may run dungeons for that last drop, you now always have a chance at getting the same piece of gear with a better roll of stats on it. It also allows you to take apart gear for the modules to sell/save.

So, to me, you get more stuff out of repeated drops which is a bonus. It really depends on how frustrating gear rolls are.

Very true. But with so many configurations, I ma just hoping this doesn't end up being a situation where there are really only 5 penultimate gear stat configurations out of 3000. I recall back in WoW, running UBRS - first couple times was learning, then the next couple were streamlined gear runs, then the next were targeted gear runs, then the next was just fuck right off when all druid gear dropped every time. Sure, shit you got from DEing stuff was useful and you could sell it, but it still was not what you were after. So yeah, I wholeheartedly agree on the last sentence... such is gambling, erm playing an MMO end game, I guess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on May 13, 2013, 08:37:26 AM
I think it's first time ever I see anyone wet themselves with excitement over the prospect of getting subjected to the Disarm in a MMO.

Yes but this type of disarm isn't just about your weapon disappearing or you hand glowing and a message saying you do not have a weapon equipped... you have to go physically get your shit. At least I hope that is how it works...Little things like that make me all tingly.

Ya picking up someone's dropped weapon will be the new form of griefing. Note to developers. People hated this back in Everquest. It didnt last 6 months before it got nerfed/fixed.




Seriously? it is obviously just a freaking animation, you are not going to actually drop your weapon on the ground.  And i say that with absolutely zero knowledge of the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on May 13, 2013, 09:57:13 AM
Watched this :
http://www.youtube.com/watch?feature=player_embedded&v=_4_riSI7Ydg#!

They apparently do have some interesting features: "warplots" (aka instanced guild castles", "custom content" (CoH like ?).  I mean if the games has all the features solid ,core gameplay fun  and lots of content - than heck why not.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 13, 2013, 12:02:44 PM
At least it gives you better reasons for running dungeons over and over. While you may run dungeons for that last drop, you now always have a chance at getting the same piece of gear with a better roll of stats on it. It also allows you to take apart gear for the modules to sell/save.

So, to me, you get more stuff out of repeated drops which is a bonus. It really depends on how frustrating gear rolls are.

Very true. But with so many configurations, I ma just hoping this doesn't end up being a situation where there are really only 5 penultimate gear stat configurations out of 3000. I recall back in WoW, running UBRS - first couple times was learning, then the next couple were streamlined gear runs, then the next were targeted gear runs, then the next was just fuck right off when all druid gear dropped every time. Sure, shit you got from DEing stuff was useful and you could sell it, but it still was not what you were after. So yeah, I wholeheartedly agree on the last sentence... such is gambling, erm playing an MMO end game, I guess.

If you go look up that Dev on Wildstar Central (why the fuck do these games not have their own message boards?) he talked about the system and it's goals back when they released this CBC info originally.

Ultimately they want to avoid, or make it difficult for people to go to an Elitist Jerks to find the best shit. They want to make a myriad of combos work or "be enough" and allow the crazy people to after the perfect set if they want.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on May 13, 2013, 12:09:43 PM
Ultimately they want to avoid, or make it difficult for people to go to an Elitist Jerks to find the best shit. They want to make a myriad of combos work or "be enough" and allow the crazy people to after the perfect set if they want.

Fine and dandy, but on the flip side, don't over complicate and open-end shit so much that players can't make heads-or-tails with it, or end gimping themselves due to a total lack of direction/focus.  Secret World comes to mind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 13, 2013, 12:10:33 PM
Yup. Comes down to how good the design the system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on May 13, 2013, 01:17:31 PM

Fine and dandy, but on the flip side, don't over complicate and open-end shit so much that players can't make heads-or-tails with it, or end gimping themselves due to a total lack of direction/focus.  Secret World comes to mind.

I kinda liked secret world system , but seems lot of no so theorycraft inclined people were really lost with it  and at the end of the day there is always best and most optimal builds no matter the system (unless all builds are identical)


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 13, 2013, 01:59:05 PM
Ultimately they want to avoid, or make it difficult for people to go to an Elitist Jerks to find the best shit. They want to make a myriad of combos work or "be enough" and allow the crazy people to after the perfect set if they want.

Fine and dandy, but on the flip side, don't over complicate and open-end shit so much that players can't make heads-or-tails with it, or end gimping themselves due to a total lack of direction/focus.  Secret World comes to mind.

Yeah, this is what I was trying to say, but failing miserably. Unless that system is dynamic, people will ultimately come to an agreement on the best shit and where it comes from, how long it takes is sort of a moot point. It happens in every game. The perfect set pieces don't matter only if there is no perfect set... which is a whole other matter. But yeah... I have a little faith. Tempered of course.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 13, 2013, 02:06:57 PM
Do they have a way to combat data mining?  I would imagine that would be the first step to stymieing the 'best in slot' lists.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on May 13, 2013, 04:29:42 PM
Wait, ...if the mob knocks the weapon out of your hand? And you have to go pick it up?  :drill:

Yah, they just threw that comment in there like it was nothing... knowing full well we'd squee over it.
I think it's first time ever I see anyone wet themselves with excitement over the prospect of getting subjected to the Disarm in a MMO.

Yeah, sounds a little obnoxious to me, honestly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on May 14, 2013, 09:26:39 AM
How do you sign up for this stress test that guarantees a beta invite at some point?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 14, 2013, 10:31:55 AM
They are pulling stress test invites from the pool of beta applications. So if you applied already, you don't need to do anything.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on May 22, 2013, 01:08:13 AM
Epic Paths video is epic. (http://www.wildstar-online.com/en/the-game/paths/)

 :drill:  I don't know which I want more...this or Hex.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 22, 2013, 04:03:13 AM
Why is EVERY GOD DAMN THING on Facebook these days?

No don't answer that... I don't want to know the answer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on May 22, 2013, 04:43:33 AM
Hehe, in that latest video, I loved when the Mechari Settler swept off some (presumably oily) sweat  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on May 22, 2013, 01:22:35 PM
wtb beta invite pst


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on May 22, 2013, 02:54:43 PM
So I guess I'll be the only explorer in our guild, surrounded by settlers and scientists.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on May 22, 2013, 02:57:34 PM
I've been checking my email like every 10 minutes.  :(


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 22, 2013, 02:58:23 PM
Depends.  How much exploration can you have with a static world? 


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on May 22, 2013, 03:08:12 PM
So I guess I'll be the only explorer in our guild, surrounded by settlers and scientists.  :why_so_serious:

Assuming the combat doesn't make Ingmar knock over the game board and stomp away completely, I wouldn't be totally surprised if he picked explorer. Scientist seems more likely if the lore isn't completely derp though, I guess.  :awesome_for_real:

But yeah, I will be building ALL THE THINGS.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tarami on May 22, 2013, 03:08:54 PM
Fuck you Wildstar! I have two years left on my degree! You can't open beta NOW?!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on May 22, 2013, 03:31:41 PM
Explorer seems to be JUMPING PUZZLES AHOY so unlikely I'll do that. Scientist looks most appealing to me at first glance.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 22, 2013, 03:48:48 PM
I highly doubt I can build a whore house, so that's out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on May 22, 2013, 11:40:49 PM
Depends.  How much exploration can you have with a static world? 

What? You want a world where the mountains grow overnight and seas flood the land every week? GW2 was a static world too and no one really complained about exploring it. Hand crafted goes a long way where procedurally generated worlds tend to be boring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on May 23, 2013, 12:19:42 AM
We also don't know how much of this path stuff is going to be instanced, no?


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 23, 2013, 02:46:43 AM
Depends.  How much exploration can you have with a static world? 

What? You want a world where the mountains grow overnight and seas flood the land every week? GW2 was a static world too and no one really complained about exploring it. Hand crafted goes a long way where procedurally generated worlds tend to be boring.

Nah.  I understand the limitations of these games.  You can only see something for the first time once.  But that's inherently the problem.  An explorer is always after the new shiny, but in these games the new shiny lasts a month, then it's 6mo to 2yr before more new shiny comes along.  Of course I am buying the game (because fucking housing yo!) but I'm leery at these path choices.  Of course information is limited atm so don't take shit I'm saying to be serious gloom and doom naysaying, just a casual worry.

I'd really like to see progress in procedural generation though.  We're eventually going to have to go that way, imo.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 23, 2013, 10:43:24 AM
We also don't know how much of this path stuff is going to be instanced, no?

None of it is specifically instanced for paths (or at least the vast majority of it takes place in the open world as far as I know). But you might be able to do things in existing instances.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on May 23, 2013, 03:45:49 PM
Depends.  How much exploration can you have with a static world? 

AS GW2 has shown  -quite a lot. I played  for 6 month total and still dont have 100% map completion. I still see completely new zones (granted  exploration was not what I invested a lot of time into)


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on May 29, 2013, 10:54:48 AM
Does this f*cking game have PvP?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 29, 2013, 11:09:58 AM
Does this f*cking game have PvP?


Standard MMO stuff.
PVE or PVP servers
Battlegrounds
Arenas

The new addition is Warplots which are essentially 40v40 Guild Housing fights.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on May 29, 2013, 11:39:24 AM
Does this f*cking game have PvP?


Standard MMO stuff.
PVE or PVP servers
Battlegrounds
Arenas

The new addition is Warplots which are essentially 40v40 Guild Housing fights.

Thanks m8, didnt have any games on my radar, now I do :)


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 29, 2013, 11:43:36 AM
It's getting to where they should announce a release date if they want to get it in 2013.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 29, 2013, 04:45:05 PM
I wouldn't be surprised if they go open beta or drop the NDA after pax prime.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 11, 2013, 12:52:28 PM
I thought this was interesting. http://www.wildstar-online.com/en/news/wildstars_economic_game.php

Also, he gave Raph a nice shout-out in the post:

Quote
Buying stuff is fun, or at least it can be depending upon what you are shopping for. But what is fun? Raph Koster, a well-known MMO designer, has written about the concept of fun at length in a book called A Theory of Fun for Game Design, which is worth reading, even if you don’t agree with everything in it. In the book, he explains that fun is a byproduct of learning and mastering something, which makes a lot of sense.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 11, 2013, 01:15:25 PM
I'm glad they pushed TESO til spring.  I now have a chance of getting more of my friends to try this. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 11, 2013, 01:35:11 PM
From my watching of this game, and talking with the people who've gotten their hands on the game at conventions, this game will be tuned and play like WOW vanilla. So if your friends want a modern WOW 1.0, then this is the game for you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on June 11, 2013, 02:14:42 PM
That's not a bad strategy to be fair. Wow has gotten too loaded with its own BS, a "down to basics" WOW might be enough to capture some of the people who are cheesed off with WOW but have nowhere else to go for the gameplay they like.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 11, 2013, 02:24:14 PM
I just want a damned beta invite. I feel like I am missing out on something big.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 11, 2013, 02:25:46 PM
They did a stress test recently. I don't think they actually give out beta invites. It's just a scam to get you on an email list.

CONSPIRACY!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 11, 2013, 03:29:12 PM
That's not a bad strategy to be fair. Wow has gotten too loaded with its own BS, a "down to basics" WOW might be enough to capture some of the people who are cheesed off with WOW but have nowhere else to go for the gameplay they like.

This is hardly "down to basics". I don't think I've ever seen an MMO trailer that promised quite as much at release as this one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on June 11, 2013, 04:01:19 PM
Yeah, that was badly phrased I guess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 12, 2013, 06:35:46 AM
They already have a function cross realm dungeon finder according to some quotes from developers. That's like 90% of the way there! They also have a functioning addon system in place.

What we don't know is the quality of their class/character development and whether or not their dungeons and raids are horribly tuned or not.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on June 12, 2013, 06:39:07 PM
http://massively.joystiq.com/2013/06/12/e3-2013-not-so-wild-about-wildstar/


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 12, 2013, 07:29:38 PM
http://massively.joystiq.com/2013/06/12/e3-2013-not-so-wild-about-wildstar/

Meh, just seemed like he was pissed he couldn't change the default controls and then harped on it for the entire article.  I think it would be fair to assume that the live game will allow players to change the controls to how they want...like every other game does. :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 12, 2013, 08:31:02 PM
What I got from that article was more of a "been there, done that" vibe.  Seems he felt Wildstar was just a rehash of what we've all been through already.  If that's the case, then I can understand the 'meh' reaction.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on June 12, 2013, 10:23:30 PM
What I got from that article was more of a "been there, done that" vibe.  Seems he felt Wildstar was just a rehash of what we've all been through already.  If that's the case, then I can understand the 'meh' reaction.

We are all on the same page that the vast vast majority of the progression gameplay is going to be Vanilla WoW in space right? I mean it sounds like he thought Vanilla WoW in Space was going to be a little more fun and different feeling than it actually is.

Double jump is pretty cash though, so hearing this game has double jump is the most exciting thing not called warplots. They are still a long way from me even thinking about a day one purchase but I used to be convinced this was going to be utter shite. Baby steps.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 12, 2013, 10:28:47 PM
What I got from that article was more of a "been there, done that" vibe.  Seems he felt Wildstar was just a rehash of what we've all been through already.  If that's the case, then I can understand the 'meh' reaction.

I don't know what he was expecting.  We've known for awhile now (if you've been following the game like the author of the article should have been) that this is a theme park MMO that has a lot of qualities of early WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 13, 2013, 05:42:02 AM
I don't know what he was expecting.  We've known for awhile now (if you've been following the game like the author of the article should have been) that this is a theme park MMO that has a lot of qualities of early WoW.

Just to be clear, I wasn't judging the game.  I was just stating what I got from the author/article. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 13, 2013, 07:54:36 AM
What I got from that article was more of a "been there, done that" vibe.  Seems he felt Wildstar was just a rehash of what we've all been through already.  If that's the case, then I can understand the 'meh' reaction.

He sounds like a complete douche, tbh. He admits he went off path of the demo, bitches about controls, acts like he's totally above trying this wow-clone, and even manages to insult women as idiot gamers in the same article.


Title: Re: Carbine Studios' "Wildstar"
Post by: Xanthippe on June 13, 2013, 09:17:08 AM
I would play an mmo that was a reskin of vanilla WoW. Not for as long as I played WoW, but I would buy it and play it. (As long as Ghostcrawler was not involved in it, that is).

I would also play a reskin of the first Zelda. Heck, just a repeat of the game with the same everything but everything moved on the map (like the second game you get to play after the first one).

Have game developers completely given up on non-monster-killing professions in mmos? (Like trader or fisherman or farmer).


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 13, 2013, 09:23:44 AM
I would play an mmo that was a reskin of vanilla WoW. Not for as long as I played WoW, but I would buy it and play it. (As long as Ghostcrawler was not involved in it, that is).

I would also play a reskin of the first Zelda. Heck, just a repeat of the game with the same everything but everything moved on the map (like the second game you get to play after the first one).

Have game developers completely given up on non-monster-killing professions in mmos? (Like trader or fisherman or farmer).

Yes. They see a game that a lot of people play, and they make more of that and less of the other stuff until that is all they are making. That other stuff is then forgotten about while companies continue to chase the hordes of gamers that are playing the only thing available. And the vicious cycle continues.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 13, 2013, 01:06:59 PM
I wouldn't play a reskin of WOW 1.0. However I would play a reskin of WoW 1.0 with GW2's combat system with a limited hotbar space. Wildstar's combat system will supposedly by close to that. Movement, soft targeting (telegraphs) and dodging. I don't think I could go back to a tab-target system with standard rotations and hotbars full of cooldowns and rotational abilities.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 13, 2013, 01:08:36 PM
But you can't rebind keys guyz!!!  :ye_gods:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 13, 2013, 02:07:25 PM
But you can't rebind keys guyz!!!  :ye_gods:

Not even joking but if that's live it's a total deal breaker for me and I'm DOWN for wow in space big time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 13, 2013, 02:11:32 PM
I can say with a 99% certainty that it's not going live. My guess is they didn't want to let people waste time in a demo remapping keys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 13, 2013, 03:33:09 PM
I would agree but I want to throw it out there because there are a lot of people like me who, if they can't remap keys get very, very pissy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 13, 2013, 03:37:24 PM
Might as well bitch about debug messages hitting the chat output.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on June 13, 2013, 03:39:40 PM
What's the last game you can remember that didn't let you remap keys?


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 13, 2013, 03:42:32 PM
What's the last game you can remember that didn't let you remap keys?

Witcher 2 had a couple keys you could not change(mind you this is at release, may have been patched later)  There have been a few others that I can't recall off the top of my head but really I would say nearly all have re-mapping but many have "this button is holy" crap that for some reason you cannot re-bind certain functions.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 13, 2013, 03:54:19 PM
What's the last game you can remember that didn't let you remap keys?

Guild Wars 2 won't let me move them around on my taskbar.


Title: Re: Carbine Studios' "Wildstar"
Post by: proudft on June 13, 2013, 04:17:16 PM
SWTOR won't let me remap Next Target to T.  It made me pissy enough to give WoW another shot.

 


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on June 13, 2013, 04:20:42 PM
You're a known dumbo though.

Fucking Hobbit.


Title: Re: Carbine Studios' "Wildstar"
Post by: proudft on June 13, 2013, 05:08:52 PM


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on June 14, 2013, 03:57:23 AM
Oblivion could only let you binb powers to keys 1 to 8 because consoles.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mattemeo on June 14, 2013, 05:29:03 AM
I don't use WASD, instead favouring the cursor keys and the keys around (right ctrl, shift, delete, pg up & down, numpad etc) so I tend to jump using my little finger on the right ctrl... WoW and SWtOR won't let me bind Ctrl to Jump because it's a 'holy' key, which is irritating as fuck and means I've had to get used to jumping using the click wheel of my mouse. Which, given the jumping puzzles and terrible action lag of the Hero Engine in SWtOR is a major handicap.

NO fucking key should EVER be sacrosanct in a PC game. The Keyboard exists as the ultimate expression of control freedom ffs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tarami on June 14, 2013, 06:16:17 AM
You can't bind Ctrl because it would mean it would have to fire on key UP rather than key DOWN. Otherwise it wouldn't be able to distinguish between Ctrl alone and Ctrl as a modifier key. (You depress Ctrl - should it jump or should it wait for another key?)

WoW prior to some patch (2.x or so) fired on key up, which gave abilities delay. I remember having odd binds on Shift (like /sit) so I think it was possible at some point. It was changed for the sake of reponsitivity though, which I can only agree with.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 14, 2013, 06:50:18 AM
Hey guys, the game has fully bindable controls, that's 100% guaranteed. I'm willing to bet you will have a full blown bartender mod before the game even launches.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on June 14, 2013, 10:23:33 AM
I can say with a 99% certainty that it's not going live. My guess is they didn't want to let people waste time in a demo remapping keys.
Yes.  It was because it was at E3.


Title: Re: Carbine Studios' "Wildstar"
Post by: DayDream on June 14, 2013, 10:46:46 AM
You can't bind Ctrl because it would mean it would have to fire on key UP rather than key DOWN. Otherwise it wouldn't be able to distinguish between Ctrl alone and Ctrl as a modifier key. (You depress Ctrl - should it jump or should it wait for another key?)

WoW prior to some patch (2.x or so) fired on key up, which gave abilities delay. I remember having odd binds on Shift (like /sit) so I think it was possible at some point. It was changed for the sake of reponsitivity though, which I can only agree with.

No.  The solution is to be able to separately define your modifier keys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on June 14, 2013, 11:29:14 AM
I don't use WASD, instead favouring the cursor keys and the keys around (right ctrl, shift, delete, pg up & down, numpad etc) so I tend to jump using my little finger on the right ctrl... WoW and SWtOR won't let me bind Ctrl to Jump because it's a 'holy' key, which is irritating as fuck and means I've had to get used to jumping using the click wheel of my mouse. Which, given the jumping puzzles and terrible action lag of the Hero Engine in SWtOR is a major handicap.

NO fucking key should EVER be sacrosanct in a PC game. The Keyboard exists as the ultimate expression of control freedom ffs.


What planet do you come from?  :uhrr:

Madness!


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 14, 2013, 01:21:16 PM
He comes from Planet Alb.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tarami on June 14, 2013, 02:17:20 PM
You can't bind Ctrl because it would mean it would have to fire on key UP rather than key DOWN. Otherwise it wouldn't be able to distinguish between Ctrl alone and Ctrl as a modifier key. (You depress Ctrl - should it jump or should it wait for another key?)

WoW prior to some patch (2.x or so) fired on key up, which gave abilities delay. I remember having odd binds on Shift (like /sit) so I think it was possible at some point. It was changed for the sake of reponsitivity though, which I can only agree with.

No.  The solution is to be able to separately define your modifier keys.
I wasn't suggesting a solution.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on June 20, 2013, 04:05:24 PM
A hands-on video (http://www.youtube.com/watch?v=ovWB71RTVXc), if you are starving for news.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on June 20, 2013, 04:27:48 PM
"Video is private"


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on June 20, 2013, 04:53:22 PM
What?! That's really strange. I can watch it just fine from two different computers and Youtube accounts.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on June 20, 2013, 04:55:46 PM
I can watch it just fine as well.



Edit: and by "watch fine" I mean, "strangle the living shit out of the narrator with every breath he takes"


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on June 20, 2013, 04:56:55 PM
I'm not logged in.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 21, 2013, 08:07:35 AM
It annoyed the shit out of me how he dodged backwards every time, sometimes twice, when a step sideways would've completely avoided the enemy attack.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 21, 2013, 08:10:33 AM
Edit: and by "watch fine" I mean, "strangle the living shit out of the narrator with every breath he takes"

This. 

That video was painful.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on July 10, 2013, 12:19:31 PM
Beta houses competition:

http://www.wildstar-online.com/uk/news/living_in_style_wildstar_beta_houses.php

Oh, last week update was nice too, talking a bit about UI modding:

http://www.wildstar-online.com/uk/news/bitwise_and_packetdancer_talk_wildstar_ui_add-ons.php

I created this thread back in 2007; submitted my beta application, like, three minutes after the 2011 website went live and still no invite...."SO WHY DID YOU DO THIS..TO ME!!!" : http://www.youtube.com/watch?v=-N7KOGnATgM

*fetal position*


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 11, 2013, 10:06:01 AM
Did somebody say sorta-twitch? (http://www.youtube.com/watch?v=kjQLsE02OPg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on July 11, 2013, 10:33:46 AM
Don't understand. What part of tab targeting is still around? From they were showing it was like the worst of both worlds, no tab targeting and no crosshair (?) to help you aim (instead you have to hold down skill buttons, yuck).


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on July 11, 2013, 10:34:53 AM
I can not imagine playing a healer and needing people to stay still so that my spell zone area hits them.  Especially since the rest of the game emphasizes those people moving to deal/avoid damage.  That system could be fun for dps/tanks but nothing more than an exercise in futility for a healer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 11, 2013, 10:40:38 AM
As someone that enjoys playing a healer, I think that having to anticipate movement could add some fun.  It's like dropping a ground AE spell.  You have to anticipate where it will do the most good.  I rather enjoyed that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on July 11, 2013, 10:43:25 AM
It's manageable if they design things properly. Tera has such a system for most of its healing spells. Wildstar is basically copying what Tera does with some twists.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on July 11, 2013, 10:46:36 AM
Adds a new twist to "FFs healer", namely "FFS DPS, stand in the fkin green heals and not in the fire!".


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 11, 2013, 11:42:55 AM
SWTOR has a bunch of heals that work with ground targeting, it works just fine.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on July 11, 2013, 12:20:58 PM
Don't understand. What part of tab targeting is still around? From they were showing it was like the worst of both worlds, no tab targeting and no crosshair (?) to help you aim (instead you have to hold down skill buttons, yuck).


You can tab target, but your target has nothing to do with how your abilities land. Essentially it lets you pick targets out of the crowd and gives you something to aim towards.
The rest of the skills work like normal skills in any other MMORPG but you need to fire them off in the right direction.

Think GW2 but your area of effect is shown on the ground in red.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on July 11, 2013, 01:10:42 PM
Looking forward to it. I heart my GW2 elementalist, and basically all of my skills [except for the 'autoattack'] are ground targeted. Hasn't been a problem in my experience, even for the two heals.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 11, 2013, 04:23:27 PM
SWTOR has a bunch of heals that work with ground targeting, it works just fine.

It also has a bunch of heals that don't. And those are really helpful when you land your GTAE heal and your DPSers flee from it because they forgot you can do that.

So ... I think I prefer a mix.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 11, 2013, 04:30:54 PM
Now that I've watched the video, I'm about 80% sure I will hate the combat in this game. Oh well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on July 11, 2013, 04:50:14 PM
At least you gave it a fair shake.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on July 11, 2013, 05:01:51 PM

This MMO seems to have developers with a clue and a sense of humor... good things can come from that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 11, 2013, 06:19:21 PM
At least you gave it a fair shake.

I'll still try it for the housing/paths stuff, but all that rolling around and aiming rules out things like collector's editions and such for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 11, 2013, 06:31:23 PM
I'm an MMO junkie and I've never bought a collector's edition of anything.  NEVAH!

You guys are truly hardcore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on July 11, 2013, 07:22:21 PM
Judging by the final comment, seems like they'll be using a few RL incap effects for abilities like 'blind.'  That is, you got blinded?  Your screen goes dark.  Which plays pretty well with their choice of aiming system.  I cant stand in RPGs when I get blinded and yet for some dumb reason I cant spam my berserker-ish aoe ability - makes no sense.   There are SOME things in life wherein you dont need a target.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on July 11, 2013, 08:03:12 PM
That combat system actually looks pretty awesome to me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on July 11, 2013, 09:31:51 PM
SWTOR has a bunch of heals that work with ground targeting, it works just fine.

It also has a bunch of heals that don't. And those are really helpful when you land your GTAE heal and your DPSers flee from it because they forgot you can do that.

So ... I think I prefer a mix.
Yeah, my guildies mostly share this view. I know that one of our healer-types hated healing rain in WOW due to the ground-targeting aspect. I love them, though, as they allow me to subtly influence my group members' positioning (and get them to stay at the right spot). Ditto with geyser/healing rain in GW2 dungeons. Dance, my puppets!

That said, I don't think there are many gtae heals in SWTOR at all, unless they added some recently. There's salvation from sage and the healing grenade from commando, and that's about it?


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 12, 2013, 12:52:58 PM
It's just those two, yeah, scoundrels don't have one.

I don't hate GTAE stuff, it's just sometimes if it's a frantic fight you just don't have time to get your ground target JUST SO, and as a healer I am a control freak who doesn't like when she can't get things JUST SO in order to keep everyone alive.

I haven't raided seriously since WotLK, you see, so my hardened carapace of "fuck them, if they died it was their fault" has softened again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on July 13, 2013, 08:07:59 AM
Sjofn makes an interesting point, mainly because Wildstar plans on going back to hardcore raiding style... which indeed requires precise healing (not conducive to an aiming system).   This is not a hardcore Trinity game though, so I anticipate it being more along the lines of something like GW2 classwise - which may make up the difference.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on July 19, 2013, 12:14:36 PM
Last 2 race reveals - Chua and Mordesh.

http://www.youtube.com/watch?v=6t0mgu0_i3c


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on July 19, 2013, 12:53:41 PM
Told yea, Space Zombies.

The psychotic racoons are a surprise though.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Mattemeo on July 19, 2013, 08:26:22 PM
Psychotic Space Racoons. I'm not entirely sure Carbine need to work this hard to make me want to play Wildstar, but I sure do appreciate their dedication to flicking my switches. Even the Mordesh have a great aesthetic - Neon Goth - going for them, and it's refreshing to have them work for the 'rebel' side.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on July 20, 2013, 12:26:04 AM
I am totally playing a Chua.   :awesome_for_real:

(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/1069898_521764601230652_1187322938_n.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on July 20, 2013, 10:25:52 AM
Carbine is going to clean house when it comes time to divvy awards to community manager, art director, and marketing director.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on July 22, 2013, 10:09:57 PM
 :nda:


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on July 23, 2013, 02:54:56 AM
:nda:

There was word of some kind of 10k invite stress test blitz they're doing.  Lucky stiff!   :angryfist:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on July 23, 2013, 03:27:28 AM
:nda:

 :mob: :mob: :mob: :mob: :mob: :mob: :cry2:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 23, 2013, 05:45:36 PM
 :heartbreak:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 23, 2013, 05:55:28 PM
I got... no it was spam.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on July 23, 2013, 05:59:00 PM
I saw a message in my inbox today from Carbine Studios and got excited until I noticed it was just an update featuring the new races.  So, yeah... :heartbreak: :heartbreak:.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 23, 2013, 08:54:44 PM
There are only two conditions that will make me buy this game. One is that i get to beta test it and discover that it is not shit. The other, if i don't get to beta it, is that an f13 guild makes it longer than a month. If neither of those conditions get met I wont be spending my money on it. Unless its free, then I will not play it at all. I am really fucking tired of the free to play evolution.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 24, 2013, 06:27:14 AM
If I have to group with more than 3 or 4 other people to get the top end gear, I'm not playing.  I'm sick of raiding as gated content. 

If it makes me feel like a  :pedobear: because of the graphics... also not playing.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on July 24, 2013, 08:44:07 AM
If I have to group with more than 3 or 4 other people to get the top end gear, I'm not playing.  I'm sick of raiding as gated content. 

Ditto
If it makes me feel like a  :pedobear: because of the graphics... also not playing.

I haven't seen any "not child porn because they have elf ears" content, but I haven't done an exhaustive search.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on July 24, 2013, 09:43:16 AM
If I have to group with more than 3 or 4 other people to get the top end gear, I'm not playing.  I'm sick of raiding as gated content. 

If it makes me feel like a  :pedobear: because of the graphics... also not playing.

I'm more restrictive.  I want to be able to solo when no one else is on/around, and I want it to magically scale itself as more people login to play.  I don't want any dungeon to be more than a half an hour because folks can't stay focused for more than a half an hour.  I want a difficulty slider.

...

:) yeah, I'm probably not playing this game


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on July 24, 2013, 09:54:00 AM
I'm more restrictive.  I want to be able to solo when no one else is on/around, and I want it to magically scale itself as more people login to play.  I don't want any dungeon to be more than a half an hour because folks can't stay focused for more than a half an hour.  I want a difficulty slider.

...

:) yeah, I'm probably not playing this game

This is all I've ever wanted in a MMO.  I'm never going to get it.  That's OK with me, MMOs don't need to be my alpha and omega of gaming anymore. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on July 24, 2013, 10:05:02 AM
We had that game.  It was called City of Heroes, but not enough people played it so now we can't have nice things.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on July 24, 2013, 10:09:00 AM
I couldn't get past level 11 in CoH. I just found it incredibly boring.  Boring enough that I didn't make it 10 minutes into CoV before turning it off.   Game just didn't work for me at all.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 24, 2013, 10:17:47 AM
We had that game.  It was called City of Heroes, but not enough people played it so now we can't have nice things.

Loved that game and played it for years.  I'd be quite happy to have a fantasy version of CoH with better crafting, housing, and decent loot generator. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on July 24, 2013, 11:27:37 AM
I love CoH a lot as well, so much done right.  That said, the speed of leveling, waiting for powers to come off cool down and the jarring change in difficulty with that patch whose name I can't remember made it hard to stick with.  Heartbreaking really, given how simple those items should have been to fix.

So much done right.  Mentoring +/-, housing, interesting villains / villain groups / back stories.  Missions that scaled to those playing.  So much done right.   :cry:

Something else I always wanted in their missions - secondary objectives that accepted partial completion.  Example, "arrest all villains" was a frequent goal of the missions, but you could get stuck on that mission if the villain got stuck in the geometry.  They should have implemented secondary objects with fuzzy logic.  If you were playing a stealth hero, then you actually want to arrest as few as possible, ideally triggering a different next map (story arcing).  Playing the bad ass you want to arrest as many as possible.  Ramp up the difficulty by having some of the runners actually try to make it to the doorways instead of just hanging back a bit.  Higher score/better reward the more guys you arrest.  A villain (or gigaw I'm supposed to pickup) getting stuck in the geometry doesn't stop me from progressing.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on July 24, 2013, 11:33:22 AM

I don't want any dungeon to be more than a half an hour because folks can't stay focused for more than a half an hour.  I want a difficulty slider.

...

:) yeah, I'm probably not playing this game

While I want to shake the fuck outta these ADHD people, I can't argue with the fact that you are about right. I like longer dungeons, but it seems the rest of the playerbase just can't handle it... thta makes me sad.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on July 24, 2013, 11:37:19 AM
I love CoH a lot as well, so much done right.  That said, the speed of leveling, waiting for powers to come off cool down and the jarring change in difficulty with that patch whose name I can't remember made it hard to stick with.  Heartbreaking really, given how simple those items should have been to fix.
Well there were a couple of radical global nerfs to the game but you are probably thinking of "Enhancement Diversification" aka ED.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 24, 2013, 11:59:31 AM
Scaling content is almost universally boring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on July 24, 2013, 12:03:57 PM
Bethsoft's attempts at scaling would work OK for me.  Then again, they're not making you do the Heigan Safety Dance in Skyrim. 

Compelling and difficult solo content has been done well by TSW and GW2, they just haven't gone all the way yet.  Same with SWTOR really.  There's no reason why that game couldn't be 100% soloable, especially the leveling content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 24, 2013, 12:10:06 PM
If you make a game F2P with achievements and cosmetics? The outdated idea that you have to gate things through large group content as a point of retention is no longer necessary. It could be 100% solo content with an economy, housing, social aspects, and exploring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 24, 2013, 12:10:12 PM
Bethsoft's never done scaling for group size, so I don't think it's really an applicable example. The core problem with group scaling is you either have to remove complexity from the encounter as it gets smaller, or just have very little complexity in the fight to start with. You lose design space in other words; Blizzard managed to scale the 4 Horsemen in Naxxramas from a 40 person fight down to 25 and 10, but you really can't go beyond that; all that potential room for encounter design is just gone in a world where you'd scale all the way down to 1 person.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 24, 2013, 01:58:55 PM
While I loved CoX very much, the scaling wasn't exactly exciting or interesting. I'm by myself! There are groups of 3 bad guys all down the hall. I'm with Ingmar! There are groups of four or five baddies down the hall. I'm with a full group! I can't even SEE the hall for all the baddies.

But those baddies were the same exact baddies with the same exact powers. I prefer my group content to feel a little different. And they had that more interesting group content in the Task Forces (whose main flaw was that some of them took a billion years to actually complete), which were ... group only.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 24, 2013, 02:02:40 PM
The only way to have solo content be as or near as complex as group content is to have npc's available to be your group. At that point why even play an mmo?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on July 24, 2013, 02:44:16 PM
On the other hand, much of why I loved GW1 was because I could have customizable npc's available to be my group.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 24, 2013, 02:47:29 PM
And we officially reached the "what constitutes an MMO" part of the thread.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on July 24, 2013, 02:47:59 PM
The only way to have solo content be as or near as complex as group content is to have npc's available to be your group. At that point why even play an mmo?

Because you like people some of the time? Your gaming group of friends can't get together every day but would rather play with together given the chance? MMOs also come with a semi-persistent world/community and live development teams.   Those are nice.



Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 24, 2013, 03:20:30 PM
No, Rasix, you either want to play with other people ALL of the time or NONE of the time, there is never any in-between.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 24, 2013, 04:52:48 PM
No, Rasix, you either want to play with other people ALL of the time or NONE of the time, there is never any in-between.

Damn, and here I was sure there was a number between 1 and ALL. Those fucking musketeers ruined everything.


Title: Re: Carbine Studios' "Wildstar"
Post by: Megrim on July 24, 2013, 06:42:53 PM
Play a massively multi-player game.

Complain about not being able to solo.

f13 :rock_hard:



Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 24, 2013, 06:53:04 PM
And we officially reached the "what constitutes an MMO" part of the thread.

Not yet, but I feel it coming on pretty rapidly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 24, 2013, 06:54:03 PM
Play a massively multi-player game.

Complain about not being able to solo.

f13 :rock_hard:

We've been through this too many times to recall.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on July 24, 2013, 07:02:16 PM

Yep, but the audience is changing. The dedication required to PUG is fading as online gaming becomes more mainstream and gamers more fickle.

I accepted that EQ was group required for XP giving content because getting kicked in the balls was part of the novelty. I got over it...

Should there be rewards that encourage group play? for sure. It worked fine in CoH where the action became more fun and more rewarding so people would form groups because it was fun. It works fine in GW2 events where they scale up dynamically and you don't need to do a pre-PUG interview and item-check. Having a large amount of content behind a "5 man or piss off" barrier, especially if that content is challenging enough to make PUG's have a high failure rate, not so bright.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 24, 2013, 08:05:15 PM
Or you could you know, close the mmo and play a single player game for a while. MMO players just want everything all the time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on July 24, 2013, 08:12:55 PM
All genres are moving towards the "games as services" model.  MMOs included.  If your game is a service, you want to offer something to as many people as possible as often as possible, particularly when your income comes from people being invested enough to buy a new hat.  They are a lot less likely to buy that new shiny if they feel compelled to load up a different game when their friends aren't online.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on July 24, 2013, 09:03:46 PM
Or you could you know, close the mmo and play a single player game for a while. MMO players just want everything all the time.

Sometimes I want to climb out of my cave and stop being an anti-social hermit for awhile.  Sometimes.

All grouping, all the time is dumb.  All solo, all the time is dumb, too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 24, 2013, 09:36:35 PM
Or you could you know, close the mmo and play a single player game for a while. MMO players just want everything all the time.

I think people think other people playing a game is fun in theory. The issue arises when players just want other MMO players to not be useless asshats. The problem is that they themselves are likely useless asshats. And that's because the genre attracted this kind of asshat over the years with it's time=success model of game.

Now it's just asshats all the way down.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 25, 2013, 09:33:31 AM
I don't think MMO's should be devoid of solo content but too many people want the solo content to be the same as the group content. "I want to one man raids" and that line of thinking is when you get homogenized dungeons so they can be scaled down.

Ideally an MMO should have enough fun solo content to keep people entertained but when they try to be all things to all people they tend to suffer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 25, 2013, 10:14:41 AM
Ask yourself the following question though. Do people really enjoy large scale raiding?

I'd contend that the vast majority of the players do not enjoy anything over 4-5 people, and see it as more of a hassle getting in their way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 25, 2013, 10:17:40 AM
People enjoy the spoils of raiding and often don't separate that from the exercise of raiding itself.  If they could get those same spoils using a group of 5, I'd bet that the majority would go that route instead.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 25, 2013, 10:34:12 AM
People enjoy the spoils of raiding and often don't separate that from the exercise of raiding itself.  If they could get those same spoils using a group of 5, I'd bet that the majority would go that route instead.

I think the 10 and 25 man split of WoW follows that logic. 25 man raiding for the most part fell off the face of the earth when they introduced the same rewards across the tiers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ceryse on July 25, 2013, 10:57:09 AM
Ask yourself the following question though. Do people really enjoy large scale raiding?

I'd contend that the vast majority of the players do not enjoy anything over 4-5 people, and see it as more of a hassle getting in their way.

I'm probably in the minority, but I do enjoy the large scale raiding. The move to continually downsize the numbers involved are one of the reasons I'm not as into MMOs as I used to be. 20 is the bare minimum for me; I'm also not a huge fan of the smaller group content. I either want to solo, or work with as many as two others.. or at least 19 others. Anything in between just isn't for me.

That said, I have a love/hate relationship with any kind of grouping in MMOs. Love working with a lot of others to bring down content (including the organization/cat-herding aspect). Hate the fact I have to rely on x number of people to not be absolutely moronic.

As for what people will do or prefer? The majority will always go for the path of least resistance (which is always going to be fewer people due to making it easier and easier to organize) regardless of what they actually enjoy most.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 25, 2013, 11:00:57 AM
I love playing in a group of competent people.  My problems arise when all of the good players I know quit the game I'm playing.  You have to wade through so many terrible players in pve MMO's that rebuilding a group can seem like a monumental undertaking.  I don't even want to think about having to constantly fill a 10 or 25 man roster.  That's a nightmare in my mind and that doesn't even consider the rage I feel when one person consistently screws it up for the other 24, wasting their time in the process.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 25, 2013, 11:09:47 AM
Ask yourself the following question though. Do people really enjoy large scale raiding?

I often enjoy organized raiding in the 8-10 people zone. I don't mind it when it's 20+ type stuff as long as it is spontaneous everyone-in-the-zone-there's-a-monster-look-out sort of stuff. It's when you get the numbers up higher AND need to organize it all that I think it's not worth the bother.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 25, 2013, 12:01:51 PM
Yeah, raiding needs to be done in the GW2 model.  Big dragon spawns, everyone on the server that wants to rushes over and kills it. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on July 25, 2013, 12:30:55 PM
The giant monster spawns in CoH and the recent giant monster event in TSW where both like that and they were a lot of fun.  Only problem with them is when /too many/ people show up and the lag monster rears its ugly head.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 25, 2013, 12:53:31 PM
There is a lot of culling in GW2, in pve it doesn't bother me in the least but it seems to annoy some people.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on July 25, 2013, 03:13:11 PM
Yeah, raiding needs to be done in the GW2 model.  Big dragon spawns, everyone on the server that wants to rushes over and kills it.  

They already do. My guild chat is full of people watching timers for the next world spawn.

I don't think GW2 should bother trying to do raid content. They don't have the revenue stream, they more or less promised a flat power structure, their mechanics are poorly suited to it and the hard core raiders are still wedded to WoW. Their more casual gamer orientation is a comfortable and fitting market niche for them.

Now wildstar is promising raids so that will be interesting, and probably the reason they are talking about a "hybrid" subscription model and have a more cartoony and easy to extend art-style.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 25, 2013, 03:31:24 PM
The giant monster spawns in CoH and the recent giant monster event in TSW where both like that and they were a lot of fun.  Only problem with them is when /too many/ people show up and the lag monster rears its ugly head.

The giant monsters in CoH were quite a lot more fun than the equvalents in GW2, IMO, I think because the more defined character roles and abilities in CoH made you feel much more like you were contributing in a specific way. At least for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on July 26, 2013, 05:10:10 AM
There is also a segment of the population that actually wants to see the end-game content for the lorelol reasons.  They could care less about loot or how complex they make the fight; they want to play it as a single-player game would be played: for completion's sake and the story end.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 26, 2013, 07:37:47 AM
There is also a segment of the population that actually wants to see the end-game content for the lorelol reasons.  They could care less about loot or how complex they make the fight; they want to play it as a single-player game would be played: for completion's sake and the story end.

Soloing the lich king is an incredibly stupid concept, just saying.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on July 26, 2013, 09:24:44 AM
Soloing the lich king is an incredibly stupid concept, just saying.

Indeed. When in the entirety of the many fiction genres has an individual hero, or a group of five or less accomplished anything of note? I double-dog dare anyone to come up with an example. Personally, I look back fondly on many afternoons reading about Conan farming yeti pelts and plant seeds to turn in for reputation points. Have we forgotten the gripping tale of Frodo and Sam waiting for Borimir to finish his corpse run and all those other guys to get their shit together, find another thirty or so guys, and then have someone pull mobs from the Black Gate until Mordor runs out of orcs and they can all move on to next stage?



Title: Re: Carbine Studios' "Wildstar"
Post by: Kail on July 26, 2013, 09:30:13 AM
There is also a segment of the population that actually wants to see the end-game content for the lorelol reasons.  They could care less about loot or how complex they make the fight; they want to play it as a single-player game would be played: for completion's sake and the story end.

Soloing the lich king is an incredibly stupid concept, just saying.

Mechanically, maybe, but it makes sense in the context of WoW lore.  To the extent that WoW lore makes any sense at all.  The Lich King was just an orc shaman once upon a time, Arthas was just a regular guy until he found a magic sword, etc.  There's no reason another guy with an even more biggerer magicker sword +2 couldn't kill him.  Whatever god like powers he was given are only there by author fiat, there's no reason you can't give the players the same.

IIRC your raid doesn't even beat him in WoW, you just fight him until he gets bored and instakills everyone, and then he gets NPCed to death.  There's no reason you couldn't do that with one guy instead of ten.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 26, 2013, 09:37:02 AM
Soloing the lich king is an incredibly stupid concept, just saying.

Indeed. When in the entirety of the many fiction genres has an individual hero, or a group of five or less accomplished anything of note? I double-dog dare anyone to come up with an example. Personally, I look back fondly on many afternoons reading about Conan farming yeti pelts and plant seeds to turn in for reputation points. Have we forgotten the gripping tale of Frodo and Sam waiting for Borimir to finish his corpse run and all those other guys to get their shit together, find another thirty or so guys, and then have someone pull mobs from the Black Gate until Mordor runs out of orcs and they can all move on to next stage?



The problem being that you are not the single greatest hero in the history of Azeroth. You are some schlub mercenary just like a thousand others walking around doing the same bullshit poop grabbing quests as you.  If the game in any way set you up to be an epic hero the likes of Conan it would make sense but it doesn't and you aren't.  Therefore fighting anything on scale of a dragon or demigod solo is ridiculous.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 26, 2013, 09:43:02 AM
The problem being that you are not the single greatest hero in the history of Azeroth. You are some schlub mercenary just like a thousand others walking around doing the same bullshit poop grabbing quests as you.  If the game in any way set you up to be an epic hero the likes of Conan it would make sense but it doesn't and you aren't.  Therefore fighting anything on scale of a dragon or demigod solo is ridiculous.

I believe the key is to change the paradigm.  If you were to introduce skill to a point that some small percentage were capable of becoming epic heroes, perhaps that would provide incentive for players to either get better or stay in the game longer in an attempt to be better.  I think most of us are very sick of the time = power focus and would like some modification to time + skill = power.  The new metagame in WoT, for example, seems to be one of becoming elite in terms of statistics.  It's possible that many people are staying in game (i.e. decreased churn) for this reason alone.  It's not a bad idea given that most players can burn through content at a rate far greater than it can ever be generated.

Then there's the issue of NPC henchmen.  All heroes (and mercenaries) have access to henchmen if they have the money.  If I feel like I can do group content better by myself with 4 henchmen, why not let me?  It's really not much different from 2 good players dragging 3 scrubs through an encounter, is it?


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on July 26, 2013, 09:47:20 AM
*edit, directed at Lakov, not Nebu*
Says you. If you want to pay to be a faceless, generic cog in these games go for it. As far as I'm concerned I am the center of the universe, the person who the entirety of the game revolves around. All those other people playing, some of whom are a lot more powerful? They're the center of their own stories. They can be in the same story as me, but fuck them if they try to make their part more important than mine in my portion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 26, 2013, 10:42:11 AM
One MMO I can think of where skill plays a huge factor in how you are seen in game is Puzzle Pirates. There are rankings to the puzzles, along with titles that actually distinguish people as good at a particular job.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on July 26, 2013, 10:44:22 AM
I agree with Bob.  I don't want to play Lakov's game, it sounds lame.  Bob do I need to force one of my friends to play a healer in your game?  Can we do without?  Or do you provide an AI healer?  If yes, shut up and take my money!


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 26, 2013, 10:45:06 AM
One MMO I can think of where skill plays a huge factor in how you are seen in game is Puzzle Pirates. There are rankings to the puzzles, along with titles that actually distinguish people as good at a particular job.

Fantasy MMO's need more of this.  Titles that show a player to be in the top xx% in some ability (healing, support, dps) would do wonders.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on July 26, 2013, 11:03:34 AM
*edit, directed at Lakov, not Nebu*
Says you. If you want to pay to be a faceless, generic cog in these games go for it. As far as I'm concerned I am the center of the universe, the person who the entirety of the game revolves around. All those other people playing, some of whom are a lot more powerful? They're the center of their own stories. They can be in the same story as me, but fuck them if they try to make their part more important than mine in my portion.

Ironically, the most 'heroic' I've ever felt in gaming is within large raids/squads (when I know we all die if I fuckup, the mission will fail if I dont show at the rally point, or perhaps I didnt work hard enough grinding/crafting gear [I was the guy in my guild who did Cenarion Circle to keep pace with the rest of my guild that was already on Rags as I was just getting back into WoW]).  Solo gaming to me is NOT heroic; you're just playing out an on-rails storyline just like every other mundane who bought the game.  Any heroics in this sense is strictly locked up inside subjective experience due to storyline.  Similar can be said for small autogrouped & balanced instances wherein the magic wears off the moment the last boss goes down.  

So the more people you add to this equation, and the more difficult a task, the more important one becomes.  This is why in all my gaming history (tis lengthy), nothing comes close to vanilla WoW raids and early WW2O gameplay as for providing a sense of true heroics, importance, and tension.

Shit... heroics!?   :awesome_for_real:   I've got a ton of stories for that.  None of them involve shit like solo-grinding scholomance.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 26, 2013, 11:09:14 AM
Solo gaming to me is NOT heroic; you're just playing out an on-rails storyline just like every other mundane who bought the game.

That's because the MMO solo game is poorly designed and targeted at the ability of the below average gamer.  If some of the solo content required a significant skill component (like most single player games), then you would feel pretty damn spiffy about defeating a tough encounter.  Particularly if only a few people were similarly able to defeat it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 26, 2013, 11:12:47 AM
Soloing the lich king is an incredibly stupid concept, just saying.

Indeed. When in the entirety of the many fiction genres has an individual hero, or a group of five or less accomplished anything of note? I double-dog dare anyone to come up with an example. Personally, I look back fondly on many afternoons reading about Conan farming yeti pelts and plant seeds to turn in for reputation points. Have we forgotten the gripping tale of Frodo and Sam waiting for Borimir to finish his corpse run and all those other guys to get their shit together, find another thirty or so guys, and then have someone pull mobs from the Black Gate until Mordor runs out of orcs and they can all move on to next stage?



The problem being that you are not the single greatest hero in the history of Azeroth. You are some schlub mercenary just like a thousand others walking around doing the same bullshit poop grabbing quests as you.  If the game in any way set you up to be an epic hero the likes of Conan it would make sense but it doesn't and you aren't.  Therefore fighting anything on scale of a dragon or demigod solo is ridiculous.

[MAJOR SPOILER] from the end of the Jedi Knight storyline in SWTOR puts the lie to this notion, as it applies to MMOs as a whole. There's no reason WoW couldn't be structured in a way to make you the center of the story instead of Thrall or whoever.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on July 26, 2013, 11:22:52 AM
There is also a segment of the population that actually wants to see the end-game content for the lorelol reasons.  They could care less about loot or how complex they make the fight; they want to play it as a single-player game would be played: for completion's sake and the story end.

Some games just can't be made to please everyone.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 26, 2013, 11:49:00 AM
One MMO I can think of where skill plays a huge factor in how you are seen in game is Puzzle Pirates. There are rankings to the puzzles, along with titles that actually distinguish people as good at a particular job.

Fantasy MMO's need more of this.  Titles that show a player to be in the top xx% in some ability (healing, support, dps) would do wonders.

Yes, it would be very helpful, but it would probably piss off the bads and make them quit. So likely no dice.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on July 26, 2013, 11:57:40 AM
One MMO I can think of where skill plays a huge factor in how you are seen in game is Puzzle Pirates. There are rankings to the puzzles, along with titles that actually distinguish people as good at a particular job.
Fantasy MMO's need more of this.  Titles that show a player to be in the top xx% in some ability (healing, support, dps) would do wonders.
UO did this for crafting.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 26, 2013, 12:10:09 PM
Don't confuse my statement for my own desires when it comes to narrative.
There is nothing in online games that makes you feel epic or heroic beyond the norm of the world(every other person is a hero)

If you want to believe you are, great, awesome but it's also completely in your head because the game itself does not tell you that. 
Then I'm forced to wonder, if you have to go through THAT much effort to try and be the hero in a game, why not just play a game where you are the hero?

I've done some awesome things in mmo's that made me feel heroic as part of a group, I've also done some awesomely badass things in solo games. In neither case did I have to go out of my way to set up a scenario where I had to augment the game narrative to enjoy myself.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 26, 2013, 01:22:20 PM
There's plenty in the game that tells you so, for quite a few MMOs I have played.  WoW, for one.  There are numerous quests that reference how incredibly awesome you are and how thank god you are there because there is some serious shit going down and they need someone like you.

Yes, it doesn't make sense that there are thousands of epic, incredible heroes in the world, but that's because the worlds don't make sense.  You may choose to believe you are just a "pretty good" mercenary or whatever in MMOs these days, and I can see why that would be appealing, but there is no more validity to that belief than believing you are one of the greatest heroes of your age in WoW.  Plenty in the narrative supports that.

This reminds me of the hilarious anger when people were like "OMG HOW COULD 25 PEOPLE KILL ILLIDAN THAT'S RIDICULOUS."  There aren't, like, "power levels" in real life, or even in most fiction.  Games have them because they are games, but even the goddamn narratives of games don't have them in anywhere near as rigid a sense.  There aren't "levels" of heroism.  If you go out and constantly solve hideous problems and vanquish horrible, evil foes on a daily basis, well fuck, you are a miraculous goddamn hero.  Yes, there are a thousand heroes in WoW because it makes no sense.  You can't make it make sense as a whole.  You just have to choose what to consider real and what to consider a game abstraction.

My point in all this rambling is that MMOs are even more impossibly weird than most games where you kill 1000 people, and it's silly to act like there's some "correct" way to interpret exactly how much of a hero you are and who it would be ridiculous for you to be able to kill.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 26, 2013, 01:37:13 PM
One MMO I can think of where skill plays a huge factor in how you are seen in game is Puzzle Pirates. There are rankings to the puzzles, along with titles that actually distinguish people as good at a particular job.

Fantasy MMO's need more of this.  Titles that show a player to be in the top xx% in some ability (healing, support, dps) would do wonders.

Yes, it would be very helpful, but it would probably piss off the bads and make them quit. So likely no dice.

As long as you can't see the entire chart and it's just a reward/prestige thing for the people who make the list, I don't see why it would cause a problem. A bigger (potential) issue is coming up with a measurement system that doesn't cause behaviors that are actually detrimental in an actual encounter but get you farther up a list.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 26, 2013, 01:45:04 PM
One MMO I can think of where skill plays a huge factor in how you are seen in game is Puzzle Pirates. There are rankings to the puzzles, along with titles that actually distinguish people as good at a particular job.

Oh, the heady days when I was ULTIMATE rank in four puzzles.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 26, 2013, 01:52:21 PM
I was ultimate in sailing. For some reason I can't bilge. Like at all.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on July 26, 2013, 01:59:20 PM
It's because you're bad.  LFM Blackjack raid, need someone that can actually bilge.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 26, 2013, 02:04:32 PM
It's because you're bad.

Well obviously.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 26, 2013, 02:18:01 PM
Bilging is the only one I really liked (and I had some kind of super multi-ocean high ranking with it at one point) so we'd make a decent team.

Sailing though, fuck sailing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 26, 2013, 02:25:06 PM
I never felt like I had a bigger epeen than when someone would admire my sexy, sexy rankings. Of course, it also means I get sent to the carpentry mines, because everyone seems to hate it except me. Unfortunately, when I played last, they usually would pull me off carpentry to load guns (carpentry is the most expendable during sea battle, I guess?), and I am fucking terrible at the gunnery game.

I was also pretty butt at the navigation game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on July 26, 2013, 04:09:18 PM
There's plenty in the game that tells you so, for quite a few MMOs I have played.  WoW, for one.  There are numerous quests that reference how incredibly awesome you are and how thank god you are there because there is some serious shit going down and they need someone like you.

WoW is very strongly progression based, so raids and "I kill elder-gods for breakfast" make sense in that narrative. For small values of "make sense" anyway. Some of the more narrative based content could just as easily be built around the potential of a single agent.

It's really just a question of design. If you want to make your content group only, challenging and tiered you'll gain the people who love raids and lose the people who want a more casual experience. Maybe that's a good deal.

But the more serious problem is there's probably going to be a dominant raid game. Because people want to compare their e-peen in the game were getting that e-peen is the most varied, challenging and recognised. Or to put it another way if you want to play the raid game you probably need to be the successor to WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on July 27, 2013, 07:19:30 AM
[snip]
It's really just a question of design. If you want to make your content group only, challenging and tiered you'll gain the people who love raids and lose the people who want a more casual experience. Maybe that's a good deal.

[snip]

I 100% think it is a good deal. There are so many games out now, they need to start specializing to specific audiences.  They need to start looking at EVEs success in a niche.  I don't begrudge the folks that like to have 10/20/40 other folks along for the ride and love the 'team' feeling in their games.  I think that those games should absolutely require grouping at every step of the way and have content hand-tuned for groups.

I'd like a game that scales from 1 to 5ish auto-magically and also has a difficulty slider - cause some nights we're either shit faced or just suck. And whether I'm solo or in a group I have a similar chance of getting the best gear in the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on July 28, 2013, 05:52:42 AM
There's plenty in the game that tells you so, for quite a few MMOs I have played.  WoW, for one.  There are numerous quests that reference how incredibly awesome you are and how thank god you are there because there is some serious shit going down and they need someone like you.

WoW is very strongly progression based, so raids and "I kill elder-gods for breakfast" make sense in that narrative. For small values of "make sense" anyway. Some of the more narrative based content could just as easily be built around the potential of a single agent.



I don't think he meant raids specifically. When I played WoW there were quest lines that lead to whole villages cheering your character for whatever, killing a local bad guy that was soloable from what I recall. Mostly introduced in the first expansion iirc.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 28, 2013, 09:39:36 AM

I don't think he meant raids specifically. When I played WoW there were quest lines that lead to whole villages cheering your character for whatever, killing a local bad guy that was soloable from what I recall. Mostly introduced in the first expansion iirc.


Yeah, that's exactly what I was referring to.

Basically, my point was:

- These games, taken at face value, are so impossibly ridiculous that in order for any narrative to make sense, you have to abstract away huge, huge portions of actual gameplay and just pretend none of that stuff is really happening.  In the game you and your friends hit the bad guy 100,000 times, but that's just an abstraction for, like, a bunch of you rushing him and one of you manages to stab him with a sword once or twice.  Beyond that, there are thousands of heroes around, all of them constantly solving the same huge world problems.  You just have to pretend maybe only your friends actually exist and maybe the others are just villagers?  And your friends are actually solving different issues, you just kinda choose to ignore that you're being told the same story?  Who knows.
- Given that, it's hilarious to make any argument for how many people it should take to kill a given thing based on what makes the most narrative sense, since you have to continually ignore the gameplay in order for the narrative to make sense.  Even these games own, in-game narratives ignore the game mechanics.  There's no lines like, "Fortunately, I'm too powerful to be assassinated.  It would take an assassin with the finest weapons available at least five minutes to kill me even if I was completely immobilized, and my guards would reach me by then."  Similarly, and what I was referring to before, they do, in fact, tell you that you are the greatest hero ever, despite the game mechanics flying in the face of that, just like they fly in the face of everything else related to the narrative.  And that's ok.  It's the only reasonable way of dealing with an extremely gamey game.
- So basically it's dumb to argue for or against soloable content on narrative grounds.  It is and should be purely a game design decision.  It does make sense for the toughest dudes in the narrative to be the ones that require tons of dudes to kill, typically, because if you're going to make it so that you have to do a bunch of real world work to kill some of the dudes in the game, it might as well be the toughest dudes in the story.  But it's NOT because it wouldn't make sense for one dude to kill Arthas or Illidan or whatever.  NOTHING of what you see on screen makes sense.


Title: Re: Carbine Studios' "Wildstar"
Post by: SurfD on August 01, 2013, 02:52:23 AM
Just thought I would ask:  Any idea how big the download to install the beta client is?

The place I am currently living at is somewhat bandwidth challenged, and I am shareing the connection with the landlord.  They are on a 50gig a month cap, and I have agreed to try to stay under around 20gig a month.  Is grabbing the beta going to totally blow my bandwidth allowance?


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on August 01, 2013, 03:10:51 AM
There is about a 75% chance of that.   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 01, 2013, 12:33:57 PM
There's plenty in the game that tells you so, for quite a few MMOs I have played.  WoW, for one.  There are numerous quests that reference how incredibly awesome you are and how thank god you are there because there is some serious shit going down and they need someone like you.

WoW is very strongly progression based, so raids and "I kill elder-gods for breakfast" make sense in that narrative. For small values of "make sense" anyway. Some of the more narrative based content could just as easily be built around the potential of a single agent.




I don't think he meant raids specifically. When I played WoW there were quest lines that lead to whole villages cheering your character for whatever, killing a local bad guy that was soloable from what I recall. Mostly introduced in the first expansion iirc.


Just finished an end of zone quest in Rift Storm Legion that had the whole camp turn out to cheer my character so it's becoming more common, at least in those games that slavishly copy WoW.



Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 01, 2013, 12:36:39 PM
Maybe I'm remembering wrong, but I thought I did some pretty epic shit going through WoLK leveling content. 



Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on August 01, 2013, 07:08:47 PM
Even the end of the Draenei starting arc had the village cheering you on.


Title: Re: Carbine Studios' "Wildstar"
Post by: SurfD on August 02, 2013, 03:14:50 AM
There's plenty in the game that tells you so, for quite a few MMOs I have played.  WoW, for one.  There are numerous quests that reference how incredibly awesome you are and how thank god you are there because there is some serious shit going down and they need someone like you.

WoW is very strongly progression based, so raids and "I kill elder-gods for breakfast" make sense in that narrative. For small values of "make sense" anyway. Some of the more narrative based content could just as easily be built around the potential of a single agent.




I don't think he meant raids specifically. When I played WoW there were quest lines that lead to whole villages cheering your character for whatever, killing a local bad guy that was soloable from what I recall. Mostly introduced in the first expansion iirc.


Just finished an end of zone quest in Rift Storm Legion that had the whole camp turn out to cheer my character so it's becoming more common, at least in those games that slavishly copy WoW.


Beh, WoW sort of stole it from City of Heros anyhow.   One of the many things I missed about that game.   They knew EVERY mission you ran, and so had loads of hooks tied into the people on the street.  You would be roaming about town and random people would comment about how "hey, isnt that the Hero that took down so-and-so", or "Look, there goes X, the hero that solved such'n'such mystery".  Was pretty cool since the more "famous" you became, the more people seemed to know of your great deeds.


Title: Re: Carbine Studios' "Wildstar"
Post by: Chockonuts on August 02, 2013, 08:28:32 AM

Beh, WoW sort of stole it from City of Heros anyhow.   One of the many things I missed about that game.   They knew EVERY mission you ran, and so had loads of hooks tied into the people on the street.  You would be roaming about town and random people would comment about how "hey, isnt that the Hero that took down so-and-so", or "Look, there goes X, the hero that solved such'n'such mystery".  Was pretty cool since the more "famous" you became, the more people seemed to know of your great deeds.
Looking forward to the day when CoH is mentioned about as often as Auto Assault still is.

It's getting to the point where anytime someone even mentions it, you feel as though they should also include violins in the background or some 9/11 type tribute attached to it.

Seriously, it was just a game. They'll make more.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 02, 2013, 09:15:09 AM
Looking forward to the day when CoH is mentioned about as often as Auto Assault still is.

It's getting to the point where anytime someone even mentions it, you feel as though they should also include violins in the background or some 9/11 type tribute attached to it.

Seriously, it was just a game. They'll make more.

You shut your whore mouth, it was a travesty the way CoH was treated. It is an insult to mention Auto Assault in a reference to CoH.

Kidding aside. CoH was pretty good. It is a shame it got treated the way it did from start to finish.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 02, 2013, 09:26:03 AM
Back then, there were a lot of great games that got mistreated.  It's ultimately our fault though; too much game-hopping. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on August 02, 2013, 11:11:41 AM
CoH was the most repetitive MMO I ever played.  I had fun for the year or so I was subbed but after I left it never even became a game I went back to for a nostalgic look.


Title: Re: Carbine Studios' "Wildstar"
Post by: Chockonuts on August 02, 2013, 12:04:29 PM
Looking forward to the day when CoH is mentioned about as often as Auto Assault still is.

It's getting to the point where anytime someone even mentions it, you feel as though they should also include violins in the background or some 9/11 type tribute attached to it.

Seriously, it was just a game. They'll make more.

You shut your whore mouth, it was a travesty the way CoH was treated. It is an insult to mention Auto Assault in a reference to CoH.

Kidding aside. CoH was pretty good. It is a shame it got treated the way it did from start to finish.
It was a decent enough game, I just never saw the shining, mystical life-altering aura surrounding it a lot of the ex-CoH players seem to talk about now that it's dead. There most certainly were, and still are, a plethora of games that should have been shut down before CoH though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on August 02, 2013, 01:10:30 PM
The best thing about CoH was the character generator. It was grindy as balls otherwise. I never got past the early teens in that game. Warehouse simulator wasn't terribly compelling for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on August 02, 2013, 01:39:25 PM
The best part about CoH was the Mission Architect (no, not the farming missions  :awesome_for_real:).

That, and Total Focus. Dat animation.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 02, 2013, 06:34:03 PM

CoH being grindy was all about the way in which it was mis-treated as I understand it. A good foundation they milked while they worked on something else (which became Champions Online eventually).


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 02, 2013, 07:43:02 PM
Yea that's really what killed it. iirc CoH was the first MMO to peak early and then see a cliff of subscriptions shortly after. And yet they stupidly kept to their Vision of grind. This was completely at odds with their premise of crazy levels of customization coupled with action-y comant.

Eventually all their cool concepts did appear in other games, but it tooks years. And all the while I lament on what CoH/V coulda been.

Such a waste.


Title: Re: Carbine Studios' "Wildstar"
Post by: SurfD on August 02, 2013, 11:21:28 PM
Yea that's really what killed it. iirc CoH was the first MMO to peak early and then see a cliff of subscriptions shortly after. And yet they stupidly kept to their Vision of grind. This was completely at odds with their premise of crazy levels of customization coupled with action-y comant.

Eventually all their cool concepts did appear in other games, but it tooks years. And all the while I lament on what CoH/V coulda been.

Such a waste.
Essentially this.  The reason most of the ex CoH people on this board gush about it is not because of the gameplay (which was repedative grindy ass mostly), but because of all the neat mechanics the guys incorporated into the game, many of which still seem well ahead of their time.  Things like Exemplar / Sidekicking allowing people of vastly different levels to group almost seamlessly without resulting in one party feeling underpowered / overpowered, or the Giant Monster system that let players of pretty much any level take on massive threats without being useless (imagine level 10s trying to fight a level 60 world boss in WoW.  They would be useless speedbumps, and probably die whenever the thing even looked at them).   Dynamic dungeon scaling was also another cool one.   There were SO many great mechanics at the heart of the game that got washed away under the overall focus on grindy, repedative leveling.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on August 03, 2013, 04:14:59 PM
Essentially this.  The reason most of the ex CoH people on this board gush about it is not because of the gameplay (which was repedative grindy ass mostly), but because of all the neat mechanics the guys incorporated into the game, many of which still seem well ahead of their time.  Things like Exemplar / Sidekicking allowing people of vastly different levels to group almost seamlessly without resulting in one party feeling underpowered / overpowered, or the Giant Monster system that let players of pretty much any level take on massive threats without being useless (imagine level 10s trying to fight a level 60 world boss in WoW.  They would be useless speedbumps, and probably die whenever the thing even looked at them).   Dynamic dungeon scaling was also another cool one.   There were SO many great mechanics at the heart of the game that got washed away under the overall focus on grindy, repedative leveling.

The reason I gush about CoH is because you could jump a mile then punch a street thug down a city block and it was AWESOME.  That's really all it takes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 03, 2013, 04:41:24 PM
Yep. Very kinetic experience (is that the right word) I don't remember seeing again until DCUO, which had only some of it.

I just wish they coulda gotten their mind out of the grind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 03, 2013, 04:57:41 PM

They didn't want grind... they just didn't put enough money in to cover the slow levelling curve. Though this was the age where farming monsters was sort of considered content.

On the other hand DCUO was every bit as boring and had less of an excuse.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 03, 2013, 06:34:34 PM
Agree on the second point, but Cryptic not wanting a grind? I don't see it. The leveling curve was EQ-like arduous for a game that otherwise had very console-y like sensibilities. I still feel they were sitting on a goldmine if they could have just gotten out of the whole "this is a MMO and therefore we must have a guaranteed 15 months of subs" convention. Man, they coulda just put in tradeable costume recustomization players woulda RMT'd the shit out of years before inter-player "RMT" became corporate-sponsored "F2P". We'd all be talking about how CoH started it all instead of EQ1.

My only solace is that in another of the infinite timestreams in the multiverse, this did happen  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 03, 2013, 07:03:01 PM

I'd more consider that a symptom. They didn't want the grind, they just didn't want to invest money in content and what was left was a grind.

I mean any game that has one end-boss raid for several years is a good indication of a development team that just really doesn't give a damn.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 04, 2013, 01:16:53 AM
Yea that's really what killed it. iirc CoH was the first MMO to peak early and then see a cliff of subscriptions shortly after. And yet they stupidly kept to their Vision of grind. This was completely at odds with their premise of crazy levels of customization coupled with action-y comant.

Eventually all their cool concepts did appear in other games, but it tooks years. And all the while I lament on what CoH/V coulda been.

Such a waste.

CoH had more or less stable subscription numbers for YEARS, I am pretty sure they never fell off a cliff the way something like WAR did.

This narrative here about how CoH was some kind of giant failure is really just off. It was a successful niche game, that was all it was ever *going* to be, and it really only died due to age and lack of interest on NCSoft's part. I am getting the sense that most of you never went back to it after the Paragon/Cryptic split, they were doing good stuff with that game.


Title: Re: Carbine Studios' "Wildstar"
Post by: PalmTrees on August 04, 2013, 01:38:09 AM
Yeah, the CoH grind was pretty much gone, they put in a no-xp toggle so people didn't outlevel contacts. What they really needed, from day one to the end, was a steady stream of new and randomized mission maps. My goodness, I could navigate some of those maps with my eyes closed.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 04, 2013, 06:28:47 AM
CoH had more or less stable subscription numbers for YEARS, I am pretty sure they never fell off a cliff the way something like WAR did.

This narrative here about how CoH was some kind of giant failure is really just off. It was a successful niche game, that was all it was ever *going* to be, and it really only died due to age and lack of interest on NCSoft's part. I am getting the sense that most of you never went back to it after the Paragon/Cryptic split, they were doing good stuff with that game.

It's subscription revenue had been in decline since 2007 up to the day it closed (rare peak aside). CoH/V had three very good years from 2004 to 2007 but arguably took some development body blows when CoV wasn't hugely successful in drawing new players and NCsoft put all of its spare money and resources into Tabula Rasa.

Also, CoH/V being niche depends on how you define 'niche'. For a while there it had nearly 200k active players, which generally put it top 5 in player subscription numbers within the Western market.

As for NCsoft not showing interest, they greenlighted both the Going Rogue expansion and the F2P change, but neither was successful in brining the players back for long.

CoH/V's place among MMOs has been hugely benefited by a group of cheerleaders who loved everything that Paragon Studios did, despite the fact that the changes they made to the game were never able to increase their subscriber numbers.

As for the grind... it was a bit smoother, but let's just say that if you wanted to start buying things in the Auction House the grind was still in full effect or you needed to be really lucky and get some rare item drops. No, you didn't NEED full IO sets, but they certainly made things a lot easier (and quirky, like when a random effect activated within some sets).


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 04, 2013, 08:09:15 AM
I played COH a bunch of times, I never made it past level 5 or whatever because the game itself was boring and shitty. but I play the crap out of the character creator.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on August 04, 2013, 08:30:55 AM
The tragic thing about COH isn't that the game died, as all MMOs do, but that so many of the brilliant innovations it brought to the genre still haven't been picked up by later titles. A number of them would be even more appropriate in the current f2p environment. Now that the game is dead, a lot of these techniques will basically need to be rediscovered by other studios as the game slips out of the collective mind of the industry.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 04, 2013, 08:44:43 AM
The tragic thing about COH isn't that the game died, as all MMOs do, but that so many of the brilliant innovations it brought to the genre still haven't been picked up by later titles. A number of them would be even more appropriate in the current f2p environment. Now that the game is dead, a lot of these techniques will basically need to be rediscovered by other studios as the game slips out of the collective mind of the industry.

Like what exactly?


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 04, 2013, 08:45:19 AM
COH ( And all the old titles ) also had the luxury of being in a smaller market of games. Now, there are least 10 MMO's launching each month.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on August 04, 2013, 10:03:35 AM
The tragic thing about COH isn't that the game died, as all MMOs do, but that so many of the brilliant innovations it brought to the genre still haven't been picked up by later titles. A number of them would be even more appropriate in the current f2p environment. Now that the game is dead, a lot of these techniques will basically need to be rediscovered by other studios as the game slips out of the collective mind of the industry.

Like what exactly?

I don't keep track of every feature in every MMO, so some of these may have been used elsewhere, but just of the top of my head:

The mission difficulty slider had around half a dozen levels. Every mmo I've seen typically just does some 2/3 split like normal/legendary or easy/medium/hard. Not that six is perfect, I'd like to see more games generalize it to an actual slider that dynamically adjusts monster toughness and spawns. And the mission architect could entirely sustain a character( with the exception of AO slot token things, iirc). Maybe Neverwinter can do this, too? Usually mmo's that even allow character missions tend to gimp them in some way so players won't exploit them. Yes, it's understandable why. Honestly, at this point, I'm past caring what other people do in MMOs.

A lot of games have a sidekick feature now, but how many have exemplaring? Maybe a few, but I can't think of any offhand.

The aforementioned player specific citizen banter. Unlike WoW's scripted phasing system, this was dynamic and used all over the the gameworld. Did ChampsO implement this? I didn't bother with that game for very long, so I can't remember.

Palette and color customizability for the entire character model. Most games that offer any customization only allow for dying of things like articles of clothing. If I recall correctly, even ChampsO was missing some of the cosmetic customizability options of COH. The outfit swap buttons actually let you swap everything about your character, not just outfit. Body size, gender, skin color and texture, etc. And no, Second Life doesn't count. Because it's not a game.

You could arguably claim that COV was an expansion, but it was sold as a standalone sequel. I can't recall any other MMO having crossover compatability with a sequel, even so far as simply 'import your GameX character name to GameX 2!". You could even switch characters over with a quest chain.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 04, 2013, 10:46:35 AM
Not only did CoH have great character customization, but you could also change the visual effects of your powers. For weapon builds this wasn't a huge deal, but being able to change the colors of your blasts and such was awesome.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on August 04, 2013, 12:19:39 PM
So about that Wildstar...   :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 04, 2013, 12:46:55 PM
Not only did CoH have great character customization, but you could also change the visual effects of your powers. For weapon builds this wasn't a huge deal, but being able to change the colors of your blasts and such was awesome.


Champions Online basically did all of that stuff.  Although their direction has been to add more costume parts on the store (not giving players a way to design/sell costumes), and comic book style content releases which have been too few and far between.  Kind of surprising given STO and NW having the content creation tools that they haven't applied it to CO yet, you think that might be the most obvious place of all to have it.


But since this is a Wildstar thread, I guess I'll just try to bend it back to that topic by saying at least they seem to have an interesting housing system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on August 04, 2013, 05:16:14 PM
It's all under NDA still right? We can only say we like/dislike the artstyle so many times.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 05, 2013, 08:02:19 PM
Yea that's really what killed it. iirc CoH was the first MMO to peak early and then see a cliff of subscriptions shortly after. And yet they stupidly kept to their Vision of grind. This was completely at odds with their premise of crazy levels of customization coupled with action-y comant.

Eventually all their cool concepts did appear in other games, but it tooks years. And all the while I lament on what CoH/V coulda been.

Such a waste.

CoH had more or less stable subscription numbers for YEARS, I am pretty sure they never fell off a cliff the way something like WAR did.
It was one of the first MMOs to launch big and fall off considerably iirc. Yea it's common now for games to launch and then shed players and resources, and nobody's ever launching a subs-based game again. And MMOs are a dime a dozen, all over mobile devices, launching with multiple revenue models, peaking early and then getting dustbinned within months.

But back then, MMO subs started low and incrementally grew and core MMO gamers were still thinking the next MMO was going to be the last one they'd ever need. We're talking a decade ago, less than a year since SWG had launched and then half a decade of subs games all hail mary'ing into f2p or closing outright. I mean back then the idea of an MMO closing? Very different world :-)

Games that are still around all eventually stabilized. But success after shedding resources for the players you ended up with is different than successfully delivering to the market you thought you'd have in the first place. It's only "failure" if your game/company are no longer around. But it's "success" that has features which get emulated.

Oh and on topic: Wildstar graphics r gud


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on August 05, 2013, 08:15:16 PM
Not only did CoH have great character customization, but you could also change the visual effects of your powers. For weapon builds this wasn't a huge deal, but being able to change the colors of your blasts and such was awesome.

Yeah, I want that sort of customization to be done more often.

I know why they DON'T usually do it, but I still want them to.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 05, 2013, 09:44:48 PM
Most complete feature-list/explanation I've seen thus far. (http://wildstar.junkiesnation.com/2013/08/05/wildstar-a-guide-to-what-we-know/)


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 06, 2013, 05:44:46 AM
"The best gear in the game will come from 40-man raids. It will be entirely unique."

I'm out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 06:54:15 AM
"The best gear in the game will come from 40-man raids. It will be entirely unique."

Look... 2005 is back!


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on August 06, 2013, 07:03:01 AM
There has to be some incentive to do 40 mans as the devs have said that it's supposed to be super "kick you in the nuts" hard.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 07:13:20 AM
There has to be some incentive to do 40 mans as the devs have said that it's supposed to be super "kick you in the nuts" hard.

As if cat herding wasn't hard enough.

Do people really enjoy spending hours trying to defeat an encounter because 2-3 mouth-breathers don't know to get out of the fire and waste the time of 30 others? 

Slot machines.  Meh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 06, 2013, 07:35:45 AM
I've seen people all over the world physically organize into large groups to attack, claim, defend, and link imaginary portals opened by errant higgs bosons.    So, clicking "I will attend" on a Wildstar raid scheduler doesn't seem so ludicrous.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on August 06, 2013, 07:39:52 AM
Quote
There will be something similar to raid attunements that players will have to work through in order to prepare themselves for raiding.
2005 indeed.

e: also, notResilience and notPVPPower on pvp gear, along with a gear progression system that's pretty much like WOW was at its worst (have to play arenas to get the best gear, and you bet it'll be heavily gear-based). Oh well, they still have time to change their minds, I guess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 07:45:49 AM
I've seen people all over the world physically organize into large groups to attack, claim, defend, and link imaginary portals opened by errant higgs bosons.    So, clicking "I will attend" on a Wildstar raid scheduler doesn't seem so ludicrous.

Organizing 40 people interested in a niche != organizing 40 people in a mass market game.  You did play WoW and EQ, right?  Many among WoW's playerbase needed a freaking MOD to get through encounters in less than an evening.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 06, 2013, 07:48:30 AM
Organizing 40 people interested in a niche != organizing 40 people in a mass market game.  You did play WoW and EQ, right?  Many among WoW's playerbase needed a freaking MOD to get through encounters in less than an evening.
Even with the mods a great many people still cannot do the content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 06, 2013, 08:00:03 AM
Ahahahah, I can't believe the devs are stupid enough to think the 40-man raid thing will last very long.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on August 06, 2013, 08:05:03 AM
Jesus, 40 man.  Without any sort of lfr to get those numbers.  Idiots.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 06, 2013, 08:09:09 AM
They have LFD though; is that not the same thing as LFR?

edit: Personally, I think it's smart to dip into hardcore largescale raids.  Dont feel like arguing the reasons why right now though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 06, 2013, 08:53:33 AM
I wonder how good their metric gathering is.

Any takers on how many raids with like 0.00005 of the population completing or even looking at them it will take before someone decides that maybe it's a waste of development time and art assets, even if it's all divergent from the main storyline?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 08:54:20 AM
They have LFD though; is that not the same thing as LFR?

edit: Personally, I think it's smart to dip into hardcore largescale raids.  Dont feel like arguing the reasons why right now though.

I'd still like to hear your perspective.  Don't let my bile discourage you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 06, 2013, 08:55:17 AM
Most of you here are super casual nancies, but there is a demand for harder raiding encounters. I've been saying this for a while now, but this game is WOW Vanilla++. I also find it hilarious that, given all the content that is supposedly in this game, that you can't get the best gear in PVE that makes you quit.

They said that PVE and PVP gear will be separate, so who knows if we should believe them or not, but take that for what it worth.

You guys cry too much anyway. I won't be doing 40 man raids, but I'll be playing the game because it looks fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 06, 2013, 09:02:59 AM
They have LFD though; is that not the same thing as LFR?

edit: Personally, I think it's smart to dip into hardcore largescale raids.  Dont feel like arguing the reasons why right now though.

I'd still like to hear your perspective.  Don't let my bile discourage you.

I'll answer that question from my perspective. Games need layers, in my opinion, to make players keep coming back. In Wildstar PVE it'll be the gear from raids to shoot for. In League of Legends it's chancing your Bronze-Silver-Gold etc. rank. In PVP games it's ranks and ladders and other shit. This gives the player a sense that the game is not finished and still holds more for you. Maybe it even gives you an air of mysticism.

Contrast that with WOW where there is 3-4 difficulty levels for raids, different numbers and in the end, the content is basically the same. You see the same boss, the loot is the same except that it's got better +gooder stats and the coloring and textures are different. When you can finish the hardest raid encounter in the game, no matter the difficulty, you feel like you finished the game. Most people won't feel the rust to do it on LFR then Normal then Heroic. Most people don't even beat single player videos games let alone on 2 or 3 difficulty settings. Same thing with MMOS.

So if you want to use the old carrot on the stick argument, or a psychological one about keeping the game open ended, or always presenting a challenge; there is a reason why there should be very difficult content in a game that is exclusive to people who are "skilled" (loaded word) enough to do it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 09:17:58 AM
"The best gear in the game will come from 40-man raids. It will be entirely unique."

I have no problem with there being raids in the game.  My problem comes from making it mandatory content for character development.  If it's the only way that I can complete my character's progression, then I either have to do it or live with a less than best-in-slot toon. 

Why are devs so against alternate advancement pathways?  Choice is good.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 06, 2013, 09:37:49 AM
There are other ways, supposedly, to advance your character. However the best gear in the game comes from the big raids. You'll have to live with that I guess if you decide to play the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 09:46:32 AM
There are other ways, supposedly, to advance your character. However the best gear in the game comes from the big raids. You'll have to live with that I guess if you decide to play the game.

I understand.  It's just disappointing.  I sometimes feel like a kid wanting to ride the rollercoaster but can't because I'm not big enough.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 06, 2013, 09:47:23 AM
"The best gear in the game will come from 40-man raids. It will be entirely unique."

I have no problem with there being raids in the game.  My problem comes from making it mandatory content for character development.  If it's the only way that I can complete my character's progression, then I either have to do it or live with a less than best-in-slot toon. 

Why are devs so against alternate advancement pathways?  Choice is good.

Yep, completely agree.

"There has to be some incentive to do 40 mans as the devs have said that it's supposed to be super "kick you in the nuts" hard." 

There is.  It sounds something like this, "Our raid beat this ultra-hard raid and we have this awesome cosmetic thingee to prove it!  The awesome cosmetic thingee even has a number in it that shows where we were in the list - we were the third guild on our server to drop Humongous Rex!"

Another line of thought I have no patience for - "you don't NEED this equipment!".

Yes I do, because I want it.  If your game won't give me, a player that only wants to play with people that I like playing with, equal footing in core design systems to folks who will put up strangers I'll keep looking for a game that will.  Thus the, "I'm out".


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 09:49:27 AM
Apparently it's too much work to generate 'ultra-hard' 5-man content.   :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 06, 2013, 09:56:51 AM
Most of you here are super casual nancies, but there is a demand for harder raiding encounters. I've been saying this for a while now, but this game is WOW Vanilla++. I also find it hilarious that, given all the content that is supposedly in this game, that you can't get the best gear in PVE that makes you quit.

They said that PVE and PVP gear will be separate, so who knows if we should believe them or not, but take that for what it worth.

You guys cry too much anyway. I won't be doing 40 man raids, but I'll be playing the game because it looks fun.

Because I've done this too many times before.  There is always a point in these games where having the best gear is an obvious advantage.  I need look no further than, "World PvE events".  The try hard is going to be the one that can survive the big breath (or whatever) while the scrubs choke it down immediately.  The try hard is going to be higher in the damage done, healing done, etc, and the rich get richer.  In a game fundamentally about gear, isolating the best gear to a small section of your player base is not a design I care for and it will color my perception of all my playtime.

Did that.  Not interested.  I don't in any way resent those that like this type of game-play - there is plenty of competition out there, I'm happy for anyone that gets a game that they like.

Why I care about this game is because I really like the marketing they put in for house building (not actually having seen the housing, I only have the marketing to go on).  I like public-style quests in addition to solo questing and dungeons.  I just don't care for raids.  Too much time, too many self-absorbed personalities, too much drama.

[Edit: making for less incomprehensible sentences and why I cared about this game]


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 09:58:42 AM
I am definitely not 'casual' when I play MMO's.  I just am adverse to other people wasting my time.  Finding 40 people that I want to spend my gaming time with seems like a Herculean task.  Hell, finding 5 people I can tolerate in voice chat for more than a few minutes is tough enough.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on August 06, 2013, 10:05:59 AM
Most of you here are super casual nancies, but there is a demand for harder raiding encounters. I've been saying this for a while now, but this game is WOW Vanilla++. I also find it hilarious that, given all the content that is supposedly in this game, that you can't get the best gear in PVE that makes you quit.

They said that PVE and PVP gear will be separate, so who knows if we should believe them or not, but take that for what it worth.

You guys cry too much anyway. I won't be doing 40 man raids, but I'll be playing the game because it looks fun.

Because I've done this too many times before.  There is always a point in these games where having the best gear is an obvious advantage.  I need look no further than, "World PvE events".  The try hard is going to be the one that can survive the big breath (or whatever) while the scrubs choke it down immediately.  The try hard is going to be higher in the damage done, healing done, etc, and the rich get richer.  In a game fundamentally about gear, isolating the best gear to a small section of your player base is not a design I care for and it will color my perception of all my playtime.

Did that.  Not interested.  I don't in any way resent those that like this type of game-play - there is plenty of competition out there, I'm happy for anyone that gets a game that they like.

[Edit: making for less incomprehensible sentences]

I was never the try hard in EQ, yet on a regular basis, I was the biggest damage dealer in raids and group outings. It can be done without being "that guy" but it's hard and honestly, a bit counter-productive to cater to the catasses.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 06, 2013, 10:07:33 AM
Most complete feature-list/explanation I've seen thus far. (http://wildstar.junkiesnation.com/2013/08/05/wildstar-a-guide-to-what-we-know/)

The armor upgrading is wrong, they got rid of that a while ago.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 06, 2013, 11:19:06 AM
There are other ways, supposedly, to advance your character. However the best gear in the game comes from the big raids. You'll have to live with that I guess if you decide to play the game.

I understand.  It's just disappointing.  I sometimes feel like a kid wanting to ride the rollercoaster but can't because I'm not big enough.

Except you actually can ride the rollercoaster, you just don't want to wait in line.

EDIT: Which I can understand, I don't want to wait in line either. 10-12 is about the most number of players I want to deal with basically ever. Unless the gear impacts something competitive, though, and the rest of the game is fun, I can ignore the missing +5 on my stats or whatever.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 11:25:23 AM
Except you actually can ride the rollercoaster, you just don't want to wait in line.

Fair enough.  Though it's probably more accurate to say that I don't want to pay the high ticket price (i.e. the time and aggrivation investment).


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on August 06, 2013, 11:29:14 AM
I don't care about the 40man raid loot (though I do find it amusing, along with the return of attunements... yeah, 2005 all right), but I do care about the proposed pvp gear system. PVP gear progression, two pvp gear stats, best pvp gear only available if you do arenas... yea. I played that game a few times, don't really want to play it again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 06, 2013, 11:49:29 AM
They have LFD though; is that not the same thing as LFR?

edit: Personally, I think it's smart to dip into hardcore largescale raids.  Dont feel like arguing the reasons why right now though.

I'd still like to hear your perspective.  Don't let my bile discourage you.

I'll answer that question from my perspective. Games need layers, in my opinion, to make players keep coming back. In Wildstar PVE it'll be the gear from raids to shoot for. In League of Legends it's chancing your Bronze-Silver-Gold etc. rank. In PVP games it's ranks and ladders and other shit. This gives the player a sense that the game is not finished and still holds more for you. Maybe it even gives you an air of mysticism.

Contrast that with WOW where there is 3-4 difficulty levels for raids, different numbers and in the end, the content is basically the same. You see the same boss, the loot is the same except that it's got better +gooder stats and the coloring and textures are different. When you can finish the hardest raid encounter in the game, no matter the difficulty, you feel like you finished the game. Most people won't feel the rust to do it on LFR then Normal then Heroic. Most people don't even beat single player videos games let alone on 2 or 3 difficulty settings. Same thing with MMOS.

So if you want to use the old carrot on the stick argument, or a psychological one about keeping the game open ended, or always presenting a challenge; there is a reason why there should be very difficult content in a game that is exclusive to people who are "skilled" (loaded word) enough to do it.

I love it when someone types exactly what I wanted to say, w/o me actually having to type.  It's like having my own slave.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 06, 2013, 12:29:03 PM
Most of you here are super casual nancies, but there is a demand for harder raiding encounters. I've been saying this for a while now, but this game is WOW Vanilla++. I also find it hilarious that, given all the content that is supposedly in this game, that you can't get the best gear in PVE that makes you quit.

They said that PVE and PVP gear will be separate, so who knows if we should believe them or not, but take that for what it worth.

You guys cry too much anyway. I won't be doing 40 man raids, but I'll be playing the game because it looks fun.

Because I've done this too many times before.  There is always a point in these games where having the best gear is an obvious advantage.  I need look no further than, "World PvE events".  The try hard is going to be the one that can survive the big breath (or whatever) while the scrubs choke it down immediately.  The try hard is going to be higher in the damage done, healing done, etc, and the rich get richer.  In a game fundamentally about gear, isolating the best gear to a small section of your player base is not a design I care for and it will color my perception of all my playtime.

Did that.  Not interested.  I don't in any way resent those that like this type of game-play - there is plenty of competition out there, I'm happy for anyone that gets a game that they like.

Why I care about this game is because I really like the marketing they put in for house building (not actually having seen the housing, I only have the marketing to go on).  I like public-style quests in addition to solo questing and dungeons.  I just don't care for raids.  Too much time, too many self-absorbed personalities, too much drama.

[Edit: making for less incomprehensible sentences and why I cared about this game]

Like you said, don't play the game and ignore it from here on out. They are unabashedly recreating WOW 1.0 with modern polish and QoL stuff. If you hated WOW 1.0 because you couldn't complete BWL or only a small portion of the population was even able to see Naxx, you will hate Wildstar. If you are not content running 5 mans, heroic 5 mans, solo-lore instances, housing stuff, battlegrounds and arenas and then eventually running 20 and 40 man raids when they get tuned down, then it's not the game for you?

Seems kind of silly to hate on a game because a small aspect of it is shut off to you due to your own limitations (skill, desire, patience, ability to find a guild). I personally won't be doing 40 mans because I don't have the time, desire, or patience to run a raid schedule. That doesn't detract from the game to me, and I'll have a lot of fun doing the other stuff.

And you know what? That's ok. There are tons of MMOs coming out these days that cater to a lot of different people, I'm sure you can find one. Games these days don't need to cater to every single aspect of social or antisocial gamer out there.

Anyway, TLDR: This isn't the game you are looking for?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 06, 2013, 12:54:03 PM
90% of the people in here were clamoring for WoW In Space once they'd had their fill of WoW and moved on.  Now we get it and there's hate because of raiding.     :facepalm:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 01:00:25 PM
90% of the people in here were clamoring for WoW In Space once they'd had their fill of WoW and moved on.  Now we get it and there's hate because of raiding.     :facepalm:

Nobody... not a single soul here thought WoW was without its flaws.  We just differed in opinion as to what those flaws were.

For me it was large scale raids and gear dependent PvP/crap PvP balance.  The 10 man stuff helped that a great deal for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 06, 2013, 01:11:36 PM
And you know what? That's ok. There are tons of MMOs coming out these days that cater to a lot of different people, I'm sure you can find one. Games these days don't need to cater to every single aspect of social or antisocial gamer out there.

I think that you take for granted the information you have available by running a fan site.  

I can't think of many new MMO's on the Horizon that cater to my play style.  Matter of fact, the number of quality MMO's on the horizon for release in the next year seems rather small.  If you have a suggestion of something I should watch, I'd be grateful.   


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on August 06, 2013, 02:25:14 PM
Does the raid gear effect any PvP or the content cycle?

Vanilla raiding only became a bitch for me when it was ALL the content. "So I've been running Shcolomance for awhile now guys, maybe something new? No? oh ok..." That and the obvious PvP issues it caused.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 06, 2013, 02:32:47 PM
I'm not sure what your tastes are exactly. What kind of pvp do you like? Gear based? Level based? Open world? Instanced? Diku or action or hotbar?


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on August 06, 2013, 02:35:51 PM
I'm a big fan of stat caps. Once I start losing because the other dude killed a dragon and got a fancy sword, I'm out.

I'm also out once it becomes solely about composition. Like once I need to tell my friends and myself "we all gotta reroll or its gonna suck", fuck it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 06, 2013, 04:30:46 PM
That's why PVP in almost every MMORPG is stupid once you put in levels. In my opinion, any game that asks me to level a character for 80+ hours before I can be on equal footing is bad. Which is why I enjoy playing LOL or FPSs for that stuff.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 06, 2013, 04:59:50 PM
Oh has the wailing finally begun? Delicious.

Honest question, if they said you can get the best gear in the game but it is much more rare and will take much longer outside of 40-man raid content would this still be a problem? Like if you could grind out something that would upgrade your gear to as good or 95% as good but it takes quite some time compared to getting the drop off the 40-man content would you be happy or mad that the top tier raider types are getting it faster?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 06, 2013, 05:10:34 PM
They should just put raid only stats on the gear so not everyone feels they must have it.  If the raid gear had the same stats as your gear +10% damage to raid mobs, would that still bother people who don't want to raid?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 06, 2013, 05:11:48 PM
No, but then raiders get all twisted over it; see Radiance in LOTRO.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 06, 2013, 05:43:53 PM
Everyone should be doing the things they find fun.  If the devs have to give players extra incentive to do a certain activity, I have to wonder why they have that activity.  If all activities reward the player with the same progression items (i.e. loot) and no one wants to do raids because of that, it implies that people just really want the best rewards.  Why do games feel like they need to social engineer players into pre-set groups?

That said, I recognize that organizing 40 people is more difficult then organizing 5 people, and some recognition of overcoming that challenge is warranted.  Thus the suggestion that raiders get special cosmetic items.  I would suggest that the special item is the same high-level loot, but with a serial number and a better graphic.  Team Fortress 2 and LoL business model runs on cosmetic items, suggesting that MMOs can't have raid based upon cosmetic items seems to imply to me that few people really want to run raids.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 06, 2013, 05:50:05 PM
Everyone should be doing the things they find fun.  If the devs have to give players extra incentive to do a certain activity, I have to wonder why they have that activity.  If all activities reward the player with the same progression items (i.e. loot) and no one wants to do raids because of that, it implies that people just really want the best rewards.  Why do games feel like they need to social engineer players into pre-set groups?

That said, I recognize that organizing 40 people is more difficult then organizing 5 people, and some recognition of overcoming that challenge is warranted.  Thus the suggestion that raiders get special cosmetic items.  I would suggest that the special item is the same high-level loot, but with a serial number and a better graphic.  Team Fortress 2 and LoL business model runs on cosmetic items, suggesting that MMOs can't have raid based upon cosmetic items seems to imply to me that few people really want to run raids.

OK, but for some people, chasing after gear with better stats *is fun*. They put up with the actual raid - and many of them do enjoy it but there are absolutely people for whom it is only a means to an end - to get there because they want that rush at getting the item or whatever, and some segment of those people are not happy with cosmetic items.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 06, 2013, 05:56:19 PM
Everyone should be doing the things they find fun.  If the devs have to give players extra incentive to do a certain activity, I have to wonder why they have that activity.  If all activities reward the player with the same progression items (i.e. loot) and no one wants to do raids because of that, it implies that people just really want the best rewards.  Why do games feel like they need to social engineer players into pre-set groups?

That said, I recognize that organizing 40 people is more difficult then organizing 5 people, and some recognition of overcoming that challenge is warranted.  Thus the suggestion that raiders get special cosmetic items.  I would suggest that the special item is the same high-level loot, but with a serial number and a better graphic.  Team Fortress 2 and LoL business model runs on cosmetic items, suggesting that MMOs can't have raid based upon cosmetic items seems to imply to me that few people really want to run raids.

OK, but for some people, chasing after gear with better stats *is fun*. They put up with the actual raid - and many of them do enjoy it but there are absolutely people for whom it is only a means to an end - to get there because they want that rush at getting the item or whatever, and some segment of those people are not happy with cosmetic items.

For *everyone* playing one of these games chasing after gear (and other progression, level, abilities, what have you) is fun.  That is why they play these games and not no-progression FPS, RTS, etc.  Unless the activity that you like gets the best gear, then having one activity getting the best gear is not fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 06, 2013, 05:59:12 PM
I don't mind a game going for the raiders or not being suited for the more casual gaming I'm into now. I did EQ and WoW raiding and it had it's own type of fun but too much invested time....

The more interesting question is whether it's a good idea for the game as a whole. Having a raid progression sucks up a lot of cash and development time which means starving other parts of the game and probably needing a subscription fee to fund it. And making raid content that appeals to the elite, when there are lots of MMO's and the trend seems towards more casual play, seems risky.

Of course they might also be looking at a rapidly weakening WoW, with Titan ineligible as a replacement, and thinking it's worth a shot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 06, 2013, 07:51:00 PM
"The best gear in the game will come from 40-man raids. It will be entirely unique."

I'm out.
Oh come on. That to me is like saying yould never play COD or LOL or SC2 unless you think you can hit first place in the world rankings. How would you compare your chances of doing that versus PUGing a 40-man for gear?

I get it of course. Players knowing there's a glass ceiling is demotivating. But this has been a staple forever, and I personally have long since come to terms with what I'll never be able to do without considerable lifestyle changes I have no intention of ever making.

They should just put raid only stats on the gear so not everyone feels they must have it.  If the raid gear had the same stats as your gear +10% damage to raid mobs, would that still bother people who don't want to raid?
Well, they kinda do that already in MMOs don't they? Players typically can steamroll regular non-raid level-cap content just in what they achieve from non-raid quests. While that is just the starting point for raid progression thereafter, all the subsequent raid gear typically allows that player to do is steamroll the non-raid level-cap content slightly quicker.

I don't dislike your idea though. It kinda sounds like that Fractals-only (or was it Shores only) stat they launched in GW2. No idea if it's still a fractals-only stat, but it was an interesting approach. The playerbase is already going to compartmentalize by zone/map/event, so formalizing that makes it easier for those to accept the existence of the fence that's going to always be there anyway.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 06, 2013, 11:17:59 PM
Honest question, if they said you can get the best gear in the game but it is much more rare and will take much longer outside of 40-man raid content would this still be a problem? Like if you could grind out something that would upgrade your gear to as good or 95% as good but it takes quite some time compared to getting the drop off the 40-man content would you be happy or mad that the top tier raider types are getting it faster?

It would still be a problem, unless it was a free to play game. If there's a sub involved i want the exact same access to everything in the game playing solo the entire time. I demand that it be a solo game that I pay a subscription fee for continuing support and new content, there just happens to be other people playing it around me. I want the option to group with other people and have the difficulty scale up, or fuck it - stay exactly the same. Make it a fucking joke where we're just running around decapitating everything in one swing like it's a Monty Python movie. If I group it should be because it's fun to do and I like the company regardless of what's happening in the game. Sort of like, you know, "grouping" with people in the real world. Grouping with random people who could give a shit who or what I am and make it seem like it's me and 4 high-strung NPCs is for chumps and idiots. And frankly that's what just about every MMO guild that's ever been. Certainly all the ones big enough to get 20 people together for a raid.

People like to cry about how trivial Wrath of the Lich King group stuff was, but there's a reason it was the pinnacle of WoW in terms of fun, satisfaction, and subs. It's also no coincidence that those three things dropped once they bumped things back up again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 07, 2013, 12:43:37 AM
If Wrath of the Lich King was acceptable to you, then you're saying you actually don't need access to the best gear as a solo player, as that stuff was hiding in heroic 25s.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on August 07, 2013, 01:05:11 AM
WotLK was about right for me, personally, I didn't give a shit that the 25-man people had "better" gear than me, because I wasn't doing 25-mans, and (usually) the 10-mans were balanced for the people doing 10-mans. So I had my little progression track where I had new shit to do every patch, just like the people doing the "real" raids. They also made an effort to release new 5-mans, new dailies without going too overboard, etc.

That's really what it is for me, if they're going to derp it and focus on pooping out enough 40-man shit to keep the catasses happy while ignoring everyone else, that's going to be a huge problem for me. I am cool with parts of the game not being for me. I am not cool with not getting any new shit ever because they're too focused on a part of the game I am not interested in.

I am also so over PvP stats. I am extra special over "you have to do arenas to get the really good shit" thing. That's not as big a deal for me, though, if I want to PvP I have lowbie PvP in SWTOR and WvW in GW2 to entertain me. :P


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on August 07, 2013, 01:22:38 AM
Pretty much. To reiterate my previous posts: I don't really care about 40man raid gear, attunements, and "appealing to vanilla or BC WOW fans" in general (other than being amused that all this is apparently a good thing in 2013). I don't do that shit, others do it, they like it or don't -- whatever, it doesn't impact me. Edit: actually it does if people are taking their "better than everything else" 2-shot-tastic uberweapons / trinkets into pvp, which can be brutal even if they don't have pvp stats... just as it was in vanilla and BC WOW.

What DOES impact me is their archaic design of gear-based pvp, which, again, is a throwback to the time when pvp in WOW was at its worst (with arena-only pvp gear and the resilience stat ensuring that if you didn't grind for your gear, you were just an ineffective speedbump). Yeah, I played that game when it was called WOW, Rift, and SWTOR. It wasn't a good system then, and it sure as heck isn't going to be one now... and that's assuming they are going to take some basic sanity measures that have been implemented by those games in the last 8 years (such as bolstering, or a free set of pvp gear that's actually semi-competitive), which I haven't seen any evidence of. But even then, the system is flawed at its core.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on August 07, 2013, 02:54:43 AM
if they're going to derp it and focus on pooping out enough 40-man shit to keep the catasses happy while ignoring everyone else, that's going to be a huge problem for me. I am cool with parts of the game not being for me. I am not cool with not getting any new shit ever because they're too focused on a part of the game I am not interested in.

This.

If they cater to the "elite" minority whilst decrying the bulk of players as "casuals" then I have zero interest and await it's collapse in ~2 years.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 07, 2013, 05:49:15 AM
"The best gear in the game will come from 40-man raids. It will be entirely unique."

I'm out.
Oh come on. That to me is like saying yould never play COD or LOL or SC2 unless you think you can hit first place in the world rankings. How would you compare your chances of doing that versus PUGing a 40-man for gear?

I get it of course. Players knowing there's a glass ceiling is demotivating. But this has been a staple forever, and I personally have long since come to terms with what I'll never be able to do without considerable lifestyle changes I have no intention of ever making.


I think maybe I type poorly, and that my calm isn't coming across.  There is no hate (in me).  I've done the soloist/small group player in a raider game and, FOR ME, I'm aware that the biggest part of the game is something that I'll never participate in, but it will trickle down into other part of the game (pvp, big zone events, etc).  It will be the mote in my eye the entire time I'm playing.  The housing looks really good, but not good enough to put up with the annoyance it causes ME.

For those that it doesn't bother, cool for you, looks like a decent game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 07, 2013, 06:13:24 AM
WotLK was about right for me, personally, I didn't give a shit that the 25-man people had "better" gear than me, because I wasn't doing 25-mans, and (usually) the 10-mans were balanced for the people doing 10-mans. So I had my little progression track where I had new shit to do every patch, just like the people doing the "real" raids. They also made an effort to release new 5-mans, new dailies without going too overboard, etc.

That's really what it is for me, if they're going to derp it and focus on pooping out enough 40-man shit to keep the catasses happy while ignoring everyone else, that's going to be a huge problem for me. I am cool with parts of the game not being for me. I am not cool with not getting any new shit ever because they're too focused on a part of the game I am not interested in.

I am also so over PvP stats. I am extra special over "you have to do arenas to get the really good shit" thing. That's not as big a deal for me, though, if I want to PvP I have lowbie PvP in SWTOR and WvW in GW2 to entertain me. :P

Wildstar is going to have unique 40 man raids. unique 20 man raids. and solo instances that progress the story/lore of the game. 40 man raids are there for the uber challenge.


Title: Re: Carbine Studios' "Wildstar"
Post by: murdoc on August 07, 2013, 08:27:03 AM
I was all frothy about this and then remembered that I have never had BiS in any MMO I have ever played so it doesn't really matter if it's not going to be accessible to me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 07, 2013, 08:35:44 AM
Heh yeah. It's like not playing in a softball league because you'll never be able to play in the World Series.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 07, 2013, 08:48:08 AM
Heh yeah. It's like not playing in a softball league because you'll never be able to play in the World Series.

Not quite.  Some of us see it as a game where characters can progress 100 levels, but you can only get to levels 95-100 if you're willing to endure voice chat with 39 mouth breathers for several hours.  

MOAR DOTS!


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 07, 2013, 09:04:26 AM
Ok I'll make another stupid analogy. That's like complaining about playing baseball because you don't like swinging a bat.  :awesome_for_real:

I never put up with playing with mouth breathers. In games that I can find fun people to play with, I have raided. When I can't find interesting people to play with, I stop playing the game. Sometimes it works, sometimes it doesn't. Every time I have fun until I get to that point though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 07, 2013, 09:29:16 AM
My point is that raids aren't hard.  Organizing 40 competent gamers is hard.  The barrier to success in a raid lies less on the ability to overcome a challenge and more in ensuring you've invited 39 other people that won't fuck up at a critical moment.  If they want to introduce challenging content, it could as easily be 5 or 10 person scale.  This seems more a marketing ploy to attract large guilds than to challenge the player base.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 07, 2013, 09:33:20 AM
My point is that raids aren't hard.  Organizing 40 competent gamers is hard.  The barrier to success in a raid lies less on the ability to overcome a challenge and more in ensuring you've invited 39 other people that won't fuck up at a critical moment.  If they want to introduce challenging content, it could as easily be 5 or 10 person scale.  This seems more a marketing ploy to attract large guilds than to challenge the player base.  

That doesn't make sense, if raids weren't hard then finding people who could do them wouldn't be hard either. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 07, 2013, 09:39:25 AM
That doesn't make sense, if raids weren't hard then finding people who could do them wouldn't be hard either.  

Think of a relative scale rather than in absolutes.  Also consider why raids and finding people to do raids is a challenge.  Coordination and proper gear level are the typical barriers to success. That and development bugs.

There exists a difference between mechanical and personnel challenge. i.e. if 10% of your players are 'good' gamers, then amassing 40 of them will be a personnel challenge. In this case the greater hurdle may be a personnel challenge.  It's yet another way to gatekeep content (like the more common gearscore or level gate)


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on August 07, 2013, 10:09:21 AM
Pandering to a hardcore segment in this gaming year isn't going to be very popular. There's a market for it, but it will cause problems they don't see. Spending time on 1% of your players' content is a bad business model.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 07, 2013, 10:20:35 AM
Meanwhile, here's the latest "State of the Beta" official update:
http://www.wildstar-online.com/uk/news/wildstar_wednesday_state_of_the_beta_-_august_7th_2013.php

Important changes to some key game systems, first "phase" of beta (CBT 1-3 + Stress Tests) is over and see you later this year for the next phase while we overhaul the aforementioned systems.


Title: Re: Carbine Studios' "Wildstar"
Post by: satael on August 07, 2013, 10:24:25 AM
I was all frothy about this and then remembered that I have never had BiS in any MMO I have ever played so it doesn't really matter if it's not going to be accessible to me.

BiS was easy in GW2 (before ascended items) since it only took level 80 exotics and it was (very) easy to get them  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 07, 2013, 10:33:21 AM
That doesn't make sense, if raids weren't hard then finding people who could do them wouldn't be hard either. 
Finding 39 people you can tolerate, who can be consistently available for 3 hours 1-3 days a week is not easy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 07, 2013, 10:44:41 AM
My point is that raids aren't hard.  Organizing 40 competent gamers is hard.  The barrier to success in a raid lies less on the ability to overcome a challenge and more in ensuring you've invited 39 other people that won't fuck up at a critical moment.  If they want to introduce challenging content, it could as easily be 5 or 10 person scale.  This seems more a marketing ploy to attract large guilds than to challenge the player base.  

That doesn't make sense, if raids weren't hard then finding people who could do them wouldn't be hard either.  

I think it mostly doesn't make sense because a raid can be as hard or as easy as it feels like being.  There are easy raids and hard raids and everything in between.  I mean... right?

I guess you could argue that no matter how hard a raid gets, the hardest part is organizing people sufficiently skilled to beat the raid (since as the raid gets harder, the organization also gets more complex, and your pool of players diminishes). But it seems disingenuous to go from that to saying that the raid itself isn't hard.  It is hard; that's why it makes it even harder to find people who can beat it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 07, 2013, 10:47:45 AM
I was all frothy about this and then remembered that I have never had BiS in any MMO I have ever played so it doesn't really matter if it's not going to be accessible to me.

BiS was easy in GW2 (before ascended items) since it only took level 80 exotics and it was (very) easy to get them  :grin:

Even ascended items are easy now that you can get them with laurels and wvwvw badges.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 07, 2013, 10:50:22 AM
They're not easy in a time sense, they're annoyingly grindy. 30 days of dailies for one item, oh boy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on August 07, 2013, 12:24:19 PM
That doesn't make sense, if raids weren't hard then finding people who could do them wouldn't be hard either. 
Finding 39 people you can tolerate, who can be consistently available for 3 hours 1-3 days a week is not easy.

Nobody who has ever run a 40 man raid in anything would ever say it's easy. It was a nightmare, with moments of levity. The actual content was about 25% of the overall time you spent running a raid that size. The rest was strats, groups, rosters, late slots, fill-ins, loot systems, overflow, waiting, afk, breaks, explanations, and drinking heavily to ignore the pain.


Title: Re: Carbine Studios' "Wildstar"
Post by: murdoc on August 07, 2013, 12:50:16 PM
I was all frothy about this and then remembered that I have never had BiS in any MMO I have ever played so it doesn't really matter if it's not going to be accessible to me.

BiS was easy in GW2 (before ascended items) since it only took level 80 exotics and it was (very) easy to get them  :grin:

Oh wait, that's true. I was decked out in all exotics when Ascended items hit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on August 07, 2013, 03:33:56 PM
Wildstar is going to have unique 40 man raids. unique 20 man raids. and solo instances that progress the story/lore of the game. 40 man raids are there for the uber challenge.

Sure, that's their plan. But that is one of those "I will believe it when I see it" things. It's not so much "what will be there at release" but "how will they spend their resources afterwards."


Title: Re: Carbine Studios' "Wildstar"
Post by: Yoru on August 08, 2013, 02:33:11 AM
So, in the XP/quest progress changes, I'm split. I like the idea that they fill up the quest progress bar via XP earned, but I don't like that they're still tinkering around with splitting XP among ungrouped players based on damage contributed.

I've been very lightly dabbling with GW2 after getting a key last month, and I do like that you get full XP for simple participation in a fight, regardless of damage done. It's fair, it encourages cooperation, and the rules are simple to understand.

Either way, I'll still probably give this a shot, if only to see what "settler" content looks like. I'm expecting something like SEED's Bob The Builder grind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 08, 2013, 06:25:12 AM
Quote
"I hate raiding, I'm out"
"All content should be solo, I'm out"
"Gear based pvp, I'm out"
"Pvp stats, I'm out"
"Subscription fees, I'm out"

You people should fucking KNOW better than to expect anything different from this of all games, no excuse.  So could we all stop acting like petulant 20-somethings when it comes to this 'cause the diku-mmo format is not changing anytime soon.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on August 08, 2013, 07:28:41 AM
It shouldn't be REGRESSING.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 08, 2013, 07:34:07 AM
Quote
"We've had this conversation before, I'm out of this thread"

You people should fucking KNOW that we've had this conversation before bitches.

Sincerely,
Internet Tough Guy, but secretly I care! xxoo, Lakov


Nothing new under the sun, I'm out of this spefic universe.

Despondently,
typhon

Nothing new in this fraction of the 10^500 multiverses, I'm out of this global universal cluster.

with Transcendant Euni,
Glibordax


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 08, 2013, 07:36:14 AM
So could we all stop acting like petulant 20-somethings when it comes to this 'fill-in-the-blank' is not changing anytime soon.

I need to copy this.  It could easily be used in 50 other threads here not related to MMOs.



Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 08, 2013, 07:42:11 AM
It shouldn't be REGRESSING.

One could argue this but considering wow has started hemorrhaging subs they have obviously gone too far the other direction.  Personally 40man raids is a silly idea and one I'm surprised they are going with.  The height of wow popularity was the 25man era but to expect the concept of raiding to be excluded is delusional and silly for anyone on these forums.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 08, 2013, 07:46:17 AM
What's wrong with 10 man raids?  Why is 25 magically better?  

Serious question.

SWTOR had 8 man raids and they weren't all that actively done, though that could be as much implementation as anything.  Rift had 10 and 25 man raids and very few people participated in the 25 man. 

Anything larger than 10 and you're outright admitting that you are catering to some small percentage of the playerbase.  Is it worth the resources? 


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on August 08, 2013, 07:47:22 AM
You'll be answers about "mechanics" but for the most part that's bullshit. The mechanics of a raid fight all center around 5 or so major components, done differently in each one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 08, 2013, 07:48:17 AM
 :popcorn:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 08, 2013, 07:49:12 AM
You'll be answers about "mechanics" but for the most part that's bullshit. The mechanics of a raid fight all center around 5 or so major components, done differently in each one.

I agree.  It's nothing more than the devs throwing a bone to the power guilds so they can laud something over the playerbase for some brief period of time.  

What is the point?  Seems like a monumental waste of resources. 

Make the game for the masses if you're shooting for mass appeal.  Playing both sides seems naive.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 08, 2013, 07:50:36 AM
You'll be answers about "mechanics" but for the most part that's bullshit. The mechanics of a raid fight all center around 5 or so major components, done differently in each one.

I agree.  It's nothing more than the devs throwing a bone to the power guilds so they can laud something over the playerbase for some brief period of time.  

What is the point?  Seems like a monumental waste of resources. 

Make the game for the masses if you're shooting for mass appeal.  Playing both sides seems naive.

 :heart: :heart: :heart:!!!


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 08, 2013, 08:19:23 AM
 :facepalm:

I didn't say 25man raids were the most popular thing ever. I said that wow was most popular in the 25man era and specifically lich king which DID also have ten mans but 25 was still the high end for those who wanted it.  Fuck I'm not even making a judgement of which is better, just that at the time wow was at the top of it's game so of course if you are going to copy you should aim for that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 08, 2013, 08:28:07 AM
I can't speak for anyone else, but I looked at your assertion that raiding is what made the game popular, and lack of raiding is what kills games and immediately discarded it as clueless.

WoW is dying mostly because their recent updates have been uninspired, repetitious and bland.  The fact that it's been running for nine years isn't helping it.

But I have to say, in a mean spirited way, that I do enjoy your conclusions.

Edit: recently needed to be recent


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 08, 2013, 09:26:02 AM
I've always enjoyed how the niche of a niche set of a gamers (f13) have always thought they know for sure what made WoW's population decline (things they didn't like happened). That's not proof, no game stays mega popular forever and the context matters: the age of the playerbase, the age of the game, the competition, especially in terms of price.

Its entirely possible Blizz rightfully focused on the features and gameplay that people who wouldn't quit WoW out of boredom because they had played it 2, 4, 6 yrs already wanted. I'm skeptical as hell of this "if WoW had gone this direction they wouldn't have lost as many subs" assertion.

But let me say, you all turning on Wildstar is great because this game is boring as shit looking. Vanilla WoW in 2014! Oh joy exactly what we need. No shit this is regression but it was regression before they announced anything about 25 man raiding.

If War Plots are a really great system I'll be pissed because I really don't want there to be any reason to touch this bland ass game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 08, 2013, 10:15:39 AM
Where did I say it was raiding alone that made wow popular? Do you even read the comments before you start spewing shit onto your keyboard?

WOTLK was the height of wow's popularity, copy that.  That is not a hard statement to understand.

Saying that raiding is the sole reason to play mmo's is idiotic. To say raiding had NO part in wow's popularity would be similarly naive of not only wow but of the entire genre. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 08, 2013, 10:37:38 AM
WoW isn't' static.  Taking a point in time looses sight of everything that had led up to their peak in popularity during the WOTLK era.  Saying "I said that wow was most popular in the 25man era and specifically lich king which DID also have ten mans but 25 was still the high end for those who wanted it", IMPLIES that you thought there was causality between raiding and raid sizes and the high point in popularity as primary-cause

Whether you meant that or not.

I was responding to the implication.  Yes, I do actually think prior to typing.  If you had thought a bit more before posting, you might have added something like, "granted, the trend from more difficult/exclusive dungeons and raids toward more accessible dungeons/raids and the addition of other alternate systems of game play probably had significant impact on popularity as well, as shown by the dramatic decrease in popularity during the Cataclysm release"... but you didn't.

I'm not saying that raiding isn't popular.  I'm saying that loot is a core mechanism of these games - gaining levels and obtaining loot is desireable by every player who plays these games.  Choosing one type of gameplay to get the best loot is arbitrary and not needed.  Players will choose the type of gameplay that they find entertaining by themselves, and there is no need to reward certain types of gameplay over others - in fact it alienates players who don't enjoy that type of gameplay.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 08, 2013, 10:41:16 AM
Where did I say it was raiding alone that made wow popular? Do you even read the comments before you start spewing shit onto your keyboard?

If I was quoting you I would quote you.

Many posters here have for years claimed that WoW is losing subs because Blizz is going in the wrong direction. This being f13 the wrong direction is usually something to do with non solo content or content that requires more than 5 people it varies a little from poster to poster but the anger at raiding and catass behaviors and uber guilds is pretty common around here.

My point is WoW lost and will continue to lose subs because its an ancient game that looks and feels rather dated. Its competition is now legions of f2p games while it still costs a monthly sub. And almost nobody in the mmo sweet spot age-wise which is probably say 12-22 is still in that age range which means that many people move on for simple age/life reasons and are not replaced by new young players because WoW hasn't been the new hotness for kids in a long long time.

Yet ITT and others I see yourself and others equating the height of WoW's popularity had everything to do with what type of progression content they were releasing at that exact moment. I doubt that very much. A factor? Of course. But thinking we can gain insight into what gamers like because old WoW was more popular than new WoW seems a bit asinine.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 08, 2013, 10:42:30 AM
He was talking to me Hoax, you just got in the way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 08, 2013, 10:43:53 AM
Then he's especially retarded, I posted an hour after you did and he posted 45min after me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 08, 2013, 11:00:01 AM
To Hoax: Some of us work, so sorry I was responding later... :roll:

To Typhon:  

Quote
Personally 40man raids is a silly idea and one I'm surprised they are going with.  The height of wow popularity was the 25man era

What I am inferring is that if carbine should copy anything it should be this time capsule in wow's history.  That you are taking this as some ringing endorsement for 25man raiding or that I am advocating raiding a the center of the game is insane.  I am simply using raid sizes in the era of wotlk because carbine seems to be going backwards to the beginning of wow when they had 40mans.

Of course wow was fluid and ever changing but that does not mean there wasn't a curve of popularity and making your game based on either end of the curve is foolish.  Again this is not just about raiding, stop being pedantic.



Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 08, 2013, 11:28:09 AM
What's wrong with 10 man raids?  Why is 25 magically better?  

Serious question.

SWTOR had 8 man raids and they weren't all that actively done, though that could be as much implementation as anything.  Rift had 10 and 25 man raids and very few people participated in the 25 man. 

Anything larger than 10 and you're outright admitting that you are catering to some small percentage of the playerbase.  Is it worth the resources? 


SWTOR has 8 and 16 actually. I think it matches your intuition in that the 8s are more popular.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 08, 2013, 11:39:39 AM
SWTOR has 8 and 16 actually. I think it matches your intuition in that the 8s are more popular.

Or my brain blocks the memory of anything > 10.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 08, 2013, 11:48:46 AM
Just for the record I never had a problem with raiding, in WoW or MMOs in general. I raided my ass off in TBC and especially WoTLK. I completed every normal mode raid in 10 and 25-man when its was relevant, and a good chunk of the heroic stuff I bothered with.

They lost me when they put a "you must be this good to even walk in the door" sign on it, and 80% of my friends weren't good enough. I don't like farmville, I don't live on solo content even though I appreciate it. I liked small group dungeon content, and I actually really liked raiding when it was hard enough to require some figuring out but wasn't a gigantic dickpunching festival. WotLK hit it right on the fucking head, even counting ToTC which wasn't so much stupidly easy as it was incredibly uninspired. TBC had Kara and Zul'Aman; the rest of the raids were shit. Cataclysm I quit after I couldn't get more than 2 bosses in with guild groups, cross-guild groups, pugs, or filling in on a guild run with another guild that was running their same crew that cleared 10man heroic ICC before the buffs even hit. LFR is nice that you don't feel locked out of ever even seeing the content or getting the loot, but running with 24 random shitbirds or generously, 20 random shitbirds if you queue with friends just isn't the same thing.

It's not the type of content, it's the barriers to entry that fucking get my goat. 40-man raids are mostly a bad idea because they're a mess visually and to organize, but personally I could have fun if they were tuned to be moderately hard for a mostly organized group that wanted to be able to actually hold a conversation during the fight instead of a 40-man Autism Convention. If I could have a cross-guild calendar, post a signup for a friday or saturday night, and just roll into the place with a group of 39 other people while drinking and shooting the shit on vent, maybe getting a couple bosses a night or wiping 4-6 times per non-farm boss (with major endbosses taking maybe 2-3 weeks of work before downing) before a clear I'd raid 40-mans in a second but that's not the reality.

tl;dr: 40-mans are trouble in terms of organization/design but the real issue to me is that they're pre-emptively saying the large group content is pretty much only for the aspergers crowd.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 08, 2013, 03:06:02 PM
Agree on the second point, but Cryptic not wanting a grind? I don't see it. The leveling curve was EQ-like arduous for a game that otherwise had very console-y like sensibilities. I still feel they were sitting on a goldmine if they could have just gotten out of the whole "this is a MMO and therefore we must have a guaranteed 15 months of subs" convention. Man, they coulda just put in tradeable costume recustomization players woulda RMT'd the shit out of years before inter-player "RMT" became corporate-sponsored "F2P". We'd all be talking about how CoH started it all instead of EQ1.

My only solace is that in another of the infinite timestreams in the multiverse, this did happen  :grin:

Ya you'd think they'd have woken up when the grind killed subs about 2 months in.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 08, 2013, 03:22:57 PM

I remember doing 80 person raids in EQ, I can't remember why that seemed a fun thing to be doing.

WoTLK is a good example, challenging raids especially if you went for the hardcore achievements but inclusive enough that lots of people raided and made some progress. But lots of the raiders want the main path of progression to be a narrow gate most can only look through to see the shinies arrayed there-in because that strokes their e-peen. Why developers consider going with that model is the mystery.

Content that only a small fraction of your player base will consume is a dumb investment.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 08, 2013, 03:23:40 PM

tl;dr: 40-mans are trouble in terms of organization/design but the real issue to me is that they're pre-emptively saying the large group content is pretty much only for the aspergers crowd.

I think WoW hit on the perfect concept with hard modes and the basic level being easy but they caved to the whiners on the forums who had never done hard modes but still complained the basic raids were too easy.

Plus one to kagaru on the content statement.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 08, 2013, 11:29:27 PM

The more interesting question is whether it's a good idea for the game as a whole. Having a raid progression sucks up a lot of cash and development time which means starving other parts of the game and probably needing a subscription fee to fund it.

If every game that has switched to F2P has had revenues go up why would this one require a subscription? I think you're reaching here as I hear they already announced it to be f2p.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 09, 2013, 06:52:37 AM
Last I saw they were very cagily commenting about a "hybrid" funding model. Have they actually come out and said it's f2p or was that a very complex way of saying it has a cash shop?

Most triple-A MMO's that have switched to f2p have had revenue go up because they were subscription games in a death spiral at that point. And I'm pretty sure suits are still looking at WoW and dreaming of that being them. To be the dominant raiding title you need pretty regular slabs of high quality raid content which needs a pretty decently sized team, and that's expensive.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 09, 2013, 08:12:09 AM
https://www.youtube.com/watch?v=GFWh9aY4pas&feature=youtube_gdata_player

Thought this fits in with the conversation and I agree with it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 09, 2013, 08:37:50 AM
https://www.youtube.com/watch?v=GFWh9aY4pas&feature=youtube_gdata_player

Thought this fits in with the conversation and I agree with it.
Oh good, another WoW commentary video from a British twat lamenting that bad people can beat stuff and therefore it doesn't mean anything to them or anyone, and stating that this is why WoW is losing subs like it's a fact.

Edit: My favorite quote is at the end.

"Is it better if a new player walks away saying, 'yeah I never got to that raid but I hear it was awesome', and instead says, 'Oh yeah the new raid? I did it, it was pretty alright I guess, had some cool special effects'. Is that better?"

Yeah, it actually is, cunt. Fucking autists. Jesus.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 09, 2013, 09:00:29 AM
I thought he was spot on. Maybe you're the twat?


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 09, 2013, 09:07:26 AM
My assumption is that their rationale with the 40 man raiding is something like:

1) No other MMO since has matched WoW in being as much of a social phenomenon as WoW was
2) Raiding is very arguably the biggest "social" aspect of the game, in that it requires socializing in order to even happen
3) No other MMO since WoW has tried doing 40 man raids, which WoW had when it became a social phenomenon
4) Maybe the bigass raids had something to do with building a weirdly powerful community
5) Or maybe not, but who knows, fuck it, let's try it out.

Probably a massive oversimplification, but for all the shittiness of 40-man raids, I can't honestly say I'm sure they were what caused the server communities to feel so vibrant, especially in early WoW.  They still felt that way for years after the 40-mans stopped, of course, but maybe that was a lingering effect?  I doubt this is the case, but I'm also not certain.  It could be, and I think it's cool that someone is trying it again, because fuck, why not.  God knows nothing else seems to be working, and it isn't MY millions of dollars being invested.

 And yes, I've led a 40-man raid guild that had some fumbling successes in Naxx, and it was painful and I stopped doing anything but 10-man raiding after that.  No way I'm leading that shit again.  I'm still interested to see how it goes in this game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 09, 2013, 09:30:18 AM
That actually is an interesting experiment in that video, I thought.  It is sort of food for thought that you can literally do everything in the game while contributing nothing and actually having a purely negative effect on your party, without any noticeable consequence.

I mean, come on, I know it's easy to hate on elitism and such, and I tend to find many of the "pretty good" players abhorrent (notably, the really, really good ones tend to be far less assholic), but if you just forget that it's a multiplayer game for a moment, it does raise a few eyebrows that you don't really have any positive or negative consequences for playing poorly or fantastically.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 09, 2013, 09:36:35 AM
I thought he was spot on. Maybe you're the twat?
Except there's no actual proof offered that this is what is somehow wrong with WoW? Or that there's even something wrong with a really easy raid mode being completable with complete dead weight, when lots of raid groups did just that in Vanilla, TBC, and WoTLK?

That he actually said that it's not good a bad casual player can say, "Hey, I tried the latest raid [in LFR] it was pretty alright"?

All he proved is that if you really want to try and be worthless in WoW while completing the version of content meant for not good players, you could? Wow, what a fucking shocking revelation. Surely, everyone would come rushing back if we only put a stop to that.

Ahhhh, whatever. This isn't about Wildstar. I just don't know if it's a good idea to openly say you're going to focus dev time on making assets/content for a very small minority of your player population, given you kinda need this thing to make money and NCSoft doesn't have a great history of treating underperforming games well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 09, 2013, 09:46:41 AM
I mean, you're definitely right that he has no proof of cause and effect with respect to subs, for sure.  But I think if you just look at the experiment as a game design issue, and forget that it's even a multiplayer game, it is sort of interesting to think about.  Presumably games should reward or punish quality of play to SOME extent.

And yes, handwaving away the multiplayer part IS cheating a bit, since it is definitely harder to reward individual quality of play in a coop enviornment, especially a large-scale coop environment (which is why I think the 5-man experiment is probably the most significant part of the experiment).  It's still interesting to think about.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 09, 2013, 09:47:13 AM
Ahhhh, whatever. This isn't about Wildstar. I just don't know if it's a good idea to openly say you're going to focus dev time on making assets/content for a very small minority of your player population, given you kinda need this thing to make money and NCSoft doesn't have a great history of treating underperforming games well.

This ^^^  Paelos also said this a few pages back.  It's all about allocation of resources and focus on 40-man raids isn't a good use of resources, particularly when you brag about how hardcore they're going to be.  

My decision to play the game or not won't be made based on there being raids.  I just don't understand the time devoted to them when obviously only a few consumers will ever really enjoy their time in them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 09, 2013, 10:24:41 AM
Honestly I thought the exercise pointed out why it would be much easier to make hard but fair five mans then hard but fair 25 or 40 mans.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 09, 2013, 10:25:18 AM
Any initial resource allocation to 40-mans will likely be minimal at best, just like WoW at release.  What'd we have then, Ony? (if you can even call that a raid really)  IF Wildstar shows signs of doing well, THEN the main dev. team gets to keep their jobs and pop more raids.  This is the way it'd seem to work to me.  Otherwise, you end up with half-assed/rushed/untested attempts at quality raid levels at release.

'Twer me, and I give this advice free of charge; I'd make the 40-mans more interactive with the server.  Allow a raid group to queue for the instance and publicize it to the server in some way; not merely through an LFD tool, but something flashier.  This will provide a bit more of a carrot whilst letting people know your group is gonna try for a clear.  If you need slots filled, people will apply to fill them; assuming you set them as publicly available.

It's not reinventing the fuckin wheel here.  Large scale FPS games have done it that way since Joint Ops.  MMOs dont have to be special snowflakes in those regards even when purely PvE.  And seriously, there's absolutely no reason to complain against making 40-mans a feature in a game; unless your game sux so hard that people really just don't want to eat your shitty content.  Protip: put a tad more effort into making 40-mans accessible.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on August 09, 2013, 11:48:31 AM
At release, Wow didn't do much for patches in terms of raid stuff. You had Onyxia and you had MC. That's all people needed because for the most part they were completely cockblocked by resistance gear.

HOWEVER, after about 8 months, they started rolling out a bunch of raiding content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on August 09, 2013, 01:24:09 PM
All I know is that in terms of difficulty, Wrath had the most accessible content and subs were at an all time high.  Then Cataclysm came around with its more difficult content and subs dropped.  It's almost like the 'hardcore' players account for less subs than the casual players.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 09, 2013, 01:26:26 PM
It's almost like the 'hardcore' players account for less subs than the casual players.

Fortunately, they compensate by being the loudest on the forums.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 09, 2013, 01:27:38 PM
All I know is that in terms of difficulty, Wrath had the most accessible content and subs were at an all time high.  Then Cataclysm came around with its more difficult content and subs dropped.  It's almost like the 'hardcore' players account for less subs than the casual players.

I think it's hard to draw an absolute correlation there, a lot of things factor into their sub numbers, like when they launched in what market and what other games came out when, etc. Other than "people didn't like Cataclysm in general" I'm not sure there are any really safe conclusions to draw about their content model just based on that one big number.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 09, 2013, 01:50:07 PM
Fits my model of how players are incredibly bad at games quite nicely  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on August 09, 2013, 02:03:12 PM
All I know is that in terms of difficulty, Wrath had the most accessible content and subs were at an all time high.  Then Cataclysm came around with its more difficult content and subs dropped.  It's almost like the 'hardcore' players account for less subs than the casual players.

I think it's hard to draw an absolute correlation there, a lot of things factor into their sub numbers, like when they launched in what market and what other games came out when, etc. Other than "people didn't like Cataclysm in general" I'm not sure there are any really safe conclusions to draw about their content model just based on that one big number.

You've said that before, and were we on some sort of steering committee about the fate of the game and making billion dollar direction decisions, I'd agree. Since it's an internet forum, I feel pretty safe in drawing the conclusion that people liked Wrath because they felt included, progressing, and they were killing stuff they cared about.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 09, 2013, 02:09:29 PM
At some point you just have to start blaming the game being super old rather than design decisions.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 09, 2013, 02:27:28 PM
Also, as a counterpoint, Pandaria is far more accessible in terms of raid content than Wrath was (see LFR and the experiment in that video), and subs are falling.

(Yes, the game is also old as hell, which is probably the big cause here)

I think it really is a shame not to actually listen to the problem illustrated in that video.  There are a number of solutions that go in different directions; it doesn't just mean that the solution is harder and less accessible raids.  Like someone was getting at earlier, you can also conclude from that that larger raids aren't a good idea if you want a game where the average person can see all the content, because it necessitates them being so easy as to not even provide any feedback to the player.  Ignore the solution he's proposing and focus on the problem he's illustrating, and I think it's really, really hard to argue that it isn't a broken system.

Basically, I think it illustrates that WoW is trying to do two things at once and thus failing at both of them.  Obviously the narrator wants one of those two things, and you might disagree with his choice, but I think he's right that trying to do both is worse all around than choosing one way or the other.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 09, 2013, 02:44:34 PM
Pandaria looks lovely even for a dated games. It's just so TEDIOUS.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on August 09, 2013, 02:58:19 PM
I think it's hard to draw an absolute correlation there, a lot of things factor into their sub numbers, like when they launched in what market and what other games came out when, etc. Other than "people didn't like Cataclysm in general" I'm not sure there are any really safe conclusions to draw about their content model just based on that one big number.

Rarely is there only one reason why a game loses subs.  I know I had a laundry list of things I didn't like about Cataclysm.  But the discussion had somehow turned to the idea that making content less accessible to the majority of players was somehow good for a game, which is just silly.  I still submit that ratcheting up the difficulty from Wrath to Cataclysm contributed to the loss of subs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 09, 2013, 05:51:45 PM
If you ask me they are going with the 40-man raid as their pinnacle content to go easy on the type of player who is crying about 40-man raids. A super hardcore highest difficulty raid that is designed around 5, 10 or 20 players would lock out people because they just aren't good enough at playing the game.

So if you are Carbine and you've decided that you need to have content that most people can't beat because its good for the health of your playerbase/server communities/whatever you have a choice. You can gateway it the classical MMO way where player skill doesn't matter much just time commitment and willingness to put up with the hurdles of organization and listening to directions etc. Or you could gateway it such that only people who can optimize their dps/healing/tanking and who are playing optimal class/skill combos can beat it.

I would bet a shitton of money that the wailing would be much louder once people actually were playing the game and got to the content if they went the second route and people were finding out that just having the gear and having the free time wasn't enough to get best in slot gear.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 09, 2013, 06:17:33 PM
I know you guys like to look at things in a black and white view and then really narrow down into the micro of the argument.

Here's what the devs have said about Wildstar's "elder" game.

1) 40 Man Raids
2) 20 Man Raids
3) Solo instances that tell the story and lore
4) PVP - battlegrounds, arenas, warplots
5) Heroic Dungeons

Now what you don't seem to remember, forget reading, or never knew is that Carbine plans on nerfing raids as they get older so they become more accessible over time. So if you're the type that things they deserve to see everything just because, even if you're a bad player, then you will get that with Wildstar, you just have to wait a while.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 09, 2013, 07:13:42 PM
you just have to wait a while.

Whhhhhaaat...I want it now. :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 09, 2013, 07:16:12 PM
So if you're the type that things they deserve to see everything just because, even if you're a bad player, then you will get that with Wildstar, you just have to wait a while.

I deserve to see it because I'm paying the same fucking amount of money for a subscription and if the want to keep getting my money they damn well better spend it developing stuff for me. The days when these games are going to have a subscription base big enough to support development of stuff for the l33t 5% of players who have enough nolife to catass all day in a game are over. There's to many free, niche options for people to go do. That's another reason WoW subs are dropping like a rock. People don't have to put up with their shitty, stupid priorities and design beliefs anymore. So they're going elsewhere.

Also, is telling your smug condescending ass to choke to death on my cock too much of a personal insult to write here?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 09, 2013, 07:21:48 PM
I don't know why everyone has such a hard on for 40 man raids.  They're a pain in the ass to organize and getting people to do what you want is like herding cats.  Just because WoW did it back in the day doesn't mean anyone has to do it ever again.  I don't recall anyone saying "40 man raids, THAT'S why I started playing WoW".  They weren't responsible for the success of WoW.  At all.  People played WoW at release because it was simply better than everything else and didn't kick you in the nuts nearly as much as its competitors like EQ and UO.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 09, 2013, 07:23:10 PM


Also, is telling your smug condescending ass to choke to death on my cock too much of a personal insult to write here?

Angry Bob indeed. :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 09, 2013, 07:54:04 PM


I deserve to see it

The fuck you do.  I pay the same damn $60 for dark souls that other people did, it does not somehow magically entitle me to an easier game if my skills do not match others.


Look I'm all for accessible raids but your money entitles you to the same thing it entitles everyone else to, a chance to play the game.  If you do not LIKE the game or do not have the time nor skill to play as others do well then maybe it's not the game for you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 09, 2013, 08:02:34 PM
So, are these solo instances the same story you'd be getting from the raids?


The fuck you do.  I pay the same damn $60 for dark souls that other people did, it does not somehow magically entitle me to an easier game if my skills do not match others.


Ohh, please.  Raiding doesn't share the same sort of skill curve (or even type) as Dark Souls.  Let's not pretend you're Billy Badass because you've got a lack of commitments at 8-10pm, 4 nights a week.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 09, 2013, 08:50:04 PM


I deserve to see it

The fuck you do.  I pay the same damn $60 for dark souls that other people did, it does not somehow magically entitle me to an easier game if my skills do not match others.


Look I'm all for accessible raids but your money entitles you to the same thing it entitles everyone else to, a chance to play the game.  If you do not LIKE the game or do not have the time nor skill to play as others do well then maybe it's not the game for you.

Why are you intentionally misrepresenting what I've been saying. I don't want or need an easier game. I want a game I don't have to raid, or even group to see it. Raidfags seem to think that solo play is easier. It's not, it's much harder. We all know it's harder. There's no one else to save you from your own suck. This shit is easier the more people you bring along. The difficulty with raiding isn't the game, it's about managing people most of the time. I did that more than enough at work. Arranging 2 hours with a group of people to focus on common goals and make shit happen isn't fun. It's not a game. It's a fucking department meeting. I don't want to deal with the shit. I want to log on and kill internet dragons. Or internet orcs. Whatever.

Also, your Dark Souls analogy blows shit. Do you need to arrange time to play it with 4 other people or pick a different game? If the answer is yes, then you are allowed to post again. Do you feel that the game should cost the same for you if that when you don't play with 4 other people you're limited to killing the same monster over and over again, or whatever the fuck you do in Dark Souls?  if the answer is no, then you lose and must admit that solo play is not only not easier, it's so hardcore elite that anyone not wanting all content available to solo players is a shriveled turd of a being who actually thinks this shit matters to anyone but them rather than just being something to do an hour or two a night.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 09, 2013, 08:55:03 PM
My analogy was fine, I do not buy games knowing what they are about and expecting them to change just because I gave them money.  I don't presume to know what it is you want but it is not an MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 09, 2013, 09:01:28 PM
I'm in the camp of "doing 40 man raids aren't difficult but getting 40 players to do the same thing, and savvy enough to minmax when not prompted, is 99.99% of the difficulty". Which is fine, a game is allowed to say fuck you if you can't do that. Raiding was a throw back to the stuff WoW smoothed over during its release. Before WoW leveling was a group activity, classes weren't expected to be self reliant, and you were expected to organize on some level. WoW made solo'ing the "thing" but ultimately went back to the basic tenants of massive online gaming as we understood back than, i.e do big shit with lots of people. Maybe if WoW conditioned its playerbase to group up and be semi-competent at it, they would have a better rate of players willing to do the 40 man content. Or maybe players only like playing with their 2-3 friends at most and there is nothing massive about mmo's to the average player. Maybe they never wanted to do the massive part which is why WoW was initially so popular compared to the iterations of mmo's at the time.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 09, 2013, 09:53:05 PM
My analogy was fine, I do not buy games knowing what they are about and expecting them to change just because I gave them money.  I don't presume to know what it is you want but it is not an MMO.
Your analogy was a complete trainwreck and not only did it not support what you said, it supported me. I'm haven't given Wildstar any money, and I won't if there's a single thing available via raids that isn't available to me soloing as a reskinned item. Giving money to games in the past doesn't really count as their was no other choice available or more often game companies just flat out lied about how solo friendly a game was. Like I said earlier, there are plenty of free to play alternatives that are close enough to what i want. Why would I switch to another game that not only offers me lees of what i want and charges a monthly fee to do it? The genre has changed and Wildstar needs to reexamine their design and adjust to playerbase preferences. That's why I expect them to change or I won't give them money at all.


Or maybe players only like playing with their 2-3 friends at most and there is nothing massive about mmo's to the average player.

Pretty much this, or at least that is my semi-informed belief. Which is pretty much what I'm looking for. It's not like it's a giant mystery why the content becomes more utilized the smaller that groups become. Raid fans like to say it's because that there are too many people who don't want to have to "learn the game", but really it's that people with shit to do in real life don't want to be bothered with the amount of time it takes to form and maintain solid relationships with people they'll never deal with outside a game. The internet got old and so did the novelty of "online only" friends. When this genre first started, the internet was brand new for most people and they were dazzled by it. The people playing the games had a similar background and the populations were much smaller. SO people were a lot more likely to not be complete pieces of shit. Well, now that everyone under the age of 75 is on the internet, we're back to almost everyone acting like assgoblins whenever they can get away with it. People don't want to deal with it during their leisure time. Sorry raid guys, the days of content being for more than a dozen people is over and it isn't coming back. The fact that Wildstar is spending time on it is a pretty huge red flag.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 09, 2013, 10:16:12 PM
So if you're the type that things they deserve to see everything just because, even if you're a bad player, then you will get that with Wildstar, you just have to wait a while.

I deserve to see it because I'm paying the same fucking amount of money for a subscription and if the want to keep getting my money they damn well better spend it developing stuff for me. T

Who says they aren't developing shit for you? Maybe you didn't read shit in my post? dumbfuck Poor baby can't play in one little zone and you want to kill yourself. Shame.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 09, 2013, 10:17:30 PM
So, are these solo instances the same story you'd be getting from the raids?


Raids aren't part of the story line apparently.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 10, 2013, 04:24:06 AM
Am I the only one that thinks content I can not do is kind of interesting?  I have not had time to raid in years, but I like the fact that it exists.  It makes an mmo feel like an mmo when there are large groups out there, whether or not I can join them. 


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 10, 2013, 06:18:54 AM
My analogy was fine, I do not buy games knowing what they are about and expecting them to change just because I gave them money.  I don't presume to know what it is you want but it is not an MMO.
Your analogy was a complete trainwreck and not only did it not support what you said, it supported me. I'm haven't given Wildstar any money, and I won't if there's a single thing available via raids that isn't available to me soloing as a reskinned item. Giving money to games in the past doesn't really count as their was no other choice available or more often game companies just flat out lied about how solo friendly a game was. Like I said earlier, there are plenty of free to play alternatives that are close enough to what i want. Why would I switch to another game that not only offers me lees of what i want and charges a monthly fee to do it? The genre has changed and Wildstar needs to reexamine their design and adjust to playerbase preferences. That's why I expect them to change or I won't give them money at all.


Or maybe players only like playing with their 2-3 friends at most and there is nothing massive about mmo's to the average player.

Pretty much this, or at least that is my semi-informed belief. Which is pretty much what I'm looking for. It's not like it's a giant mystery why the content becomes more utilized the smaller that groups become. Raid fans like to say it's because that there are too many people who don't want to have to "learn the game", but really it's that people with shit to do in real life don't want to be bothered with the amount of time it takes to form and maintain solid relationships with people they'll never deal with outside a game. The internet got old and so did the novelty of "online only" friends. When this genre first started, the internet was brand new for most people and they were dazzled by it. The people playing the games had a similar background and the populations were much smaller. SO people were a lot more likely to not be complete pieces of shit. Well, now that everyone under the age of 75 is on the internet, we're back to almost everyone acting like assgoblins whenever they can get away with it. People don't want to deal with it during their leisure time. Sorry raid guys, the days of content being for more than a dozen people is over and it isn't coming back. The fact that Wildstar is spending time on it is a pretty huge red flag.

Raids only become an issue when the game is balanced around said encounter. It'll be like "If you only make the top 1000 in pvp on your server only than can you get the easy mode gear that solo's all pve content with dazzling lights of rainbow unicorns." A game deciding, like games have been deciding for years before the shitty sequel era of today, that "you can only be this tall to ride this ride" is perfectly fine. I mean sure games who did this back than relied entirely on a skill ceiling and I'm personally more willing to meet that than say whats required to drag 39 people to an encounter, but its perfectly valid even if I personally have no patience for it.

Though to be honest the general "ceilings" in mmo's are rather shitty. Time and Resources Ceiling is something I generally want to see die. But since that generally is what allows most bad gamers to feel successful in mmo's I generally don't see it dying anytime soon.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 10, 2013, 07:13:27 AM
I'm in the "2 or 3 friends consistently" category.  5 or 6 tops, and never more than a night every two to three weeks.  Would love to be able to do everything with that 2 to 3 core.  Will accept not being able to do everything as long as the core gameplay, "getting levels and loot" is not segregated upon an idea that "What will make our game sticky?!  BIG GROUPS OF FOLKS GETTING TO KNOW AND LOVE EACHOTHERBANDOFBROTHERS EQUALS MONEYHATS!  How do we make bigs groups?  FORCE EM TO PLAY BIG CONTENT!".

Am I the only one that thinks content I can not do is kind of interesting?  I have not had time to raid in years, but I like the fact that it exists.  It makes an mmo feel like an mmo when there are large groups out there, whether or not I can join them. 

Best-case, I'm ambivalent.  Usual case is that the game caters to these folks, and these folks include a subset who are broken and will use that catering in any way possible to be assholes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 10, 2013, 08:11:17 AM
I really believe that some of you people shouldn't be allowed to touch an mmo. However, somebody needs to make an epic as fuck single player, with coop, subscription game to get some of you to shut the fuck up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 10, 2013, 08:56:57 AM
I really believe that some of you people shouldn't be allowed to touch an mmo. However, somebody needs to make an epic as fuck single player, with coop, subscription game to get some of you to shut the fuck up.

Dear god this. Feels like I've been saying it for 8 years.

Am I the only one that thinks content I can not do is kind of interesting?  I have not had time to raid in years, but I like the fact that it exists.  It makes an mmo feel like an mmo when there are large groups out there, whether or not I can join them.

I think its the very essence of virtual worlds. Someone passing by wearing crazy armor with some massive weapon you've never seen riding something you don't know where it came from. Hearing people discuss something happening on the server between the most badass pvp'ers or pvp guilds or talking about the guy running the economy or the uber guild competing for world firsts. All of those things are part of the experience. The game is bigger than you. Its the only reason to put up with the inferior gameplay that such large games offer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on August 10, 2013, 11:09:39 AM
Am I the only one that thinks content I can not do is kind of interesting?  I have not had time to raid in years, but I like the fact that it exists.  It makes an mmo feel like an mmo when there are large groups out there, whether or not I can join them.

I think its the very essence of virtual worlds. Someone passing by wearing crazy armor with some massive weapon you've never seen riding something you don't know where it came from. Hearing people discuss something happening on the server between the most badass pvp'ers or pvp guilds or talking about the guy running the economy or the uber guild competing for world firsts. All of those things are part of the experience. The game is bigger than you. Its the only reason to put up with the inferior gameplay that such large games offer.

Yes, I agree. Count me in. And it is because I cannot do it that the world feels alive and rich and mysterious and gives me the idea that there's a lot going on out there that exists beside me (which is why I am playing a MMO and not another single player). Not to mention that, you know, if I really wanted, I could actually do it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 10, 2013, 11:29:33 AM
I agree, but games should stop making you the hero of the story.  This isn't a single player game, i want to be a random adventurer like i was in EQ, or part of an army like in SB.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 10, 2013, 12:32:27 PM
I stopped paying attention to lore and story in mmorpgs a very long time ago.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 10, 2013, 01:09:09 PM
I don't really get why anyone would still be angry about the idea of less-than-fully-accessible raiding.  I get why it would be something one would get angry about back in the day, when every game did it and it was frustrating that there was this new genre of games out there that seemed ALMOST perfect for you, but not quite because they continuously demanded this style of play that you hated and seemed extraneous to you.

Now every game pretty much has abandoned the idea of inaccessible raids.  Why is it such a rage-inducing thing if one game kinda tries it again, at least briefly, at launch?  I get thinking that it's probably not a great decision, and I probably lean slightly toward the "it's probably not going to work" way of thinking, but surely it's kind of nice to see someone going in an ever-so-slightly different direction than everyone else in the world?  And I mean, shit, we're talking EVER-so-slightly here.  These goddamn games are all practically the same thing.

Edit:  Also, because it doesn't deserve it's own post but I just can't help saying it... God, fuck this "elder game" terminology.  Jesus.  Fuck.  At least they aren't calling levels "seasons."

Yes, I see the irony in raging about something so trivial in the very same post I am expressing confusion about other people's rage about something far less trivial.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 10, 2013, 01:13:07 PM
I don't really get why anyone would still be angry about the idea of less-than-fully-accessible raiding.  I get why it would be something one would get angry about back in the day, when every game did it and it was frustrating that there was this new genre of games out there that seemed ALMOST perfect for you, but not quite because they continuously demanded this style of play that you hated and seemed extraneous to you.

Now every game pretty much has abandoned the idea of inaccessible raids.  Why is it such a rage-inducing thing if one game kinda tries it again, at least briefly, at launch?  I get thinking that it's probably not a great decision, and I probably lean slightly toward the "it's probably not going to work" way of thinking, but surely it's kind of nice to see someone going in an ever-so-slightly different direction than everyone else in the world?  And I mean, shit, we're talking EVER-so-slightly here.  These goddamn games are all practically the same thing.

They get angry because it is a massive commitment of resources that is geared towards the smallest segment of the population.  They get angry because all that effort should be expended on content that everyone can enjoy. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 10, 2013, 01:16:07 PM
For every game ever made?  They always have to have the same strategy and be tailored to the same people?  Again, that would make sense if this was still the status quo.  I was one of those people back then.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 10, 2013, 01:23:24 PM
I don't really get why anyone would still be angry about the idea of less-than-fully-accessible raiding.  I get why it would be something one would get angry about back in the day, when every game did it and it was frustrating that there was this new genre of games out there that seemed ALMOST perfect for you, but not quite because they continuously demanded this style of play that you hated and seemed extraneous to you.

Now every game pretty much has abandoned the idea of inaccessible raids.  Why is it such a rage-inducing thing if one game kinda tries it again, at least briefly, at launch?  I get thinking that it's probably not a great decision, and I probably lean slightly toward the "it's probably not going to work" way of thinking, but surely it's kind of nice to see someone going in an ever-so-slightly different direction than everyone else in the world?  And I mean, shit, we're talking EVER-so-slightly here.  These goddamn games are all practically the same thing.

They get angry because it is a massive commitment of resources that is geared towards the smallest segment of the population.  They get angry because all that effort should be expended on content that everyone can enjoy. 

I think that is a faulty argument. Like making a collection of board games but than, instead of making a new board game, you figure out how to add more rules to monopoly. Sure sounds cool, but rarely does it add "fun".


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 10, 2013, 01:50:57 PM
I don't really get why anyone would still be angry about the idea of less-than-fully-accessible raiding.  [snip]

Raiding accesbility doesn't bother me at all.  I know that I won't be involved in it.  If I run out of content/get bored I'll stop playing.  I don't care why the dev is slow, I have stopped being invested in games.

I care about leveling and loot.  Best loot only available via raiding makes me not interested in the game.  It doesn't make me angry.

Usually I leave a thread when I've lost interest in a game, to allow those interested in the game to share their common interest without me pissing all over it.  I haven't left because I find the conversation about what folks like/don't like about MMOs interesting, as well as the "what raiding is/should be, how hard should it be, what should the rewards be" interesting.  It seems to me that a few of you in the pro-40-man + BIS camp have complained in the past about PvP being ruined by folks just having better gear, but maybe I'm not remembering properly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on August 10, 2013, 01:52:38 PM
Am I the only one that thinks content I can not do is kind of interesting?  I have not had time to raid in years, but I like the fact that it exists.  It makes an mmo feel like an mmo when there are large groups out there, whether or not I can join them. 


You're a known crazy person though  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 10, 2013, 06:50:25 PM
You're a known crazy person though  :why_so_serious:

Pretty sure that aptly describes every single person on this forum.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 10, 2013, 06:57:09 PM
There's a competitive ladder system for craziness.  You have to be a mod or be grouped with a mod to see it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 10, 2013, 07:17:59 PM
There's a competitive ladder system for craziness.  You have to be a mod or be grouped with a mod to see it.

Fuck forced grouping, I'm going to post at something awful.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 10, 2013, 07:28:08 PM



You're a known crazy person though  :why_so_serious:


I considered donating enough money to grief title myself "Hates Fun"  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 10, 2013, 07:57:13 PM
Am I the only one that thinks content I can not do is kind of interesting?  I have not had time to raid in years, but I like the fact that it exists.  It makes an mmo feel like an mmo when there are large groups out there, whether or not I can join them. 

Nope.  You're not the only one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 10, 2013, 08:21:28 PM
Me playing games casually these days, I know that I can't do some content, but I really love reading/watching/following people who do have time for it. If I can jump into a game and do everything with my casual playing ass these days, the game is not worth playing to me because it's probably really simple and shitty.

Look at WOW in that video. Why would I want to bother doing that?


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 10, 2013, 08:23:42 PM
Sounds to me like the problem is with you then if you need casual access to content cut off in order to want to do it at higher difficulties.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 10, 2013, 08:24:49 PM
I care about leveling and loot.  Best loot only available via raiding makes me not interested in the game.  It doesn't make me angry.

Oh, I totally get that.  I wasn't talking about you, and I thought you made a good point earlier that the "LFR raiding is trivially easy" experiment could be interpreted as arguing even more strongly for smaller group content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 10, 2013, 09:03:12 PM
Sounds to me like the problem is with you then if you need casual access to content cut off in order to want to do it at higher difficulties.

Missed the point completely, not surprisingly. Here's the deal. I don't get any enjoyment out of easy mode games. If I can beat a game on easy mode, I very rarely have any motivation to do it on a more difficulty setting. I find repeating content boring for the most part. I consider "beating" a raid by getting all the loot I want. If there is another set of just a bit better gear on harder mode, to me that's stupid.

It trickles down to the rest of the game. it's all just boring, bland and easy. Might as well be playing a flash game somewhere.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 10, 2013, 09:04:28 PM
I care about leveling and loot.  Best loot only available via raiding makes me not interested in the game.  It doesn't make me angry.

Oh, I totally get that.  I wasn't talking about you, and I thought you made a good point earlier that the "LFR raiding is trivially easy" experiment could be interpreted as arguing even more strongly for smaller group content.

I would love to see a game where everything is 5 man content and give you the option to do it with 4 bot hirlings. Just make it progressively more difficult. I like progression.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 10, 2013, 09:07:17 PM
Sounds to me like the problem is with you then if you need casual access to content cut off in order to want to do it at higher difficulties.

Missed the point completely, not surprisingly. Here's the deal. I don't get any enjoyment out of easy mode games. If I can beat a game on easy mode, I very rarely have any motivation to do it on a more difficulty setting. I find repeating content boring for the most part. I consider "beating" a raid by getting all the loot I want. If there is another set of just a bit better gear on harder mode, to me that's stupid.

It trickles down to the rest of the game. it's all just boring, bland and easy. Might as well be playing a flash game somewhere.
Then don't play it on easy mode and go straight to normal/hard? I mean, you get to decide what content you want to do right?


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 11, 2013, 08:02:19 AM
Am I the only one that thinks content I can not do is kind of interesting?  I have not had time to raid in years, but I like the fact that it exists.  It makes an mmo feel like an mmo when there are large groups out there, whether or not I can join them.  

It's fascinating, but I don't need to be playing the game to follow stuff I'm ineligible for, which also means I'm not paying. It's pretty much what I read this forum for, being able to hear about events like massive Eve battles, catass raiders and feral communities like Salem without having to invest that much (often not very fun) time.

I can believe there are some people who believe they'll be titan pilots, hardcore raiders or PvP badasses "one day" and thus keep playing, but I suspect the increased number of games available means people not having fun will with the gameplay they have access to will just silently vanish.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 11, 2013, 11:20:04 AM
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQkpVudbcSnXwzjxL7XwJohKR15JA62JTeL2NejDqGwz2VrcELw)


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 11, 2013, 07:36:29 PM
People spend untold hours watching other peoples LOL matches. I'm not saying it's right but disposable time ain't exactly rare.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 11, 2013, 07:49:20 PM

Not sure that's a direct equivalent, is an LoL player locked out of substantial content until they've proven they're hard-core? Do they get lesser versions of the same characters and gear?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 11, 2013, 07:50:15 PM
It was always pulling teeth to get people to watch strategy videos when I ran my WoW guild, and they were all in the 10-15 minute range. Usually I'd just watch it and do my best to explain the strat on Ventrilo; only after we had wiped to the same mechanic a few times would we take a break mid-raid for everyone to watch the video.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 11, 2013, 08:34:17 PM
While I don't think watching videos should be a bar to set for content, it's not as though people don't waste time on equally stupid stuff that's all I'm saying here.


If you are super into a raiding game and watching a 15min fight video helps more power to you.  Personally I never watched or studied ANY encounter in my hardcore days because the truth was it's never a one shot and wow mechanics were never so hard for dps that I didn't figure it out by the second round.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 12, 2013, 12:12:05 AM
The way I look at the MMO group vs solo argument is that I'm like Wolverine.  Most of the time I prefer to do stuff on my own because, in the context of the game, I'm pretty bad ass on my own.  However, when I need to tackle something more difficult, thats when I go with the rest of the X-Men.  Except for Cyclops.  Fuck that guy.  He's always trying to mow my lawn with Jean Grey.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 12, 2013, 06:16:00 AM
Cool story bub.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 12, 2013, 06:54:46 AM
While I don't think watching videos should be a bar to set for content, it's not as though people don't waste time on equally stupid stuff that's all I'm saying here.


If you are super into a raiding game and watching a 15min fight video helps more power to you.  Personally I never watched or studied ANY encounter in my hardcore days because the truth was it's never a one shot and wow mechanics were never so hard for dps that I didn't figure it out by the second round.

People will always watch videos.  These games are very reward oriented.  If watching videos helps people get their reward with less effort, they will.  It is as simple as that.  It is the same reason people use 3rd party sites to help them get through quests super quickly. 

Heck, that's one of the reasons I like the idea of MMOs that are less progression oriented and focus more on world development. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on August 12, 2013, 07:27:06 AM
I agree, but games should stop making you the hero of the story.  This isn't a single player game, i want to be a random adventurer like i was in EQ, or part of an army like in SB.

Me too but I guess that, in the last 10 years, the market tried to (rightfully, from a business perspective, of course) exploit the larger amount of MMO population that want to gain teh phat lewt, and engage in all the "mini activities" that nowadays form a MMO.

Personally, even after all these years and failed/not successful enough projects, I'm still in the "social experiment" - sandbox party where I'm perfectly fine to be Mr. Nobody while exploring and engaging in roleplaying activities with a small portion of the population (but yeah, I'll keep playing DIKUs as well).


Title: Re: Carbine Studios' "Wildstar"
Post by: Sky on August 12, 2013, 08:33:07 AM
The way I look at the MMO group vs solo argument is that I'm like Wolverine.  Most of the time I prefer to do stuff on my own because, in the context of the game, I'm pretty bad ass on my own.  However, when I need to tackle something more difficult, thats when I go with the rest of the X-Men.  Except for Cyclops.  Fuck that guy.  He's always trying to mow my lawn with Jean Grey.
I liked in Giant Sized X-Men 2 when Professor X made everyone sit and watch videos on how to avoid Magneto's area effect and deal with a Juggernaut add.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 08:37:26 AM

Not sure that's a direct equivalent, is an LoL player locked out of substantial content until they've proven they're hard-core? Do they get lesser versions of the same characters and gear?


MMOs don't lock you out of content, and raids are not substantial amounts of content either.

MMOs, with subs, give you equal access to everything. If you aren't good enough to beat a raid, that's on you. If you don't have enough time to beat a raid, that's on you. If you don't have enough friends to beat a raid, that's on you. If you don't like playing with X amount of players, that's on you.

Every game doesn't need to cater to you. If you want a game where you can do everything in the game, beat all the bosses and see everything by literally doing nothing, you have World of Warcraft.

Some games want specific bosses to be hard. So, if you happen to beat the Badass Dragon they want that experience and challenge to be uniform across the game. So when you tell a friend what you did, he doesn't go did you beat it in LFR? Normal? Heroic? Does he even care about that distinction? Does anyone care at that point when content is so diluted?

Part of the whole raid mentality is taking up the challenge and proving yourself against that challenge and being in a community that respects that and acknowledges that. It's the same thing when solo players gnash their teeth when people tell them to play a single player game instead. Solo players love playing MMORPGs because they like spending time in a world where they come across other players and they enjoy the experience of playing within a shared environment regardless of their direct interaction with other players. So that shared experience matters to them. In reverse, solo or casual players tell raiders, whats wrong with just doing the same raid but just harder? You get your challenge and I get to do the raid too in super easy mode.

Well the problem here is that raiders like the challenges of a difficult raid, and they also like showing off the shared acknowledgement that they completed it. When Mr Raider kills Bad Ass Dragon and tells a buddy what he did and that buddy can say, yeah I killed him to last week! It kind of dilutes the challenge. Raiders like the shared experience of that.

Now lets bring in League of Legends. They have managed to give Bronze level players the same content as Diamond players yet Riot has been able to give higher ranked players a clear distinction. A diamond level play is nearly a completely different game than a bronze level game.

If MMORPGs can somehow show off this distinction you can solve the problem of difficulties. The huge difference is that you can easily recognize skilled gameplay in a game like League whereas watching 20-40 people raid in any difficulty is mostly the same. People moving to avoid fire and spamming abilities. Of course the game-type is so different, it's probably impossible.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 12, 2013, 09:56:25 AM
Stuff

The problem with what you said is that none of what you said "dilutes" the challenge to you. If you and your raid want to do encounter on whatever difficulty level, the challenge to you in doing it is that same regardless of what difficulty other people do it on. What is diluted is your epeen. It dilutes your self perceived status as part of that world's power elite and the recognition you want for that forced onto other players. Raiding isn't challenging and it's barely an accomplishment. Stop making this out to be a "not good enough plebs" versus "elite skilled pros" debate to either make yourself feel better or muddy the argument. The argument that your raiding "challenge" is somehow diluted by a solo option for the same gear is literally no different than the argument that gay marriage ruins straight christian marriage. The real problem is that if there's a solo option raids will struggle to find enough people willing to do it.

Reread what you just posted. When you boil the fat away from the meat all it said was "I don't want filthy casuals having the same loot I have". The rest of it is bullshit rationalizing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 10:39:30 AM
Stuff

The problem with what you said is that none of what you said "dilutes" the challenge to you. If you and your raid want to do encounter on whatever difficulty level, the challenge to you in doing it is that same regardless of what difficulty other people do it on. What is diluted is your epeen. It dilutes your self perceived status as part of that world's power elite and the recognition you want for that forced onto other players. Raiding isn't challenging and it's barely an accomplishment. Stop making this out to be a "not good enough plebs" versus "elite skilled pros" debate to either make yourself feel better or muddy the argument. The argument that your raiding "challenge" is somehow diluted by a solo option for the same gear is literally no different than the argument that gay marriage ruins straight christian marriage. The real problem is that if there's a solo option raids will struggle to find enough people willing to do it.

Reread what you just posted. When you boil the fat away from the meat all it said was "I don't want filthy casuals having the same loot I have". The rest of it is bullshit rationalizing.

First, if raiding isn't challenging and it's barely an accomplishment, then why does WOW have three different raiding difficulties and the one most people use is the easiest? Sounds like you're completely ignorant of the whole genre. You sound like that college football player that play Div 3 saying that the NFL isn't really much of a difference and is just as easy. Beyond the stupid logistics of organizing a team of people and scheduling them, the fights are actually more difficult and challenging.

The rest of your post is just weird and strangely political. This isn't class warfare, it's a fucking video game. Though I have to give you credit as probably the first person who compared raiders and casuals to gay marriage.



Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 12, 2013, 10:44:23 AM
Dark souls should have an easy mode to cater to the non catasses out there.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 12, 2013, 10:46:03 AM
(https://dl.dropboxusercontent.com/u/82533/angryowl.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 12, 2013, 10:46:25 AM


MMOs don't lock you out of content, and raids are not substantial amounts of content either.

MMOs, with subs, give you equal access to everything. If you aren't good enough to beat a raid, that's on you. If you don't have enough time to beat a raid, that's on you. If you don't have enough friends to beat a raid, that's on you. If you don't like playing with X amount of players, that's on you.

Every game doesn't need to cater to you. If you want a game where you can do everything in the game, beat all the bosses and see everything by literally doing nothing, you have World of Warcraft.

Some games want specific bosses to be hard. So, if you happen to beat the Badass Dragon they want that experience and challenge to be uniform across the game. So when you tell a friend what you did, he doesn't go did you beat it in LFR? Normal? Heroic? Does he even care about that distinction? Does anyone care at that point when content is so diluted?

Part of the whole raid mentality is taking up the challenge and proving yourself against that challenge and being in a community that respects that and acknowledges that. It's the same thing when solo players gnash their teeth when people tell them to play a single player game instead. Solo players love playing MMORPGs because they like spending time in a world where they come across other players and they enjoy the experience of playing within a shared environment regardless of their direct interaction with other players. So that shared experience matters to them. In reverse, solo or casual players tell raiders, whats wrong with just doing the same raid but just harder? You get your challenge and I get to do the raid too in super easy mode.

Well the problem here is that raiders like the challenges of a difficult raid, and they also like showing off the shared acknowledgement that they completed it. When Mr Raider kills Bad Ass Dragon and tells a buddy what he did and that buddy can say, yeah I killed him to last week! It kind of dilutes the challenge. Raiders like the shared experience of that.

Now lets bring in League of Legends. They have managed to give Bronze level players the same content as Diamond players yet Riot has been able to give higher ranked players a clear distinction. A diamond level play is nearly a completely different game than a bronze level game.

If MMORPGs can somehow show off this distinction you can solve the problem of difficulties. The huge difference is that you can easily recognize skilled gameplay in a game like League whereas watching 20-40 people raid in any difficulty is mostly the same. People moving to avoid fire and spamming abilities. Of course the game-type is so different, it's probably impossible.

If you stopped using terms like "easy mode" I might take what your trying to say more seriously.  It makes you sound like a pretentious l33t dude trying to school the casuals and nubs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 12, 2013, 10:50:47 AM
Draegan represents the 1% in MMO's but still sees himself as an every-man.  I saw this from him in Rift.  

I'm as hardcore as the next guy when it comes to gameplay and find that I enjoy punishing content.  What I don't understand is why they can't make the high difficulty content for smaller groups.  After 5 people it's more about organization and the least-common-denominator which are precisely the factors that breed elitism in these games.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 12, 2013, 11:26:35 AM
First, if raiding isn't challenging and it's barely an accomplishment, then why does WOW have three different raiding difficulties and the one most people use is the easiest?
Because people have shit to do and if given the choice between spending time grinding away 40,000 hit points on a boss or 4,000,000, the 40,000 wins. What would win even more is 4,000 in a solo instance and that's why raiders don't want them. Because hardly anyone would group raid then. Don't confuse time consuming and a pain in the ass with difficult.

Sounds like you're completely ignorant of the whole genre. You sound like that college football player that play Div 3 saying that the NFL isn't really much of a difference and is just as easy. Beyond the stupid logistics of organizing a team of people and scheduling them, the fights are actually more difficult and challenging.
Yeah, not really that much harder or challenging. Like I said though, other than your own bruised ego, what difficulty other people do a raid at affects you literally not at all. Well, other than the fact that if people could get the same loot running a raid solo you'd have a much harder time finding groups. It's cute though that you're using a comparison of different overall skill levels for a team sport when the comparison should be a teams of evenly skilled basketball players versus two players going 1 on 1. Group versus Solo does not equal Hard versus Easy. If anything, solo play is considerably harder than group play and requires much more player skill and knowledge.


The rest of your post is just weird and strangely political. This isn't class warfare, it's a fucking video game. Though I have to give you credit as probably the first person who compared raiders and casuals to gay marriage.

Everything you write screams the traditional MMO "class warfare". I used the gay marriage comparison because you're using the exact same argument that traditional marriage "defenders" use to claim gay marriage somehow affects their own marriages. The reality is it has no affect whatsoever other than someone is doing something differently than you did to get the same outcome and you don't like it so they shouldn't be allowed to do it. You write that you enjoy the challenge of a raid, but what you're actually communicating is that you enjoy having things that other people don't have because it makes you special. Those are two different things and you're trying to cloak the latter in the former because it removes the dickishness.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 11:58:06 AM
If you stopped using terms like "easy mode" I might take what your trying to say more seriously.  It makes you sound like a pretentious l33t dude trying to school the casuals and nubs.

That's your problem not mine. I don't even play WOW, and haven't in years, but I don't see how you can not call LFR easy-mode. Especially after watching that video.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sky on August 12, 2013, 12:03:39 PM
What I don't understand is why they can't make the high difficulty content for smaller groups. solo players.
But also what bob said, not just inflating hp and damage, just making things /tailored/ to a difficult solo run where a good player will be successful, but a bad player will not be. Why are solo players stuck in the overland where there is little reward for good or bad playing?

And I agree about the difficulty of solo play, as someone who used to solo a lot in EQ and EQ2. It was tough in EQ (with my necro) and there were things I could pull off that gave that sense of accomplishment...but then some diptard trinity group would just roll right in and easily tackle the same thing. And maybe then a raid-geared solo player will also come roll the content, because even though I supposedly 'don't need' raid gear because I'm not raiding, raid-geared characters ARE able to play all other content with gear that's WAY over-tuned for it (and then bitch about how easy it is).

I've been saying for years that a proper dungeon would have tiered instances (all content, just different numbers): Solo, Group, Raid, Public. There, everyone is happy.

Except as this always boils down to, nobody WANTS to raid, they HAVE to.

I don't think I've ever agreed this much with a.bob in the history of not being a community. No, no class bullshit at all.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 12:05:29 PM
Draegan represents the 1% in MMO's but still sees himself as an every-man.  I saw this from him in Rift.  

I'm as hardcore as the next guy when it comes to gameplay and find that I enjoy punishing content.  What I don't understand is why they can't make the high difficulty content for smaller groups.  After 5 people it's more about organization and the least-common-denominator which are precisely the factors that breed elitism in these games.

I hardly represent the 1%. I leave that for the neckbeards. Unfortunately some people can't see past the old hardcore vs. casual debate where it's either raiding or nothing. Like you, I would love to see a game that had no raiding and a serious 5 man progression based game. That would be awesome.

Personally I don't like raiding anymore and don't plan to ever do it again. I don't have time for raid schedules and frankly, I find scripted encounters where precise movement is required while tapping  keys in a rotation or if you fail everyone dies and you have to repeat everything over again.. unfun and stupid. Especially in a DIKU/Hotbar style game.

Take your request for a progression based 5 man dungeon game. I would argue the same thing that there shouldn't be any difficulty settings. Keep the difficulty up and slowly nerf the dungeon as time goes on. This whole three difficulty settings thing in an MMORPG is bad design in my opinion. There are more elegant ways to increase content consumption.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 12, 2013, 12:06:32 PM
That's your problem not mine. I don't even play WOW, and haven't in years, but I don't see how you can not call LFR easy-mode. Especially after watching that video.

Mostly because normal people don't give a shit let alone describe it using a term that's generally accepted to be derogatory. It's a huge indicator that you're an elitist twat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 12:10:05 PM


Except as this always boils down to, nobody WANTS to raid, they HAVE to.

I don't think I've ever agreed this much with a.bob in the history of not being a community. No, no class bullshit at all.

Says who? When I was younger I enjoyed the shit out of raiding. I really did enjoy grouping with a bunch of other people in a dungeon setting. The only reason why you see "raiders" these days getting smaller and smaller is because when you keep offering easier and easier solutions to the same thing over time, you're going to lose the bigger raids out of attrition. It's bound to happen.

There are people out there that really love raiding and all that comes with it. Part of it is the epeen. Part of it is the loot. Part of it is the challenge. Who doesn't love beating something difficult then bragging about it to everyone? That's fucking human nature.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 12, 2013, 12:10:23 PM
I'd be more sympathetic to the 'make all content soloable!' idea if someone could explain to me how to make the 4 Horsemen in Naxxramas fight work for a solo player while still retaining any semblance of how it worked before.

Also, throwing this out there: I like having raids be different content than dungeons/solo stuff just because if I do decide to go raiding, I want to see something new, not rehash something I already did just with more people.

EDIT:

And Sky, you're wrong about the 'nobody wants to raid' thing. I enjoyed all the (easy mode casual scrub 10-man) raiding I did in TBC-Wrath era for its own sake.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 12, 2013, 12:12:31 PM
That's your problem not mine. I don't even play WOW, and haven't in years, but I don't see how you can not call LFR easy-mode. Especially after watching that video.

Mostly because normal people don't give a shit let alone describe it using a term that's generally accepted to be derogatory. It's a huge indicator that you're an elitist twat.

You're angrier then normal these days.  Punkbuster come out with a patch recently or something?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 12:12:51 PM
That's your problem not mine. I don't even play WOW, and haven't in years, but I don't see how you can not call LFR easy-mode. Especially after watching that video.

Mostly because normal people don't give a shit let alone describe it using a term that's generally accepted to be derogatory. It's a huge indicator that you're an elitist twat.

Sorry I hurt your feelings dude. Make sure you cry really loud next so I can hear it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 12:15:01 PM


Also, throwing this out there: I like having raids be different content than dungeons/solo stuff just because if I do decide to go raiding, I want to see something new, not rehash something I already did just with more people.

Which is what Wildstar is doing I think. They have solo, 5 man, 20 man and 40 man content that is all separated.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 12, 2013, 12:16:39 PM
I'll try and expand a bit on one liners which c'mon Rasix, was a little funny.

There is nothing inherently wrong with multiple difficulty levels in games.  In fact nearly every game out there these days offers some kind of easy/normal/hard setting(we will exclude dark souls because it's niche on purpose)  Also saying "easy mode" is not really an insult when some things like LFR are exactly and purposefully that.  

The argument has always been that making things easier devalues the achievements of others and I think that argument has a kernel of truth but is very wrong-minded.  Difficulty settings in any single player game are for one reason only, to cater your gaming experience to your own preferences.  While some prefer to tone it down and play on easy mode, I know many(on this site specifically) that choose to ramp things up because even normal mode is too much a cake walk. No one bats an eye in single player games, yet in online games it's wildly regarded as "catering to casuals".

The main issues with varying difficulty in multiplayer games is two-fold:

First is that people prefer consistency, a sense of fairness and stability.  Having different leagues in LOL or even professional sports works fine but if suddenly you had MLB players going up against farm teams(in games beyond exhibition) people would cry out. The same goes for matching bronze LOL players against diamond in ranked matches.

Bear with me, I know most mmo's aren't about pvp.  Even if we exclude player vs player combat, the gear race in these games is still very player vs player and while you may not enjoy that aspect of the game it's simply impossible to get rid of it due to human nature.  It need not even be about raids, simply getting a rare fashion item or non combat pet can be a point of pride(the oozling pet in wow back in the day was a big deal)

Everyone has difficulty settings they are happy with and whatever setting you play skyrim on, it's how simply how that world is for you.  It's when you start bringing in people playing simultaneously at different difficulty levels for the same rewards there is discontent and worse, disassociation with the game.  People stop thinking of it as THEIR GAME and start seeing the man behind the curtain.  

The second is:  When you try to cater to everyone, you get Mcdonalds.

Why must mmo's be all things to all people? We don't ask the same in our single player games and yet when it comes to the massively multiplayer we want, nay DEMAND it cater to all types.  Wow suffers from its own terrible weight on this issue, it's become a giant machine to pump out subs and each passing iteration has brought seemingly more for all types of players yet the quality suffers more and more.  It's a classic case of being spread too thin on all parts.

We should be applauding any game that wants to bring in 40, even old style eq70 player raids if that's what they want to do and if they do it well.  Most online games now are either blatant cash grabs with F2P or so homogenized that every aspect is as bland as a big mac.

God I went on too long here....

TL;DR edition: Consistency in your game, whatever game that is.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 12, 2013, 12:18:13 PM
I hardly represent the 1%. I leave that for the neckbeards. Unfortunately some people can't see past the old hardcore vs. casual debate where it's either raiding or nothing. Like you, I would love to see a game that had no raiding and a serious 5 man progression based game. That would be awesome.

Personally I don't like raiding anymore and don't plan to ever do it again. I don't have time for raid schedules and frankly, I find scripted encounters where precise movement is required while tapping  keys in a rotation or if you fail everyone dies and you have to repeat everything over again.. unfun and stupid. Especially in a DIKU/Hotbar style game.

Take your request for a progression based 5 man dungeon game. I would argue the same thing that there shouldn't be any difficulty settings. Keep the difficulty up and slowly nerf the dungeon as time goes on. This whole three difficulty settings thing in an MMORPG is bad design in my opinion. There are more elegant ways to increase content consumption.

Sounds like we want the same game.  If it also has a reasonable PvP component (even just battlegrounds), I'd be happy for 6 months.  Why have we not played more MMO's together?  I imagine we'd have some interesting discussions.



Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 12, 2013, 12:30:39 PM
Draegan represents the 1% in MMO's but still sees himself as an every-man.  I saw this from him in Rift.  

I'm as hardcore as the next guy when it comes to gameplay and find that I enjoy punishing content.  What I don't understand is why they can't make the high difficulty content for smaller groups.  After 5 people it's more about organization and the least-common-denominator which are precisely the factors that breed elitism in these games.

Part of why I liked LOTRO. All the small group/full group content + Difficulty.

I Can give two shits about "Raids", to each his own. Only time it affects me is PvP ( In Typical power crazed MMO's ) and if the development is only about that. I Have planetside for real raids, and logistics, and planing, and challenge. It also takes less time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on August 12, 2013, 12:57:24 PM
Raid ARE harder by default even if it is only by enflating the HP of a boss, because the more people you need to do any content the higher the flat number of mistakes to be committed by those people. Every additional person is a chance for mistakes and blunders. In a group of five, if we do two mistakes each on average on a given boss, we have ten mistakes. In a group of 40, that number multiplies.

That is why solo content is pretty much generally considered easier, because YOU are responsible for everything and you can keep under control the number of "mistakes" in each encounter much more easily. Same with your own learning process.

So we can disagree forever, but raid content is -withouth getting into the specific of any raid in any game- harder by default, because more people means more chances for mistakes. This is why it feels like winning at the NFL instead of Division 3, because it literally WAS harder to get everything in order to win.

And to clarify, sure you can make a specific 5 person thing which is much harder than a specific 40 person raid, but the human element works against humans, so everything is easier if you can  keep that to a minimum.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 12, 2013, 01:05:03 PM


Sounds like we want the same game.  If it also has a reasonable PvP component (even just battlegrounds), I'd be happy for 6 months.  Why have we not played more MMO's together?  I imagine we'd have some interesting discussions.



I haven't played an MMORPG more than a few weeks since Rift releaed, and that was my last hurrah into raiding. Since then no MMORPG has captured my attention. I played GW2 a lot, but I played that more like a single player game than anything else. WvW was fun for a few weeks too.

I've been playing LOL almost exclusively these last few months. I'd love to play video games with you next time a good MMORPG comes out (if that ever happens). Maybe EQN will be something. Wildstar, for me, will be something I try for a month or so from my view point now. I have no desire for a raid game, and I'm tired of quest treadmill leveling games.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 12, 2013, 01:12:42 PM
Dito. Ain't no one got time for that!


Title: Re: Carbine Studios' "Wildstar"
Post by: Sky on August 12, 2013, 01:45:53 PM
I am glad I blundered into this if only to remind me why I walked away from this genre.

(http://www.reactiongifs.com/wp-content/uploads/2013/08/out-of-here.gif)


Title: Re: Carbine Studios' "Wildstar"
Post by: satael on August 12, 2013, 01:50:04 PM
I wish MMO content had more of a simple-complex scale rather than the current type of easy-hard which usually means more or less just more damage and hp for the mob (with maybe a new type of special attack or two if it's a boss). It might not be very popular though since too good mob AI tends to make games not enjoyable to alot of the player base.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 12, 2013, 01:52:56 PM
MMO's tend to attract players that enjoy the time = power progression.  FPS/MOBA games tend to attract players that enjoy skill = power paradigm. 

Different strokes for different folks.  I know I prefer something in the middle... which is why WoT appeals to me so much.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on August 12, 2013, 04:33:48 PM
I agree with Draegan's wall of text with the caveat that I don't consider requiring more people to be legitimate challenge after a certain point.

Requiring 40 people basically means you have to be a serious member of a guild, put up with guild politics bullshit and drama, etc. The skill it tests is social organization. If a game requires a 5-person group if you have an active circle of friends playing you can tackle it, or maybe do it with randoms. At 40 you're blocking people off not based on challenge but on guild membership.

That said I don't see why content has to be accessible to all players. After I beat Xenoblade I didn't do any of the "post-game" bosses, I had played enough of the game and moved on. That's content I never saw but I greatly enjoyed the game so I don't feel cheated.

The resource argument is also a bit tricky. On some level it makes sense not to spend resources on things most players won't experience, but that's also an argument against branching paths of any kind, optional quests, etc. IMO it adds a lot to the world for something to exist, even if you've never personally experienced it. Within reason of course.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 12, 2013, 08:47:00 PM

Everyone wants a game perfect for them, and developer time and focus is limited.

I'm beginning to wonder if there was a multi-player mod for a game like skyrim, and content packs, whether I could happily wave good bye to the idea of MMO's. People who play for achievement want an audience but I just want to explore a world with friends rather than having the drama and effort of having to fill a raid team or the anonymity of LFR. So maybe the problem is there's nothing between single player and MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on August 12, 2013, 09:21:58 PM
When I first played Daggerfall I thought "man, this game is practically already a multi-player game, why not just have multi-player?" but the more I thought about it the more I thought it wouldn't work.

I do agree that small group / co-op stuff is pretty different from massive. I think the problem is that if you are an "MMO" you can engage in MMO-style pricing, whereas if you're a game with small group support it's harder to get away with that - though that's probably changing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 13, 2013, 05:11:35 AM

Everyone wants a game perfect for them, and developer time and focus is limited.

I'm beginning to wonder if there was a multi-player mod for a game like skyrim, and content packs, whether I could happily wave good bye to the idea of MMO's. People who play for achievement want an audience but I just want to explore a world with friends rather than having the drama and effort of having to fill a raid team or the anonymity of LFR. So maybe the problem is there's nothing between single player and MMO.


I've said many times on these forums before, but I wish someone would attempt another game like NWN.  The best privately run persistent world servers in those games were better experiences than MMOs in my opinion.

Edit: Of course, the big problem these days is that no one is going to sell that kind of versatility in a game for 50 bucks and leave it at that.  It's a damn shame.


Title: Re: Carbine Studios' "Wildstar"
Post by: amiable on August 13, 2013, 05:16:32 AM


I've said many times on these forums before, but I wish someone would attempt another game like NWN.  The best privately run persistent world servers in those games were better experiences that MMOs in my opinion.

It would be nice, but I nowadays the company that made it would probably be too interested in monetizing the toolset.  "Pay 500 Macguffin points (20 dollars) for the Evil Temple tiles!"


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 13, 2013, 05:58:55 AM
Eh, Enterbrain does that with RPGMaker and it still does a pretty healthy business despite being a really weird niche product mostly used by the Japanese to make horror games.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 13, 2013, 06:26:27 AM
I don't really see a problem with the company trying to make some money either.  NWN persistent worlds were a lot of fun, I spent more time on them than any recent MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 13, 2013, 06:44:23 AM
A more robust/more scriptable/less janky NWN type game would be awesome, but I think the AAA industry has all but told modders to fuck off at this point, minus Bethesda and that's just with the Elder Scrolls series which has a long history of it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 13, 2013, 06:44:47 AM
RMT universally shits up whatever game it is in.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 13, 2013, 09:48:36 AM
Man, looks like I should have waited a few days before posting my little "Y U ALL SO ANGRY" post.  Much more pertinent now.

But basically, this:

Why must mmo's be all things to all people? We don't ask the same in our single player games and yet when it comes to the massively multiplayer we want, nay DEMAND it cater to all types.  Wow suffers from its own terrible weight on this issue, it's become a giant machine to pump out subs and each passing iteration has brought seemingly more for all types of players yet the quality suffers more and more.  It's a classic case of being spread too thin on all parts.

Also, I'm not sure if some of you realize just how easy WoW's LFR is.  I get where the gut reaction to Draegan's comment about LFR being "easy-mode" came from, because there have been some goddamn toxic communities on the WoW servers I've played on, and the constant douchebaggery from the "elite" guilds made me want to set people on fire.  That said, at some point, you do have to accept that that is the only fitting term.  To clarify...

And Sky, you're wrong about the 'nobody wants to raid' thing. I enjoyed all the (easy mode casual scrub 10-man) raiding I did in TBC-Wrath era for its own sake.

There is absolutely no comparison between the mocking term "easy-mode" applied to these 10-man raids (which were actually fairly hard in some cases, especially optional bosses and hard modes and such), and the word "easy-mode" applied to LFR raids.  LFR is ridiculously easy.  If you haven't experienced it, you have to just trust that it is in a class of its own.  Literally, you will learn nothing about the abilities or mechanics of virtually any boss doing LFR.  It's designed so that 25 total strangers can, without communicating or having experienced the fights before, reliably defeat pretty much every encounter, despite the fact that these encounters have mechanics designed to involve coordinated play (which are then gutted into being meaningless for the LFR version).  Occasionally one boss is "hard" enough that it takes a few tries of blindly attacking it to win (again, without communication or preparation).

So when you see someone talking about "easy modes" of modern raids, please do not mistake these people for being the same dudes who based the old "easy mode" raids, which were in fact "fairly tough" raids.  This is ACTUAL easy mode.

(Btw, regarding the discussion about why difficulty levels might not work as well in a multiplayer setting, I have to point out:  Difficulty levels, especially the naive "choose how hard this game should be!" arguably kind of suck even in single-player games much of the time)


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 13, 2013, 12:57:34 PM
[snip]
Part of the whole raid mentality is taking up the challenge and proving yourself against that challenge and being in a community that respects that and acknowledges that. [snip]

Question to those advocating for large raids and best gear for largest raids - why wasn't Vanguard successful?  Not a snarky question, just wondering about your take on the failure of Vanguard.  I don't know anything about Vanguard except that it was supposed to be more on the challenging/punishing side of the house.  Vanguard seems like it would have drawn the type of people that Draegen is talking about in that quote.  My impression (from people posting about it here) was that it was a reasonably well designed and implemented game, but it seems like few played it.



Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 13, 2013, 01:28:52 PM
It was a buggy broken piece of crap game that was hardly finished. The game engine was awful. Dungeon design was pretty meh in most places. World was gigantic with a lot of empty space. It was very grindy in certain points. It was also full of hacks and broken abilities and things.

It was not supported very well.

The only things you can take from the game is that the class system/design was probably the best out there and I liked the Offensive and Defensive targets.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on August 13, 2013, 02:06:47 PM
It was the opposite of polished at the peak of an era where everything that wasn't WoW was just actively ridiculed. As Draegan pointed out (and everything he said is spot on) there were many issues, but at the end of the day the lack of polish couldn't attract anyone but the most die hard EverQuest fans, which were not that many to begin with and were at the time already stretched over EQ1 and EQ2.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 13, 2013, 02:12:08 PM
[snip]
Part of the whole raid mentality is taking up the challenge and proving yourself against that challenge and being in a community that respects that and acknowledges that. [snip]

Question to those advocating for large raids and best gear for largest raids - why wasn't Vanguard successful?  Not a snarky question, just wondering about your take on the failure of Vanguard.  I don't know anything about Vanguard except that it was supposed to be more on the challenging/punishing side of the house.  Vanguard seems like it would have drawn the type of people that Draegen is talking about in that quote.  My impression (from people posting about it here) was that it was a reasonably well designed and implemented game, but it seems like few played it.



Besides what Draegan said, it abandoned a bunch of things that I feel fairly confident that most of the people who want at least some kind of separate raid game with its own content would want. Stuff like instancing, fast travel, and keeping the ball-busting stuff confined to group content. It's kind of useless for the argument because it was such a bad game almost nobody actually got to the raiding content in the first place.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 13, 2013, 03:43:20 PM
Thanks all, wasn't trolling, was just curious.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 13, 2013, 08:15:34 PM
Question to those advocating for large raids and best gear for largest raids - why wasn't Vanguard successful?  Not a snarky question, just wondering about your take on the failure of Vanguard.  I don't know anything about Vanguard except that it was supposed to be more on the challenging/punishing side of the house.  Vanguard seems like it would have drawn the type of people that Draegen is talking about in that quote.  My impression (from people posting about it here) was that it was a reasonably well designed and implemented game, but it seems like few played it.

Vanguard didn't flop because of its difficulty factor. It flopped because it was a bug ridden, duck-taped, sandwich of shoddy programming.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on August 13, 2013, 10:32:26 PM
Often when a game fails people try to draw broad lessons from it about what the audience does or does not want, when the reality is simply that the game just wasn't good.

You see this all the time with sandbox games - a cheap, poorly designed sandbox game fails and that is taken as evidence that people don't want sandbox games.

A classic non-MMO example of this is Mad World for Wii - it didn't do particularly well and was used as evidence that Nintendo gamers didn't want "core" games. Of course, the game was a black and white arena-based brawler that would bomb on any system, and in fact Anarchy Reigns, a similar game by the same company, released later for PS3 and 360 and also bombed.

Before Red Dead Redemption you probably could have argued that gamers don't like the western setting, when the reality was that the few games in that setting were mediocre.

I don't think there are too many high-level concepts in games that flat out don't work. But to make them work you have to make a good game - having a certain concept is like step one of one million.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 14, 2013, 07:17:42 AM
I agree with that.

Unfortunately "similar but better" is a hard sale to investors where "different and unique!!" is easier to attract the monies.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 14, 2013, 09:51:37 AM
Selling to investors rather than gamers is the majority of these studios' problem right there.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 14, 2013, 10:10:28 AM
I agree also.  As such, I'll be happy that we stop saying, "procedurally created content can't be fun", and start saying, "whoever figures out how to do entertaining procedurally created content in multi-player online games is going to net a lot of money".


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 14, 2013, 10:26:12 AM
It's all in who can best design the next loot slot machine.  MMO buyers are the crack addicts of the gaming world.  All you have to do is hook them and the money follows.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on August 14, 2013, 05:25:38 PM
(http://24.media.tumblr.com/tumblr_m77y7d1yAA1r2gow4o1_500.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on August 14, 2013, 06:03:20 PM
(http://24.media.tumblr.com/tumblr_m77y7d1yAA1r2gow4o1_500.jpg)

Memories...  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sky on August 15, 2013, 11:46:09 AM
CCG buyers are the crack addicts of the gaming world.  All you have to do is hook them and the money follows.
:why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Chockonuts on August 15, 2013, 12:30:33 PM
Often when a game fails people try to draw broad lessons from it about what the audience does or does not want, when the reality is simply that the game just wasn't good.
I know 10,000 rabid and angry CoH players who would like to disagree with you.  :wink:

Jokes aside, I like what you wrote about that. Gaming Darwinism often is covered with that nonsensical statement that "every game deserves to be made" that I hear a lot. There are simply too many bad game makers and designers out there that need to be making town traffic-signal software instead.

It's like the NBA/NHL . People always think there should be another team expansioned out because 'we have all this great talent out there' and then the leagues start to suck because they let marginal people who should have been personal trainers after their college careers start playing at a guaranteed minimum salary.



Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 15, 2013, 08:25:18 PM
The evolution of these kinds of games results from those failed attempts as much as the successful ones. For a long while, nobody could outspend SOE, so we saw many ideas tried, some limited successes, SOE stumble on the sequel, and Blizzard take over the world. Then they became unassailable until the whole concept of single huge subs-based MMOs started to get left behind as the easy money chased lower risk opportunities on emerging social and mobile platforms and other core gamer games ripped off the high retention features like scaffolded XP ladders, player pyramids and all the other systems.

All games do deserve to be tried. Otherwise, we're presupposing we already know all the best ways to do something. Which we never do ever nor ever have in the history of anything :-)

tl;dr: we learn by doing.

Unfortunately "similar but better" is a hard sale to investors where "different and unique!!" is easier to attract the monies.

I find this statement curious. Is that a typo? I ask because I've always seen that "similar but better" is what brings the investor money in where "different and unique" is what leaves them in a wait-and-see mode. It depends on the type of investment of course. Self-made millionaire game studio founder funding a new game is very different from the VC investor who normally invests in summer blockbuster projects you happened to sit next to on the flight :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 15, 2013, 08:52:22 PM


Unfortunately "similar but better" is a hard sale to investors where "different and unique!!" is easier to attract the monies.

I find this statement curious. Is that a typo? I ask because I've always seen that "similar but better" is what brings the investor money in where "different and unique" is what leaves them in a wait-and-see mode. It depends on the type of investment of course. Self-made millionaire game studio founder funding a new game is very different from the VC investor who normally invests in summer blockbuster projects you happened to sit next to on the flight :-)

You are right.  Its why we see endless sequels within the entertainment industry.  Straying too far off the beaten path scares investors and if they're scared they won't invest.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on August 15, 2013, 10:53:12 PM
It's very hard to do data-driven analysis of the video game industry with regards to things like the appeal of different types of games because there aren't enough data points.

If 100 sandbox MMOs and 100 theme park MMOs released a year and theme parks did better it may be safe to say that theme parks just have more appeal. But when there is between zero and one high-profile sandbox MMOs a year there's not nearly enough data for the issues with any particular game to be irrelevant.

At least for AAA games there just aren't enough games made for data-based analysis of this sort to have meaning.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 16, 2013, 08:38:14 AM


Unfortunately "similar but better" is a hard sale to investors where "different and unique!!" is easier to attract the monies.

I find this statement curious. Is that a typo? I ask because I've always seen that "similar but better" is what brings the investor money in where "different and unique" is what leaves them in a wait-and-see mode. It depends on the type of investment of course. Self-made millionaire game studio founder funding a new game is very different from the VC investor who normally invests in summer blockbuster projects you happened to sit next to on the flight :-)

You are right.  Its why we see endless sequels within the entertainment industry.  Straying too far off the beaten path scares investors and if they're scared they won't invest.

You read the context wrong. When the norm is WOW and WOW clones and someone goes off and makes a sandbox game (opposite of WOW) and it fails, it's really hard to say to investors that it failed because of X, Y, Z and I can do it better!


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 17, 2013, 11:54:20 AM
Ah ok, thanks for clarifying. We're basically saying the same thing.

And while I agree with you Margalis, that is unfortunately how it goes. There's not enough quantitative data to say whether something fundamentally does or does not work. But there are enough high profile high risk largely underperforming games that have launched for people to think they can intuit some type of baseline.

This is always the push/pull between analytics and business decision making. Some people make very metrics--based decisions. But most times, businesses can't just rely on the numbers because the numbers can only tell you what HAS happened, not what could possibly. For example, as much as Zynga has been said to use huge arrays of measurements to tweak everything from monetization through game mechanic, they've had to take a wide array of risks to expand their business beyond the *ville type mechanic, when that mechanic plateaued across the social space and jumped to mobile.

And so it goes with businesses. There's metrics, but that gets combined with intuition, politics and ego :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on August 19, 2013, 05:46:38 AM
Pricing model released.  Going the EVE "it's still 1999, but you can BST game-time" approach.

http://www.mmorpg.com/gamelist.cfm/game/632/feature/7690/WildStar-Revenue-Model-Revealed.html

Not sure if I'll still pick this up now.  Will have to see how Hex pans out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 19, 2013, 06:15:17 AM
So basically you buy the box, learn to exploit a broken economy/system, and then play-for-free until you get bored.  Got it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 19, 2013, 06:52:11 AM

Eve mostly does that to pad it's activity numbers even with the lack of content, I suspect this one will be tuned much meaner. The fact that PLEX are much more expensive will make them rarer in game for a start.

No surprise really. When they started talking about a raiding game it was pretty obvious they reckon they have a chance at being WoW's replacement. And they'll need money for the content stream to back that up.



Title: Re: Carbine Studios' "Wildstar"
Post by: amiable on August 19, 2013, 07:44:37 AM

 it was pretty obvious they reckon they have a chance at being WoW's replacement.


This is going to end poorly for them.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on August 19, 2013, 08:20:25 AM
I think the market for WoW in Space (or at least a sci-fi version of WoW) is still there.  It may not be as cantankerous as it was when WoW truly peaked, but it's there.  A lot of the systems and mechanics they're throwing in do make it very lucrative as well.  Still, the market has a thirst for F2P and Buy Once games that are of A to AA quality now, unlike how they were when WoW, again, was at it's peak.

The sooner they drop the NDA and start showing real confidence in their product, the better.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 19, 2013, 09:19:47 AM
Quote
2013
Pay $60 for a subscription based game, $15 a month
No microtransactions
No free to download
No free to play

Ahahahahahaha. Yeah. Add in raid exclusive content and this game can fuck itself right in the ass regardless of how great the faction and housing trailers looked. If they stick with this, they're probably going to be cancelled  inside of two years.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on August 19, 2013, 10:45:48 AM
It'll be F2P within 6 months of launch is my prediction.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 19, 2013, 10:50:41 AM
It'll be F2P within 6 months of launch is my prediction.

Going out on a limb are we? :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 19, 2013, 11:03:14 AM
It'll be F2P within 6 months of launch is my prediction.

Don't forget that it will also be $7.99 on Amazon or Steam.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on August 19, 2013, 11:48:18 AM
Yeah, not too thrilled about a $60 entrance fee, then a subscription on top of that, no matter how many in-game things let me shortcut that sub price. If I don't get in beta and see whether this game is worth it or not, I won't be buying this at release. Consider my interest... cooled.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 19, 2013, 01:32:07 PM
If you think F2P as a model is going to last the next five years you are crazy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 19, 2013, 01:57:30 PM
If you think F2P as a model is going to last the next five years you are crazy.

I hope you're right.  I personally loathe the F2P model.  I'd much rather pay for a boutique of services than get nickeled and dimed to death.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 19, 2013, 02:00:21 PM
If you think F2P as a model is going to last the next five years you are crazy.

I hope you're right.  I personally loathe the F2P model.  I'd much rather pay for a boutique of services than get nickeled and dimed to death.

I agree.  I was hoping this would be a sub game, although I thought the chances were small.  I much prefer being able to just pay the 15 bucks and then play the game on my own terms for a month.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 19, 2013, 02:36:34 PM
If you think F2P as a model is going to last the next five years you are crazy.

I think your wrong. For the record.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 19, 2013, 02:39:33 PM
If we're going to record this for posterity, fix the spelling.

I'm not sure sub/ftp changes my equation for playing this.  I'll probably buy it, maybe make it past the first month, get bored/frustrated with solo play because I'm a hermit, and then quit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on August 19, 2013, 02:40:43 PM
F2P was so pre-2013, this game is 2014 now so sub model is back in bitches!


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 19, 2013, 02:43:00 PM
The only thing to see here is how big of crater it makes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 19, 2013, 02:45:07 PM
I despise free to play. With only two exceptions since the free to play madness started, the best way to get me to not give you a dime is to be a free to play game.

As far as I am concerned, free to play really means free to spend a much larger amount of money than fifteen dollars a month. A large portion of the free to play market requires a much heavier investment to get the most out of the game than the traditional sub model used to cost.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 19, 2013, 03:03:42 PM
It's no coincidence F2P and 3-D movies came out in the same time frame.  The more people getting online and playing games, the more savvy they are becoming and noticing the gimmicks for what they are.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 19, 2013, 03:05:22 PM
Most of the games that converted from sub still offer a subscription option that pretty much covers all your needs, though. I don't really care when games go F2P as long as there's a subscription option with appropriate perks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on August 19, 2013, 03:39:31 PM
If you think F2P as a model is going to last the next five years you are crazy.

I think your wrong. For the record.

I think when people start realizing how much they spend on store items and crap they'll realize they aren't that far off or exceeding sub costs. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 19, 2013, 03:43:39 PM
If you think F2P as a model is going to last the next five years you are crazy.

I think your wrong. For the record.

I think when people start realizing how much they spend on store items and crap they'll realize they aren't that far off or exceeding sub costs. 


This is exactly it, it's a cash grab by publishers and people are already becoming savvy to it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 19, 2013, 03:49:30 PM
Planetside 2 is a big offender.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 19, 2013, 03:56:43 PM
Yes companies make huge bank off of the percentage of players will to invest deep via f2p. But I'm intrigued they have the confidence to offer a $60+subs model.

I'd say keep the NDA in place until launch, peddle the heck out of it, get their 2-3 months of subs, and then f2p it. Can they out-WoW while WoW continues to decline? Kinda doesn't matter, because out-WoWing WoW is no longer the requirement when the players WoW is shedding may not even be staying in MMOs anymore. So maybe there's room for a smaller game to become a relatively bigger fish by being like-WoW enough to be the viable alternative that no other game in the last bunch of years has been able to be.

None of it matters (/existential), but nice to see someone trying hard anyway.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 19, 2013, 04:07:55 PM
Trying to top wow is ridiculous, getting a million subs on a subscription model is enough to keep the company rolling in cash, let alone 7-11million.  Going F2P usually means your game is <1mil and let's be honest, most mmo's in the last 5years have not been AAA titles. Even SWTOR which was dubbed a kingslayer was a half-baked,underfunded and bland experience.

We don't KNOW if mmo's can exist on a sub model beyond wow because no one has invested enough time to make one good enough to deserve it.

Can Wildstar? I don't know but they are trying.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 19, 2013, 04:36:29 PM
Awful lot of completely wrong people in the last couple of pages. Subs-based MMOs are essentially dead unless you are WoW; that's not an opinion, that's a fact


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 19, 2013, 04:38:53 PM
Awful lot of completely wrong people in the last couple of pages. Subs-based MMOs are essentially dead unless you are WoW; that's not an opinion, that's a fact

Care to um, you know, provide credible citations. Since it's a fact and all.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 19, 2013, 04:47:49 PM
Ahhhh, feeling a sense of closure.

Also, "FREE" TO PLAY IS HERE TO STAY!


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 19, 2013, 04:52:09 PM
Awful lot of completely wrong people in the last couple of pages. Subs-based MMOs are essentially dead unless you are WoW; that's not an opinion, that's a fact

Care to um, you know, provide credible citations. Since it's a fact and all.
Here's a better idea: Name me half a dozen sub-only MMOS with subscriber numbers in six digits.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 19, 2013, 05:24:01 PM

Sub numbers are not really that good a way to measure f2p titles, you'd need revenue and you are not going to get that.

The fact that an ageing and fading WoW is still generating obscene revenue is enough evidence the sub model remains potentially viable. But I'd suspect it's also extremely competitive in that only the dominant game in a niche can make it work. The also ran's give up and go f2p.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on August 19, 2013, 06:21:47 PM
We haven't seen an MMO with a really strong F2P model that wrecks bank accounts yet, but the potential is there to make a lot more then $15 a month from players on a consistent basis


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 19, 2013, 06:33:44 PM
I like how Simond white knights wow in those forums yet "sub models are dead, fact!" comes up here. Look, wow is a popular game, most mmo's made in the last 5 years are, kinda shitty. You know what uses subscription models? Nearly every bill you have.

Phones,Electric,Rent,Internet,Cable,Water,Trash,Mortage. The list is endless.

Before you say "But this has jack shit to do with games!" people have been paying for subscription based services for hundreds of years and it is not going to go away in those mediums or in gaming.  It is about providing content and value for the dollar you spend.  All a game needs to do is provide content and value equal to subscription money and you win.   Thus far WoW has been the only game to provide content that people felt worth their money to such a large extent.

Shit, people pay gym fees for access to literal treadmills, you think that paying for ones where you get to cyber purple chicks is gonna disappear?


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on August 19, 2013, 06:46:32 PM
Meh, I still pay a sub to SWTOR cuz it's worth it to me.  I'd be spending more to do what I want with the F2P model.  As a matter of fact, no one in my circle of raiders/pvp'ers/etc. uses f2p at all. 

If SWTOR was putting out content at a consistent rate, as it has been this year, I bet they could've kept their sub only plan.  However they launched a bit to early and light on some aspects of the game, which is why they went f2p.  I bet they are very happy with that plan as every time they launch a new cartel pack they are raking in the money.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 19, 2013, 07:20:43 PM
If you think F2P as a model is going to last the next five years you are crazy.

It's lasted the previous 10+ years and is fuelling the social / mobile games boom. F2P isn't going away.

Besides, the future (and current) situation of MMO payment models is hybrid, not pure subs or pure F2P. Companies are happy to get $15 a month or happy to get $2 a hat.

The problem with thinking subs are coming back as the only true payment model is that you are only looking at one game in isolation, not the range of options available to you. Free trumps a lot of things in terms of quality, and even in the area of quality F2P has picked up its socks a lot over the past few years.

WoW keeps its subs because it is WoW and has already leapt that hurdle of getting players to sign up for sub fees.

As for Carbine not launching this as F2P: it's been in development for what, 7 years? Those box costs are going straight towards paying some of that debt. It's an early adopter tax.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 19, 2013, 08:02:50 PM
Quote
Free trumps a lot of things in terms of quality

No.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 19, 2013, 09:00:13 PM

There's no reason to assume there's a "one size fits all" answer to the question of monetization.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 19, 2013, 09:36:31 PM

There's no reason to assume there's a "one size fits all" answer to the question of monetization.


This I very much agree with.  Starbucks and Mcdonalds both serve coffee and both are doing well in the coffee dept with no sense that one is hurting the other.  I don't think F2P is going to disappear completely but the fad will be very much dead sooner than later.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on August 19, 2013, 11:56:04 PM
I think as F2P becomes the norm paid games will have higher perceived value. In essence "this game is not free to play, it must be extra special!"

I think you are starting to see that now already, with people expressing "just let me pay up front for a good game, rather than being nickle-and-dimed for a mediocre 'free' one."

I don't think F2P is a fad, but I do think simple games where you pay obscene amounts for energy, gems and Smurfberries are a fad. Low barrier to entry, very little differentiation between titles, reliance on tricks rather than quality, etc. There's also the issue of someone playing a game for a while, stopping, then realizing they spent hundreds of dollars and didn't even really enjoy it. That can only happen so many times per person.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 20, 2013, 06:08:16 AM
For the majority posting here, 'stickiness' is a term that simply does not apply.  You will not pay to play for an extended period of time.  That extended period of time is the one month free grace period.  It's funny that f13 wants a sub model because if the f13 demographic was the majority demographic... well, no wonder so many companies are trying something besides the sub model.

I agree that for a 2013+ game, that game must must be something special to justify a sub model.  "Something special" must be better than GW2, RIFT or SWTOR AT LAUNCH, unless it is providing something new and unique.   If there is nothing new, such as in Wildstar, the game development will requires a large investment that will not be covered by box-sale alone.  Likely these games will be based upon something like "500K+ subs stay three months covers our costs, need six months to turn a profit and get them to the next expansion".

F2P has no such barrier.  Hell, most of the games launch and start taking cash in 'beta' and players understand that the game is not complete.  MWO, War Thunder, Warframe and Marvel Online are the games to watch.  MWO and War Thunder are fucking themselves over in bizarre designs and economy models and will likely fail.  But Warframe and Marvel Online are actually releasing interesting updates on a decent schedule.  Because it's F2P and the game design supports casual infrequent play the game is healthy regardless of any particular portion of the player base getting bored and moving on - because the  the player base has no barrier to re-entry.  Because there is no sub-model, gamers are also less likely to have a "screw it, I'm canceling, removing this from my hard drive and posting a good bye on the boards" moments.  This is the real power of F2P (I'm including box-sale only in this category) - this model is more sticky than a sub-based game.  There is no closure.  You can always return, and you don't need to feel dirty doing so because it's all casual.

I agree that game companies must return to their roots.  I think those roots are "box sale".  I think we'll see more and more adopting GW2, Starcraft and Diablo model and "online" will simply be something that is required of all games (see Borderlands, CoD, Battlefield, etc).  Most will implement some form of cosmetic or ease-of-use cash shop because who doesn't like alternate revenue streams?


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 20, 2013, 08:06:16 AM
Anyone who thinks that f2p or b2p with cash shop are going to be replaced as the common/dominant form of mmo by the return of the old sub model is a fucking idiot.

Mortgages have fuckall to do with MMO subs. WoW is until proven otherwise the last of a dying breed of game where its the only game its players even think to play. We are well past the one online game at a time era. Which means subs are really unappealing to most gamers because I won't be playing your sub game during a month where GW2 releases something new or TSW releases something new or my static for some f2p wants to play again or I go on a Dota/LoL binge or Payday 2 or some other new hotness co-op game comes out or a friend finally decides to try Warframe or everyone goes back to D3 because of a patch. Any of those things will take up temporarily most of my online gaming time. I think all of those things reduce the appeal of the sub based mmo greatly.

We haven't seen an MMO with a really strong F2P model that wrecks bank accounts yet, but the potential is there to make a lot more then $15 a month from players on a consistent basis

I don't think you are correct at all that we haven't seen this.


Title: Re: Carbine Studios' "Wildstar"
Post by: satael on August 20, 2013, 09:01:18 AM
I'd guess (since there really isn't any hard data that I know to back me up) that there might be a market for subscription based MMOs in the future too but they'll be more niche/specialized and smaller in scale. MMOs with AAA production values (costs) will probably be b2p (at launch and maybe f2p later) with something like "season passes" to provide "subscription fee" in addition to DLC/cash shop.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 20, 2013, 09:05:26 AM
I know people that have played EQ for years, WoW for well over 5 years now.  People constantly buy the newest FiFA,Madden and COD games which are almost always the same game with a bit of shiny thrown in.  The previous is not the best comparison but the fact that people are sticky with games is without question, the only question is are the games good enough to be 'sticky'

You can say the ground here doesn't hang around mmo's long but honestly most of them have not been worth hanging around in.  If/When another game with a wow level of polish comes around i will be one played for years, whether it's a wow killer is besides the point.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on August 20, 2013, 09:57:58 AM
Here's an honest question to those thinking the F2P model is on borrowed time. How many MMOG's that are currently F2P do you honestly think would still be in existence if they were still sub-based?


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 20, 2013, 10:17:05 AM
That's like asking how many indie games would be on shelves at walmart if steam didn't exist. I don't think F2P is going to disappear nor will F2P mmo's but they will be seen as the bargain bin product, which is what they actually are.  There simply aren't enough premium alternatives that are worth subscription fees bu as F2P becomes more dated you find more people even in the mobile game space just wanting a real game(and willing to pay extra for it) not a nickel and dime "buy coins!" model.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 20, 2013, 10:43:56 AM
That's like asking how many indie games would be on shelves at walmart if steam didn't exist. I don't think F2P is going to disappear nor will F2P mmo's but they will be seen as the bargain bin product, which is what they actually are.  There simply aren't enough premium alternatives that are worth subscription fees bu as F2P becomes more dated you find more people even in the mobile game space just wanting a real game(and willing to pay extra for it) not a nickel and dime "buy coins!" model.
Why do you think the general public is going to view F2P as budget rather than just the norm?


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 20, 2013, 11:10:07 AM
In the current environment it appears impossible to deliver enough service and content to justify $15/mo.  All that have promised have failed. EvE and WoW get by grandfathered in under the old system because players have a decade invested.  Look, SWTOR was as AAA as it gets and it cratered under sub and prospered on f2p. We all know MMO do what is safe, and does subs look safer than f2p? EQN is not talking subs.  If Sony doesn't think it can make your "premium" MMO with their flagship property who can?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 20, 2013, 11:15:11 AM
Couldn't lowering the subscription price be another option?  Expectations at $15 a month are different from $10 or even $5 a month.  Perhaps even a hybrid model might emerge. 



Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on August 20, 2013, 11:15:54 AM
In hindsight, SWTOR was WoW Vanilla with a Star Wars skin and fancied up quest-giver interactions.  It didn't have anything that WoW added post-launch, nor a customizable UI, all of which got cobbled together and patched in SLOWLY over the months post it's own launch.

I would not consider SWTOR on the same level as I would WoW if they both launched at the same time.  LotRO is more comparable.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 20, 2013, 11:20:25 AM
In hindsight, SWTOR was WoW Vanilla with a Star Wars skin and fancied up quest-giver interactions.
"Hindsight"? Sure, remember it that way.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on August 20, 2013, 11:21:08 AM
An MMO with a sub fee has a low upper bound on what people can spend, and even if it has micro-transactions and people can theoretically pay both for subs and the micro-transactions the monthly fee is a barrier to that unbounded spending.

I think sub fees make more sense for niche games that want to keep out the F2P rabble and have dedicated fans, especially if it can be at a longer schedule than monthly. So subscription MMOs become the boutique ones, not the mass market ones.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 20, 2013, 11:26:47 AM
I would not consider SWTOR on the same level as I would WoW if they both launched at the same time.

Neither would I, but I'd have them the other way around from you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on August 20, 2013, 11:31:04 AM

So here's some information that's actually about Wildstar:

Wildstar business model explained (http://www.wildstar-online.com/en/news/the_business_model_of_wildstar.php)


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on August 20, 2013, 11:37:02 AM
In hindsight, SWTOR was WoW Vanilla with a Star Wars skin and fancied up quest-giver interactions.
"Hindsight"? Sure, remember it that way.  :oh_i_see:

I will admit that I was psyched about SWTOR leading up to launch (thanks in part to you lot  :why_so_serious:), but then I hit that reality wall.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on August 20, 2013, 11:38:25 AM

So here's some information that's actually about Wildstar:

Wildstar business model explained (http://www.wildstar-online.com/en/news/the_business_model_of_wildstar.php)

You're a page late and a BitCoin short.


Title: Re: Carbine Studios' "Wildstar"
Post by: shiznitz on August 20, 2013, 01:18:35 PM

So here's some information that's actually about Wildstar:

Wildstar business model explained (http://www.wildstar-online.com/en/news/the_business_model_of_wildstar.php)

Is the gold/CREDD exchange rate fixed or floating? If it is floating, then this is quite a novel approach for "pay to play".


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 20, 2013, 01:36:38 PM
Novel as in exactly like EvE. F2P for the virtual rich. :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on August 20, 2013, 01:57:46 PM
Swtor wasn't vanilla WoW.

Swtor was TBC WoW.


Get it right!


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 20, 2013, 03:21:43 PM

If they can get the "achievers" to believe that Wildstar is the best place to earn and display an e-peen they might pay for the privilege. I assume that's what keeps wow going. But there's probably only space for one winner in that battle. Though subs also work for small games that are dominant in their niche (ie. Eve).

GW2, SWTOR didn't have a focus on raiding and achievement so either didn't try to fight the battle (GW2) or failed (SWTOR).


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 20, 2013, 03:25:52 PM
GW2 is way more e-peen-y than SWTOR, if one of those is the game that didn't try to fight that fight, it's SWTOR. GW2 launched with an achievement system and ultra-grindy bling in the form of legendary weapons. (And don't get me started on the prestige event eye-bleedingly ugly back items that people like to show off with wings and tentacles and whatever else.)


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 20, 2013, 06:42:07 PM
Quote
Free trumps a lot of things in terms of quality

No.

Yes.

It's why more people play SWOR as a F2P than as a box cost + sub game. Or why Star Trek Online has been able to prosper.  It's why SOE is a F2P MMO developer.

The expectations around what you get for a $60 box cost plus $15 a month are too high for MMOs released after 2004 to meet for the mass market. Playing a game for free and trying to pick up a few dollars in here and there is a much easier way to get a title onto someone's HD.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 20, 2013, 07:22:27 PM
Why do you think the general public is going to view F2P as budget rather than just the norm?

A lot of people conflate f2p with Facebook games. Would be more appropriate to look at WoW vs GW2. Both very quality games, but WoW had a long time to form its stickiness whereas GW2 is more of a new breed of games developed to exist with narrower resource requirements and a more diversified business model.

Does that make GW2 a "budget" title? No. But neither does GW2 carry the "stink" of having been a subs game that went to f2p as a hail mary pass. Yes, those games that did still exist and provide fun and revenue to keep people employed. But not to the scale that company nor its investors originally thought. Too bad for them, but that's why some of the late 2000s games get a bad rap that applies to f2p as well.

Carbine is pretty confident in their game. They'll be launching at a good time. But they're also still old school of an MMO enough they're taking a bigger chance than they otherwise maybe should. We'll see a few months after launch.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 20, 2013, 08:00:56 PM
GW2 is not a F2P game. It's a B2P. There is a difference. There is still a $60 barrier of entry.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on August 20, 2013, 10:58:07 PM
GW2 is not a F2P game. It's a B2P. There is a difference. There is still a $60 barrier of entry.

And actually that's a significant barrier to many people. Myself and another friend have both been eyeing GW2 pretty much since it's launch but that cost put us off. It was only when we found a cheaper deal (£25, about $40) that we picked it up last week.

My impression (which may be wrong ofc) is that most people on these boards are working adults (also white males, but that's not really relevant here) to whom a $60 box cost or a monthly sub around $10-15 aren't difficult sums to find. That's not the case for a lot of people, especially young people at the moment - a group that's been disproportionally hit by the never-ending recession.

I don't know what the average income of the potential player base for Wildstar is, but there is very little doubt in my mind that a $60 box cost and a monthly sub is going to ensure Wildstar is a tiny, niche game right from the start. Without a sudden, massive economic recovery in the next 6 months (lol) I don't think it's going to break 300k subs. Ever.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on August 20, 2013, 10:58:53 PM
Oh and this CREDD thing? That'll just turn it into an enormous grind. Anyone who's played any MMOs in the last decade knows this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 21, 2013, 02:24:03 AM
GW2 is way more e-peen-y than SWTOR, if one of those is the game that didn't try to fight that fight, it's SWTOR. GW2 launched with an achievement system and ultra-grindy bling in the form of legendary weapons. (And don't get me started on the prestige event eye-bleedingly ugly back items that people like to show off with wings and tentacles and whatever else.)

I said GW2 does not have a focus on raiding, or achievement of that type since you can get the best weapons in the game off the auction house if you care too. It's not competing with raiding games whether that be WoW or Wildstar.

SWTOR is a game based on a flawed premise, so it's not really competing with anything.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 21, 2013, 05:29:50 AM
If you think F2P as a model is going to last the next five years you are crazy.

I think your wrong. For the record.

I think when people start realizing how much they spend on store items and crap they'll realize they aren't that far off or exceeding sub costs. 


This is exactly it, it's a cash grab by publishers and people are already becoming savvy to it.

If they are spending more than they paid in subs I would question how savvy they are.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 21, 2013, 05:41:38 AM
It's kind of a question of perceived value.

People might be okay with paying more per month in a F2P game than they would just paying a sub because the money they spend in F2P gets them stuff you normally can't buy for cash in a sub game.

In WoW you can buy sparkle ponies and a fancy helmet graphic. In RIFT you can literally just drop some cash, buy actual gear. Some people might view that as worth dropping $20 in a month once instead of just $15.

The question is what/how much do you sell and that kinda determines what audience you get.

Do you limit time and progression to either a grind or cash infusion like Spiral Knights?
Do you just have a generally free, unrestricted game but sell cosmetic doodads for people who want to play dress up?
Do you have a generally free, unrestricted game but sell new major content in packs?
Do you sell a sub with unrestricted access to everything, but allow people to run "Free" accounts where users can purchase individual account features they want?

I dunno if there's a golden answer in there somewhere that guarantees explosive popularity and profitability, or if the first thing required before a F2P model be successful is the game actually being good.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 21, 2013, 07:06:02 AM
Quote
Free trumps a lot of things in terms of quality

No.

Yes.

It's why more people play SWOR as a F2P than as a box cost + sub game. Or why Star Trek Online has been able to prosper.  It's why SOE is a F2P MMO developer.

The expectations around what you get for a $60 box cost plus $15 a month are too high for MMOs released after 2004 to meet for the mass market. Playing a game for free and trying to pick up a few dollars in here and there is a much easier way to get a title onto someone's HD.

The market is also increasingly saturated now too. Not a lot of people will pay 60$ just to try game 45 out of 1000000 and then do it again and again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 21, 2013, 07:08:32 AM
I'm a little confused to why people seem to think SWTOR was in any way a serious contender. It's like pointing out a boat full of holes and then using it as an example of why you should just build planes instead of boats because obviously boats sink.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 21, 2013, 07:10:13 AM

The expectations around what you get for a $60 box cost plus $15 a month are too high for MMOs released after 2004 to meet for the mass market. Playing a game for free and trying to pick up a few dollars in here and there is a much easier way to get a title onto someone's HD.

The market is also increasingly saturated now too. Not a lot of people will pay 60$ just to try game 45 out of 1000000 and then do it again and again.

With the content updates from GW2 clocking in at 1 every 2 weeks a sub game better have one a week to justify the sub, IMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 21, 2013, 07:16:04 AM
I'm a little confused to why people seem to think SWTOR was in any way a serious contender. It's like pointing out a boat full of holes and then using it as an example of why you should just build planes instead of boats because obviously boats sink.

But... but... VOICE ACTING!   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 21, 2013, 07:39:31 AM
I'm a little confused to why people seem to think SWTOR was in any way a serious contender. It's like pointing out a boat full of holes and then using it as an example of why you should just build planes instead of boats because obviously boats sink.
I think you guys are pulling out True Scotsmen here. If SWTOR succeeded with subs, you guys would be saying "Look subs are awesome", but SWTOR failed so you say "Look its not subs fault SWTOR is a shitty game."  Bottom-line SWTOR was AAA attempt with subs that failed and was turned around with sublessness. Because it failed doesn't change the fact that it was a AAA attempt, and should be included as a data point in a discussion about if AAA MMO games better off with sub or subless.

Tons of preference bias, just because you as a customer don't like it doesn't mean  that it's the best thing for the game or games in general.

Also, hybrid model is the way best to stop me from playing. What you want me to pay union dues, and nickel and dime me? Go fuck yourself.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dren on August 21, 2013, 08:02:25 AM
I'm not looking for F2P games to let me spend less money overall.  I'm looking to them to allow me to spend my money on games I actually enjoy.  I will never again spend $60+ on an MMO Box.  The success rate in entertaining me for that price has been too low in the past for me to change my ways.  I'm also not a fan of paying a monthly sub just to check back into a game to see if things got fixed.  You can read all the hype you want about an MMO, but you can't judge anything until you play it.  This isn't gambling, so why treat it that way.

I don't even mind pay-to-win models because ultimately I do believe a good game company deserves to get paid.  It is why they are in business.  Hell, I'll pay more than I used to pay for subs as long as I'm having a great time.  That's why I play games.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 21, 2013, 08:29:24 AM
SWTOR was a lot of money thrown at an inexperienced and frankly underqualified dev team that was told not to do anything innovative and to just copy wow.
I played SWTOR, it didn't have anything near the level of quality and polish you expect in a triple A title.  Just because you waste a lot of money on something doesn't automatically make it good.

This isn't revisionist history here, SWTOR is just a bad indicator that subs Do/Don't work.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 21, 2013, 09:09:26 AM
SWTOR was a lot of money thrown at an inexperienced and frankly underqualified dev team that was told not to do anything innovative and to just copy wow.
I played SWTOR, it didn't have anything near the level of quality and polish you expect in a triple A title.  Just because you waste a lot of money on something doesn't automatically make it good.

This isn't revisionist history here, SWTOR is just a bad indicator that subs Do/Don't work.

 :facepalm:

Unlike Wildstar. You really ought to stop, those goalposts seem heavy.

While we are at it do you want to get the excuses for TESO and FF14 cratering out of the way?


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 21, 2013, 09:24:18 AM
Lakov,

Some question to ask;

What was the number of paying customer that MMO X had at time of transition to F2P?

Look at http://www.mmodata.net/. Notice that SWTOR was in the big leagues at the point of transition.  Notice the arc - folks played for three months and quit.

How does this compare to other sub based MMOs over the last five years?

For MMO RPGs it's a pattern.  AoC, WAR and RIFT all follow the same arc.  The fact is that none of those were bad games for the part of the game where they focused most of their effort.  Apparently MMOs are really hard to make and customers get bored of them really quickly.

"They're all bad games!"   :facepalm:  Ok, please point to a good sub-based game released in the last five years that proves the opposite.  If you cannot point to a single sub-based game that has launched in the post-WoW era that has not follow the three month sub arc you should really consider that "sub-based game done well that proves they are viable could be a white rhino".  EVERY one of these companies wanted that sweet sweet money hose.  None of them achieved it.

The fact is that you are bringing bias.  You didn't like the game, and you think it's because the game is bad.  I think it's because you've already played WoW.  You've changed.  MMO customers have changed.  WoW is now the minimum bar to entry, not the high point.  The especially tough thing about that sentence is that WoW was made during Blizzards high point as a game manufacturer and they were the clear best in the business at that time so that low bar is actually pretty high.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 21, 2013, 09:46:42 AM
There are to many MMO's for people to be married to them for years anymore. Most of them are the same anyway, except for the new FPS/Action games coming on the horizon.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 21, 2013, 09:49:07 AM
There are to many MMO's for people to be married to them for years anymore.

What?  I'd buy that argument if any of them were worth playing longer than 3 months.  It's not about choices.  It's about someone making a game worth sticking with.  A subscription model works if the game developer provides adequate quality and content to justify the fee.  The fact that most don't doesn't mean it isn't possible.  It just means that the industry is largely terrible at doing it.


Title: Re: Carbine Studios' "Wildstar"
Post by: PalmTrees on August 21, 2013, 09:51:34 AM
A devspeak video on crowd control, http://massively.joystiq.com/2013/08/21/wildstar-locks-you-down-for-a-look-at-crowd-control/#continued

You have some button mashing ways to shorten cc times if you're hit by them. Blind makes the screen dark. Disorient remaps movement keys. Pickup your weapon when disarmed. Can build up stacks to cc bosses. Also, at the end, maybe a tease of what happens when you die.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 21, 2013, 10:18:26 AM
There are to many MMO's for people to be married to them for years anymore.

What?  I'd buy that argument if any of them were worth playing longer than 3 months.  It's not about choices.  It's about someone making a game worth sticking with.  A subscription model works if the game developer provides adequate quality and content to justify the fee.  The fact that most don't doesn't mean it isn't possible.  It just means that the industry is largely terrible at doing it.

Right, there are more MMO games now than ever before because no one finds them enjoyable, even the free ones.  Lets be fair, the original MMO design was a labor camp that had the only jobs available. Its only now that games need to be fun beyond being a novelty/unique.

Lots of the new crop of games are fun, subjectively. But there are just to many of them to bother with being married to them for years anymore. Why would you, a new one comes out every three months.

Is EQ1 worth playing longer than 3 months at 15$? Hell no. There are many better options, its not the only gig anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 21, 2013, 10:23:23 AM
Look I'm just baffled people are saying SWTOR was a good game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 21, 2013, 10:27:06 AM
Lots of the new crop of games are fun, subjectively. But there are just to many of them to bother with being married to them for years anymore. Why would you, a new one comes out every three months.

You pay a sub because a game merits it.  The number of other choices is irrelevent if those choices are awful.  There are more choices than ever in the MMO market yet people still pay WoW a monthly fee. It's not about other choices, it's about value for your dollar.  The same could be said for hamburgers and sub sandwiches.  Some last while others don't.  Adding more options is less the issue than the perceived value.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on August 21, 2013, 10:27:50 AM
Look I'm just baffled people are saying SWTOR was a good game.

It was a decent game till you got to the end. Nothing wrong with that. I don't read the same book for 10 years ether.

There are more choices than ever in the MMO market yet people still pay WoW a monthly fee.

That has more to do with peoples time invested then it does with "fun" in my mind. Guilds, friends, and years pumped into it killing murlocs for prestige. Many will never leave that. I'm simply stating that the days of a MMO being a life choice are likely over. There are too many choices for people, and lower price points.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 21, 2013, 12:01:02 PM
I had fun playing SWTOR; hell even the first couple of raids were pretty fun.

Shame about everything after that.


Title: Re: Carbine Studios' "Wildstar"
Post by: amiable on August 21, 2013, 12:08:50 PM
I think the only aspect of the game at launch that was truly, hilariously and utterly clownshoes was the RvR section.  Everything else was fun or at least passable.  I had a good time for the few months I played.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on August 21, 2013, 12:38:57 PM
SWTOR offered commodity game play.

Two years before it came out I said it was going to be Space WoW and that's exactly what it was. That was the extent of their ambition and they never even bothered pretending they wanted it to be anything more than Space WoW. There are a lot of games like WoW, including WoW itself. You can't charge for that - there are too many competing similar options many of which are free.

You can charge for something if it's something no other game offers. People pay for Eve maybe in part due to grandfathering but also because there aren't many direct competitors - if you want to play a game like Eve you have to pay to play Eve. If you want to play a game like SWTOR you can play 50 other games.


Title: Re: Carbine Studios' "Wildstar"
Post by: Segoris on August 21, 2013, 01:07:48 PM
I think the only aspect of the game at launch that was truly, hilariously and utterly clownshoes was the RvR section. 

I'd add class balance (both pve and pvp imo), travel, the AH, really buggy dungeons, itemization (receiving the other faction's drops was always fun), game performance (memory leaks galore), and the UI to that list of clownshoes.

Passable is probably the right word for the crafting professions. The system itself was okay, the professions and products not so much as it was pointless to even train in some of them.

At least they got huttball right.

You can charge for something if it's something no other game offers. People pay for Eve maybe in part due to grandfathering but also because there aren't many direct competitors - if you want to play a game like Eve you have to pay to play Eve. If you want to play a game like SWTOR you can play 50 other games.

This sums it up nicely. Yes, there's the argument that the MMO market is huge, and it is, but that's why subs leave after 3 months.....other fish in the sea and all that. I also am curious about how many of those 3month subs are impulse buyers that buy into marketing and think that a 3month sub will save them money on a shitty game that they end up only playing for a couple of weeks but the sub simply did not run out until 3 months post-launch.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 21, 2013, 01:17:32 PM
This is exactly why you can't use SWTOR of an example of why subs don't work. If the game is good enough to merit a subscription people will pay it, F2P and B2P games are passable but none of them are revolutionary or incredibly fun, they just ARE.



Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 21, 2013, 01:37:57 PM
I'm a little confused to why people seem to think SWTOR was in any way a serious contender. It's like pointing out a boat full of holes and then using it as an example of why you should just build planes instead of boats because obviously boats sink.

It's either the 2nd or 3rd most successful MMO currently in the Western market, depending on where GW2 falls. They're printing money (anecdotal evidence only, but I see no reason to doubt it) since the move to F2P; I'd guess they make more than GW2 off their shop simply because they have far more interesting things for sale. What exactly more do you need for something to be a 'contender'?


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 21, 2013, 01:40:20 PM
I hate to interrupt this SWTOR thread, but there is this new Wildstar video about Crowd Control out:

http://www.youtube.com/watch?v=w2G_8c-u2qc


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 21, 2013, 02:02:11 PM
I hate to interrupt this SWTOR thread, but there is this new Wildstar video about Crowd Control out:

http://www.youtube.com/watch?v=w2G_8c-u2qc
If by new, you mean posted a page ago.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 21, 2013, 02:04:54 PM
I hate to interrupt this SWTOR thread, but there is this new Wildstar video about Crowd Control out:

http://www.youtube.com/watch?v=w2G_8c-u2qc
If by new, you mean posted a page ago.

Hmm, I even scanned the last page before posting.  Oh well.  I guess I got caught up in all the TOR bullshit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 21, 2013, 03:21:25 PM
I'm a little confused to why people seem to think SWTOR was in any way a serious contender. It's like pointing out a boat full of holes and then using it as an example of why you should just build planes instead of boats because obviously boats sink.

It's either the 2nd or 3rd most successful MMO currently in the Western market, depending on where GW2 falls. They're printing money (anecdotal evidence only, but I see no reason to doubt it) since the move to F2P; I'd guess they make more than GW2 off their shop simply because they have far more interesting things for sale. What exactly more do you need for something to be a 'contender'?

What was swtor's max number 1million? I'm sure they made a lot of money but that's nowhere near the ceiling for online games and if you are suggesting they would prefer being f2p you are crazy. I'm sure they would have loved to sit at 1mil + subs and never switch over but they can't afford that.  F2p makes money sure but it's not optimal


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 21, 2013, 04:42:39 PM
I like their concepts on CC mitigation except the button mash.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on August 21, 2013, 04:50:57 PM
Their blind isn't hardcore enough.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on August 21, 2013, 04:55:18 PM
Not to mention that the button mash will have a mash-cap anyway. Meaning, no matter how fast you mash you are gonna be stunned for at least two seconds. Depending on how fast or slow you mash that time can dwindle between two and six seconds.

So basically you are still unable to use your character for x-time, but the mashing distracts you from thinking at how annoying that is. It's ok in PvE, but I already hate it in PvP.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 21, 2013, 05:03:40 PM
You mean there's people who aren't going to bind that to some sort of (internal or external) macro ASAP?


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 21, 2013, 05:10:59 PM

SWTOR was deeply flawed because too much of their money went into story, so it was worth a sub until you finished the story and then it wasn't. And they couldn't make enough story to keep people subbed long enough to make money-hats. It proves nothing about sub models other than they stuffed up.

I do think the dominant, achievement oriented, game can still probably pull a sub. People who will invest a lot of time in their character having the ultimate shinies, PvP titles and difficult achievements plus a crowd of people playing because their friends are, they dream they'll be a future bad-ass one day. It's the same way a small handful of shooters grab all the attention because they are the big-name games.

GW2 releases content but it's not the type to appeal to these people. Getting a new miniature or a new weapons skin? Serious achiever types aren't interested. It may keep the casuals happy, but they're less likely to be interested in subbing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on August 21, 2013, 09:41:11 PM
I like their concepts on CC mitigation except the button mash.
Champions' CC system works the same way, and it was annoying there too. Also, assuming the 'break out button' is completely spammable (no GCD), this will screw high-ping players even more.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 21, 2013, 11:33:11 PM
Look I'm just baffled people are saying SWTOR was a good game.

SWOR was okay. It is brought up as a US$300m+ argument that WoW could be beaten if only a company put the time and money in.  I did see you called it underfunded above, but that's not true - it was overfunded.

The problem with subs is that players are no longer willing to wait for a game to be good. Almost every MMO had a terrible launch, and launch is the worst time to play a MMO anyway, but it's at that point in time a lot of players decide if it is worth paying for or not. A sub fee puts a time limit on that decision period too, with a significant proportion of players bailing in the first 30 to 90 days.

If you charge a sub fee only you are competing head-to-head with WoW and that's a fight that's left a string of contenders broken and battered. There's a theory of customer commitment that says if you want to get customers to switch you have to create an offer that is 3x to 9x better than their existing offer, because inertia is a powerful force that keeps customers doing what they've always done. Now, at launch, can someone create a sub-based MMO that is 3x to 9x better than what WoW offers today?

Content-wise: no. But cost-wise / pricing model-wise? Yes, and that at least gets your game onto player HDs.

(Would studios / publishers prefer players paid subs? Yes, absolutely. Which is why hybrid payment models are common.)


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 22, 2013, 06:25:35 AM
Wow, I can't believe people are bringing up SWTOR as a great game that was worth the money and was successful. GG F13.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 22, 2013, 07:05:42 AM
I'm sure they would have loved to sit at 1mil + subs and never switch over but they can't afford that.  F2p makes money sure but it's not optimal
You keep comparing to a hypothetical.  I am sure the SOE loves to makes as much money as possible. They make more money subless than they did subful.  That's the reality producers of new games have to deal with. Sinji level of delusions here. Discount all real world examples and pontificate how great things would be based a dream MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 22, 2013, 07:36:37 AM
Wow, I can't believe people are bringing up SWTOR as a great game that was worth the money and was successful. GG F13.

You're new here, aren't you?   :why_so_serious:

I enjoyed SWTOR.  I just wish that it had held my interest longer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dren on August 22, 2013, 07:48:20 AM
Lots of the new crop of games are fun, subjectively. But there are just to many of them to bother with being married to them for years anymore. Why would you, a new one comes out every three months.

You pay a sub because a game merits it.  The number of other choices is irrelevent if those choices are awful.  There are more choices than ever in the MMO market yet people still pay WoW a monthly fee. It's not about other choices, it's about value for your dollar.  The same could be said for hamburgers and sub sandwiches.  Some last while others don't.  Adding more options is less the issue than the perceived value.

For me, the high number of "free" choices pulled me from sub based games just to try it.  Trying an MMO takes weeks realistilcally.  Whether they are bad or good, I was pullled and probably got pulled again once the first try didn't pan out (hell there are probably 2-3 more I want to try once I have the time.)  This is the reason I left WoW a long time ago and never (ok once) went back.  Due to GW2's payment model, I still log in several times a week even through all that.  WoW? No.  I'd love to pay for a good sub game, but the track record since WoW has been terrible.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dren on August 22, 2013, 07:50:39 AM
Wow, I can't believe people are bringing up SWTOR as a great game that was worth the money and was successful. GG F13.

You're new here, aren't you?   :why_so_serious:

I enjoyed SWTOR.  I just wish that it had held my interest longer.

Same.  I logged in a few times this week and enjoyed another few hours....then lost interest again.  The voice acting actually shocked me since I forgot it and not many other games have it, but it isn't near enough to save it.  Too repetitive.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 22, 2013, 08:47:59 AM
I'm sure they would have loved to sit at 1mil + subs and never switch over but they can't afford that.  F2p makes money sure but it's not optimal
You keep comparing to a hypothetical.  I am sure the SOE loves to makes as much money as possible. They make more money subless than they did subful.  That's the reality producers of new games have to deal with. Sinji level of delusions here. Discount all real world examples and pontificate how great things would be based a dream MMO.

Um, no shit?  I'm not arguing SWTOR isn't making more money as F2P because it's a shit game that can only afford to be F2P.  You seem to be inferring that they would have gone F2P no matter what and that is ludicrous.  They probably would have tried to add a cash shop to nickle and dime motherfuckers all day because it is EA of course but to say they want to give up box sales or subscriptions intentionally not only has no basis in reality but makes no sense.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 22, 2013, 09:34:12 AM
Look if you a producer of a AAA MMO that is going to release in the next couple you have to basic options: follow WoW or GW2.
If you follow WoW, you must hit the ball out of park on your first swing or you lose.
If you follow GW2, you can make a ton of money whether or not your are a homerun or not.

SWTOR,STO,LOTRO,DDO and a bunch others tried the first and settled for the second. Now maybe that's the right way, swing hard for the homerun. But I think they wasted a ton of money and potential retooling to the second and I wouldn't follow that route for a new game.




Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 22, 2013, 09:46:51 AM
That's just the same argument people were making about wow when EQ was big. Also, there's no reason a game needs to ever be as big as wow to be wildly successful.  There's a huge difference between 100k subs and 11mil and anywhere in the middle of that is a billion dollar property that any company would love to have.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 22, 2013, 04:06:50 PM
Yeah, Champions is what turned me off on the "pound on the keyboard!" mechanism.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 22, 2013, 04:23:19 PM
That's just the same argument people were making about wow when EQ was big. Also, there's no reason a game needs to ever be as big as wow to be wildly successful.  There's a huge difference between 100k subs and 11mil and anywhere in the middle of that is a billion dollar property that any company would love to have.
And yet, nobody has managed it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 22, 2013, 04:43:20 PM
So subs are the future because people are willing to pay subs for things, the problem is nobody has made a game worth a sub since wow.  But they are coming, you just wait.  The future i tell you. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 22, 2013, 06:28:31 PM
That's just the same argument people were making about wow when EQ was big.
When EQ was big, the number of real contenders could be counted on one hand. There were dozens of MMOs even then, but most were small MUDs with some graphics, or Asian titles we conveniently lumped into "Lineage1!!/". For common arguments, it was EQ vs AC vs UO. And they all had the same model, all existed by cannabalazing the same hardcore MMO gamer geek subculture of the even-then largely console video game business.

Nowadays there are dozens of real contenders, with as many business models, with such wide appeal you've got fucking grandmothers and US Ambassadors as guild leaders and shit. We keep wanting to compare GW2 to DDO to EQ2 but the comparisons are as forced as the basis of those comparisons. And the companies certainly don't give a shit about the arbitrary equivalencies we draw.

However, this part:
Quote
Also, there's no reason a game needs to ever be as big as wow to be wildly successful.  There's a huge difference between 100k subs and 11mil and anywhere in the middle of that is a billion dollar property that any company would love to have.
... is on the right track.

GW2 "subs" vs WoW "subs" is not a conversation. If you get down to ARPU over time, sure maybe. But we don't get public access to that stuff, and certainly don't get profit per player. So we're left with "GW2 has fewer players because <someone I know> says so", and even that is irrelevant. Because the now 8mm WoW players, of which I think half pay what we consider the normal monthly subs fee monetizes very differently than the we-have-no-idea-how-many GW2 player pay nothing, vs paying a little, vs paying a lot.

Basically we're reduced to "I like game X over Y because of <largely personal reasons>". Which is fine, because let's face it, not like the industry ever listened to us anyway  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 22, 2013, 06:32:22 PM
So subs are the future because people are willing to pay subs for things, the problem is nobody has made a game worth a sub since wow.  But they are coming, you just wait.  The future i tell you.

Which is fucking hilariously stupid considering the biggest operations of our time have all failed or are in the process of failure:
-EA/Bioware.
-Whatever Blizz does next (Titan is dead at this point right?)
-SOE
-Bethesda
-SquareEnix

Well guys when Destiny comes out and has subs and doesn't fail that will prove that subs are legit I tell you. If it doesn't its because Destiny made xyz mistakes so that doesn't count even if they go f2p and the game goes on to make a bunch of money and live for a few years as a f2p title.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 22, 2013, 08:45:11 PM
 :facepalm:

Just because failed games use subscription models does not mean that subscriptions are a failure.  That is the worst possible logic.

A


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 22, 2013, 09:05:48 PM

The fact that firefall can still take itself seriously is the best evidence of how dire the MMO market is.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 23, 2013, 05:43:59 AM
:facepalm:

Just because failed games use subscription models does not mean that subscriptions are a failure.  That is the worst possible logic.

A

It's a failed model because the F2P model is healthy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 23, 2013, 07:03:37 AM
Of course F2P is "healthy" it's easy to swindle people out of money when they don't think they are paying much at a time.

You know where most of us probably first tried a F2P model? It was the internet, back in the pay per MB days.  There's a reason most companies no longer use this model, it's because customers would much rather just pay a flat fee than have to worry about every single minute online.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 23, 2013, 07:18:13 AM
Just because failed games use subscription models does not mean that subscriptions are a failure.  That is the worst possible logic.

I tried this a few pages ago.  Give up now and save your sanity.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on August 23, 2013, 07:19:50 AM
Of course F2P is "healthy" it's easy to swindle people out of money when they don't think they are paying much at a time.

You know where most of us probably first tried a F2P model? It was the internet, back in the pay per MB days.  There's a reason most companies no longer use this model, it's because customers would much rather just pay a flat fee than have to worry about every single minute online.

That analogy is nonsensical.  What part of the pay per MB internet access was free?  That's a metered pay system, like electricity, water or gas.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 23, 2013, 08:21:54 AM
Of course F2P is "healthy" it's easy to swindle people out of money when they don't think they are paying much at a time.

You know where most of us probably first tried a F2P model? It was the internet, back in the pay per MB days.  There's a reason most companies no longer use this model, it's because customers would much rather just pay a flat fee than have to worry about every single minute online.

What the fuck are you talking about?


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 23, 2013, 08:42:46 AM
Of course F2P is "healthy" it's easy to swindle people out of money when they don't think they are paying much at a time.
[best to ignore this analogy]

How much of your own bias is driving your argument?  Could a really good game not also be successful adopting a F2P model (see LoL)?

Try this thought experiment - which model is more likely to have existing customers return to play again later?


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 23, 2013, 08:46:01 AM
Just because failed games use subscription models does not mean that subscriptions are a failure.  That is the worst possible logic.

I tried this a few pages ago.  Give up now and save your sanity.
Too late. He is deep is Sinji-land. He love X and hates Y.  Every example of Y's success doesn't count because its ghetto. Every example X failing wasn't X's fault.



Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 23, 2013, 09:08:13 AM
Bullshit, I play LOL and it's a great F2P model, this does not mean every F2P model is a good one.  LOL allows you to play the game with little to no distractions in the form of "oh you just found a chest! buy keys to unlock it!" crap that so many companies with F2P attempt to do.


Title: Re: Carbine Studios' "Wildstar"
Post by: shiznitz on August 23, 2013, 09:12:08 AM
in the form of "oh you just found a chest! buy keys to unlock it!" crap that so many companies with F2P attempt to do.

That would indeed be a horrible F2P model.  However, I do not think you can name a single game with that specific mechanic.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 23, 2013, 09:19:48 AM
Correct me if I'm wrong, but I think don't think Lakov is trying to say that F2P games are all failures and suck.  I think he's just saying that you can't say that the subscription model is totally dead based on the fact that recent subscription-based games have not done very well.  That's not all that hard a statement to defend, really.

I think it's fair to say that the F2P model is good at extracting more money from a rapidly cycling playerbase.  It has a low barrier to entry, and, at a guess, I'd imagine people tend to spend most/all of the money they are going to spend fairly quickly.   So it makes sense that 'failed' MMOs that convert to it have a massive improvement in cash flow;  they've shown that they can't keep people for all that long, so the benefits of the subscription model don't come into effect.  Much better to convert to F2P, as it's better for what the game ended up being.

That's not to say F2P inherently means a game is bad, obviously.  But in the case of MMOs that start out sub-based and end up F2P, I think it's reasonable to conclude that they were hoping initially for a very sticky game, and didn't get one.  Certainly no post-WoW MMO has been anything resembling broad, long-term appeal, so yeah, obviously for them, F2P is going to be an improvement for cash flow.

in the form of "oh you just found a chest! buy keys to unlock it!" crap that so many companies with F2P attempt to do.

That would indeed be a horrible F2P model.  However, I do not think you can name a single game with that specific mechanic.

GW2 and Neverwinter do this, right?  This is pretty damn common, I think.


Title: Re: Carbine Studios' "Wildstar"
Post by: rattran on August 23, 2013, 09:25:38 AM
in the form of "oh you just found a chest! buy keys to unlock it!" crap that so many companies with F2P attempt to do.

That would indeed be a horrible F2P model.  However, I do not think you can name a single game with that specific mechanic.

Neverwinter has that exact mechanic. You found a Nightmare/Feywild Chest! Pay us $1.50 for a key, fucker.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 23, 2013, 09:29:44 AM
Yep, don't mind it in GW2 since its ignorable junk.

The STO lockbox seem more exploitive.



Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 23, 2013, 09:32:07 AM
Yup that's exactly what ruined NW for me, stuff like that throws you out of a game.  NW is absolutely the worst at F2P but there are many others close to that bad.  F2P is not the devil and neither is 3d movies but as in both they are both fads and both can be done well but more often done really half assed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 23, 2013, 10:15:01 AM
All of Perfect World's F2P stuff is pretty exploitative/cynically designed really.

Too bad since Neverwinter and Blacklight were kinda neat.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 23, 2013, 10:16:35 AM
Quote
That would indeed be a horrible F2P model.  However, I do not think you can name a single game with that specific mechanic.

GW2 and Neverwinter do this, right?  This is pretty damn common, I think.

I have at least 3 FTP games  currently installed that have that exact mechanic. It's super common as far as I know.

My kid plays Clone Wars Adventures and those fucking boxes drop like flies. It's a real pain in the ass telling him over and over again that I'm not spending $100 to buy keys to unlock them all.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 23, 2013, 10:19:19 AM
Hell, even Team Fortress 2 has that mechanic.  They added it to Counter Strike: GO last week also.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on August 23, 2013, 10:21:25 AM
Hell, even Team Fortress 2 has that mechanic.  They added it to Counter Strike: GO last week also.

Wow... What do the Counterstrike boxes have in them? I haven't played in years but it would be so easy to fuck up the game with anything but purely cosmetic stuff.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 23, 2013, 10:23:54 AM
Hell, even Team Fortress 2 has that mechanic.  They added it to Counter Strike: GO last week also.

Wow... What do the Counterstrike boxes have in them? I haven't played in years but it would be so easy to fuck up the game with anything but purely cosmetic stuff.

It's all purely cosmetic. Gun skins and such.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 23, 2013, 10:41:28 AM
That is one petty ass reason to not like F2P.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 23, 2013, 11:03:43 AM
Gameplay suffers when you try and monetize every little thing, I can't believe I even need to try and defend this concept.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on August 23, 2013, 11:15:08 AM
It's an MMOG. The entire existence of actual gameplay is up for debate. Suffering practically defines the very nature of MMOGness.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 23, 2013, 12:17:48 PM
Bullshit, I play LOL and it's a great F2P model, this does not mean every F2P model is a good one.  LOL allows you to play the game with little to no distractions in the form of "oh you just found a chest! buy keys to unlock it!" crap that so many companies with F2P attempt to do.

You want every side of the conversation slanted to support your premise.  You hypothesize that someone could make an MMO RPG that folks would be willing to pay a sub for in this F2P-dominanted market.  Then you seem to deny that it's possible that there are F2P models that wouldn't fuck up these types of games.  It's far easier to create a F2P model that doesn't suck than it is to create a great MMO RPG.

I respond with, "Could a really good game not also be successful adopting a F2P model" and I point out that there IS a really good game, in a different genre (MOBA versus MMO RPG), that uses the F2P model in a way that doesn't impinge upon gameplay whatsoever. 

And you say, "Bullshit, I play LOL and it's a great F2P model, this does not mean every F2P model is a good one."  I wasn't saying that all F2P models are great.  I think most F2P models suck.  But I"m actually able to point to a couple of games (LoL, Team Fortress, GW2) that are doing well and don't have a suck-ass F2P model.  You are unable to point to a game that has come out in the last five years that has been 'good', let alone 'good enough to justify a sub' - because they don't exist.

If I followed your arguing technique I would respond with, "bullshit, you played SWTOR, the number 2 MMO RGP in the market and you say that sucks so it's clearly not possible to have an MMO RGP that doesn't suck", which would invalidate your initial premise of "someone could make a great MMO RGP".

If you hate F2P and yearn for the days of sub-based, just say it.  It seems to me you are saying, "in this current market it's totally possible that someone is smart enough to build an awesome MMO RGP, but dumb enough to not consider the current marketplace and hobble themselves with a business model that customers do not seem to want".

Which is why I'm saying, that's not possible as people adopting rocket-power-ponies as the preferred mode of travel.  Yeah, it's possible.  No, it's not going to happen.  If someone is smart enough to build a great game they are at least smart enough to know that their business model has to adopt to the times.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 23, 2013, 12:45:39 PM
 :headscratch:

Half of those quotes weren't even in response to what you've been saying.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 23, 2013, 06:30:56 PM
Of course F2P is "healthy" it's easy to swindle people out of money when they don't think they are paying much at a time.

You know where most of us probably first tried a F2P model? It was the internet, back in the pay per MB days.  There's a reason most companies no longer use this model, it's because customers would much rather just pay a flat fee than have to worry about every single minute online.

For starters, and again, we all need to be honest with ourselves, privately if not publically:We are all going to pay whatetever the fuck is asked of us for whatever the fuck we're interested in at that time. That's an axiom that poweres whole industries, random forum assertions aside.

But with that said:

Lakov: f2p workks for the inverse of your point. Subscriptions eventually make people think about their recurring investment whereas MTX never does because "eh fuckit it's only $0.99" so what"? f2p strokes the same part of our animal brain as slot machine do. Nobody gives a shit about a quarter or even fifty cents. But charge a recuring entrance fee to the Luxor in Vegas? No way.

Subs compel thinking. MTX is pure impulse. The latter exists because biologically, businesses do not WANT thinking!

tl;dr: when the hell am I getting my beta invite?!


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 23, 2013, 07:38:04 PM
I guess I'm just broken.  I'd much rather budget 15 bucks into my monthly spending that worry about keeping track of this and that.  I mean to the point where I haven't actually put money into any free to play games besides LoL where you buy things a la carte.  In the few other cases when I have spent money on other F2P games, it has always been the monthly subscription option (LotRO and Planetside 2).   

That isn't even to say anything of the idea that it totally and utterly shatters any illusion that your RPG is actually its own little world when I can buy things for cash or that it has game design ramifications that I abhor. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 23, 2013, 08:59:16 PM
I'm with Malakili; I don't mind paying the $15 particularly because it's a small, recurring charge that I don't have to think about. Having to whip out the CC for some MTX item in an F2P game gives me time to think about it; I much prefer a monthly fee to access the content over being nickle-and-dimed. I've resubbed to EQ2 for a few months here and there, but the only times I've bought things in their cash shop it's been with the free points they give you for subbing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on August 23, 2013, 10:32:07 PM
I agree with the three previous posts.  If I find a game fun, or initially interesting enough I guess to be more specific, I'll pay the monthly sub.  If I can't spare $15 a month on something that is (hypothetically) going to provide me X hours of entertainment then I probably need to re-prioritize some things in my life regarding my finances anyway.  Plus I feel like a monthly sub is at least a small barrier to the mouth breathers and interweb riff raff. 

I find the MTX thing ranging from annoying to almost breaking the flow of a game for me.  I don't want to see advertisements, no matter how cleverly crafted, in the game I'm playing to escape reality.  And while there's definitely a spectrum of just how "pay2win" FTP games are, they all are to some degree or another.  Why wouldn't they be?  How else are they going to generate revenue?  "Hey we spent the money to develop a game that has no initial cost to get into and has no in-game incentives designed into it at all for us to recoup the cost of said development, much less an ongoing revenue stream."  Yeah.

Eh, whatever.  Wildstar - send beta invite plzktx


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on August 24, 2013, 12:30:42 AM
I however am not prepared to pay a $15/£10 monthly sub to a game any more.

F2P can work and some companies have done it in a way that suits me. The ones that spring to mind that work for me are Guild Wars 2, Warframe, STO, Path of Exile and World of Tanks. Some that have really got it wrong were Neverwinter Online, WarThunder, SWTOR, MWO.

If the cash items & services are mostly cosmetic, reasonably priced, additions to an existing generous free supply of whatever and (importantly) not shoved down your throat every 5 seconds then I am happy to contribute some money to the game. I pretty much never pay as much as $15/month on any game I'm playing (or combination of games) and I am very good at keeping mental track of how much I spend on F2P titles.

If I feel I'm being gouged or forced to pay for essential services & items, or if the entire game is designed as a giant advert for the cash shop (hello NWO) then I'm just not interested.

For me, a box cost plus a monthly sub is a relic of the past. A game would have to be stupendous for me to consider that. Wildstar is not going to be that game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Phred on August 24, 2013, 02:06:22 AM
That is one petty ass reason to not like F2P.

Ya as I've said before I find it baffling how ppl get their panties in a bunch over those stupid chests. It's like a tax on ppl who failed math or something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 24, 2013, 03:23:50 AM
There was some game recently that wouldn't let me delete them, can't remember which one. That was over the line.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 07:43:37 AM
Lakov is right here. There are some very good F2P models out ther that work and make tons of money, like LOL. There are a lot of mediocre F2P games out there tha make money like SOE's stable. There are a lot of awful F2P games that either make some money or make a lot but the games are shit.

That has no bearing on Sub based games. You can not infer that because SWTOR failed and went f2p that subs are worthless. SWTOR's first incarnation was worthless. F2P just allowed more people to play and drop 5 bucks into their terrible F2P setup.

The trend is that really bland, awful, failing, old or whatever games went free to play to save themselves. What everyone here is stupidily saying is that all those games failed because they were sub based. When SWTOR launched they sold a shit load of boxes and ALL of those people were willing to drop $15 a month.

If a developer could actually make a good game, they will get subscriptions. Unfortunately MMOG developers are really fucking bad and either don't develop games with standard features, or they never make anything new.

The only things I'm interested in the future are games like what EQN is promising that I'm sure won't actually be a reality. Then there are a string of space sims like Star Citizens and CCP's Valkyrie.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 08:53:08 AM
It's not SWTOR, its every single freaking game since WoW.  Everything but WoW is either dead or F2P or delusional, we can damn well infer something from that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 24, 2013, 09:46:05 AM
It's not SWTOR, its every single freaking game since WoW.  Everything but WoW is either dead or F2P or delusional, we can damn well infer something from that.

Yes, that F2P is a great model to use if you have a bad game and still want to make money.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 24, 2013, 10:40:00 AM
I guess its the echo chamber of this forum. Years of data and discussion and you guys are still debating how dead subscription fees are? Dear lord. I guess because "free game" to half of you means runescape and its legions of 13 year olds. Yes, can't have them unwashed kids on my lawn. The sub hasn't worked since WoW. Period. Only the EVE and the DarkFalls of the world can charge a sub. Why? Because if your into that type of gaming your part of the hardcore, I.E, the game sucks, the mechanics suck, I play it for the non-gaming aspects AND dumb enough to be charged 15 dollars a month for the privilege.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 11:58:32 AM
I guess its the echo chamber of this forum. Years of data and discussion and you guys are still debating how dead subscription fees are? Dear lord. I guess because "free game" to half of you means runescape and its legions of 13 year olds. Yes, can't have them unwashed kids on my lawn. The sub hasn't worked since WoW. Period. Only the EVE and the DarkFalls of the world can charge a sub. Why? Because if your into that type of gaming your part of the hardcore, I.E, the game sucks, the mechanics suck, I play it for the non-gaming aspects AND dumb enough to be charged 15 dollars a month for the privilege.

The only data that we have is devs continue to make crappy games and when they fail the go f2p. Look at swtor millions signed up for a sub. Millions. That should tell you something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on August 24, 2013, 12:11:39 PM
But then you have people, like this dude in my pub guild, that bought 160 bucks in cartel coins Tuesday to try and get a mount.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 24, 2013, 12:14:03 PM
There was some game recently that wouldn't let me delete them, can't remember which one. That was over the line.

It was Neverwinter.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on August 24, 2013, 12:21:05 PM
I guess its the echo chamber of this forum. Years of data and discussion and you guys are still debating how dead subscription fees are? Dear lord. I guess because "free game" to half of you means runescape and its legions of 13 year olds. Yes, can't have them unwashed kids on my lawn. The sub hasn't worked since WoW. Period. Only the EVE and the DarkFalls of the world can charge a sub. Why? Because if your into that type of gaming your part of the hardcore, I.E, the game sucks, the mechanics suck, I play it for the non-gaming aspects AND dumb enough to be charged 15 dollars a month for the privilege.
What do you mean "since WoW"? Since the most successful MMO in history? Still the most successful MMO in history even after eight years?  No f2p game can even come close to dreaming of what WoW makes in subs. "Free to play" games still make huge amounts of money from people who voluntarily sign up for $15 a month. Any sane game publisher would make people pay $15 a month until the money runs out before going f2p.  There is nothing to lose, f2p people don't care about playing a game a year after launch.

Whatever Blizzard's next MMO is there will be a (possibly optional) sub and tens of millions of people will happily pay it.

Edit: Removed unwarranted profanity.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 24, 2013, 12:58:11 PM
I guess its the echo chamber of this forum. Years of data and discussion and you guys are still debating how dead subscription fees are? Dear lord. I guess because "free game" to half of you means runescape and its legions of 13 year olds. Yes, can't have them unwashed kids on my lawn. The sub hasn't worked since WoW. Period. Only the EVE and the DarkFalls of the world can charge a sub. Why? Because if your into that type of gaming your part of the hardcore, I.E, the game sucks, the mechanics suck, I play it for the non-gaming aspects AND dumb enough to be charged 15 dollars a month for the privilege.

The only data that we have is devs continue to make crappy games and when they fail the go f2p. Look at swtor millions signed up for a sub. Millions. That should tell you something.

I didn't know millions of people wanted to play a Star Wars game. Who could have saw that coming?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 01:07:47 PM
I guess its the echo chamber of this forum. Years of data and discussion and you guys are still debating how dead subscription fees are? Dear lord. I guess because "free game" to half of you means runescape and its legions of 13 year olds. Yes, can't have them unwashed kids on my lawn. The sub hasn't worked since WoW. Period. Only the EVE and the DarkFalls of the world can charge a sub. Why? Because if your into that type of gaming your part of the hardcore, I.E, the game sucks, the mechanics suck, I play it for the non-gaming aspects AND dumb enough to be charged 15 dollars a month for the privilege.

The only data that we have is devs continue to make crappy games and when they fail the go f2p. Look at swtor millions signed up for a sub. Millions. That should tell you something.

I didn't know millions of people wanted to play a Star Wars game. Who could have saw that coming?

Yeah and they were willing to pay a sub for it. That's the fucking point. Just look at FFXIV. They are opening up with a sub again. I bet you a ton of people are going to be paying it. Samething with Wildstar and TESO. 1 or all 3 of those might go free to play because they might be dogshit games, but the lesson to learn is that people are still willing to pay subs.

So the business model is not dead. The sub model is just one of many options now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 01:43:10 PM
They were willing to pay a sub for a month or two.  It still failed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 01:47:54 PM
They were willing to pay a sub for a month or two.  It still failed.

Yeah so?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 24, 2013, 02:18:01 PM
It failed because it was a mediocre game with nothing to do once you finished the story.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 02:27:26 PM
It doesn't matter why it failed, only that it did just like every single other game that has tried it since WoW.  A sub means it has a much higher barrier for entry and an impossible barrier for returning.  Millions of people are going to try Wildstar too, and their subs are going to crater because it simply doesn't work anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 02:47:41 PM
It doesn't matter why it failed, only that it did just like every single other game that has tried it since WoW.  A sub means it has a much higher barrier for entry and an impossible barrier for returning.  Millions of people are going to try Wildstar too, and their subs are going to crater because it simply doesn't work anymore.

(http://danceswithfat.files.wordpress.com/2012/03/jump-to-conclusions-mat.jpg?w=500)

So many wrong things with your post.
1) A game that is shit, will lose subscribers.
2) The barrier for entry for any sub game is no more than any other video game that isn't free right out of the gate.
3) The fate of Wildstar's subs won't be based on if it's a sub or not. It'll be based on whether or not they made a fun game. They're not looking great due to the game being a standard quest treadmill tye of game that has been done over and over for 10 years.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 24, 2013, 03:06:59 PM
Lolz I'm forgetting that mmo's don't exist in the real world. No mmo has ever failed because people would rather do the same thing for free or with a group of friends already playing WoW. But instead failed because those gosh darn developers didn't try enough, didn't spend enough money, wasn't original enough etc, etc. We can go over the all the things f2p gaming has over subs but it kinda wouldn't matter, because the genre doesn't "work that way". Failure means something entirely different.

People had fun playing age of conan
And then they stopped playing.
People had fun playing Warhammer Online
And then they stopped playing.
People had fun with rift...
And then they stopped playing.

Ironically around the same time...

I wonder why...

Those games was buggy and unfun.... everyone found several different games buggy and unfun... at the same time... over the course of several years. What a coincidence.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 03:07:44 PM
A game that is shit still does fine as F2P.  Everyone here thinks every game is shit.  Therefore every game would be better off as F2P.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 24, 2013, 03:16:38 PM
Most of this argument is backlash of people upset with wow's success and attributing the whole thing to being a fluke.  As though no other MMO can be fun, no MMO will ever get 1mil+ subs, it's impossibru!


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 24, 2013, 03:18:39 PM
A game that is shit still does fine as F2P.  Everyone here thinks every game is shit.  Therefore every game would be better off as F2P.

Define shit. Are we assuming games that can no longer support themselves with a sub fee as shit? If so would the only good game made since 2004 be WoW and EvE?  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 03:27:40 PM
A game that is shit still does fine as F2P.  Everyone here thinks every game is shit.  Therefore every game would be better off as F2P.

Define shit. Are we assuming games that can no longer support themselves with a sub fee as shit? If so would the only good game made since 2004 be WoW and EvE?  :oh_i_see:

I was being sarcastic, i think all of the games that people are complaining about are about as good as wow.  People are just not going to stay subbed to them, wow's endgame isn't any better than swtors and people keep naming that as the reason their sub model failed.  I don't think any of the MMOs, at least the big ones, since WoW are any less "fun" and yet people still bail after a month of two.  If someone can explain to me why the end games of Rift or SWTOR do not compare to WoW's I'm all ears, but i played both of those games extensively and the reason people bailed was "I don't like doing this anymore".  There is no viable endgame that will keep people around five/six months anymore, much less years like back in the EQ/WoW days.  Not only that but people simply will not tolerate long leveling curves, WoW at launch was good for a six month sub before you even sniffed the end game.  Now anything over a month is going to be dismissed and abandoned.  The last game to have a viable long term endgame was GW1 and maybe Shadowbane before that.  Everything else has been dungeons, heroic dungeons, raids, heroic raids, pvp battlegrounds.  And that is exactly what Wildstar is going to be and why people are going to bail en masse just like the other games and people are going to claim it was horrible.  It won't be horrible, it will probably be pretty damn good, people just don't want it anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 24, 2013, 03:28:43 PM
Lolz I'm forgetting that mmo's don't exist in the real world. No mmo has ever failed because people would rather do the same thing for free or with a group of friends already playing WoW. But instead failed because those gosh darn developers didn't try enough, didn't spend enough money, wasn't original enough etc, etc. We can go over the all the things f2p gaming has over subs but it kinda wouldn't matter, because the genre doesn't "work that way". Failure means something entirely different.

People had fun playing age of conan
And then they stopped playing.
People had fun playing Warhammer Online
And then they stopped playing.
People had fun with rift...
And then they stopped playing.

Ironically around the same time...

I wonder why...

Those games was buggy and unfun.... everyone found several different games buggy and unfun... at the same time... over the course of several years. What a coincidence.

How many big MMO's have been released in the last decade, compare to http://en.wikipedia.org/wiki/2012_in_video_gaming the games released in 2012, how many of those were duds, how many were hits?  You are taking 6 games and making a wild jump in saying they can't ALL be bad.  Yes, yes they can.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 03:36:55 PM
You keep claiming the games are bad when they were very faithful copies and usually improvements over WoW. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 03:37:55 PM
Lolz I'm forgetting that mmo's don't exist in the real world. No mmo has ever failed because people would rather do the same thing for free or with a group of friends already playing WoW. But instead failed because those gosh darn developers didn't try enough, didn't spend enough money, wasn't original enough etc, etc. We can go over the all the things f2p gaming has over subs but it kinda wouldn't matter, because the genre doesn't "work that way". Failure means something entirely different.

People had fun playing age of conan
And then they stopped playing.
People had fun playing Warhammer Online
And then they stopped playing.
People had fun with rift...
And then they stopped playing.

Ironically around the same time...

I wonder why...

Those games was buggy and unfun.... everyone found several different games buggy and unfun... at the same time... over the course of several years. What a coincidence.

You're a special guy. F2P works, subs work. B2P works. It's just that a majority of games, post-WOW did not work very well. When WOW had LFD, other games refused to put that into the game until later. When WOW had addons, some games refused to use them. When WOW had a robust "end game" other games released with nothing. There are just terrible design decisions all over the place.

Age of Conan? The game was entirely broken and unfinished. Dungeons were completely empty. Raids were broken. Classes weren't even remotely balanced. Once you hit 80, sieges were broken. You think it was just subscriptions that kept people from continuing to play? Dumbass.

Warhammer Online? A game that was horribly created, balanced, and it's end game was buggy as shit. People had fun up to level 20 and quit because the game sucked. And you wonder why people stopped playing?

People had a lot of fun in Rift, for a very long time. They could probably still be sub based honestly. But they had too many changeups at the higher end of management. Also, their design decisions in the past year or so were awful anyway.

I mean seriously, get a fucking clue. Some of these games worked really well free to play, you know why? Because they aren't worth subs. But play for free, have fun for three weeks, drop $5 makes you money. If you want to make a game designed to keep people interested a few days at a time random times in the year, then sure. You make a free to play game.

If you're going to make a sub based game, you need to make a good game worth the sub. People. a lot of people, wouldn't mind spending $15/mo on a game to support it. it's just gotta be good.

I don't know why I wasted my time replying.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 03:40:41 PM
A game would need to invent a whole different endgame to be worth a sub.  "Good" or "bad" don't even come into the picture if we are talking raiding and dungeoning as endgame.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 24, 2013, 03:46:55 PM
How many big MMO's have been released in the last decade, compare to http://en.wikipedia.org/wiki/2012_in_video_gaming the games released in 2012, how many of those were duds, how many were hits?  You are taking 6 games and making a wild jump in saying they can't ALL be bad.  Yes, yes they can.

Logically.. no they can't. I mean we like to say they are because we stopped playing them, but we "stopped" playing games long before the "magical unicorn we call mmorpg's" were invented. Before mmo's you played a game for a month or two and buggered off to gamestop/local nerd store to buy/rent another game. Sometimes you played the same game for 6 months. Sometimes you play the same game for a year. Sometimes you luck out and you play a "classic" game that keeps you entertained for 2 or 3 years till the sequel came out. But those instances were the exception not the cardinal rule. Most of the time you was happy beating a game in a few weeks, maybe a couple months, before you moved onto the next. Than the mmo came about and demanded "all" of your free time and that became the norm. In mmo land you play a game for years; catassing under the same dungeons and talking with the same online friends. And that was ok because the pay model supported this trend. Now the trend is changing. Its not the games being bad, its the players.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 03:49:24 PM
You keep claiming the games are bad when they were very faithful copies and usually improvements over WoW. 

That's a 100% ignorant statement. It's like saying a Honda Civic is a faithful and improved copy of a Ferrari because it has four wheels.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 03:54:36 PM
You keep claiming the games are bad when they were very faithful copies and usually improvements over WoW. 

That's a 100% ignorant statement. It's like saying a Honda Civic is a faithful and improved copy of a Ferrari because it has four wheels.

Bullshit.  WoW isn't that good when compared to something like Rift.  The reason people played one for eight years and the other for two months has jack shit to do with their relative quality.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 24, 2013, 03:55:35 PM
Are there numbers on the percentages of people who actually pay for things and how much they pay?  I honestly suspect the reason why games with dwindling subs to so well when they go F2P is because by that time only the people who really love your game (and every game has some percentage of this die hard population), and it is precisely those people who will and now can spent 50, 100 dollars a month on your game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 24, 2013, 03:58:41 PM
Are there numbers on the percentages of people who actually pay for things and how much they pay?  I honestly suspect the reason why games with dwindling subs to so well when they go F2P is because by that time only the people who really love your game (and every game has some percentage of this die hard population), and it is precisely those people who will and now can spent 50, 100 dollars a month on your game.

No, games that go F2P always experience a massive influx of new players who think "meh, its free whats there to lose" or "meh, i guess i can come back now that its free to see if its any better".  Enough of those players have low enough impulse control to make them money.  The die hards probably continue to be subbed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 24, 2013, 04:17:17 PM
Quote
Logically

I don't think that word means what you think it means.



Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 04:26:41 PM
You keep claiming the games are bad when they were very faithful copies and usually improvements over WoW. 

That's a 100% ignorant statement. It's like saying a Honda Civic is a faithful and improved copy of a Ferrari because it has four wheels.

Bullshit.  WoW isn't that good when compared to something like Rift.  The reason people played one for eight years and the other for two months has jack shit to do with their relative quality.

ooooook.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 24, 2013, 04:36:23 PM
Did I miss the memo were WoW became the best game every made?


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 24, 2013, 04:47:15 PM
Did I miss the memo were WoW became the best game Most profitable every made?

Yes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on August 24, 2013, 04:49:21 PM
"Best" is entirely subjective, there are people who honestly believe Duke Nukem Forever is the best game ever.  All we can go on is most successful and that is WoW by an order of God damn magnitude.

Edit: Lakov beat me as I fact checked order of magnitude.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on August 24, 2013, 04:56:16 PM
Did I miss the memo were WoW became the best game Most profitable every made?

Yes.

We are making WoW the best compared to all other failed games, so technically according to some folks in this thread, WoW is the best mmorpg ever made. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 24, 2013, 05:20:23 PM
WotLK-era WoW is the best MMO I've ever played. They've since ruined it, and no MMO has been as good as WoW was at that time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 24, 2013, 05:25:14 PM
Everyone here thinks every game is shit.
You could have just left it at that, you know.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 24, 2013, 07:19:18 PM
Did I miss the memo were WoW became the best game Most profitable every made?

Yes.

We are making WoW the best compared to all other failed games, so technically according to some folks in this thread, WoW is the best mmorpg ever made. 

You're not very smart are you?


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on August 24, 2013, 11:48:38 PM
This: http://www.rockpapershotgun.com/2013/08/24/sure-sounds-like-blizzard-wants-to-take-wow-f2p/#more-166207 (http://www.rockpapershotgun.com/2013/08/24/sure-sounds-like-blizzard-wants-to-take-wow-f2p/#more-166207) may be of interest to the discussion, otherwise resume the name-calling.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 25, 2013, 12:52:22 AM
That article is funny.  Wow adding Micro transactions like helmets and exp potions is not them going F2P, it's them trying to have their cake and eat it too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 25, 2013, 06:26:54 AM
So back to Wildstar CC.  What impact does 4 or 5 different "break out" keys, one for each different CC-type have on PvP?  I realize they are multi-use, so you'll probably have those keys available anyway (e.g. double-tap movement key to roll).  I guess I want to believe that it will elevate those with more skill over simple gear checks.

I also wondering if PvE will be similar enough to PvP (from a CC/CC-breakout perspective) that folks exclusively PvEing till the level cap, then giving PvP a whirl cause they are bored will have something of a clue about what to do and won't simply get stomped.  I think this is one of the things that WAR got right - get folks PvPing as soon as possible, and try to make it as fun as possible early on so that PvP is another selling point at the end of the game (I'm saying that early WAR PvP was fun/done right, and nothing else).


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on August 25, 2013, 07:06:07 AM
That article is funny.  Wow adding Micro transactions like helmets and exp potions is not them going F2P, it's them trying to have their cake and eat it too.

This. It's them saying, "well we can sell sparkle ponies for $25.. so those suckers will definitely buy a xp pot for their 15th alt AND pay $15 a month. HAHAHAH."

Though, in time, WOW will go free to play but that will be in 5 years when Blizzard puts something else out there, or some other company makes a better game where WOW's subs tank to the sub 1 million mark in the NA/EU.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 25, 2013, 07:07:11 AM
So back to Wildstar CC.  What impact does 4 or 5 different "break out" keys, one for each different CC-type have on PvP?  I realize they are multi-use, so you'll probably have those keys available anyway (e.g. double-tap movement key to roll).  I guess I want to believe that it will elevate those with more skill over simple gear checks.


If the measure of skill in a game is being able to mash 1 of 4-5 different keys when you get CCed then you don't exactly have a high skill ceiling.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 25, 2013, 07:38:02 AM
So back to Wildstar CC.  What impact does 4 or 5 different "break out" keys, one for each different CC-type have on PvP?  I realize they are multi-use, so you'll probably have those keys available anyway (e.g. double-tap movement key to roll).  I guess I want to believe that it will elevate those with more skill over simple gear checks.


If the measure of skill in a game is being able to mash 1 of 4-5 different keys when you get CCed then you don't exactly have a high skill ceiling.

Only the stun-break is a mash, from what they said.  Given the language in their marketing, and the "only the best" conversations, I'm still curious about how rich they will try to make their combat model.  Its not clear (to me) that they'll focus on least-common denominator and the ceiling will be pretty low (and by 'not clear' I mean, %5 chance they'll do something more clever).

More clever?  Suppose there are 5 different cc-break buttons, each with 5 different interaction types (so far there are only three interaction types, 'mash' and 'click' and double-click the correct movement button).  Let's say that there are 5-8 different attack types, many of them with different interaction types.  Add some interaction between the cc-break at the attacks and you've deepened the game quite a bit.  For someone with good muscle memory and a strong motivation to become good at these games, not an insurmountable problem.  For you average casual MMO player the skill ceiling is already pretty high.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 25, 2013, 08:38:33 AM
Quote
"CC in MMOS is not complicated or annoying enough"
-No one ever


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 25, 2013, 08:58:06 AM
WotLK-era WoW is the best MMO I've ever played. They've since ruined it, and no MMO has been as good as WoW was at that time.
This pretty much. Even the worst part of WotLK (Trial of the Crusader) was better than everything in Cata.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on August 25, 2013, 01:44:58 PM
You keep claiming the games are bad when they were very faithful copies and usually improvements over WoW. 

That's a 100% ignorant statement. It's like saying a Honda Civic is a faithful and improved copy of a Ferrari because it has four wheels.

Bullshit.  WoW isn't that good when compared to something like Rift.  The reason people played one for eight years and the other for two months has jack shit to do with their relative quality.

Just thought I'd chime in and say this isn't the case, at least for a lot of people.  Rift's combat and setting is nowhere near as good as WoW's even though on the surface they are similar.  There's no, for lack of a better term, stickiness to either with Rift.  Both the combat and lore/environments are very bland.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on August 25, 2013, 02:47:35 PM
Yeah, overall I wouldn't call RIFT an improvement on WoW's model, just a newer game. One which is ultimately blander and less noteworthy.

WoW remains the best MMO in existence, it's just that it's 1. played to death and 2. by now we honestly should have had an improvement in the model that goes beyond what WoW brings to the table, but we haven't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 25, 2013, 06:32:17 PM
No one wants to deviate from the wow model so most mmos have felt bland because they are more renovation than innovation.  People say wow was all about polish but I think people forget how ballsy something like "soloing to max level" was at the time and how it's taken for granted now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 25, 2013, 06:50:59 PM
Yeah, overall I wouldn't call RIFT an improvement on WoW's model, just a newer game. One which is ultimately blander and less noteworthy.

WoW remains the best MMO in existence, it's just that it's 1. played to death and 2. by now we honestly should have had an improvement in the model that goes beyond what WoW brings to the table, but we haven't.

This is basically the main problem.  All of the "WoW-alikes" have made me just say "well, if I'm going to play this, I might as well resub to WoW where I have an old guild and a few characters so I won't have to start from a totally blank account."   And then I either actually do go back to WoW for a month or two, or just unsub from the thing I'm playing and be done with it.

Although recently, I haven't even made it out of beta in any of them.  One of the nice things about all these betas lately is I can usually get my fill of the "new shiny" from any given title and be done with it before I even have to spend money on it.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 26, 2013, 03:24:40 AM
WotLK-era WoW is the best MMO I've ever played. They've since ruined it, and no MMO has been as good as WoW was at that time.
This pretty much. Even the worst part of WotLK (Trial of the Crusader) was better than everything in Cata.
It was the second expansion for this MMO, set in an arctic continent far to the north. Inhabited by viking-themed giants and icy dwarves, it also had a strong draconic presence including a temple and graveyards. There was a friendly animal-man race living by the shore, making a living from fishing. A strange mystical ore threaded throughout the entire land-mass, created from the actions of a powerful mythological creature. A hidden valley had a verdant forest full of life, and was guarded by an avatar of the nature-goddess. A buried prison held a powerful, monstrous being with god-like power who threatened to destroy the entire world if it were ever released. The player-base claim that it is the greatest expansion ever released for the game and some people say it's been downhill ever since, especially compared to the directly following expansion.



tl'dr - you both sound like old EQ grognards reminiscing about Scars of Velious.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 26, 2013, 04:30:28 AM
I realize that, I was just responding to this post:
We are making WoW the best compared to all other failed games, so technically according to some folks in this thread, WoW is the best mmorpg ever made. 
and pointing out that, yes, during it's peak, WoW was the best MMORPG ever. Nothing I've played since (including WoW) has topped it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on August 26, 2013, 04:43:28 AM

tl'dr - you both sound like old EQ grognards reminiscing about Scars of Velious.  :grin:

Boom.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 26, 2013, 07:07:04 AM

tl'dr - you both sound like old EQ grognards reminiscing about Scars of Velious.  :grin:

Boom.


Headshot!!!


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on August 26, 2013, 07:28:55 AM
Has anyone under 30 even played EQ1?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 26, 2013, 07:35:48 AM
Well, they would have been teenagers while I was playing it in college.  Seems possible, especially if they came an expansion or two late.

It's a bit weird that my peak times for both games was the ice expansion.  I suppose I played each one so much that I just burnt myself out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 26, 2013, 07:42:41 AM
I know several people in their mid-late 20s who played EQ.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 26, 2013, 07:51:20 AM
Well, Wrath of the Lich King had several things going for it.  Most people liked that expansion because it has accessible dungeons that anyone could do.  Even using the LFG system you could find a group to do almost any heroic and actually complete it in a reasonable amount of time.  With a guild group we could do almost any of them in under 20 minutes.  Loot was available via badges and you could actually get them reasonably.  It seems like that is why people remember Wrath of the Lich King as high point of WoW.

The lore stuff was irrelevant for the most part.  I'm sure some people liked that the Warcraft 3 storyline was finally resolved - but how many WoW players actually played Warcraft 3 and Frozen Throne?  I'm sure quite a lot, but I also know a lot of people who never heard of Wacraft before WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 26, 2013, 07:52:46 AM
A new fun class counted for a ton also.


Title: Re: Carbine Studios' "Wildstar"
Post by: Segoris on August 26, 2013, 01:25:36 PM
Has anyone under 30 even played EQ1?

People here can talk shit about it, but Project1999 really did have a solid EQ feeling and there were plenty of people in their teens and lower 20's. Also, a friend of mine and his GF's kids play EQ right now on the test/free server. So yes.


It was the second expansion for this MMO, set in an arctic continent far to the north. Inhabited by viking-themed giants and icy dwarves, it also had a strong draconic presence including a temple and graveyards. There was a friendly animal-man race living by the shore, making a living from fishing. A strange mystical ore threaded throughout the entire land-mass, created from the actions of a powerful mythological creature. A hidden valley had a verdant forest full of life, and was guarded by an avatar of the nature-goddess. A buried prison held a powerful, monstrous being with god-like power who threatened to destroy the entire world if it were ever released. The player-base claim that it is the greatest expansion ever released for the game and some people say it's been downhill ever since, especially compared to the directly following expansion.

tl'dr - you both sound like old EQ grognards reminiscing about Scars of Velious.  :grin:

If only WotLK had SoV factions and a Coldain ring quest :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on August 26, 2013, 01:55:12 PM
The lore stuff was irrelevant for the most part. 

Yuuuuuup. Although to be fair, WotLK was the last expansion where the lore wasn't 99% stupid, merely 80% or so.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on August 27, 2013, 09:52:24 AM
Coldain ring quest

Shut your filthy whore mouth.  :mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 27, 2013, 10:52:20 AM
If only WotLK had SoV factions and a Coldain ring quest :awesome_for_real:
I forgot the tank-n-spank gear check raid boss linked to the words "avatar of war" in the list, too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on September 26, 2013, 01:23:53 AM
Interesting wednesday update: "Shiphand" missions!

http://www.wildstar-online.com/uk/news/wildstar_wednesday_all_hands_on_deck_for_shiphand_missions.php

Snippet:

Quote
Shiphands are ideal for doing something a little more involved than a normal quest with a few friends. They’re not as challenging as dungeons or adventures; they’re just a fun vacation from Nexus for about 15-45 minutes of your time.

And those experiences vary wildly. You could end up on an asteroid, exploring the mystery behind the mining operation’s sudden silence. Another ship might take you to a space station where the whole crew has started hallucinating due to a laboratory accident – and it looks like they’re fresh out of gas masks. You may even find yourself an unwilling contestant on the Darkspur Cartel’s infamous bloodsport reality show, The Gauntlet!


Title: Re: Carbine Studios' "Wildstar"
Post by: zumu on September 26, 2013, 01:26:55 AM
Has anyone under 30 even played EQ1?

I'm 27 and played EQ from Dec. 1999 through Luclin.

EDIT: Removed inflammatory bullshit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on September 26, 2013, 01:37:08 AM
Has anyone under 30 even played EQ1?

I'm 27 and played EQ from Dec. 1999 through Luclin.

Kunark era was better than Velious era, imho. Velious set the standard to release new content instead of fixing old broken content. Luclin was fun if completely jumping the shark.

I went on to play DAoC through up to trials. Could never get into WoW. Too much carebare dogshit to put up with before things get challenging/interesting.

WoW is just EQ with DAoC combat and War3 graphics.

But yea... now that we're done with the WoW vs Everything Else debate, can we talk about Wildstar?

We *were* done with the debate, until you decided to reply to a month-old post with a bunch of bullshit that seems deliberately chosen to wake the fight right back up.


Title: Re: Carbine Studios' "Wildstar"
Post by: zumu on September 26, 2013, 01:46:36 AM
The post right before mine was posted literally as I hit preview. But fair enough, I'll edit out the inflammatory remarks.

Anyway, these "shiphand" missions seem like an interesting way to break up the normal routine of grinding. But it will be interesting to see how they implement them. I'm imagining glorified instanced daily missions.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on September 26, 2013, 05:47:18 AM
Quote
Leveling with friends? No problem! Shiphand missions are scalable from one to five players. Go it alone or bring in your posse; you can play it either way! And if you have a friend who hasn’t done it yet who wants a little company, you’re in luck – shiphands are repeatable. Some have random elements to spice up the experience of going back through, too.

Damn you Wildstar!  Why won't you let me just ignore you?!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on September 26, 2013, 06:35:18 AM
Their marketing is beginning to sound like a 2am infomercial.  "Want uber gems in your chestpiece?!  No problem!  Want ginormous tatas?! Got that covered!  Not one, not two, but THREE tatas can be rendered!"  Kinda tired of it actually; time to just produce and shutup.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on September 26, 2013, 07:32:48 AM
New Devspeak, Ability Mechanics!

Again an interesting one, and again another example of embracing a supposedly more dynamic experience when it comes to combat:

http://www.wildstar-online.com/uk/media/videos/devspeak/


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 26, 2013, 07:47:12 AM
That shiphand thing is a clever way to be able to create new quests that you can rotate in and out of the world with interesting mechanics. You can create a small instanced area with different art and environments, different gravity coefficients etc and give people a fun scenario to play through. It should be a way to give you a change of pace slogging through a zone doing a typical quest treadmill.



Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on September 26, 2013, 08:47:48 AM
What is a "shiphand" mission? A Skirmish?


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on September 26, 2013, 02:13:24 PM
I hope it's a rip off of the LotRO skirmishes, those need to be ripped off.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on September 26, 2013, 03:00:55 PM
What is a "shiphand" mission? A Skirmish?

Themed periodic but not persistent side quests it sounds like, like the rotating seasonal themed quests GW2 has, though maybe not as calendar-based.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on October 02, 2013, 09:58:26 AM
October Game Systems update (leveling up, abilities loadout, quest system):

http://www.wildstar-online.com/uk/news/october_game_systems_update.php


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 02, 2013, 11:20:31 AM
Weighted questing objectives is actually a good idea. The rest of just the QoL stuff they are figuring out as players bitch.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on October 02, 2013, 02:35:35 PM
I find it interesting that they are making adjustments based on complaints instead of just burying their head in the sand or getting butt hurt.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on October 02, 2013, 02:38:24 PM
I find it interesting that they are making adjustments based on complaints instead of just burying their head in the sand or getting butt hurt.

It's been like that for as long as I've been following the game.  The addition of housing came about because of the outcry from the fans/forums.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 02, 2013, 02:55:09 PM
It's almost like they're actually reacting to the feedback rather than trying to just redo what they've always done knowing this time it will be different.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on October 03, 2013, 06:15:10 AM
I know I'll get crucified for this but I am seriously on the fence about this game. It has lots of stuff I like: Sci-fi? Check. Housing? Check.

But...it also has stuff that turns me off.

Cartoony WoW graphics? Check. Emphasis on end-game raids and such? Check (from what I've seen.)

The rest is in the sounds cool but might suck category for me, character paths, for example.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 03, 2013, 07:36:14 AM
It's on the wait and see category for the attachment to large scale raids. If they are actively engaging with the community we'll see how that stands up to time, but I'm not really interested in playing another game where after release 80% of the assets go into content for 10% of the players.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on October 03, 2013, 08:57:42 AM
I'm not on the fence. I'm quite sure the core of this game will be the same ole same ole. Something I'm personally tired of in the MMO scene.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on October 03, 2013, 08:59:10 AM
Yeah it looks like they are doing a great job but the game is clearly headed in a direction i will not enjoy. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on October 03, 2013, 02:30:26 PM
It looks like I'd have fun with it at first, and if they go all "most of our resources go to shit Sjofn doesn't do," no harm done, I'll just stop playing. I don't need to be married to a game for years and years and years for it to be worth fucking around with for a while.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mrbloodworth on October 03, 2013, 05:13:22 PM
Absolutely.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on October 03, 2013, 05:14:12 PM
I wish i had that in me but if i know i won't enjoy the endgame i can't see myself wasting the time getting there.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on October 03, 2013, 10:29:57 PM
I'm pretty excited about it, since I quit WoW 3ish years years ago I really haven't played any MMO's (well...MWO) so my scabs are all healed up and I'm ready for further punishment.  Still ready to be disappointed though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 04, 2013, 07:03:19 AM
This game will be Vanilla WOW++. So updated graphics, updated QOL things, different twist on questing and combat (GW2 style). So if vanilla WOW wasn't for you, or you're tired of that style of game, Wildstar isn't for you.

The only major difference is housing.

So far I'm not impressed with the classes. Warrior (yawn) Rogue (yawn) Mage (yawn) MageType2 (yawn). They to unannounced classes are the engineer and medic so I hope they get a little more sci-fi with them because the other four classes look boring and generic.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on October 09, 2013, 02:06:57 PM
Cross-realm interaction right from the start, but only for instanced content (and no cross-realm trade) :

http://www.wildstar-online.com/en/news/wildstar_wednesday_crossing_the_streams.php


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on October 11, 2013, 04:18:04 PM
Hooray for the fucking LFD being in right from launch!  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on October 11, 2013, 04:56:11 PM
How will they build COMMUNITY?!?!?!  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 11, 2013, 05:02:58 PM
Is it just dungeons or raids too?


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 11, 2013, 06:09:11 PM
Is it just dungeons or raids too?

They weren't clear, and only offer "<redacted>" for speculation:

Quote
anytime you enter instanced content, whether through battlegrounds, dungeons, arenas, or <REDACTED>, your entire party will all be able to play together


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 15, 2013, 08:45:40 AM
I was at NYCC and I was talking to a friend of mine from Carbine who is the Sr CM and he told me about some interesting systems that will be announced for this game. I can't wait until they show them off.



Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 15, 2013, 08:55:14 AM
If they are doing raids with finders, that might change my attitude towards the game.

40 mans aren't really feasible now without some sort of grouping mechanic.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 15, 2013, 08:56:24 AM
If they are doing raids with finders, that might change my attitude towards the game.

40 mans aren't really feasible now without some sort of grouping mechanic.

From what I hear, Carbine is very serious about keeping 40 man raids a very difficult and challenging part of the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on October 15, 2013, 09:14:32 AM
If they are doing raids with finders, that might change my attitude towards the game.

40 mans aren't really feasible now without some sort of grouping mechanic.

From what I hear, Carbine is very serious about keeping 40 man raids a very difficult and challenging part of the game.

All fine and dandy, so long as their don't wall off story/lore content with them a la Vanilla WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on October 15, 2013, 12:57:04 PM
If they are doing raids with finders, that might change my attitude towards the game.

40 mans aren't really feasible now without some sort of grouping mechanic.

From what I hear, Carbine is very serious about keeping 40 man raids a very difficult and challenging part of the game.

All fine and dandy, so long as their don't wall off story/lore content with them a la Vanilla WoW.

I agree and disagree with this. 

Vanila wow did gate content behind raids but calling Ragnaros storyline is a bit of a stretch.  There was no real story to any of the original wow raids beyond "here's the bad guys lair, kill him"


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 15, 2013, 01:01:28 PM
If they are doing raids with finders, that might change my attitude towards the game.

40 mans aren't really feasible now without some sort of grouping mechanic.

From what I hear, Carbine is very serious about keeping 40 man raids a very difficult and challenging part of the game.

All fine and dandy, so long as their don't wall off story/lore content with them a la Vanilla WoW.

From what they've said publicly, all the story driven stuff is in solo-mode dungeons or whatever they call them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on October 17, 2013, 03:29:38 AM
In-fiction presentation of what sounds like the tutorial area for the Dominion faction, the "Destiny" Arkship:

http://www.wildstar-online.com/uk/news/wildstar_wednesday_-_dominion_arkship_destiny.php


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 17, 2013, 06:19:49 AM
I'm sensing there's a catch...  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 18, 2013, 06:50:04 AM
I was at NYCC last weekend and was talking with my buddy David Bass (Scooter) and he told me about some new systems they are trying out in the game. Obviously I can't say what those are, but I have to say it got me excited about the game. These guys are constantly iterating the game. Apparently they have some really good tools. We should be getting some really good updates soon as the game gets into the 6 months to launch window.


Title: Re: Carbine Studios' "Wildstar"
Post by: Father mike on October 18, 2013, 07:31:00 AM
Wait, we're still beyond 6 months on this thing?  I thought it was launching in 'early 2014' e.g. mid-March or roughly five months.

I'm pretty positive Guild Wars 2 won't hold my interest that long ...


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 18, 2013, 07:45:57 AM
Summer 2014 was my expectation.

My ideal launch window would actually be 3 months after Wow launches an expansion at this point. Prime pickings.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 18, 2013, 09:52:01 PM
Wait, we're still beyond 6 months on this thing?  I thought it was launching in 'early 2014' e.g. mid-March or roughly five months.

I'm pretty positive Guild Wars 2 won't hold my interest that long ...

It's slated for spring 2014. That's like 6 months from now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on October 19, 2013, 03:46:23 AM
If they are doing raids with finders, that might change my attitude towards the game.

40 mans aren't really feasible now without some sort of grouping mechanic.

From what I hear, Carbine is very serious about keeping 40 man raids a very difficult and challenging part of the game.

All fine and dandy, so long as their don't wall off story/lore content with them a la Vanilla WoW.

I agree and disagree with this. 

Vanila wow did gate content behind raids but calling Ragnaros storyline is a bit of a stretch.  There was no real story to any of the original wow raids beyond "here's the bad guys lair, kill him"
Yeah, Onyxia had absolutely nothing to do with any of the pre-endgame lore. 

 :facepalm:


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on October 19, 2013, 04:41:39 AM

Yeah, Onyxia had absolutely nothing to do with any of the pre-endgame lore. 

 :facepalm:

The Onyxia attunement line is etched into my brain for all time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on October 19, 2013, 09:44:32 AM
Hah! I messed up that quote.

Yes the Onyxia questline was lore but the raid was a single dragon fight. The actual instance didn't add anything to lore and yes everything leading up to did but the actual dungeons in wow vanilla amounted to "lore character in a box, go kill them"


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 19, 2013, 04:53:17 PM
Wait, we're still beyond 6 months on this thing?  I thought it was launching in 'early 2014' e.g. mid-March or roughly five months.

I'm pretty positive Guild Wars 2 won't hold my interest that long ...

It's slated for spring 2014. That's like 6 months from now.
Yea, but which country's Spring?  8-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 08, 2013, 08:27:20 PM
https://www.youtube.com/watch?v=fotT6iVi-cg



Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on November 08, 2013, 09:09:10 PM
Yeah, still really have zero interest in playing this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on November 08, 2013, 10:54:24 PM
Yeah, still really have zero interest in playing this.

Unless they have some real geniuses designing the war plots system I can't think of a good reason to give any fucks about this game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on November 08, 2013, 11:06:43 PM
It's a wow clone and wow's new expansion sounds really mediocre so sure.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 09, 2013, 06:22:18 PM
I want their clever* humor to mean something about the fun of the game, if for no other reason than to see a marketing campaign actually align with a quality experience, instead of whitewashing it.

* in the context of the usually laboriously-overthought/overbudget too-full-of-themselves marketing campaigns desperately trying to pull attention away from derivative or predictably bad experiences, or the slapdash amateur hour these kinds of games usually get


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on November 09, 2013, 08:54:20 PM
Once it gets out of beta I'll look at it's pvp options and determine whether its worth the download. I think I'm kind of broken when I look at a game that spends 90% of its time creating an expansive pve experience and dismiss the game off hand for the 10% I'm actually going to play.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: calapine on November 09, 2013, 09:17:40 PM
It's a wow clone and wow's new expansion sounds really mediocre so sure.

So this is something WoWy, Neverwinter online is decidly meh and F13 forum consesus is pretty unimpressed with ESO as well. (Hope I got that right?)

So if I want to develop a serious poop-sock MMORPG addiction like the one caused by Vanilla WoW in 2004 there is not much hope in 2014?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 10, 2013, 06:05:22 AM
If you're pining for WOW 1.0, Wildstar is the game for you. According to dev interviews and if you read in between the lines Wildstar will be WOW++ 1.0 in terms of how things are set up.


Title: Re: Carbine Studios' "Wildstar"
Post by: calapine on November 10, 2013, 06:31:25 AM
If you're pining for WOW 1.0, Wildstar is the game for you. According to dev interviews and if you read in between the lines Wildstar will be WOW++ 1.0 in terms of how things are set up.

Well, no, burned out on that model. I am a typical stupid customer: I don't know what I want before I see it. Well, I sort of do... UO 2.0, but that's not going to happen. So really anything that brings back the old magic of "I can't wait to get home to log on!" "No more staying in bed, I need to get up an play!!".


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on November 10, 2013, 06:45:04 AM
If you're pining for WOW 1.0, Wildstar is the game for you. According to dev interviews and if you read in between the lines Wildstar will be WOW++ 1.0 in terms of how things are set up.

Well, no, burned out on that model. I am a typical stupid customer: I don't know what I want before I see it. Well, I sort of do... UO 2.0, but that's not going to happen. So really anything that brings back the old magic of "I can't wait to get home to log on!" "No more staying in bed, I need to get up an play!!".
That's pretty hard to get now, it's mostly an age and either wisdom/cynicism type effect.  After you've played MMOs for too long you start to see all the treadmills and rehashed patterns and it ruins the experience.  You can have brief flashes of "I can't wait" when a new MMO is released and you start burning through content alongside other excited people but it won't be long before you remember it's all the same thing and stop playing once the content is consumed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 10, 2013, 07:20:30 AM
Pretty much. Once you can see the matrix, the fun wears off. That's why I probably won't have fun in an MMO for more than a few weeks again until they upgrade the tech so it's not all:

Level 1 > Zone 1 > Quest A..Z > Level 10 > Zone 2 > Dungeon 1 > Quest A..Z > .. > Max_Level > Zone 10 > Quest A..Z > Heroic Dungeon  > Raid

It'll be when the whole world is dynamic and reactionary and none of it is static. GW2 and EQN talked a big game, I'll believe it when I play it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 10, 2013, 07:36:08 AM
I always wonder how many people trained on MMOs really want a dynamic ever changing world though? Like, I think I personally do, but let's face it, the concept is anathema to the model.

How often do we want to figure something new out just to get to that next level/skill/weapon upgrade? How often do we want to piece together clues in order to solve a riddle? Aren't we programmed to find the most efficient path through a sequence of achievements we optimize so well we eventually become thrilled at the prospect of a 10% chance that 25% of the drops from a mob we have a 50% change of defeating will be useful to us? And for those not into that don't we prefer to get our "chance encounter" from other players we then bitch about cheating or playing overpowered FoTM templates on forums?

Over a decade of iterating on EQ concepts has lead to this point, and away from where things could have gone. Every non-EQ-y thing from a true player economy to housing and vibrant crafting has had some excuse associated with its lack of mass acceptance. "Too complicated", "too inconsistent", "too many resources on the wrong things", "too derivative", "I don't like just being a spaceship".

But it all comes down to market forces. What are consumers going to buy. What we've been buying is EQ clones straight on down the line. We* keep buying them, so why should they stop making them?

* The proverbial [large enough to make a market size] "we", not we here, though some of us still do  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on November 11, 2013, 05:24:43 AM
So this is something WoWy, Neverwinter online is decidly meh and F13 forum consesus is pretty unimpressed with ESO as well. (Hope I got that right?)

So if I want to develop a serious poop-sock MMORPG addiction like the one caused by Vanilla WoW in 2004 there is not much hope in 2014?

EverQuest Next.
But yeah, I know how you feel and I think it is safe to say that at least for the next five years nothing will grab us like that again. Maybe someday, in a distant future, something that pushes some boundaries through insane amounts of unpredictable content, and some new technology. I still believe the next life-ending massively multiplayer game will be a sandbox, the biggest ever. One that will literally try to invade our real lives.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 11, 2013, 05:42:30 AM
I always wonder how many people trained on MMOs really want a dynamic ever changing world though? Like, I think I personally do, but let's face it, the concept is anathema to the model.

How often do we want to figure something new out just to get to that next level/skill/weapon upgrade? How often do we want to piece together clues in order to solve a riddle? Aren't we programmed to find the most efficient path through a sequence of achievements we optimize so well we eventually become thrilled at the prospect of a 10% chance that 25% of the drops from a mob we have a 50% change of defeating will be useful to us? And for those not into that don't we prefer to get our "chance encounter" from other players we then bitch about cheating or playing overpowered FoTM templates on forums?

Over a decade of iterating on EQ concepts has lead to this point, and away from where things could have gone. Every non-EQ-y thing from a true player economy to housing and vibrant crafting has had some excuse associated with its lack of mass acceptance. "Too complicated", "too inconsistent", "too many resources on the wrong things", "too derivative", "I don't like just being a spaceship".

But it all comes down to market forces. What are consumers going to buy. What we've been buying is EQ clones straight on down the line. We* keep buying them, so why should they stop making them?

* The proverbial [large enough to make a market size] "we", not we here, though some of us still do  :grin:

If it's a fun game, then no one will care about the different formula. It's as simple as that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 11, 2013, 08:30:24 AM
Better combat options with a more dynamic world would appeal to a large set of MMO players that have played WoW and clones already over and over.

The problem so often with MMOs now is they claim to be new and different, but they change 1-2 things from the WoW formula while the rest is the same. You have to take the risk to change it all, which is something nobody was willing to do for the last 5 years with the economic outlook. Now? We're getting to the point where risk is starting to be a viable action for large returns.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 11, 2013, 11:12:12 AM
For those interested in the beta, a survey email went out about 10 days ago for the winter beta they're doing.  They posted on FB today that the email they used to send out the surveys was not the ordinary email they use, and many spam filters may have blocked it. 

The survey doesn't guarantee a spot, but they'll prioritize those that do fill out the form.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on November 11, 2013, 11:36:15 AM
I'll try this, but the combat design makes me leery and probably ultimately means I won't be pulled away from SWTOR.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on November 11, 2013, 12:26:51 PM
For those interested in the beta, a survey email went out about 10 days ago for the winter beta they're doing.  They posted on FB today that the email they used to send out the surveys was not the ordinary email they use, and many spam filters may have blocked it. 

The survey doesn't guarantee a spot, but they'll prioritize those that do fill out the form.

Definitely blocked on my gmail account. Thanks for the heads up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Dark_MadMax on November 11, 2013, 04:01:21 PM
I, "I don't like just being a spaceship".


You also forgot the part that "being a spaceship" comes with as fun watching paint dry combat. eve could been so much more if it had an iota of actual game in there


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on November 15, 2013, 05:18:40 AM
I'm so happy that the obligate chibi short thing race is sinister, evil, and on the evil side.

Maybe their traditional diet is gnomes, tarutaru and lalafell.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 24, 2013, 01:12:42 PM
Any sort of pseudo-release date scheduled?  I can't seem to find much.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on November 24, 2013, 02:04:36 PM
EQ Landmark goes into closed (paid) beta in March 2014. That is ALL we know. Release (of Landmak, not Next) is to be expected 3 to 6 months after that. Anything else is pure speculation, even if it comes from SOE's sources. So basically the answer is: no pseudo-release date at all.

Wrong thread.  :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on November 24, 2013, 02:08:05 PM
wat

Wrong thread, guy.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 25, 2013, 04:37:15 AM
Any sort of pseudo-release date scheduled?  I can't seem to find much.

Spring/Summer 2014 is the current window.  Have to see how their December beta-fest goes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 25, 2013, 08:05:17 AM
Spring/Summer 2014 is the current window.  Have to see how their December beta-fest goes.

Thanks.  I had assumed Spring 2014, but wondered if that may a bit ambitious.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 25, 2013, 08:24:49 AM
I would love Spring, but something about this project makes me think they'll take a more conservative approach if they run into too much trouble and do a Summer release to ensure a good first impression.  A lot of these Carbine guys are ex Warhammer/WoW/other MMO guys, just like Trion.  They seem to get the whole "you only get one good shot to make or break your game, so fucking get it right the first time" thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on November 25, 2013, 08:53:25 AM
I can't wait for the NDA to drop. :argh:


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on November 25, 2013, 11:16:17 AM
I only see NDA as a negative these days.  It does nothing.  They say it's to protect their leet new innovations but A) no one has leet new innovations and B) even if they did, the competition out there is too incompetent to capitalize on it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 25, 2013, 11:19:26 AM
I only see NDA as a negative these days.  It does nothing.  They say it's to protect their leet new innovations but A) no one has leet new innovations and B) even if they did, the competition out there is too incompetent to capitalize on it.

Well, you forgot the obvious other reason:  It allows them to build hype based on promises and bullet points instead of their actual game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on November 25, 2013, 11:22:01 AM
It has a place during the sausage-making part of game development; random folks getting a look at when everything is half-done and broken will generally mostly generate negative buzz. See: the sky-is-falling contingent around the Hex alpha.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 25, 2013, 12:23:39 PM
If you watch the weekly streams, it really shows off the game as much as you could really want outside playing it yourself.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 25, 2013, 02:28:41 PM
It has a place during the sausage-making part of game development; random folks getting a look at when everything is half-done and broken will generally mostly generate negative buzz. See: the sky-is-falling contingent around the Hex alpha.

Yes, but it doesn't have a place when you're less than six months from release. Nothing will change fundamentally in that time.

If an NDA on the beta is still in place at that point or especially in the quarter prior to the game coming out? It's a disaster.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 25, 2013, 02:50:26 PM
I've long been opposed to any type of public beta for a game outside of server optimizing stress tests. But unfortunately they've been tradition so long, not having one raises too much negative PR.

These things cost as much as movies, and a beta can only tell you that you were either colossally wrong about something fundemantal enough you can't fix, or it can help you tune a marketing message on the backs of your most interested fans burning out on the game before they need to pay for it.

And all along the way the online conversation about your game spinning out of control because "NDA" carries about as much weight to private information as "public beta" does to the design phase of a game. Nothing you learn in a late beta is going to let you actually get back to the drawing board on the fundamentals, no matter how agile you think your process is.

Does that really sound like the kind of thing you want to chance a $40-100mm investment on?

So all in all, unless you are goddamned sure you've made all the right decisions that result in robot jesus ariving in a perfect kismet of culturally relevant zeitgeist and development genius, keep the players away until they're willing to pay something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 25, 2013, 04:25:45 PM
Does that really sound like the kind of thing you want to chance a $40-100mm investment on?

It's not really a chance, though. At the point the game comes to the public beta stage, you're committed and the costs are sunk. Gamers today are still collectively stupid with purchasing decisions, but they are also collectively savvier on this particular genre due to the series of games that didn't fully deliver in the last 5-6 years.

People are less likely to just jump into a game if you keep it in the dark. I think you run more of a risk keeping it quiet than you would showing the process of how you are fixing concerns. You play to the media, and make it better.


Title: Re: Carbine Studios' "Wildstar"
Post by: kildorn on November 25, 2013, 06:24:26 PM
It has a place during the sausage-making part of game development; random folks getting a look at when everything is half-done and broken will generally mostly generate negative buzz. See: the sky-is-falling contingent around the Hex alpha.

Yes, but it doesn't have a place when you're less than six months from release. Nothing will change fundamentally in that time.

If an NDA on the beta is still in place at that point or especially in the quarter prior to the game coming out? It's a disaster.

Well, nothing SHOULD change drastically 6 months out. I've been in quite a few betas that have completely ripped entire systems out and replaced them with completely different shit in shorter timeframes.

That said, the NDA really should drop soon even if the release is thinking summer of next year. Even from a pure marketing perspective, the longer you keep the NDA up as your beta program presumably grows, the more internet buzz around your game turns into silence as more and more people can't share opinions anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 25, 2013, 08:01:07 PM
You could rip out the crafting system, or the skills system, or something like that.

I don't think they can overhaul combat in 6 months. Maybe I'm wrong.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on November 26, 2013, 03:29:41 PM
There's a specific threshold at which an overly prolonged NDA is just making everything worse anyway, and also obviously is fulfilling the same premise as is used by studios who opt out of releasing their movie for critic pre-release screenings.

Basically the most visible people who are leaking out of the seams of your increasingly depressurizing NDA shield are the ones going YEA FOKKIT IT SUCKS


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 26, 2013, 08:21:55 PM
Basically the most visible people who are leaking out of the seams of your increasingly depressurizing NDA shield are the ones going YEA FOKKIT IT SUCKS

I could say _____ MMO sucks without ever participating in the beta and I would be right over 90% of the time. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on November 27, 2013, 12:19:16 AM
It's more entertaining if you have specifics, a self-righteous attitude and scream a lot though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on November 27, 2013, 08:15:55 AM
Quote
I could say _____ MMO sucks without ever participating in the beta and I would be right over 90% of the time.

And the contingent of game supporters and indefatigable fanboys that every shitty MMO that won't work has are disproportionately inclined to not break nda

SO eventually you're just making shit worse for your shitty game with an NDA. They can buy you some time. Not a lot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 27, 2013, 08:33:45 AM
And the contingent of game supporters and indefatigable fanboys that every shitty MMO that won't work has are disproportionately inclined to not break nda

SO eventually you're just making shit worse for your shitty game with an NDA. They can buy you some time. Not a lot.

You're right.  A good game core will market itself.  An NDA just opens the door for speculation and ill will.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 27, 2013, 08:44:18 AM
I don't think the NDA hurts that much when you have good marketing like this game has.  But something like TESO that doesn't have weekly devspeaks highlighting all the positive aspects of your game is left only with the negative feedback all the people who don't give a shit about breaking the NDA give.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 27, 2013, 09:06:37 AM
Does that really sound like the kind of thing you want to chance a $40-100mm investment on?

It's not really a chance, though. At the point the game comes to the public beta stage, you're committed and the costs are sunk. Gamers today are still collectively stupid with purchasing decisions, but they are also collectively savvier on this particular genre due to the series of games that didn't fully deliver in the last 5-6 years.

People are less likely to just jump into a game if you keep it in the dark. I think you run more of a risk keeping it quiet than you would showing the process of how you are fixing concerns. You play to the media, and make it better.
Oh I know. I'm just lamenting that it became this way. Most other genres don't get this level of shit before launch, and only occasionally this level of investment.

I agree with Threash that the NDA may be offset by the clever marketing Wildstar has received. NDAs are kinda dumb without self-imposed policing. But that's as much tradition as the idea of transparent feedback between devs and players, which hasn't been the case since the first generation of MMO dev fled the scene.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 27, 2013, 09:50:49 AM
If devs don't even respond to posts on the beta forums, and i mean actually respond, not create a new topic to blast the group, then i think a beta is a waste of time. If you want to market the game, do it. If you want to fix the game, read and react.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 27, 2013, 10:38:27 AM
If devs don't even respond to posts on the beta forums, and i mean actually respond, not create a new topic to blast the group, then i think a beta is a waste of time. If you want to market the game, do it. If you want to fix the game, read and react.

I think that read and react is becoming increasingly difficult due to white noise.  Especially when the white noise is oblivious to the fact that they are, indeed, white noise.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on December 03, 2013, 03:56:55 PM
Might want to check your emails.   :nda:


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on December 03, 2013, 04:46:40 PM
Might want to check your emails.   :nda:

 :mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 03, 2013, 06:59:24 PM
Might want to check your emails.   :nda:

 :mob:

+1  :mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 03, 2013, 07:00:40 PM
I don't think I signed up for this, but still.  :mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 03, 2013, 07:31:49 PM
I filled out that stupid beta survey and everything!   :mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 04, 2013, 03:51:05 PM
Late to the riot, but

 :mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: Father mike on December 04, 2013, 04:58:35 PM
Add another to the :mob: squad.




Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 05, 2013, 08:04:41 AM
(http://i32.tinypic.com/e9yj9s.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on December 05, 2013, 11:51:52 AM
GET HIM!!!


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on December 05, 2013, 01:38:25 PM
  :yahoo: :yahoo: :raspberry: :raspberry: :woot: :eat:





*realizes that he will be away from his main comp all the weekend, with only a meager Asus netbook to keep him company*





Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 05, 2013, 02:06:34 PM
 :yahoo: :yahoo: :raspberry: :raspberry: :woot: :eat:





*realizes that he will be away from his main comp all the weekend, with only a meager Asus netbook to keep him company*





Get into the holiday spirit and donate to the needy.

(http://i.imgur.com/gOXRPUh.gif)


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 05, 2013, 02:31:48 PM
Looks like they are going Italy first :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 05, 2013, 05:54:08 PM
If you're pining for WOW 1.0, Wildstar is the game for you. According to dev interviews and if you read in between the lines Wildstar will be WOW++ 1.0 in terms of how things are set up.

Well, no, burned out on that model. I am a typical stupid customer: I don't know what I want before I see it. Well, I sort of do... UO 2.0, but that's not going to happen. So really anything that brings back the old magic of "I can't wait to get home to log on!" "No more staying in bed, I need to get up an play!!".

You have to remember that once Burning Crusade hit, things changed drastically for those folk invested in WoW vanilla (like me).  Burnout occurred largely because of that; none of us wanted to re-enter the level treadmill, and none of us wanted our current gear and rep-grinds rendered moot... not to mention, none of us really wanted to re-organize into small(er) raids.

The key for Wildstar will be maintaining vanilla WoW with just enough sandboxey SWG-ish community play.  Any content should be iterated onto the end w/o sacrificing previous content...  unlike what Blizz did.

#dons flame-retardant suit


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on December 06, 2013, 09:28:06 AM
So your answer to beating WoW is content progression with no catchup mechanisms? Hope I don't have to go into the obvious problems with that on F13.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 06, 2013, 09:44:09 AM
I think the fact that EQ expansions did not make all the endgame content of previous expansions obsolete was one of the best things about it, and doing that was a huge mistake for wow.  Content is the most valuable resource in this industry, you can't throw it away.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on December 06, 2013, 09:48:32 AM
Is there really people here that still love this sort of MMO that actually want to be in the beta? If so, I find it hard to believe.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 06, 2013, 10:12:57 AM
This stress test beta weekend is nothing more than a few hours long. Still, there's apparently some up for sale on eBay around the 40 euros mark.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 06, 2013, 10:19:16 AM
I think the fact that EQ expansions did not make all the endgame content of previous expansions obsolete was one of the best things about it, and doing that was a huge mistake for wow.  Content is the most valuable resource in this industry, you can't throw it away.

New content is the most valuable resource. Old content is garbage. I'll point you directly to Cataclysm, which revamped the entire world leveling experience, and didn't increase numbers or even hold ground after 3 months.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 10:43:02 AM
I think the fact that EQ expansions did not make all the endgame content of previous expansions obsolete was one of the best things about it, and doing that was a huge mistake for wow.  Content is the most valuable resource in this industry, you can't throw it away.

New content is the most valuable resource. Old content is garbage. I'll point you directly to Cataclysm, which revamped the entire world leveling experience, and didn't increase numbers or even hold ground after 3 months.

That's a poor analogy because when old content is irrelevant or it's rewards are irrelevant it becomes garbage. Make those rewards more relevant for more than a day or a few hours then you might have something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 06, 2013, 11:11:23 AM
I think the fact that EQ expansions did not make all the endgame content of previous expansions obsolete was one of the best things about it, and doing that was a huge mistake for wow.  Content is the most valuable resource in this industry, you can't throw it away.

New content is the most valuable resource. Old content is garbage. I'll point you directly to Cataclysm, which revamped the entire world leveling experience, and didn't increase numbers or even hold ground after 3 months.

Content is only old to the people who have done it.  My EQ guild was usually 1-2 expansions behind on end game content and we had no problem with that, in fact we still had plenty of competition for it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 06, 2013, 11:17:39 AM
You honestly believe people enjoy running their buddies through the old crap just to get them ready to do the new crap because one guy quit?

While I don't necessarily believe you should immediately skip everything mid-xpac, especially with LFR available now in Wow, the idea you'd have to still be running MC 8 years later is asinine.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 11:36:25 AM
You honestly believe people enjoy running their buddies through the old crap just to get them ready to do the new crap because one guy quit?

While I don't necessarily believe you should immediately skip everything mid-xpac, especially with LFR available now in Wow, the idea you'd have to still be running MC 8 years later is asinine.

Who said 8 years later? I think if you spend enough time on the problem you could find some interesting solution to keep previous expansion heroics/raids gear relevant. But it wouldn't work the way WOW is set up where heroics are just uber grinds that you repeat through every 20 minutes over and over again. Because by the 100th time you've done some troll dungeon you never, ever want to do it again.

It'll take a different game system to do that that isn't WOW or Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 06, 2013, 11:43:37 AM
What system would allow that where it wasn't a punch in the nuts?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 06, 2013, 11:44:43 AM
Where is it writ that you have to run MC 8 yrs. later?   :headscratch:    Also, I knew quite a few large guilds that ran it "for fun" quite regularly even though they were farming Naxx.  Guildie puts the raid on the schedule, if 20+ (I believe they were able to 20-man some of those old raids eventually) sign up, ding... you have a raid.  Farm the mats, teach the newbs, whatever.

Also, quite often we ran for guildmates.  Wtf other reason is there to raid?  For yourself?  Makes no sense.  If everyone in a guild simply ran raids for themselves, you'd effectively never be able to actually raid.  There has to be a certain amount of worldbuilding to make it work.  It's the same deal in sandbox games like SWG or Eve.  You can't have every last person be a "special snowflake" who do nothing but Need phat lootz.  It's give and take.

Shit, the mage's (council) in my guild eliminated DKP because it was gimping our DPS as we were moving through content.  We needed capable bodies, so the gear went to where it made the most difference... not to where there were the most points.  Since it was something we tracked, it became something we could all be proud of even though we might not be wearing the piece... because our effective group DPS grew by orders of magnitude.



Title: Re: Carbine Studios' "Wildstar"
Post by: KallDrexx on December 06, 2013, 11:47:20 AM
GW2 accomplishes that just fine.  You were rewarded for going back into old level zones and completing hearts and world completion, the dungeons started at 35 (I believe) but you still did them even after you got to 80, etc...


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 06, 2013, 11:51:08 AM
edit:
Is there 'invite a friend' with the beta invites? (if so, GIMME ONE)  I cant believe I'm not in this stress test and I've been following this thing since it was a pencil-drawing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 06, 2013, 12:01:29 PM
You honestly believe people enjoy running their buddies through the old crap just to get them ready to do the new crap because one guy quit?

While I don't necessarily believe you should immediately skip everything mid-xpac, especially with LFR available now in Wow, the idea you'd have to still be running MC 8 years later is asinine.

I'm telling you i personally felt the EQ system of not making old content obsolete was way better than the WoW system after having played both extensively.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 06, 2013, 12:23:10 PM
It also led to a system where only a small percentage of players were using the content, while others quit because of the cockblocks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 12:31:42 PM
I understand you're playing WOW again so you have your WOW blinders on but there are other ways to making video games.

I'm not to create a design doc here, but if you create a system that slows down the rate of character power growth then you can easily keep old raid/dungeon content relevant. What if your expansion didn't add additional levels, but just added more content! Levels are stupid anyway.

You can slowly update older content with new drops, additional bosses, new sections of the dungeons while either nerfing or modifying old encounters so they aren't as boring.

Old equipment can become useful to new classes, new specs, new builds or whatever. You can use old gear in a different kind of crafting system maybe?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 06, 2013, 12:37:03 PM
I also don't think regressing back to the dark ages of MMOs is somehow going to spawn a new, enlightened customer base. WoW worked because the proved the way EQ did it was not grabbing enough people. It was billed and packaged that way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 06, 2013, 01:41:50 PM
Exactly. This idea that years-old endgame dungeons can be relevant years into the life of an MMO is as old school as the idea of leveling pace tapering off the closer one gets to the endgame. No way players will stand for that.

But aside from theorycrafting long dormant game systems redux, there's a deeper issue:

MMORPGs are tapering off. The players leaving WoW aren't going to other MMOs. There's a whole lot of lack of accurate numbers we could argue about, but my measure is simpler than that: the number of high profile MMOs not being made.

The mid-2000s are over, and they're not coming back. There's a confluence of factors, from the rise of mobile to the decline of PC gaming, the number of high profile underperforming high investment highly publicized MMOs, and the lack of any susbstantially successful console MMO in an age when even consoles as a business are in question.

Having said all that, we could very well regress to the dark ages of MMOs if for no other reason than the only players left are the ones who actually want that kind of game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 06, 2013, 01:50:56 PM
About rergression, FF14 is an insane step back and somehow it seems like it's doing good. Which is interesting.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 06, 2013, 02:25:29 PM
About rergression, FF14 is an insane step back and somehow it seems like it's doing good. Which is interesting.

Recent financials suggest that FF14 has about 600-700k in subs. It's certainly profitable, but it's a step back in terms of the total market too. Especially given that it's one of the most successful gaming franchises of all time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Wizgar on December 06, 2013, 02:32:21 PM
But aside from theorycrafting long dormant game systems redux, there's a deeper issue:

MMORPGs are tapering off. The players leaving WoW aren't going to other MMOs. There's a whole lot of lack of accurate numbers we could argue about, but my measure is simpler than that: the number of high profile MMOs not being made.

The mid-2000s are over, and they're not coming back. There's a confluence of factors, from the rise of mobile to the decline of PC gaming, the number of high profile underperforming high investment highly publicized MMOs, and the lack of any susbstantially successful console MMO in an age when even consoles as a business are in question.

I agree completely, but I'm still looking forward to watching someone get really defensive as they try to redefine "success" for an MMO to mean "firing everyone and limping on in disgrace as an F2P shitpile" or whatever. Maybe they can tell you how many box sales SWTOR had while they're at it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on December 06, 2013, 02:49:01 PM
the idea you'd have to still be running MC 8 years later is asinine.

I'm with the monkey for once.

It's funny to me that in the threads for the 2 upcoming MMOs, we have one conversation where people complain that MMOs never try new things and one where people wish that MMOs would stick to even older worse things.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 06, 2013, 03:40:39 PM
I agree completely, but I'm still looking forward to watching someone get really defensive as they try to redefine "success" for an MMO to mean "firing everyone and limping on in disgrace as an F2P shitpile" or whatever. Maybe they can tell you how many box sales SWTOR had while they're at it.

Heh, that's the gray area of "scaling to the expectations met versus those imagined".

Or the difference betwen "live" and "alive" :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 03:47:56 PM
I also don't think regressing back to the dark ages of MMOs is somehow going to spawn a new, enlightened customer base. WoW worked because the proved the way EQ did it was not grabbing enough people. It was billed and packaged that way.

Let me know when you take your WOW fanboy glasses off then maybe we can actually have a discussion. Because it's obvious you think WOW is the pinnacle of MMO design and nothing can improve the cycle of LEVEL > DUNGEON > RAID > LEVEL > DUNGEON > RAID cycle of each expansion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 03:51:28 PM
Exactly. This idea that years-old endgame dungeons can be relevant years into the life of an MMO is as old school as the idea of leveling pace tapering off the closer one gets to the endgame. No way players will stand for that.

But aside from theorycrafting long dormant game systems redux, there's a deeper issue:

MMORPGs are tapering off. The players leaving WoW aren't going to other MMOs. There's a whole lot of lack of accurate numbers we could argue about, but my measure is simpler than that: the number of high profile MMOs not being made.

The mid-2000s are over, and they're not coming back. There's a confluence of factors, from the rise of mobile to the decline of PC gaming, the number of high profile underperforming high investment highly publicized MMOs, and the lack of any susbstantially successful console MMO in an age when even consoles as a business are in question.

Having said all that, we could very well regress to the dark ages of MMOs if for no other reason than the only players left are the ones who actually want that kind of game.

I think that more and more people realize that MMORPGs like WOW aren't really very good games in the scope of every game ever made. WOW was the best MMORPG but it's far from the best game ever. The thing that draws people back to MMOs over and over is living in a world/universe. Until developers get off static worlds and scripted dungeons we're going to have crap.

That's why people turned into GW2 fanboys because they lied about their event system. It turned out to be meh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on December 06, 2013, 04:22:21 PM
Ok, so what's the best game ever?  Is how long someone played that game, and enjoyed it, a metric in determining, "best game ever"?  I'm not championing WoW as best game ever, but I think you're just throwing phrases around.  Can the phrase, "best game ever" stand up to a serious minute of scrutiny?  So if you don't mean, "best game ever", what do you mean?

The reason I'm asking is because, as far as MMORPGs go, and by any metric that matters, WoW is the clear winner.  Mabye you are actually saying something like, "I didn't care for it and it pisses me off that it's so popular", or, "I don't like MMORGPs (anymore)".

Again, I'm not championing WoW.  I quit it early and often.  I'm not a fan of the game, especially the end game.  I do acknowledge that it's clearly the best MMORPG that has been made.  So I'm wondering what exactly you are trying to say.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 06, 2013, 04:53:41 PM
I think you're both right.

I'm not going to get into an esoteric "what is a good game" debate, but it's personal, it changes all the time, and it changes over time.

WoW is a great MMO. And it's a good game, when compared to select other games. But is the combat as fun as other games all about combat? Is the story? The quests? The travel?

I think it, like all MMOs, are a hodgepodge of good-enough features with the unique qualities of a shared persistent space to make up the gaps against singular/focused genre-specific games like CoD, BF, Assassins Creed, Madden, etc. But whereas those games are annualized, allowing for iteration in tech and game play, MMOs aren't really allowed to be (especially after the few that have tried). So whatever they are at launch, they're largely that forever, just becoming more of it.

So if MMOs are just good-enough game systems with online stuff to differentiate, and if WoW is the best of the good enough, then it's not surprising people who leave WoW aren't staying in MMOs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 06, 2013, 05:40:07 PM
I also don't think regressing back to the dark ages of MMOs is somehow going to spawn a new, enlightened customer base. WoW worked because the proved the way EQ did it was not grabbing enough people. It was billed and packaged that way.

Let me know when you take your WOW fanboy glasses off then maybe we can actually have a discussion. Because it's obvious you think WOW is the pinnacle of MMO design and nothing can improve the cycle of LEVEL > DUNGEON > RAID > LEVEL > DUNGEON > RAID cycle of each expansion.

Most every RPG since 1974, both tabletop and digital, follows that same exact progression, and for a reason.  It's the Hero's Journey, Kurosawa, and all that shit.  There is rarely a better model, nor improvements on the cycle.... only reskins and slight variations.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 06:18:30 PM
Ok, so what's the best game ever?  Is how long someone played that game, and enjoyed it, a metric in determining, "best game ever"?  I'm not championing WoW as best game ever, but I think you're just throwing phrases around.  Can the phrase, "best game ever" stand up to a serious minute of scrutiny?  So if you don't mean, "best game ever", what do you mean?

The reason I'm asking is because, as far as MMORPGs go, and by any metric that matters, WoW is the clear winner.  Mabye you are actually saying something like, "I didn't care for it and it pisses me off that it's so popular", or, "I don't like MMORGPs (anymore)".

Again, I'm not championing WoW.  I quit it early and often.  I'm not a fan of the game, especially the end game.  I do acknowledge that it's clearly the best MMORPG that has been made.  So I'm wondering what exactly you are trying to say.


Let me clarify because I was just finishing feeding a hungry infant.

WOW created one of the best social gaming experiences to date. The underlining game mechanics were terrible. Look at it from a mechanics point of view. Can anyone defend hotbar combat with tab targets, playing the UI and waiting for cooldowns actually compelling gameplay that is satisfying? Or was all that hidden under a rewarding social/communal experience?



Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 06:22:23 PM
I also don't think regressing back to the dark ages of MMOs is somehow going to spawn a new, enlightened customer base. WoW worked because the proved the way EQ did it was not grabbing enough people. It was billed and packaged that way.

Let me know when you take your WOW fanboy glasses off then maybe we can actually have a discussion. Because it's obvious you think WOW is the pinnacle of MMO design and nothing can improve the cycle of LEVEL > DUNGEON > RAID > LEVEL > DUNGEON > RAID cycle of each expansion.

Most every RPG since 1974, both tabletop and digital, follows that same exact progression, and for a reason.  It's the Hero's Journey, Kurosawa, and all that shit.  There is rarely a better model, nor improvements on the cycle.... only reskins and slight variations.

What a boring response. I agree that the cornerstone of RPGs are character development and a personal story. However the underlining mechanic of leveling and creating leveling content in a game that attempts to keep you over a long period of time and asking for money is a terrible waste of time and an awful mechanic.

The process of leveling and all that hero journey shit is fantastic for single player or small scale co-op games. Not for MMOs.

I'm getting way off topic now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on December 06, 2013, 06:34:29 PM
Exactly. This idea that years-old endgame dungeons can be relevant years into the life of an MMO is as old school as the idea of leveling pace tapering off the closer one gets to the endgame. No way players will stand for that.

But aside from theorycrafting long dormant game systems redux, there's a deeper issue:

MMORPGs are tapering off. The players leaving WoW aren't going to other MMOs. There's a whole lot of lack of accurate numbers we could argue about, but my measure is simpler than that: the number of high profile MMOs not being made.

The mid-2000s are over, and they're not coming back. There's a confluence of factors, from the rise of mobile to the decline of PC gaming, the number of high profile underperforming high investment highly publicized MMOs, and the lack of any susbstantially successful console MMO in an age when even consoles as a business are in question.

Having said all that, we could very well regress to the dark ages of MMOs if for no other reason than the only players left are the ones who actually want that kind of game.

I think that more and more people realize that MMORPGs like WOW aren't really very good games in the scope of every game ever made. WOW was the best MMORPG but it's far from the best game ever. The thing that draws people back to MMOs over and over is living in a world/universe. Until developers get off static worlds and scripted dungeons we're going to have crap.

That's why people turned into GW2 fanboys because they lied about their event system. It turned out to be meh.

So... the prerequisite for a discussion is changing our minds about what we like? Very reasonable.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 06, 2013, 08:21:50 PM
Well not you in particular, you're too obsessed with the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 06, 2013, 08:46:52 PM
WoW is by no means the pinncale of design. It's the pinnacle of what sold. And it's the pinnacle of what sold because the people had no desire to put up with the kind of content design you're talking about in EQ.

The pinnacle of design in my mind is Mount and Blade style combat in a persistent world with a functioning economy and guild upgrades to buildings. I'd also add in a commander slot for tactical orders, and the ability to settle/build/develop new lands.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 07, 2013, 07:00:39 AM
Even before f2p business models required all game designers to think "but how will this drive IAP too?", thus screwing over the idea of balance for the sake of balance, MMO developers have had to worry about design vs development vs size of potential market vs return on investment.

Blizzard's success came specifically from optimizing conventions people were familiar with plus their other advantages (brand equity, playerbase, budget, etc). But all those resources come at a cost of their own.

Money people make decisions based on precedent. To get budget, you need to predict ROI. To get that you need a baseline. That baseline is going to come from near examples. This is why a game can be deemed a failure when it doesn't hit it's million players. Not only was it budgeted based on that assumption, but the marketing and PR behind the game positioned it that way. It's not an empirical failure if it's still live and new content is being added. But it can be a perceived failure when the team is downsized, servers merged, subs are dropped in favor of f2p, and all the new content is bug fixes.

WoW was not based on taking a popular game mechanic of the day like FPS or RPG and turning it into an MMO. It was based on taking what was known about MMOs and making them better.

There have been actually experimental MMOs. But aside from Eve, which itself took a long time to become big (and generated a nice shot in the arm due to the mistakes of an entirely separate MMO), the other ones like PS and TR and whatnot all revealed that people who want an actual different MMO represent a small percentage of the overall playerbase. And because they're small, they're not going to get the WoW-level of budget.

And all this is made worse by those games with WoW-levels of budget being deemed failures* (see above).

Which brings it all back to Ingmar's question:

So... the prerequisite for a discussion is changing our minds about what we like? Very reasonable.  :oh_i_see:
Yes. Because until we stop proving our preference for mediocre game mechanics in high production value chat rooms and instead actually flock in droves and spend all our money in something like Mount & Blade, we're going to continue to get high production value chat rooms.

tl;dr: you're already voting with your dollars :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 07, 2013, 08:58:42 PM
If they wanted to sucker me in on a Kickstarter, the Mount and Blade people would announce an MMO. It's like the only thing I can think of where I might lose all reason and donate, even given my objections to the method.


Title: Re: Carbine Studios' "Wildstar"
Post by: satael on December 07, 2013, 09:22:18 PM
If they wanted to sucker me in on a Kickstarter, the Mount and Blade people would announce an MMO. It's like the only thing I can think of where I might lose all reason and donate, even given my objections to the method.

I would avoid that and suggest that everyone else did too since they have Mount & Blade II: Bannerlord to finish first!  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: calapine on December 08, 2013, 11:50:50 PM
If they wanted to sucker me in on a Kickstarter, the Mount and Blade people would announce an MMO. It's like the only thing I can think of where I might lose all reason and donate, even given my objections to the method.

I would avoid that and suggest that everyone else did too since they have Mount & Blade II: Bannerlord to finish first!  :awesome_for_real:

I loooove Mount & Blade to bits. Which makes me worry that Bannerlord will be the Duke Nukem Forever of mount- and blading. Please don't fail.  :heartbreak:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on December 09, 2013, 02:02:30 AM
Ok, I finally finished downloading the client, ready to go!!!  :drill: :drill:



Oh wait, right, the stress test weekend is already over  :oh_i_see:

By the way, what's up with MMORPG companies still using the ridiculous NDA excuse to cover a possible shitty product, and making two-days stress tests? Really, still using these policies with leaks, word of mouth and the Net in general? Bah.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on December 09, 2013, 02:04:54 AM
To be fair... these are actual stress tests and not just weekend previews. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on December 09, 2013, 02:10:53 AM
To be fair... these are actual stress tests and not just weekend previews. 

Sure, sure, but my complaints remain the same: companies still believes these two-days stress tests represent valid data?


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 09, 2013, 02:55:21 AM
Problem isn't that the stress test was too short. Problem is that the stress test was literally just that: a stress test, an attempt at breaking the servers that was utterly succesful. It worked so well (the stress) that no one could do anything more than play with the login screen, fail to connect, get kicked out every 3 minutes, rinse, repeat, for two days so don't be envious if you haven't be picked. I hope at least it helped them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 09, 2013, 08:32:08 AM
Sounds like ESO's stress test.   :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on December 09, 2013, 09:05:57 AM
As far as I can tell they regularly schedule stress tests, like, in between beta phases and once or twice during beta phases.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on December 09, 2013, 09:23:20 AM
I been involved in a few MMOs at release and they all have followed the same pattern... first week or two the servers get slammed and create all sorts of warped fun - from login fiascos to rubberbanding players and warping mobs. All of these generally are alleviated in a few weeks later when the first locust players push through level cap and finally get some sleep and a regular play schedule. I am not sure what a specific stress tests really do anymore. I think there are enough data points in the MMO genre to give a pretty good indication of what is needed when. Then again, I am of the ilk that thinks closed betas are antiquated and need to be put out to pasture. They are nothing more than a viral marketing tool that has lost its sparkle years ago.

IMHO, GW2 did it best with the overflow servers they had. Not sure other MMOs can do that considering GW2's special snowflake status... but it worked really well.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 10, 2013, 01:27:09 PM
Check the emails, people.  Winter Beta invites going out, and apparently not only did I get one, but they gave me two keys to give away.  PM if you want one, first two into me by timestamp gets them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on December 10, 2013, 01:33:34 PM
Careful passing out those keys, they ban you too if a friend key violates user policy or nda.

I only offered keys to forum people I felt fairly sure were safe.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on December 10, 2013, 03:34:37 PM
They don't want me playing.  Still no invite and they have yet to give a friend code to my roommate. :|


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 10, 2013, 03:35:34 PM
Careful passing out those keys, they ban you too if a friend key violates user policy or nda.

I only offered keys to forum people I felt fairly sure were safe.

Noted, and I agree.  

And mea culpa to those that PM'd and didn't get an immediate response.  Posted my post at work right before I left for the day.

That said, here's my PM results (all times in EST, my local time):

Zetor: 16:30:00
Paelos: 16:40:39
Threash: 17:42:49

I'm PMing Zetor and Paelos now.  If the two of you already got keys within the last hour via other people or email, let me know so's I can send it to Threash.  Thanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on December 10, 2013, 03:35:41 PM
Invited! No doubt thanks to my amazing feedback during the last stress test :why_so_serious:



Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 10, 2013, 04:11:45 PM
ohhhh, of all the things to miss.

its super cool you guys get to beta :)


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 10, 2013, 04:23:08 PM
BAH.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on December 10, 2013, 04:48:28 PM
BAH.

 :tantrum:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on December 10, 2013, 05:30:12 PM
Damn. I didn't hear about Wildstar until 6 months ago or so, so I'm unlikely to make it to closed beta.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 10, 2013, 05:42:03 PM
Have you guys who've gotten in been signed up since 2011?  'Cause I have, and have yet to get an invite.  That's just not right.  Cant Draegan shwag us some keys or sumthin?  What good is he?   :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 10, 2013, 05:55:59 PM
Have you guys who've gotten in been signed up since 2011?  'Cause I have, and have yet to get an invite.  That's just not right.  Cant Draegan shwag us some keys or sumthin?  What good is he?   :oh_i_see:

I've been signed up since then, yes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 10, 2013, 09:01:41 PM
I'm not saying I would perform sexual favors for a beta key, I respect NDA's.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 10, 2013, 11:56:55 PM
Meanwhile, jusry is out if this will be universally known as World of Wildcraft or World of Clonecraft.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on December 11, 2013, 01:23:04 AM
(I will edit this message accordingly)

Sent a PM about my two spare beta keys to:

Ghambit (at 10:15:55 CET). Status: answered; beta key sent (at 16:57:23 CET)
Sjofn (at 10:18:08 CET). Status: answered; beta key sent (at 11:46:03 CET).


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 11, 2013, 02:26:03 AM
!

I need the PM thing to be bigger, obviously. Maybe a sound to go off.

"HEY STUPID YOU GOT A PM"


Title: Re: Carbine Studios' "Wildstar"
Post by: Teleku on December 11, 2013, 02:37:36 AM
I'm mildy interested in this, so I'd like to get on the beta key list.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on December 11, 2013, 04:51:19 AM
Hey Paelos, let me know if this game looks like a shitshow.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on December 11, 2013, 07:20:01 AM
Hey Paelos, let me know if this game looks like a shitshow.

Same. I am not fiending for an invite/key for this game for some reason. I think all the past betas have done their damage in taking the shine off MMOs as well as the factor of trying to chase that high you got from the first one. Then again, maybe it is just age catching up to me... very very quickly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 11, 2013, 08:29:05 AM
Will do. I think it runs through this weekend, so I'll play and see what happens before I form any opinions.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 11, 2013, 08:45:51 AM
There's a lot of devspeak twitch video to watch for this game already; if you want a good feel for what it's gonna be like. 


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on December 11, 2013, 12:52:20 PM
They have a bunch of much longer streams on youtube (originally on twitch) also, running like 45 minutes long each. It's all pretty standard wowclone stuff, but Wildstar has neat little mechanical innovations and looks pretty polished.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 11, 2013, 01:58:06 PM
The robot faces on the engineer devspeak sold me on the class.  And the game i guess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 11, 2013, 02:29:24 PM
urghhhhhhh

I'm all but totally done playing anything else, so I'm watching and hoping for a beta invite on this one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on December 11, 2013, 02:54:05 PM
urghhhhhhh

I'm all but totally done playing anything else, so I'm watching and hoping for a beta invite on this one.

I'm with you.  Dabbling with WoT and LoL, but not much else grabbing my interest.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 11, 2013, 07:08:04 PM
This is the hardest game for me to honor the NDA that I've ever tested.   :sad:


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 11, 2013, 11:03:25 PM
I'm not particular interested in this game until someone who actually played it says something about it  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on December 12, 2013, 01:35:06 AM
This is the hardest game for me to honor the NDA that I've ever tested.   :sad:

Please resist ;)


Title: Re: Carbine Studios' "Wildstar"
Post by: Tyrnan on December 12, 2013, 10:40:29 AM
Anyone know if they're sending out invites to EU folks or if it's just US-based for now?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on December 12, 2013, 11:03:55 AM
Pretty sure Lucas is a dirty foreigner so you should be allowed to be invited as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on December 12, 2013, 11:13:12 AM
What Ingmar said  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 12, 2013, 11:42:19 AM
a magic dancing frog from f13 has delivered upon me the opportunity to be unable to say anything about this game!

this is one of the better reasons to be happy about my day, ever.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tyrnan on December 12, 2013, 12:29:27 PM
Pretty sure Lucas is a dirty foreigner so you should be allowed to be invited as well.
Oh well, back to checking the junk filter. The only thing it contained was an invite back to Allods, talk about salt in the wound  :heartbreak:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 12, 2013, 01:26:35 PM
I'm not particular interested in this game until someone who actually played it says something about it  :awesome_for_real:

The fact that no ones said anything should tell you something.  I think.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 12, 2013, 02:15:36 PM
It says that even those who are severely underwhelmed are respecting the NDA.


Title: Re: Carbine Studios' "Wildstar"
Post by: Modern Angel on December 13, 2013, 07:33:19 AM
Because nobody cares?

I'll only say this: I literally forgot that I was in the beta. I logged off one day and forgot. Glanced at my desktop shortcut three months later, thought, "Oh yeah, that thing", and did something else.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on December 13, 2013, 07:50:18 AM
I think it more means they don't feel it's a clownshoes operation (see TESO) and so they don't feel the need to mock / defend it at every turn.


Title: Re: Carbine Studios' "Wildstar"
Post by: Modern Angel on December 13, 2013, 07:58:32 AM
Oh, word. Yeah, it's definitely not clownshoes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 13, 2013, 10:22:31 AM
I think it more means they don't feel it's a clownshoes operation (see TESO) and so they don't feel the need to mock / defend it at every turn.

I may or may not have been leading to this hypothesis with my prior statement. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 13, 2013, 11:03:40 AM
Hey Paelos, let me know if this game looks like a shitshow.

No. If anything I'd say it's "Polished Meh"


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 13, 2013, 11:45:27 AM
Hey Paelos, let me know if this game looks like a shitshow.

No. If anything I'd say it's "Polished Meh"

Like most betas I've done, I always have that fear of going "too far", because I know all my progress is gonna get wiped in the end, but I still want to play.  I think that feeling it shared here.


Title: Re: Carbine Studios' "Wildstar"
Post by: Modern Angel on December 13, 2013, 12:17:57 PM
Yeah, I thought it was that feeling, too, since I approach almost all betas that way now.

It wasn't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 13, 2013, 02:09:03 PM
Hey Paelos, let me know if this game looks like a shitshow.

No. If anything I'd say it's "Polished Meh"

That feels liek LoTRO beta to me. It was competent enough to not make people angry, but not nearly fun enough for people to gush. In essence, just not a game to cause any kind of excitement once you played it.

Still don't have any beta invite for Wildstar. Not really missing it though. And I'm not employing reverse psychology in the hopes of getting one  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 13, 2013, 03:04:49 PM
My skirting the NDA contribution is that I'm not entirely sure they really need that NDA, exactly. I dunno, maybe it's just me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on December 13, 2013, 07:46:17 PM
My skirting the NDA contribution is that I'm not entirely sure they really need that NDA, exactly. I dunno, maybe it's just me.

Is that a positive or a negative statement?  This is pretty much the only new MMO I'm looking forward to playing.  Sadly, no beta invite yet to be able to tell for myself.  I'm reading the lack of vitriol coming from beta testers for this as a positive sign compared to what I've read about ESO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 13, 2013, 07:53:10 PM
It's ... it's a statement. Sorry if that's super-tease-y, but it's mostly meant as a neutral statement.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on December 13, 2013, 07:56:57 PM
It's ... it's a statement. Sorry if that's super-tease-y, but it's mostly meant as a neutral statement.  :why_so_serious:

I know.  I was hoping for some more info but its difficult because of  :nda:.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on December 13, 2013, 09:41:33 PM
Overall I think it's a good sign.  I'm always wary of a game with excessive hype, and if everyone is openly mocking an NDA'd game then it's worrying.

RIFT is kind of what I think of in this regard:  I  had a positive opinion of the game because I respected the work being done even though I knew the game wasn't going to be something I played.  These days that's almost the  most important thing to me after all the poor excuses we've seen released.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 13, 2013, 09:48:11 PM
We live in the internet age? Why go into anything cold when there's a million ways to get spoon fed, forked fed, chopstick fed information. Especially if we're dealing with jaded PC gamers who are quick to uninstall things that hit the "nope" moment early. The more discussion the more likely we are to play.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 14, 2013, 08:29:47 AM
Seriously, this site doesn't do NDA breaking but anyone who wants info on any game can find it in a million places if they want it bad enough.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 14, 2013, 01:52:05 PM
For example, I don't understand: is this guy breaking the NDA? (http://www.twitch.tv/towelliee) Cause Twitch is sponsoring this stream, so I guess it's OK... or is it?


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on December 14, 2013, 02:40:11 PM
Some people got the ok to stream and release info on Wildstar.  I think it's only level 1-15 though.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 14, 2013, 03:05:56 PM
Seriously, this site doesn't do NDA breaking but anyone who wants info on any game can find it in a million places if they want it bad enough.

Only arguing that the NDA is really dumb considering where the internet is with expectations.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 14, 2013, 03:44:43 PM
Seriously, this site doesn't do NDA breaking but anyone who wants info on any game can find it in a million places if they want it bad enough.

Only arguing that the NDA is really dumb considering where the internet is with expectations.
I think the NDAs are dumb because of the internet itself. I'm sure marketing people think having one prevents rampant conversation from ruining expectations of potential buyers. But that really only works for annualized sequels and other such games that people buy for enjoyment but which don't include the emotional  attachments that MMOs do.

tl;dr: NDAs don't do anything for MMOs


Title: Re: Carbine Studios' "Wildstar"
Post by: koro on December 15, 2013, 08:52:59 AM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 15, 2013, 09:35:16 AM
I think the game is polished enough to not need the NDA either. The fact they have one in my mind is mostly because the game is similar to other things you've played so they don't want comparisons. That's my guess. I wasn't planning on playing it and my opinion hasn't changed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 15, 2013, 10:19:34 AM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

That's flipping retarded.


Title: Re: Carbine Studios' "Wildstar"
Post by: Wizgar on December 15, 2013, 10:29:17 AM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

Holy shit, the races in this game are awful looking.

But yeah, someone writes one of these stupid articles about how game designers should waste their time rendering dumpy female models no one would pick every time one of these games comes out.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 15, 2013, 10:52:29 AM
I think the game is polished enough to not need the NDA either. The fact they have one in my mind is mostly because the game is similar to other things you've played so they don't want comparisons. That's my guess. I wasn't planning on playing it and my opinion hasn't changed.

It has the polish, sure.  They're still trying to shine that polish in though.

Out of boredom, I binged on catching up on the last six weeks of class content drops they've been doing on the website.  The Engineer looks fun, and the Medic might actually pull off the DPS/healing hybrid thing that Bliz tried to do with the Monk (and ended up caving in, turning the heal-spec into yet another variation of a heal-bot).

http://www.wildstar-online.com/en/the-game/classes/


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 15, 2013, 11:14:52 AM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

That's flipping retarded.

No it isn't. (http://www.annamegill.com/blog/2013/12/10/a-brief-guide-to-video-game-character-sexualization)


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 15, 2013, 11:27:12 AM
I think they meant that it's retarded because there's well known reasons why it still occurs in the core video game industry.

And let's not assume this is just about video games. (http://www.adweek.com/adfreak/amazing-pantene-ad-defiantly-tackles-how-women-workplace-are-labeled-154385)

The problem will perpetuate until the demographics of the development, publishing, and retail communities shifts a tad closer to gender balance, thus potentially expanding the market beyond the same core 18-34 male they've been selling to.

Until then we'll just have the same self-fulfilling prophecy that justifies these creative decisions based on the data being collected.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on December 15, 2013, 12:01:31 PM
Is it that video games are marketed towards men because women don't play video games, which is the excuse always given for the hypersexualization of women in games, or could it be that less women play video games because they are marketed towards men (http://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed)?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 15, 2013, 12:01:50 PM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

That's flipping retarded.

No it isn't. (http://www.annamegill.com/blog/2013/12/10/a-brief-guide-to-video-game-character-sexualization)

Yes it is.  The number of people who want to play ugly females is extremely small, wasting time making characters for them that could be used on something else is dumb.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 15, 2013, 12:03:37 PM
Is it that video games are marketed towards men because women don't play video games, which is the excuse always given for the hypersexualization of women in games, or could it be that less women play video games because they are marketed towards men (http://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed)?

Most women don't want to play female dwarves or tauren either.  Given the choice between the current hot versions of those weird ass wildstar races and ugly counterparts most women would chose the hot ones.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on December 15, 2013, 12:10:59 PM
Your mistake is thinking that the only choices available for developers are 'hot' or 'ugly'.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 15, 2013, 12:13:03 PM
There's an easy fix here.  They just need to make female Chua.  No way in hell they could pull it off, unless they just broke the 4th wall, invoked the 34th rule, and, well, actually pull it off.   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 15, 2013, 12:36:30 PM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

That's flipping retarded.

No it isn't. (http://www.annamegill.com/blog/2013/12/10/a-brief-guide-to-video-game-character-sexualization)

Yes it is.  The number of people who want to play ugly females is extremely small, wasting time making characters for them that could be used on something else is dumb.

What Nevermore said. Clearly, you are not a valid interlocutor on this topic as you are biased and narrowminded. Between ignorant and idiot, your pick.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 15, 2013, 02:05:55 PM
Wildstar clearly and blatantly engages in dimorphic and oversexualized female form objectification in its race models, beyond a stylized comic degree. We've all seen on their public press. And it's a problem for gaming in general, if one cares to look into it.

That said, that article is nuts. It's obsessively making the exact wrong argument — a sputtering, overly technical indignation that the sexual dimorphism of Wildstar's cartoon fantasy races is not grounded in realism and is not scientifically sound, and goes off about the potential combination of boobs on pseudo-reptilian bipeds with viviparity or on the Rock Bro race.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on December 15, 2013, 02:13:25 PM
Are you saying boobs on reptiles, robots and especially on rock people isn't incredibly stupid?


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on December 15, 2013, 02:28:06 PM
I'm saying you guys are incredibly stupid. This is a boring pathetic thing to complain about. Why aren't you wasting resources making models, textures and animations that satisfy how I think things should be!!! Waaaaaa.

Cry me a fucking river.

I know you think you have a moral imperative to cry that you aren't seeing what you want. But this conversation has no more value than people who cry about anime andro males or overly tiny cutesy races or there being no fat race or there being a fat race or no left handedness or not enough black people or WHATEVER. If you don't like it? Don't fucking play. But its not that you can't handle it, its that you enjoy feeling righteously outraged. Bravo. The internet totally needs more of this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 15, 2013, 02:33:39 PM
Are you saying boobs on reptiles, robots and especially on rock people isn't incredibly stupid?

Biologically wise, sure.  Not stupid in the sense that it is clearly what the market, both male and female wants.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 15, 2013, 02:38:05 PM

What Nevermore said. Clearly, you are not a valid interlocutor on this topic as you are biased and narrowminded. Between ignorant and idiot, your pick.

Is this the thread where we'll have a serious discussion about this? And are we qualified to, or are we reflective of the demographic of the industry itself?

Is it that video games are marketed towards men because women don't play video games, which is the excuse always given for the hypersexualization of women in games, or could it be that less women play video games because they are marketed towards men (http://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed)?
That's why I call it a self-fulfilling prophesy. By and large it's guys deciding what core video games to create, guys designing and developing them, guys at publishers and guys at retail (note I specifically am talking about core video games).

Did this evolve this way because it was mostly guys playing competitive arcade games on the Jersey shore and then guys buying the early generation Atari 2600, Intellivisions and Colecovisions such that it was guys growing up on competitive games and then wanting to work in the industry? Does this perpetuate because that much testosterone in any room is going to result in alienating people who don't fit into that culture's idealized vision of itself as depicted in the 80s action heroes they all create and market? Shit, this culture even fucks up strong female leads like that schmuck peddling his stupid PR message about the recent Tomb Raider.

This isn't about over sexualized girl avatars with skimpy armor. That's just a tiny symptom of an entire industry. I will say in the last year or two it seems like people are finally starting to openly talk about it. But there still seems to be too much money flowing through to change how things are thought.

But I'm also optimistic about some of the other publishing and platform games that have been coming too. They don't seem to have the same retrograde roots.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 15, 2013, 02:54:40 PM
Are you saying boobs on reptiles, robots and especially on rock people isn't incredibly stupid?

Not any more so than that the rock people have testicles, or noses, or vocal cords that work in the same range as humans, or the same general bipedal shape and stature despite a completely different density at similar gravitational levels. The argument that he goes on about is stupid because it wasn't the designers' intent to make scientifically realistic or plausible races; they're purposefully stylized cartoon sci-fi fantasy aliens, to which the argument of the plausibility of rock lactation or pseudoreptilian viviparity and mammalian secondary sex characteristics is pretty much irrelevant. Even the males and the females of the humans on both sides are completely stylistically dimorphic, so.

The issue isn't realism and it serves as a distraction to the point, which is that the stylization that wildstar went for involves cartoonishly hypersexualized female models, and this has a bunch of problematic things going on with it and these days games should not be offering that as a mandatory or default form. It's coming on 2014 and Wildstar felt compelled to go in full-bore on the exaggeration of sex characteristics.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on December 15, 2013, 03:04:42 PM
Wait, how do you know that the rock people have testicles?  :why_so_serious:

I could argue that boobs on a rock person is more stupid than noses or vocal cords but there's really no point in going further down that rabbit hole.  The point remains that the character designs in this game are terrible.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 15, 2013, 03:32:11 PM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

That's flipping retarded.

No it isn't. (http://www.annamegill.com/blog/2013/12/10/a-brief-guide-to-video-game-character-sexualization)

Yes it is.  The number of people who want to play ugly females is extremely small, wasting time making characters for them that could be used on something else is dumb.

What Nevermore said. Clearly, you are not a valid interlocutor on this topic as you are biased and narrowminded. Between ignorant and idiot, your pick.

No its stupid. We spent nearly dozen post on the size of robot boobs. Next were going to arguing how two rocks should scientifically have sex. Oh wait...


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 15, 2013, 04:04:26 PM
Wait, how do you know that the rock people have testicles?  :why_so_serious:

haha, watch the 'meet the exiles' video - she straightly alludes that granok's balls are bigger than their brains


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 15, 2013, 04:08:48 PM
You should all feel bad for having this argument. Hoax is right.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on December 15, 2013, 04:35:37 PM
You should all feel bad for having this argument. Hoax is right.

(http://i.imgur.com/L9RDO7y.gif)


Title: Re: Carbine Studios' "Wildstar"
Post by: Wizgar on December 15, 2013, 04:48:27 PM
I've never seen any evidence that anyone other than concern trolls really give a shit about this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 15, 2013, 04:56:04 PM
I dunno where that leaves me if I'm in the ambiguous position of both thinking that article's nuts AND thinking that we shouldn't have figures quite as hypersexed as wildstar has stylized them as. I promise I'm not a concern troll though!


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on December 15, 2013, 05:36:12 PM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

That's flipping retarded.

No it isn't. (http://www.annamegill.com/blog/2013/12/10/a-brief-guide-to-video-game-character-sexualization)
That's a really dumb comic and the author doesn't understand what a false equivalency really is.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 15, 2013, 05:39:07 PM
What is important is to keep exposing and calling out sexist bullshit, in all industries, in all instances of society. No one intends to win stupid forum fights on f13, but this crap has to be exposed every time.
There's a lot of people who give a shit, and it's growing. Get over it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on December 15, 2013, 06:06:28 PM
I'm with Nevermore and Falc. The character designs arent quite in the Tera "embarrassed to be a gamer" territory but they're pretty bad andtthere's no reason to not at least provide some choice. It isnt enough by itself to stop me from trying the game like it was, again, for Tera, but it is a significant minus.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 15, 2013, 06:10:18 PM
Far too amoral to care if people are offended.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 15, 2013, 06:18:11 PM
Hyper-sexualisation and sexism are two different things, FYI.


Title: Re: Carbine Studios' "Wildstar"
Post by: Jherad on December 15, 2013, 06:36:21 PM
As much as I do agree with Falc that the hypersexualisation of female characters needs to be challenged, constantly, I think the article was silly and focused far too much on easily dismissible 'things that are totally not realistic in this made-up videogame'.

I expect that rather than deliberately creating sexualised female characters marketing to a male teen audience, they've basically hired a lead artist heavily influenced by old comic fantasy style (he lists his influences as including Battle Chasers and Tank Girl), and the wildstar dev team have happily (and thoughtlessly) gone with the flow. Because the team is a bunch of nerdy gamer boys.

If you're going to tackle that problem - and it IS still a problem, then ultimately dev studios need to hire more women in lead roles.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 15, 2013, 07:09:15 PM
I don't think the game itself will garner anywhere near this kind of emotional response.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 15, 2013, 07:30:41 PM
Lolz. Its rofl worthy righteous indignation. Where all these warriors of sexism with regard to porn? Which probably has more to do with objectifying woman than any evil video game artist can dream of.


Title: Re: Carbine Studios' "Wildstar"
Post by: Jherad on December 15, 2013, 08:17:21 PM
Porn of course being identical to video games, nursery schools, umbrellas and the price of fish.

False equivalence HO!


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 15, 2013, 08:29:48 PM
HO!

I find your terminology to be offensive.


Title: Re: Carbine Studios' "Wildstar"
Post by: Jherad on December 15, 2013, 08:35:58 PM
In the festive spirit, and to avoid angering Fabricated, I'll rephrase as:

Moral Equivalence, ho ho ho!


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 15, 2013, 08:36:57 PM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:

Holy shit, the races in this game are awful looking.

But yeah, someone writes one of these stupid articles about how game designers should waste their time rendering dumpy female models no one would pick every time one of these games comes out.

It's the draenei all over again, and frankly that is a strike against it as far as I'm concerned. I've played female dwarves, tauren and orcs, , I would've killed for the beta version of the female trolls in WoW, if the charr didn't have a completely pants on head run I'd play that, and as far as I can tell, female asura are just as popular as the male ones without a set of rocket tits. I'd play a "dumpy" rock woman whose tits did not happen to jiggle ridiculously from the mere act of breathing (that was the point where I went "whaaaat" with them). There is also a world of difference between "every single female has to be some sort of ridiculous wank fantasy" and "zomg no hot wimminz 4 anyone."

But you know, it's cool. Dudes are fine with it, so what's the problem, am i rite? It can't be that this is something tiresome and having to decide precisely what degree of sexism one feels like enduring to participate in their hobby every fucking day isn't something that might eventually get so fucking frustrating one might feel moved to legitimately call it out. And it can't be people keep calling it out because it's still shitty and still annoying! No no, it's all for winning internet points from strangers.

Lolz. Its rofl worthy righteous indignation. Where all these warriors of sexism with regard to porn? Which probably has more to do with objectifying woman than any evil video game artist can dream of.

If you seriously don't think there are people who have similar concerns with porn and how it treats women within it, you are (to my total lack of surprise) not really paying very much attention, because it probably doesn't affect you in the least.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 15, 2013, 08:43:36 PM
And by the way:

There's an easy fix here.  They just need to make female Chua.  No way in hell they could pull it off, unless they just broke the 4th wall, invoked the 34th rule, and, well, actually pull it off.   :why_so_serious:

I am 95% sure that the reason the chua are "monogendered" (which of course in this case, means "male") is because they couldn't figure out a way to slap a pair of tits on them without giving the game away.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on December 15, 2013, 09:01:54 PM
You know, I give GW2 a lot of shit for a whole lot of faults but I think they did a really good job on the Charr and Asura character designs.  Normally I hate playing small races but it turns out that my little Asura Mesmer lady is one of my favorite characters.  Amazing how a game where they don't glue boobs on everything female could still be popular.  And also note that refraining from sexing up every female model isn't the same as making every female model fugly, as though it were some kind of binary choice.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 15, 2013, 09:27:27 PM
Porn of course being identical to video games, nursery schools, umbrellas and the price of fish.

False equivalence HO!

In a real response to your comment.  Forget porn, people bitching about wildstar need to look at games like TERA first.  Wildstar is comical and fetishistic in the way of jessica rabbit but games like TERA are serious wank material hyper sexualized versions of things. 

Seriously....just play TERA and get your outrage fix one someone who deserves it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on December 15, 2013, 09:31:30 PM
Sorry, but A being worse than B, does not get B a free pass.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 15, 2013, 09:36:00 PM
A...B

It's not "oh one is bad but both are bad!"  that is the line of reasoning of someone who doesn't really wanna do work, they just want to be outraged. 

In this scenario wildstar wouldn't even be, B.  Even in the realm of video games it's a pretty distant Q or T, it's pretty fucking far down the list.  Even in the realm of MMO's it's not even in the top five.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on December 15, 2013, 09:39:13 PM
I'm with Nevermore and Falc. The character designs arent quite in the Tera "embarrassed to be a gamer" territory but they're pretty bad andtthere's no reason to not at least provide some choice. It isnt enough by itself to stop me from trying the game like it was, again, for Tera, but it is a significant minus.
Tbh, I'm rolling my eyes more at the rock people granted breasts with lovingly applied jiggle physics, than at the Tera characters.

edit: also, that's one of the laziest set of race designs I've seen in a while. The female bodies at least, they look pretty much like single template was applied to all.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on December 15, 2013, 09:46:34 PM
A...B

It's not "oh one is bad but both are bad!"  that is the line of reasoning of someone who doesn't really wanna do work, they just want to be outraged.  
The line of reasoning is actually more like "one is bad enough and another is even worse". Which seems sensible enough to me.

No one wants to be outraged, so let's cease that bullshit. If someone finds the "merely" 'bad enough' irritating and worth talking about then that's because that shit doesn't meet their personal standards, not that they lowered these standards on the fly and on purpose, just to have something to be angry about.


Title: Re: Carbine Studios' "Wildstar"
Post by: Jherad on December 15, 2013, 10:03:38 PM
The line of reasoning is actually more like "one is bad enough and another is even worse". Which seems sensible enough to me.

Except that equating the over-sexualised depictions of female characters in a video game to the objectification of women in an aid to masturbation and claiming that you cannot decry one without as strenuously denouncing the other , is pants-on-head retarded.

You can argue that both are bad. You can even argue that both are symptoms of a wider problem. But dragging an argument into some pitiful 'but first won't you condemn the...' bullhockey is just silly.



Edit: needed more bold  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 15, 2013, 10:21:38 PM
My issue is that it doesn't matter. Fact is we've had a doubling of girl gamers (and when I say girl gamer I mean woman that play games that are mostly played by men, and I only make the distinction for the sake of argument and not to call a girl who plays bejeweled and the sims "less" gamers) every decade despite graphics getting better at slutting up characters. So you either have a knee-jerk reaction to any sexualization, and which my response is so what? Or you simply bitching for the sake of bitching, which my response is...welp? We've been celebrating the over-sexualization of our culture since the 60's and now we want to slam the breaks? For video games? Oh please, the debate is pointless because we're coming full circle. Our male characters will suddenly look a lot less like kratos/marcus fenix and more like legolas, or whatever metro-sexual nancy boy that seem to moisten 13 year old panties. And oh yes its already happening.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on December 15, 2013, 10:52:12 PM
The line of reasoning is actually more like "one is bad enough and another is even worse". Which seems sensible enough to me.

Except that equating the over-sexualised depictions of female characters in a video game to the objectification of women in an aid to masturbation and claiming that you cannot decry one without as strenuously denouncing the other , is pants-on-head retarded.
I'm afraid you lost me here. If your point is that the "if you complain about video games then you better be complaining about porn too" from upthread was dumb then i'll certainly agree with it, which is why I don't get the "except". I was replying to Lakov's post which to me read like "if you claim that both video games *and* porn are bad then you are just lazy and want to be outraged about something, anything", which was a view I disagree with.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on December 15, 2013, 10:58:34 PM
My issue is that it doesn't matter. Fact is we've had a doubling of girl gamers (...) every decade despite graphics getting better at slutting up characters. So you either have a knee-jerk reaction to any sexualization, and which my response is so what? Or you simply bitching for the sake of bitching, which my response is...welp?
Or possibility #3 -- that the growth you talk about has been occuring, precisely as you put it, despite the factors like "slutting up the characters". And if such factors are pointed out and removed, the growth in question may be even bigger. Which, as far as motives go, is very far from "bitching for the sake of bitching" in my book.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 15, 2013, 11:26:10 PM
My issue is that it doesn't matter. Fact is we've had a doubling of girl gamers (...) every decade despite graphics getting better at slutting up characters. So you either have a knee-jerk reaction to any sexualization, and which my response is so what? Or you simply bitching for the sake of bitching, which my response is...welp?
Or possibility #3 -- that the growth you talk about has been occuring, precisely as you put it, despite the factors like "slutting up the characters". And if such factors are pointed out and removed, the growth in question may be even bigger. Which, as far as motives go, is very far from "bitching for the sake of bitching" in my book.

Have you been outside lately? MORE SEX!! has sold more shit. Surprise! And strangely...not despite the sex. I mean your essentially arguing that it's unfair that guys are specific target for eye candy. When in fact not only is that NOT being reversed but trends say we're going to do the exact same for the growing female audience...that like being sold sex just as much as guys do. La-gasp.


Title: Re: Carbine Studios' "Wildstar"
Post by: Teleku on December 16, 2013, 01:18:32 AM
http://robothyena.tumblr.com/post/69851398783/wildstar-character-design-female-objectification

Enjoy~  :awesome_for_real:
(http://www.rpgcodex.net/forums/smiles/excellent.gif)

That was some weapons grade trolling right there.  Thread has been shitted up beyond salvation.  Very well done.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on December 16, 2013, 06:26:03 AM
I mean your essentially arguing that it's unfair that guys are specific target for eye candy. When in fact not only is that NOT being reversed but trends say we're going to do the exact same for the growing female audience...that like being sold sex just as much as guys do. La-gasp.
No, I'm essentially arguing this sort of lazy, thoughtless pandering is a shitty practice that does no favours not only the people who are on receiving end of it, but the industry overall. Your counter-argument how it's only going to get more widespread and how that somehow makes it okay... isn't, really.

La-gasp indeed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Jherad on December 16, 2013, 06:57:00 AM
If your point is that the "if you complain about video games then you better be complaining about porn too" from upthread was dumb then i'll certainly agree with it, which is why I don't get the "except".

Yes, sorry - I lost track of things a little. Dumb argument was dumb.

Aaaanyway.

On a more mundane note, I'm rather disappointed in the Engineer reveal and gameplay videos. That kind of class is normally right up my alley, but I'm finding very little to love about it. The pets seem to be one-trick ponies (other than autoattacking, each has a single ability that can be manually activated by hitting the ability that summoned them), and the class doesn't otherwise seem to stand out as an archetype.

I'm probably just suffering from the same can't-recreate-my-first-mmo-high ennui that has permeated this thread (and F13) for a while, but I'm getting a similar feeling from Wildstar now that I did with Rift. Technically nice, but...

Burnt out gamers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 16, 2013, 07:34:15 AM
If your point is that the "if you complain about video games then you better be complaining about porn too" from upthread was dumb then i'll certainly agree with it, which is why I don't get the "except".

Yes, sorry - I lost track of things a little. Dumb argument was dumb.

Aaaanyway.

On a more mundane note, I'm rather disappointed in the Engineer reveal and gameplay videos. That kind of class is normally right up my alley, but I'm finding very little to love about it. The pets seem to be one-trick ponies (other than autoattacking, each has a single ability that can be manually activated by hitting the ability that summoned them), and the class doesn't otherwise seem to stand out as an archetype.

I'm probably just suffering from the same can't-recreate-my-first-mmo-high ennui that has permeated this thread (and F13) for a while, but I'm getting a similar feeling from Wildstar now that I did with Rift. Technically nice, but...

Burnt out gamers.

But the robot faces man!


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on December 16, 2013, 12:20:29 PM
The idea that some of you believe this discussion is more important than one about "how cartoony is too cartoony" or "how big should shoulderpads be really?" just makes me feel bad you guys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 16, 2013, 12:46:07 PM
Hypersexualization of whatever is a vote with your wallet issue. I don't think it's more complicated than that. I've certainly not played games before because they were creepy. TERA I'm looking at your direction.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on December 16, 2013, 12:48:45 PM
The idea that some of you believe this discussion is more important than one about "how cartoony is too cartoony" or "how big should shoulderpads be really?" just makes me feel bad you guys.
The idea that you think that you feeling bad for anyone means enough that you bothered to type it is funny. "I hereby declare you people feel too self-important!" Who gives a fuck.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on December 16, 2013, 03:01:32 PM
Hypersexualization of whatever is a vote with your wallet issue.

This. This is the end of the every time it comes up. One can wish it to be otherwise, but it is not. Too many billions of dollars continually prove it.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on December 16, 2013, 03:20:24 PM
Hypersexualization of whatever is a vote with your wallet issue. I don't think it's more complicated than that. I've certainly not played games before because they were creepy. TERA I'm looking at your direction.
I think some vocal input on what exactly you're voting with that wallet is quite required tho, otherwise the devs who missed out on your money are just left there scratching heads and concluding perhaps they didn't copy WoW close enough (or in more ironic result, that the rock tits weren't given enough jiggle)


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 16, 2013, 04:04:24 PM
Sure you can say why you're voting with your wallet. But in the end, they will do metrics on this kind of thing, pay a consulting firm, and still get it wrong. It's the gaming industry, it's not a real business in the traditional sense.


Title: Re: Carbine Studios' "Wildstar"
Post by: Megrim on December 16, 2013, 05:33:09 PM
Gameplay looks shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on December 16, 2013, 05:46:57 PM
Or Hypersexualization sells more than it doesn't sell so...yeah....

Reason's I don't read most comics. Bad writing, terrible plots, crappy characterizations, convoluted continuity, and sometime shock value just to have shock value. Like "mature" comics simply being an excuse to splash as much gore and violence on the page. A character like Harley Quin isn't bad because of her slutty goth look, but because she her slutty goth look sums up the exact opposite of what the character actually is. Which is a fun loving doe eyed abuse victim, which is the polar opposite of s&m suicide junky being paraded in the new 52.

Reason's I don't play mmo's. Crappy stories, crappy gameplay, crappy mechanics, soul sucking end game, non-existent end game, and pvp that either looks like a boring rave party or mouth breather-ville. Unpractical armor on female character models? Yeah I'm too busy uninstalling games for important reasons like lacking the foresight to allow me to reroll my stats for free. How many people you guess quit age of conan because of the number of nipples? Soft guess? Zero.

I'm guessing the reason for not playing Wildstar will probably have more to do with the mating habbits of sex bots and rock monsters this time around.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 16, 2013, 06:02:54 PM
I have better shit to worry about than whether or not a cartoon character in a video game has a tiny waist and perky tits that only surgery in South America can provide or whether I have enough self worth to know that I will never lose my gut to obtain giant broad shoulders and a barrel chest big enough that only a sharp needle and growth hormones can achieve.

Seriously you guys need to find something else to worry about, like paying your bills or giving someone a hug. When you have to many fucks to give, it's time to go outside.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 16, 2013, 08:14:41 PM
Welp, I lucked into a stress test beta key so I have an extra now; since Lucas gave me a full beta invite.  PM me if you're interested.

edit: gone to Rasix


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on December 17, 2013, 01:50:17 AM
Problems that don't affect me aren't real problems. Social "minorities" are making progress so they probably weren't really harmed in the first place. To eliminate sexism we have to eliminate sexualization, because women are inherently prudes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 17, 2013, 04:14:01 AM
Seriously you guys need to find something else to worry about, like paying your bills or giving someone a hug. When you have to many fucks to give, it's time to go outside.

You may simplify thinking these conversations are merely about a stupid online game, but they are not. That's your way to cop out.
Some people pay their bills, give and receive many hugs and much more, and still they think it's important to  worry about a lot of stuff that hurts everyone (http://en.wikipedia.org/wiki/Intersectionality) (not only in gaming, duh), not just the stuff that hurts them or the group they belong to. Even more so when the group they belong to is the one that is hurt the least, you know.

The whole point of "privilege" is that you are given the golden opportunity to *not give a fuck*, and no matter how much you think you lack privilege, whenever you can afford to not give a fuck about some issues it means you have more than you think. It's a pyramid, you kow, you are always stepping on someone else's head and the first step to fight that is to acknowledge it (and the first step to reinforce that is to deny it). Another privilege you have is the opportunity to have a distorted view of what is oppressive and what is not, what is a problem and what is not. Your privilege gives you the opportunity to deny anything that is outside the range of your perception. Basically, if it doesn't bother you, then it means someone else must be hypersensitive, nuts, <fill with whatever demeaning term you like>.

Good job at that. Among other things, and to put it very very simple, human rights didn't happen thanks to people like you. Be proud of that.

I am done talking about this because while I feel it is important to always point out the shit (http://www.occupypatriarchy.org/2011/11/19/whistles/), I don't believe there's a point in dragging a debate on such topics on a place like this, and I definitely DO spend my time better, with family, games, activism, work, love, than arguing with guys who still believe that "I don't give a fuck" still sounds cool.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 17, 2013, 05:42:04 AM
Move it to politics.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on December 17, 2013, 06:05:24 AM
Or just be done with this derail. Which we were, except for a few who can't miss the opportunity to show how much they don't give a fuck by giving fucks. I personally promise I won't add anything else.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 17, 2013, 06:49:55 AM
Or just be done with this derail. Which we were, except for a few who can't miss the opportunity to show how much they don't give a fuck by giving fucks. I personally promise I won't add anything else.

Stop being the asshole who needs to get the last word by ranting and then at the end saying "ok this topic is over, move on"  seriously, go fuck yourself.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on December 17, 2013, 07:04:54 AM
I'll reiterate again that I don't think this game will cause a huge emotional outburst about the actual gameplay, good or bad.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 17, 2013, 08:04:44 AM
Welp, here's another opportunity for one of you "don't-give-twofucks" to try the game.  Rasix doesn't have time for the stress test, so my key is available again.  PM me if interested.  Here is the testing schedule:

Friday, December 20th, 5PM PST – 9PM PST
(Saturday, December 21st, 1am UTC – 5am UTC)
Saturday, December 21st, 11AM PST – 3PM PST
(Saturday, December 21st, 7pm UTC – 11pm UTC)

edit2:  kinda smart to check if you've already got a key b4 asking for one   :oh_i_see:

Shit, between this and Divinity I'm a happy man.  (thank god finals are done)


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 17, 2013, 08:33:16 AM
Well this is embarrassing but i checked my mail and i got an invite, so send it to whoever got second place. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 17, 2013, 10:07:54 AM
Sweet. Not giving a fuck about video game models is the equivalent of not giving a fuck about human rights abuse in the world.

That is an amazing statement.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on December 17, 2013, 10:17:43 AM
Well this is embarrassing but i checked my mail and i got an invite, so send it to whoever got second place. 

:mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on December 17, 2013, 10:31:14 AM
Sweet. Not giving a fuck about video game models is the equivalent of not giving a fuck about human rights abuse in the world.

That is an amazing statement.
Don't you have someone to hug or bills to pay, rather than continue demonstrating how you are above giving a fuck about such trivial matters?

edit: on topic, sort of, if someone else finds themselves with an extra key, I could liberate them from it if no one else is willing :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 17, 2013, 11:11:08 AM
I still have the extra key I got; but I haven't gotten a PM from anyone yet.  Evidently people don't like to read more then 2 posts above the last one.   :headscratch:

edit: key gone to Sam


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on December 17, 2013, 11:31:40 AM
Thanks!

If I end up getting friend invites, I'll give them out here. I think that's only for "real" beta testers, though, not us stress test monkeys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Daeven on December 17, 2013, 02:10:54 PM
Well, that's sad. After reading this thread I still have no idea if rockpeople calve or calve. Time to join the beta to find out!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on December 17, 2013, 09:17:53 PM
Ok, I normally don't do this, but if anyone has a beta key thats usable after 29 Dec. (on vacation until then) I would appreciate it.  Thanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on December 18, 2013, 03:34:36 AM
If we're quite done with the last page or two of :uhrr: arguing about fake internet tits, Massively's put together a nice little package of the recent additions to the game: housing improvements, character creation, the Medic, and the Engineer.

http://massively.joystiq.com/2013/12/12/massively-previews-wildstars-character-creation-housing-engin/


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on December 19, 2013, 03:29:49 PM
I've watched some stream coverage, not a ton but this game does not look very good. Its certainly not the step up in fluid animation and overall quality and polish from titles like SWTOR, Tera and TESO that I had been expecting due to the size of hype train.

It looks really average in most of departments that WoW knocked out of the park all those years ago. There was a time I was expecting a huge success for Wildstar followed by a massive fall off when people realize that rebaked WoW is not as fun as they expect it to be. Now I'm less sure it will even start off huge, I've never been a fan of the title but I was expecting it to be a hell of a lot better than what it appears to be at least superficially.

Shame too on some level. Warplots and the potential for build diversity from their limited ability system are both things I do like the sound of in theory. Also I've always thought that for pvp if all abilities are some kind of aoe it'd make just bringing the largest zerg on follow not the king strat though tbh the big things on the ground look fairly stupid and remind me in a bad way of NWNO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 19, 2013, 04:54:23 PM
Its certainly not the step up in fluid animation and overall quality and polish from titles like SWTOR, Tera and TESO that I had been expecting due to the size of hype train.

Don't be this stupid.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 19, 2013, 08:00:42 PM
I have not seen any mmo streaming that looked good.  Some ended up being great and some being terrible but I will say streaming does very little for mmo's.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on December 19, 2013, 08:15:57 PM
quality
polish
TESO
Gotta be trolling.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on December 19, 2013, 11:34:51 PM
Its certainly not the step up in fluid animation and overall quality and polish from titles like SWTOR, Tera and TESO that I had been expecting due to the size of hype train.

Don't be this stupid.


I'm dead serious, some animations seemed atrocious for a lot of the classes. I think the biggest offenders were the Medic and dual pistol class. Some races seemed to have really dumb looking running or jumping animations as well, though I can't recall specifics. In no way does this game seem to operate on the WoW level of animation cohesion and quality, again this is judging off like 30min or less of stream watching but to my eyes it didn't look close.

quality
polish
TESO
Gotta be trolling.

I know my posts aren't as clear as they should be but I didn't mean to say that. I meant that I had been assuming from all the hype that Wildstar would be that level of quality above SWTOR, TESO, Rift etc. the WoW quality level where almost no animations look wooden and stupid and you can tell control of the character is pretty tight and looks and feels good for a MMO. Instead Wildstar looks pretty much on par with what everyone else is making these days.

I have not seen any mmo streaming that looked good.  Some ended up being great and some being terrible but I will say streaming does very little for mmo's.

I've never watched a MMO be streamed that didn't seem boring as shit, so I agree. But I'm pretty sure I'm still capable of judging the quality of animations and character visuals just not how fun the gameplay will seem when playing it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 20, 2013, 07:53:26 AM
I think the medic looks awful myself, but that's from an aesthetic POV. Those huge guns are stupid looking. I think the animations for the most part are top notch for an MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 20, 2013, 10:24:46 AM
It's.  Pulp.  Sci-Fi.  
They half-chose the genre precisely to get away with whatever the hell story, art, and animations they felt like doing.  As Draegan says, if you dont like it, it's more a genre betrayal then anything else.

Lemme make this clear w/o breaking the NDA.  If you dont like pulp, you won't like this game.  It's WAY over-the-top in just about every way (including animations, lore, etc.)  Throw any sense of realism or standardization out the window.  The producers basically told the designers, "hai guy!  Whatever you come up with, make it about 10X as wild, crazy, and imaginative, then build the level."

This gives them artistic license to do quite a lot of things (the point of pulp in the 1st place), but will definitely require a hefty suspension of disbelief... even moreso then typical fantasy faire.

In re. the running animations specifically, they have a mechanical component since the Explorer is a platforming-based metagame.  Obviously a Chua is gonna be better at it then a blundering Frankenstein.  It's something they'll obviously tweak as time goes on, but I don't think they should sacrifice that aspect for the sake of generic animations everyone will like; aside from the simple fact that not all races will walk/run the same.

Same goes for the collision-based mechanics with regards to Warriors and so forth.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on December 20, 2013, 10:45:44 AM
How can there still be NDA when the first 15 levels can be streamed by anyone and there are friend invites for the beta and stress tests?

I will never trust a title that tries to maintain its NDA for as long as they possibly can.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on December 20, 2013, 11:52:09 AM
While I think some of the running animations are stupid, none of them struck me as technically bad. The main thing I'll say about the animations, I suppose, is that I don't really notice them beyond the "now I am doing <blah>" sense. Which I think is what most animations are shooting for?

Some of the fighting animations could use more oomph, I guess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on December 20, 2013, 01:33:00 PM
How can there still be NDA when the first 15 levels can be streamed by anyone and there are friend invites for the beta and stress tests?

I will never trust a title that tries to maintain its NDA for as long as they possibly can.

When it comes to wildstar nda should be in air quotes, whether it's officially dropped or not they are not shy about letting you see the game.  You can't compare it to other games that are very tight lipped about the game until release as a real indicator of quality.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on December 21, 2013, 10:05:55 AM
Does the "no NDA for low levels" thing apply to everyone?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on December 21, 2013, 11:38:09 AM
No.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on December 21, 2013, 06:00:33 PM
It only applies to specific press, unfortunately.

Like ESO I have a lot to say about Wildstar, but can't due to NDA. Oh well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on December 23, 2013, 09:36:09 AM
I would've been here sooner but I had hugs to give and bills to pay.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on December 24, 2013, 09:10:44 AM
 :nda: :nda: :nda:
Cant. Contain it. 

(http://1.bp.blogspot.com/-CZio7XQmjd8/T75y3UF505I/AAAAAAAABOw/a-rv2e29riQ/s1600/john-goodman.gif)

Worst. NDA. evar!


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on December 24, 2013, 10:00:34 AM
Requisite:

:mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on December 25, 2013, 03:38:26 PM
Confirming that john goodman face. But never fret, there's plenty of info out and the NDA walls keep steadily dropping.

In the meantime, more protostar

http://www.youtube.com/watch?v=ScEliEh2_Xo


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 07, 2014, 09:17:18 AM
Check your emails Wildlings, big beta push (including friend invites) just went out.  On that note, I come bearing gifts.  Two beta keys (actually 3, but I'll keep 1 in my back pocket).  Ping me for deets, but realize it may take me a while to respond as I'm stuck with family inside a polar vortex.   :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on January 07, 2014, 02:36:13 PM
Check your emails Wildlings, big beta push (including friend invites) just went out.  On that note, I come bearing gifts.  Two beta keys (actually 3, but I'll keep 1 in my back pocket).  Ping me for deets, but realize it may take me a while to respond as I'm stuck with family inside a polar vortex.   :oh_i_see:

I'd like one please!  I keep thinking Ill get an invite from them soon but never do.  I'll PM you also.  Thanks in advance!


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on January 07, 2014, 02:36:20 PM
Check your emails Wildlings, big beta push (including friend invites) just went out.  On that note, I come bearing gifts.  Two beta keys (actually 3, but I'll keep 1 in my back pocket).  Ping me for deets, but realize it may take me a while to respond as I'm stuck with family inside a polar vortex.   :oh_i_see:

:mob:

I swear I have the worst lottery luck on the planet  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on January 07, 2014, 03:29:33 PM
This is the one game I really want a beta key for.  What happens?  I get one for a game I'm not really that interested in. :mob:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 07, 2014, 03:35:31 PM
Keys gone to Falc. (whom I expect will like the game if he can get over his diku-phobia) and Cadaver.
Ginaz, if I still have my last key by the end of the week I'll give it to you.

I wouldn't fret much if you didnt get one yet, because really this is the final push here till release and it's likely they'll be struggling to fill the beta server until OB; so they'll probably be handing them out quite a bit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on January 07, 2014, 03:37:35 PM
Keys gone to Falc. (whom I expect will like the game if he can get over his diku-phobia) and Cadaver.
Ginaz, if I still have my last key by the end of the week I'll give it to you.

I wouldn't fret much if you didnt get one yet, because really this is the final push here till release and it's likely they'll be struggling to fill the beta server until OB; so they'll probably be handing them out quite a bit.

Cool, thanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 07, 2014, 03:45:14 PM
Check your emails Wildlings, big beta push (including friend invites) just went out.  On that note, I come bearing gifts.  Two beta keys (actually 3, but I'll keep 1 in my back pocket).  Ping me for deets, but realize it may take me a while to respond as I'm stuck with family inside a polar vortex.   :oh_i_see:

Are those the you-logged-in-on-these-Saturdays invites?


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on January 07, 2014, 11:11:45 PM
Signed up for beta in August, 2011.  Beta key?  Nope.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 08, 2014, 01:11:34 AM
Yeah, I am really not fond of the setting (to use an euphemism) but my group of friends is really excited about it so we will definitely go for it for at least a couple of months, and then we'll see from there. Warplots, paths and housing are my "hope". Combat not so much since I heard there's "auto-facing"and "auto-lock".........

That said, I've been invited to every stress test so far but they all turned out to be unplayable. Looking forward to try this one properly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 08, 2014, 07:15:50 PM
Check your emails Wildlings, big beta push (including friend invites) just went out.  On that note, I come bearing gifts.  Two beta keys (actually 3, but I'll keep 1 in my back pocket).  Ping me for deets, but realize it may take me a while to respond as I'm stuck with family inside a polar vortex.   :oh_i_see:

Are those the you-logged-in-on-these-Saturdays invites?

No, this was a "you've been wanting a key since concept art, so here's your key finally" invite + friend invites.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 08, 2014, 08:00:57 PM
OK, just making sure I didn't have to cry in a ticket that I didn't get my invites for that yet. ;)


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 09, 2014, 01:43:50 AM
Yeah, I am really not fond of the setting (to use an euphemism) but my group of friends is really excited about it so we will definitely go for it for at least a couple of months, and then we'll see from there. Warplots, paths and housing are my "hope". Combat not so much since I heard there's "auto-facing"and "auto-lock".........

That said, I've been invited to every stress test so far but they all turned out to be unplayable. Looking forward to try this one properly.

Heard this outside of beta but auto-face is said to not be in the final product or at least not allowed in pvp.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 09, 2014, 03:12:14 AM
I really, really hope so. And honestly, I would be surprised if they didn't. Autofacing in PvP, seriously? Who the hell is their target audience?


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on January 09, 2014, 03:31:17 AM
It's incongruous not to have auto-facing. The "game" in Diku PvP is in using GCDs properly. There's no reason to add a single, bizarre execution test in an otherwise completely tactical game.

Unless it's melee vs caster in a game without collisions, then it's not an execution test but a mixup. A mixup where the first party rapidly oscillates through the second, and the second responds by flailing their mouse spastically. Which is still stupid.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 09, 2014, 04:01:07 AM
Really? Well, I haven't really tried it yet so I can't comment on your counterpoints, but considering the last game I remember having auto-facing (outside of Korean MMOs) was DAoC about thirteen years ago, you seem to imply that all the MMORPGs without collisions since then (including WoW?) have been incongruous. Not being snarky, just trying to understand your reasoning.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 09, 2014, 05:29:39 AM
It's incongruous not to have auto-facing. The "game" in Diku PvP is in using GCDs properly. There's no reason to add a single, bizarre execution test in an otherwise completely tactical game\
Not at all. The core gameplay consists of skill shots. That's how they advertised it.

The problem is that grinding dozens of hours leveling up in a MMO with constant skill shots gets old fast. So you add auto-facing and just disable it in PvP.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on January 09, 2014, 07:18:49 AM
Generally "all skill shots" and diku barely mix. Why do I want a game filled with stats and power levels and have to aim abilities with high cool downs and very little damage?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 09, 2014, 07:40:07 AM
It's tough to find a happy medium.  I found that I tired of GW2 combat pretty fast because of the sheer amount of spastic kiting required for EVERY combat scenario.  Constantly running in big circles while spamming buttons may appeal to today's FPS crowd, but I prefer something a bit more tactical in my combat (like WoT). 

Collision detection isn't going to be a possibility in any serios pvp game simply because it makes griefing (and frustration) too easy to accomplish.  Have an enemy that's giving you trouble?  Simply pin them in a corner until the fight is over.  It's a modified version of spawn camping.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 09, 2014, 07:55:28 AM
Collision detection isn't going to be a possibility in any serios pvp game simply because it makes griefing (and frustration) too easy to accomplish.  Have an enemy that's giving you trouble?  Simply pin them in a corner until the fight is over.  It's a modified version of spawn camping.

Strongly disagree unless you are talking about massive PvP, like dozens vs dozens where walls of players just happen no matter what. Smite is a perfect example of collision detection done right in a PvP game. Same was true for Conan, or TERA. The potential for griefing with collision detection on is higher in PvE than PvP. In PvE I can cut someone out of content, or just prevent them frommoving with a cage of enough dickhead players. In PvP, at least I can kill them.

I mean, if you can pin them in a corner, either you can kill them (so you didn't need to pin them out of combat in the first place) or they can kill you and your tactic failed.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 09, 2014, 08:27:10 AM
Generally "all skill shots" and diku barely mix. Why do I want a game filled with stats and power levels and have to aim abilities with high cool downs and very little damage?
Wildstar is not really a game of high cooldowns. Every spec has one or two, but mostly you spam the same 1-2 buttons to build a resource and 1-2 buttons to spend it. The actual combat gameplay really isn't much like WoW, there is very little gameplay/rotation/priority. Aiming skill shots is how they are trying to compensate for that. All that is outside NDA, with the streamers etc. Whether it's successful or not, well, my opinion sadly is under NDA.

At higher levels of play you will need to aim skill shots even in PvE to perform optimally, and my guess is that leaving auto-facing on will be looked down upon much like clicking in WoW.

Nebu, if you don't want to run in circles Wildstar definitely isn't for you. Running away from telegraphs is... well, the entire game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 09, 2014, 08:45:37 AM
I can see kiting and dodging as a very important part of this game unfortunately.


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on January 09, 2014, 08:54:53 AM
Really? Well, I haven't really tried it yet so I can't comment on your counterpoints, but considering the last game I remember having auto-facing (outside of Korean MMOs) was DAoC about thirteen years ago, you seem to imply that all the MMORPGs without collisions since then (including WoW?) have been incongruous. Not being snarky, just trying to understand your reasoning.
Oh, I don't know anything about Wildstar combat, I'm just assuming from what I've read here that it's basically WoW in space. And yes, that aspect of WoW PvP always annoyed me. My second paragraph was alluding to rogue-vs-mage-style fights, where the rogue strafes back and forth through the mage quickly to maximize their chances of being behind the mage when the mage's spell finishes. They can do it fast enough that latency makes it impossible to react to, so the proper mage reponse is to hold down mouselook and spin around equally unpredictably while casting, bringing their odds of succeeding at any spell cast up to an even 50%. In fighting game terms, it's a mixup.

In any other situation, there's no tactical significance to being able to fail a spellcast due to facing. It's just an opportunity for the player to screw up their own gameplan that doesn't generate any interactivity with their opponent. It's an execution test in a non-execution-based game.

If Wildstar is all skillshots then it's kind of moot unless the auto-facing leads your opponent for you?


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on January 09, 2014, 09:19:10 AM
I think there is several things mmo's and even moba's get wrong with more "active" combat.

1. While you think they cater to the fps crowds way of thinking... they don't. The problem is that in a fps the damage a player character can dish is laps the health of said player character by the 4^2. Meaning that you can intentionally if skilled enough, take on multiple enemies in short order as long as your aiming, reflexes and positioning hold up. You can't do that in conventional online rpg.

2. Well they should resemble fighting games than.... well they don't. Fighting games have 1 key thing that mmo's do not. Your always, no matter if your a 2D fighter or a 3D fighter, facing your opponent. Its very, very, very hard to get behind someone, or worse yet bunny hop away from damage. No matter what your opponent is trackable and you will always take advantage of lapses in his defenses because he conventionally can't do so forever. Which again rpg...not so much...

I generally play my stats and gear games for a more tactical experience, less for the level of execution necessary.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 09, 2014, 10:31:03 AM
Active combat in my mind is fine if you have clipping. If you can run through opposing players and are still expected to maintain active facing? Your game sucks and won't work.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 09, 2014, 10:59:58 AM
If combat isn't your thing then pick a class/path that isn't too combat-oriented.  Dont like skillshots?  pick the class that doesnt use em much.  Dont like platforming?  Dont be an explorer and may as well not be a chua either.  Dont like finger-spaghetti mobility?  Dont pick a class like spellslinger.  Within all of this, you can also always shift your "deck" to cater to your style of play.

All this is public info.  so not breaking an NDA here methinks.

Games like Wildstar are more puzzle-builder/managers then anything else (the essence of diku).  They're not combat-sims.  The devs would do best to realize this, and maximize the puzzle rather then trying to make diku-arma as some of you suggest.   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 09, 2014, 11:04:05 AM
Err, every class is combat oriented, this is still a diku, but some do rely less on skill shots than others. That said, if you find the skill shots annoying you can just turn auto-facing on. In PvE, anyway. But you'll still have to dance out of telegraphs all the time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 09, 2014, 12:50:55 PM
Yeah, uh ... all the classes are combat-oriented, so I'm not sure where you're going with that there, Ghambit.

Autofacing makes the skill-shot thing not so big a deal (there are still times where you're going to want to aim, of course). It only works in PvE. Assuming the HNNNNGH CARBINE U PROMISED TEH GAEM WOULD B 4 TEH HARDCORRRRRRRRRRRE people don't get their way and it winds up removed entirely.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 09, 2014, 01:13:09 PM
If combat isn't your thing then pick a class/path that isn't too combat-oriented.  Dont like skillshots?  pick the class that doesnt use em much.  Dont like platforming?  Dont be an explorer and may as well not be a chua either.  Dont like finger-spaghetti mobility?  Dont pick a class like spellslinger.  Within all of this, you can also always shift your "deck" to cater to your style of play.

All this is public info.  so not breaking an NDA here methinks.

Games like Wildstar are more puzzle-builder/managers then anything else (the essence of diku).  They're not combat-sims.  The devs would do best to realize this, and maximize the puzzle rather then trying to make diku-arma as some of you suggest.   :awesome_for_real:

You need to read up on Wildstar some more.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 09, 2014, 02:22:32 PM
If combat isn't your thing then pick a class/path that isn't too combat-oriented.  Dont like skillshots?  pick the class that doesnt use em much.  Dont like platforming?  Dont be an explorer and may as well not be a chua either.  Dont like finger-spaghetti mobility?  Dont pick a class like spellslinger.  Within all of this, you can also always shift your "deck" to cater to your style of play.

All this is public info.  so not breaking an NDA here methinks.

Games like Wildstar are more puzzle-builder/managers then anything else (the essence of diku).  They're not combat-sims.  The devs would do best to realize this, and maximize the puzzle rather then trying to make diku-arma as some of you suggest.   :awesome_for_real:

You need to read up on Wildstar some more.

 :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 09, 2014, 02:40:43 PM
So I guess pumping bilges on puzzle pirates is combat too eh?  Spamming aoe heals is 'combat?'  Sending bots on errands whilst watching porn is 'combat' too?  When I say combat, I mean combat... not heal-rotation, control abilities, macroed abstractions, and so forth.  Once again I've failed to explain myself adequately I guess.

I suppose this thread will now turn into some "what is combat" philosophical discussion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on January 09, 2014, 02:48:03 PM
Not sure if troll. :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 09, 2014, 03:05:27 PM
It's not a troll, I just sometimes don't feel like I'm in "combat" when playing a so-called combat-oriented game, let alone when I'm playing a class that's more designed for support (not direct engagement).  For me, the distinctions are different then others.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 09, 2014, 03:08:50 PM
 :nda: so HARD


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 09, 2014, 03:13:14 PM
I can already tell I was wrong about something with this game. It will be polarizing.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on January 09, 2014, 03:13:49 PM
1. Only play online games to bash things.
2. Only theocrafting how wildstar's method of bashing things lines up with other examples of "active" bashing things.
3. The game could easily fall into the category of insanely fun and initiative or novel and repetitive or downright brain numbing, depending on how well the pew pew works with what''s actually presented as game. Like having a bunch of jumping puzzles when your z axis physics is buggy at best, downright wrong at worst.
4. Given 1-3, I don't see ringing endorsements for not bashing things as a positive.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 09, 2014, 03:25:37 PM
Oh, right, Ghambit is crazy. How did I forget?

I suppose I need to respect the NDA myself, too.  :heartbreak:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 09, 2014, 05:24:42 PM
He's played the game, he knows what he's talking about. He just has a fairly unusual definition of "combat".

There are so many people streaming for hours on end, including the devs, that you can discuss wildstar pretty openly without violating NDA. Just don't talk about your personal experiences.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on January 09, 2014, 05:25:45 PM
Which doesn't include healing or crowd control, apparently.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 09, 2014, 08:07:54 PM
He's played the game, he knows what he's talking about. He just has a fairly unusual definition of "combat".

I'm in beta too. I do consider healing/support/CC/etc as part of "combat," so that's the main component of my "wat," I suppose. Because when I'm rolling around on my medic, and get into combat, even if I have him specced for support, it's not a puzzle. It's a fight. There's not a class in the game where you can avoid combat, which is why I consider them all "combat-oriented." You can never avoid fighting. You must fight if you want to level. Whether I am using my dubstep paddles to do damage or prevent it is irrelevant.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 10, 2014, 12:25:16 AM
Combat in any classically-styled rpg is really just an illusion.  Smoke and mirrors generated via elaborate game theory and graphics (and prior to that, walls of text).  No different then any other thematic-layer you may place upon any generic game system...  a Jane Austen game for instance, negotiating the magna carta via play-by-post, whatever.  We could technically call that "combat" to eh?  They're all just puzzle-games.

Oh, right, Ghambit is crazy. How did I forget?


 :rock:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 10, 2014, 05:41:09 AM
That's about as deep as an inflatable kiddie pool.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 10, 2014, 08:32:55 AM
Combat in any classically-styled rpg is really just an illusion.  Smoke and mirrors generated via elaborate game theory and graphics (and prior to that, walls of text).  No different then any other thematic-layer you may place upon any generic game system...  a Jane Austen game for instance, negotiating the magna carta via play-by-post, whatever.  We could technically call that "combat" to eh?  They're all just puzzle-games.

I saw these exact same posts on the 'Tale in the Desert' forums when people complained that it didn't have combat. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on January 12, 2014, 02:16:54 PM
I don't know what you're smoking, because it's not like Wildstar has invented some kind of alternate MMO 'not-really-combat' combat system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on January 12, 2014, 03:34:03 PM
Does it violate the NDA for somebody to say that they un-installed this?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 12, 2014, 04:00:19 PM
Does it violate the NDA for somebody to say that they un-installed this?

I think breathing violates the NDA these days, the way they are written.

My view is don't say anything about the game, why you are or aren't excited about it, or anything detailed about opinions. I don't think they give a shit if people say they are or aren't excited about release.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on January 12, 2014, 04:33:42 PM
Does it violate the NDA for somebody to say that they un-installed this?
The Secret of NDAs: The NDA only matters if you're worried about the impact of your future gameplay. If you're not going to play it anyway then breaking the NDA is a headache for mods. not you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on January 12, 2014, 04:40:22 PM
Unless you get banned.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 12, 2014, 05:30:32 PM
Once again, we don't need to do all this hinting here, anybody who gives even one iota of a shit can go to a million different places and find out exactly what they want. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on January 13, 2014, 06:35:44 AM
And it's not going to be the massive train wreck that is ESO, so why even go there?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 13, 2014, 08:16:57 AM
And it's not going to be the massive train wreck that is ESO, so why even go there?

Nope, it will be fine. Divisive, but fine.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on January 13, 2014, 12:55:11 PM
I DISAGREE!!!1!  ... oh wait... DAMMIT!





I'm not in the beta, I was making a divisive joke


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on January 13, 2014, 04:35:27 PM
Unless you get banned.

Which is something the mods do!  :awesome_for_real:

Non-Beta-Having Realtalk in response to the above few posts: It's going to be Rift 2.0 - everyone's going to love the new shiny, applaud about how well the devs have made a new spin on the old diku game, stuck with WoW ideas where they work, changed them where they don't, blah blah blah and then quit playing within a month or two (and go back to WoW a couple of months after that/when the expansion hits).


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on January 13, 2014, 04:41:06 PM
I don't think it will be Rift 2.0. I'm not sure what it will be, but a competently executed game in a cardboard cutout paint-by-numbers incredibly boring world is not in the cards, simply because they appear to be a billion miles away from bland with their world design and look.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on January 13, 2014, 05:16:38 PM
I think this MMO is made for 90's kids.  Its got their wacky cartoonish look all over it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on January 13, 2014, 06:10:04 PM
I don't think it will be Rift 2.0. I'm not sure what it will be, but a competently executed game in a cardboard cutout paint-by-numbers incredibly boring world is not in the cards, simply because they appear to be a billion miles away from bland with their world design and look.

I would not be so sure of that. This is looking and feeling a lot like Rift2.0 to me. When I have looked in on a stream I see something that could very much leave that bland boring taste in my mouth after a week or two of playing it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 13, 2014, 10:21:10 PM
I think in Ingmar's case, what he will decide to hate about Wildstar will be completely different than what he decided to hate about Rift.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on January 13, 2014, 11:02:59 PM
Or GW2.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 14, 2014, 05:11:05 AM
they appear to be a billion miles away from bland with their world design and look.

Screenshots and videos don't look that good. I don't like their style but characters and mobs so far at least tried to make an impression. The world -based on the little I've seen in screenshots and authorized streams- is totally failing any possible expectation. Not meant as a challenge but as a serious request: can anybody point me to any legally public screenshot that shows an original, interesting world? Or that doesn't look exactly like a WoW zone? Cause Google seems to agree with me. (https://www.google.it/search?q=wildstar&espv=210&es_sm=122&source=lnms&tbm=isch&sa=X&ei=QTXVUsSbMOLB7Aa3iYHIDA&ved=0CAkQ_AUoAQ&biw=1280&bih=894#q=wildstar+world&tbm=isch)


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 14, 2014, 05:47:58 AM
Well what kind of "unique" world are you looking for?  At this point, after 30-40 years of sci-fi/fantasy development (you know, beyond gaming), I'd say it's getting kinda rough to come up with something truly unique and visionary.  We're already been desensitized on so many levels that I'm surprised it doesn't just all blur together at some point.

I don't think Wildstar's out to re-invent the wheel.  They just want to take the various good parts of previous wheels and make an epic/refined one, much like WoW did with EQ/DAoC/other inconsequential 1st gen MMOs.  Sure, it's the same strategy that Rift tried to do, but they fell short on QoL features at launch that people were kinda already expecting to be there.  I think Wildstar has learned that lesson and many others.

Call it Rift 2.0 if you want, but that combined with the sci-fi setting is hitting the right markers with me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 14, 2014, 06:18:55 AM
No, I see your point. Let's say I am more interested in understanding what qualifies generic fantasy worlds as bland or the opposite of bland these days. WoW zones were defintely, hugely different from EQ ones. Or any other MMORPG and fantasy world up to that point. It wasn't for me, but they were absolutely not bland. But is it all about being original? I don't think so, as you pointed out it's realistically getting harder and harder to come up with an original world for these kind of games.
So what made Rift's world bland and Wildstar's not-bland? Again, considering they had sci-fi to add to the mix I was expecting much much more, but the screens and the few zones you can see in the authorized streams are extremely bland to me, and that's why I was asking to be pointed to something non bland to look at.
I hope the released product will show some more personality (...than what I've seen so far. Which is admittedly very little).


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 14, 2014, 07:49:32 AM
So what made Rift's world bland and Wildstar's not-bland? Again, considering they had sci-fi to add to the mix I was expecting much much more, but the screens and the few zones you can see in the authorized streams are extremely bland to me, and that's why I was asking to be pointed to something non bland to look at.
I hope the released product will show some more personality (...than what I've seen so far. Which is admittedly very little).

Do you not have full beta access now?  Wtf are you talking about?
Gimme it back if you're not gonna use it.   :grin:

Also, I've long since given up trying to judge an RPG by starter zone / 10-levels.   And mind you, Wildstar is not a small game ala Rift.  For me; characters, lore, quest design, and game mechanics are more important up until you arrive at the main hubs of the game, wherein "vibe" matters a bit more.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 14, 2014, 07:52:28 AM
I am not supposed to talk about beta (and I am using it! But I am just not high level yet). So I've scouted around the net for legal material of higher level zones.

Wildstar is not a small game ala Rift.  For me; characters, lore, quest design, and game mechanics are more important up until you arrive at the main hubs of the game, wherein "vibe" matters a bit more.

I see what you mean. I agree and that's why for example I believe that could be the only redeeming quality of... The Elder Scrolls Online actually.
Anyway, I never thought Rift was "small", and never really got the "bland" comments about it. It was as guilty as 99% other simjilar titles in my opinion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on January 14, 2014, 08:39:40 AM
Combat in any classically-styled rpg is really just an illusion.  Smoke and mirrors generated via elaborate game theory and graphics (and prior to that, walls of text).  No different then any other thematic-layer you may place upon any generic game system...  a Jane Austen game for instance, negotiating the magna carta via play-by-post, whatever.  We could technically call that "combat" to eh?  They're all just puzzle-games.

Uh, so, going back to when you were saying 'just pick a non combat oriented class' you meant like a class whose combat mechanics you subjectively interpreted as not being combat because it's all just an illusion of combat.

By your own logic* is it even possible to pick a combat class then



*???


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on January 14, 2014, 11:20:23 AM
they appear to be a billion miles away from bland with their world design and look.

Screenshots and videos don't look that good. I don't like their style but characters and mobs so far at least tried to make an impression. The world -based on the little I've seen in screenshots and authorized streams- is totally failing any possible expectation. Not meant as a challenge but as a serious request: can anybody point me to any legally public screenshot that shows an original, interesting world? Or that doesn't look exactly like a WoW zone? Cause Google seems to agree with me. (https://www.google.it/search?q=wildstar&espv=210&es_sm=122&source=lnms&tbm=isch&sa=X&ei=QTXVUsSbMOLB7Aa3iYHIDA&ved=0CAkQ_AUoAQ&biw=1280&bih=894#q=wildstar+world&tbm=isch)

I don't think it looks all that much like WoW, other than the fact that they both tend to use exaggerated body types on the models and aren't afraid to use the whole color palette. But more than just that, the world, characters, and cultures have personality, where basically nothing in Rift did. It isn't just about visuals, it's about the setting as a whole. I'm probably not using the terms how video games expect me to but when I say 'world design' I'm including all the lore elements, everything that would be the world fluff in a PNP setting book.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 14, 2014, 11:28:39 AM
It looks exactly like WoW but with 10 years of improvement.  If they made WoW 2 this is what it would look like,  minus the space shit.  Maybe with the space shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 14, 2014, 11:36:53 AM
I cannot remember a single NPC from Rift. Not a blessed one. Wildstar has NPCs I will actually remember.

I dimly recall that rifts were the "different" thing about its Generic Fantasy Setting, but I don't remember why they happen. I don't remember anything specific about the races as far as their history in the world went (I do remember one side were a buncha TIME TRAVELERS though! Because the other side ruined everything but don't actually know that or some shit?). While there are parts of Nexus' lore I am sure I will immediately forget all about once I stop playing it, there are other aspects I will remember for longer (why the Mordesh exist, why the aurin loathe the chua, etc).

Wildstar's lore isn't super award winning or anything, but it's stickier in my brain than Rift ever was. It's sort of like the difference in worlds between CoX and CO. I remember a lot of the factions in CoX, remembered what motivated them, and gave a shit about their little arcs. The only faction I remember from CO are the Quebec seperatists (or whatever) and that's just because I was amused Canada was a zone.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 14, 2014, 11:47:48 AM
The only thing I remember about Rift were the souls, the dungeons, and the PvP.  If Wildstar can top that, then I'll be happy.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 14, 2014, 12:25:03 PM
Wildstar has the exact same graphic style as WoW. Same exaggerated features, colorful but low-resolution, focused on art and style over visual fidelity. The subject matter happens to be pulp sci-fi rather than high fantasy. The whole world looks like the gnome and goblin areas in WoW, lots of weird machines with glowing lights and cutesy animations, tons of little doodads cluttering up the place. I'm a fan of Wildstar's art. Can't say anything about the gameplay, obviously.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 14, 2014, 12:30:24 PM
The goblin areas are way dirtier and polluted looking than anything I've tripped over in Wildstar.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 14, 2014, 12:49:17 PM
Wtf, they just gave me two more beta keys.   :drill:   Why??  I have no idea.  Are they lurking this thread or something?   I'll give out one, and it's already spoken for to Rasix.  I need to verify my account isn't fubar or something.  If all is well, I may have two extra.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on January 14, 2014, 01:22:09 PM
Wtf, they just gave me two more beta keys.   :drill:   Why??  I have no idea.  Are they lurking this thread or something?   I'll give out one, and it's already spoken for to Rasix.  I need to verify my account isn't fubar or something.  If all is well, I may have two extra.

I wasn't fast enough on the draw in your last round of offerings, so if you have any more to give out after Rasix may I please ask for one?  Thanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 14, 2014, 01:28:19 PM
Wtf, they just gave me two more beta keys.   :drill:   Why??  I have no idea.  Are they lurking this thread or something?   I'll give out one, and it's already spoken for to Rasix.  I need to verify my account isn't fubar or something.  If all is well, I may have two extra.

Today was the round of "you logged in on these particular saturdays, have some friend invites for your trouble" invites.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on January 16, 2014, 10:43:37 AM
I watched some of the streams. It looks like it's going to be another AOE spam fest game with no friendly fire and no real tactics other than bringing a zerg of equal or greater size than the other side has. Like GW2 PVP.

On top of that, it's ridiculous cartoon graphics and "don't step in the red shit" all over the place.

Passing on this one bigtime.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 16, 2014, 11:01:54 AM
I watched some of the streams. It looks like it's going to be another AOE spam fest game with no friendly fire and no real tactics other than bringing a zerg of equal or greater size than the other side has. Like GW2 PVP.

AOE spam was always wonderful for getting people to become pvp flagged so you could kill them. 

Might be fun after all!


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on January 16, 2014, 02:40:53 PM
People are still humping the dream of having PvP in an MMO and it NOT sucking ass?  :grin:



Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 16, 2014, 03:10:56 PM
People are still humping the dream of having PvP in an MMO and it NOT sucking ass?  :grin:



There are people in wow right now that will jump down your throat if you say the pvp is bad in it.  It


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on January 16, 2014, 04:12:55 PM
I watched some of the streams. It looks like it's going to be another AOE spam fest game with no friendly fire and no real tactics other than bringing a zerg of equal or greater size than the other side has. Like GW2 PVP.


Man I love to see the mmo where aoe spamming and zerging down objectives isn't the strategy of the day.


Title: Re: Carbine Studios' "Wildstar"
Post by: Wizgar on January 17, 2014, 10:20:45 AM
300k subs by the six month mark if they're lucky. Even WoW hasn't grown in years, the public just doesn't give a fuck about this sort of shit anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 17, 2014, 10:29:39 AM
300k subs by the six month mark if they're lucky. Even WoW hasn't grown in years, the public just doesn't give a fuck about this sort of shit anymore.

It's a bit naive to assume being sick of wow means being suck of a genre.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on January 17, 2014, 10:48:49 AM
300k subs by the six month mark if they're lucky. Even WoW hasn't grown in years, the public just doesn't give a fuck about this sort of shit anymore.

It's a bit naive to assume being sick of wow means being suck of a genre.
Counterpoint: Every other MMO released in the last decade.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 17, 2014, 10:50:21 AM
I think when you get down to it, this game is the same as everything else with a different veneer. I can point to a slew of games that have tried this already.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 17, 2014, 10:54:54 AM
I think when you get down to it, this game is the same as everything else with a different veneer. I can point to a slew of games that have tried this already.

That's the rub.  10+ years and all we're seeing is streamlining of the same old thing.  While it will be new to somebody, you're not going to get traction with the already established audience for long.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 17, 2014, 10:58:39 AM
With a 5 year + development time we are still getting games started when devs would look at wow and say "lets do that, let's do the fuck out of that".  In a few years we might start getting games started during the post wow clone failure era when devs might have started thinking "maybe lets not do that so hard".


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 17, 2014, 11:06:31 AM
Look at a game like Chivalry. If you take that kind of combat already designed around multiplayer and put it into the MMOG world with an actual economy, pve, and AI?

That's something different. That's the innovation the genre needs, and it needs to be in a setting that doesn't piss everyone off. It needs to be updated from the very ground up, not tacked on to another old combat system that hasn't really changed since Baldur's Gate.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 17, 2014, 12:22:56 PM
I think the biggest hurdle is that in justifying large budgets, developers need to appease two MMO factions.  Those that want a time = power progression and those that want a skill = power progression.  Finding a happy medium while also advancing the genre seems an impossible task.  If you really want to innovate, you need to pick a nich and excel at it.  That's not the typical path to money hats and likely scares off investors.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on January 17, 2014, 12:58:58 PM
You make it sound as if they are attempting something difficult and failing. Something they would only attempt if they were aware and intelligent enough to understand what the various audience factions seem to think they want.

That seems highly unlikely.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 17, 2014, 01:02:59 PM
You make it sound as if they are attempting something difficult and failing.

That wasn't my intention.  I meant it more as an observation of the MMO industry as a whole.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on January 17, 2014, 02:53:45 PM
It looks exactly like WoW but with 10 years of improvement.  If they made WoW 2 this is what it would look like,  minus the space shit.  Maybe with the space shit.
When I've watched the gameplay video they made for the medic class, gameplay-wise it struck me as some sort of Tera for five year olds. That is, it has the "don't stand in the fire" positioning as big part of the experience being more active, but they literally draw with crayons the range and timing of every single attack the NPCs do, rather than let player learn and memorize these things from animation cues and such.

Granted the other MMOs do that too, but it just felt ridiculously overdone in their case.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on January 17, 2014, 06:27:01 PM
Thanks to Sjofn for the beta key. :thumbs_up:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 17, 2014, 06:33:19 PM
You're welcome!  :drillf:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 17, 2014, 07:24:09 PM
People might be sick of diku mmo, a LOT of people might be. It's hard to say it's dead as a genre however because genre's don't really die that much. 

The question is not is the genre dying because that's silly, people still play RTS games and those have been around a lot longer and people have been playing diku since muds. 



Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on January 18, 2014, 02:42:52 AM
With a 5 year + development time we are still getting games started when devs would look at wow and say "lets do that, let's do the fuck out of that".  In a few years we might start getting games started during the post wow clone failure era when devs might have started thinking "maybe lets not do that so hard".
http://forums.f13.net/index.php?topic=17646.0

Seriously, when SOE is the voice of bloody reason you know something has gone very wrong.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on January 18, 2014, 12:44:13 PM
I'll be honest, I kinda want to see this one bomb super hard just to put the final nail in the WoW clone coffin.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 18, 2014, 01:57:16 PM
I'll be honest, I kinda want to see this one bomb super hard just to put the final nail in the WoW clone coffin.

It won't on either count, I think.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 18, 2014, 02:04:47 PM
I hope this and TESO put the nail in the coffin for the sub model.  WoW clones will probably still be around though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 18, 2014, 02:06:55 PM
I think that's much more likely.


Title: Re: Carbine Studios' "Wildstar"
Post by: Felmega on January 19, 2014, 12:44:19 PM
Look at a game like Chivalry. If you take that kind of combat already designed around multiplayer and put it into the MMOG world with an actual economy, pve, and AI?

That's something different. That's the innovation the genre needs, and it needs to be in a setting that doesn't piss everyone off. It needs to be updated from the very ground up, not tacked on to another old combat system that hasn't really changed since Baldur's Gate.

I could not agree more with this.  Seeing as Chivalry is an indie group, I still bewildered that a pro studio hasnt created this very game you are talking about.  Chilvery combat+graphics in an MMO world that has PvE AI, PvP areas, and an open world would attract millions of players.

What gives?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 19, 2014, 12:48:34 PM
Proven formulas trump innovation until the market won't support them.

You have to think 5 years backwards and look at the economy. In this case decisions made in 2009 were still in the shitty economic mindset of proven models with no risk to investment. We still haven't seen enough of a climb in the economy for investors to take bigger risks even now. And thus they will lose money on things like Elder Scrolls which were born out of that bad mindset.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on January 19, 2014, 12:50:51 PM
How long is this beya going on for?  Is it just for the weekend or longer than that?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 19, 2014, 01:09:14 PM
Look at a game like Chivalry. If you take that kind of combat already designed around multiplayer and put it into the MMOG world with an actual economy, pve, and AI?

That's something different. That's the innovation the genre needs, and it needs to be in a setting that doesn't piss everyone off. It needs to be updated from the very ground up, not tacked on to another old combat system that hasn't really changed since Baldur's Gate.

I could not agree more with this.  Seeing as Chivalry is an indie group, I still bewildered that a pro studio hasnt created this very game you are talking about.  Chilvery combat+graphics in an MMO world that has PvE AI, PvP areas, and an open world would attract millions of players.

What gives?

We've been asking for a mount and blade MMO (almost the same thing basically) around here for ages.  For as many devs as we have hanging out around here its funny that nobody ever listens to us.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on January 19, 2014, 04:55:50 PM
We're not seeing the death of mmos, point and click combat, and diku mmo's in general. We are seeing the death of subscription mmos, we are seeing the death of epic level grinding, no fast travel, grouping or community based gameplay, lagging clusterfuck pvp. The modern mmo is required to be epic from day one, free, and lacking in soul crushing grind for the sake of retention at day one.

A mount and blade mmo would be funny but never top a 1000 players. If your bad at games there is no.forgiveness, just hilarious death. Adding the power levels will drop that number to 500 or lower cause on top.of being told you suck you have to deal with the gold plated armor assholes. Your talking about a complete rework.of how the typical mmo player thinkd followed by completely different game design.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on January 19, 2014, 05:51:11 PM
I don't know why any of you think subs will ever go away.  Free 2 Plays started becoming popular not because people refused to pay monthly, but because people refused to pay monthly for an experience that was not WoW when they were already paying for WoW.  The MMO Decade may have started as an attempt to beat WoW, but it ended with a host of companies just vying for a close second to scoop up the crumbs.  A premium gaming experience, if such a thing exists, can still and always will be able to charge whatever they want.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 19, 2014, 05:57:40 PM
A premium gaming experience, if such a thing exists, can still and always will be able to charge whatever they want.

It doesn't exist. It's a marketing word meant to convince people to buy into derivative content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on January 19, 2014, 06:16:21 PM
Free 2 Plays started becoming popular... because people refused to pay monthly for an experience that was not WoW when they were already paying for WoW.

F2P was not created in answer to WoW any more than the discussion can be just subs vs f2p. To make an MMO assuming either model affects many design, development and marketing decisions throughout development, launch and service. You won't normally see a freshly-launched f2p MMO with the same level of production details or content as an MMO designed for subs. It's not a "worse" game per se. The company just focused on a different set of priorities and the game feels different. And MMOs that started as subs but later became f2p ones don't count.

However you are right about "A premium gaming experience, if such a thing exists, can still and always will be able to charge whatever they want." But that only works when such a thing does exist. It's very rare, and usually for a single specific audience that has hteir own definition of "premium" that probably isn't universal :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 19, 2014, 06:59:56 PM
For a game to be successful with a sub it needs to be far and above everything that is currently out there right now.  Nobody but old school Blizzard has shown the capability to pull that off.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 19, 2014, 08:43:04 PM
This IS old-school Blizzard.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 19, 2014, 09:14:13 PM
How long is this beya going on for?  Is it just for the weekend or longer than that?

You're in for the long haul, however long it goes.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 02:35:49 AM
Looking at some live streams, it seems they added male Aurin as playable. 

Female Chua are just within reach!   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Wizgar on January 20, 2014, 03:27:09 AM
People might be sick of diku mmo, a LOT of people might be. It's hard to say it's dead as a genre however because genre's don't really die that much.  

The question is not is the genre dying because that's silly, people still play RTS games and those have been around a lot longer and people have been playing diku since muds.

If you define genre death as zero games being produced or played by anyone, then fine, no genre has ever died. If you define it as the genre being creatively bankrupt and commercially exhausted, then MMO has been dying for a while and we're mostly waiting for the last couple waves of stillborn WoW clones before we pull the sheet over its face.

The money is already off trying to clone LoL. Five years from now the MMO genre will be an irrelevant backwater consisting of two million WoW players, a few zombified wrecks from the WoW clone era, a bunch of F2P games that amount to slot machines in fantasy garb, and the occasional kooky indie nobody plays.

Everyone used to wonder what would "dethrone WoW" someday, back when it first took over, and it turns out that the correct answer was "nothing" all along. In terms of mainstream success, the genre began with Ultima Online and will effectively conclude with Blizzard laughing maniacally from atop a throne of skulls until the end of time.

But hey, maybe some apologist can come tell me how the fact that their favorite disgraced shitpile MMO is still clinging grimly to life, covered in the ugly scars of a hasty F2P conversion, means everything is plugging along swimmingly.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 03:36:05 AM
Oh, as another follow up to the previous multi-page debate over the game's sexism roots, your cries have been heard.

http://massively.joystiq.com/2014/01/17/wildstar-to-reduce-character-breast-size/

Self-explaining URL is self-explaining.  Also, Chua have underpants now.  YOU'RE WELCOME.   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 20, 2014, 03:38:13 AM
The underwear add is just weird, as before that they pulled off the Donald Duck look just fine. The tighty whities just makes it creepier.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 20, 2014, 06:33:26 AM
All the doomcasting has gone beyond normal f13 cynicism and taken a right hand turn to crazy-town. How many subscription mmo's have even come out in the last decade? A dozen at most.  There's just no real basis here to form a positive or negative opinion without wild speculation. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 20, 2014, 06:42:00 AM
This IS old-school Blizzard.

It might have old school Blizzard people, but Hellgate London proved that is not nearly enough.  By "old school Blizzard" i meant unlimited resources, time and freedom to make a great product.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 07:33:39 AM
This IS old-school Blizzard.

It might have old school Blizzard people, but Hellgate London proved that is not nearly enough.  By "old school Blizzard" i meant unlimited resources, time and freedom to make a great product.

I would argue that they have had near-limitless time and resources.  Hellgate had but a scant 2-3 year of dev time from start to "release".  Carbine's been around since '05, announced as a Dev house for NC Soft in '07, and hasn't released any other game.  Assuming that Wildstar is there sole project, we're talking about 9 years of dev time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 20, 2014, 08:21:37 AM
This IS old-school Blizzard.

It might have old school Blizzard people, but Hellgate London proved that is not nearly enough.  By "old school Blizzard" i meant unlimited resources, time and freedom to make a great product.

I would argue that they have had near-limitless time and resources.  Hellgate had but a scant 2-3 year of dev time from start to "release".  Carbine's been around since '05, announced as a Dev house for NC Soft in '07, and hasn't released any other game.  Assuming that Wildstar is there sole project, we're talking about 9 years of dev time.

And they went with WoW 1.5 in space! that's not old school Blizzard.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 08:46:09 AM

And they went with WoW 1.5 in space! that's not old school Blizzard.

And WoW went with EQ 1.5.  Point?


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 20, 2014, 08:55:31 AM
Naw, man, WoW was EQ 2.0. Massive improvements at every turn. But yeah, evolutionary rather than evolutionary ala Guild Wars 2.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on January 20, 2014, 09:08:17 AM
All the doomcasting has gone beyond normal f13 cynicism and taken a right hand turn to crazy-town. How many subscription mmo's have even come out in the last decade? A dozen at most.  There's just no real basis here to form a positive or negative opinion without wild speculation. 
Of course we can be wrong. But if you aren't extremely skeptical about a raiding focused, sub-based, MMO releasing in 2014, there is something in the your eyes preventing you from seeing state the MMO market clearly.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 09:11:18 AM
Naw, man, WoW was EQ 2.0. Massive improvements at every turn. But yeah, evolutionary rather than evolutionary ala Guild Wars 2.

Fair enough, though also consider that EQ really didn't change jack shit until serious competition entered the scene.  DAoC got the ball rolling in a big way QoL-wise, though until ToA came along it never truly focused on PvE like EQ did.  WoW sealed the deal in a number of ways, for sure.  I think Wildstar can/is going farther in some areas, but it's hard to take on a beast like WoW, since it, unlike EQ, actually did continue to improve itself in order to stave off competition.  I would dare say that if you compared today's WoW to WoW at launch, you'd almost be talking about two different games.

This kinda goes into the same thread I had with Falc a page or two back: We've been so embellished with MMOs at this point; what would it really take for you to call something WoW 2.0? 


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 20, 2014, 09:14:20 AM
Yeah I would say the basis for concern is the shitty market at large for MMOs. Unless the game is obviously providing a "killer app" of innovation, there's every reason to use prior expectations and apply them to this project.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 20, 2014, 09:34:28 AM
I think the argument that this model is old is bonkers.  The mmo market has been flooded by half-assed attempts that are throwing off any kind of curve for a successful formula. To say "raiding/subcription based mmo's are old and there is no market for them" is based solely on the history of less than 20 games.  While we're at it we might as will judge movies based on the amount of shitty mockbusters that are released.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 20, 2014, 09:47:52 AM
Yeah I would say the basis for concern is the shitty market at large for MMOs. Unless the game is obviously providing a "killer app" of innovation, there's every reason to use prior expectations and apply them to this project.

Releasing a quest treadmill game into this market is pretty dumb. Unless the game has some truly awesome systems in place, it's pointless; especially at some of these budget numbers. Unfortunately Wildstar's class system and combat system are shallow and boring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 20, 2014, 10:22:08 AM
I think the argument that this model is old is bonkers.  The mmo market has been flooded by half-assed attempts that are throwing off any kind of curve for a successful formula. To say "raiding/subcription based mmo's are old and there is no market for them" is based solely on the history of less than 20 games.  While we're at it we might as will judge movies based on the amount of shitty mockbusters that are released.

How can you consider SWTOR half assed? It had one of the more popular licenses, full financial backing, and at the time one of the more popular studios behind it. The killer app was supposed to be voice acting which was frankly great.

And even that failed at the sub model. Exactly how many iterations to you need to understand that a market is monopolized?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 20, 2014, 10:24:06 AM
SWTOR failed the sub model because the combat was shitty.  Most people that played SWTOR realized after a month or two that they would rather spend their $$$ playing WoW and returned.  Ok... that or they realized that the MMO genre wasn't going anywhere and decided not to give anyone their sub $$$ and play GW2 or LoL for free.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 20, 2014, 10:29:53 AM
I see no reason why the xpac model can't be successful. WoW just came in at a time when they got two bites at the apple. However, I think this next xpac is going to be a harder sell, which is why they are working out these annual pass things. I think in general people are sort of okay paying the sub OR buying the box, but they aren't okay doing both anymore. That is sliding.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 20, 2014, 10:34:06 AM
TOR failed for many reasons. The main problem, as I saw it, was that TOR's actual questing and gameplay competed with WoW circa 2007, but it released in 2011. It was grindy, and repetitive, and forced you to run back and forth to finish quests, and had group-only content.

WoW actually improved on Everquest. TOR did not improve on WoW.

From what I've seen in dev and media streams, Wildstar doesn't really improve on WoW either, but it does at least compete with modern-day 2014 WoW. It has the modern quest style and all the modern conveniences.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 20, 2014, 10:38:04 AM
Nothing has ever competed with WoW except WoW's own stupidity. I think we'd have learned that by now, but it seems we haven't.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 10:40:57 AM
TOR failed for many reasons. The main problem, as I saw it, was that TOR's actual questing and gameplay competed with WoW circa 2007, but it released in 2011. It was grindy, and repetitive, and forced you to run back and forth to finish quests, and had group-only content.

WoW actually improved on Everquest. TOR did not improve on WoW.

This.  Had TOR released at being on-par with anything and everything that WoW had up to 2011, and then went above and beyond with the story-work, companions, ship battles, and all, I'd still be playing it.  To this day SWTOR has yet to catch up all the way, and I don't think they're even trying to anymore.  It's about milking the SW fan boys for all they have via microtransactions.  

As I said before, I think Wildstar understands and has learned this concept, and will deliver a current day WoW QoL, and then adding/twisting their own way of things a bit.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 20, 2014, 10:41:32 AM
Well one argument is that if you don't offer something truly superior why the fuck would anyone bother to switch, right?

But that's looking at MMOs like cellphone service. MMOs aren't a utility you pay every month, they're entertainment that can be consumed. So if Wildstar is no better than WoW, at the very least it offers new fresh content to chow down on. If it offers an equivalent experience, and releases during a lull in WoW expansions/content, it could very well find its place in the market.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on January 20, 2014, 10:44:07 AM
Assessing a game's prospect in the MMO market based on the idea it *could* be a genre-redefining hit makes as much sense as planing your personal budget based on the idea that you *could* win the lottery jackpot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 20, 2014, 10:44:17 AM
Well one argument is that if you don't offer something truly superior why the fuck would anyone bother to switch, right?

But that's looking at MMOs like cellphone service. MMOs aren't a utility you pay every month, they're entertainment that can be consumed. So if Wildstar is no better than WoW, at the very least it offers new fresh content to chow down on. If it offers an equivalent experience, and releases during a lull in WoW expansions/content, it could very well find its place in the market.

Because there's a barrier to entry in a box cost, and a sub fee. F2P games have no such barriers.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 10:51:48 AM
Well one argument is that if you don't offer something truly superior why the fuck would anyone bother to switch, right?

But that's looking at MMOs like cellphone service. MMOs aren't a utility you pay every month, they're entertainment that can be consumed. So if Wildstar is no better than WoW, at the very least it offers new fresh content to chow down on. If it offers an equivalent experience, and releases during a lull in WoW expansions/content, it could very well find its place in the market.

Because there's a barrier to entry in a box cost, and a sub fee. F2P games have no such barriers.

I have yet to find a game that's F2P that gives me everything that WoW does, both content wise and QoL-wise.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on January 20, 2014, 10:58:36 AM


Because there's a barrier to entry in a box cost, and a sub fee. F2P games have no such barriers.

Not to mention all the sunk cost of whatever you've put into another MMO.  It's been a while since I've given it a real go at this point so maybe I'd be up for it again if the right game comes along, but there was a long time where I had no interest in starting from scratch yet again in a new MMO.  Particularly when my quality of life from having a well geared, rich character in WoW.  

Of course, that kind of presupposes the leveling experience is garbage to begin with.  If some MMORPG comes along that is actually fun to play for its own sake while leveling, then this problem starts to solve itself.  But really, there's nothing crappier in my opinion that that level say, 10-max level range in most of these games.  The initial newness factor and fast leveling wears off.  And then your in that zone where leveling your crafting costs far more than you can possibly afford while actually leveling, you can't afford the best bags available to inventory management becomes a store, you don't have all your best abilities yet.  Well, you get the idea.  

Leveling up my Xth character in WoW with gold from my main (even before Cata when they made leveling zones not suck) was a far better experience than starting WAR or Rift or Guild Wars 2  from scratch.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 20, 2014, 11:07:09 AM
Because there's a barrier to entry in a box cost, and a sub fee. F2P games have no such barriers.
Yep and that will limit its audience, but price sensitivity varies with interest and income. If Wildstar releases and reviews/the hivemind promises me 100 hours of WoW-quality leveling (remember, I consider the WoW leveling game one of the best gaming experiences ever), I'll pick it up day one. I don't care about the price, I care about the quality of my entertainment. If they build a core of guys like me, the game will do fine.

Realistically it'll go F2P/microtransactions after 6-12 months, because that's the optimal way to monetize a MMO that isn't wildly WoW-level successful out of the gate. But I'll pay for a box and subscription if I'm having fun. Sure.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 20, 2014, 11:37:05 AM
Keep in mind that this game is taking the EVE Online approach to subs.  You can buy game-time with in-game money.  Technically, once you "make it" in the game, it can pay for itself.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on January 20, 2014, 11:58:58 AM
Realistically it'll go F2P/microtransactions after 6-12 months, because that's the optimal way to monetize a MMO that isn't wildly WoW-level successful out of the gate.
This is interesting an hypothesis, I am not sure if well have a clear answer. I do think there are plenty opportunity costs and development costs here. Pausing game development for  6 to 9 months to retool the business model isn't cheep.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 20, 2014, 12:10:24 PM
Well one argument is that if you don't offer something truly superior why the fuck would anyone bother to switch, right?

But that's looking at MMOs like cellphone service. MMOs aren't a utility you pay every month, they're entertainment that can be consumed. So if Wildstar is no better than WoW, at the very least it offers new fresh content to chow down on. If it offers an equivalent experience, and releases during a lull in WoW expansions/content, it could very well find its place in the market.

Because there's a barrier to entry in a box cost, and a sub fee. F2P games have no such barriers.

I have yet to find a game that's F2P that gives me everything that WoW does, both content wise and QoL-wise.

You could say the same thing about sub games though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 20, 2014, 12:39:45 PM
You could say the same thing about sub games though.

Have we had a AAA MMO that was F2P from the very beginning?  Keep in mind that GW2 and TSW had a box cost.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 20, 2014, 12:39:58 PM
This is interesting an hypothesis, I am not sure if well have a clear answer. I do think there are plenty opportunity costs and development costs here. Pausing game development for  6 to 9 months to retool the business model isn't cheep.
If you're making a MMO today you should be thinking about and developing for the F2P transition from day one. If you think about it, it's a win/win. Couple of options.

a) Your game sells like gangbusters. It's the next WoW. You never need to go F2P, and you wasted money on the unutilized F2P development. But you're snorting grade-A columbian yayo off LA 10/10 stripper titties anyway, so who cares? This is super unlikely.

b) Your game sells 1.5m copies at $60 apiece then drops to 250k subscriptions after 6 months. You go F2P, millions of people sign up, and you continue to realize revenue on your investment through smart non-punitive microtransactions. You support the title, you make a nice revenue, and players are happy.

c) Just like B, except you never prepared for F2P and are forced to do it SOE-style. You end up spending more money, and the game wasn't designed with F2P in the back of your mind, so it doesn't do as well as B.

You could also d) start off F2P, but that leaves money on the table from all those box sales and 6-12 months of subscriptions. Then there's e) Buy to play, which leaves sub fees on the table. Only my solution, starting as a traditional $60 box with subs then transitioning to F2P when subs drop, segments the market to maximize total revenue.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on January 20, 2014, 12:40:47 PM
Games like League of Legends, Runes of Magic, and even Maple Story were effectively killing the sub based mmo market. Guild Wars was the nail (one of many but the biggest nail because of its budget), Guild Wars 2 is the hammer. A big budget, open world, pve game sustain by freemum with an actual AAA budget behind it. No arguments holds up as long as Guild Wars 2 servers are on.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 20, 2014, 01:04:30 PM
League of Legends, Runes of Magic, and even Maple Story were effectively killing the sub based mmo market.

I hear that the increase of tablet sales is effectively killing the fig newton market as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on January 20, 2014, 01:19:10 PM
The price point of tea in china remains rather consistent, however.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on January 20, 2014, 02:03:16 PM
League of Legends, Runes of Magic, and even Maple Story were effectively killing the sub based mmo market.

I hear that the increase of tablet sales is effectively killing the fig newton market as well.
Just spit water all over my monitor. Thanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Felmega on January 21, 2014, 08:24:45 AM
Profit and glory await the first game company to make a GOOD open-world, sandboxy, PvP game with GOOD PvE.   Good meaning the combat is fun and addictive.  Good meaning graphics are well crafted and stylized by competent artists.  Finally, good means new tech, allowing for more players in one area at one time interacting with no server issues.



Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 21, 2014, 08:32:57 AM
Profit and glory await the first game company to make a GOOD open-world, sandboxy, PvP game with GOOD PvE.   Good meaning the combat is fun and addictive.  Good meaning graphics are well crafted and stylized by competent artists.  Finally, good means new tech, allowing for more players in one area at one time interacting with no server issues.



Shine on you crazy diamond.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 21, 2014, 08:36:37 AM
Profit and glory await the first game company to make a GOOD open-world, sandboxy, PvP game with GOOD PvE.   Good meaning the combat is fun and addictive.  Good meaning graphics are well crafted and stylized by competent artists.  Finally, good means new tech, allowing for more players in one area at one time interacting with no server issues.


What, Shadowbane wasn't good enough for you?   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 21, 2014, 08:54:01 AM
Profit and glory await the first game company to make a GOOD open-world, sandboxy, PvP game with GOOD PvE.   Good meaning the combat is fun and addictive.  Good meaning graphics are well crafted and stylized by competent artists.  Finally, good means new tech, allowing for more players in one area at one time interacting with no server issues.

They can't make a game with good PvP and progression.  Wanting the rest of the items on your list is like asking for a Yeti riding a unicorn to deliver a time machine to your home.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on January 21, 2014, 09:26:08 AM
The majority of people who enjoy player vs player combat in games do no play mmo's.  The play shooters and fighters where pvp is the central game mechanic and all other things are balanced around it.  The myth that there are these huge numbers of people wanting a pvp mmo is ridiculous.  Yes they exist but not nearly in great enough numbers for the game to be anything but niche. 

Games like wildstar and all the wow clone got it wrong when they went with factions and pvp just cause wow did it because the majority of wow players did not pvp and only for a small portion was pvp more than an afterthought.  Except of course wow did it, so everyone thinks they should too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 21, 2014, 10:58:30 AM
Actually i think there are tons of people who think they want a pvp game until they face the reality that they don't get to be the super badass that kicks everyone elses ass, blame it on the game sucking and quit.  A pvp game has to be completely inconsequential like team fortress 2 or street fighter because people don't like losing when it matters.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on January 21, 2014, 11:17:03 AM
Shine on you crazy diamond.

We need to be nicer to new people, they all get eaten too quickly to see if they are a good fit here.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 21, 2014, 11:26:38 AM
New guy is right, that game would be fun.

The problem lies only in the PvP in his suggestion. MMO PvP has been proven to be for people that are terrible at PvP games where skill trumps investment.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 21, 2014, 11:50:06 AM
Passive-aggressive pvp is the only pvp that really works in a diku MMO sense.  Dominating leaderboards, being "the first," cornering markets, acquiring the most lootz and turritory, etc.  Pvp is not all about headshots; matter of fact.... as has been said, it's an extremely small part of the picture - even with games like WW2O, wherein the majority of the real game lies beneath the drones doing the shooting.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on January 23, 2014, 05:28:04 AM
Profit and glory await the first game company to make a GOOD open-world, sandboxy, PvP game with GOOD PvE.   Good meaning the combat is fun and addictive.  Good meaning graphics are well crafted and stylized by competent artists.  Finally, good means new tech, allowing for more players in one area at one time interacting with no server issues.

The other half of that particular prophecy is, "Fail to acheive this quest, and all that awaits you is... DEATH."

(http://unsubject.files.wordpress.com/2014/01/conan-the-barbarian-1982-james-earl-jones.jpg)

"Or, maybe worse than that: INDIFFERENCE."


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on January 23, 2014, 04:38:50 PM
Passive-aggressive pvp is the only pvp that really works in a diku MMO sense.  Dominating leaderboards, being "the first," cornering markets, acquiring the most lootz and turritory, etc.  Pvp is not all about headshots; matter of fact.... as has been said, it's an extremely small part of the picture - even with games like WW2O, wherein the majority of the real game lies beneath the drones doing the shooting.


Yeah, but people don't need to bother with playing an MMO to find passive agressive online pvp.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on January 24, 2014, 05:16:39 PM
You could say the same thing about sub games though.

Have we had a AAA MMO that was F2P from the very beginning?  Keep in mind that GW2 and TSW had a box cost.

No, we have not. Because typically "AAA" is related to the budget invested to create and market a game. By and large a company will not spend $75mm on a game where 5-10% of the players will pay anything at all and 1-3% will be from where they get the vast majority of their money.

What we have gotten is AAA MMOs that made the choice between f2p or closure, or f2p MMO-like games that were imported from Eastern markets that had limited appeal in the West due to game balancing and/or themes that hadn't translated well.

Someone could take from this that "AAA f2p is a white space!!/1". But it's not. It's possible to pull off. But the only companies that would try it would be those that are designing themselves to be bought out. Or are ponzi schemes  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on January 26, 2014, 09:03:16 PM
Sony's trying for it with EQ Next, and unlike most they actually have the money to produce such a game instead of crashing and burning 10% into development.  Problem being, it's Sony, and the likelihood of their completely botching it despite a giant pile of money is somewhat high.


Title: Re: Carbine Studios' "Wildstar"
Post by: calapine on January 29, 2014, 10:24:35 AM
Wildstar Customisation video (http://www.youtube.com/watch?v=W6jTTeE7MLQ)

Feels very well done. Some MMO Devs that don't seem to have their pants on their head. Strange.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 29, 2014, 05:12:55 PM
Don't, um ... don't get too excited about the character customization. Or the dye system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 29, 2014, 05:23:18 PM
That's ominous.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 29, 2014, 05:39:40 PM
That's ominous.

And probably true.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on January 29, 2014, 05:49:27 PM
Don't even have to dance around the NDA on this one; character creation videos are out there on fansites etc all over the place. Based on those, there are like 7-8 options for hairstyles, skin color, faces, etc., on Wildstar races. The customization is really quite limited by today's standards if you're just talking about character looks.

By way of comparison I think SWTOR has 49 hairstyles for female humans and 30ish for males, significantly more skin and hair colors, and 4 body types instead of 1, and you still run into 'hey this guy standing next to me is my exact clone' issues all the time. Wildstar is a step backwards from there back to WoW-ish levels.

The customization stuff they showed for outfits, mounts, etc., in the video does seem to be more interesting, but don't get your hopes up for that special snowflake catgirl that looks unique.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 29, 2014, 06:15:13 PM
Yeah, I meant the characters themselves are just ... there aren't a lot of options. Some race/gender combos have as few as 6 hairstyles to choose from. And while there are face sliders, there's really only 7-9 faces to choose from as your base, plus the face sliders are very uneven on how much they change things on a per-race basis, plus it has some weird-ass quirks, such as the "mouth" slider actually being a JAW slider, so if you don't want that gigantic, soul-devouring grin taking up half your aurin's face, TOO BAD, all you'll do is shrink the entire lower half of her head. Plus the whole One Body to Rule Them All thing.

Basically after you make your character, especially if you're not a human, if you manage to make it out of the tutorial area without running into three of your clones, you're either playing at a non-peak time or you picked one of the "ugly" options.

Is the dye system under NDA still? Because I could go off about that too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 29, 2014, 06:17:27 PM
To be more positive, though, the costume system is great and should be good for people who love playing dress up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 30, 2014, 12:36:00 AM
I have to say, for a kind of game I should have hated, I was pretty pumped about Wildstar. The videos they've been putting out regularly are really, really cool and this one is no different. Sadly, everything that looks amazing and ultra cool in the videos seems to be a thousand times more bland in the actual game.

Congratulations to the PR/video/marketing team.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 30, 2014, 01:13:32 AM
I'll admit me, they got me at "Chua Ball"   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on January 30, 2014, 02:44:51 AM
I have to say, for a kind of game I should have hated, I was pretty pumped about Wildstar. The videos they've been putting out regularly are really, really cool and this one is no different. Sadly, everything that looks amazing and ultra cool in the videos seems to be a thousand times more bland in the actual game.

Congratulations to the PR/video/marketing team.

Yeah, good marketing.  I wasn't interested in this game, but now I am.  The DevSpeak is effective.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 30, 2014, 06:33:01 AM
Everything seems very familiar, which is either a good or bad thing depending on your POV.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 30, 2014, 06:57:55 AM
Everything seems very familiar, which is either a good or bad thing depending on your POV.

It looks like WoW to me too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on January 30, 2014, 02:18:20 PM
W/o the Star Wars brand, y'think SWTOR was a better "game" at release then Wildstar will be?


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 30, 2014, 02:30:27 PM
For me? Yes, but that would surprise absolutely no one here. There ARE things Wildstar has that SWTOR didn't that were/are more important to other people than they are to me, of course, and I wouldn't pretend otherwise. While I am fine with more action-oriented combat and such, I am not in love with it, nor do I hate quickbar combat, for example. The only super glaring thing SWTOR did not have at release that I think was a huge mistake not to have, and Wildstar is not making the same mistake, is a dungeon finder.

But for building a character that won't look exactly like someone I bump into within 10 minutes of making him or her? SWTOR beats Wildstar. Neverwinter beats Wildstar. The Secret World beats Wildstar. Basically any game made since WoW beats Wildstar on that front. Hell, as it is now? WoW beat Wildstar, because what it lacked in face sliders (the most pointless slider there is!), it made up for in a larger selection of hair and face options. And it's kind of shocking, really. It's your first impression of the game, and the first impression for anyone for whom chargen is important is going to be, "That's it?"


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 30, 2014, 02:32:01 PM
W/o the Star Wars brand, y'think SWTOR was a better "game" at release then Wildstar will be?

Yes. The voice acting and decision trees along with playing with a friend? Absolutely some of the most fun I've ever had in an online game. I've actually laughed out loud playing SWTOR over vent while we busted each other on our horrible responses to things.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 30, 2014, 02:36:19 PM
Yeah, I honestly think a lot of the stickiness of SWTOR for me and Ingmar, besides the whole "we-still-heart-Bioware" thing, is that duoing in that game is goddamn fantastic. It's ruined pretty much every other MMO out there for us in terms of "this is really, really fun together."


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on January 31, 2014, 07:10:11 AM
SWTOR is terrible even now. Its ugly and many skills just look stupid or wrong when you use them in combat. Wildstar should blow it out of the water in terms of 4-8-12 month stickiness but it probably won't sell as many initial boxes because the market is a tiny bit smarter now after so many failures in a row. Also many more people have gotten over their fears of f2p compared to when SWTOR launched.

As for its great grouping. It bugged me a little that which response it picked was just based off a roll, so even if you are grouped with 4 and 3 guys pick response A you can still get some other response based on the roll. That and certain quests really didn't seem to be meant for anything but solo but they were inserted into progression all over so chunks of grouping were either waiting for someone to finish his class quests or just tagging along watching them do them. Oh and the dark and light side stuff was handled really poorly and awkwardly. That was a huge disappointment while grouping.

The dialogue in a group was the best part of the game hands down and I did have some laughs and fun with it. Sadly even Wildstar's very underwhelming combination of Neverwinter ground fire, WoW everything and GW skill decks will blow SWTOR's incredibly shitty combat out of the water both visually and I'd bet in terms of gameplay fun and combat is the thing that matters above all else despite all the other shit they cram into both titles.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on January 31, 2014, 07:15:39 AM
Okay, I'm hooked.  Even if it's just on the customising so far.  I guess I'll have to sign up for beta now.  I  :heart: :heart: :heart: good character creation!!


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on January 31, 2014, 07:02:53 PM
You um. You didn't read my post, did you.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on January 31, 2014, 07:27:45 PM
I'm assuming it's just extra dry sarcasm.  :drillf:


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on January 31, 2014, 08:01:44 PM
You um. You didn't read my post, did you.  :why_so_serious:

No, I just clicked on the video link.  This thread is already 43 pages long or something and my eyes would have gone numb.   I will read it eventually, though.  I totally promise!   :heart:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on February 01, 2014, 03:47:52 AM
You um. You didn't read my post, did you.  :why_so_serious:

No, I just clicked on the video link.  This thread is already 43 pages long or something and my eyes would have gone numb.   I will read it eventually, though.  I totally promise!   :heart:

Putting aside the pretty, PR bullshit video, the actual amount of character customization available in game isn't really all that spectacular.  It has more than, say, WoW but less than DCU or CoX.  I'd say even SWTOR and Neverwinter have more character customization options than Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on February 01, 2014, 06:32:13 AM
In most games character customization is mostly irrelevant. You spend 2 hours putting earrings on a dude and tats on his forearm then 10 seconds into the game you have sleeves and a helmet.

In CoX it mattered a lot, but IIRC you couldn't wear armor/equipment, so what you created in the character creation screen was pretty much what you actually got in-game. In most MMOs you just put on clothing that eradicates most of your choices.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on February 01, 2014, 06:32:29 AM
Personally, character customization in an MMO to me has always been a paper tiger argument. Either right away or eventually, you're look is entirely defined by what you're wearing, not by the shape of your eyeballs. I always figure a game with few options up front made up for it in the things other players would eventually see as you acquire them.

Some more recent games have done a good job of highlighting personal choices. Like, as cringe-worthy the dialog and VO was in GW2, or how laborious some of the SWTOR cutscenes were, you did see you often.

But those are relatively expensive ways to highlight something that isn't really core to the game play people associate with MMOs. Which is why so many people were asking about skipping cut scenes in SWTOR (an odd request for the kind of game they were positioning).


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on February 01, 2014, 07:07:41 AM
Seriously, hair cuts? i never see that shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Chimpy on February 01, 2014, 07:13:27 AM
Seriously, hair cuts? i never see that shit.

I, on the other hand, always see the haircut because I never turn helms on.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on February 01, 2014, 08:03:16 AM
I really love hats in games.  I still miss my duck hat from Shadowbane. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on February 01, 2014, 11:58:30 PM
But those are relatively expensive ways to highlight something that isn't really core to the game play people associate with MMOs.

Neither of us can speak authoritatively about this, but my sense is that you have it wrong. What your character looks like is tremendously important to a lot of people. I'd bet good money that most of that enormous amount of F2P revenue that SWTOR gets is from cosmetic stuff, for example. There was practically nothing to do at all in GW 1 in the endgame other than work on what you looked like, and a lot of people spent a LOT of time doing that, based on the number of outfits that took dozens of hours to achieve I saw standing around idling in town. It's the second thing anyone who ever played City of Heroes mentions (after super jump) as something they remember fondly. Even WoW, which probably attracts that crowd the least of the MMOs I've played still has a lot of people putting a lot of time into transmuting their gear just so.

It may not be the Most Important Thing for the Single Largest Demographic, but there's a big chunk of potential market for whom it is very important.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on February 01, 2014, 11:58:54 PM
Seriously, hair cuts? i never see that shit.

I, on the other hand, always see the haircut because I never turn helms on.

Same. Hair is the single most important thing to me in these, character-look-wise. If my hair sucks, I'm not interested. I like a lot of the hairstyles in Wildstar, there just aren't nearly enough of them to go around.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on February 02, 2014, 03:55:06 AM
But those are relatively expensive ways to highlight something that isn't really core to the game play people associate with MMOs.

Neither of us can speak authoritatively about this, but my sense is that you have it wrong. What your character looks like is tremendously important to a lot of people. I'd bet good money that most of that enormous amount of F2P revenue that SWTOR gets is from cosmetic stuff, for example. There was practically nothing to do at all in GW 1 in the endgame other than work on what you looked like, and a lot of people spent a LOT of time doing that, based on the number of outfits that took dozens of hours to achieve I saw standing around idling in town. It's the second thing anyone who ever played City of Heroes mentions (after super jump) as something they remember fondly. Even WoW, which probably attracts that crowd the least of the MMOs I've played still has a lot of people putting a lot of time into transmuting their gear just so.

It may not be the Most Important Thing for the Single Largest Demographic, but there's a big chunk of potential market for whom it is very important.
This sounds like pretty much the same sort of argument the poopsockers make about there being a "big chunk of potential market" for kick-you-in-the-gonads catass MMOs. And in the same way, I'll believe it when I see it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on February 02, 2014, 07:01:07 AM
The character editor in CoH, by itself, is an argument against how important character customization is to the total gamer population - because it was probably the best/most full featured character editor to date and the game still tanked.

Hats in TF2, by itself, is a strong argument for how important character customization is to the total gamer population - because Valve made a ton of money on hats.

Character customization is a nice-to-have, but you still need a game people want to play to make them want to customize their character.  And, like hats, you can always add them later if it's making you money.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on February 02, 2014, 07:04:55 AM
I do love character customization, both in looks and builds, my point was that how my character looks like before gearing up is a very small part of that.  Granted i might have been wrong about how important haircuts are, i guess there is a reason why every single game lets you turn off helmets now a days.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on February 02, 2014, 08:32:09 AM
This sounds like pretty much the same sort of argument the poopsockers make about there being a "big chunk of potential market" for kick-you-in-the-gonads catass MMOs. And in the same way, I'll believe it when I see it.
A number of F2P games make their money by selling cosmetic outfits and mounts, and little else. TERA can be example of that on the Western market.

It's not "big chunk of potential market", these people do exist and in numbers large enough they contribute to keeping the game(s) afloat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on February 02, 2014, 02:34:41 PM
The character editor in CoH, by itself, is an argument against how important character customization is to the total gamer population - because it was probably the best/most full featured character editor to date and the game still tanked.

Hats in TF2, by itself, is a strong argument for how important character customization is to the total gamer population - because Valve made a ton of money on hats.

Character customization is a nice-to-have, but you still need a game people want to play to make them want to customize their character.  And, like hats, you can always add them later if it's making you money.

You've got it backwards.  No, customization wasn't enough to save COH but it's literally the ONLY things people talk about when they mention that game and it's still referenced as one of the best customizing process in any game yet.  No one feature no matter how good can save a game but you can bet it's important.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on February 02, 2014, 07:38:27 PM
Yeah, I'm not saying the game is going to fail because draken chicks have a whole six hair styles to pick from, but for the people who think of that as very important (and they exist), it's a terrible, terrible first impression.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on February 03, 2014, 06:07:33 AM
The character editor in CoH, by itself, is an argument against how important character customization is to the total gamer population - because it was probably the best/most full featured character editor to date and the game still tanked.

Hats in TF2, by itself, is a strong argument for how important character customization is to the total gamer population - because Valve made a ton of money on hats.

Character customization is a nice-to-have, but you still need a game people want to play to make them want to customize their character.  And, like hats, you can always add them later if it's making you money.

You've got it backwards.  No, customization wasn't enough to save COH but it's literally the ONLY things people talk about when they mention that game and it's still referenced as one of the best customizing process in any game yet.  No one feature no matter how good can save a game but you can bet it's important.

You basically just repeated EXACTLY what I said, and added, "you've got it backwards". 

Let's list it out;

I said: "it was probably the best/most full featured character editor to date and the game still tanked"
You said: "it's still referenced as one of the best customizing process in any game yet" AND "customization wasn't enough to save COH"

I said: "Character customization is a nice-to-have, but you still need a game people want to play"
You said: "No one feature no matter how good can save a game but you can bet it's important"

Maybe you meant, "mostly I agree with you, but here's some nuance you're missing".  Which would be fine, except for the, "you've got it backwards" part.  Reading your posts makes my eyes hurt.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on February 03, 2014, 06:14:14 AM
Quote
The character editor in CoH, by itself, is an argument against how important character customization is to the total gamer population

This is what you said that was backwards.  You seem to be saying that having great customization on a tanking game must mean that feature isn't important to most but that customization is all people talk about.  If it wasn't important it wouldn't be the first feature mentioned and sometimes the only one mentioned when talking about COH.  Everyone agrees that was the one thing they got right and is still talked about and remembered fondly by any who played the game.  If you do not consider this a valid reason for why character customization is important then I don't know what else to say.


Edit:  Just wanted to add that if the same argument was used with anything else it would sound ridiculous.  "That game had the best graphics ever sure but it tanked so obviously people don't care that much about graphics"  no one feature will ever make a game good, you just can't measure the appeal of one part based on overall success.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on February 03, 2014, 10:53:29 AM
Fancy character customization couldn't save a game that was incredibly grindy, pissed people off by constantly nerfing everything in the least diplomatic way they could think of, had almost literally nothing to do at level cap, and had the worst F2P setup ever designed. It does not follow that it isn't a very important feature to a lot of people, it just means that it can't part the fucking Red Sea.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on February 03, 2014, 04:17:49 PM
You needed to read both sentences.  Here is the second sentence again (paraphrased) - Hats in TF2 made Valve big money.  The conversation about whether folks like character customization should end there.  Folks like it. I like it.  RPG folks like it.  FPS folks like it.  MOBA folks like it (LoL). 

Which leads us to the second question.  How much do they like it?!  This is largely and unanswerable waste of time, but the CoX example is illustrative of an extreme - you can have the greatest character customization engine ever, but that won't keep people playing/paying if you don't have a good game.

So the point of my post was, "Folks like character customization, but they demand more than just Dolly Dress-up".


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on February 03, 2014, 04:30:29 PM
You needed to read both sentences.  Here is the second sentence again (paraphrased) - Hats in TF2 made Valve big money.  The conversation about whether folks like character customization should end there.  Folks like it. I like it.  RPG folks like it.  FPS folks like it.  MOBA folks like it (LoL).  

Which leads us to the second question.  How much do they like it?!  This is largely and unanswerable waste of time, but the CoX example is illustrative of an extreme - you can have the greatest character customization engine ever, but that won't keep people playing/paying if you don't have a good game.

So the point of my post was, "Folks like character customization, but they demand more than just Dolly Dress-up".

It isn't particularly unanswerable:

(http://www.superdataresearch.com/content/uploads/2013/12/F2P-Top10-2013-1.jpg)

They like it to the tune of millions and millions of dollars.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on February 03, 2014, 05:21:23 PM
Holy shit, Lineage 1 outearns WoW? Those numbers can't be right.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on February 03, 2014, 05:24:15 PM
"based on f2p earnings" makes the number for wow suspect in the first place.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on February 03, 2014, 05:29:02 PM
$213m/yr at $180/yr/sub is only 1.2m subscriptions. We know WoW has ~8m subscribers. Is SirBruce responsible for this chart, or is it somehow trying to portray WoW's non-subscription transactions only?


Title: Re: Carbine Studios' "Wildstar"
Post by: veredus on February 03, 2014, 05:39:51 PM
The fine print says purely their f2p earnings listed for WOW and SWOTR.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on February 03, 2014, 05:42:04 PM
No idea how trustworthy the numbers are but its possible they got them all from investor/shareholder reports maybe?

Surprised a little that so many are still playing and buying shit for Lineage 1 and Maple. Crossfire for those wondering is the Chinese stolen version of Counterstrike.

Why isn't Dota2 on there? I thought for sure they were making more money from it than CS?


Title: Re: Carbine Studios' "Wildstar"
Post by: Megrim on February 03, 2014, 05:49:28 PM
Because authentic and verifiable information.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on February 03, 2014, 07:38:05 PM
No idea how trustworthy the numbers are but its possible they got them all from investor/shareholder reports maybe?

Surprised a little that so many are still playing and buying shit for Lineage 1 and Maple. Crossfire for those wondering is the Chinese stolen version of Counterstrike.

Why isn't Dota2 on there? I thought for sure they were making more money from it than CS?

Cause its been out a month or two i assume.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on February 04, 2014, 01:40:53 AM
Does not include subscription revenue. Might include a lot of WoW's overseas stuff since that isn't subs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on February 06, 2014, 12:33:25 PM
So yeah, still waiting on one of my good f13 friends to slip me a friend invite here.  Only been on the beta signup since 2011, no hurry or nothing. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on February 06, 2014, 04:15:16 PM
So yeah, still waiting on one of my good f13 friends to slip me a friend invite here.  Only been on the beta signup since 2011, no hurry or nothing. 

Same here.  Where does the line start so I can get in it?  I'm actually craving me some MMO, and NWO isn't really cutting it.  Please save me from Hearthstone.  :argh:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on February 06, 2014, 05:21:47 PM
I'm also itching to try this out. I think I got a weekend one a while back but I worked almost the whole period so didn't get a chance to give it a shot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on February 06, 2014, 07:21:24 PM
Wish I could give my key away.  Playing the beta made me realize I hate mmo betas because half the fun for me is exploring content and I won't want to do it again at release.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 06, 2014, 07:45:25 PM
New article on crafting @MMORPG.com.

http://www.mmorpg.com/gamelist.cfm/game/632/feature/8200/page/1

It actually sounds somewhat interesting!


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on February 06, 2014, 11:29:21 PM
The crafting system is actually the bulk of my reason for wanting to try the game.  Unlike the 'pile x things into a window, click combine' crafting, this one looks like it allows for some small measure of crafter control.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 07, 2014, 07:11:34 AM
Crafting is stupid. Their older schematic system was better.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on February 07, 2014, 08:52:21 AM
I see no difference aside from cosmetic between what they showed a year ago and their current crafting system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 07, 2014, 03:53:20 PM
One didn't involve crafting at all and could be done on the fly at any level any place.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on February 07, 2014, 06:08:46 PM
But those are relatively expensive ways to highlight something that isn't really core to the game play people associate with MMOs.

Neither of us can speak authoritatively about this

LOL, who speaks with any real authority about anything here?  :grin:

I didn't say customization wasn't important. I was talking about the level of customization that is normally offered versus how it's highlighted in the game (if at all). Nobody's f2p'ing to change the musculature of their biceps, and yet that's something you can control in some games.

CoH costume customization is a completely different kettle of fish. That is closer to the armor choices and dye colors players make in later/end levels of games like GW2 or WoW than it is to the color of your eyeballs in EQ2.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 08, 2014, 11:05:59 AM
Crafting is stupid. Their older schematic system was better.

Circuit board crafting?  It's still there.
(http://4.bp.blogspot.com/-3YjuJGBCvKs/UtnJiKfRLII/AAAAAAAADHQ/hfYd2FqIT7A/s1600/CBT+Empty.png)

Here's coordinate crafting:
(http://1.bp.blogspot.com/-vjqJTquLkgk/UsCSMFVLAaI/AAAAAAAAC8c/iq1V3v2uFpA/s320/Coordinate+Crafting.png)

Above taken from wildstarfans.net

Here's a cool interactive tradeskill matrix from reddit:
http://wildstar.silvercircle.net/tradeskills.svg


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on February 08, 2014, 11:54:36 AM
Apparently people could swap parts in their gear on the fly?  That seems to be what Draegan is saying, at least.  If that's true, then yes, that is cooler than a system in which you can't swap parts on the fly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 08, 2014, 01:03:38 PM
Right.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 08, 2014, 05:12:05 PM
I'll assume that since they intend on making crafted items non-soulbound that it makes sense parts aren't swappable (just trade or AH if u need a particular stat).  Also, swappable parts would kinda negate the 'gambling' meta they've instilled in the systems.


Title: Re: Carbine Studios' "Wildstar"
Post by: zumu on February 10, 2014, 07:00:33 PM
A bunch of stress test emails went out tonight. All without keys included... However, they promptly sent out new emails with said keys, which unfortunately are ending up in spam folders.

Carbine's emailing prowess never ceases to amaze. But I got a key so whatever.

Anyway, check your spam folders folks.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 11, 2014, 06:57:18 AM
New FMV flick on Adventures: http://www.youtube.com/watch?v=9pgK0I3FqvU

Again, their marketing department is top notch.  Now if the rest of the team can follow up... :why_so_serious:

Adventures, for the uninitiated, are a variation of the typical 5-man dungeon (of which the game will have as well), in that they've made the thing into a "Choose Your Adventure" storybook in-game.  The video does the job of explaining how Wildstar is handling it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 12, 2014, 11:22:57 AM
Anyone have any insight on a good/friendly guild supporting Wildstar?  This is a very 'guild-centric' game; imperative to find a good one.  Btw, are the goons gonna take a stab at it?


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on February 12, 2014, 11:40:30 AM
Every single MMO released will have a Goon Squad (or whatever) formed. The real question is "Will they still be around in a month?"


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on February 12, 2014, 11:44:01 AM
Sounds like Bat Country :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on February 12, 2014, 01:27:02 PM
Unquestionably there will be sufficient goon presence in any game ever to form a guild.  The question lies in whether their attention spans will persist past the beta; it takes a fairly compelling game to sustain more than a handful of goons.  Much like Bat Country, yeah.


Title: Re: Carbine Studios' "Wildstar"
Post by: Megrim on February 12, 2014, 01:58:57 PM
A bunch of stress test emails went out tonight. All without keys included... However, they promptly sent out new emails with said keys, which unfortunately are ending up in spam folders.

Carbine's emailing prowess never ceases to amaze. But I got a key so whatever.

Anyway, check your spam folders folks.

Better yet - they sent a wave of beta invites just before the stress test keys. The beta keys also came with +2 friend invites. Only problem is, the main beta keys were the same as the subsequent stress test keys. So people who got into the beta, can't play, while their friends can.

Not that I'm annoyed or anything.


Title: Re: Carbine Studios' "Wildstar"
Post by: jth on February 13, 2014, 10:08:06 AM
At least it's good to know that they're still sending more invites... maybe someday one will appear in my mail/spam box too :heartbreak: Almost everyone else seems to have gotten theirs already.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 18, 2014, 12:26:25 PM
Here's a better explanation of Adventures sans Caretaker:
http://www.youtube.com/watch?feature=player_embedded&v=iphgBVtf2HA

Also a decent vid. showing the overhaul to Ilium.  I hadnt visited it yet (dont want to spoil it), but nice to see they're listening to the players and giving a more worldy feel to a few zones:
http://www.youtube.com/watch?feature=player_embedded&v=OjRm55-ekKU

Here's a more recent pvp vid.  It illustrates what I spoke of earlier about combat speed (it's fast).  Frankly I do believe WS pvp is more of a raw challenge (everything is a skillshot, lots of resource mgmt, dodging, etc.) then ESO pvp; but if slightly slower, chivalry-style gaming is your thing then obviously the latter will give you more.:
http://www.youtube.com/watch?v=M1y6teFmxag

Meh, how 'bout a crafting vid too (I like Dealspwns vids):
http://www.youtube.com/watch?v=r6C-rHmb5rA


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on February 18, 2014, 03:53:23 PM
I like the adventure thing.  I like the whole trend in giving players all sorts of different things to do.  I do wish these things were scalable, though.  I like knowing I can go it solo if I can't get a group together.  And raids, too.  I like doing raids but it's nice when you can run it with 5 or 25 players.  The game does look a bit WoW-ish but, then, I like that sort of look.  I'm less happy with super realistic characters.  If it were up to me, most of the mmorpgs I play would look like Borderlands.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 18, 2014, 07:56:23 PM
If you're solo, use the LFG tool (which is optionally cross-server if you'd like):
http://wildstar-nerds.com/miscellaneous/lfg-tool/

Note: the tool also works in PvP via crossrealm ELO and gear.  This subtle matchmaking mechanic needs to be congratulated more imo; as rarely do we see ELO and gear in an MMO matchmaking scheme.  Kudos (again) to Carbine for putting that in there.  Sick of doing battlegrounds based on nothing but level.  

The 'adventure thing' could be pure genius depending on implementation.  CYOA is a lost art and typically clownshoes (SWTOR) in an MMO.  If they do it well enough, it'd justify the box sale for that one feature alone.  We'll see.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on February 18, 2014, 08:12:25 PM
I hate the word "matchmaking".  I always end up with the mingling Christians.  And, yeah... I hope they do all that stuff you said.  Having loads of clever options are always something I want in an mmorpg. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on February 18, 2014, 08:22:57 PM
I hate the word "matchmaking".  I always end up with the mingling Christians.

Somehow I find that funny, because I know exactly what you mean.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on February 21, 2014, 05:19:26 AM
Angry Joe gives his early impressions of the beta.  Skipp to around 19:30 to see what he thinks of it so far.
http://www.youtube.com/watch?v=lMfgz-izFIA&list=UUsgv2QHkT2ljEixyulzOnUQ&feature=c4-overview


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on February 21, 2014, 07:18:12 AM
He's right on most points. The starting areas are extremely boring and pointless. You don't care what you are doing, you just want to get out of there. Plus, they are mirrored across both factions, so you have no differences really in the starting area at all. Rolling alts will be painful.

It is grindy. It sets in pretty early too. I'm with him that the aesthetic doesn't appeal to me at all, which is another reason I'm not all jazzed about it. The focus by the team seems to be on the endgame, which is a good thing since many players will spend the majority of time there, but you can't neglect the leveling part when you launch. You can neglect it later in expansions and patches. Overall, I'd play it if it weren't for the subscription fee. The fact they are still trying for that is a bad idea.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on February 21, 2014, 08:33:47 AM
I could have written what Paelos just wrote myself, word for word. I hope this helps people see why I keep saying that Wildstar and TESO are in the same pile of crap, just sporting a different style.
Also of note, for what it's worth, after playing both Angry Joe seems to prefer TESO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 21, 2014, 11:12:30 AM
He's pretty spot on. This game is bland as fuck and has one of the most boring class systems/mechanics I've ever seen.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on February 21, 2014, 12:30:05 PM
WIldstar is still under full NDA so I can't comment on my personal experiences, but from what I've seen in streamers etc, those comments are spot-on. Newbie experience didn't look like anything special, and graphics were heavily influenced by WoW. Some interesting minor innovations in diku gameplay, interrupt shields, lots of mobility, etc, but clearly it took a lot of cues from WoW. Interestingly, Wildstar housing looks to be essentially identical to the new WoW expansion pack garrison feature. Or vice versa, of course, I don't know who came up with this spin on it first.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 21, 2014, 01:06:36 PM
I'll only comment from the experiences I've gotten from the game from various shows (NYCC, PAX etc.) and even if you can't speak to that, it's show in every single stream you've seen of this game.

The combat sucks. The telegraph system sucks. It has as much impact as ESO. There is no feedback at all. The Stalker, for example, has a pretty wide arc for his spammer ability. All you do is run around spamming 1 and making sure your target is in some corner of your attack. You don't aim, swing, or bother doing anything other than making sure this little colored arc is hitting something while your avatar just swings in mid air.

I used to hate it, but I realize it's true, you need animation lock to some degree  for these action based games. Infinite mobility has to be countered by some kind of penalty. You should have to make the decision of committing to an attack or moving in a certain direction.

Ah well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on February 21, 2014, 01:18:59 PM
I missed that this was also subs-based. I'm still interested, but much less so.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 21, 2014, 01:26:43 PM
Subs based, yes, but taking the EVE model of being able to acquire more game time with in-game currency.

As for the recent discussion, I unfortunately have to agree.  If anything they've got a good end-game setup going, but the journey at the get-go is rather blah. 

There's still time, of course, to maybe address some of these things, but I doubt muchwill change between now and live.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on February 21, 2014, 01:29:45 PM
I thought the endgame was just 40 man raids, with no raid finder?  That would be horrific.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 21, 2014, 01:40:42 PM
I'm not gonna defend the game much anymore because it's just not possible with an NDA and most people's minds are made up simply looking at the game design, but all Joe proved was WS is a very 'taste-oriented' game.  That is, appreciating or moving past its style is fairly important.  Secondary to that, appreciating the innovation within a pretty ho-him gamestyle (diku mmo) is also important.  There are a LOT of features to like in Wildstar, moreso than most games at release - but realize, it's still within the standard framework.

For me it still boils down to wanting vanilla WoW In Space.  If you want that, then you pretty much have to play it.  As for this ridiculous TESO vs WS debate; you're a broken individual if you think TESO is the better game (especially at $60 + sub). It's just flatly not based on production value alone.

Knowing Carbine, they're fully aware of the starter zones vs. endgame debate.  They're not going to fall into the trap of bleeding tons of resources on the 1st 20 levels.  Gotta say I agree with them there.  I prefer my leveling experiences to 'ramp up' rather then fizzle out.  If there's gonna be 'grind,' I'd rather have it sooner  than at midgame or end.  Let the grind be during the learning curve.

I thought the endgame was just 40 man raids, with no raid finder?  That would be horrific.

Wow, you really dont pay much attn do you.  Game has 40-mans, 5-man dungeons/CYOA, warplots, and resource meta (housing and crafting) at endgame.  As well as cross-server LFG/raid tool.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on February 21, 2014, 01:42:00 PM
40-man raids
5 man dungeons (normal and hard)
5 man adventures (various difficulty)
1-2 man shiphands
Various sized Warplots
Housing

http://www.youtube.com/watch?v=acDlakDLCew


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on February 21, 2014, 01:48:57 PM
For me it still boils down to wanting vanilla WoW In Space.

But it isn't. If it had WoW's combat mechanics then I'd like it about a billion times more.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on February 21, 2014, 01:55:52 PM
Subs based, yes, but taking the EVE model of being able to acquire more game time with in-game currency.

Ah. This is worth a box purchase for me. I'll see how that first months go. I do want to get my WoW on again, and kinda burned out on GW2 after a few 80s. Some of what's promised here is intriguing, beta reports notwithstanding.

Just can't believe there's two MMOs launching this year with box + sub. Such an odd thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on February 21, 2014, 01:57:34 PM
For me it still boils down to wanting vanilla WoW In Space.

But it isn't. If it had WoW's combat mechanics then I'd like it about a billion times more.
This. I don't want GW2 dodge the fire combat bullshit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on February 21, 2014, 02:08:16 PM
The sad part is that I know several prior-WoW employees that left to go work on this, and I don't have the heart to tell them they made the wrong move.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on February 21, 2014, 02:11:18 PM
For me it still boils down to wanting vanilla WoW In Space.

But it isn't. If it had WoW's combat mechanics then I'd like it about a billion times more.
This. I don't want GW2 dodge the fire combat bullshit.

There are non-mobility based classes and paths, but not sure how one would fair not dodging at all.  You'd also be nixing the resources and abilities tied to the dodge mechanic (not a huge feature loss, but still part of the game).  Might work, might not - not sure.  There are also ways to 'uber-vanilla' the combat UI but I cant go into it.

The sad part is that I know several prior-WoW employees that left to go work on this, and I don't have the heart to tell them they made the wrong move.

Maybe wait till OB to break it to them.   :awesome_for_real:  In all seriousness though, if they enjoyed making the game and are happy with the product (assuming they are)... how could it be the wrong move?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on February 21, 2014, 02:18:10 PM
GW2 combat would be a huge step up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on February 21, 2014, 02:34:36 PM
I'll probably play at some point but I do agree that sub based games kind of put me off these days.  I can only justify having one and I'm itchy to play EQNL right now.  My sister, the recent Wowhead who blames me because she didn't even know what it was until a year or so ago, will love this.  She might even switch over.  I also really like the goofy look of this one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on February 21, 2014, 02:39:03 PM
The sad part is that I know several prior-WoW employees that left to go work on this, and I don't have the heart to tell them they made the wrong move.

How is this the wrong move? If they are on the dev team, won't they know to be looking for a new gig anyway? So they've been employed on something new and interesting for awhile, and gaining experience in their particular craft, and probably won't get much if any blowback on whatever finances this game does or not achieve anyway.

I mean, as long as their skills are applicable to the industry itself and not some niche-y beautiful snowflake development pipeline, they would be looking for new jobs pretty soon anyway, right?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on February 21, 2014, 02:59:26 PM
I suppose it's the expecations gap. Many of them hoped to be on this game as long as they were on WoW, which was almost 7-8 years in many cases. They were art assets people and the like.

Maybe it's not the wrong move, but I don't like the longevity prospects here.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on February 21, 2014, 04:28:23 PM
This. I don't want GW2 dodge the fire combat bullshit.
Dodging is actually very easy in PvE with autofacing. You do need to move, you can't just stand and eat the attacks, but it's relatively non-annoying. Or at least that's what it looks like in the streams. You can't autoface in PvP, and my guess is that autofacing in high-end PvE will be looked down upon like clicking in WoW, where you can compete but it puts you at a disadvantage. But the leveling experience, it doesn't look bad.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on February 21, 2014, 04:31:24 PM
I suppose it's the expecations gap. Many of them hoped to be on this game as long as they were on WoW, which was almost 7-8 years in many cases. They were art assets people and the like.

Maybe it's not the wrong move, but I don't like the longevity prospects here.
Oh ah, yea, for that mindset, that's a problem. Even if their skills are adaptable to a new role, sounds like they were looking for another emotional life commitment rather than just some gig to pay the bills.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on February 21, 2014, 07:22:54 PM
The doomcasting on wildstar seems a bit, premature.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on February 21, 2014, 08:33:45 PM
This. I don't want GW2 dodge the fire combat bullshit.
Dodging is actually very easy in PvE with autofacing. You do need to move, you can't just stand and eat the attacks, but it's relatively non-annoying. Or at least that's what it looks like in the streams. You can't autoface in PvP, and my guess is that autofacing in high-end PvE will be looked down upon like clicking in WoW, where you can compete but it puts you at a disadvantage. But the leveling experience, it doesn't look bad.

The issue is not whether or not it's easy, it's whether or not one enjoys it. I don't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on February 21, 2014, 10:17:48 PM
Exactly. Having played GW2 and TSW, I'm capable of dodging fire I'm just unwilling to do so while leveling. I don't want "action combat" in my MMOs, I like my tab-target hotbars despite how unpopular that is to say around here these days.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on February 21, 2014, 10:47:32 PM
There are plenty of games that give you that experience.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on February 21, 2014, 10:50:26 PM
True, but I was excited to hear about Wildstar because it's compared to early WoW. Except, not with WoW style combat so it's sort of off putting.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on February 22, 2014, 01:41:46 AM
The doomcasting on wildstar seems a bit, premature.
Why? It's yet another game in the long line of "like WoW but not as good" mistakes and is going to be F2P within a year.
Gg next map


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on February 22, 2014, 07:00:51 AM
I find it more interesting the array of reasons why different people don't like it. I get if it's a pale imitation WoW. I get maybe it's that way because like TESO people aren't powering through a weak onboarding experience and then never getting to the "fun".

But what I found interesting was this most recent conversation about tab targeting, and not wanting to dodge while grinding.

I am the opposite. I want combat fun and engaging right away. I'll look for the best and most action-oriented templates for that reason. Tab targeting and autoattack got stale for me in UO a decade ago. I only lasted in EQ1 because I loved song twisting even in downtime. And my favorite parts of GW2 and TSW were those templates which maximized fluid positioning and dodging. The idea of grinding to me isn't just how the game manages time-to-foozle, but whether I was enjoying it along the way.

In large part this is because I normally don't stick around for the endgame, which I rarely make it to anyway.

Everyone's different (duh), but on this point I find I'm most different from other veterans.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on February 22, 2014, 07:08:25 AM
The issue is not whether or not it's easy, it's whether or not one enjoys it. I don't.
It's a matter of degree. I find auto-facing renders dodging dramatically less annoying. You still have to hit the button, but you aren't constantly fiddling with the camera.


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on February 22, 2014, 09:25:55 AM
GW2 did dodge combat by far the best I've seen in an MMO (TSW did it, but I wouldn't say they did it well), to the extent that I'm not sure there's much room for improvement there.
There is definitely something lost though and I sometimes find it more tiring than I'm willing to put up with, for an MMO anyway, which I don't play for my reflexes to be tested to their maximum (maybe I'm just :geezer:)

I still fondly remember AoC combat for those first 20-30 levels, before it became bloated, carpal-tunnel inducing shit, and hope it's revisited (and improved) someday. Too bad Funcom decided to abandon it for TSW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on February 22, 2014, 03:46:41 PM
Too bad Funcom decided to abandon it for TSW.

TSW is a better game then AoC ever was.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on February 22, 2014, 03:56:41 PM
I am not a huge fan of Action Combat in MMOs. I don't play them for that (I don't play any game for that sort of thing, really). Actually, I should clarify: I don't like Action Combat for generic PvE. I don't like that every single fight (EVERY SINGLE ONE) boils down to "don't stand in the fire." I find that just as dull as autoattacking a monster to death, only it has the added disadvantage that I can't eat a snack at the same time. So while I enjoy it well enough when it's DUNGEON TIEM or PvP, given I spend the bulk of my time NOT doing those things (usually), it's not something I like to see.

That said, the combat isn't the part about Wildstar I find boring. I liked the combat well enough for what it was, and I like the limited action set thing. The delivery of why I need to collect bear asses is painfully dull though. That (other than its chargen) is the biggest throwback to WoW, and I find it's not something I enjoy any more. Although at least it doesn't have Metzen all over it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on February 22, 2014, 10:26:41 PM
TSW is a better game then AoC ever was.

Idd, but there was something interesting about AoC combat and I don't think they had to abandon that to make TSW a better game (in fact combat is pretty much the last thing I'd mention as a positive for TSW).
Lotro experimented with a similar 'hit the right string of buttons to get this effect' style combat with their Warden, which was the most interesting thing that ever happened there as far as combat goes as well.

It could be an interesting alternative to the current flavor of the month where apparently dodge is the panacea to cure dull in combat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on February 22, 2014, 10:45:13 PM
I disliked AoC combat enough to start playing mages in it.  It was just tiresome.

I think if I decided to play Wildstar at launch, it'd make me  just end up wanting to play WoW.  No game has done that since Rift.   That said, I find the combat passable, just somewhat derivative given what I play currently.


Title: Re: Carbine Studios' "Wildstar"
Post by: MediumHigh on February 23, 2014, 08:03:01 AM
I find that tab-targetting is superior in some aspects, merely because it works within the paradigm that mmo's suck. In pve, because combat is merely a way to get from point A to point A.1, the monotonous nature of most encounters generally lends itself to a low intensity way of playing. In pvp, because lag is king, tag targeting is more forgiving. Not to say "action oriented" is superior in a "mmo's don't suck world" I generally play rpg's because of the more "tactical" nature of the combat, so action combat has to be visceral but not twitch based in order for me to find it fun in a game with no crit rockets or head shots.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on February 23, 2014, 08:30:59 AM
I can see both sides of the argument here. Tab-targeting and autoattack works and makes things a bit less active in a grinding sense, but the active attacks and area of attack stuff makes you play the game more but when shit gets grindy, it is probably more bother than it is worth.

For myself, I am just looking for something to scratch that build-a-character itch. Combat is here nor there for me. I am sure that will change when I am pressing keys 40 times on the 100,00th foozle, but I'll cross that bridge when I come to it.

Never likes Oblivion or Elder Scrolls gameplay nor the graphics so I am completely off that reservation. This however I'll throw some money at until I don't want to anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: KallDrexx on February 23, 2014, 02:49:35 PM
I have zero problem with tab targetting and slower gameplay *if* the combat proves to be interesting enough to be more than 1,2,3,4,1,2,3,4.  If it makes you think then tab combat is better, as it gives better chance for strategy and tactics rather than reflexes. 


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on February 23, 2014, 07:29:49 PM
GW2 did dodge combat by far the best I've seen in an MMO (TSW did it, but I wouldn't say they did it well), to the extent that I'm not sure there's much room for improvement there.
Coming straight from TERA the GW2 combat was the most disappointing piece of floaty shit I've played in a while, completely lacking the sense of connection with the character. That included their dodging.

So, yeah; definitely some room there :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on February 23, 2014, 08:42:48 PM
I have zero problem with tab targetting and slower gameplay *if* the combat proves to be interesting enough to be more than 1,2,3,4,1,2,3,4.  If it makes you think then tab combat is better, as it gives better chance for strategy and tactics rather than reflexes. 


I agree, tab target combat was great in age of wushu.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on February 23, 2014, 09:09:53 PM
GW2 did dodge combat by far the best I've seen in an MMO (TSW did it, but I wouldn't say they did it well), to the extent that I'm not sure there's much room for improvement there.
Coming straight from TERA the GW2 combat was the most disappointing piece of floaty shit I've played in a while, completely lacking the sense of connection with the character. That included their dodging.

So, yeah; definitely some room there :oh_i_see:
I think playing TERA is a big part of why GW2 didn't click for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on February 24, 2014, 02:27:28 AM
Same for me. TERA showed me real action combat is possible in MMORPGs and pretty much ruined everything else now, especially Neverwinter and The Elder Scrolls Onlie. Also worth mentioning that while I have nothing against the "telegraphs" that are used in every game now, TERA didn't use them so much and still managed to offer plenty of ways to keep player on their toes and make attacks obvious pushing players to actively defend, dodge and parry.

I used to hate it, but I realize it's true, you need animation lock to some degree  for these action based games. Infinite mobility has to be countered by some kind of penalty. You should have to make the decision of committing to an attack or moving in a certain direction.

I think I agree now. Some non-MMORPG have been going a route that I would have never thought it could work but it does. Basically, you can cast and attack while moving but when you do you "slow down" your movement for the duration of the cast/attack/animation. That works perfectly well in Smite (which is basically MMORPG combat done right, just missing some oomph) and Dead Island Epidemic. Seems to me that if done properly this could be a good compromise between being rooted when attacking (feeling too heavy-stiff) and having absolute mobility (feeling too light-insubstantial).


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on February 24, 2014, 07:14:47 AM
I may have suffered from the TERA to GW2 thing as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Cadaverine on March 04, 2014, 05:02:50 PM
Wildstar is doing a closed beta weekend this weekend the 7th through the 9th.

Alienware is(or possibly was by the time this is posted)  giving away keys, if anyone is interested.
http://na.alienwarearena.com/giveaways/wildstar-closed-beta-weekend-key-giveaway (http://na.alienwarearena.com/giveaways/wildstar-closed-beta-weekend-key-giveaway)

I have a spare key as well, PM me, blah blah.  Gone.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 05, 2014, 09:28:00 AM
I got one. They had about 1800 keys left.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 05, 2014, 09:45:19 AM
~1k now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on March 05, 2014, 01:46:40 PM
Wildstar is doing a closed beta weekend this weekend the 7th through the 9th.

Alienware is(or possibly was by the time this is posted)  giving away keys, if anyone is interested.
http://na.alienwarearena.com/giveaways/wildstar-closed-beta-weekend-key-giveaway (http://na.alienwarearena.com/giveaways/wildstar-closed-beta-weekend-key-giveaway)

I have a spare key as well, PM me, blah blah.  Gone.
Keys all gone.


Title: Re: Carbine Studios' "Wildstar"
Post by: Der Helm on March 06, 2014, 03:29:18 PM
So. Now I need to decide what class I want to try out. I know almost nothing about the game except for the class intro videos. What class is most OP at the moment ? Does anyone know ? 
I really don't want to relive my miserable TSO experience from last weekend. :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 06, 2014, 03:42:44 PM
I fully expect Wildstar to be just as miserable, just in different ways.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 06, 2014, 03:44:43 PM
So. Now I need to decide what class I want to try out. I know almost nothing about the game except for the class intro videos. What class is most OP at the moment ? Does anyone know ? 
I really don't want to relive my miserable TSO experience from last weekend. :awesome_for_real:

Engy is pretty OP and insanely fun running around as a Chua with a huge gun. Problem is there were A LOT of those last stress test.

Medic is probably the most OP at the moment - IMHO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 06, 2014, 05:14:24 PM
Oh, did medic get majorly buffed? Last time I played they were firmly in "meh" territory. I liked it anyway, but that is because I'm brain damaged.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on March 06, 2014, 05:20:33 PM
I liked it, too.  Maybe we'll be sent to the same asylum.  Right now I'm trying out warrior because warrior must always be tried out.  And I got horns.


Title: Re: Carbine Studios' "Wildstar"
Post by: MrHat on March 06, 2014, 05:22:00 PM
Just realized I never applied for this beta when I have been following it for a while.

Doh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 06, 2014, 05:58:12 PM
So. Now I need to decide what class I want to try out. I know almost nothing about the game except for the class intro videos. What class is most OP at the moment ? Does anyone know ?  
I really don't want to relive my miserable TSO experience from last weekend. :awesome_for_real:

Try them all out.  This being a pretty traditional, more 'hardcore-ish' MMO (with endgame and housing), your class choice is pretty darned important as rolling alts is less likely.
That said, mobility and range in any skillshot type game is pretty key... in Wildstar that means Spellslinger generally rules the battlefield especially if you've got a good strafe setup.

Tough to say which is 'OP' since not many have tested to elder-game and wouldn't be able to comment regardless.  As expected, some of the classes are OP early and gimped later or vice versa.  Also, recall the game uses skill decking so what's OP is largely dependent on player and situation, all before even considering AMPs or gear.

It's a tough call.  Dont listen to anyone and just play what you like.  Second to that, play what you're good at playing.  I wouldnt advise slinger for someone who shies away from skillshots and movement.  Nor would I advise Esper or Medic for someone who doesnt like management/control.  And so forth.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on March 06, 2014, 06:59:46 PM
Keep in mind the race-class combos are quite restricted.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 06, 2014, 07:14:09 PM
Keep in mind the race-class combos are quite restricted.

No more restricted than WoW was pre-Cata. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 07, 2014, 12:34:23 PM
What's the NDA on this thing now?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 07, 2014, 01:12:45 PM
What's the NDA on this thing now?

Same as before- press only I believe.


Title: Re: Carbine Studios' "Wildstar"
Post by: Der Helm on March 07, 2014, 05:01:07 PM
Played this for a bit this afternoon before work. Only tried a Stalker because it was one of the few class choices I could make for my little bunny girl.

The quests are not really gripping and the combat so far is a bit less fun than TESO (which I liked, combat as a Sorc was a lot of fun).

I'll try a few of the more "unique" classes after work, we'll see how that goes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Gets on March 07, 2014, 08:38:50 PM
Played it today. Trying to remove the watermark plastered all over the beta client was the only interesting thing I experienced.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 07, 2014, 09:02:17 PM
So I guess with the NDA the only thing I can say is that despite my panning of ESO, I actually had more fun playing it than playing this game despite Wildstar being much better put together.  Most of the faults with ESO seem to have to do with it feeling like it was made by amateurs.  Wildstar is very competently made, but I cannot stand the design at all.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 08, 2014, 03:09:44 PM
I love this game and I'm not playing until they readjust some things that came with beta patch 3. Leveling is horrible and quest grind is awful and TTK is shit and my class is shit so.

fake edit: by 'not playing' i mean i'm mostly just going to be doing housing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on March 08, 2014, 03:20:18 PM
fake edit: by 'not playing' i mean i'm mostly just going to be doing housing.

Way to take a stand.   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on March 08, 2014, 03:51:50 PM
I love this game and I'm not playing until they readjust some things that came with beta patch 3. Leveling is horrible and quest grind is awful and TTK is shit and my class is shit so.

fake edit: by 'not playing' i mean i'm mostly just going to be doing housing.

This game has some things going for it, but fun isn't one of them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 08, 2014, 04:29:01 PM
I'm convinced this game is made for 10-year-olds.


Title: Re: Carbine Studios' "Wildstar"
Post by: Der Helm on March 09, 2014, 12:03:08 PM
OMG the evil faction (No "" neccesary). Half of the tutorial consists of "ain't torture funny".
And why do the robots have a male/female option ? And huge breasts ? (by default)

I'm convinced this game is made for 10-year-olds.
Oh. Yeah. I think you are on to something here.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on March 09, 2014, 01:15:59 PM
Is the beta weekend over or does it run until midnight?


Title: Re: Carbine Studios' "Wildstar"
Post by: Der Helm on March 09, 2014, 01:44:08 PM
Is the beta weekend over or does it run until midnight?
I think I read 7 am PST on monday ?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 09, 2014, 01:45:46 PM
Is the beta weekend over or does it run until midnight?

Midnight +/- and hour. Midnight PST, that is.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 09, 2014, 02:06:25 PM
I figured by this point most weekend betatesters would have been able to be full beta testers.  Weird.


Title: Re: Carbine Studios' "Wildstar"
Post by: Der Helm on March 09, 2014, 02:52:00 PM
Is the beta weekend over or does it run until midnight?

Midnight +/- and hour. Midnight PST, that is.
Yeah. Got my time zones mixed up. In game text says its 06:59 UTC, 11:59 PDT.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on March 09, 2014, 06:36:30 PM
So, yeah.  The combat's lethargic pace makes even WoW look like a fairly dynamic game in comparison.  *click* - wait - *click* - wait - *click* - wait - *click a second power* - *walk away from the big red circle on the ground*  All of the class videos show a player reaming a pile of monsters within two seconds, when the reality takes about ten times longer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Der Helm on March 09, 2014, 09:17:04 PM
So, yeah.  The combat's lethargic pace makes even WoW look like a fairly dynamic game in comparison.  *click* - wait - *click* - wait - *click* - wait - *click a second power* - *walk away from the big red circle on the ground*  All of the class videos show a player reaming a pile of monsters within two seconds, when the reality takes about ten times longer.
I think I tried all the classes. Combat really is boring, either you blow up everything around you or you get overwhelmed. Overall it felt disconnected and boring with every... single... attack/ability having some kind/form of cone.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 10, 2014, 02:52:22 AM
I'm convinced this game is made for 10-year-olds.

I object on the grounds that I am literally 12 and a half IRL, NOT ten, and my brother hangs out with some guy who can get cigarettes.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 10, 2014, 06:16:37 AM
So, yeah.  The combat's lethargic pace makes even WoW look like a fairly dynamic game in comparison.  *click* - wait - *click* - wait - *click* - wait - *click a second power* - *walk away from the big red circle on the ground*  All of the class videos show a player reaming a pile of monsters within two seconds, when the reality takes about ten times longer.

Meh. I am just going to go with the idea that this game is the methadone of MMOs. It will never be as great as the first one I played or have the staying power of my longest addiction, but it'll take the edge off for a bit.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 10, 2014, 11:09:37 AM
My feelings on the combat pretty much match the last few posters. Maybe I really am just sick to fucking death of DikuMud derivative combat because slow, boring and grindy are the best words I can use to describe it. Also... badfont. Lots of badfont.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 10, 2014, 11:51:40 AM
For a game where everything was an AoE with a cone of some sort, the powers themselves seemed pretty bland.  Basic cone attack.  Higher damage cone attack with generic resource cost and/or cooldown.  Another higher damage cone attack with generic resource cost and/or cooldown with added CC or debuff.  Rinse, repeat.  Nearly everything seemed to be channeled or have a cast time, which is what lead to the slow feel.

I also didn't care for the WWE/Candy Crush hybrid level ups, but I bet 10-year-olds love it.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 10, 2014, 12:29:53 PM
Yeah, the channeling time on even the most basic pistol shot was just  :oh_i_see: It's like a barrage of really slow, un-engaging Quicktime events.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 10, 2014, 12:57:33 PM
It's still quicker combat than TESO.  Go figure.   :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 10, 2014, 01:11:56 PM
I actually found TESO combat somewhat more engaging, even though the interface suuuuuuuuuuuuuuuuuucked.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 10, 2014, 01:55:04 PM
TESO combat is much better than this. TESO has light/heavy attacks, blocking, dodging etc. If you attack a target that is disoriented or whatever with a heavy, you knock them down. Simple interactions like that make a load of difference.

Wildstar combat is dreadful.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on March 10, 2014, 02:04:50 PM
Game:  *Ding*
Me:  Oh cool I leveled up I...
Game:  OH YEAH MUTHERFUCKER! SHIT JUST GOT REAL!  HASHTAG PWNAGE!  THIS LEVEL SPONSORED BY MTN DEW AND RED BULL, DO THE DEW!


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on March 10, 2014, 02:11:06 PM
OH AND THAT QUEST COMPLETION VOICE-OVER YOU WANTED TO LISTEN TO? FUCK THAT SHIT!


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 10, 2014, 02:27:02 PM
I will admit to be surprised at "Ding! Grats!" turned into Randy Fucking Savage.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on March 10, 2014, 02:42:34 PM
OH AND THAT QUEST COMPLETION VOICE-OVER YOU WANTED TO LISTEN TO? FUCK THAT SHIT!


This shit drives me fucking crazy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 10, 2014, 03:10:37 PM
My feelings on the combat pretty much match the last few posters. Maybe I really am just sick to fucking death of DikuMud derivative combat because slow, boring and grindy are the best words I can use to describe it. Also... badfont. Lots of badfont.

I still like Diku whatnot, and I find the combat pretty meh, so I don't think it's quite that. It definitely has the issue of "some classes take way too long to start to get fun," though. Medic was the only one I enjoyed fairly early on, and as a result is the only one I got past level 10. Warrior never even made it off the arkship, poor thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on March 10, 2014, 03:23:49 PM
Why is this so depressing reading all of this?  I don't even really care about Wildstar.  I mean the housing video long ago had me interested, but now..  :|

I guess my initial impressions weren't just colored by how badly it ran on my pretty decent system.  I even turned down a lot of options and it was still horrid.   The intro felt like something I had already done a hundred times and had no desire to ever do again.  It all felt very "messy" as well, but that could just be a GUI that I'm not completely familiar with.   

I'll probably load it again at some point to see if the performance thing is no longer an issue.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 10, 2014, 03:41:18 PM
In fairness, I stuck with the grind (and there was a *lot* of bear ass collecting grind) just long enough to open up housing.  There was a lot I liked about housing, but some I didn't.  Don't know how much more specific I can be about that with the NDA still up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on March 10, 2014, 03:51:48 PM
Why is this so depressing reading all of this?  I don't even really care about Wildstar.  I mean the housing video long ago had me interested, but now..  :|

I guess my initial impressions weren't just colored by how badly it ran on my pretty decent system.  I even turned down a lot of options and it was still horrid.   The intro felt like something I had already done a hundred times and had no desire to ever do again.  It all felt very "messy" as well, but that could just be a GUI that I'm not completely familiar with.   

I'll probably load it again at some point to see if the performance thing is no longer an issue.


It ran even worse on my not so decent system, like N64 worse.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 10, 2014, 03:57:35 PM
Why is this so depressing reading all of this?  I don't even really care about Wildstar.  I mean the housing video long ago had me interested, but now..  :|

I guess my initial impressions weren't just colored by how badly it ran on my pretty decent system.  I even turned down a lot of options and it was still horrid.   The intro felt like something I had already done a hundred times and had no desire to ever do again.  It all felt very "messy" as well, but that could just be a GUI that I'm not completely familiar with.   

I'll probably load it again at some point to see if the performance thing is no longer an issue.


It ran even worse on my not so decent system, like N64 worse.

I want to contribute this to the beta watermark/overlay.  At least that's what I hope it is.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on March 10, 2014, 04:04:55 PM
Why the hell do they even do that? That is possibly the most obnoxious thing I've ever seen in any MMO beta to date. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on March 10, 2014, 04:14:52 PM
In fairness, I stuck with the grind (and there was a *lot* of bear ass collecting grind) just long enough to open up housing.  There was a lot I liked about housing, but some I didn't.  Don't know how much more specific I can be about that with the NDA still up.
We've all already said too much :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 10, 2014, 05:25:27 PM
Well in that case I'll go ahead and post a screenshot of the game.



Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on March 10, 2014, 05:58:17 PM
Fuck this game. What a pile.

The first four engineer abilities are a 3 second channel b4 doing anything, something that instantly casts but channels for 5 seconds an instant cast stun on a 10-15 sec cooldown which isn't shitty to use and a pet. At that point I stopped caring at all.

The level up voice was maybe the best part of the game though the vac'ing up bits of meat and bone was sort of funny. The quests are generic trash. The zones are just WoW zones but different. The mobs were insanely boring with stupid red ground attacks that were so slow to activate and didn't do a whole lot if they did so I stopped caring like 8 fights in. I fought a giant robot once and realized when he died that I never looked at anything but the ground and that the fight ended without me realizing it because the ground effect was still "charging" so I was still fighting.

This game is way worse then GW2 and NWNO both of which I thought were pretty shitty.

Why the fuck in 2014 do games feel the need to start you with 2 abilities? I mean for real? You don't think I can handle being able to do things and control the camera at the same time? Better ease me into it?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 11, 2014, 06:09:20 AM
Why the hell do they even do that? That is possibly the most obnoxious thing I've ever seen in any MMO beta to date. 

GW2 did it too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 11, 2014, 06:11:10 AM
Fuck this game. What a pile.

The first four engineer abilities are a 3 second channel b4 doing anything, something that instantly casts but channels for 5 seconds an instant cast stun on a 10-15 sec cooldown which isn't shitty to use and a pet. At that point I stopped caring at all.

The level up voice was maybe the best part of the game though the vac'ing up bits of meat and bone was sort of funny. The quests are generic trash. The zones are just WoW zones but different. The mobs were insanely boring with stupid red ground attacks that were so slow to activate and didn't do a whole lot if they did so I stopped caring like 8 fights in. I fought a giant robot once and realized when he died that I never looked at anything but the ground and that the fight ended without me realizing it because the ground effect was still "charging" so I was still fighting.

This game is way worse then GW2 and NWNO both of which I thought were pretty shitty.

Why the fuck in 2014 do games feel the need to start you with 2 abilities? I mean for real? You don't think I can handle being able to do things and control the camera at the same time? Better ease me into it?

100% and the Engineer is one of the better classes. Go try playing an Esper where everything roots you in place.

At least hopefully this game will finally put the nail in the coffin of the quest treadmill formula. Fuck that kind of play. At least ESO and it's shitty PVE doesn't have you collecting bear asses.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on March 11, 2014, 09:44:42 PM
Tera kicks the shit out of Wildstar's gameplay.  GW2 is inferior to Tera's combat, but still way better than Wildstar.  The other features of the game I actually liked a fair bit.  I liked tradeskills having as much depth as combat classes.  I liked housing.  I liked the roles having something to do other than collecting 100 rat tails.  I disliked the fact that none of the actual game had any of the fun wit that the trailers had; most of the game was as dry as any other MMORPG.  I didn't mind the Randy Savage dings.  I disliked the fact that movement was as slow as molasses if you didn't have a speed buff up.

They can still fix the combat, which was my primary complaint.  I don't think they will fix it, but definitely believe it's possible.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on March 11, 2014, 09:51:16 PM
Man, that makes this difficult. I love crafting and housing, but GW2's combat was awful compared to TERA and hearing that this is worse (but in the same vein) is really off-putting. I haven't had a chance to actually try it (since all I get are beta weekend invites and weekends aren't usually great for me), so I might preorder it at Gamestop for early access then cancel it if I don't like it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on March 12, 2014, 06:42:44 AM
NDA lifted, release date is June 3rd, 2014:

http://www.wildstar-online.com/uk/news/wildstar_release_date_and_nda_lift.php

They will start accepting pre-orders on March 19th .

http://www.youtube.com/watch?v=ay8Ze96I9_w


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 12, 2014, 07:13:15 AM
Think I'll wait and see on this one.  Rather play WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on March 12, 2014, 07:49:08 AM
Oh good.  NDA lift.

The combat is my main complaint.  It's all ground effects and slow.  Dodging seems mostly pointless since I can run walk out at the same pace.  All my engineer attacks also required sitting there and charging which didn't help my opinion of things.

Leveling also seemed really slow.  I wouldn't mind that so much, but combat was boring so it felt like a grind just to hit 10.

My other complaint was the camera.  If I got close enough to really see my character, most of my body was hidden by UI or off-screen.  The perspective was just wrong.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 12, 2014, 08:22:05 AM
Perfect timing for when Dark Souls wears thin.
As for the NDA, yah, most of us have skirted around it so closely that there's  not much really left to say.  Few point though:  

-Movement has always been an issue; they've tweaked it a few times along with various animations... but since it's a race-based mechanic, it's tough to justify a frankenstien engi. being able to platform as well as a Chua.  Most people seem to hate the racelocking, so I guess making movement quicker and more fluid across the board would be wise.  Though, lessening the value of mobility classes (stalker, slinger) would be unwise.  Do not forget there are also mobility skills, gadgets, and abilities.  Most smart players will minimally have the settler movement buff active (especially those folk that are uhh, settlers).  Then there's craftable movement pots and so forth.  Every Path seems to have a way to deal with it.

-I guess what I like about the game is what most people do not.  Like with movement, there are layers of meta involved with even the simplest things.  Most people will bitch they're too slow and QQ the devs for a buff rather then take the time to improve their movement by gaming.  Like, why would there even be a settler pod for movement if everyone moves like a fuckin Tera character?  Or a sci potion, etc.  Makes no sense to axe all those systems just to make everyone an equally special snowflake with minimal effort.  This is before even considering the impact on the combat system, wherein there are times you just arent fast enough to get out the of the way w/o a dodge or buff of some kind.

-That's the basic philosophy behind the game.  Many layers of meta, some of which could be coined a 'grind,' (many are nifty minigames, though easy) that are mandatory to flesh out the fun.  It's good for the worker-bee type of classic mmo player but the burnt out/jaded newschool gamers wont like it.

-Combat speed complaints are typically unfounded simply because again...  the game is wildly different depending upon class.  Warriors will out proc. an engi. + bots every day of the week (because they're wailing away every 1/4 second), which is why they still make better tanks.  Slingers are too complex to even complain about speed to begin with - the vast majority of the time people who whine when they spellsling just can't play them...  they're the strafe and port skillshot class; steer clear if you dont have nimble fingers.  Control classes like Esper or Medic need time to survey the situation, not to mention their abilities cannot be quick due to the utility of their powers; making them quicker would just be stupid.  And again, this is before even considering the myriad combat speed abilities, amps, buffs, whatevs that are sprinkled in the game.  If you made everyone a ninja you might as well eliminate all those systems, including the skilldeck system (which can be tweaked for quicker abilities and so forth).

-Dominion is flat out cooler then Exiles from my experience.  The quests seemed to have a bit more depth and skill in writing. The lore just felt deeper.  There was one warzone quest that had me really impressed; up until I BSODed.  I never quite made it to the hubs so I cant speak for the midgame.

-Most of the smaller outposts are definitely bland, as people have been saying.  This issue stems from the whole 'survivalist colony' aspect of Nexus.  I must say this is something that I didnt foresee when considering this game; it's pretty jarring.  Reminds me of Fallen Earth.  I hated it.  It's a thematic thing though, so it cant be fixed.  

- ^^^ main issue the game will have keeping players.  Most folk will not like the theme.  Same issues with Defiance come to think.  I like space pulp myself, but this particular presentation is lacking in this regard due to the choice of making it a quasi-colonization game.  I prefer my worlds to be complete when I play, which I think is something that was under-appreciated with WoW; those zones were pretty much lore complete from release day.

-UI is definitely weird.  They opted for some giant center-screen thing that blocks your character (as Lant says).  It's moddable, but the default might not be your taste.

-Pre-orders get a rockethouse automatically.  That sells a lot of boxes right there.

-The release date is definitely smart, as the summer break will coincide perfectly.

-Game is setup for the oldschooler (gaming is my 2nd job) type of gamer.  An Eve person might like it for instance.  There's a system for everything and the game will be heavily reliant on 3rd party mods.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 12, 2014, 09:30:28 AM
Oh good.  NDA lift.

The combat is my main complaint.  It's all ground effects and slow.  Dodging seems mostly pointless since I can run walk out at the same pace.  All my engineer attacks also required sitting there and charging which didn't help my opinion of things.

Leveling also seemed really slow.  I wouldn't mind that so much, but combat was boring so it felt like a grind just to hit 10.

My other complaint was the camera.  If I got close enough to really see my character, most of my body was hidden by UI or off-screen.  The perspective was just wrong.

Combat I am fine with. Engy was fun and most everything had a charge time, but at least you were mobile unlike the esper.

I agree with you on the rest. Leveling was painfully quest grindy. I was hoping they either decreased the TNL or upped the xp per kill since the last beta weekend, but alas it was not done. Warping through the first 8 levels felt about right if a little slow, then all the sudden it became a slog - even the fights were noticeably rougher from level 8 on unless you outleveled the area by a level or two. Doesn't help that you ding between like lvl6 and lvl9 and only get access to what, one new ability? Gaining a new level never felt as AWESOME AS FUCK as the announcement made it seem.

Quests are all over the place and pop up just wandering around which negate any need to just grind mobs for xp which is fine, but it just feels like I am hunting for quests instead of mobs. Nature of the beast I suppose. Some of the quests are interesting, most are not. Completing them on the fly and not having to run back for every one is nice, but in most MMOs now anyway.

The Paths are a neat feature I like. Explorer is too overwhelming though - there is soo much shit they can do and get into that makes the other paths seem pedestrian. Planting flags, scouting cliffs and finding hidden paths... completionists will enjoy the path for the sheer amount of stuff they have to do. Settler is great for buff stations and vendors on the fly, but outside of that, the other stuff they do in the world is pointless in that anything they build is gone in a minute or two. There is no salience with anything the settler does which is unfortunate. Not to mention collecting building materials is tedious. I like that they drop too, but still. Scientist was ok. The scanbot seemed pointless other than not requiring your character to walk an extra 20 feet to look at something. I liked the fact they had some puzzles to figure out to gain access to doors and areas, but those areas usually just had a cube and nothing else. Lost potential there. Whole behind-the-door areas just wasted when they could have just had the wall open to reveal a cube. Soldier was nothing more than find a terminal and stand-your-ground for a few minutes. Some of them were kinda rough and I did die while 7 of us were trying to do one soldier's terminal path quest. I like the fact the mobs ramp up when there are more people, but overall, the soldier path just seemed boring.

Loot seemed pretty steady, grabbing the blue weapon around 5-6 from the trophy quest goes along way since I was using it into lvl 11 (as far as I got)...but it gets boring when you don't find a new shiny and the weapon's killing power starts fading as the mobs ramp up. Was hoping for a replacement to drop, but everything I got was less than the blue weapon. Disappointing to say the least, but not surprising given the standard MMO fare with this game.

Bag space is again an issue which astounds me. Once you learn how to salvage (~lvl8) the linen costume items seem to drop off everything and fills up your bag space too quickly. Salvaging itself is a pain in the ass doing single item only, unless I missed a mass-salvage-everything-in-your-bag button somewhere. Takes forever to free up space salvaging everything, and you make a ton more coin just vendoring it. Settler might be a premium for this fact alone.

The camera needs a ton of work. You stated exactly what is wrong. Perspective is just off. Not to mention the fact that you zoom out to a reasonable distance, adjust the camera a bit to look at something which shifts the focus, and the camera never seems to reset back to where it was when you put it back where it was. Constantly monkeying around with zooming in and out is frustrating and since they seem to want you to constantly move around, that camera is constantly being moved and bouncing perspective as it hits environment objects. Swing it around at a nice distance and run into a rock and it pushed the camera right on your character then takes forever to try and reset the distance back, but never ends up corrected.

I can live with those for the time being, but expect them to be addressed at some point. This will scratch my itch for an MMO this summer but I don't know about the staying power after the 3 month honeymoon period I give MMOs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on March 12, 2014, 09:34:58 AM
The release date seems a bit early, but I guess it's timed well to move boxes.   But honestly, I see this game doing pretty poorly in the market.  It'll sell poorly, retain poorly, and will most likely mean the death of this studio.

I really wanted to like this.  I like WoW/diku. I like GW2 stye combat.  I like the art style in theory (see WoW).  The marketing/dev chat videos were great.  I like space.   I do not like what I played. It was so boring, that I didn't even get to housing.  I can't even remember what level I got to.  I just didn't want to play anymore after a handful of sessions. The combat was not interesting.  The interface was terrible. It ran like Skyrim on an iPhone. The leveling pace was slow, even at noobie levels (that is honestly one of the worst game intros I've ever experienced).  The game just looked like a bad mess.

The only semi-interesting part was the different paths: explorer, builder, etc.  It looks like that could be something.  The only way I would give this a second look is if they did a serious optimization pass.  I'd want to at least not be lagging to shit on my PC that can run every other game on the planet in high settings without issues.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on March 12, 2014, 11:40:05 AM
I would totally have bought this based on their great marketing if it hadn't been for actually playing it. I knew the combat was going to be a strike against it going in, as I don't like the GW2 branch of MMO combat much, but I was expecting all the other systems to be as cool as they seemed in the videos. They weren't, and I found that the very poor levels of character appearance customization also really bugged me. I'd agree with Rasix that progress felt slow, although I don't recall the UI being a problem one way or the other.

Pet AI was godawful when I played as well. Possibly that has improved, I haven't bothered recently.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on March 12, 2014, 11:58:16 AM
I downloaded the game, installed it, opened the character maker and got 4 FPS. I opened the settings, turned off/down the usual suspects (fancy shadows etc) and... still got 4 Fps. Opened the settings again, turned even more stuff down and got 5 FPS. Went into the settings again and just put everything to it's lowest possible setting. This got me to the 10-15 FPS range. Up to 20-25 if I stared at empty space like the floor. At this point my game looked like something that literally belonged on the PS1 or N64, like super basic polygon models with jagged edges and no actual lighting and blurry textures. So right off the bat here, I'm having a great experience.  :why_so_serious:

The UI just kept throwing things at me, this is the first time in a long long time I felt like a game UI was actively trying to assault me. I could probably get used to it with time, but I had no desire too, since the game ran like utter shit and I had zero attachment to the setting or world or anything. The game also ran like shit. Did I mention that?

I didn't care for the fact despite all the pseudo action combat, the game still wanted me to click on mobs like I was playing WoW. I adjusted really quickly to the Neverwinter method of pseudo action combat, where you default to a aiming/camera control state and press a button to bring up the mouse pointer for menus, instead of the old style of having to hold down a button to mouse look and junk. I otherwise never got far enough to really make any calls on the depth of the combat, since again, the game ran like complete garbage.


My TLDR: Game ran like unbelievable crap and nothing about the game made me want to figure out how to make it not run like crap. Just a pile of apathy and meh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ard on March 12, 2014, 12:18:31 PM
I only played this one weekend, but it made me never want to go back.  Between the content being absolutely boring to the point where I just stopped reading it (on top of them making it both hard to read and listen to), the Dominion side literally starting in the barrens killing space orcs, and the combat being outright tedious, I just gave up.  It's not even proper sci-fi, it's WoW with a very false sci fi veneer.  Tons of pointless running around, tons of back and forth to NPCs despite having phones, tons of getting hit in the face by people with swords and the usual over-sized insects.  This game actually turned out worse than ESO, and I don't like that game either.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on March 12, 2014, 12:47:31 PM
Do they have beta forums and out of curiosity are they filled with lots of yes men fanboys who scream murder whenever a more sensible person suggests the game is tedious/grindy/shitty?

I wonder why the performance is so poor considering how bad the graphics are.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 12, 2014, 01:26:58 PM
Do they have beta forums and out of curiosity are they filled with lots of yes men fanboys who scream murder whenever a more sensible person suggests the game is tedious/grindy/shitty?

I wonder why the performance is so poor considering how bad the graphics are.

They seemed somewhat functional. The criticisms were there and the largest threads were fairly constructive in their offerings and opinions. Of course, those suggestions were not implemented - at least in terms of paths suggestions (which I was most curious about - enough to read the forums). Was fairly mixed though - but yeah, you always had those topics 'leveling is too slow!' - "NO NO, make it slower so I can be some status symbol in game!" 

The chat in beta however... well, it is chat in an MMO. Topics were mostly about how to segregate players by playstyle and drivel about how to make the game harder and exclusive to only the leet kiddies. I sorta turned off the chat early on though. 

As for performance... I have no idea. I am still getting by with my 470 GTX with framerates around 30-40 in populated areas. Couple times dipping into the teens and 20s for some reason out in less populated areas. Restarting cleared that for me though. Though I suspect they were doing something with the servers at that time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 12, 2014, 01:38:59 PM
Do they have beta forums and out of curiosity are they filled with lots of yes men fanboys who scream murder whenever a more sensible person suggests the game is tedious/grindy/shitty?

Yes to all of that.

Quote
I wonder why the performance is so poor considering how bad the graphics are.

In-game I kept seeing comments about how using the 64 bit client would fix most of the performance problems.  I wasn't having performance issues, but I checked to see which client I was using and it seemed I only had a 64 bit .exe anyway.

Most of the problems I had with the game have already been touched on by others so I won't just repeat what they said other than to say that for me the game already had an uphill battle to try to grab me since I *hate* the art style.  I was never much of a fan of the cartoony look in WoW but at least that game mostly played the story straight, with some humorous stuff thrown in.  Wildstar takes all the cartoony WoW look and irreverence and cranks it up to 11, which is the last thing that I personally want in a game.  So I get that this game is just not for me, but the other stuff like surprisingly poor combat and lots of grind is why I don't think this game will do very well.

I also hope they improve their chat by release.  Not being able to turn off or filter barrens chat the advice channel was really annoying.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on March 12, 2014, 02:06:02 PM
I disable the advice and add the combat channel through the chat window but it doesn't stick after you log out.  Of course, maybe that's fixed in this big patch they did.  The UI needs work, for sure.  One thing I do like is the quests related to your path.  Although a lot of the quests are mundane, it does help you feel a bit more customised than, say, WoW.  Because we've been having a lot of power outages due to the damage done by the recent bad weather, I haven't been on long enough to make it to housing and I've done very little crafting.  I'm not going to decide on the game until I've played with that.  When I do play, however, it's enjoyable.  My computer zips through the game at the moment and I haven't had any problems with lag or anything.  Of course, this is a new computer with a better graphics card.  I'm not sure my laptop would have been able to run it at all.  Maybe I'll give it a try and see one of these days.  (I say things like that but I never actually do it.  I haven't touched the fucking laptop since I transferred files the day I brought this thing home.)

I liked the look of WoW and I like the look of this one, too.  They really are similar.  I like the race choices more in this, especially the robot ones, the diseased ones and the horny ones.  Yes, I forget what they're named.  :(  The diseased one's are my fav, but I've just started a horny character.  Yeah, yeah, horny.  I said that.  Whatever.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on March 12, 2014, 03:26:48 PM
Game was boring and the setting didn't grab me. Leveling took forever by common standards today. The combat is ground effects and that's about it. Did I mention I think the setting is dull yet somehow overly flashy? Didn't think that was possible but here we are.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on March 12, 2014, 03:51:59 PM
All of a sudden combat is bouncy and fast and everything kills me even other players.  This can't be right?  It must be me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on March 12, 2014, 04:50:59 PM
All of a sudden combat is bouncy and fast and everything kills me even other players.  This can't be right?  It must be me.
Reading from other places tells me that they are testing pvp by making every server fully pvp so yes other players are probably killing you.

I also read that people in beta had to "compete" to stay in the beta by achieving certain levels and so on.  If true that would be hilarious as it pretty much makes certain that the only people testing and giving feedback on your game are hardcore sociopaths resulting in the complete failure of the game in the mass market come launch.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 12, 2014, 04:54:06 PM
I didn't care for the fact despite all the pseudo action combat, the game still wanted me to click on mobs like I was playing WoW. I adjusted really quickly to the Neverwinter method of pseudo action combat, where you default to a aiming/camera control state and press a button to bring up the mouse pointer for menus, instead of the old style of having to hold down a button to mouse look and junk. I otherwise never got far enough to really make any calls on the depth of the combat, since again, the game ran like complete garbage.

You don't have to click on mobs, but you do have to aim at them. You only "have" to click on mobs if you have autoface on and want it to actually work. It's still not Neverwinter, but it's not WoW-style either (unless you want it to be).

Thinking about it, my biggest problem with the game was how fast it felt like a huge grind. I posted about it on the forums and bitched about it in pretty much all my feedback, but I should not start to feel like it's taking forever to level at level nine. A lot of crazies on their beta boards, though, whining the leveling was TOO FAST (in between whining that the artistic vision of the game was RUINED FOREVER when they shrunk the aurin and human boobs).

edit: I did make it to housing (I made it to level 19 or so on my medic before getting sick of soloing and went back to playing games with Ingmar) (Ingmar played Wildstar for like ... one night). The housing was too expensive for my tastes, although I liked a lot of what I saw otherwise. I just don't like the game nearly enough to get to a point where the housing doesn't feel super expensive.

Game should not be a sub model. There is no way this game will manage on a sub model.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 12, 2014, 05:02:13 PM
(in between whining that the artistic vision of the game was RUINED FOREVER when they shrunk the aurin and human boobs).

Wait, you mean Aurin and Humans used to be even more comically exaggerated?  :ye_gods:

Edit: Yeah, I pretty much liked housing except for how much everything costs, especially since a lot (most?) of the plots degrade and expire.

Double Edit: to be clear, the lot doesn't expire, just some (most?) of the sectional stuff you put into plots on your land.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on March 12, 2014, 06:58:54 PM
I can't say on the proportions as I only played an insecto-bot.  Wouldn't surprise me about those two though.

It's another game that were it just a box cost and f2p I'd probably get it, but I just don't like it enough to go for a sub.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bhazrak on March 12, 2014, 07:38:05 PM
I tried to be interested in it the handful of times I got to play during the weekends, but I never could. Nor did I ever reach that point during some MMOs where something 'clicks' for me and I start enjoying it more. It has such a huge WoW vibe to me, that I can no longer muster any interest for it. The last time I played it, it felt exactly like the last time I tried one of those 'Come back!' trials for WoW.

I'm sure a lot of it is the art style and movement specifically, combined with the dull 'quest' leveling, combat, maybe also the lightheartedness of it all? I'm not sure. I know I am tired of the quest driven themepark styled MMOs of yore, but even those that have come out in the past few years had something else that hooked me. Rift's soul system and it's world, Tera's combat (and being a spinning barakan warrior), GW2's world and WvW and somewhat different leveling/exploring, Final Fantasy 14's overall rebirth. I didn't play any of them terribly long, but I enjoyed my time with them. Wildstar seems like WoW 2.0 to me in some ways, but sticking with the 'tried and true' themepark formula that is (or is getting) played out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 12, 2014, 09:20:35 PM
(in between whining that the artistic vision of the game was RUINED FOREVER when they shrunk the aurin and human boobs).

Wait, you mean Aurin and Humans used to be even more comically exaggerated?  :ye_gods:

Edit: Yeah, I pretty much liked housing except for how much everything costs, especially since a lot (most?) of the plots degrade and expire.

Double Edit: to be clear, the lot doesn't expire, just some (most?) of the sectional stuff you put into plots on your land.

Yeah, the aurin and humans used to be even dumber (you can see the old model on the NPCs, I think). Like boobs-the-side-of-her-head dumb. The neckbeards were horrified. My favorites were the ones who complained they got shrunk down to "an A-cup." Nothing makes me laugh harder than dudes who don't know how bra sizes work.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 13, 2014, 08:24:23 AM
If you like quest treadmill games, dungeons, heroics and raids. This game is pretty good.

It has two big detractors though:
1) The combat in this game is downright fucking awful. There is no hidden meta, there is not subtle tiers and layers to it. It's just bad and simple.
2) Everything about the class system is bad. The AMP/Milestone system is really bad and shallow. The class mechanics are boring and typically the same. The class design has absolutely no depth at all. Everything is bland and boring.

The game is like they took every aspect of MMOs and distilled them down so that all the imagination, fun and inspiration of other games is gone and you're left with a sterile experience. The game was better over a year ago before they took apart their original design system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on March 13, 2014, 10:22:24 AM
I was feeling the grind at level 6. That's when I decided it wasn't for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 13, 2014, 10:44:00 AM
I was feeling the grind at level 6.

How many levels until cap?  I haven't played this yet, but from what I'm reading here this may be the first big budget MMO I end up taking a pass on at release.  I didn't like GW2 combat, I don't like their art direction, and I'm too burned out on these games to tolerate a pointless grind again.



Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 13, 2014, 10:49:12 AM
I was feeling the grind at level 6.

How many levels until cap?  I haven't played this yet, but from what I'm reading here this may be the first big budget MMO I end up taking a pass on at release.  I didn't like GW2 combat, I don't like their art direction, and I'm too burned out on these games to tolerate a pointless grind again.



50 


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on March 13, 2014, 10:49:50 AM
The last time I felt a grind this hard was DAOC in it's original format.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 13, 2014, 10:54:15 AM
And yet it's about 4-6 days played to cap.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 13, 2014, 10:55:18 AM
And yet it's about 4-6 days played to cap.

That's not so bad. Is it the combat that makes it feel so long?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on March 13, 2014, 11:06:04 AM
I imagine the same-ole quest grind doesn't make it feel any faster.  Additionally, most game's we're capping in currently are far enough along or have nerfed their leveling curves to the point where this will feel slow.  Or they have more levels or several level milestones due to expansions. 

4-6 days is long time in dad-hours.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 13, 2014, 11:14:19 AM
And yet it's about 4-6 days played to cap.

That's not so bad. Is it the combat that makes it feel so long?

What makes it feel long is that the combat and class mechanics is boring. So it makes doing anything boring and long. If you like the combat and find a class you enjoy, the game is really good.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on March 13, 2014, 11:20:56 AM
And yet it's about 4-6 days played to cap.

That's not so bad. Is it the combat that makes it feel so long?

The combat is crappy but I think for me a big part of it was that it just does a really bad job of disguising the grind compared to other MMOs. There isn't much in the way of interesting sub-goals like other MMOs have, other than 'find the 3 things in this zone for your path', and the narrative isn't interesting enough to keep you focused on advancing that rather than eyeing your XP bar all the time.

I never managed to check out the PVP, and I haven't really seen anyone else talk about it here? So maybe there's something to be had there, since I know that's an interest for you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 13, 2014, 11:31:10 AM
I have friends that want to play this.  My interest would be mostly for the pve/dungeon/housing stuff.  I'll stick with WoT for pvp until something better rolls around.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 13, 2014, 12:43:50 PM
I've already said most of what I felt about it already but...

Combat is WAY TOO SLOW when you start the game. The addition of more abilities doesn't help that feeling - combat juts feels like a constant wait for cooldowns to finish. Adding hit points to mobs would seem to only exacerbate this problem. Walking speed is just too damn slow, and in the 2 hours or so that I played it, I never got the impression there would be speed buffs to alleviate that problem. With the slow combat speed, that means it almost immediately felt grindy because the quests weren't really anything special.

The UI... dear God, for a game with such a strong sense of art design in the world and characters, this UI is HORRIBLY designed. My main complaint is with the dull, plain font for quest text on a translucent spacey-blue background. Hard to read and often other things obscure this text.

The biggest thing is that 2 hours in, and I didn't feel like it was going to substantially improve. The setting didn't rope me in, the zones weren't all that special and I felt way too much of the grind way too early due to the combat and run speeds. It wasn't a bad game, but it wasn't anything I'd pay money to play.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 13, 2014, 12:51:54 PM
I also hope they improve their chat by release.  Not being able to turn off or filter barrens chat the advice channel was really annoying.

This. Holy God, this. I went in to try to filter out the "I'm a clueless fuckstick" channel and determined that either I couldn't turn off specific chat channels (and thus the devs are clueless fucksticks who should know better than to be this close to release without a basic, MMOG 101 QOL feature) or it was such an obscure option that their UI sucks bigger monkey balls than I thought.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on March 13, 2014, 01:09:39 PM
Putting down one character from the rebel side and immediately going to play the empire side, I was sort of amazed that they were exactly the same. I expect a bit of a different experience, but no. They are almost carbon copies of each other. I suppose I'm spoiled that the WoW starting zones have different stories and completely different tones.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 13, 2014, 03:56:27 PM
If you like quest treadmill games, dungeons, heroics and raids. This game is pretty good.

I like all those things. I didn't like Wildstar, and I totally wanted to. Remember, I still play SWTOR, so I am all over doing quests, dungeons and heroics (not so much raids). I still got bored before hitting level 20.

Combat is WAY TOO SLOW when you start the game. The addition of more abilities doesn't help that feeling - combat juts feels like a constant wait for cooldowns to finish. Adding hit points to mobs would seem to only exacerbate this problem. Walking speed is just too damn slow, and in the 2 hours or so that I played it, I never got the impression there would be speed buffs to alleviate that problem. With the slow combat speed, that means it almost immediately felt grindy because the quests weren't really anything special.

Settlers can build kiosks that buff all sorts of things, one of those being run speed (and I believe those last a while, 20 minutes or something). Being a settler was the biggest thing I liked about the game. I loved building buff kiosks and seeing everyone in the area run over for candy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on March 13, 2014, 04:09:15 PM
I never got into this beta but I'm disappointed by what I am hearing. This game had so much character in the little videos and stuff but it sounds like very little of that translated to the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on March 13, 2014, 04:31:14 PM
If you like quest treadmill games, dungeons, heroics and raids. This game is pretty good.

I like all those things. I didn't like Wildstar, and I totally wanted to. Remember, I still play SWTOR, so I am all over doing quests, dungeons and heroics (not so much raids). I still got bored before hitting level 20.

For me a large part of the reason why I thought questing was so boring in Wildstar was because the missions had no voice acting, so I wasn't engaged at all in what I was supposed to be doing.  Quest text blocks are about as exciting to me now as watching rocks age.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on March 13, 2014, 05:14:56 PM
TESO has those and they are quick and to the point. Can also spacebar to speed them up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on March 13, 2014, 06:32:21 PM
I never got into this beta but I'm disappointed by what I am hearing. This game had so much character in the little videos and stuff but it sounds like very little of that translated to the game.
If the game was like the videos I'd be throwing my money down now.  It's nowhere near as exciting.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on March 13, 2014, 08:50:44 PM
Yea, this is very much a feeling of one of those movies where you've already seen all the cool parts in the trailers.


Title: Re: Carbine Studios' "Wildstar"
Post by: kildorn on March 13, 2014, 09:01:31 PM
And yet it's about 4-6 days played to cap.

Define days played. 4-6 days of a bit of playing, or 4-6 days /played?

Because the latter is pretty much the grind problem: that's ~120 hours of play. And most of these games seem to hide the sticky content at cap.

My issue with the game was that it was a bit grindy, and had no obvious redeeming features for it. It was so freaking bland that I repeatedly forgot I was in the beta. And if you hide your depth behind more than two hours of gameplay, I'm likely not going to stick around.

I saw them trying to keep me occupied by making almost everything new into a timed "kill X/click Y in 5 minutes!" kind of challenge thing, but I just wasn't biting.

I absolutely won't saw Wildstar is a bad game. I just don't think it has anything it actually does well beyond make clever trailers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 13, 2014, 10:45:04 PM
If you like quest treadmill games, dungeons, heroics and raids. This game is pretty good.

I like all those things. I didn't like Wildstar, and I totally wanted to. Remember, I still play SWTOR, so I am all over doing quests, dungeons and heroics (not so much raids). I still got bored before hitting level 20.

For me a large part of the reason why I thought questing was so boring in Wildstar was because the missions had no voice acting, so I wasn't engaged at all in what I was supposed to be doing.  Quest text blocks are about as exciting to me now as watching rocks age.

Yeah true, that didn't much help. And the way they approached the quest text - they basically wanted to keep all the text as short as possible - is double edged. On the one hand, no, I don't want to read a novel, so keeping it shorter is better buuuuut ... on the other, boiling down your quest text to "go kill those things because I say so," exposes the treadmill WAY too much.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 13, 2014, 10:49:51 PM
While I'm thinking about it:

When I was still playing (they may have tweaked it since then), one of the things that was also making it feel grindy was that there is a stupidly sharp decrease in XP gained the instant you pass whatever level you're "supposed" to be doing the thing. This had the unintended-I-am-sure side effect of all those Kill X quests taking longer because instead of being "kill ten bears" it was "kill this amount of XP-worth of bears." But oh, now you're a level higher than the bears and they're worth half the XP they used to be. NOW YOU HAVE TO KILL TWICE AS MANY BEARS.

I liked the "kill this much XP" concept but the way they did it was like. The worst possible way of doing it. Not enough hard, high XP mobs laying around so you can go "I'm going to kill two REALLY BAD ASS BEARS" to get through it quicker, and the sharp XP drop off made you want to kill yourself if you had the audacity to level up after your first bear.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 13, 2014, 11:15:02 PM
Most of the 'kill bear' quests had a monarch/alpha that you could stealth to, assassinate, and be on your way once the trash mobs went friendly.  I believe that's the way that system works.  I actually appreciated that system more when confronted with off-peak pop. and a full spawn of challenging mobs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on March 14, 2014, 12:06:40 AM
I wanted to get to level 15 [?] just so I could see how a dungeon or party-based adventure/scenario works (PUGging a levelling dungeon usually tells me most of the things I need to know about a diku). I couldn't do it -- I stalled out at 12ish after a few sessions, and never had the urge to log back in afterwards. The entire levelling experience is just so bland, saturday morning cartoon look-and-feel or not. GW2 and TSW (and probably Tera, never played that one) did the action combat much better, and the ability range isn't anywhere interesting enough for a diku (really, Rift was my blandest diku levelling experience so far, and even that was much more exciting due to all the random PQs/events and generally the interesting character / skill system). I played an esper, which probably didn't help.

I don't really care about voice acting one way or the other (I was fine with games like COH that told their stories through text only -- may just be my MUD background), but the bite-sized twitter quest text was even less substantial than clicking through quest text in WOW -- and honestly, in WOW, I'd still take a look at the quest text and maybe even remember bits that were somewhat amusing or ones that reflected the questgiver's personality/mannerisms... none of those things were present in Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 14, 2014, 12:26:16 AM
Most of the 'kill bear' quests had a monarch/alpha that you could stealth to, assassinate, and be on your way once the trash mobs went friendly.  I believe that's the way that system works.  I actually appreciated that system more when confronted with off-peak pop. and a full spawn of challenging mobs.

That works for one whole class. I am pretty sure it wasn't designed thinking everyone was going to be doing that. Most of the kill bear quests *I* did, the spawns were far apart, there was no alpha to be found, and there were no goddamn "challenging" mobs. If there WAS an alpha, it was a different quest and while I appreciated it turning its little minions neutral, that still made it grindy as fuck. AND, like I said, if I was even just one level higher than that biggest of bears, I had to kill two of them rather than one.

Even worse, that's how the challenges work too! And if there is even ONE other person trying to do it at the same person, well haha, fuck you, you're not even getting bronze on that, buddy. And better hope you don't level in the middle of it!


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 14, 2014, 06:25:05 AM
That works for one whole class. I am pretty sure it wasn't designed thinking everyone was going to be doing that. Most of the kill bear quests *I* did, the spawns were far apart, there was no alpha to be found, and there were no goddamn "challenging" mobs. If there WAS an alpha, it was a different quest and while I appreciated it turning its little minions neutral, that still made it grindy as fuck. AND, like I said, if I was even just one level higher than that biggest of bears, I had to kill two of them rather than one.

Even worse, that's how the challenges work too! And if there is even ONE other person trying to do it at the same person, well haha, fuck you, you're not even getting bronze on that, buddy. And better hope you don't level in the middle of it!

Challenges were a nice idea, but not well thought out as to how they actually work in the game. You nailed it in the fact that if you aren't the only one on a challenge, you will never get it done because respawn times on the mobs you need are too slow in relation to the timed event and the number of mobs never increases in relation to the players in said area. Caught myself a few times wondering if the challenge was actually in another spot after I got done plowing through the 5 mobs in my immediate area and was only at 12%. The completionist side of me got very frustrated. I even tried failing out the challenge and looking for other spots with those mobs and re-starting the challenge - same result. Of course, all that said, the rewards for the challenges were not worth the effort IMHO. Nice thought in theory, but doesn't seem to work unless you are the only one in the area which begs the question of why in an MMO. *shrug*

Voice acting... Really? Never saw the need for the game to talk to me for each quest. I can read it faster, and the voice or funny accent does nothing to immerse me into the game. I pounded through most of the voiced quests in SWtoR because the time it took to sit there and listen to a story was twice as long - then having to run and do the quest... no thanks. Might be great for some people and add to the environment, but it is fluff that I don't see as necessary to the core of the game, which is pretty shallow in this game I'll admit.

I'll still buy the box and a couple months to get me through the summer and see where it goes. I have no regrets doing that in FFXIV and got my money's worth of entertainment there and probably will here as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on March 14, 2014, 06:27:05 AM
Is that what was happening?  I'm such a completionist that it was killing me then.  No wonder it felt like grinding.


Title: Re: Carbine Studios' "Wildstar"
Post by: Modern Angel on March 14, 2014, 06:35:32 AM
The release date seems a bit early, but I guess it's timed well to move boxes.   But honestly, I see this game doing pretty poorly in the market.  It'll sell poorly, retain poorly, and will most likely mean the death of this studio.

I really wanted to like this.  I like WoW/diku. I like GW2 stye combat.  I like the art style in theory (see WoW).  The marketing/dev chat videos were great.  I like space.   I do not like what I played. It was so boring, that I didn't even get to housing.  I can't even remember what level I got to.  I just didn't want to play anymore after a handful of sessions. The combat was not interesting.  The interface was terrible. It ran like Skyrim on an iPhone. The leveling pace was slow, even at noobie levels (that is honestly one of the worst game intros I've ever experienced).  The game just looked like a bad mess.

The only semi-interesting part was the different paths: explorer, builder, etc.  It looks like that could be something.  The only way I would give this a second look is if they did a serious optimization pass.  I'd want to at least not be lagging to shit on my PC that can run every other game on the planet in high settings without issues.

This is essentially my experience. I honestly forgot, repeatedly, that it was on my hard drive. On my desktop, no less. For over a year. And then I'd see it and go, oh yeah, I should play that. And I would for three hours. I'd think it wasn't so bad, but I'd immediately forget that it existed again.

I know a couple of devs. At base, they want to recapture a very specific slice of WoW's history (vanilla), with 40 man raiding and all of its attendant buzz, plus a few QoL improvements. They're going to be bitterly disappointed; those years were at least as much about a very specific set of people during a very specific span of years at a very specific point in their lives. It's not coming back. I don't think that most MMO devs know it's not coming back, but these guys, especially, don't realize it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on March 14, 2014, 06:45:04 AM
For those curious about PvP, and see how it plays out. (http://www.youtube.com/watch?v=0WyrSW3o3rE)


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 14, 2014, 07:14:16 AM
For those curious about PvP, and see how it plays out. (http://www.youtube.com/watch?v=0WyrSW3o3rE)

I like the way that she explains both the mechanics and her decision making during the match.  Sadly, the mechanics of the action don't really give a flattering demonstration of the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on March 14, 2014, 07:23:09 AM
Yes, I'd agree. I still like the art style of the game from looking at that but there is no way I'd try it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 14, 2014, 08:07:32 AM
I've already said most of what I felt about it already but...

Combat is WAY TOO SLOW when you start the game. The addition of more abilities doesn't help that feeling - combat juts feels like a constant wait for cooldowns to finish. Adding hit points to mobs would seem to only exacerbate this problem. Walking speed is just too damn slow, and in the 2 hours or so that I played it, I never got the impression there would be speed buffs to alleviate that problem. With the slow combat speed, that means it almost immediately felt grindy because the quests weren't really anything special.

The UI... dear God, for a game with such a strong sense of art design in the world and characters, this UI is HORRIBLY designed. My main complaint is with the dull, plain font for quest text on a translucent spacey-blue background. Hard to read and often other things obscure this text.

The biggest thing is that 2 hours in, and I didn't feel like it was going to substantially improve. The setting didn't rope me in, the zones weren't all that special and I felt way too much of the grind way too early due to the combat and run speeds. It wasn't a bad game, but it wasn't anything I'd pay money to play.

Slow combat? Combat is not slow at all. TTK is maybe long in some spots, but speed of combat is way too spammy/fast.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 14, 2014, 08:09:04 AM
If you like quest treadmill games, dungeons, heroics and raids. This game is pretty good.

I like all those things. I didn't like Wildstar, and I totally wanted to. Remember, I still play SWTOR, so I am all over doing quests, dungeons and heroics (not so much raids). I still got bored before hitting level 20.


That's because combat mechanics and the classes are boring as fuck. If you like the combat and the classes, you'll like the rest of the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 14, 2014, 08:10:14 AM
And yet it's about 4-6 days played to cap.

Define days played. 4-6 days of a bit of playing, or 4-6 days /played?

Because the latter is pretty much the grind problem: that's ~120 hours of play. And most of these games seem to hide the sticky content at cap.

My issue with the game was that it was a bit grindy, and had no obvious redeeming features for it. It was so freaking bland that I repeatedly forgot I was in the beta. And if you hide your depth behind more than two hours of gameplay, I'm likely not going to stick around.

I saw them trying to keep me occupied by making almost everything new into a timed "kill X/click Y in 5 minutes!" kind of challenge thing, but I just wasn't biting.

I absolutely won't saw Wildstar is a bad game. I just don't think it has anything it actually does well beyond make clever trailers.

4-6 days /played. That's just about on the high side of standard these days.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on March 14, 2014, 08:34:55 AM
I really want to love the path stuff, but people here are right.  The fact that they have something cool like that could really appeal to a lot of people.  But it needs to be more interesting.  There should be a puzzle or a trick for a soldier to find or kill his path target.  Maybe there could be clues or more interesting obstacles in finding a particular place for an explorer.  That sort of thing.  That and the good housing and crafting that I haven't experienced yet, could give them the time and cash to work on the combat, which I agree needs to be made more fun.  One thing I did really enjoy about TSW was that not everything was smack in your face like most other mmos.  Some things were subtle and had to be figured out.  It makes the effort worth it and a successful result very satisfying.  It's one of the things I enjoy in single player games the most... trying to sort out how to do something, even if you have to try over and over because when you get it, you can dance and make ha ha noises.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 14, 2014, 09:04:40 AM
Slow combat? Combat is not slow at all. TTK is maybe long in some spots, but speed of combat is way too spammy/fast.

TTK may not be long, but the FEEL of combat is horribly slow - something not aided by the fact that run speed is really slow compared to the size of the zones. TTK probably feels longer than it is because despite the "dodge triggers" on the ground, it still just felt like I'm pressing a button then waiting 5-10 seconds for cooldowns.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 14, 2014, 09:41:59 AM
By the time you fill out your toolbar, you should not be "waiting" on anything unless you expect to have complete access to your best abilities at all times.   :oh_i_see:    Maybe it's worse for some classes then others, I dunno.  I tried them all and didn't get that impression cept for maybe Esper (whom I didnt play much).  For engi. and slinger I was typically behind the timers - so not sure why anyone would want/need it quicker.  Also, tweaking the preload helps.

I dont care much about the movement problems because I recognize it's mostly a racial-animation issue along with being a class issue (to those not having a movement ability).  Also, between dodge, buffs and 'mounts' like hoverboard (mounts are also fully customizable); who cares.  Hoverboard is given at release to Deluxe pre-orders btw.

https://www.youtube.com/watch?feature=player_embedded&v=fotT6iVi-cg

Speaking of mounts, flying mounts wont be in at release due to design problems (explorer being the main one).  The game is already setup for them, but it'll have to be injected later if at all.  Since you can buy gold, you can go that route if you've gotta have a mount asap and didnt want to pre-order.

Disclaimer:  not tryin to sell the game to you guys.  I'm still doubtful I can even afford the time and expense this summer anyways, but I dont see the PoS everyone else does.  I've been dubbed a broken person quite often though, so..   :awesome_for_real:   Speaking of TSW; TSW was a better overall game then Wildstar, yes. 


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 14, 2014, 09:57:42 AM
Wildstar, just like ESO, is not a piece of shit. It's just not very entertaining. If I had never played an MMOG or didn't have a huge backlog of games I want to play, I might think it was decent. But I've played MMOG's and there are better MMOG's out there. This one's combat is just... boring. It doesn't fell at all action-y.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on March 14, 2014, 10:07:05 AM
Happy the NDA is finally down.

Wildstar is much more polished than ESO, and the combat isn't annoying with autofacing on. The combat is, however, boring as hell. You don't have any "rotations" like WoW, you primarily press one button to generate resources and one to consume them. Then there are a couple situational abilities and cooldowns. It's not involving.

But that's not my main complaint with Wildstar. It's not the reason I find the game impossible to play. My problem is that there's no UI scaling on NPC text. I game at 2560x1440 and the text is just fucking unreadable. I simply cannot play the game, and I have no interest in dropping back to 1080p and losing windowed fullscreen for eash multitasking. I check back into the beta every couple of weeks to see if they fixed this, please do let me know if a recent push did it.

Anyway, beyond the boring combat and unreadable text, it's scifi WoW. Same art style, same core gameplay. If they can make it effortless to play like WoW, I can see it picking up quite a few subscriptions in the very long window Blizzard has left wide open between the last content patch and the next expansion. That's a huge opportunity.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 14, 2014, 10:21:47 AM
I mean really, all I'm trying to do is large-guild organized nightly-scheduled 40-mans and have a house (the warplots being the gravy).  All the other shite is really secondary, and honestly, if the game was TOO involved combat-wise It'd be more fatiguing to play then I'd like given the /played necessary for Endgame... and the large raids would be unmanageable.

Game is cross-server and sharded so I'm not worried about dead zones like I used to be either, otherwise I wouldn't even buy the game.  We all know it'll be #crickets in a month but in this case it shouldn't be an issue.



Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on March 14, 2014, 03:46:29 PM
If you like quest treadmill games, dungeons, heroics and raids. This game is pretty good.

I like all those things. I didn't like Wildstar, and I totally wanted to. Remember, I still play SWTOR, so I am all over doing quests, dungeons and heroics (not so much raids). I still got bored before hitting level 20.


That's because combat mechanics and the classes are boring as fuck. If you like the combat and the classes, you'll like the rest of the game.

That ... isn't what I was responding to. I even quoted what you said that I was responding to in that post. Saying "if you like these things, you'll like the game!" as your opening statement, even if you go on to say "but these other things suck" is ... misleading. This follow-up version is much clearer.


And yeah, Lantyssa, that's why the challenges suck so hard to finish after the first couple you run into. I mean, the ones that don't involve killing mobs still work okay, but anything that requires slaughter is best ignored.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 17, 2014, 08:00:21 AM
I know. I was clarifying my previous statement. Sorry for the confusion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on March 18, 2014, 12:46:43 PM
MMORPG.com has a bunch of keys to give away this weekend if you're still interested in checking it out

Edit: Gone


Title: Re: Carbine Studios' "Wildstar"
Post by: koro on March 19, 2014, 03:15:40 PM
For anyone interested, GMG has Wildstar for pre-purchase, and has a 20% off code:

http://www.greenmangaming.com/wildstar/

PLOCVS-G2T5YX-DATY6M is the code.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on March 24, 2014, 03:34:19 PM
I had fun with the beta weekend but the quality of the zones seemed really inconsistent. Exile stuff seemed a bit better organized than Dominion and the story stuff wasn't as in-your-face/obnoxious. Playing through the Dominion starter ship felt like walking through a series of pop-up ads. The second Dominion zone wasn't as overwhelming, but was unremarkable for anyone that has played a themepark MMO in the last 10 years. The third dominion zone, Deradune, felt like a mess. Lots of quests as soon as you enter, none of them in the same areas, many of them broken.

The Exile stuff felt a lot better. Ship tutorial was much easier to stomach, zone after that had some cool stuff going on visually and seemed to have a decent (though pretty unremarkable) quest path. Third zone was the best, which quickly opened up with a lot of different things to do without feeling like I was walking across the entire map to collect 5 boar asses.

Overall I had fun with the game. The combat gets close to where I'm looking for the MMO genre to expand to at this point without bringing it into ARPG territory. It's still crazy that they're launching what is essentially a direct competitor to GW2, another NCSoft game, with a subscription fee. I may check it out in June if the dungeon content is fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 24, 2014, 04:50:08 PM
They did clean up quite a bit of broken things compared to the last beta weekend I was in... and it looks sooooo much better without the god damn watermark background.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on March 26, 2014, 07:18:28 PM
I'm seeing a lot of ads poping up for this on a lot of websites, so they are definitely pushing this in a big way.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 27, 2014, 04:09:15 PM
From the official forums:
Quote
Do you think waiting until next weekend to play WildStar sucks?  Do you feel like being capped at level 17 is like wearing a soggy turtleneck?  SO DO WE!
 
Starting tomorrow, Friday 3/28 at 7:00am PDT, the servers will be live and the party ain’t stopping until Sunday night!  Also, the level 17 cap is gone and is now being replaced with a level 20 cap.  My quick math skills tell me that’s an extra 3 levels!  This bonus weekend is a way to get more testing time for us, awesome, as well as more game time for all of you, double awesome!
 
This is our way of gathering the feedback we cherish and saying thank you to all of our loyal testers.  Which is why we would love it if you logged in this weekend, enjoyed the extra 3 levels and the bonus game time because it will greatly help us be that much more prepared come launch day June 3rd.
 
Stay Frosty! 

I assume this is open to all beta weekend and stress testers as well as the uber-beta people.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on March 27, 2014, 05:01:57 PM
I'll give it another shot, but not hopeful. 


Title: Re: Carbine Studios' "Wildstar"
Post by: PalmTrees on March 27, 2014, 05:10:09 PM
I got an engineer to 9 last weekend. Combat was way too easy. Though I did like the semi-action nature. Quests were standard, just couldn't get into the quest hub grind. Maybe when they go f2p I'll be in that kinda mood.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 27, 2014, 06:12:47 PM
Rumor is only open to closed beta testers and pre-order customers. CONFIRMED: (http://www.reddit.com/r/WildStar/comments/21jp28/bonus_wildstar_weekend/cgdy3ov) Pre-order beta weekend only.

 :heartbreak:

edit: updated


Title: Re: Carbine Studios' "Wildstar"
Post by: BoatApe on March 28, 2014, 12:24:22 PM
I did not pre-order but got an email with a new weekend key today. We'll see if it works once it finishes patching.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on March 28, 2014, 07:34:07 PM
Everyone I know who signed up for beta got in. So yeah.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 28, 2014, 08:45:00 PM
Everyone I know who signed up for beta got in. So yeah.

Not everyone. I signed up and did not get an email. But I ain't mad.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on March 29, 2014, 05:13:52 AM
I never got in, sounds like I didn't miss much.  I heard they had a big problem being recognized as spam for a while so maybe I just deleted it without knowing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on March 29, 2014, 10:59:01 AM
Wow, the UI is horrid. Its so cluttered and nothing pulls the eye to important information.


Title: Re: Carbine Studios' "Wildstar"
Post by: Jherad on March 29, 2014, 07:19:31 PM
There's supposed to be a UI overhaul soon apparently. A big one.

Anyway, playing catchup on this thread, so apologies if I say something already said...

I'd been messing around with spelllslinger for a while - lots of long channeled casts that can be annoying to try to line up with skillshots. Then I try out a stalker. Run stealthed into groups of things and start mashing one or two buttons with big angle instant AOEs that largely make irrelevant the direction you are facing.

PvP is going to be a nightmare to balance.

Edit: UI info, not in yet:
http://www.wildstar-online.com/en/news/wildstar_ui_20_preview_less_is_more.php/

Also bear in mind that the game uses wow-like LUA modding, so there'll doubtless be hundreds of UI mods available.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on March 30, 2014, 03:34:58 AM
The new UI looks pretty good.  I like how they split it down the middle.  If that lets you zoom in on the action that will be an improvement.  Now if they can make combat fun, it might be worth considering.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on March 30, 2014, 11:24:49 AM
I think I'm at the point where I don't even need 'fun' anymore.  I just want to zone out.  Fun is too much effort.


Title: Re: Carbine Studios' "Wildstar"
Post by: calapine on April 02, 2014, 07:03:47 AM
"Be the First to Nab a WildStar Beta Key from Curse for this Weekend's Testing Event!"

http://www.curse.com/news/wildstar/49466-premium-users-be-the-first-to-nab-a-wildstar-beta

(http://i.imgur.com/yF1hITS.png)


Not for me, but putting it up in case anyone is interested.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on April 02, 2014, 11:42:13 AM
I think I'm at the point where I don't even need 'fun' anymore.  I just want to zone out.  Fun is too much effort.

Sounds like you should try Goat Simulator.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 11, 2014, 09:35:08 PM
Warplot Promo video: https://www.youtube.com/watch?v=gjlPddul-qw


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on April 12, 2014, 07:30:15 AM
That was awesome!  I fully intended to sub to this game before I became so OCD with ESO and after that it's on the top of my list.  I have to do that.  SOON!  Warplot looks like a good laugh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 12, 2014, 09:02:15 AM
Already knew everything in that vid., but still was impressive seeing the marketing shtick.  Not sure how it can possibly be balanced, but I'm not real concerned about it.  Still sounds like fun. Errrr, "fun."  But my gods, it's gonna take a helluva guild to maximize this game.


Title: Re: Carbine Studios' "Wildstar"
Post by: PalmTrees on April 12, 2014, 07:08:32 PM
Man, if there was anything in the game with even 1/10 that much personality, I might've made it past level nine.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on April 12, 2014, 07:13:10 PM
They should make videos instead of a boring-ass game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on April 13, 2014, 01:54:25 PM
Man, if there was anything in the game with even 1/10 that much personality, I might've made it past level nine.

Yeah, the marketing people are pretty brilliant. Were I making a game, I'd want them promoting it.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on April 15, 2014, 09:58:02 AM
Man, if there was anything in the game with even 1/10 that much personality, I might've made it past level nine.

You made it farther than me. The marketing had personality. The gameplay was completely bereft of it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on April 15, 2014, 11:02:17 AM
Well, darn.  I played a bit in beta and it was okay but I was having both time and computer issues and didn't get all that far.  There were bits that I really liked.  I thought the path idea was great.  When I saw that video, I sort of got that Borderlands feeling which would have made it awesome to play.  I still want to try out that warplot thingy so I'll still probably give it a go eventually.  Between ESO and EQL, however, I have too many things to pay attention to and one more thing in my head will probably cause me to forget something important.  Like my name or where I left my other shoe.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 15, 2014, 08:06:09 PM
I'm just gonna grind me arse to max lxl and just raid till the guild I'm in inevitably rips itself apart;  social meta and all that - half the fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on April 16, 2014, 11:01:25 AM
Unless you're in a PVP guild, I don't think you'll be doing Warplots. Or did they change stuff?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on April 16, 2014, 04:38:13 PM
There's a Mercenary option to offer yourself up for war parties that are missing people.

http://www.wildstar-online.com/en/game/features/warplots/


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 16, 2014, 07:26:00 PM
Unless you're in a PVP guild, I don't think you'll be doing Warplots. Or did they change stuff?

No point not doing warplots as the mobs you kill in the raids go right into your base.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on April 25, 2014, 02:41:31 PM
Got into this beta weekend...made a character, and uh, just kinda sitting loading forever now. Meh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on April 26, 2014, 11:11:21 AM
Wow, the UI is horrid. Its so cluttered and nothing pulls the eye to important information.

Seriously!  I came here to say exactly this.  I somehow felt overwhelmed by the amount of information on the screen before I even had a goddamn action bar!  That takes effort to be that bad.

And man, the text is super annoying to read.  Painfully so.  (This is actually probably the "real" problem that's making me hate every other flaw even more, if I had to guess)

Also, looks like apparently this UI overhaul just happened, so perhaps my comments are about a different UI than you were seeing.  Well, it's apparently still terrible if so.  Oh well.

Edit: Dat kerning:

(https://dl.dropboxusercontent.com/u/48062136/kerning.png)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 26, 2014, 01:37:01 PM
I used to have a standing rule of not ever playing games with raw font in the UI (e.g. most translated games, korean grinders, etc).  I kinda made an exception with WS, but that was also assuming it'd be fixed by release.
One would think a studio with vanilla WoW roots would be particularly mindful of the font, but I guess not.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on April 26, 2014, 03:30:22 PM
What's wrong with that font?


Title: Re: Carbine Studios' "Wildstar"
Post by: koro on April 26, 2014, 04:12:51 PM
The "je" and "ty" in "majesty" are smooshed into each other from kerning, and it looks gross. Imagine that spread across a whole game's worth of text.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 26, 2014, 04:17:01 PM
What's wrong with that font?

You're one of those people who refuses to use a GUI to code aren't you.  It's notepad or bust with you guys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on April 26, 2014, 05:33:29 PM
You're one of those people who refuses to use a GUI to code aren't you.  It's notepad or bust with you guys.

Hell, I'M one of those people, and it still looks like crap to me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on April 26, 2014, 06:35:38 PM
You're one of those people who refuses to use a GUI to code aren't you.  It's notepad or bust with you guys.
That's actually true although I haven't coded anything in years. But yea I guess I have a high tolerance for ugly fonts. I don't get the hate for Comic Sans either.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on April 27, 2014, 11:32:57 AM
The font is one of my main problems with Wildstar's UI as well. It just looks so much like a placeholder font, or amateur hour. There's no font-smoothing and on large blocks of text, it just hurts the eye to read.

And Comic Sans is just a goddamn crime against humanity.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on April 27, 2014, 03:06:36 PM
I wanna say the game looks good but I feel like I'm literally going blind when I play it. The UI and everything seems to smush together into this blurry color mess and I find myself reaching for my eyedrops every 10 minutes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on April 27, 2014, 07:42:23 PM
I didn't mind the test.  The totally uninspiring gameplay got to me.  Maybe because I chose settler spellslinger, I can pot plants and repair banners, which break in a couple minutes, or create mini buff stations that disband in a few minutes.  Admittedly I'm only level 6, but absolutely nothing interesting has happened yet other than I got a pouch to expand my inventory by two!  woo.  I do not feel any sort of hook making me want to stay logged in.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on April 28, 2014, 10:19:47 AM
I've been trying to get into the beta for a while and I could only muster the energy for like 4-5 hours of play. I like some of the minor iterations on the old systems but the UI is a goddamn mess and I didn't really know how to do anything despite the tutorials. Combat was...meh. It was less interesting than TSW and I didn't really like TSW's combat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Megrim on April 28, 2014, 03:56:22 PM
I've been trying to get into the beta for a while and I could only muster the energy for like 4-5 hours of play. I like some of the minor iterations on the old systems but the UI is a goddamn mess and I didn't really know how to do anything despite the tutorials. Combat was...meh. It was less interesting than TSW and I didn't really like TSW's combat.

I got into the beta ages ago. Managed to get to level seven or something, haven't logged in since. Uninstalled it a couple of days ago. =3


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on April 28, 2014, 05:21:05 PM
the UI is a goddamn mess and I didn't really know how to do anything despite the tutorials.

I found this also. There is something about the UI that just makes my brain not understand the information it is giving to me. Not to mention that the NPC text and names partly overlapping is driving me crazy also.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on April 28, 2014, 07:23:28 PM
Yea it's hideous. I don't know if they designed it last or redesigned it late in dev, doesn't really matter. It's bad with no real excuse for it. The game runs smoothly enough, and it's got an interesting look. But the thing you look at the most is also the worst looking.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on April 28, 2014, 08:07:50 PM
I've been looking for news of a potential re-design or even a supportable 3rd-party addon, but I havent had luck.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on April 28, 2014, 09:18:59 PM
the UI is a goddamn mess and I didn't really know how to do anything despite the tutorials.

I found this also. There is something about the UI that just makes my brain not understand the information it is giving to me. Not to mention that the NPC text and names partly overlapping is driving me crazy also.

This was actually my impression with the old UI too. I think the UI problems are exaggerated by two things: a bad tutorial that throws too much at you too fast and looks very busy even with no UI and lots of bugs causing UI elements to stay up longer than they should or be unresponsive. Once I had gotten a character to level 6 or so the UI stopped bugging me and I didn't notice any problems with it in subsequent weekends on new characters (besides the bugs).


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on April 29, 2014, 02:02:11 PM
I gave it a try last weekend and went ahead and grabbed a code for this upcoming weekend from IGN. It was...ok.

I liked the art style for the most part. It reminded me of a Saturday morning cartoon. I thought the arms on the human characters were too long, they looked a bit like apes.
I liked the humor, most of the time. Sometimes it made me groan.

Combat was meh but it was also early and early combat in many MMOs is boring as hell because you only have 1 or 2 abilities.

I tried out the explorer path and was a bit underwhelmed. I may try soldier which I suspect will be more fun in someways.

The biggest issue was that the game world is quite imaginative but the quests felt like they were just...bland. I went down to the world and chose the "optional" path which for the Exiles dropped me into a forest. I got...bored. Very, very bored.


Title: Re: Carbine Studios' "Wildstar"
Post by: Scold on May 01, 2014, 05:16:18 PM
http://www.youtube.com/watch?v=YQr6lU4RsTg

Wildstar's PvP looks boring as sin.


Title: Re: Carbine Studios' "Wildstar"
Post by: veredus on May 01, 2014, 05:21:35 PM
At least they are being consistent.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on May 01, 2014, 06:41:46 PM
Big Beta Patch

https://forums.wildstar-online.com/forums/index.php?/topic/38706-build-6658-patch-notes-5114/#entry378082


Title: Re: Carbine Studios' "Wildstar"
Post by: Outlawedprod on May 03, 2014, 09:10:02 AM
The Wildstar Community Lead has left
https://forums.wildstar-online.com/forums/index.php?/topic/38414-a-message-from-scooter/


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on May 03, 2014, 09:59:52 AM
I have zero will to play more of the beta. The UI is so bad, game play is so bad, and the class design is so uninteresting that I will not be making a purchase when it releases.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 03, 2014, 02:48:50 PM
It's basically Rift 2.0 - now with added dullness.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 03, 2014, 03:13:07 PM
Perfect.


Title: Re: Carbine Studios' "Wildstar"
Post by: kaid on May 05, 2014, 06:56:36 AM
http://www.youtube.com/watch?v=YQr6lU4RsTg

Wildstar's PvP looks boring as sin.

Honestly at least at low levels its on par with GW2 for PVP. Most classes are pretty mobile so makes for a reasonably fluid pvp experience. I have tried most of the classes and at least in the teens most seem pretty fun in pvp.

The only semi complaint I have is with all the telegraphs going off it gets a bit busy effect wise. Well the other gripe is over head name plates are a bit sporadic on if they chose to work or not for friend or foe so can be sometimes a bit hard in mid range to tell friend from foe for the human types. The other are different enough they are pretty easy to tell at a glance.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 05, 2014, 04:55:49 PM
So I tried again this weekend and had a much better time. UI is much more usable. Still not great, but shit, I played WoW for years and that stupid thing ended up looking like Excel.

What's a good site for layman's terms of the classes? I don't want marketing wank, and don't want forum theorycrafting. Probably won't play again until the wipe, and don't want to go through the Arkship on all six classes since you barely get a taste of them until Grove/Northwind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 05, 2014, 09:56:27 PM
No site can really prepare you for each class.  They're not your garden-variety diku noids.  I'd say ask yourself how 'involved' you want to be during combat, because some of them are quite busy.  Esper may seem slow, but it's fairly strategic; the 'controller' of the bunch.  Slinger makes your fingers turn into pretzels.  Medic is more like a damned short range aoe-nuke mage 'cept with heals.  Engi. is slow pet huntard that can tank, especially inside the mech suit (yes, a damned mech suit).  Stalker is pure ninja; thing stays stealth in combat.  Warrior is tank but has a ranged feel sometimes; and more quicker (gratifying) attacks then youd think - bigSwords!

Some have flipmodes that turn them into something else and decks can be reshuffled too.  Not an easy game to choose a class, but I'd say I'm definitely not doing Engineer; though originally my first choice.  It's a mobility issue.  I think it's between Esper and Slinger. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 06, 2014, 12:07:47 PM
Warrior is a Warrior
A Stalker is a Rogue
An Engineer is a Hunter with extra pets.
A Medic is a AOE healer/nuker thing.
The Spellslinger is a mage
The Esper is Warlockish/Mage thing.

They are all basic, the class mechanics are pretty simple and development is pretty simple.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 06, 2014, 01:12:08 PM
Probably easiest to split them by ranged vs melee and roles. They may have some thematic similarities to other MMO classes, but they play pretty different due to the combat system. You should probably pick a class based on the roles you want to have available and then by how much action you want in your action combat.

Melee:
Warrior - DPS/Tank - The most twitchy of the melee classes. Rage decays in combat so you need to continue using abilities to not lose rage. This means you'll be pressing buttons and moving around constantly.
Stalker - DPS/Tank - The stealth class, though with the twist of being able to enter/leave stealth at will in combat. This plays into tanking too as leaving stealth grants a defense buff. Wildstar's evasion/debuff tank.
Medic - DPS/Healer - I'm counting them as a melee class because most of their attacks/heals have a small hitbox, encouraging you to fight close to the enemy. This is the positional healer for Wildstar: you can land heals on your entire group, but you need to actually aim the heal cones just like you would aim a cone attack.


Ranged:
Esper - DPS/Healer - The most static DPS class in the game. Discourages movement, has long cast times. The heal spec is very traditional: mostly single target heals that you select a target for rather than manually aiming boxes/cones. If the Wildstar combat system seems to hectic or twitchy for you, you may enjoy this class.
Spellslinger - DPS/Healer - The most twitchy of the ranged classes. Needs to stay moving to kite enemies, lots of movement-based abilities. The healing is very similar to medic healing.
Engineer - DPS/Tank - This is Wildstar's pet class. It is also the closest Wildstar has to a ranged tank, similar to Trooper/BH if you played SWTOR. This is the only class I haven't tried since I usually dislike pet classes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 06, 2014, 04:26:20 PM
As usual, the info here is better than any I could find. Thanks all. I started as Spellslinger ans then tried Esper and Engy but none to get to any level of depth. I like what Spellslinger sounds like. For my brief play, I enjoyed moving around. Felt not entirely unliked dagger/dagger Mage in GW2 with the constantly mobilities.

What is this flipmodes thing though? Is this the Assault/Support/Utility choices you can make? Seems like I can only have 8 abilities. Can I have more than 8 and flip between two sets or something?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 07, 2014, 01:50:07 PM
I assume that means spec swap. The class system and it's mechanics are incredibly shallow. You should be able to pick up on in in a few minutes of playing any class.

edit: Maybe he means the long cool down ability that some classes get that changes your appears like the Engi's.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on May 07, 2014, 04:58:00 PM
I have a few questions:

I love the idea of the Esper, but at low levels it felt very stationary due to the cast bar. Does this change, or is that a hallmark of the class? Would a hybrid Medic be viable that heals and dpses, as I like the idea but I wouldnt want to get stuck as a healer only.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on May 08, 2014, 06:23:59 AM
Open Beta starts in about 45 minutes.

http://wildstar-online.com/en/openbeta/



Title: Re: Carbine Studios' "Wildstar"
Post by: kaid on May 08, 2014, 06:58:00 AM
I have a few questions:

I love the idea of the Esper, but at low levels it felt very stationary due to the cast bar. Does this change, or is that a hallmark of the class? Would a hybrid Medic be viable that heals and dpses, as I like the idea but I wouldnt want to get stuck as a healer only.

I think they are always a bit less mobile than some of the others for maximum effect but I noticed even in my teens as an esper I was slowly getting more and more things that allowed me to move while using them. I think at higher level you could build for pure mobility or for more stationary higher damage/higher heal depending on what you want.

That said I really loved the medic a ton more than I expected to it is very fun to just get in there in the thick of things and just jack people up and heal your team.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 08, 2014, 07:39:23 AM
As usual, the info here is better than any I could find. Thanks all. I started as Spellslinger ans then tried Esper and Engy but none to get to any level of depth. I like what Spellslinger sounds like. For my brief play, I enjoyed moving around. Felt not entirely unliked dagger/dagger Mage in GW2 with the constantly mobilities.

What is this flipmodes thing though? Is this the Assault/Support/Utility choices you can make? Seems like I can only have 8 abilities. Can I have more than 8 and flip between two sets or something?

Higher level slinger can switch to "spell mode."  Engi. can switch to "tank mode" as can stalker occasionally.  Warrior has ranged attacks, etc.  Since there's only 8 abilities you're also given a deck system to swap in/out of between combats.  That's what I mean by flipmode. 

Sidenote:  Anyone have an idea how much the mounts will be?  I'm trying to decide on the deluxe box, which comes with the hoverboard.  If you can get a nice mount for say 5 bucks RMT I'd rather do that then spend $15 on a deluxe box.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 08, 2014, 08:50:52 AM
Did they change that extra ability thing?

Engineers could hit their ultimate ability and become some kind of transformer. It was essentially a 2 minute CD that boosted your stats, but did nothing else.
Stalkers's ultimate was actually just popping in and out of stealth. It's probably the only fun thing about the game.

Other classes got similar 2 minute cooldown abilities that are typical things you'd see in WOW or other games.

It was the biggest waste of space on the UI too because those abilities were boring and could of been much more.


Title: Re: Carbine Studios' "Wildstar"
Post by: kaid on May 08, 2014, 09:07:17 AM
Did they change that extra ability thing?

Engineers could hit their ultimate ability and become some kind of transformer. It was essentially a 2 minute CD that boosted your stats, but did nothing else.
Stalkers's ultimate was actually just popping in and out of stealth. It's probably the only fun thing about the game.

Other classes got similar 2 minute cooldown abilities that are typical things you'd see in WOW or other games.

It was the biggest waste of space on the UI too because those abilities were boring and could of been much more.

Actually those abilities are all on very short cool downs now and very useful.

Take the engineer one the one you start with is on a minute cool down. When activated you start gaining volitility very rapidly which allows you to use your best damage volitility burning powers more than normal. It also causes extra damage, reduces enemy healing effectiveness by 55% and removes the movement speed limitations of using powers engineers normally have.

Its up enough you can use it freqently and makes for an excellent oh shit button or a got to kill this stupid healer button.

Each classes is different the spell slinger turning it on activates spell surge and each power used once its activated uses a quarter of your spell power for greatly enhanced effects. So they are pretty active of about having to turn it on and off for maximum effectiveness.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on May 08, 2014, 09:24:39 AM
Open Beta starts in about 45 minutes.

http://wildstar-online.com/en/openbeta/



And no one here seems to care...sign of the times?


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on May 08, 2014, 09:37:29 AM
I can only play one busted, dissapointing mmo at a time so I need to finish Elder Scrolls first.

Which class is the best tank in this game?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 08, 2014, 10:01:17 AM
Open Beta starts in about 45 minutes.

http://wildstar-online.com/en/openbeta/



And no one here seems to care...sign of the times?

I don't think most of the people here have been excited about any MMO in the last decade.

I can only play one busted, dissapointing mmo at a time so I need to finish Elder Scrolls first.

Which class is the best tank in this game?

Best tank hasn't really been established. The beta has been slowly increasing the level cap, but how each tank performs at level cap is sort of a mystery. I  wrote a summary of how each class plays on the last page though, so you may be able to narrow it down by desired playstyle.

Stalker at level cap is really the tank I'm the most worried about. So many MMOs have done evasion/medium armor tanks poorly in the past. Statistically Carbine has a better chance of getting it wrong than getting it right. Based on the ability list I looked at when I was playing a Stalker, it doesn't seem like they will have to maintain a bunch of annoying buffs just to match the damage reduction that heavy armor tanks get passively and it also doesn't look like they'll be really squishy at the start of every pull thanks to the damage reduction when leaving stealth, but who knows.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 08, 2014, 10:04:57 AM
Is open beta going to run constantly or only weekends?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 08, 2014, 10:14:32 AM
Looks like constantly from the website.

Quote

Open Beta will begin on Thursday May 8th at 7:00am PDT and continues through Sunday May 18th at 11:59pm PDT. During this time, servers will be continuously running, and you will be able to experience game content up to level 30.

Following Open Beta, head start will begin May 31st at 12:01am PDT for those who have pre-ordered WildStar. If you're interested in getting a head start in the game, you can pre-order WildStar here. Launch is June 3rd.

edit: to include quote


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 08, 2014, 10:29:08 AM
Open Beta starts in about 45 minutes.

http://wildstar-online.com/en/openbeta/



And no one here seems to care...sign of the times?

I care.   


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 08, 2014, 10:40:55 AM
I sorta care... at work though. Not much I can do till I get home.



Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 08, 2014, 11:48:57 AM
I think a lot of you are burnt out on trying each and every last MMO that releases come release day.  I gave up on that a few years back, so I'm a bit more wanting then most... building up a cache of interest for this particular release really.  Let us see how long it sustains me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on May 08, 2014, 12:01:42 PM
Keep talking yourself into believing this is going to be "just average enough to sustain my interest".  The hype train is real.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on May 08, 2014, 12:17:38 PM
Fuck this silly game for having warplots which almost sounded like a really fun pvp idea.

Its really not fun to play at all. Combat just sucks plain and simple. Too much ground clutter or clutter in general. Generic looking everything. Its one of those video games that are impossible to not feel like you are playing a video game. Which for a MMO I think is especially poor.



Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 08, 2014, 12:49:00 PM
I didn't think the combat was that horrible, it was just spammy and repetitive. Dodging and cone attacks got really old to me very quickly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on May 08, 2014, 02:10:02 PM
How is that not horrible?

Using my abilities was boring. "Dodging" things was so easy and boring the most interesting part of combat was seeing if I could not bother with it because who cares. Progression in terms of ability unlocks is pretty glacial. The abilities you unlock are fucking zzzz.

If you are going to use a deck/moba style limited number of abilities at a time it wouldn't hurt if they were actually interesting in some way. The abilities in WildStar I've seen and the descriptions I've read are definitely not Dota or GuildWars level of complex in any way.

I am a combat first person. The combat was spammy and repetitive in boring and obnoxious ways. It doesn't even have the zen slowness of a FF11 or EQ1 era MMO where your long cooldowns and what not are just part of the pacing of the game. Instead Wildstar wants to be WoW on Monster Energy but plays just as clunky as NWNO with less cool looking abilities and more ground clutter. That counts as sucking in my book.



Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 08, 2014, 02:34:41 PM
You touch on why I liked playing Slinger.  That class avoids the clutter of the melee/close-in classes and standard repetition of the other ranged classes... not as apparent at lower levels, but as the game progresses the need for skillshots, straf and strat., and so forth increases.

If you dont want clutter, definitely don't choose Medic or Engi.  The rest are pretty much like every other MMO with a bunch of addons running - shit all over the screen.  Cant avoid it even when they design a clean interface; by endgame your screen is a hot mess regardless.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 08, 2014, 03:36:06 PM
You touch on why I liked player Slinger.  That class avoids the clutter of the melee/close-in classes and standard repetition of the other ranged classes... not as apparent at lower levels, but as the game progresses the need for skillshots, straf and strat., and so forth increases.

Yep. The combat at low levels isn't really a great representation of how it works for most of the game. Avoiding telegraphs and landing your attacks will become much more important. That may either be a good thing or a bad thing, depending on your perspective. I started to enjoy the combat on each class I played around level 8.

Dungeons are supposed to be comparable to Vanilla WoW or TBC in difficulty according to players that have tested them, so most of this forum is destined to dislike the game for being unfriendly to PuGs in any case.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 09, 2014, 06:14:23 AM
How is that not horrible?

Using my abilities was boring. "Dodging" things was so easy and boring the most interesting part of combat was seeing if I could not bother with it because who cares. Progression in terms of ability unlocks is pretty glacial. The abilities you unlock are fucking zzzz.

If you are going to use a deck/moba style limited number of abilities at a time it wouldn't hurt if they were actually interesting in some way. The abilities in WildStar I've seen and the descriptions I've read are definitely not Dota or GuildWars level of complex in any way.

I am a combat first person. The combat was spammy and repetitive in boring and obnoxious ways. It doesn't even have the zen slowness of a FF11 or EQ1 era MMO where your long cooldowns and what not are just part of the pacing of the game. Instead Wildstar wants to be WoW on Monster Energy but plays just as clunky as NWNO with less cool looking abilities and more ground clutter. That counts as sucking in my book.



This is 100% my opinion and thoughts as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 09, 2014, 06:54:00 AM
Okay the combat is horrible. I was being generous.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on May 09, 2014, 08:31:20 AM
Is open beta going to run constantly or only weekends?
It's supposed to run constantly until 18/19th May or something like that, if I'm not mistaken.

The open beta finally gave me opportunity to check it out, and... welp, if you make dodging telegraphed attacks a big deal in your combat, it'd be nice if moving out of the marked area long before they supposedly trigger actually resulted in avoiding the damage, instead of getting hit anyway 1-2 seconds after you're in the clear. I don't think it's the lag because everything else functions fast enough as expected, so it's some pretty large clownshoes. :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 09, 2014, 08:42:43 AM
Yeah I forgot about that. It's a big problem when they have ground markers and you get hit anyway.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 09, 2014, 10:02:21 AM
There's lots of addons for this game.  Do they help?  I didn't use addons when I played and I pretty much loathed the UI.  Especially that giant action bar and the horrible round map.  And where the quest list is stuck.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 09, 2014, 10:49:06 AM
The UI is getting better with each patch, fortunately. Quest list as of the OB patch seems like it doesn't get buried beneath other UI options or break anymore, hotbars take up less space as of a patch or 2 ago, etc. One suggestion I've seen tossed around if you think the UI is too busy is lowering the UI scale via the options menu.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on May 09, 2014, 11:13:31 AM
I was reading elsewhere that the Steer addon is very popular, it turns on/off mouselook when you are moving or in combat so you don't have to constantly be holding down the right mouse button.  KeyBindFreedom lets you bind left/right mouse clicks.  CustomFoV lets you change the really small field of view.

You also have to turn off the archaic default keybinding that A and D are turn instead of strafe.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on May 09, 2014, 12:23:10 PM
MMO tutorials are the worst.

If you count Darksun Online and Meridian 59 I've almost been doing this shit for 20 years.

I couldn't make it more than 15 mintues in Wildstar open beta.

Why do you have a skill on the 1 button that you have to spam so much that it should be a left mouse click ability? What exactly are they aiming for with this system? Do I need to get a naga mouse and get thumb arthritis clicking the 1 button 3 times a second for hours and hours each game session?

This is just stupid. I don't care how good it gets later.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 09, 2014, 12:39:37 PM
Open Beta starts in about 45 minutes.

http://wildstar-online.com/en/openbeta/



And no one here seems to care...sign of the times?

I care. But not until the 31st. No sense wasting time on learning things I'll need to repeat, except maybe to optimize my speedrun through the Arkship. When will games go live with the ability to skip the tutorial levels after your first character gets past it? I do not need to relearn that, there's no choices that matter, and the class differences are not nearly pronounced until well after Arkship.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on May 09, 2014, 12:58:28 PM
You know what's even better in a game with exploration "challenges" and floaty controls than having your character helplessly slide down every other cartoony exaggerated slope?

Making sure sliding down these slopes deals enough damage to you that it kills you. Because just climbing back up after you fail to predict whether you slide down or not wouldn't take enough time; let's throw in extra run from the spawn point, too.

Ran out of hands to facepalm.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 09, 2014, 01:46:54 PM
I care. But not until the 31st. No sense wasting time on learning things I'll need to repeat, except maybe to optimize my speedrun through the Arkship. When will games go live with the ability to skip the tutorial levels after your first character gets past it? I do not need to relearn that, there's no choices that matter, and the class differences are not nearly pronounced until well after Arkship.

They've said they're working on letting players skip the Arkship/tutorial after completing it on any character but the feature may not be in for launch.


Title: Re: Carbine Studios' "Wildstar"
Post by: glennshin on May 09, 2014, 04:07:05 PM
a couple of the addons makes it feel action-y by having auto mouselook & rebind M1 & M2 to the spammy skills.

if they could just add block/actual deflect to these types of games alreadly...

so that it feels like Link to the Past fun


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on May 09, 2014, 05:57:36 PM
Just played about two hours.  The game is improved, but the combat doesn't resonate with me still.  I feel like I'm floating above the ground when I move, the enemy aoe's are too telegraphed and my skills are unexciting.  At least I can two or three-shot mobs now.

I was standing still at a quest hub and the music kicked into heavy drums like I was storming the Normandy beaches.  Heh.  That's when I logged.



Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 10, 2014, 06:50:38 AM
The reason why you feel floaty is because this game is attempting to put some action-based combat (like TERA) into what was a standard hotbar/tab target combat system. You can move and perform attacks at the same time thus you float. There is not animation lock or movement associated with each move. So it feels like they have no weight.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 10, 2014, 08:36:14 AM
Play Aurin or Chua if you dont want flotation.  Humans and Cassians being the next best non-floaters.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on May 10, 2014, 11:25:03 AM
I feel at my float-iest when I'm simply running from place to place, it's weird.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 10, 2014, 12:50:50 PM
The camera shakes too much, too, and I turned it off.  Since I'm still in this beta so I started a new character and I still like it okay.  It's certainly not bad, in my opinion, and it's fun enough to distract me from my wonderful real life.  I'm easy.  All I want is distraction.  And three tiny white dogs.  And a mini trampoline.  Then I could die happy when I'm 69.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on May 10, 2014, 02:05:50 PM
Re-rolled a Cassian and it's more stable.  Still don't understand, as an explorer-type, why I can't get into this. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 10, 2014, 06:33:29 PM
My guess is it depends on whether you're an achiever/explorer or an explorer/explorer, the difference being the former feels success for finding the things the designers put in there to find while the later is exploring for different ways to achieve prescribed goals.

I think I get what Wildstar is trying to do. But I think GW2 might have done some of it better, if for no other reason than everyone could be an explorer if they wanted to be whereas here you can only be a true explorer if you chose to be one at start. Feels too contrived.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on May 11, 2014, 07:39:41 AM
Yeah.  A real explorer wants to be able to try out all the jobs.  They may not focus heavily on them, but they're curious about them.  We don't like artificial limitations so the more open a system is the happier we are.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 11, 2014, 07:51:26 AM
Soldiering you do normally in combat.
Science you do normally when you pick shit up.
Settlering you do normally whenever you craft anything and trade it.
Exploring you do normally whenever you go off-piste and stumble onto something.

So pretty much every path is available to you see!   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 11, 2014, 11:22:27 AM
The only profession that really appeals to me is explorer.  It's okay but I wish there were puzzles to solve and obstacles to work around and stuff like that.  Then I wouldn't mind the kind of boring combat, although it's not horrible... just not particularly interesting.  I find some of the controls to be pretty responsive, especially the double tap dodging.  In a lot of games it doesn't kick in fast enough which just makes it useless.  I don't have the explorer soft fall skill yet and I'm hoping that will help with my prolific amount of falling deaths.  I think my character is cute which, of course, is the most important thing.  I plan on playing enough to experience crafting and some of the other features I missed out on before.  I've messed about with the addons now and find some that help, especially in the UI area.  My map is now square... I hate, Hate, HATE round maps.  I'm able to resized and move everything on the screen now.... thank fucking god or I couldn't play this game.  I'll check out quest helpers and other stuff eventually.  I do get errors msgs with some of them but not quite as much since at least three of them have had updates today.  I assume, since most of these addons are very new, that the updating will continue.  I like it but I'm fickle and prone to distraction and burn out easily so if it doesn't improve and grow, I'm likely to wander off.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on May 11, 2014, 11:38:55 AM
I don't have the explorer soft fall skill yet and I'm hoping that will help with my prolific amount of falling deaths.
Soft fall merely reduces the falling damage by 15% which is really, really not helpful at all.

(maybe it can be upgraded, I didn't check, and fuck if I'm going to put up with it for few dozens levels until it does anyway)


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on May 11, 2014, 03:07:23 PM
You want the second explorer-path skill probably, it allows you to stop falling for a second mid air. I assume it allows you to basically fall from any height as long as you remember to use it before you go splat.

Not that I've tested it though, as I made myself give this one last try (know a few gaming buddies that already pre-ordered), but I just can't find anything good to say about it.
I got as far as level 18 this time, but I just didn't see a single thing this game does better than some other MMO I've played in the past few years and it does a lot of things worse.
It also still feels poorly optimized, I admit my system is a bit long in the tooth, but it could run fairly large WvW battles in GW2 smoothly and here I get stuttering for no apparent reason.

Maybe the warplot shenanigans is cool, I never got to see it, but the only kind of PvP I really enjoy in an MMO is open worldy realm vs realm anyway; there's better games for any other kind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 12, 2014, 03:56:32 AM
Are we all just old or getting old or are MMO devs somehow getting worse at making tutorial areas? TESO quickly changed their tutorial area crap at the end because it was bad, now Wildstar.

Ironically the one tutorial area I thought was done reasonably well recently was Neverwinter's.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on May 12, 2014, 05:16:13 AM
I'm glad this had an open beta because I'd never have tried it otherwise and I quite like it. The tutorial seemed fine, just a little long. It wasn't ridiculous though like the FFXIV one where you were running around the city for three hours. The second time through I probably spent only ten minutes or so in it.

Overall, I like the game. Seems like a reasonably full featured MMO and I'm fine with that. Eventually one of them will stick with me.

It's a little heavy on the fur. And what's going on? Between this and Hex is it year of the bunny or something?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 12, 2014, 06:56:42 AM
Yah, if you want an MMO with features, you could do a lot worse than Wildstar.

Sidenote:  I guess at release they're giving like 7 friend invites (a week's play) per box or sumthin?    Very very smart move, and a clear departure from most MMOs at release, who tend to give the invites after the game has already gone /crickets.  Always was a mind-numbingly stupid dogma imo.

So if your gaming group is on-the-fence about the game just split a box price and give the game a week's time.  (if you're that strapped for cash)

Actually, most times I've ever been able to get friends/relatives to play an MMO for any length of time, have been on friend invites.  Ideally at release-time or CB.  Post-release?  Fail.  (no one wants to play with someone already leveled)





Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on May 12, 2014, 08:19:08 AM
I got a beta invite and I tried, I really tried but this one does nothing for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 12, 2014, 08:37:59 AM
I play games so slow that I could play for six months and you could jump in today and out level me in three weeks.  Hah!  My sister's even slower but then she never played games until last year.  I like this game too but I don't know how long I'll play with it.  It really depends on how the paths and crafting go.  I'm obviously not playing it for the combat only because that's the bit I like the least.  I like the look of the graphics (which was also a draw for me in WoW), the extra features outside of combat and how absofuckinglutely adorable I am.  If I decide to buy and play, I'll share my freebie invites with you fence people.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 12, 2014, 09:12:36 AM
I keep wanting to download and try the beta, but none of my MMO friends are excited for it so if I like it I'll have to go into cheerleader mode to get them on board. Also Hex.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on May 12, 2014, 12:10:08 PM
If people preferred the reticle targeting in Tera, there is an addon that exists called Deadlock Extended that puts a reticle on your screen and uses 'soft targeting' if that's what you're into.

http://www.curse.com/ws-addons/wildstar/220103-deadlock-extended


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on May 12, 2014, 12:30:25 PM
So uh. What's the deal with the region lock? This is the first MMO I've played since WOW-BC that doesn't allow me to play in the US region, no matter how hard I try. Do I have to import a physical copy or sommat? Because fuck that noise.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on May 12, 2014, 02:15:17 PM

WoW was cartoony but had a unified style and some depth to the world. I didn't expect to see a more modern game that went backwards into even more crude graphics. It pushes the boundary past stylised and into just being bad. And much of the map feels like the open plains of Aion with patches of clutter rather than unified world. Not helped by the randomly spread "push button for achievement" machines spread around. The combat is repetitive fodder for the console crowd, might be good for PvP or Raids if that's really where this game plans to shine.

But I'm happy to leave it sitting with TESO on the "when it goes f2p" list, and not really care if it doesn't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on May 12, 2014, 02:20:15 PM
From what I've seen so far of large scale combat. It fucking sucks for large scale combat. There is sooooooo much shit on the ground that it just looks like a big stupid mess.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on May 12, 2014, 03:11:19 PM
The combat is repetitive fodder for the console crowd

The "console crowd" laughs at you. Console games have much, much better combat than this Hero of the Bland.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 12, 2014, 03:23:15 PM
I have to agree.  If I want good combat, I head for the 360.  When I'm in the mood for other stuff that's mostly fluffy, I play MMORPGs.  Recently, I've taken to gauging MMORPGs by how much fun fluff they have...  character customising, crafting, clothing, this interesting new trend towards jobs and "paths", etc.  Combat is usually just the same old, same old or a little different but not really all that good.  I haven't even looked at the large scale combat here because of what people are saying about the clutter and all.  I might be able to cope with meh combat but I really don't need to annoy myself with messy clutter.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 12, 2014, 08:52:39 PM
If you guys want real truth from me, truthfully I should be playing TOR or STO... or TSW even (now that one can group in Trans), but... I just have a phobia of re-booting old games.  Dont know why.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ratman_tf on May 12, 2014, 09:14:13 PM
Thank god for open betas. I played about 15 minutes into the tutorial area, and got bored and logged out. WoW utterly destroyed any interest I had in questgrinding.
 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on May 13, 2014, 08:21:53 AM
From what I've seen so far of large scale combat. It fucking sucks for large scale combat. There is sooooooo much shit on the ground that it just looks like a big stupid mess.

Nah...it's much worse (latest DevSpeak: Raids)  :ye_gods: :ye_gods:

https://www.youtube.com/watch?v=YbItL4qcugk


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 13, 2014, 08:27:52 AM
I'd try that with 5 people.  With 20?  No way.  Imagine how many times you'd have to attempt it where at least one person didn't fuck up.  I'd go insane.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 13, 2014, 08:31:12 AM
From what I've seen so far of large scale combat. It fucking sucks for large scale combat. There is sooooooo much shit on the ground that it just looks like a big stupid mess.

Nah...it's much worse (latest DevSpeak: Raids)  :ye_gods: :ye_gods:

https://www.youtube.com/watch?v=YbItL4qcugk

I really want to like this game, but that video - all I saw was people running for their lives and very little combat. It is almost as if there is so much shit, you spend 90% of your time avoiding crap rather than pounding on it. Different sure, but how fun is it to be constantly running and getting a single swing in every 30sec? I am still on the fence with the box cost and sub but I can now confirm raids are not even a blip on my interest-o-meter.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on May 13, 2014, 09:01:07 AM
Nah...it's much worse (latest DevSpeak: Raids)  :ye_gods: :ye_gods:

https://www.youtube.com/watch?v=YbItL4qcugk

Fuck that. That video gave me epilepsy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Azuredream on May 13, 2014, 09:06:30 AM
I actually thought that looked fun. Raiding: Bullet Hell edition.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 13, 2014, 09:32:49 AM
I had no problem with the raid design other then how they intend to manage the different color indicators simultaneously.  One would assume/hope that red+green = brown rather than one overriding the other.  Need more info. on that; too lazy to look.


Title: Re: Carbine Studios' "Wildstar"
Post by: Scold on May 13, 2014, 10:55:28 AM
I actually thought that looked fun. Raiding: Bullet Hell edition.

Actual bullet-hell raiding is awesome. One of a number of reasons why Realm of the Mad God (where your bullet-hell raiding comes with mothereffin' PERMADEATH) is one of the best MMOs of the past decade.

https://www.youtube.com/watch?v=7eVCfQNdcM4


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 13, 2014, 11:12:48 AM
I actually thought that looked fun. Raiding: Bullet Hell edition.
https://www.youtube.com/watch?v=wJxQtKee4gk


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 13, 2014, 12:09:16 PM
I'd try that with 5 people.  With 20?  No way.  Imagine how many times you'd have to attempt it where at least one person didn't fuck up.  I'd go insane.

Now imagine it with 40, which is the biggest raid size in Wildstar. I don't see how it can possibly be anything other than a mess, tbh. It'll still be way less chaotic than large-scale PvP at least.

I did happen across a 20-man world boss at level 10 and helped some random folks kill it. It was pretty fun, and the telegraphs didn't get too chaotic (though it was probably much simpler than the max level stuff will be).


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on May 13, 2014, 02:21:54 PM
The combat is repetitive fodder for the console crowd

The "console crowd" laughs at you. Console games have much, much better combat than this Hero of the Bland.

Sure, I didn't say they did it well. The "action combat" style is much better suited to a low latency environment totally focused on the single player experience (and possibly shorter and content rich gameplay). But that's what they are trying to mimic in an environment where it can't really work nearly as well.

... and I said that before I'd seen the raid video.


Title: Re: Carbine Studios' "Wildstar"
Post by: Scold on May 13, 2014, 08:29:03 PM
ISO an MMO with Dark Souls combat and full PvP.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 14, 2014, 11:39:06 AM
So I decided I'll play this for a bit and I saw you could reserve a name.  It's weird the way they do it.  You choose your name and guild name and it starts a countdown for an hour.  If you decide to edit the name, you do that withing the countdown time.  If you don't, it sticks.  You have 14 days from launch or something to make a character and guild with those names to "own" them.  Anyway, I had a problem with it (evidently the link they posted in the forum was wrong) so I went to check to see what was going on.  OMG.  The forums are a cesspit of hate and murder.  Srsly.  I guess it didn't work so well.  When I got the correct link, I was able to reserve a name.  Reading the forum made me think I was one of three who got through.  Actually, since only unhappy people go to forums to complain, who knows?  There does seem to be a problem though, so if you bought this and reserved a name, you might want to check up on it.  I didn't reserve a guild name but I did check on Bat Country and it doesn't give a countdown for it so I don't know.  I have no idea what server to choose at launch.  If anyone is going to play, let me know here unless you hate me or something. 


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 14, 2014, 12:18:00 PM
So I decided I'll play this for a bit and I saw you could reserve a name.  It's weird the way they do it.  You choose your name and guild name and it starts a countdown for an hour.  If you decide to edit the name, you do that withing the countdown time.  If you don't, it sticks.  You have 14 days from launch or something to make a character and guild with those names to "own" them.  Anyway, I had a problem with it (evidently the link they posted in the forum was wrong) so I went to check to see what was going on.  OMG.  The forums are a cesspit of hate and murder.  Srsly.  I guess it didn't work so well.  When I got the correct link, I was able to reserve a name.  Reading the forum made me think I was one of three who got through.  Actually, since only unhappy people go to forums to complain, who knows?  There does seem to be a problem though, so if you bought this and reserved a name, you might want to check up on it.  I didn't reserve a guild name but I did check on Bat Country and it doesn't give a countdown for it so I don't know.  I have no idea what server to choose at launch.  If anyone is going to play, let me know here unless you hate me or something. 

I'll be getting a box, but still on the fence about subbing. I can manage to get the cost of the box out of the game- at least I expect. I just have to wait till payday since I am moving in July and will need money for apt deposit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on May 14, 2014, 12:32:52 PM
I'm generally soft on game forums at least compared to most people here, but Wildstar has, by far, the worst forum community I've ever seen.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on May 14, 2014, 06:28:42 PM
It's WoWtards bereft of a valid new game and deriding going back to WoW, what do you expect?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 17, 2014, 12:08:11 AM
I'm kinda enjoying this game.  Does that make me a bad person ?

Also, thought the wife would like it too ;  installed on her machine where it chugs along at one frame per minute on the pic char screen.  Shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on May 17, 2014, 12:29:39 AM
I'm kinda enjoying this game.  Does that make me a bad person ?

Also, thought the wife would like it too ;  installed on her machine where it chugs along at one frame per minute on the pic char screen.  Shit.


See? It's impossible to predict what you'd like. I would have thought you'd tear this one to pieces.   Guess it's worth another look once the D3 buff wears off.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 17, 2014, 02:44:46 AM
It's WoWtards bereft of a valid new game and deriding going back to WoW, what do you expect?
But enough about this forum, what's the excuse for Wildstar?  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 17, 2014, 06:38:36 AM
I'm kinda enjoying this game.  Does that make me a bad person ?

Also, thought the wife would like it too ;  installed on her machine where it chugs along at one frame per minute on the pic char screen.  Shit.


See? It's impossible to predict what you'd like. I would have thought you'd tear this one to pieces.   Guess it's worth another look once the D3 buff wears off.  :awesome_for_real:

Yeah.  It's really strange to me actually, because it seems like just a far more confusing WoW clone and yet it's really gorgeous and has a nice little theme to it and the music's good and it carries you along.  Also, I'm a large killer robot with a fuck off gun, so there's that.  It's something I clearly should hate, but I don't.

But they really need to learn how to take the player by the hand.  The intro area was fucking horrible and even now at level 6 (which seems to have taken a LOOooong time) I'm not really anywhere closer in understanding what the almighty hell is going on.

Very confusing, but I'll stick with it a while.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 17, 2014, 07:33:44 AM
It does seem to take a long time to level compared with most other mmorpgs.  I don't mind that at all.  I have a ton of quests, plus all the explorer and crafting quests and the slower progress keeps me from out-leveling everything.  Also, it really needs the mods.  Especially the ones that let you resize and move bits around or hide them completely.  Honestly, though, there hasn't been a game in a long time that I didn't either mod or wish I could mod.  For some unknown reason, Wildstar has it's FoV set at 50, which I find bizarre and uncomfortable and changing it make it look much better to me.  I do get some errors from the addons although nowhere near like I did before.  I find it easier to just disappear them than to play without them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 17, 2014, 08:10:23 AM
It levels about like vanilla-WoW w/o rest xp.  I dont mind it because of the extra frills of the game (housing, xtra dungeons, warplots, etc.).  And it's not apparent as yet how much of an xp bump hardcore dungeoneering nets you; I'd be willing to bet a lot more than simple quest-grinding.

I really need to get on with choosing faction, guild, server, etc.  Not much time left.

What's everyone's feelings on faction?  I thought the Dominion 'theme' was more palatable than Exile and some of the starter zones were better.  But I heard the later hubs weren't as good.  Also the Domi quests seems a bit more fleshed out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 17, 2014, 08:34:32 AM
I don't mind which faction.  I can always make an alt later to check out the other one.  Right now I'm playing Exile so I'd probably do Dom for the next character anyway.  I have a feeling EU servers aren't going to fare well if they leave in as many options as they've been discussing.  PvE, PvP, RP-PvE, and even RP-PvP and having those choices for English, German and French.  EU servers have a hard enough time keeping a decent population without scattering them about with too many options.  I guess we'd just have to wait and see.  Of course, that many options might even do in a lot of US servers and I HATE merges.  Their eyes might be bigger than their tummies.  I'll be playing on a US server of course and I think Nexus is the biggie server, right?  I have a feeling that's where most people will head.  I'm not sure if it's advantageous to choose a server that's likely to be very crowded or a server that has a potential merge on the horizon.  I'd like to be on one where I know a couple of people at least.  That way I can cry on someone's shoulder now and then.  Purely selfish. 

I just thought of something and it made me giggle.  Can you imagine, after that verbally violent reaction to the whole name reservation thingy, them having to merge underpopulated servers where people have the same names reserved?   :awesome_for_real:  That would be a thread worth reading!


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 17, 2014, 08:45:34 AM
RP for a pulp sci-fi game is stupid.  :headscratch:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 17, 2014, 08:46:24 AM
I've had nothing but trouble trying to get this game working. First it wouldn't let me login with my old NCSoft account; trying to reset password resulted in me never getting an email. I tried making a new account with the old email address (in case it got deleted somehow) but it just kept telling me to make a valid password without telling me the requirements. :uhrr:

So then I made a new account with a different email; finally got a beta code, but when I try to download the ~10Mb installer it keeps timing out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on May 17, 2014, 09:28:25 AM

I just thought of something and it made me giggle.  Can you imagine, after that verbally violent reaction to the whole name reservation thingy, them having to merge underpopulated servers where people have the same names reserved?   :awesome_for_real:  That would be a thread worth reading!

It'll be just like when TOR merged its servers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on May 17, 2014, 03:11:35 PM
RP for a pulp sci-fi game is stupid.  :headscratch:

Furry containment zones.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on May 17, 2014, 08:42:26 PM
I will agree with Ironwood on one thing. The music is compelling as fuck. It's probably the best thing in the game as far as I'm concerned.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 17, 2014, 08:52:34 PM
The music was good.

I just watched a video of one of the early dungeons and yeah nooooooo waaaaaaaaay am I playing this. It's autism squared; these leveling dungeons have mechanics (at least as far as avoiding shit goes) on par with wow raids. Big fields of trash and everything requires -everyone- in the group to be on the ball the whole time.

meaning: you're not getting shit done, or at least not having fun doing so without guildmates or friends.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 17, 2014, 11:32:37 PM
Did you miss the part where it was specifically stated (over and over) not to bother playing this unless you're in a pretty well-functioning guild?
I've actually spent more time canvassing guilds then I have actually playing the damned game.  Since OB started it's been a mad-rush to get organized; all the usual logistical nightmares...  DKP systems, "orbat," balance, all that.  Some of the sites are pretty damned impressive actually.

I'm targeting semi-hardcore PvX guilds with den mother leadership.  Women (especially ones stuck at home taking care of kids) always tend to run a tight ship in these types of games.  I will report back if I find some good ones.  I would stay away from RP, PvP, and strict PvE guilds for this one.  The best guilds will be balanced PvX.

Also, doesn't seem like the Goons are playing this one unless it's buried in the SA forums somewhere (I'm not a member anymore).


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on May 17, 2014, 11:48:51 PM
My guild was mildly interested in playing, but the region locking makes it a non-starter for us. Seriously, is it 2004?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 18, 2014, 05:38:26 AM
Did you miss the part where it was specifically stated (over and over) not to bother playing this unless you're in a pretty well-functioning guild?

I missed that part.  Oh Dear.

I'll just stop playing it now then.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 18, 2014, 07:45:03 AM
Anyone have a recent list of good addons for this, and where to find them? Finally got it working.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 18, 2014, 08:21:32 AM
I got the addons at curse because they're all there and it installs it for you.  After getting them and checking for updates once in a while, I disable the Curse client because it annoys me.  I use BijiPlates, BetterQuestLog, Custom FoV, Movable Frames, Icon Loot, and Junkit.  Oh, and I just uploaded a new one named Slashlist that simply gives the entire command list because my memory sucks.  I also have PotatoUI but I haven't enabled it yet.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bzalthek on May 18, 2014, 10:22:07 AM
Region locking makes sense.  No one wants to play with laggy throttled americans.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 18, 2014, 02:49:08 PM
Did you miss the part where it was specifically stated (over and over) not to bother playing this unless you're in a pretty well-functioning guild?

I missed that part.  Oh Dear.

I'll just stop playing it now then.
You and 95% of the playerbase, after the free month is up.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 18, 2014, 07:52:35 PM
That's really not the case. You shouldn't expect to get into veteran dungeons or raids (while they're current) without a guild, but they promised several other forms of elder game content.

For soloers, they have daily quest hubs and rep grinds for gear, as well as regular "story instances" that extend the lore. Agree this sounds weak, but it does exist.

For group players, they'll also release additional dungeons, veteran dungeons, and adventures (which are basically easier, shorter dungeons) in patches, and regular dungeons should be beatable without a persistent guild-- albeit not easily, and not in the beginning when most people don't know what they're doing.

There's also arena-style PvP with its own rewards, that requires aligning with either 1, 2, or 4 other people (2v2, 3v3, and 5v5).

Note they promised substantial monthly updates. Not a new raid every month, but something for either soloers, group players, PvPers, or raiders.

Their philosophy is that vet dungeons and raids are aspirational targets, and they're OK is only single-digit percentages of players ever get there. They have other content for more casual players.

I completely disagree and think they're disregarding lessons already taught to Blizzard, but hey, I guess we'll see. If it were me, I would offer several difficulty modes and structure the large population elder game mechanics taking lessons from Team Fortress 2-- I would offer low-stress healing/support/ranged DPS roles, and let the more complex, challenging roles be aspirational, the tanks and melee DPS. This lets everybody experience the content, and contribute, and take on the roles they feel comfortable filling.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 18, 2014, 09:08:40 PM
Note they promised substantial monthly updates. Not a new raid every month, but something for either soloers, group players, PvPers, or raiders.
Which means at best, each type of players gets an update every 4 months. That's not exactly something to be enthusiastic about. I also didn't realize just how hardcore these guys were going; I guess I ought to talk to my gaming group before I even bother getting invested in the beta.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 18, 2014, 11:59:01 PM
On the bright side: Watching the inevitable climb-down followed by the lamentations of the poopsockers is going to be fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 19, 2014, 04:26:52 AM
If you call something you've seen a million times before 'fun'.


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on May 19, 2014, 05:52:09 AM
Played a bit of this. Got to a whopping level 7 in the two hours I put in. Played as a bad guy bunny person medic. Never did figure out what was going on. There's no quest text. I initially thought that I was supposed to listen to the people talking, but I eventually realized that had nothing to do with what's going on. The little soldier path events were neat. V to vacuum up loot was neat. A single bag window was nice. Tip, this is not an mmo where you need to buy bags the first time you see them. I was showered in better bags in very short order. Quest text in the bottom right corner was  :psyduck: The way pointer arrow was really essential, because with no quest text I never had a clue what I was supposed to be doing. I did notice the complaint about not enough mobs to do things. I had a couple of challenges - kill quests - pop up that were a real pain to complete because I couldn't find mobs. The thing about this is that I couldn't blame my problems on other people. Most of the time I only saw one or two other people. That brings me to the last thing I noticed. It's surprisingly difficult to notice other people playing. Names don't appear to be on by default. Other PCs seem oddly small by comparison. It was peculiar.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 19, 2014, 08:25:00 AM
Which means at best, each type of players gets an update every 4 months. That's not exactly something to be enthusiastic about. I also didn't realize just how hardcore these guys were going; I guess I ought to talk to my gaming group before I even bother getting invested in the beta.
I dunno, meaningful updates every 4 months is actually pretty good for a theme park MMO. It doesn't touch GW2's 2013 living world update frequency, but many of those were fairly minor.

It's only hardcore if you want to get into endgame PvE veteran dungeons and raids. There is no equivalent of WoW's heroic dungeons, LFR, or even flex raiding.

The less hardcore PvE players can still do normal dungeons (with some difficulty, they are hard), adventures, lore solo instances, daily quests (/spit), and rep grinds (/spit).


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 19, 2014, 09:36:02 AM
Veteran dungeons are not the equivalent of Heroics?


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 19, 2014, 10:10:39 AM
The thing that really blasted my eyes was the shitty font/font rendering.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 19, 2014, 10:17:11 AM
Veteran dungeons are not the equivalent of Heroics?
WoW heroic dungeons are very, very easy today. You can essentially AFK your way through. In the last expansion, Cataclysm, they were moderately challenging, particularly for pick-up groups.

Wildstar normal dungeons are tuned much more difficult than even Cataclysm-era WoW heroics-- they will be challenging (and more importantly, frustrating) to beat without a set group of friends, so you don't have to teach each new PUGger how to do them, particularly in the first couple of months. This includes the first dungeon you hit while leveling at like level 17. Brutally difficult, with complex multi-phase mechanics comparable to raids in other games.

Wildstar veteran dungeons are supposed to be tuned much, much more difficult than the normal ones.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on May 19, 2014, 10:27:46 AM
Wonder how much that Penny Arcade comic cost them.   :awesome_for_real:  Reddit seems to love this.  So fucking odd.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 19, 2014, 10:43:44 AM
WoW heroic dungeons are very, very easy today. You can essentially AFK your way through. In the last expansion, Cataclysm, they were moderately challenging, particularly for pick-up groups.

Wildstar normal dungeons are tuned much more difficult than even Cataclysm-era WoW heroics-- they will be challenging (and more importantly, frustrating) to beat without a set group of friends, so you don't have to teach each new PUGger how to do them, particularly in the first couple of months. This includes the first dungeon you hit while leveling at like level 17. Brutally difficult, with complex multi-phase mechanics comparable to raids in other games.

Wildstar veteran dungeons are supposed to be tuned much, much more difficult than the normal ones.

So... 3 months until the forum whiners get them nerfed into easy-mode?


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 19, 2014, 10:49:10 AM
Wonder how much that Penny Arcade comic cost them.   :awesome_for_real:  Reddit seems to love this.  So fucking odd.
It's an decade-later echo of the EQ grognards frothing about Vanguard/Pantheon/etc. There's a whole lot of ex-WoW players who are convinced that TBC (or even vanilla) was the absolute apex of Blizzard's MMO and if only someone would just do it right they'd be a decade younger and playing a diku-clone for the first time all over again.

Chasing the dragon, basically.

Also bear in mind that Wildstar was designed by people who left Blizzard after TBC, so it's hardly surprising that a sci-fi skin over "don't stand in fire or die" raids and "Heroic Slabs group LF Mage"  is the core design. I'm just surprised there isn't a web of mandatory rep grind/attunement/keys/dicksmashing as well.

So... 3 months until the forum whiners get them nerfed into easy-mode?
Psst. You spelt '95% of the playerbase" incorrectly.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 19, 2014, 11:33:04 AM
So... 3 months until the forum whiners get them nerfed into easy-mode?
The wildstar devs are dismissive, even flippant, about that possibility. I suspect that >90 days in when they hit <500k subs NCsoft will force them to backtrack on that, though, yeah.

Simond, the raids do actually require attunements, and they cannot all be done solo, including getting "silver" medals on all veteran dungeons. You'll basically need to be in a raiding guild, or at least have a solid full balanced and geared group of friends, to get them. The parts that can be done solo include maxing out endgame reputation grinds.

Wildstar truly is a recidivist MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 19, 2014, 11:36:33 AM
Wonder how much that Penny Arcade comic cost them.   :awesome_for_real:  Reddit seems to love this.  So fucking odd.

That PA cartoon is utter bullshit.  There's fuck all there except quests.  Jesus Wept guys, don't even hide the commercial.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 19, 2014, 11:38:23 AM
That PA cartoon is utter bullshit.  There's fuck all there except quests. 
I agree. I don't know what the hell they were doing out in the world if they weren't questing. Killing random monsters?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 19, 2014, 11:41:11 AM
Maybe the explorer stuff. That opens up to some pretty fun non-quests by the third zone (~level 7/8). Scavenger hunts, jumping puzzles, etc.

Not sure if the other paths open up in similar interesting ways.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 19, 2014, 11:43:52 AM
They're just Quests too !!!

 :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 19, 2014, 11:47:14 AM
Also, I took time (that I now want back) to read Tycho's dribblings that accompany the comic :  He's talking utter, utter fucking shite that means nothing.  Such fucking bollocks.  He thinks it looks different in the 'raids' youtube ?  For Fucks Sake, the Shilling is so blatant it's hurting my eyes.

Gah.

And this is from the guy who was strangely enjoying the wee jaunt.  But I was doing quests like 100% of the time because there was NOTHING ELSE.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 19, 2014, 11:51:20 AM
Simond, the raids do actually require attunements, and they cannot all be done solo, including getting "silver" medals on all veteran dungeons. You'll basically need to be in a raiding guild, or at least have a solid full balanced and geared group of friends, to get them. The parts that can be done solo include maxing out endgame reputation grinds.

(http://i.minus.com/iowW5NxIW3fRV.GIF)

Edited for slightly less fit-inducing gif.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 19, 2014, 12:03:00 PM
Also, I took time (that I now want back) to read Tycho's dribblings that accompany the comic :  He's talking utter, utter fucking shite that means nothing.  Such fucking bollocks.  He thinks it looks different in the 'raids' youtube ?  For Fucks Sake, the Shilling is so blatant it's hurting my eyes.

To be fair, that description applies to every one of Tycho's posts.

When I was playing Rift I remember losing hours of time to world/zone events, without any questing, before I realized how much time had past. I'm not sure how far Wildstar leans into that stuff towards level 50, but it's possible for an MMO in 2014 to hide the fact that you're just working through another version of a quest. SWTOR class story quests also felt like something other than MMO leveling quests, even though that's absolutely what they were.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on May 19, 2014, 12:50:26 PM
In recent memory, TSW and (oddly enough) ESO were the games that tried to do something else with quests... maybe FFXIV, though it felt awkward and annoying all the way through, especially since you had to do every single quest or be stuck grinding. Of course having singleplayer-y quests also means that I'm never levelling more than one character through them.

Heroic Slabs group LF Mage
THERE IS NO "S" IN LABORATORY

*deep breaths* OK, I'm fine now. Everything is fine.  :awesome_for_real:

edit: see, even Bliz agrees with me! (http://wowpedia.org/File:Tinfoilhatsculder.jpg) :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 19, 2014, 01:20:12 PM
Heroic Slabs group LF Mage
THERE IS NO "S" IN LABORATORY
:grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 19, 2014, 04:24:43 PM
Oh my goodness, the PR gretchen at Carbine must be having kittens about now: http://www.pcgamer.com/2014/05/19/wildstar-developer-says-it-wants-to-do-wow-right-this-time/
Quote
"Ok, we're done with WoW, we know what we did right and what we did wrong, and we really want to tweak it and do WoW but better."

Nothing quite like making a rod for your own back. :facepalm:


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 19, 2014, 04:37:18 PM
lmao yeah this game is doomed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on May 19, 2014, 04:38:31 PM
They failed on either / both goals. I.e. it's not a better WoW and it's not a better non-WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 19, 2014, 05:57:07 PM
It's one thing to ignore WoW. It's another thing to admit you want to do it "right" which is just an absurd notion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 19, 2014, 06:17:28 PM
Not even Blizzard can do WoW right anymore. Kinda the height of hubris to say that, especially now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on May 20, 2014, 01:16:15 AM
I'm starting to understand so very much.

This is going to be hugely, hugely niche.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on May 20, 2014, 05:57:46 AM
Maybe their plan is, "get the hardcore hooked, then slowly raise rates".  In the end they'll have a couple thousand rich catasses paying a couple hundred a month.  It! could! work!


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 20, 2014, 08:08:01 AM
I'm starting to understand so very much.

This is going to be hugely, hugely niche.
I dunno. If you have WoW in your head as context, it's difficult to see how Wildstar's approach could be tenable.

But think about Guild Wars 2. It has vanishingly little power progression in the elder game. There are no WoW-style raids. And yet it has managed to be very successful as a buy to play title supported by largely cosmetic microtransactions.

What do elder game players actually do in GW2? They engage in large-scale PvP, run repetitive dungeons (fractals), and consume new regularly released content.

That stuff applies to Wildstar too. It has 40v40 PvP in warplots, where your faction constructs giant fortresses and uses them to fight your opponents. It has repetitive dungeons coming out the wazoo, with high difficulty levels for small groups. The devs committed to regular content releases on a monthly basis, including lore solo instances and easier-difficulty "adventures" and "shiphand missions". And in addition to all that stuff, they also have aspirational extremely challenging content in veteran dungeons and raids.

I strongly feel Wildstar's approach is wrongheaded. Players should be able to consume all the content, at a challenge level suited to their aspirations and available time. Feeding the dragon by releasing high-quality content and lore intended to be consumed by <5% of the playerbase just feels like a flat-out absurd proposition. We already know LFR is hugely popular. Casual players desperately want to participate. Power progression really, really matters; it's the hook that keeps players engaged. As the most evolved of all dikus, WoW taught us all these things.

But hey, we could be wrong. Maybe another way could work. And if not, NCsoft will force Carbine to casual it up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 20, 2014, 09:34:27 AM
Oh my goodness, the PR gretchen at Carbine must be having kittens about now: http://www.pcgamer.com/2014/05/19/wildstar-developer-says-it-wants-to-do-wow-right-this-time/
Quote
"Ok, we're done with WoW, we know what we did right and what we did wrong, and we really want to tweak it and do WoW but better."

Nothing quite like making a rod for your own back. :facepalm:

This is from an official interview with a producer on the game where he frequently uses words like "casuals" and "hardcores" to explain the game. Embarassing.

Still looking forward to doing the dungeon content with friends before it gets nerfed though. We all know that is how this story ends. I think the devs know this as well, as they have alluded to the game getting easier over time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 20, 2014, 09:56:50 AM
I think it's brilliant.  You release the content with a higher difficulty giving the hardcore fans the illusion that they are the target audience.  You then reduce the difficulty AFTER the fanboys have consumed the content appeasing the masses and giving them something new to do a month or two later.  It's a decent way to gatekeep content so long as you don't alienate the casual playerbase early on. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on May 20, 2014, 10:04:01 AM
That's WoW's model.  How is taking someone else's model brilliant?

Maybe I'm wrong.  How is that not WoW's model?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 20, 2014, 10:05:39 AM
That's WoW's model.  How is taking someone else's model brilliant?

Maybe I'm wrong.  How is that not WoW's model?

Does it matter whose model it is if it makes money?


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on May 20, 2014, 10:06:34 AM
Never in a million years did it occur to me that they wouldn't nerf the content to be easier by the time I got high enough to see it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 20, 2014, 10:07:44 AM
I'm starting to understand so very much.

This is going to be hugely, hugely niche.
I dunno. If you have WoW in your head as context, it's difficult to see how Wildstar's approach could be tenable.

But think about Guild Wars 2. It has vanishingly little power progression in the elder game. There are no WoW-style raids. And yet it has managed to be very successful as a buy to play title supported by largely cosmetic microtransactions.

What do elder game players actually do in GW2? They engage in large-scale PvP, run repetitive dungeons (fractals), and consume new regularly released content.

That stuff applies to Wildstar too. It has 40v40 PvP in warplots, where your faction constructs giant fortresses and uses them to fight your opponents. It has repetitive dungeons coming out the wazoo, with high difficulty levels for small groups. The devs committed to regular content releases on a monthly basis, including lore solo instances and easier-difficulty "adventures" and "shiphand missions". And in addition to all that stuff, they also have aspirational extremely challenging content in veteran dungeons and raids.

I strongly feel Wildstar's approach is wrongheaded. Players should be able to consume all the content, at a challenge level suited to their aspirations and available time. Feeding the dragon by releasing high-quality content and lore intended to be consumed by <5% of the playerbase just feels like a flat-out absurd proposition. We already know LFR is hugely popular. Casual players desperately want to participate. Power progression really, really matters; it's the hook that keeps players engaged. As the most evolved of all dikus, WoW taught us all these things.

But hey, we could be wrong. Maybe another way could work. And if not, NCsoft will force Carbine to casual it up.
This is NCSoft; they'll just roll the game up and fire like 3/4ths of the staff.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on May 20, 2014, 10:10:42 AM
That's WoW's model.  How is taking someone else's model brilliant?

Maybe I'm wrong.  How is that not WoW's model?

Does it matter whose model it is if it makes money?

No.  Different topic - I hate that model.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 20, 2014, 10:13:40 AM
No.  Different topic - I hate that model.

I agree with you.  I hate that model too.  I hated when they made Rift content easier.  I hated it when they made WoW content easier.  The challenge is what kept me and my group playing.  When it got easier, it got boring... and we all quit for another game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on May 20, 2014, 10:44:00 AM
That's WoW's model.  How is taking someone else's model brilliant?

Maybe I'm wrong.  How is that not WoW's model?

That has been WoW's model for at least eight years.


Title: Re: Carbine Studios' "Wildstar"
Post by: Outlawedprod on May 20, 2014, 11:03:10 AM
Also, I took time (that I now want back) to read Tycho's dribblings that accompany the comic :  He's talking utter, utter fucking shite that means nothing.  Such fucking bollocks.  He thinks it looks different in the 'raids' youtube ?  For Fucks Sake, the Shilling is so blatant it's hurting my eyes.

They also posted about the open beta when it started.  I don't regularly read their posts but I suspect they've been on the bandwagon for some time.
http://www.penny-arcade.com/news/post/2014/05/09/wildstar

CVG interview at http://www.computerandvideogames.com/463542/interviews/interview-wildstar-doing-wow-right-this-time/ one word comes to mind: hubris


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 20, 2014, 11:06:39 AM
I think it's brilliant.  You release the content with a higher difficulty giving the hardcore fans the illusion that they are the target audience.  You then reduce the difficulty AFTER the fanboys have consumed the content appeasing the masses and giving them something new to do a month or two later.  It's a decent way to gatekeep content so long as you don't alienate the casual playerbase early on. 

They have stated in older interviews that they had always planned to nerf content as it gets older and new harder "bleeding edge" shit was released.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 20, 2014, 11:10:29 AM
They have stated in older interviews that they had always planned to nerf content as it gets older and new harder "bleeding edge" shit was released.

I'm aware.  I stated as much earlier in this thread.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 20, 2014, 11:59:58 AM
I was just confirming your statement for others.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 20, 2014, 12:16:02 PM
That's WoW's model.  How is taking someone else's model brilliant?

Maybe I'm wrong.  How is that not WoW's model?

That has been WoW's model for at least eight years.
It stopped being WoW's model after Cataclysm was such a fuck-up. Raiding isn't "nerf to easy after the poopsockers have their fun" any more, it's parallel paths.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on May 20, 2014, 12:41:24 PM
I think casuals have, for the most part, won the MMO war and you ignore that at your peril. I don't know a single person anymore that wants to play an MMO for 8 hours in teamspeak to do some raid. We all want to log in for 2-3 hours, get a bit done, then log out. Admittedly, this is anecdotal but the design most MMOS have adopted seems to support it. It may have to do with the average age of game players overall is aging.

Edit: I fixed it to reflect the English is my first language!


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 20, 2014, 12:45:59 PM
They have stated in older interviews that they had always planned to nerf content as it gets older and new harder "bleeding edge" shit was released.
Did they? I was not aware of that. Recently they seemed to indicate otherwise. They got snarky when people asked if they would nerf difficulty, replying with just "no".

Obviously there'll be catchup mechanisms when new content gets released, and they'll allow players to attack old content with better gear and youtube guides. But that's different than a straight-up nerf.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 20, 2014, 12:56:45 PM
I think casuals have, for the most part, won the MMO war and you ignore that at your peril.

There was never a real war. It was simply recognizing that regular people in the world existed, and they don't like planning their lives around a game. That's what made WoW's numbers as huge as they were.

That you could choose to be a catass in the game was the icing on the cake, but the realization was that there was a huge market that prior games never tapped. That market was 20-30x as big as anything seen before, and it was all casual for the most part.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 20, 2014, 01:12:50 PM
I hope they don't nerf difficulty.  I like that things can be challenging sometimes and I need to regroup and try again with a new strategy.  There's still plenty of easy peasy quests when I don't feel like staying around long enough for the harder ones. 

I like my hair in this game, too.  And freckles.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on May 20, 2014, 02:03:28 PM
Even if they do nerf difficulty later, that's such a dumb way to do a difficulty curve. If players hit heroic raid type mechanics in a *leveling dungeon* many of them are very likely to just quit or never try a dungeon again. (See: Ascalon Catacombs story mode.) If you make them get incrementally harder as you go along, you actually have something appealing.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 20, 2014, 06:52:13 PM
The whole thing is asinine. You're going to have WoW players coming in and getting their asses repeatedly handed to them in level 17 leveling dungeons then going to the forums to bitch, where the elitist wildstar cognoscenti will talk down to them, call them wow kiddies, and a battle royale will ensue. The ensuing flamewars will be amusing to watch from a sufficiently isolated safe distance, but they won't do Wildstar's commercial success any favors.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on May 20, 2014, 07:49:59 PM
The whole thing is asinine. You're going to have WoW players coming in and getting their asses repeatedly handed to them in level 17 leveling dungeons then going to the forums to bitch, where the elitist wildstar cognoscenti will talk down to them, call them wow kiddies, and a battle royale will ensue. The ensuing flamewars will be amusing to watch from a sufficiently isolated safe distance, but they won't do Wildstar's commercial success any favors.

The best part of this, of course, being that the "wildstar cognoscenti" are themselves either WoW players or largely irrelevant MMO hoppers (like me! only I'm nice.).


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on May 20, 2014, 08:21:23 PM
Is this free to play yet? I want to make hot cartoon space nazi girls.

Anyway, dedicated raiders and people playing this shit for a challenge are such a tiny minority that game companies should just ignore them. Seriously, hardly anybody plays these games for that. We casuals want to cruise control to cool outfits. Games that bother consider the wants of the "games are serious business" players, let alone cater to them are doomed from the start. In a year that Queen's Blade game where you can pay extra money to see your avatar's tits will have more players left. Because of tits. WIldstar was doomed the minute they caved on the tits. Well, that and gave a single shit about anyone wanting more than casual 5 man raids.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 20, 2014, 09:20:44 PM
...they made a Queen's Blade game?


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on May 20, 2014, 09:36:00 PM
...they made a Queen's Blade game?

Indeed. It's called Scarlet Blade here in the states though. It doesn't appear to have anything in common with the anime other than tits. Class 360's can be seen at https://www.youtube.com/watch?v=o5MXYwOe6aA


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on May 20, 2014, 11:13:34 PM
...they made a Queen's Blade game?

Indeed. It's called Scarlet Blade here in the states though. It doesn't appear to have anything in common with the anime other than tits. Class 360's can be seen at https://www.youtube.com/watch?v=o5MXYwOe6aA

Is that the game where all the characters are female? I found that....creepy for some reason.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on May 21, 2014, 06:31:45 AM
I found that....creepy for some reason.
You don't say :awesome_for_real:

(not so much 'only female characters' per se I think, but the way they are... handled)


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on May 21, 2014, 12:29:28 PM
I found that....creepy for some reason.
You don't say :awesome_for_real:

(not so much 'only female characters' per se I think, but the way they are... handled)

Well it's only female characters and from my memory they were walking sexual stereotypes. I found it...off putting to be subtle.

In less creepy news:

http://www.gamebreaker.tv/games/wildstar-mmorpg/wildstar-digital-deluxe-standard-pre-order-now-25-off/ (http://www.gamebreaker.tv/games/wildstar-mmorpg/wildstar-digital-deluxe-standard-pre-order-now-25-off/)

GOG has this for 20% off. Part of me wants to do it, then I hear about the punch you in the dick dungeons/raids and go "Really?" and decide against it.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 21, 2014, 01:54:54 PM
I picked up Wildstar. I plan to level a character to max then quit. Maybe two, if the factions vary sufficiently.

Like I've said before here, I find the WoW leveling experience for each new expansion to be one of the best games ever. You're always exploring new areas, getting new abilities, seeing new stories. I'm not burned out on doing quests one time, even if the quest "verbs" are strikingly similar, they're in new locales with new lore etc. I hope Wildstar offers the same sort of experience.

When I hit max level, I'll check out the elder game stuff. Either it'll click or it won't-- most likely it won't. WoW's certainly didn't, and vet dungeon/raid difficulty aside Wildstar is WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on May 21, 2014, 01:58:17 PM
Open beta servers are online (as of 4.57pm EST/10.57 CET).

...Along with 2.6GB (or so) update  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Kail on May 21, 2014, 03:19:39 PM
http://www.gamebreaker.tv/games/wildstar-mmorpg/wildstar-digital-deluxe-standard-pre-order-now-25-off/ (http://www.gamebreaker.tv/games/wildstar-mmorpg/wildstar-digital-deluxe-standard-pre-order-now-25-off/)

GOG has this for 20% off. Part of me wants to do it, then I hear about the punch you in the dick dungeons/raids and go "Really?" and decide against it.

*GMG, you mean.  GOG doesn't do MMOs apparently, and it's not on Steam either.  I wonder why we don't get many MMOs on Steam anymore, FF14 is the only recent one I can think of.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on May 21, 2014, 04:54:01 PM
Marvel Heroes.  And they're unique in that when the game patches the Steam client does as well.  Most MMOs on Steam have a separate patcher.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 21, 2014, 08:59:56 PM
I think Valve takes a cut of all revenue generated on Steam, and MMO devs are reluctant to give up a cut since they live on more than box sales.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on May 22, 2014, 06:13:49 AM
Yes, but Steam Wallet makes it really easy for people to put money into it.  I'd wager they make up in convenience what they lose to Steam's cut.

At least FFXIV allows Steam Wallet for monthly payments, too, which is nice.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 22, 2014, 06:58:25 AM
They have stated in older interviews that they had always planned to nerf content as it gets older and new harder "bleeding edge" shit was released.
Did they? I was not aware of that. Recently they seemed to indicate otherwise. They got snarky when people asked if they would nerf difficulty, replying with just "no".

Obviously there'll be catchup mechanisms when new content gets released, and they'll allow players to attack old content with better gear and youtube guides. But that's different than a straight-up nerf.

I think that quote is referring to nerfing the content when it's still the top tier.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 22, 2014, 07:53:24 AM
If you've got it saved somewhere, can you link the quote?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on May 22, 2014, 06:31:47 PM
Well, this was cool of Carbine to do.

https://www.youtube.com/watch?v=Q0z_KD3LjoU


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on May 22, 2014, 06:51:00 PM
That's pretty awesome.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 22, 2014, 07:27:11 PM
That was full of win.

And honestly, it also feels authentic. Which works with the schtick they've had all along their marketing of the classes, features, etc.

The game is mediocre at best with moments of uniqueness and a quirky self-effacing style I like. They've got my money already, and these kind of tactics help me feel even better about it.

Screw the haters who say that was their intent all along. They didn't need to fly a team lead out there. They coulda just shipped the box :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on May 22, 2014, 07:42:51 PM
So I made a Dominion character. That side of the game, so far. The quests seem to have more character and the style is much more entertaining to look at. Which sucks, cause if I buy this (I'm on the fence) I wanted to do Exile because...well...I'm a Browncoat at heart.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 22, 2014, 08:30:24 PM
Ha, I hear that. I posted this for mother's day to my family:

(http://fc06.deviantart.net/fs70/f/2011/126/a/6/happy_mudder__s_day_by_pippin1178-d3fp7t0.jpg)

Nobody got it. But that's ok :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on May 22, 2014, 10:30:25 PM
Alright, I admit, I'm kinda digging this game.  Even if the fucking font makes me want to be able to say it sucks.  Goddammit.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on May 23, 2014, 01:19:57 AM
This one really appeals to me, but unfortunately I can't spare the time or the money yet. I'm thinking that I'll spend my summer vacation playing this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 23, 2014, 08:58:33 AM
So I made a Dominion character. That side of the game, so far. The quests seem to have more character and the style is much more entertaining to look at. Which sucks, cause if I buy this (I'm on the fence) I wanted to do Exile because...well...I'm a Browncoat at heart.

Since the only server open was one I didn't have a character on, I started a Dominion warrior.  I'm only level 2 or 3 and just left the tutorial zone so I haven't seen much yet.  I'm liking it, too.  I chose soldier path because I've only done explorer and, for a brief time, settler.  I've bought the game so I'll have some time to see if it sticks.  The thing that bothers me the most is the UI.  I've applied mods to fix some of this, even the FoV, but I get a lot of errors, even more than before with the latest patch... which was humongous.  Since the game is new, the mod writers are quick to update but I'm not convinced that all these errors are from the mods.  Also, I'm not sure I could play without some of them, especially the one that makes the frames movable.  I'll be happier if Wildstar just incorporates what most of these mods do into the game because I really am getting a bit tired of the pop-up error boxes. 

That twitter thing was so fucking sweet it made me almost very nearly get all misty-eyed.  I really kind of like the devs in this game, as unresponsive as they can be at times, because when they DO respond they're funny and pretty open about stuff.  The same with the Landmark devs. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on May 23, 2014, 09:13:59 AM
I legitimately enjoyed this game, even if I was pretty sure I had effectively 'beat' it well before the closed beta ended. And I did really enjoy getting a little bit of an opportunity to experience the oldschool MMO magic I had been missing. The people making the game obviously .. y'know, cared, and were competent and knew what they were going to do and what practical limits they were going to impose on themselves so they weren't trying to shoot for the moon and do all those other mistakes.

Given how overplayed the staples of MMO's are, it was only exploration and aesthetics that made a playthrough ultimately worth it, but it was! and housing was a legitimately fun thing to do. I am just uninterested in replay.

I probably won't play much or at all at release 'cause i have expended most of the game's appeal by now but I still intend to chuck a box purchase at them for giving me, even if just in a beta, well over the average return for 60bux worth of game. And a friend or two can put money on my account to play on it since I most likely won't be.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 23, 2014, 09:56:10 AM
The soldier path sucks, as far as I can tell it consists largely of little beacons you can activate and then defend from a bunch of mob waves. Annnnnd... that's it. Supposedly later levels allow you to summon minibosses too.

But compare that against the scientist, which gives tons of lore throughout the world, or the explorer, which has a metric ton of content specifically for them throughout the world, jumping puzzles, vistas, shortcuts, and speed boosts.

Or the settler, who always has access to various buffs. Actually the settler is pretty weak too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 23, 2014, 09:59:17 AM
Soldier struck me as the least designed of the 4 when I tried them. It's like they built the explorer first, scientist second, then they half-assed the settler. By the time they go the soldier I think they were so bored of working on shit, they just made it a wave machine.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on May 23, 2014, 10:01:46 AM
They're designed to appeal to different kinds of players. I definitely have played with people who would pick the waves thing before any of that other stuff.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 23, 2014, 10:09:22 AM
Sure, it's not like you spend 99% of the game fighting mobs anyway. Makes total sense to bump that up to 100%.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on May 23, 2014, 10:18:11 AM
I don't really get it either, but those guys do exist.


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on May 23, 2014, 11:09:09 AM
Soldier definitely sounded the most appealing to me based on the little blurbs at character creation during one of the beta weekends. I reason that if the core gameplay is fun, I want to be doing more of that instead of tacked-on minigames or whatever. But then I though the core gameplay was awful. Couldn't force myself to play past level 5. So maybe having some other sort of sidequest would have helped.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on May 23, 2014, 11:15:38 AM
Soldier definitely sounded the most appealing to me based on the little blurbs at character creation during one of the beta weekends. I reason that if the core gameplay is fun, I want to be doing more of that instead of tacked-on minigames or whatever. But then I though the core gameplay was awful. Couldn't force myself to play past level 5. So maybe having some other sort of sidequest would have helped.

IMO Settler seems the worst. All you do is going around collecting zone specific things, and then clicking on pre-made points to buil temp buff stations or travel nodes. It boils down to clicking shit on the ground. Boring.

Scientist seems to be mostly learning about shitty lore.

Explorer has some fun mini games attached to it, probably the second best one.

Soldier just gives you more experience as you play, and at least they aren't very annoying to do.

There are probably gimmicks where each one comes into play in a dungeon or something. It was an interesting idea to add to the game, but in the end I don't think it adds much but then again my experience was only up to level 20ish.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 23, 2014, 12:26:10 PM
Bought this and will probably play it for a month with a friend.  I'm guessing that he will want to play exiles.  If anyone wants to get together on a server and run a few dungeons, shoot me a PM.  Not sure how much or for how long I'll play.  I just need something new to mess with.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on May 23, 2014, 12:26:43 PM
Settler was the only one I could really stand. I hate exploring, so that was out from the word go. Scientist was second place, but the robot buddy was annoying to control (it's probably better now) and frankly the lore was not interesting enough for me to get past the horrible fonts (and I tend to tune out the jibberjabber if I'm fighting). Warrior was just more fighting, obviously.

Yeah, settler is basically just picking up things you find lying around, but I liked the stuff I could build with it, and I REALLY liked that other people could use it. My favorite thing to do was build a bunch of buff stations and watch people sprint over to get them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 23, 2014, 01:01:37 PM
Settler also gets a lot of really nice abilities from the profession. The ability to summon vendors, crafting stations, or a mailbox for your group, etc.

Scientist was the worst of the bunch for me. Boring lore and scanning lots of dead enemies/objects.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 23, 2014, 01:18:53 PM
Settler was the only one I could really stand. I hate exploring, so that was out from the word go. Scientist was second place, but the robot buddy was annoying to control (it's probably better now) and frankly the lore was not interesting enough for me to get past the horrible fonts (and I tend to tune out the jibberjabber if I'm fighting). Warrior was just more fighting, obviously.

Yeah, settler is basically just picking up things you find lying around, but I liked the stuff I could build with it, and I REALLY liked that other people could use it. My favorite thing to do was build a bunch of buff stations and watch people sprint over to get them.

 :heart:  You are such a mom!   :heart:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on May 23, 2014, 01:23:37 PM
Lies!  :ye_gods:


ok maybe a little bit of a mom


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 23, 2014, 02:13:57 PM
I haven't explored all four paths to know which I like. But I am annoyed that there are contrived differences you need to choose on the front end. I would have preferred a model where everyone sees everything and you can go up each of the scales based on your choices. For example, I liked the Soldier defense points thing (my favorite part of Firefall) and the Explorers thing (I'm a turn-over-all-the-rocks kinda guy). But it seems pedantic to require two different characters to do both.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 23, 2014, 02:16:33 PM
If you play with someone else you can participate in their Path tasks stuff and get Path exp out of it, which is as close as you'll get to what you're requesting at launch.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on May 23, 2014, 07:57:48 PM
I haven't explored all four paths to know which I like. But I am annoyed that there are contrived differences you need to choose on the front end. I would have preferred a model where everyone sees everything and you can go up each of the scales based on your choices. For example, I liked the Soldier defense points thing (my favorite part of Firefall) and the Explorers thing (I'm a turn-over-all-the-rocks kinda guy). But it seems pedantic to require two different characters to do both.
It really should just let you play the way you want.  There's no reason to restrict the paths.  If someone finds one of them fun they'll do them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 23, 2014, 08:40:16 PM
If you play with someone else you can participate in their Path tasks stuff and get Path exp out of it, which is as close as you'll get to what you're requesting at launch.

Oh cool.

But wait, that means I'd need to play with another person?

WTF happened to being able to solo all these multiplayer games! Forced interaction??


 :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 24, 2014, 01:35:08 AM
Remind me to quote you in a few months.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 24, 2014, 05:38:02 PM
About which part? In a few months I won't even remember my login info to this one.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 25, 2014, 06:39:32 AM
It really should just let you play the way you want.  There's no reason to restrict the paths.  If someone finds one of them fun they'll do them.
Yeah, I agree. If all players had access to all the paths, the game would actually have a great deal more content. You want to make a game attractive to explorers? No need to make your players tick the "explorer" box at character creation-- just design a world with tons of cool nooks and crannies to explore, reward the action of exploring. Same applies to killers, socializers, and achievers.

The point of the old bartle test is that it's not exclusive for any of the 4 archetypical players. You might score 100% explorer and 100% achiever. Or 100% explorer and 40% socializer, 69% achiever, 44% killer. By restricting players to only one of these "paths", they're constraining the attraction of their game. I plan to play as an explorer personally, but I'll miss the lore tidbits from science. And no, alts are not the answer, keep quiet in the back there Kevin!

A much better approach would be to ask players to choose one path, and provide triple path experience for activities related to that path, but allow players to do anything they want.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 25, 2014, 07:10:59 AM
One of the primary benefits they've been touting for the path system is that it will make leveling alts more interesting since you will have the option of doing different path content on that character even if you are repeating quest content. After 22 both factions follow the exact same path for leveling zones, so you're going to want to switch it up somehow if you plan on leveling alts. Evidently some of the later zones are supposed to be a bit less linear & more quest bloated though, so you would theoretically pick different quest hubs to visit on different characters.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 25, 2014, 07:24:51 AM
Thanks Kevin, but I mentioned alts. That's not a strong justification for fencing off content. A much better approach is to give players an abundance of content so they can pick and choose what to consume according to their personal preferences. Then, if they choose to level through the same areas on alts, they can either do the same stuff over again (it is what they prefer and enjoy, right?) or choose to do the other stuff. Even though they may not enjoy it to the same degree, it's fresh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 25, 2014, 07:27:12 AM
My guess is that eventually they'll let you go on all paths. They don't need to right now because they're just launching. But very quickly they'll hear enough feedback from paying players about lack of content and unwillingness to re-roll. The whole idea of choice = alts is so old school I'm kinda surprised it's being touted again.

But then like I said elsewhere: just because there's a lot of history in this space doesn't mean everyone working in it knows it :)


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 25, 2014, 07:33:25 AM
Who's Kevin?


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on May 25, 2014, 08:58:59 AM
Random peanut gallery name.  Rokal just happened to step up into the role right away.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 25, 2014, 12:20:38 PM
Why don't I know these things?  What's wrong with me that I don't know/remember/suss this sort of internetery slango?  I give up.  I'm probably Kevin, too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on May 25, 2014, 12:26:20 PM
Classic Kevin.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 25, 2014, 12:28:12 PM
As opposed to diet, ten or cherry?


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 25, 2014, 07:05:37 PM
Why don't I know these things?  What's wrong with me that I don't know/remember/suss this sort of internetery slango?  I give up.  I'm probably Kevin, too.

LOL. Shit I have no idea who Kevin is either, and I'm a guy. Therefore, *I* must be spartacus kevin.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on May 26, 2014, 09:36:50 AM
It's safe to assume they'll let you 'respec' paths at some point, somehow.  Probably for a price.  But it would only work if they scaled the soldier missions to level; therein lies the difficulty of giving Kevin what he wants.
As for making it non-gated?  That would neglect the effect of being the special snowflake, which also plays into some of the higher level strat I'm sure (overwatch, particular buffs, gear creep, etc.)

I'd rather have settlers who were good at only a few pods so each could concentrate on those mats.  Same with Scientists.  High-lvl soldiers would be your frontline troops of course; depending on gear choice.  Explorers eventually will be able to go where no one else can; so they have overwatch advantages to go along with whatever gear they find.

The moral is, there's already too much there to make it wide open at launch.  Let the endgame flesh out a bit, then maybe un-gate some content.  If the game goes /crickets, you can pretty much guarantee they'll un-gate it.



Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on May 29, 2014, 12:07:02 PM
Wildstar launch trailer. (https://www.youtube.com/watch?v=UjlPJzJTziA#t=180)



Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 29, 2014, 04:25:22 PM
Since I bought this, I'm leaning towards an RP server (one they just made, I guess) for PvE.  Dunno about PvP.

-Kevin


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 29, 2014, 04:27:03 PM
I understand they're adding a /present emote for the little rabbit girls. Should help with that rp.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on May 29, 2014, 04:40:10 PM
Wildstar launch trailer. (https://www.youtube.com/watch?v=UjlPJzJTziA#t=180)



Their marketing department is quite fantastic.  Almost want to buy it.  If certain people were, I probably even would.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 29, 2014, 04:42:09 PM
Wildstar launch trailer. (https://www.youtube.com/watch?v=UjlPJzJTziA#t=180)

Cute, but the script was better than the VO :-)

I'll be in on Sat. Enjoyed the beta enough to stop playing so I could have a fresh experience at head start. I get so little time to game these days this could last me awhile. If nothing else I like the new fresh kinda-like-GW2 smell of it (though GW2 hit you with a lot more "what's around this corner"/"under this rock") stuff right away whereas Wildstar doles it out a little slower).


Title: Re: Carbine Studios' "Wildstar"
Post by: Cadaverine on May 29, 2014, 05:24:20 PM
Since I am a glutton for punishment, I too will  be playing on Saturday. CamilleNoire if anyone needs a Forsaken Space Zombie healer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 29, 2014, 06:08:44 PM
Their marketing department is quite fantastic.  Almost want to buy it.  If certain people were, I probably even would.  :awesome_for_real:

Playing with 3 other friends if you're interested in joining us for PvP and some 5-man dungeons.  It's a solid game with plenty to do. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Bhazrak on May 29, 2014, 11:18:55 PM
Were my friends not all going Dominion, I'd probably pick it up. Mostly though, I think I want an MMO break after ESO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on May 30, 2014, 02:05:53 PM
Can't remember: is this one where we need to pick a server? Or is it all one world where we can bounce between named instances ala GW2 or Landmark?


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on May 30, 2014, 02:09:04 PM
You have to pick a server if you want to raid with people.  Otherwise I think you can do dungeons cross server.  Not sure on all the details.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on May 30, 2014, 03:54:50 PM
Pick a server, there are PvE, PvP and RP.  Pretty sure the name lists are already known.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on May 30, 2014, 04:12:41 PM
FWIW, I'm rolling Avatus Dominion side with some old WoW friends if anyone wants to join.

I'd love to raid, but doubt I'll find enough people on my schedule, so I'm resigned to just hitting level cap and doing the veteran single group content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on May 30, 2014, 09:35:15 PM
I may give this a try and am debating how much of a glutton for punishment to be RE: Class/path combination.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on May 30, 2014, 10:04:02 PM
I'm probably going to buy it.  I played in the Beta for a little bit, got to like level 10.  At first the shitty UI and all the other little things put me off, but it got a bit better as it went along.  I'm feeling the MMO urge again, and I'm not going back to WoW so I guess it's WildStar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Cyrrex on May 31, 2014, 12:19:32 AM
Despite my utter disgust at...well, mostly myself...I have been looking at this from arm's length and can't help but be a bit intrigued.  Their marketing guys do a good job of making it look fun.  I wish they'd stop that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 31, 2014, 12:23:02 AM
Despite my utter disgust at...well, mostly myself...I have been looking at this from arm's length and can't help but be a bit intrigued.  Their marketing guys do a good job of making it look fun.  I wish they'd stop that.

My only fear is that their marketing department is better than their game development department.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 31, 2014, 03:35:32 AM
While the pre-orders are busy doing the queue dance (http://www.leagueofpirates.com/sirvival/queuedance.html), here's the attunement details for the entry level raid:

(https://i.imgur.com/NaNBVbE.jpgp)


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 31, 2014, 03:45:23 AM
Wait, so that is just to be able to raid?  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on May 31, 2014, 04:12:53 AM
/uninstall


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on May 31, 2014, 04:29:27 AM
And you can only do those in sequence too, right (so can't get credit for world bosses before you're done with the dungeon speedruns)? We're going to need a bigger  :why_so_serious:.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on May 31, 2014, 05:27:38 AM
On paper I like elaborate stuff like this, but since it requires a guild and I can't be arsed with that show & dance...

fake edit: how do people know this shit already, game's not even out and seems like even high level content is old hat to the crazies.


Title: Re: Carbine Studios' "Wildstar"
Post by: SurfD on May 31, 2014, 05:40:40 AM
On paper I like elaborate stuff like this, but since it requires a guild and I can't be arsed with that show & dance...

fake edit: how do people know this shit already, game's not even out and seems like even high level content is old hat to the crazies.
Going to assume datamining.  Though how you would get the correct order out of datamined data i am not sure.  Of course, it is possible that max level beta-testers have already done it so they know for sure. I dont know if beta testers had access to EVERYTHING, or just the basics.


Title: Re: Carbine Studios' "Wildstar"
Post by: Xanthippe on May 31, 2014, 06:52:46 AM
Are you kidding?

A game would have to be the most fun game to play ever to make me want to do all those things out of sequence. I don't think any game has ever been fun enough to make me want to do those things in sequence.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 31, 2014, 07:11:30 AM
Well this is to unlock raiding which very few people here are actually interested in so it can be dismissed for the most part.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 31, 2014, 07:23:20 AM
All of that shit sounds cool and interesting to the kid with no life who also hasn't burnt out on MMOs. I know, I was that guy once. Now I look at that and I just dread dragging new guild members through it. Glad the combat didn't hook me for this game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on May 31, 2014, 07:35:33 AM
I don't think kids like that even exist anymore.  When we were kids an mmo might be one of your few options for entertainment but there are millions of other things vying for their attention these days.  That is a plan made by manchildren looking at their past with rose tinted glasses forged out of magical nostalgia sand instead of realizing "holy shit was I stupid for doing all that shit back in EQ".

I assume it's launch now, how are the servers doing?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on May 31, 2014, 07:50:03 AM
Wow, maybe I should move my comments from the ESO thread over here before people think I typed that up after the fact.

Welcome to Wildstar! Enjoy America's best attempt at Korean Grind Theater!


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on May 31, 2014, 08:09:25 AM
Despite my utter disgust at...well, mostly myself...I have been looking at this from arm's length and can't help but be a bit intrigued.  Their marketing guys do a good job of making it look fun.  I wish they'd stop that.

My only fear is that their marketing department is better than their game development department.

Did you not try this out in the beta already?  Their marketing department is absolutely lightyears better than their game development department.


Title: Re: Carbine Studios' "Wildstar"
Post by: Cadaverine on May 31, 2014, 08:13:07 AM
I assume it's launch now, how are the servers doing?

Reportedly, they got DDOS'd at midnight, but after an hour or so they seemed to have things in order, as I was able to get logged in.  They've been stable so far, and I'm on one of the full servers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on May 31, 2014, 09:51:59 AM
I don't think kids like that even exist anymore.  When we were kids an mmo might be one of your few options for entertainment but there are millions of other things vying for their attention these days.  That is a plan made by manchildren looking at their past with rose tinted glasses forged out of magical nostalgia sand instead of realizing "holy shit was I stupid for doing all that shit back in EQ".
Reminder: Wildstar's devteam have a number of ex-Blizzard people who left during TBC.

Quote
I assume it's launch now, how are the servers doing?
What do you think?  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 31, 2014, 11:11:38 AM
Well this is to unlock raiding which very few people here are actually interested in so it can be dismissed for the most part.

This ^^^


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 31, 2014, 11:58:05 AM
I was just about to come here and ask if that image was right.

Lmao; yeah whatever let's just dismiss it because people I guess aren't interested in it instead of calling it out for being absolutely retarded.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 31, 2014, 12:09:26 PM
I was just about to come here and ask if that image was right.

Lmao; yeah whatever let's just dismiss it because people I guess aren't interested in it instead of calling it out for being absolutely retarded.

I just assumed that was understood and didn't need to be said...   :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 31, 2014, 12:12:01 PM
This would be the MMO failure to watch if TESO didn't exist.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 31, 2014, 12:24:17 PM
I haven't had any server or login issues at all so far.  The game is also very quick for me.

There are gold spammers, of course, doing the extremely annoying tactic of making the advert very long and doing them in a way that it makes it difficult to find a name.  You can right click and ignore, but I couldn't get it to work.  I noticed they're spamming the "Advice" channel so I turned it off.  I don't need no fucking advice anyways.  This game's spam seems to be rich with tricks to avoid being id'd, persistent in being repetitive, and very, very prolific.   They go out of their way... way WAY out of their way to make sure you see them.   :ye_gods:  Dammit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on May 31, 2014, 12:36:38 PM
My wife has continued the tradition of buying a new MMO for me to "try" out without asking me if I have played it yet or not in a beta. So it looks like I have 30 days to play this. Even if I don't want to play it, I refuse to have the money wasted by just ignoring it. I will get sixty bucks worth of hours out of it even if I just screw around and consume bandwidth.



Edit: Also, the slow download is pathetic. This is 2014, 1.5 MB/s is shameful. What a complete waste of my 55 Mbps connection.

2nd Edit: I am probably going to bitch about everything I possibly can now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on May 31, 2014, 12:56:23 PM
This would be the MMO failure to watch if it wasn't work TESO.

I am actually pretty curious to see which does worse: the horribly made game built around decent ideas or the really well made one built around shitty ideas.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 31, 2014, 01:30:36 PM
I'm finding the game to be a fun distraction.  I'm sure I'll get enough out of it to justify the cost, but I doubt I'll play longer than a month or two.  It's just too twitchy for an old man like me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on May 31, 2014, 01:37:00 PM
It's just too twitchy for an old man like me.
That sentiment doesn't really sit well with me. Some of my best FPS buddies are well past their 60s and I have been playing with some of them for nearly twenty years.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on May 31, 2014, 01:54:36 PM
It's not an fps kind of twitchy, that's just aiming as fast as you can.  This is dodge, roll back, charge, get ouf of that red circle, get in that green square, oh shit interrupt - all while trying to activate your abilities which require proper placement and orientation.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 31, 2014, 02:07:48 PM
That sentiment doesn't really sit well with me. Some of my best FPS buddies are well past their 60s and I have been playing with some of them for nearly twenty years.

My bad.  I forgot that anything I say on f13 will be nitpicked to death in some type of semantics argument.  I'll be more careful using self-mocking sarcasm in the future.   :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on May 31, 2014, 02:22:16 PM
This would be the MMO failure to watch if it wasn't work TESO.

I am actually pretty curious to see which does worse: the horribly made game built around decent ideas or the really well made one built around shitty ideas.
I have no idea what happened to that sentence. I think I was cutting and pasting something in another window.

But yeah.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on May 31, 2014, 02:23:49 PM
Well this is to unlock raiding which very few people here are actually interested in so it can be dismissed for the most part.

It amuses me mostly because you'd think with the 40 man raids they'd want to shove as many warm bodies into the "raider" pool as possible. But hey, it's their wasted dev time, not mine!


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on May 31, 2014, 02:34:09 PM
My friends talked me in to preordering this several months ago against my better judgement. I am not sitting in 157 hour queue to join the server they picked (Prego?).


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on May 31, 2014, 03:28:25 PM
So, have they already started to add dozens and dozens of servers to satisfy the angry pre-launch/launch mob, only to get bad press later when they'll inevitably start to merge?  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 31, 2014, 03:41:07 PM
Like sands through the hourglass . . .


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 31, 2014, 03:44:42 PM
Here's the list of servers:

North America
Avatus (PvE)
Caretaker (PvE)
Mikros (PvE)
Orias (PvE)
Stormtalon (PvE)
Thunderfoot (PvE)
Pago (PvP)
Pergo (PvP)
Widow (PvP)
Evindra (Roleplaying)
Myrcalus (Oceanic PvE)

Europe
EN
Ascendancy (PvE)
Eko (PvE)
Hazak (PvP)
Lightspire (Roleplaying)

DE
Kazor (PvE)
Ikthia (PvE)
Progenitor (PvP)
Toria (Roleplaying)

FR
Stormfather (PvE)
Treespaker (PvP)
Triton (Roleplaying)


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on May 31, 2014, 05:33:08 PM
So, they have a an apparently permanent xp/currency bonus for attaching a Google authenticator. Kind of interest carrot to get people to use one. Their implementation though is terribly tedious. You need to mouse click randomized number locations for some reason instead of using a keyboard.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on May 31, 2014, 06:09:22 PM
So, they have a an apparently permanent xp/currency bonus for attaching a Google authenticator. Kind of interest carrot to get people to use one. Their implementation though is terribly tedious. You need to mouse click randomized number locations for some reason instead of using a keyboard.

I do authenticators as a matter of course these days and the carrot worked well for me. That said, why are the damn numbers randomized and why can't I 10-key them? It's like...a minigame just to play the game!


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on May 31, 2014, 06:39:05 PM
So, they have a an apparently permanent xp/currency bonus for attaching a Google authenticator. Kind of interest carrot to get people to use one. Their implementation though is terribly tedious. You need to mouse click randomized number locations for some reason instead of using a keyboard.

Supposed to be an extra layer of security against keyloggers. It is really annoying though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on May 31, 2014, 06:57:18 PM
Would have to be the world's most elaborate and fast keylogger+bot mechanism to keylog the number, send it to the hackers, they log into your account and change your password before the 20 seconds or so it takes for the code to time out.

Pretty sure they just want to force you to do twitchy shit before you log in as a warm up for the game :awesome_for_real:.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 31, 2014, 07:34:24 PM
Would have to be the world's most elaborate and fast keylogger+bot mechanism to keylog the number, send it to the hackers, they log into your account and change your password before the 20 seconds or so it takes for the code to time out.
Yes, and trojans meeting that description actually exist for WoW. Remember max level WoW accounts are worth more than creditcards on the open market.

That said, the onscreen keypad with randomized locations is way over the limit for annoyance.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 01, 2014, 08:12:26 AM
What's wrong with that raid attunement? The majority of that stuff can be done solo or with a group of 5 people. Those open world raid bosses that you have to kill appear is every single zone, the first one is level 15 or something.

The majority of you don't even like to raid so what is the difference? I find it silly that you guys enjoy a game that gives you a list of shitty thing to do just to hit level 50 (kill 10 pigs, collect bear asses, play UPS delivery guy) yet when the game gives you a list of marginal tasks to raid you're all up in arms and aghast. Talk about F13 being F13 to retard levels.

I can't personally raid because I don't have that time anymore with a 1 year old in the house. That doesn't mean I can't enjoy 98% of the content in the game and enjoy the other 2% through friends and others on the internet.



Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on June 01, 2014, 08:22:55 AM
What's wrong with that raid attunement? The majority of that stuff can be done solo or with a group of 5 people. Those open world raid bosses that you have to kill appear is every single zone, the first one is level 15 or something.

The majority of you don't even like to raid so what is the difference? I find it silly that you guys enjoy a game that gives you a list of shitty thing to do just to hit level 50 (kill 10 pigs, collect bear asses, play UPS delivery guy) yet when the game gives you a list of marginal tasks to raid you're all up in arms and aghast. Talk about F13 being F13 to retard levels.

I can't personally raid because I don't have that time anymore with a 1 year old in the house. That doesn't mean I can't enjoy 98% of the content in the game and enjoy the other 2% through friends and others on the internet.



Not even to kill Space-Hitler in real life and rule an empire would that attunement thing be worth doing. That's poopsock, battlestation burried in Mountain Dew bottles and Hot Pocket wrappers level of Fishbone Earings bad old days. Just the idea that it exists is terrible. The fact that I really liked the look of the game until they revealed it was being made by gaggle of retards doesn't help.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 01, 2014, 08:24:50 AM
What's wrong with that raid attunement? The majority of that stuff can be done solo or with a group of 5 people. Those open world raid bosses that you have to kill appear is every single zone, the first one is level 15 or something.

The main and biggest thing that is wrong with it is that it exists at all, if you build a raiding game you should be encouraging people to raid not cockblocking them.

Quote
The majority of you don't even like to raid so what is the difference? I find it silly that you guys enjoy a game that gives you a list of shitty thing to do just to hit level 50 (kill 10 pigs, collect bear asses, play UPS delivery guy) yet when the game gives you a list of marginal tasks to raid you're all up in arms and aghast. Talk about F13 being F13 to retard levels.

The difference is that putting such a major focus into this part of the game means the parts that are actually enjoyable suffer as a result.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on June 01, 2014, 08:43:22 AM
I find it silly that you guys enjoy a game

No one here has enjoyed a game in years far as I can tell  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 01, 2014, 09:48:58 AM
What's wrong with that raid attunement? The majority of that stuff can be done solo or with a group of 5 people. Those open world raid bosses that you have to kill appear is every single zone, the first one is level 15 or something.

The majority of you don't even like to raid so what is the difference? I find it silly that you guys enjoy a game that gives you a list of shitty thing to do just to hit level 50 (kill 10 pigs, collect bear asses, play UPS delivery guy) yet when the game gives you a list of marginal tasks to raid you're all up in arms and aghast. Talk about F13 being F13 to retard levels.

I can't personally raid because I don't have that time anymore with a 1 year old in the house. That doesn't mean I can't enjoy 98% of the content in the game and enjoy the other 2% through friends and others on the internet.



Not even to kill Space-Hitler in real life and rule an empire would that attunement thing be worth doing. That's poopsock, battlestation burried in Mountain Dew bottles and Hot Pocket wrappers level of Fishbone Earings bad old days. Just the idea that it exists is terrible. The fact that I really liked the look of the game until they revealed it was being made by gaggle of retards doesn't help.

Amusing post to say the least.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 01, 2014, 10:02:26 AM


The main and biggest thing that is wrong with it is that it exists at all, if you build a raiding game you should be encouraging people to raid not cockblocking them.


The difference is that putting such a major focus into this part of the game means the parts that are actually enjoyable suffer as a result.

Whats wrong with that list other than it being long? Or maybe that's it? You don't like that it's a long list of stuff I suppose?

Here's another attunement list you missed with Wildstar, it's for unlocking Veteran/Heroic Dungeons:

Finish Zone 1,2,3..10
-Each zone you must Complete 100 tasks
-Each zone you must gain SuperHonor Reputation
You must complete 5 dungeons.
You must earn 5000000 experience.
*Note: This may take anywhere between 48 hours and 74 hours of play time.

Oh shit that's some poopsocking there. Oh wait, it's just a normal leveling experience.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 01, 2014, 10:19:39 AM


The main and biggest thing that is wrong with it is that it exists at all, if you build a raiding game you should be encouraging people to raid not cockblocking them.


The difference is that putting such a major focus into this part of the game means the parts that are actually enjoyable suffer as a result.

Whats wrong with that list other than it being long? Or maybe that's it? You don't like that it's a long list of stuff I suppose?

Here's another attunement list you missed with Wildstar, it's for unlocking Veteran/Heroic Dungeons:

Finish Zone 1,2,3..10
-Each zone you must Complete 100 tasks
-Each zone you must gain SuperHonor Reputation
You must complete 5 dungeons.
You must earn 5000000 experience.
*Note: This may take anywhere between 48 hours and 74 hours of play time.

Oh shit that's some poopsocking there. Oh wait, it's just a normal leveling experience.


For an XP grinder I guess. The only thing I see this doing is slowing down the rapid leveling crew by a few hours, otherwise it is a cockblock for the rest of the community. Thankfully I am not in that community, but still. This kinda thing I thought went out of style in 2005. I haven't ruled out buying this just yet, but these are the type of things I don't want to have to deal with IF I CHOOSE to eventually do Heroics. So as it stands, this will influence my purchase.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 01, 2014, 10:39:05 AM

From the amount of spew on the official forums you'd think no one was able to log in to the Headstart.  I had patched up the client the day before and when I got off work yesterday evening PST I was able to get logged in and create characters on Avatus just fine, no queue or anything.  I used the Google authenticator; a little awkward but not too bad.

I picked Avatus because I thought I read some F13 people were going to play there.  And it was an open PvE server.

So - if any F13 folk want to party up for some levelling let's coordinate.  I'm not going to be doing any content beyond the standard dungeons and PvE stuff but I'd love to have some people to chat with / roll around and level.

Character = Archytas - Dominion Engineer on Avatus Server


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 01, 2014, 11:20:08 AM
I picked Avatus, too, for the same reason.  I'm a Dominion/warrior/soldier/I dunno named Gynoid.  I only just started, however, so I'm like level four.  I also made an Exile/stalker/explorer (I think) named Stabbitha on the same server.

I have a question.  I can transfer all my addon and Carbine settings all at one time but I can't seem to make my chat options sticky.  I set them and next time I log in and sometime just randomly, they reset.  Having a time stamp, certain channels, etc. annoys me.  Is this a bug or is there something I can do about it?

I really like this game, for the most part.  I don't know how long I'll play, maybe a few months, but then I'm very fickle.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 01, 2014, 11:33:10 AM
Ouch, Avatus is supposed to be the unofficial Brazilian server. I suggest rethinking it. Unless you're Brazilian, of course.

As for the veteran dungeon attunements, they assume you leveled through questing; if you leveled through PvP you're screwed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 01, 2014, 11:54:33 AM


The main and biggest thing that is wrong with it is that it exists at all, if you build a raiding game you should be encouraging people to raid not cockblocking them.


The difference is that putting such a major focus into this part of the game means the parts that are actually enjoyable suffer as a result.

Whats wrong with that list other than it being long? Or maybe that's it? You don't like that it's a long list of stuff I suppose?

Here's another attunement list you missed with Wildstar, it's for unlocking Veteran/Heroic Dungeons:

Finish Zone 1,2,3..10
-Each zone you must Complete 100 tasks
-Each zone you must gain SuperHonor Reputation
You must complete 5 dungeons.
You must earn 5000000 experience.
*Note: This may take anywhere between 48 hours and 74 hours of play time.

Oh shit that's some poopsocking there. Oh wait, it's just a normal leveling experience.


For an XP grinder I guess. The only thing I see this doing is slowing down the rapid leveling crew by a few hours, otherwise it is a cockblock for the rest of the community. Thankfully I am not in that community, but still. This kinda thing I thought went out of style in 2005. I haven't ruled out buying this just yet, but these are the type of things I don't want to have to deal with IF I CHOOSE to eventually do Heroics. So as it stands, this will influence my purchase.

Not sure what you're getting at. If you want to do heroic dungeons, you're more likely than not to have the gear to doing heroics once you ding 50. You might not have the stuff for tanking assuming you leveled as a DPS. The whole point of my post is that being aghast at the raid attunement is silly because the whole game is about gating content and progressing through those gates in many different forms.



Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 01, 2014, 01:00:10 PM
Ouch, Avatus is supposed to be the unofficial Brazilian server. I suggest rethinking it. Unless you're Brazilian, of course.

As for the veteran dungeon attunements, they assume you leveled through questing; if you leveled through PvP you're screwed.

Interesting, I had no idea.  I didn't see anything overtly...Brazilian...in chat or anywhere last night, but maybe I don't know what I'm looking for (is there a separate language channel maybe?)

Sam: I'm not interested in PvP or RP, so what's the "unofficial" regular PvE server(s)?  I know the game servers are located in Texas, but I'm PST so that's probably my only issue - looking for a player base that's PST.


Title: Re: Carbine Studios' "Wildstar"
Post by: Cadaverine on June 01, 2014, 01:28:41 PM
Stormtalon was always full, so I picked Avatus because it was next on the list, and not full.  I haven't seen anyone speaking Portugese, though.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on June 01, 2014, 03:15:59 PM
The main and biggest thing that is wrong with it is that it exists at all, if you build a raiding game you should be encouraging people to raid not cockblocking them.
Whats wrong with that list other than it being long? Or maybe that's it? You don't like that it's a long list of stuff I suppose?
Wasn't your question already answered in the very post you're replying to? The existence of long list of required stuff is bad when it's used to cockblock people from activity, when said activity requires bunch of people to be eligible for it, just to have it happen.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 01, 2014, 04:14:42 PM
There are no timezoned servers, everything is located in Texas and all of America goes there. I said Avatus is the unofficial Brazilian server just because a bunch of Brazilian guilds happened to pick it.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on June 01, 2014, 04:43:55 PM
So....when's everyone coming back to WoW for Outland 2: Electric Boogaloo?  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 01, 2014, 04:52:42 PM
I don't see this game driving people to WoW.  The people that come back were coming back anyways.

WoW would have to pull something like getting people the old expansions for free.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 01, 2014, 05:24:52 PM
I chose the Brazilian server because my robot lady has no hair.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 01, 2014, 05:40:17 PM
So....when's everyone coming back to WoW for Outland 2: Electric Boogaloo?  :grin:

Not even playing another mmo but wow is just getting old....and expensive.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 01, 2014, 05:55:58 PM
Yeah, GW2 is my "default" mmo now.  No subs and no expansions to keep track off.  And the only goal is to be the prettiest princess at the ball.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on June 01, 2014, 06:05:30 PM
TERA's my default MMO-fix now that WoW sucks and CoH is gone. EQ2 occasionally too, but going back there usually requires me to buy an xpac so it happens less often.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 01, 2014, 06:44:21 PM
Brazilians roll for everything - even shit they already have, just so they can disenchant.
Beware of the huehue.
BR.
Beware.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 01, 2014, 06:51:57 PM
Mordekaiser es numero uno.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on June 01, 2014, 07:12:00 PM
Brazilians speak Portuguese, though.

They were always terrible to be around in WoW and WoT, so it doesn't surprise me the same would be here.  They did the same "always roll need" thing in WoW, too. I was never happy after they started rolling their servers into the PUG queues.


Title: Re: Carbine Studios' "Wildstar"
Post by: Megrim on June 01, 2014, 07:36:10 PM
While the pre-orders are busy doing the queue dance (http://www.leagueofpirates.com/sirvival/queuedance.html), here's the attunement details for the entry level raid:

Spoilered to save me from scrolling so much.


Are they serious?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 01, 2014, 08:13:34 PM
How much of it do you have to repeat on every alt you want to raid with? (Not that it isn't absurd for even a single character.)


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on June 01, 2014, 09:03:24 PM
Don't forget that's for the "entry level" raid, too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on June 01, 2014, 09:05:43 PM
Yeah, I'm out.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 01, 2014, 09:16:10 PM
(https://dl.dropboxusercontent.com/u/829607/CHINKS/wildstar.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on June 01, 2014, 10:04:41 PM
For those on Avatus (like myself), I'm in a guild called "The Drunk Tanks."  Dominion PvX, mature, Medium-hardcore, no app needed, open admission with the new auto-recruit addon.  Seem like a good enough crowd so far with the numbers to make things happen.

Here are the deets:
http://thedrunktanks.com/forums/viewtopic.php?f=3&t=67

They use Mumble:
http://thedrunktanks.com/forums/viewtopic.php?f=3&t=15

My character's name is "Ghunstarr."


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 02, 2014, 02:09:29 AM
Brazilians speak Portuguese, though.

They were always terrible to be around in WoW and WoT, so it doesn't surprise me the same would be here.  They did the same "always roll need" thing in WoW, too. I was never happy after they started rolling their servers into the PUG queues.

I don't know about WoW but they (and most south of the US border types) are awful in WoT.  If most of my team starts typing in Spanish or Portuguese, I know we're doomed.  Even if you ask them nicely to type their messages in English in team chat, they start acting like dicks and curse you out...in English. :oh_i_see:

BTW, I rolled on the RP-PVE server, Evindra, like I always do now with MMOs.  I find there's less ass hats on RP servers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 02, 2014, 02:37:17 AM
For those on Avatus (like myself), I'm in a guild called "The Drunk Tanks."  Dominion PvX, mature, Medium-hardcore, no app needed, open admission with the new auto-recruit addon.  Seem like a good enough crowd so far with the numbers to make things happen.
My character's name is "Ghunstarr."

I'm on Avatus, Dominion side. Main character I've been playing is Tirith, a tanky engineer. I'll eventually be guilding with some other people I've played previous MMOs with, but the person who reserved our guild name has been slacking, so hasn't set it up yet. Feel free to friend me. I'll friend people tomorrow when I'm back from work. Servers just went down for a patch that they didn't announce in game, which was an unpleasant surprise.



Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 02, 2014, 02:58:53 AM
How much of it do you have to repeat on every alt you want to raid with? (Not that it isn't absurd for even a single character.)

Apparently the end boss of the instance is going to drop things you can use to attune others. So, if you're in farm mode (or potentially if you want to spend one bazillion dollars on the AH if the item is tradable), none of it. And if you aren't, all of it.

Personally, I've always liked attunements. I like the idea that the reward for beating some content is ... more content. The only real issue I have with them are the alt/new guild member situations, and they've at least taken steps to address that partially. I believe parts of that *can* actually be done out of order. Either the adventures or the dungeons or possibly both only look at your achievements, so you can pre complete those steps.

But just because I know you people love being offended by things you don't even really care about... it's actually worse than it initially looks. The currency you buy the key for? Elder gems? That's not money. That's experience and time. Once you hit level cap, your xp bar becomes an ep bar and you gain an elder gem every time you fill it up. I don't know how long it takes on average to gain an elder gem, but there's a weekly cap of 140 I believe. Which means you can't even start this process until being at cap more than a week. Oh yeah, you can also spend elder gems to increase your AMP max (talent points effectively) and skill tier point max, so it's far from the only thing competitve players will want to spend these on.

Again, this doesn't bother me. It's ignorable if you don't want to raid. It's a competence and patience test if you do want to raid. And because you'll need both in raids, that's fine by me.

I just wish they had smaller raid sizes. I'm too old and crotchety to try to find 19/39 other people that 1) Aren't raging asshats 2) Are competent enough to actually down content in a reasonable time period and 3) Want to raid on something like my schedule.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on June 02, 2014, 06:14:36 AM
Quote
While the pre-orders are busy doing the queue dance, here's the attunement details for the entry level raid:
That graphic is buyer's remorse in jpg form. We'll see if they're still processing refunds.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 02, 2014, 06:32:10 AM
I'd love wildstar, attunement and all....if there was no sub fee.  Hell I'd gladly drop $60 on it but man....just not worth the cash anymore and I even have more cashflow than I did when I played wow.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 02, 2014, 06:37:43 AM
The main and biggest thing that is wrong with it is that it exists at all, if you build a raiding game you should be encouraging people to raid not cockblocking them.
Whats wrong with that list other than it being long? Or maybe that's it? You don't like that it's a long list of stuff I suppose?
Wasn't your question already answered in the very post you're replying to? The existence of long list of required stuff is bad when it's used to cockblock people from activity, when said activity requires bunch of people to be eligible for it, just to have it happen.

That wasn't my point. My point was that Veteran Dungeons were gated by a long list of stuff called the "leveling process". So do you consider that cockblocking? Raid attunement is just another form of "leveling" in my opinion. If you really want to raid, you have to go through the dance of getting access, just like if you want to do heroic dungeons, you have to go through the leveling process and you can't just create a character and go do them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on June 02, 2014, 07:22:57 AM
Attunement sucks, but at least with that you could have a heck of a lot more confidence in anyone you are raiding with. They've all hit a minimum threshold of confidence and practice with the game in general.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 02, 2014, 07:29:25 AM
Attunement sucks, but at least with that you could have a heck of a lot more confidence in anyone you are raiding with. They've all hit a minimum threshold of confidence and practice with the game in general.

LMAO...

wait, you are being serious?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 02, 2014, 07:43:27 AM
Putting attunements on raids means the raid is not done, it is that simple.  Nobody should be defending this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 07:50:13 AM
Of all the things to whine about, you guys choose raid attunement. 

Have you played the game?  It's fun.  I'm having more fun than I did when WoW released.  The quests are better, there's more humor, and it doesn't feel nearly as grindy.  I'm finding myself running around the world looking for things to do BECAUSE I WANT TO AND AM HAVING FUN DOING SO.  It's just the right combination of GW2 and WoW for my tastes. 



Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 02, 2014, 07:54:17 AM
Of all the things to whine about, you guys choose raid attunement. 

Have you played the game?  It's fun.  I'm having more fun than I did when WoW released.  The quests are better, there's more humor, and it doesn't feel nearly as grindy.  I'm finding myself running around the world looking for things to do BECAUSE I WANT TO AND AM HAVING FUN DOING SO.  It's just the right combination of GW2 and WoW for my tastes. 



Surely, you are just imagining things. You will become disillusioned very shortly, there is no way that you are actually having fun with this game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on June 02, 2014, 07:57:41 AM
If the game had a full suite of 10m content I might have tried to convince some friends to join. The cockblocks aren't a huge deal but I don't know enough people to make it worthwhile.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 02, 2014, 08:23:53 AM
Of all the things to whine about, you guys choose raid attunement. 

Have you played the game?  It's fun.  I'm having more fun than I did when WoW released.  The quests are better, there's more humor, and it doesn't feel nearly as grindy.  I'm finding myself running around the world looking for things to do BECAUSE I WANT TO AND AM HAVING FUN DOING SO.  It's just the right combination of GW2 and WoW for my tastes. 

There is so much stuff to do. I played an unhealthy amount this weekend and barely finished the first "real" zone (so not the tutorial or starter zone). I know I missed a bunch of optional challenges while I was there too.

Last thing I did before logging out last night was unlock housing and set some stuff up. The tools are better than Rift's, letting you easily modify and preview textures on most surfaces in addition to giving you full control over position and size.

I'm having a great time with the game. It's dumb but typical that the conversation here has centered around raid attunement in the game when it's unlikely that most people here (including myself) will even bother with the raid content. If you never touch that content, you're still left with the most "available at launch" feature/content rich MMO that has released since WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on June 02, 2014, 10:07:42 AM
Raid content kept me in WoW for many, many years. I did attunements and the like.  This is a throw-back to EQ attunements and as such I'd give this a pass.

One thing to remember is you're at the early state of the game. You'll still have plenty of opportunities to do all those steps so long as you keep putting in the hours to do them.  Come in 3-6 months from now and you'll find it's a different matter.

That's part of the reason attunements went away. Nobody wants to do them forever, it's just repeating the same content instead of moving on.  Those who were running them 5-6 months in would typically find their member churn was insane because further-progressed guilds freely poach good players.  

My guild did this to farther back guilds and the guilds more progressed than us did it to us. It sucks and only leads to burn-out of your leadership core because they have to be recruiting 100% of the time.

Additionally, the same content funneling will happen here as happened in old games. The elite will tear through and then bitch there's nothing to do, meaning the content needs to be developed for them so they don't quit or trash your game all over the place. They have the time to do so and the chip on their shoulder that will drive them to do so as well. Therefore,  I hope you enjoy the cap non-raid content, that's all you're getting.

The funniest part of this whole cycle. The thing that will have me chuckling for years is how it always repeats. There's groups who get drawn in, love some basics and buy the developer bullshit. Hell even the devs might buy it.  

"This time it will be different!"  "We have a plan!" "We've thought about these contingencies!"

And then it turns out that you're just Napoleon trying to invade Russia in the winter.  Again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on June 02, 2014, 10:20:54 AM
I chose the Brazilian server because my robot lady has no hair.
:rimshot: ;D


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 02, 2014, 10:31:27 AM
My guild in WoW spent the better part of three years raiding, and I can guarantee you that if we had had this sort of nonsense stuck in front of the ability to do it, it would have never gotten off the ground. Meeting a minimum gear level to get in is attunement enough. I had a bunch of friends take up raiding who weren't sure if they'd like it or not because I was able to say 'just come along and see if you enjoy it'. Even the amount of attunement required for Karazhan was an obstacle for people who weren't sure they'd enjoy it; piling a bunch of nonsense in front of the raid kills the chance to get those people involved in your endgame, it's a dumb choice.

It's not a *surprising* choice from a dev group that makes intro-level leveling dungeons use complicated raid mechanics, but it's a dumb one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 11:01:31 AM
I always thought that the point of a raid was to provide challenging extra content for those that burned through the initial content too easily.  Seems that Wildstar is taking that approach as well.  Perhaps it's not meant to be easily approachable?  I don't see how that will affect much.  The hardcore players like shit like this because it makes them feel even more "hardcore". 


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 02, 2014, 11:04:23 AM
I'm not convinced it's going to be as big of a part of the game as it is in WoW. WoW has such an entrenched raiding community, it usually stifles the raid community in new MMOs. There is likely a very large amount of overlap in the playerbase for each game, but what happens to Wildstar's raid community when the new WoW expansion comes out where everyone already has established guilds they have been raiding with for years? We've seen a bunch of MMOs come out that tried to make raiding a big part of their game (Rift, SWTOR, etc.) but the developers always seem to invest less in that content once the game comes out and it's clear that player interest lies elsewhere. Either way, the game isn't lacking in non-raid content if you approach it with the typical "play for 1-3 months" MMO attitude.

I did the first adventure today with a PuG and found that the default UI is borderline unusable for healing in groups. When a teammate loses their shields, which most classes do not have a good way to restore, they will simply look like they are at 60-70% hp with the shield section of the healthbar missing. I was always confused about who needed healing, who didn't, and how much. I've heard bijiplates (http://www.curse.com/ws-addons/wildstar/220006-bijiplates) recommended which splits health and shield into separate bars. Really feels like the sort of thing they need to bake into the default UI though. Adventure was pretty fun though, the "choose your own adventure" style of picking tasks seems like it will help replayability. Similar to some SWTOR dungeons in that sense. It was not easy: it is the first piece of group content in the game and if people stand in telegraphs they will most likely die.



Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 11:07:36 AM
I did the first adventure today with a PuG and found that the default UI is borderline unusable for healing in groups. When a teammate loses their shields, which most classes do not have a good way to restore, they will simply look like they are at 60-70% hp with the shield section of the healthbar missing. I was always confused about who needed healing, who didn't, and how much. I've heard bijiplates (http://www.curse.com/ws-addons/wildstar/220006-bijiplates) recommended which splits health and shield into separate bars. Really feels like the sort of thing they need to bake into the default UI though. Adventure was pretty fun though, the "choose your own adventure" style of picking tasks seems like it will help replayability. Similar to some SWTOR dungeons in that sense. It was not easy: it is the first piece of group content in the game and if people stand in telegraphs they will most likely die.

It gets more confusing playing my esper.  The shield we can put on a player adds a third split to their health bar health/ablative/shield.  I wasted a lot of focus overhealing.

As for the rest, it's tough to take the complaints seriously unless people have played the game past level 20.  Sure, I can see a number of potential problems with the game but am having enough fun to overlook them for the time being.  It's definitely worth the box cost in my estimation.  Particularly if you're wanting to scratch the MMO itch.  It's far more fun than ESO.


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on June 02, 2014, 11:38:14 AM
And now for something completely different.

Costumes/wardrobes  :drillf:

Preorders come with all sorts of costume stuff. It took me a fair bit of searching and then just a wild guess to figure out you have to use the dye guy to setup your costume. Once I figured that bit of nonintutive UI, actually getting items to stick in my wardrobe has been something of a challenge. At least two and up to four random pieces will do this odd flashing thing and then only "stick" half the time. Why is playing pretty, pretty gopher princess so hard?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 11:48:01 AM
And now for something completely different.

Costumes/wardrobes  :drillf:

Preorders come with all sorts of costume stuff. It took me a fair bit of searching and then just a wild guess to figure out you have to use the dye guy to setup your costume. Once I figured that bit of nonintutive UI, actually getting items to stick in my wardrobe has been something of a challenge. At least two and up to four random pieces will do this odd flashing thing and then only "stick" half the time. Why is playing pretty, pretty gopher princess so hard?

That's one of their bad decisions.  They changed costume slots because people were using them as gear storage. A better solution would have been to give people more storage... but they do love their time/money sinks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on June 02, 2014, 11:52:20 AM
Attunement sucks, but at least with that you could have a heck of a lot more confidence in anyone you are raiding with. They've all hit a minimum threshold of confidence and practice with the game in general.

LMAO...

wait, you are being serious?

Yes. That insane hellgrind would at dead least ensure that (most) anyone you CAN raid with has passed through a hellgauntlet to be able to. You would have far fewer problems with people taking their shot at the raid and being obviously not up to snuff.

That's the 'benefit' side of the cost to benefit analysis of the presence of an attunement hellgrind.

Now, if I thought that this benefit outweighed the negatives and downsides of attunement in general? That's when you laugh at me. Hard.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on June 02, 2014, 11:53:13 AM
And now for something completely different.

Costumes/wardrobes  :drillf:

Preorders come with all sorts of costume stuff. It took me a fair bit of searching and then just a wild guess to figure out you have to use the dye guy to setup your costume. Once I figured that bit of nonintutive UI, actually getting items to stick in my wardrobe has been something of a challenge. At least two and up to four random pieces will do this odd flashing thing and then only "stick" half the time. Why is playing pretty, pretty gopher princess so hard?

That's one of their bad decisions.  They changed costume slots because people were using them as gear storage. A better solution would have been to give people more storage... but they do love their time/money sinks.

AAH NO


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 11:57:36 AM
AAH NO

You have a better explanation for the change?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 02, 2014, 12:05:08 PM

Yes. That insane hellgrind would at dead least ensure that (most) anyone you CAN raid with has passed through a hellgauntlet to be able to. You would have far fewer problems with people taking their shot at the raid and being obviously not up to snuff.

That's the 'benefit' side of the cost to benefit analysis of the presence of an attunement hellgrind.

Now, if I thought that this benefit outweighed the negatives and downsides of attunement in general? That's when you laugh at me. Hard.

You have a lot more optimism than I do I suppose. If someone half-asses it through raids and does not have a clue/doesn't give a shit, chances are they'll get carried through attunement as well. I don't see this as the basic training grounds like you do. I'd like to, but reality is what it is and I'll agree to disagree with you on this topic.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on June 02, 2014, 12:09:45 PM
That wasn't my point. My point was that Veteran Dungeons were gated by a long list of stuff called the "leveling process". So do you consider that cockblocking? Raid attunement is just another form of "leveling" in my opinion. If you really want to raid, you have to go through the dance of getting access, just like if you want to do heroic dungeons, you have to go through the leveling process and you can't just create a character and go do them.
Well, since the leveling process is bound to have a percentage of people go "I've done this shit in a dozen games already, I'm so over it" and quit, you could consider it cockblocking to some extent, yes. But if this is supposed to be your point then fine, let's consider it -- if the game already requires you to jump through number of hoops during the leveling process which you argue is no different from raid attunement, why then the need to have the extra "raid attunement" on top of that? Why can't the "leveling process" suffice here, and you have to "prove" that you really really want to raid, and pray that there's 39 equally dedicated morons in your guild available regularly enough to then allow you to actually raid?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 02, 2014, 12:14:42 PM
That wasn't my point. My point was that Veteran Dungeons were gated by a long list of stuff called the "leveling process". So do you consider that cockblocking? Raid attunement is just another form of "leveling" in my opinion. If you really want to raid, you have to go through the dance of getting access, just like if you want to do heroic dungeons, you have to go through the leveling process and you can't just create a character and go do them.
Well, since the leveling process is bound to have a percentage of people go "I've done this shit in a dozen games already, I'm so over it" and quit, you could consider it cockblocking to some extent, yes. But if this is supposed to be your point then fine, let's consider it -- if the game already requires you to jump through number of hoops during the leveling process which you argue is no different from raid attunement, why then the need to have the extra "raid attunement" on top of that? Why can't the "leveling process" suffice here, and you have to "prove" that you really really want to raid, and pray that there's 39 equally dedicated morons in your guild available regularly enough to then allow you to actually raid?

Because the level cap is where the game really starts?  :awesome_for_real:




Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on June 02, 2014, 12:21:01 PM
The funny thing about this raid attunement stuff, for me personally, comes in two parts:

1) I don't give a shit about raids, won't be joining a raiding guild, so don't give a shit about attunement.

2) If Wildstar follows the pattern of other games they'll eventually realize they have far more casuals than raiders and over time they'll relax this stuff. Hardcores will bitch and moan while the rest of the player base enjoys what, to them, is new content.

I'm playing the game and have no idea how long I'll stick with it. It's fun for now and while it's a mixed bag there is some stuff I quite enjoy. I suspect my stickiness will boil down to A) how many cockblocks they put in as you level and B) whether or not I find a guild of people I enjoy hanging out with.

Edit: This is definitely a game where new players in a couple of years will hear stories about "Back when it started, you only got mounts after the first few zones, and we had to work for everything we got!"



Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on June 02, 2014, 12:26:21 PM
Because the level cap is where the game really starts?  :awesome_for_real:
:pedobear:

So, why all the hoops I must jump through before the game even "really starts"?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 02, 2014, 12:41:35 PM
Have you played the game?

Yes, every beta i could get in on.

Quote
 It's fun.

No.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 02, 2014, 12:45:48 PM
I've been burnt out on MMO's and I'm actually having fun again with Wildstar. So I'm with Nebu on the fun factor.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 01:05:01 PM
Yes, every beta i could get in on.

I notice you eliminated the part about level 20.  Did you make it that far?  The game changes a LOT after 20.*

*Note: I'm not saying that this is good game design, just saying that it does get better.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 02, 2014, 01:05:21 PM
Because the level cap is where the game really starts?  :awesome_for_real:
:pedobear:

So, why all the hoops I must jump through before the game even "really starts"?

Because you need something to do that doesn't take 40 people.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 02, 2014, 01:07:31 PM
Yes, every beta i could get in on.

I notice you eliminated the part about level 20.  Did you make it that far?  The game changes a LOT after 20.*

*Note: I'm not saying that this is good game design, just saying that it does get better.

I got into the closed beta when the cap was level 17. I never hit it past 20. Here's what I posted on Rerolled:

Quote
I'm rolling a Warrior tank. I just hit level 10? 11? last night. Didn't have a ton of time to play this weekend. I'm in the SW portion of the first real area and I kind of randomly went down here. I think I have like 10 quests right now all over the place.

Anyway, I'll stand by what I've said this whole time. Outside the combat and the class system, the game is top notch. My main reason for not being excited about the game is the quest-driven-treadmill part. It's dull overall, but I'm softening on it.

The combat is better than I remember, animations and floatyness are much better. Warrior isn't as boring as I remember it being. So big A+ there. I think they must of tightened up the telegraph sizes where my swipes with my sword itself feel correct.

I'll have to re-try the freeform mod Toxx is talking about. It didn't feel good when I tried it a year ago.

I still have to say I dislike the class system. There isn't anything special about it. It's not bad, but I dislike it because it's so standard. I was hoping for something more interesting. The ability to put points into your skills saves it a bit though. It's well done for what it's attempting to do (minus normal balancing stuff), but I would of loved to see something different.

If the devs hold on to their stance of difficult challenging content the game will probably do well long term. If they cave and make dungeons and raids ez-mode OR if they make content with 4 levels of difficulty it'll just chase people back to WOW. This game can't be just NewWow, it needs to be different and the only difference they can really compete with is difficulty and exclusivity of content.

My 2 cents.

I never got past level 20. I know your character's tools seem to open up then from what I've read. I suppose that is the reason why.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 01:10:39 PM
The classes are pretty lackluster.  I much preferred the original system in Rift to Wildstar.  There are some balance issues already and the heavy pvp emphasis will likely make this even more problemmatic.  I just hope that the dev team is more responsive to fotm issues than Blizzard was.  Not holding my breath though.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on June 02, 2014, 01:10:55 PM
Hehe, its been 15 years and MMO as still grappling with the same basic problem: content consumption outstrips content production by several magnitudes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 01:13:34 PM
Hehe, its been 15 years and MMO as still grappling with the same basic problem: content consumption outstrips content production by several magnitudes.

It also takes longer to write a book than it does to read a book.  What's your point?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 02, 2014, 01:16:10 PM
People have just gotten so good/efficient at doing this sort of content.  These professional WoW guilds can be raiding after a day in an expansion.  I'm not sure how you keep them busy without hurting the rest of your game.

Stupid resist grinds worked in WoW.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 02, 2014, 01:25:34 PM
Well if I remember correctly Wildstar plans to have weekly worldwide contests with their endgame material. Weekly goals and races and shit like that in Raids with leaderboards. Duno if that actually made it into the game though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 02, 2014, 01:40:33 PM
Yes, every beta i could get in on.

I notice you eliminated the part about level 20.  Did you make it that far?  The game changes a LOT after 20.*

*Note: I'm not saying that this is good game design, just saying that it does get better.

I played several hours without enjoying any of it, i believe the highest i got was 7 or 8.  It was a chore to even make it that far.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 01:42:37 PM
I played several hours without enjoying any of it, i believe the highest i got was 7 or 8.  It was a chore to even make it that far.

You're burned out on MMO's.  I don't blame you.  If you were looking for this to be non-MMO-like, of course you'd be disappointed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 02, 2014, 01:46:56 PM
If you can tolerate quest treadmill based gameplay, this game is amazingly well made. Probably the most well made MMO in the last decade (on the surface anyway).


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 01:49:46 PM
If you can tolerate quest treadmill based gameplay, this game is amazingly well made. Probably the most well made MMO in the last decade (on the surface anyway).

Easily the best theme-park style MMO to date.  Good pace, good variety, and some good humor.  I've had several just-one-more-quest moments this weekend and I'm a guy that hates theme-park style.  Then again, I haven't played an mmo seriously for over a year.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 02, 2014, 02:07:11 PM
Apparently the end boss of the instance is going to drop things you can use to attune others. So, if you're in farm mode (or potentially if you want to spend one bazillion dollars on the AH if the item is tradable), none of it. And if you aren't, all of it.
The end boss drops one attunement item per kill, so one per week once the raid is on farm.

I agree, it is the most polished WoW clone so far. Rift was superior mechanically, but Wildstar has that certain je ne sais quoi that makes me want to log back in. So far, anyway.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 02, 2014, 02:09:04 PM
I played several hours without enjoying any of it, i believe the highest i got was 7 or 8.  It was a chore to even make it that far.

You're burned out on MMO's.  I don't blame you.  If you were looking for this to be non-MMO-like, of course you'd be disappointed.

Maybe on wow clones, i play plenty of GW2.  I guess marvel heroes too, but thats not really an mmo even though they claim it is.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on June 02, 2014, 02:13:43 PM
I just hope that the dev team is more responsive to fotm issues than Blizzard was.  Not holding my breath though.

Is it not the same devs from back then?


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 02, 2014, 02:53:34 PM
Have you played the game?  It's fun.  I'm having more fun than I did when WoW released.  The quests are better, there's more humor, and it doesn't feel nearly as grindy.  I'm finding myself running around the world looking for things to do BECAUSE I WANT TO AND AM HAVING FUN DOING SO.  It's just the right combination of GW2 and WoW for my tastes. 

Man, it's like we played two completely different games. I found the quests dull and I was feeling the grind by level nine.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 02, 2014, 02:55:47 PM
Man, it's like we played two completely different games. I found the quests dull and I was feeling the grind by level nine.

Get out of the newbie area and get a mount at 10.  It gets better as you flesh out (and experiment with) your skills.  Crafting at 10 and Housing at 14 help as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 02, 2014, 02:57:31 PM
I got to level 20, and by then I could not be arsed to go further, because the previous 20 levels killed my will to live.

I did enjoy my hoverboard, though.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on June 02, 2014, 02:58:14 PM
So, why all the hoops I must jump through before the game even "really starts"?

Because you need something to do that doesn't take 40 people.
But all this "stuff that doesn't take 40 people" could be there after the game actually "starts". So again, what's the purpose of all the extra shit that's there before it even does?


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on June 02, 2014, 03:04:48 PM
Man, it's like we played two completely different games. I found the quests dull and I was feeling the grind by level nine.
I made it to the second set of zones after the tutorial, spent couple hours there at which point it became too obvious what the game tries to do was hampered by implementation to the point where the whole thing was Not Fun, and didn't bother to come back.

If the game 'gets better' eventually then the smart decision would be to offer that 'much better' experience from the get go, not to gate it behind x hours of tedious shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 02, 2014, 03:09:50 PM
Now grant you, they could've patched in some fun right before open beta, but the last time I had logged in to fuck around was just before that, and I lasted about ten minutes before thinking to myself that there were other things I could be doing with my time that would be more fun. Which made me a little sad, because I definitely wanted to like the game. But I didn't.

I don't hate it either, it's just ... inert. A game-like object. A game-like object I'd probably still give another whirl if it was a GW2 model. I'd be totally fine paying for a box and then fucking around when I feel like it, but a sub model? Meeeeeeeeeh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 02, 2014, 03:12:30 PM
I was originally fussy about my wife just picking this up for me since I had a poor experience in beta. Now my esper is 15 and I have a mount and my outfit is cool, and my character feels pretty versatile, my brain is saying that I am having fun for now at least.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 02, 2014, 03:29:04 PM
I will admit that a strike against Wildstar is Ingmar barely even made it out of the arkship, which never bodes well for "will we be duoing." I don't ever only duo with him in these things (usually just the first time through, when we're both equally obsessive about leveling someone up), but it definitely helps a game's cause if we both want to play it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 02, 2014, 03:38:30 PM
Quote
Insert Quote
Now grant you, they could've patched in some fun right before open beta,

It is better than beta.  I'll admit, in a fit of weakness and boredom, I bought this.  I really didn't like the beta, so, this was a bit of a risk for me.  Less of a risk than going back to Wow..

The UI is cleaner. There are still some issues with the quest tracker and the map is a little busy for my taste, but it is a far sight better than what I experienced in beta.
The game no longer runs like dogshit.  It looks good and runs well.  
The movement and combat is pretty smooth.  I do like GW2 combat as well as DIKU, so I am somewhat predisposed to like this more than others.  
I've have no log in or server issues in this headstart.  I've encountered a few bugs, but they've been somewhat minor and manageable.  

I'm having fun and looking forward to logging in later tonight and playing for a couple hours straight.  I have no real desire to raid or do end game PVE content.  I imagine I'll mostly group with Nebu and his friends for any small group activities.  The PVP could be fun, and I'll definitely give that a shot later.   I have little doubt that I'll get my months worth + 1, but I'm not too worried beyond that.  There's some single player RPGs coming in June/July along with the likely Steam sale, so long term I'm not looking to get married to Wildstar.  :awesome_for_real:

There is a lot of meat here.  I feel like I have a lot to learn yet in this game.  Sure, the raid stuff is done, but I was never going to bother with that in the first place.  It does irk me that they will eventually have to make the same concessions as WoW and they're wasting time (purposefully?) by not making them now, but it will end up having very little effect on the way I will be playing this.  So, I'm just going to play and not sweat that nonsense.

semi fake edit:

The arkship is dumb and I just skip through it as fast as I can.  It's about 10 minutes worth of hassle.   :|


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 02, 2014, 03:50:54 PM
That's good to hear! The UI being less shitty in particular is nice to hear, because man, there were some seriously shitty versions of its UI I experienced.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on June 02, 2014, 03:52:26 PM
Apparently the end boss of the instance is going to drop things you can use to attune others. So, if you're in farm mode (or potentially if you want to spend one bazillion dollars on the AH if the item is tradable), none of it. And if you aren't, all of it.
The end boss drops one attunement item per kill, so one per week once the raid is on farm.
(http://i.minus.com/im97fi8HsFv8p.jpg)

I just hope that the dev team is more responsive to fotm issues than Blizzard was.  Not holding my breath though.

Is it not the same devs from back then?
TBC-era ex-Blizzard devs, as can quite clearly be seen by the attunement picture I posted earlier.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Father mike on June 02, 2014, 03:58:11 PM
Back up-thread, some mods were posted.  Now that we've (almost) released, is there a more complete list of mods that are must-haves, or someone just really likes?


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 02, 2014, 04:10:56 PM
Back up-thread, some mods were posted.  Now that we've (almost) released, is there a more complete list of mods that are must-haves, or someone just really likes?

BijiPlates - Unit plates that hover on enemies. Can be customized to show casts/debuffs/health/shields/etc.
Junkit - Quality of life mod to autosell junk when you hit up a merchant. Saves you some clicking. No reason not to
Iconloot - The default loot system is the worst part of the built in UI. With this you'll at least notice when you loot an upgrade
TrackMaster - Draws a happy little line on the screen pointing to the nearest harvesting node. It makes the screen a little busy, but if you're a gatherer, I find this invaluable
AmpFinder - Tells you where all of the AMPs you need to buy/find. Saves you some researching.
CustomFov - Doesn't make a huge difference for me, but some people hate the default Field of View. This lets you change it
AuraMastery - Like WoW aura mods. Let's you sit icons that will appear when certain triggers fire off. Helps you keep track of procs and the like without looking down at your bars all the time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 02, 2014, 04:11:08 PM
I will say that YMMV based on the first zones you pick. Levian Bay -> Ellevar for Dominion was much more fun/polished than Crimson Isle -> Deradune. They improved Deradune in the last couple beta patches, but it still feels pretty inferior. The Exile stuff felt a little more equal, but I still vastly preferred what I did of Everstar Grove -> Celestion compared to Northern Wilds -> Algoroc.


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on June 02, 2014, 04:52:46 PM
I will say that YMMV based on the first zones you pick. Levian Bay -> Ellevar for Dominion was much more fun/polished than Crimson Isle -> Deradune.

I'll second this for Dominion. The only thing that's good about Crimson Isle is the absolute last bit. The flow is weird and it's brown. I hate brown zones. Dradune reminds me of the classic Elven starter zones in WoW. It's sort of hub and spoke, but the hub is way down at the bottom so there's lots out and back running around.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 02, 2014, 05:01:08 PM
Back up-thread, some mods were posted.  Now that we've (almost) released, is there a more complete list of mods that are must-haves, or someone just really likes?

BijiPlates - Unit plates that hover on enemies. Can be customized to show casts/debuffs/health/shields/etc.
Junkit - Quality of life mod to autosell junk when you hit up a merchant. Saves you some clicking. No reason not to
Iconloot - The default loot system is the worst part of the built in UI. With this you'll at least notice when you loot an upgrade
TrackMaster - Draws a happy little line on the screen pointing to the nearest harvesting node. It makes the screen a little busy, but if you're a gatherer, I find this invaluable
AmpFinder - Tells you where all of the AMPs you need to buy/find. Saves you some researching.
CustomFov - Doesn't make a huge difference for me, but some people hate the default Field of View. This lets you change it
AuraMastery - Like WoW aura mods. Let's you sit icons that will appear when certain triggers fire off. Helps you keep track of procs and the like without looking down at your bars all the time.

All these and Movable Frames.  I can't live with they put stuff on the UI.  I don't use AuraMastery or AmpFinder.  I'll probably see what AmpFinder is like, though.  Nearly every mod I use has been updated very recently.  I hardly get any addon errors now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 02, 2014, 05:11:06 PM
So most people here have rolled on Avatus?  Which faction?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 02, 2014, 05:47:17 PM
So word is there are already lvl 50s running about. I can't say I am surprised that people level fast, but hitting 50 prior to release? That is a little shocking. Granted, the gaming community has moved toward that route for a decade now... still eyebrow-raising.  :ye_gods:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 02, 2014, 05:48:25 PM
So word is there are already lvl 50s running about. I can't say I am surprised that people level fast, but hitting 50 prior to release? That is a little shocking. Granted, the gaming community has moved toward that route for a decade now... still eyebrow-raising.  :ye_gods:

Poopsockers gonna poopsock.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 02, 2014, 06:32:31 PM
So most people here have rolled on Avatus?  Which faction?

I'm on Orias, exiles. I don't encourage people to follow me.  :awesome_for_real:  Enjoy your Brazilians.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 02, 2014, 07:10:00 PM
Hehe, its been 15 years and MMO as still grappling with the same basic problem: content consumption outstrips content production by several magnitudes.

It also takes longer to write a book than it does to read a book.  What's your point?

You don't pay writers $15 a month to keep reading the same book.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 02, 2014, 07:50:56 PM
I started on Saturday and my highest level is 10.  Have I mentioned how slow I level?  Also, I only play a couple of hours a day and not every day.  My brain gets tired.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 02, 2014, 08:10:57 PM
Tired of having fun?  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 02, 2014, 10:26:27 PM
It's hard to compare to Korean grindfests with boobs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 02, 2014, 10:48:37 PM
So most people here have rolled on Avatus?  Which faction?

Dominion. Character name is Tirith.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on June 02, 2014, 11:01:31 PM
I will say that YMMV based on the first zones you pick. Levian Bay -> Ellevar for Dominion was much more fun/polished than Crimson Isle -> Deradune. They improved Deradune in the last couple beta patches, but it still feels pretty inferior. The Exile stuff felt a little more equal, but I still vastly preferred what I did of Everstar Grove -> Celestion compared to Northern Wilds -> Algoroc.

I'm the exact opposite. In beta I went to Everstar Grove and never made it out. I bought this in a moment of weakness and tried Northern Wilds. So much more fun for me. Evenstar Groves was just...boring.

Also, don't use Biijplates. It has a massive, massive memory leak. I was getting horrible slow down to the point of slideshows. I found Wildstar was using ALL of my ram and went to the forums. People there said this was a major cause, I disabled it and it's been smooth sailing ever since.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 02, 2014, 11:02:30 PM
So most people here have rolled on Avatus?  Which faction?


Dominion. Archytas, level 11 Engineer.  

I haven't seen any of the Brazilian Insurgency, at least at my low level, FYI.


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on June 03, 2014, 06:30:02 AM
I picked up Bijiplates last night. I did not notice any slow down. Granted I only played for an hour and a half. I will say it they are nice even though it has some issues. I believe I have all of the things set to only show in combat, but for some reason all of the bars show up for just about everything all of the time. Anyway, knowing when to use my medic execute is much easier.

Finally saved enough at 17 to buy a mount. Disappointing. I'm not sure it's any faster than running.

Oh, those blind status effects, fuck that noise.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 03, 2014, 07:40:41 AM
For people who pre-ordered, there is a little button to the right of the action keys, that will tell you what was in those boxes.  There seems to have been two mounts - I think they're like hover boards or something - in my stuff.  I'm pretty sure you can use them with any character so you'd only need one.  I'll have one mount to pass on if they become giftable.  I don't know what else I have.  There's a bunch of junk I don't even understand. 

 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 03, 2014, 08:56:38 AM
Back up-thread, some mods were posted.  Now that we've (almost) released, is there a more complete list of mods that are must-haves, or someone just really likes?

BijiPlates - Unit plates that hover on enemies. Can be customized to show casts/debuffs/health/shields/etc.
Junkit - Quality of life mod to autosell junk when you hit up a merchant. Saves you some clicking. No reason not to
Iconloot - The default loot system is the worst part of the built in UI. With this you'll at least notice when you loot an upgrade
TrackMaster - Draws a happy little line on the screen pointing to the nearest harvesting node. It makes the screen a little busy, but if you're a gatherer, I find this invaluable
AmpFinder - Tells you where all of the AMPs you need to buy/find. Saves you some researching.
CustomFov - Doesn't make a huge difference for me, but some people hate the default Field of View. This lets you change it
AuraMastery - Like WoW aura mods. Let's you sit icons that will appear when certain triggers fire off. Helps you keep track of procs and the like without looking down at your bars all the time.

I use these (some overlap):
Bijiplates
Potato
Betterquestlog
trackmaster
ayethquest
iconloot
moveframe
auramastery (haven't used it yet)
dpsmeter (haven't used it yet)
ASCT (combat text addon)
Scastbar
square minimap
ampfinder
customfov
junkit


edit: I have not noticed anything with bijiplates, but I turned a lot of the options off.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 03, 2014, 08:57:35 AM
So word is there are already lvl 50s running about. I can't say I am surprised that people level fast, but hitting 50 prior to release? That is a little shocking. Granted, the gaming community has moved toward that route for a decade now... still eyebrow-raising.  :ye_gods:

How is that surprising? Max level in games takes 40-70 hours. Some people slept like 10 hours in the first weekend.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 03, 2014, 08:59:30 AM
What site are you guys getting the mods from?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 03, 2014, 09:00:30 AM
I used the curse client for the first time with this game. Pretty painless.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 03, 2014, 09:04:32 AM
I used the curse client for the first time with this game. Pretty painless.
Cool, thanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 03, 2014, 09:21:19 AM
I used the curse client for the first time with this game. Pretty painless.
Cool, thanks.

Yeah,  I've used curse for years.  Its better than manually installing them one by one.


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on June 03, 2014, 09:53:37 AM
Do all of the races do a roll when they double jump or have I just lucked out and picked the two that do on the Dominion, the gopher and the human.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 03, 2014, 10:24:53 AM
I will admit that a strike against Wildstar is Ingmar barely even made it out of the arkship, which never bodes well for "will we be duoing." I don't ever only duo with him in these things (usually just the first time through, when we're both equally obsessive about leveling someone up), but it definitely helps a game's cause if we both want to play it.

I did the first full Dominion zone after the ship, and that was enough for me. My complaints are probably out of date at this point but they start with the combat just not being fun at all to me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 03, 2014, 10:32:22 AM
I did the first full Dominion zone after the ship, and that was enough for me. My complaints are probably out of date at this point but they start with the combat just not being fun at all to me.

The game started to get fun for me in the 14-22 zone near Thayd.  After that, I've been laughing at one or more quests per hub in the 22-30 zone (Winter-something).  It is very standard MMO theme park stuff, but it's a well polished theme park.

I will agree about the combat.  I'm not a huge fan of constantly strafing and spamming stuff.  I prefer a much more tactical/reactionary approach.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 03, 2014, 11:34:52 AM
Finally saved enough at 17 to buy a mount. Disappointing. I'm not sure it's any faster than running.

Two things: the move speed buff from settlers affects mount speed, and you can still sprint while mounted. Together they help make the level 15 mounts feel much faster.

Back up-thread, some mods were posted.  Now that we've (almost) released, is there a more complete list of mods that are must-haves, or someone just really likes?

I ended up turning Bijiplates off because of the memory leak and because all of the options for fonts looked awful compared to the default UI's.

This is my favorite addon so far:
http://www.curse.com/ws-addons/wildstar/220370-groupradar

Places a small arrow above your group mates when they are in close range, points in the direction of group mates and gives you a distance when they aren't. It has made questing as a duo much easier. It's very easy to lose track of people in Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 03, 2014, 02:02:03 PM
I will admit that a strike against Wildstar is Ingmar barely even made it out of the arkship, which never bodes well for "will we be duoing." I don't ever only duo with him in these things (usually just the first time through, when we're both equally obsessive about leveling someone up), but it definitely helps a game's cause if we both want to play it.

I did the first full Dominion zone after the ship, and that was enough for me. My complaints are probably out of date at this point but they start with the combat just not being fun at all to me.

I didn't realize you had made it that far, although thinking about it now I remember that you had some engineer pets (who were busted) and that was post-arkship levels. Derp!


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 03, 2014, 06:44:30 PM
I chose my spellslinger over eng somewhat due to spotty pet pathing.  You can run pet less pretty easy, but that removes some of the appeal.  They seemed to have a lot of trouble with the terrain.



Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 03, 2014, 06:56:23 PM
I chose my spellslinger over eng somewhat due to spotty pet pathing.  You can run pet less pretty easy, but that removes some of the appeal.  They seemed to have a lot of trouble with the terrain.



I have less problems with terrain then with them aggroing everything when I run by unnoticed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 03, 2014, 07:48:49 PM
Guest passes were distributed.  If you want one, just sent a PM.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ghambit on June 03, 2014, 08:19:16 PM
So most people here have rolled on Avatus?  Which faction?

Dominion. Character name is Tirith.

Dominion.  Ghunstarr.  The Drunk Tanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 03, 2014, 08:50:36 PM
I am also on Avatus.  Harshaw - Chua Engineer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 03, 2014, 10:59:34 PM
I made an F13 circle on Avatus today and tried to send invitations to the people whose names I knew from this thread, but I don't think they go through unless you're both online at the same time. I'll be on tomorrow from like 7 PM PST on, so message me if you want an invite. I'll give everyone invite rights, so eventually I won't be the bottle neck to get people invited.

Circles are essentially chat channels. Unlike guilds, you can belong to several (I think there's space for 4 or 5 in the UI) at a time. Hopefully this will let us semi-organize without having to abandon our current guilds.


Title: Re: Carbine Studios' "Wildstar"
Post by: Bann on June 04, 2014, 12:42:34 PM
Im on avatus as well.

Dominion - Bann - Warrior.


Title: Re: Carbine Studios' "Wildstar"
Post by: AcidCat on June 04, 2014, 02:19:10 PM
I have less problems with terrain then with them aggroing everything when I run by unnoticed.

Yeah, running around with basically a huge aggro radius is really starting to get annoying. I'm only level 11 so I don't know how gimped I will be with a petless engineer build, but I'm already considering rerolling.


Title: Re: Carbine Studios' "Wildstar"
Post by: Father mike on June 04, 2014, 03:08:33 PM
just pull your attack powers off your bar and put the pet powers on.  AMP respecs cost ... 15c?  No need to re-roll unless you hate the look of your char


Title: Re: Carbine Studios' "Wildstar"
Post by: 90Proof on June 04, 2014, 04:18:58 PM
I have three two guest pass keys, send me a pm if you would like one.

https://support.wildstar-online.com/entries/63202917 (https://support.wildstar-online.com/entries/63202917)



fake edit: decrement passes


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 04, 2014, 04:26:13 PM
I have less problems with terrain then with them aggroing everything when I run by unnoticed.

Yeah, running around with basically a huge aggro radius is really starting to get annoying. I'm only level 11 so I don't know how gimped I will be with a petless engineer build, but I'm already considering rerolling.

Artillery Bot and Bruiserbot make soloing pretty decent on the engi.  Especially since the bruiser interrupts and taunts with his special.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on June 04, 2014, 05:09:47 PM
I've got three passes as well. PM if you need, though with all the guest passes, I imagine everyone on the fence now has one :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 05, 2014, 12:02:58 AM
I got my house tonight (just before the server went offline :argh:) and I can already tell I won't be getting to max level anytime soon.  I'll be too busy decorating! :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 05, 2014, 08:20:47 AM
I typically ignore housing, or really don't care about it but in this game... looks like fun! Probably has to do with the recall to house feature and the ability to drop in and out of it. Plus logging out there each time gives you nice rest XP and since you see it twice a day at least (log in and out), you're more likely than not to want to make it look cool.

I just wish I wasn't a poor asshole.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 05, 2014, 09:13:06 AM
I got my house tonight (just before the server went offline :argh:) and I can already tell I won't be getting to max level anytime soon.  I'll be too busy decorating! :awesome_for_real:

(http://art.penny-arcade.com/photos/i-NLqbkJq/0/1050x10000/i-NLqbkJq-1050x10000.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 05, 2014, 10:13:08 AM
The housing is neat.  My space zombie has a garden.  I just wish seeds were part of the tradeskill bag or crated.  Housing isn't cheap, however.  I had to decide whether I wanted to learn a new skill or buy the garden.  :awesome_for_real:

Difficulty seems to ramp up past 14.  The fragility of my spellslinger is really coming into play.  Either that or my gear right now is really lackluster.  My build probably isn't the best either.  However, I can't seem to down the high hp "elites" like I used to in the previous zone.  This is worrying.  I could build in some heals, I suppose, but those damn things seem to chunk me down really fast.

I need to find a mod (or setting) to change the color of the tells.  Red, depending on the ground, can be either visible or not for me.  This is a problem.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 05, 2014, 10:21:53 AM
The housing is neat.  My space zombie has a garden.  I just wish seeds were part of the tradeskill bag or crated.  Housing isn't cheap, however.  I had to decide whether I wanted to learn a new skill or buy the garden.  :awesome_for_real:

Difficulty seems to ramp up past 14.  The fragility of my spellslinger is really coming into play.  Either that or my gear right now is really lackluster.  My build probably isn't the best either.  However, I can't seem to down the high hp "elites" like I used to in the previous zone.  This is worrying.  I could build in some heals, I suppose, but those damn things seem to chunk me down really fast.

I need to find a mod (or setting) to change the color of the tells.  Red, depending on the ground, can be either visible or not for me.  This is a problem.

Spellslingers peak early and even out by level 30 or so.  Playing an esper (weaker, more stationary version of a spellslinger) has taught me a few things. 

1. My action bar is 3 damage abilities, 2 CC, a heal, and a shield.  CC and interrupts are required after level 25 because you won't have dash up often enough to avoid everything.

2. Mobs become more like a dance.  You need to learn the mob's patterns or you'll get wrecked.

3. Try your best to keep your quests at level.  The game is harder than WoW and you're not going to do well with level 27 quests if you're level 25. 

4. Make sure you check the faction vendor in each zone before leaving that zone.  They will sell 4-8 AMPS at ~ 1gold each.  I buy them all. 

5. Group often.  You get bonus xp and guild xp for grouping.  The guild xp helps you buy perks. 

That's all I can think of for now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 05, 2014, 10:24:41 AM
Apparently there are colorblind options under targeting. I'll have to give those a whirl.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 05, 2014, 10:51:10 AM
Since enough people seem to be interested and playing, maybe we could have a name/server thread?  Someone can start it though because I already made a thread this year.  I think Rasix should do it.  Also, I have two of those codes if anyone wants them.  I'm a naturally hairless robot warrior named Gynoid on Avatus because, you know... butts.  Anyway, I'm not sure if I'll stay a warrior but I really like my robot face.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 05, 2014, 11:00:41 AM
We really need a MMO rosters subforum.  There's a fair number of games now that I don't believe have critical mass for a forum, but probably have people wanting to connect.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on June 05, 2014, 11:22:19 AM
It could just be a stickied post in MMOG disc, just put each game's list under a spoiler tag.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 05, 2014, 11:56:37 AM
Spellslingers peak early and even out by level 30 or so.  Playing an esper (weaker, more stationary version of a spellslinger) has taught me a few things. 

1. My action bar is 3 damage abilities, 2 CC, a heal, and a shield.  CC and interrupts are required after level 25 because you won't have dash up often enough to avoid everything.

This is pretty close to what I settled into on my 22 Spellslinger. Having more than 3 damage abilities solo feels like overkill because you wont have enough time to cast them between spending GCDs on CC and healing spells.

For damage I use Charged Shot, Rapid Fire, and Quick Draw. I've been considering dumping Quick Draw for another CD-based ability, but it's one of the only things you can cast while moving.

For CC I use Gate and Arcane Shock.

For healing I use Astral Infusion and Vitality Burst. Astral Infusion is definitely the best solo heal. Vitality Burst feels less useful, there may be a better option out there for a second heal.

The best places to dump your Spellsurge seem to be Rapid Fire and Astral Infusion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 05, 2014, 12:04:34 PM
I typically ignore housing, or really don't care about it but in this game... looks like fun! Probably has to do with the recall to house feature and the ability to drop in and out of it. Plus logging out there each time gives you nice rest XP and since you see it twice a day at least (log in and out), you're more likely than not to want to make it look cool.

I just wish I wasn't a poor asshole.

There is also a bounty board at your house that will give you a choice of XP buffs.  I think they last 24 hours or til you log out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on June 05, 2014, 12:20:04 PM
Just link a google document.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 05, 2014, 12:47:52 PM
We really need a MMO rosters subforum.  There's a fair number of games now that I don't believe have critical mass for a forum, but probably have people wanting to connect.

That is a wonderful idea.  Are you doing it right now?   :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on June 05, 2014, 12:48:55 PM
There's always the graveyard.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 05, 2014, 01:45:46 PM
Just adding my 2 cents inline.

1. My action bar is 3 damage abilities, 2 CC, a heal, and a shield.  CC and interrupts are required after level 25 because you won't have dash up often enough to avoid everything.

Maybe other people knew this, but it took me a while to catch on, and I don't think the game every explicitly tells you, but not only is CC an excellent survival skill, and downright 100% mandatory for dungeons, it's also effectively a DPS boost. If you stun a mob while it's casting you get a "Moment of Opportunity". The enemy's bar goes purple and you'll deal double damage for a while.

Quote
3. Try your best to keep your quests at level.  The game is harder than WoW and you're not going to do well with level 27 quests if you're level 25. 

Very much this. Not only is the game intrinsically harder than WoW, it's also a lot more sensitive to levels. Mobs even 1 level above you are *much* harder

Quote
4. Make sure you check the faction vendor in each zone before leaving that zone.  They will sell 4-8 AMPS at ~ 1gold each.  I buy them all. 

The ampfinder plugin I mentioned will tell you exactly where these merchants are, but they all follow the same formula. You'll need 8k of that zone's faction, and the vendor is in the "main" settlement when you first zone into the area (well, the Farside one is past the Biodome section when you actually get to the map proper)

And man. Good luck doing even normal dungeons with PUGs. They are not easy. Even though the game looks exactly like WoW, there's a nontrivial learning curve to figuring out tank and healer positioning with regards to where to stand for telegraphs. Learning what the different telegraphs do is going to be important, because you're frequently in a position where rolling out of the bad telegraph will also roll you out of your incoming heal. And even the easier of the level 20 dungeons had trash that could easily wipe you if you didn't know what was going on/pulled an add/screwed up. Personally, I love this, but boy, there are going to be tears on the forums...


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 05, 2014, 01:48:36 PM
Oh, and for the Avatus dominion side folks, I've got a camping trip this weekend, so won't be around much, but Bann and Pavlov are both in the F13 circle and have invite permissions if you want to join up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on June 05, 2014, 04:43:13 PM
I've got three passes as well. PM if you need, though with all the guest passes, I imagine everyone on the fence now has one :-)

All gone!

Finally hit 10 last night. Maybe 14 by next month. Glacial pace for me, but don't care so much because I'm not playing with anyone I know (so don't even have the hint of being left behind except for you house dwellers :-) ).

Chose Explorer and glad I did because even all the rocks I'm turning over are resulting in side quests that don't even seem to show up on the map until I'm right on top of them.

The jump puzzles seem slightly looser even than in GW2. A bit annoying, but I'm just getting used to it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 06, 2014, 08:59:50 AM
Some classes can handle quests/mobs +1 and +2 levels very well and you get bonus experience doing it too.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 06, 2014, 09:13:54 AM
I also have 3 2 guest passes for US, if anyone still needs. Send a PM.

I'm still playing Wildstar. The leveling game is scratching the same itch as WoW. I'm only level 15, though, so it remains to be seen how it holds up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 06, 2014, 11:05:05 AM
Some classes can handle quests/mobs +1 and +2 levels very well and you get bonus experience doing it too.

After level 25?  Which ones?  I can kill +2 mobs with my esper, but it takes work and some luck.  They often deflect my big attacks.   


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 06, 2014, 11:23:21 AM
Well I'm playing and enjoying it overall.  The optimization of the game leaves a lot to be desired but that comes into play in large cities and quest hubs.  There is some sort of memory leak, as after a couple of hours I have to exit out completely to stop the stuttering.  But that's not a bad thing overall, I probably shouldn't play that long at a stretch anyway.  :ye_gods:  And as other people have mentioned - get the FOV adjustment mod.

Overall I'm having fun - it's fulfilling my MMO urge well enough.  I'm currently a level 18 Medic, and I have a level 12 Engineer gathering dust.  The game really ramped up in difficulty level 14+.  But I'm still able to solo most content, minus the group mobs.

My main is: Pavlov, the Dominion Medic.  As Golden mentioned Bann and I have invite powers for his guild if you're interested.  Another F13'er is a "Drunk Tanks" guild member as well, if I recall correctly.  If you're online hit someone up, we can try and expand the F13 chat circle thing.

I have guest passes also if anyone wants one, send me a PM blah blah.
   



Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 06, 2014, 11:51:06 AM
I've *heard* that the memory leak can be cleared by using /reloadui.

Anyone know if the chat-circle feature is cross-server? I'm playing on Orias Dominion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 06, 2014, 12:04:16 PM
Some classes can handle quests/mobs +1 and +2 levels very well and you get bonus experience doing it too.

After level 25?  Which ones?  I can kill +2 mobs with my esper, but it takes work and some luck.  They often deflect my big attacks.   

I'm just repeating what I've heard. I'm level 18 right now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 06, 2014, 12:09:22 PM
I think I might start over.  I like warrior but I'm not crazy about the soldier path.  I'll go explorer again.  Are guild invites per char or per account?  Because who the fuck knows what my new name will be?  Not me.  I don't know what an F13 circle is.  Do I have to bring yarn?  I don't know how you people are leveling.  I just turned 12.  Dammit.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 06, 2014, 12:43:43 PM
I haven't even bought the game yet, so you are way ahead of me Signe.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 06, 2014, 01:08:12 PM
I think I might start over.  I like warrior but I'm not crazy about the soldier path.  I'll go explorer again.  Are guild invites per char or per account?  Because who the fuck knows what my new name will be?  Not me.  I don't know what an F13 circle is.  Do I have to bring yarn?  I don't know how you people are leveling.  I just turned 12.  Dammit.

Well at my new job I have weekdays off instead of weekends, so I was playing quite a bit Wedsnesday and Thursday.  Also my first toon was that Engineer, and I didn't really enjoy him that much (plus I went Soldier path which I felt was meh) so I restarted and it was quite a bit easier levelling since I had seen the zones a bit and kinda had an idea what was what.  Stress kinda.

- Guild invites: dunno.
- The F13 chat "circle": I need to read up on it and get back to everyone, but I believe it's just a custom chat channel.  Not sure about the cross server capabilities.     Goldenmean probably knows more he created it.

Signe just PM in game (PAVLOV), I usually play PST evenings if you want to get invites for guild or whatever.  I'm not trying to detract from the Drunk Tanks guild - just offering for social reasons!


EDIT - Chat Circles:

Circles allow players to be a part of diverse social groups. They have 'guild-like' features and structure. David "Scooter" Bass explains:
 
These days, gamers are in so many various circles of friends, but guilds aren't necessarily the right place to support all of those different types of people at once. And while guilds always have been the main type of social group in MMOs, we also think we can better support your various social circles in WildStar, with a feature we call "Circles". Circles are separate from guilds, but include similar features, such as private chat channels, group rosters, name tags, and so on. So you can be a part of your hardcore raiding guild, while still keeping in touch with the Esper Mad Healz Circle, Roleplaying Circle, and "Arrested Development" Circle, all at the same time. Currently, players can be members of one guild and five circles at the same time, though of course this may change as we get feedback during beta.



Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on June 06, 2014, 06:47:28 PM
Cool. That's the first non-2004 feature I've heard about Wildstar :-) Are circles cross server?

And I should say, I love the game. Feels like a mix of WoW styling with GW2 pacing. I didn't get much into Tera but get the reference. Scratches the itch. And heck I even LIKE the monthly fee, which I'll gladly pay (would have for ESO too if it was any good). I don't like f2p for MMO because I don't want all my decisions linked to financial transactions. I would much rather pay a few months of $15 than every cool thing maybe being $1-3. If i wanted the latter, I'd hit Vegas...


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 06, 2014, 08:52:08 PM
I only allow myself one sub at a time and this is the one for now.  I also really like it and I kind of like the fact that it's a bit more difficult than most other MMORPGs I've played.  Levels are especially dear when it's hard to get one.  I die a lot though!


Title: Re: Carbine Studios' "Wildstar"
Post by: Cyrrex on June 06, 2014, 10:41:12 PM

I have guest passes also if anyone wants one, send me a PM blah blah.
   

Must....resist...   MMOs....terrible....  Resolve....crumbling....  Fucking....WoW clone...

OH HAI CAN I HAVE A KEY PLEASE!!


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 06, 2014, 11:04:38 PM

I have guest passes also if anyone wants one, send me a PM blah blah.
   

Must....resist...   MMOs....terrible....  Resolve....crumbling....  Fucking....WoW clone...

OH HAI CAN I HAVE A KEY PLEASE!!


Check your PM's sir.


Title: Re: Carbine Studios' "Wildstar"
Post by: Cyrrex on June 06, 2014, 11:32:59 PM
For the record, I will blame you fully if I end up putting money into this game.

(thank you, good sir)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on June 07, 2014, 01:31:35 PM
Fresh out of guest passes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on June 07, 2014, 07:04:20 PM
What are the restrictions on a guest pass?


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 07, 2014, 07:08:34 PM
What are the restrictions on a guest pass?


Each WildStar account activation receives (3) Guest Passes, that are emailed to the registered account. These are yours to hand out to your friends and family to share the awesome world of WildStar! Guest passes are valid for 7 days from redemption.

Some restrictions on Guest passes to keep in mind:

Key Restrictions:
Keys can only be redeemed ONCE.
One Guest pass can be applied per account.
Account must have NO game time remaining to redeem.
Ingame Restrictions*:
Max of 3 characters slots per realm
Max character experience up to level 20 and path experience up to level 10.
Limited to Apprentice Crafting (Tier 1)
50 Gold Currency Cap.
5000 Renown Cap.
Joining or creating guilds is disabled
Creating circles is disabled, but you can join them.
Trading with other players is disabled.
Sending and Receiving mail is disabled.
Housing Restrictions:
Cannot become a neighbor or a roommate.
Cannot invite another character to be a neighbor or roommate.
Commodity Exchange Restrictions:
Cannot post, buyout, or bid on any item in the Commodity Exchange.
Chat restricted to Say, Yell, and Party chat.
/Ticket ingame is disabled
Limited forum access (Read-only access)
Cannot receive or purchase C.R.E.D.D.
Also be aware that disciplinary action on a guest account could also result in disciplinary action being taken on the registered account which provided the key. So choose your guests wisely.

*Some features present in the full game won’t be available during the trial program.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 07, 2014, 09:10:42 PM
I ran the first Dominion dungeon last night (Ruins of Kel Voreth) as a Spellslinger healer with my friend tanking on his warrior and 3 PuGs. Nobody had ran it before, so we wiped on each boss 2-3 before figuring out what we were supposed to do. It was a lot of fun and people were drama-free about wipes. I think it helps that telegraphs start mattering in solo content around level 15, so everyone understands before ~20 that if they stand in red and die they are to blame.

Healing in Wildstar is a blast, I was frequently on the edge of my seat trying to line up heals to hit in-danger group-mates without slowing down enough to lose the tank.  For the most part this means non-tank group mates get hit by your passive or wide AoE heals, and are on their own to avoid damage outside of that. All the while, you also need to dodge telegraphs and deal with boss mechanics just like everyone else. Bijiplates was a large improvement on the default UI too: I could easily tell when people needed heals, rather than constantly feeling like everyone was low due to missing shields.

The dungeon was definitely raid-level mechanics though. The last boss has a lot of stuff going on, but here are the most note-worthy mechanics for example:

-Roughly every 20% the boss will start spamming fire telegraph circles that the group needs to avoid. Fire orbs with a green telegraph will also spawn and start moving towards the boss. The group needs to spilt up and intercept all of these orbs. If any hit the boss, he will gain a damage buff and a charge of an AoE attack that will likely wipe your group if he collects more than 2-3.
-At 50% he will become untargetable and start throwing out a constant stream of buzzsaw telegraphs that your group needs to dance through like a bullet-hell shooter.
-After the 50% phase ends, he will go back to doing his "fire buff" phase every 20% that I mentioned above, but now he will also throw out buzz saws to avoid while you are trying to avoid fire telegraphs and intercept flame orbs.

Those mechanics wouldn't be out-of-place a fight towards the end of a WoW raid tier, but in Wildstar they are just a part of the first dungeon. I don't know how someone who didn't have much raid experience would handle this stuff, but it seems like Wildstar is pretty confident in making a game for MMO players rather than trying to attract new players to the genre.

I had a great time and I'm looking forward to the rest of the dungeons. YMMV.


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on June 07, 2014, 10:34:56 PM
My beta impression of this game was beyond awful but that fight sounds sort of cool.* Aaaaaalmost enough to make me want a couple guest passes.

*Before you call me crazy, understand that my sense of schadenfreude from watching randoms embarrass themselves overpowers my desire to actually complete content. 25-man WotLK Heigan is still my favorite raid encounter ever.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 07, 2014, 10:40:47 PM
I still have two!  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 08, 2014, 12:07:20 AM
*Before you call me crazy, understand that my sense of schadenfreude from watching randoms embarrass themselves overpowers my desire to actually complete content. 25-man WotLK Heigan is still my favorite raid encounter ever.

The 10-man version of that was pretty delicious too. Sometimes three of us would make people sit and watch us keep doing it right for like 10 minutes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on June 08, 2014, 12:08:46 AM
So, having played this since the last string of beta weekends, through headstart, and since the official launch, I can say that I really enjoy this game.

I'm currently level 23 with my stalker. She really feels like a badass. The dungeons and the boss fights are awesome. I can't get enough of it. At this point, there's no question I'll keep my sub up for a bit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on June 08, 2014, 02:18:18 AM
I can confidently say WildStar may be the first MMO release in a long time where I'll say "eh...fuck dungeons" and only try them once or twice if they are as difficult as they sound. I'm too damned old now to play MMOs for challenge. I play them for socializing and exploring and sometimes for experimenting with builds.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on June 08, 2014, 03:27:05 AM
I think it's going to be like the (pre-nerf) Cata heroics all over again - even the people who genuinely enjoy them now are going to hit a wall down the line where they're just fed up with having to work at running them and PUGs turning into multi-hour sequential fuck-ups.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on June 08, 2014, 05:41:26 AM
I got the same feeling Simond; anything that's raid-level is always going to require some degree of focus, and you might not all have that focus when you're running Zone_X for the 50th time for that one piece that refuses to drop. With that said, leveling dungeons are probably fine if they're challenging; assuming the XP curve is decent you shouldn't run any given dungeon enough to get tired of them, and if you do you can just do other things. It's the endgame content that you'll be running 10s-100s of times, and those need to be at least quick if not easy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Azuredream on June 08, 2014, 11:35:43 AM
The level 50 Swordmaiden dungeon is rough in a PuG. The path to the final boss, you have to jump on these blue orbs that propel you to the next ledge. If you miss, you die and have to run back. Medics with extricate help people not die, but there's also the caveat that if anybody gets in combat, the orbs disappear, and you can't release to nearest holo-crypt unless nobody is in combat. And sometimes there's a mob literally right on the other side of the jump so you all have to jump at once, or have your ranged people fight from the other ledge and have your tank jump over first.

The bosses aren't too bad if your group is decent. The hardest part always seems to be interrupting what needs to be interrupted. One track pack has an AoE cone thing that, if not interrupted, will wreck everybody. The final boss has these shades that pop in and out really quick and if you don't stun them, you'll never kill them in a decent amount of time.

I feel like it's hard to make money in this game. I had about 2.5 platinum when I hit 50 from questing, but there's really no way to get money after that. The dailies in the level 50 zone give maybe ten gold per day. I've only been making money by selling things on commodities/AH. I'm hoping I can build up a nest egg before people realize not to spend so frivolously because it seems like you're so rich at first.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 08, 2014, 12:28:49 PM
I find it really hard to save money in this game too.  (http://i.imgur.com/dYYLSbx.gif)


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 08, 2014, 01:25:45 PM
I had to give up on salvaging anything otherwise I'd have crap for money.  At least with some of the armor I craft I can get my money back on mats bought from the vendor.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 08, 2014, 01:32:44 PM
Oh, there's an idea.  Maybe I'll just sell everything until I save enough money for something cool like, well, dunno yet.  What's everyone spending money on besides skills?


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 08, 2014, 01:35:23 PM
For me it's basically just buying amps, mats, and the mount at 15 (which is 11g).  Luckily I have a hoverboard for when I hit 25


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 08, 2014, 01:52:57 PM
I had to give up on salvaging anything otherwise I'd have crap for money.  At least with some of the armor I craft I can get my money back on mats bought from the vendor.

That's what I do.  I've never been much of a crafter in MMO's but it is tempting in WS.  However due to the money situation I sell every single thing I loot, minus potential gear upgrades.  I'm also trying to stash a Support based set of gear if I ever try my hand at fulltime healing. 

I mainly spend money on AMPs, since they seem to make such a difference in your overall effectiveness.  I picked up a mount by 15, and I'll have the Hoveboard waiting for me at 25.  I have to force myself not to spend money on housing stuff - the urge is almost irresitible not to customize.  At this point anything that gives "small / medium bonus to rested blah blah" I just cram in there for rest XP bonuses, most of which I have gotten through random Boombox awards or the odd open world challenge RNG award.

I hit 21 last night, about halfway to 22.  Did my first "shiphand" mission last night also.  It was fun but extremely challenging solo.  I checked "scale to my level" when I entered.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on June 08, 2014, 02:54:14 PM
From what I understand, salvaging at low levels is folly. You can buy all the basic and cheap salvage from NPC merchants.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 08, 2014, 06:28:20 PM
I understand the the upgraded riding skill at level 40 is broken.  Apparently when you buy it and right click it, it does nothing. 

Anyone have any issues with this? 


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 08, 2014, 07:02:15 PM
I understand the the upgraded riding skill at level 40 is broken.  Apparently when you buy it and right click it, it does nothing. 

Anyone have any issues with this? 


Goldenmean can probably tell you, he's level...46ish I think.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 09, 2014, 02:18:56 AM
I just hit 15 tonight and only have 2 gold.  No mount for me yet. :heartbreak:  I've been foolishly salvaging to level my crafting skill. :facepalm:  I don't think I'll be doing that anymore.

I also did the first adventure thingy tonight.  First group wiped a few times and disbanded.  Second group got it done with no deaths.  One thing I'll say is there sure is a lot of trash mobs.  Reminds me a lot of the early dungeons in WoW.  Not sure if that's a good or bad thing yet.  It does make it much harder to stay out of the red areas on the ground.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 09, 2014, 03:18:41 AM
I understand the the upgraded riding skill at level 40 is broken.  Apparently when you buy it and right click it, it does nothing. 

Anyone have any issues with this? 
Goldenmean can probably tell you, he's level...46ish I think.

Hit 50 tonight. And yeah, the level 40 mount speed increase is broken, but for whatever reason the vendor is still in the game, without any sort of warning on him. Guess they can't hotfix that, or they're just desperate to make work for their support team.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 09, 2014, 03:27:17 AM
I also did the first adventure thingy tonight.  First group wiped a few times and disbanded.  Second group got it done with no deaths.  One thing I'll say is there sure is a lot of trash mobs.  Reminds me a lot of the early dungeons in WoW.  Not sure if that's a good or bad thing yet.  It does make it much harder to stay out of the red areas on the ground.

The first adventure has a lot of trash mostly because it has some infinite respawn areas you're just expected to run through. One of my quibbles with the game is that this isn't incredibly clear. The dungeons themselves (the ones I've done at least) have relatively little trash.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 09, 2014, 09:57:59 AM
I just hit 15 tonight and only have 2 gold.  No mount for me yet. :heartbreak:  I've been foolishly salvaging to level my crafting skill. :facepalm:  I don't think I'll be doing that anymore.

I also did the first adventure thingy tonight.  First group wiped a few times and disbanded.  Second group got it done with no deaths.  One thing I'll say is there sure is a lot of trash mobs.  Reminds me a lot of the early dungeons in WoW.  Not sure if that's a good or bad thing yet.  It does make it much harder to stay out of the red areas on the ground.

It gets better.  I think I barely had enough for a mount when I hit Thayd, but was able to buy one with a little spare room.   Gold gain ramps up dramatically to the point where I can buy amps, craft, buy skills and still have like 22 gold at level 20.  But I don't have a tradeskill where I've felt the need to salvage.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 10:04:11 AM
I was well over a plat when I hit 40 and I'm someone that salvages everything.  The money bind gets better to the point that you'll easily be able to afford a few crazy housing upgrades after you've been level 50 for a little while.  Particularly if you have a group to run dungeons regularly with.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 09, 2014, 10:48:18 AM
Been playing a Warrior to level 20. Thinking about rolling a healer and I'm looking at a Spellslinger for god knows what reasons. Does anyone play one with a decent amount of experience in a group setting? How are they at healing?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 09, 2014, 11:09:48 AM
I really liked the healer break-down here:

http://www.steamhawkegaming.shivtr.com/forum_threads/1779158

Gives you a good idea about how each healers telegraphs look, differences in dispelling, etc.

I'm enjoying healing on my Spellslinger. You don't have to be in almost-melee range like a Medic, and you don't have to stand still for most of your heals like an Esper. The trade off is that your telegraphs are a lot more narrow than the other healers. There have definitely been situations where the tank rolled out of my heal in dungeons and died a few seconds later, but they see the green telegraphs as the heal is charging so it's really a matter of learning on their part.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 09, 2014, 11:18:14 AM
Thanks for the link, but I pretty much know the basic pros and cons between all three healers. I'm just looking for a more personal opinion on the class. Thanks for your insight though.

Do you find Spellsurge janky to play with?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 09, 2014, 11:28:19 AM
I always forgot about spellsurge, with everything else going on. Either I never got around to flipping it on, or I left it on the whole time and ran out... then again, I never remembered to turn it back on anyway. I am sure someone with more attention could probably get some mileage out of it. That said, it seemed it was never worth the boost it gave - but that was at lower levels.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 09, 2014, 11:31:34 AM
What I liked about the link was that it got a lot deeper into the differences of each class, the sort of differences that you won't start to see until high level when lots of the tier unlocks are available, etc. Without the link I wouldn't really have thought about something like "how does my class apply interrupt armor to my group?" (answer: poorly and with a large investment in Ability points, apparently!)

Spellsurge does feel a little janky, but overall it doesn't feel a whole lot different than healer cooldowns in any MMO. My big complaint with it is that I can't toggle it on and off while I'm casting a heal to prepare for the next cast. Since Spellsurge doesn't active a GCD it doesn't matter a whole lot, but there have been situations where I thought I triggered SS for the next heal but then notice SS isn't active. I'd say it works the way I expect it to 95% of the time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 11:32:30 AM
Thanks for the link, but I pretty much know the basic pros and cons between all three healers. I'm just looking for a more personal opinion on the class. Thanks for your insight though.

Do you find Spellsurge janky to play with?

Played a SS to about 20 in beta and decided to play an Esper live as a primary healer.  SS are an amazing burst healer but rely heavily on a little help from your group mates.  If you're grouping regularly with the same people, then a SS is a great choice.  They are great burst healers with good mobility and range.  They also benefit from the option to also be an amazing dps if you want to solo or pvp as a dps.  I prefer my Esper for healing as they allow for a greater margin of error in 5 man settings.  i.e. I don't have to worry so much about hitting my target to maximize healing potential.  

Hope that helps a little.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 09, 2014, 11:35:31 AM
Yeah that is the impression I'm getting looking around at random forum threads. I just don't enjoy the Esper play style of stationary casting. I really love the class though. Was my favorite in beta, but I never played past level 17.

Right now I have a level 20 warrior and I'm not sure if I really want to tank in this game anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 11:42:53 AM
Yeah that is the impression I'm getting looking around at random forum threads. I just don't enjoy the Esper play style of stationary casting. I really love the class though. Was my favorite in beta, but I never played past level 17.

Right now I have a level 20 warrior and I'm not sure if I really want to tank in this game anymore.

The Esper is terrible as a DPS, but very mobile as a healer.  There's no reason to use MoB unless you're the primary tank healer in a raid and it's the only heal that requires you to stand still. Esper healers are VERY mobile.  I don't use MoB and I do fine in 5 mans.  I'll see how veterans go when I have better gear.

The only trouble is that you have to get to 50 and playing Esper DPS is boring boring boring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on June 09, 2014, 11:52:50 AM
SS in beta were fuckoff complicated and their class mechanic (the spellsurge) was ... unsatisfyingly vague to have to deal with and super easy to accidentally waste.

I heard there were some changes but I cannot yet speak to them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 09, 2014, 12:00:47 PM
Yeah that is the impression I'm getting looking around at random forum threads. I just don't enjoy the Esper play style of stationary casting. I really love the class though. Was my favorite in beta, but I never played past level 17.

Right now I have a level 20 warrior and I'm not sure if I really want to tank in this game anymore.

The Esper is terrible as a DPS, but very mobile as a healer.  There's no reason to use MoB unless you're the primary tank healer in a raid and it's the only heal that requires you to stand still. Esper healers are VERY mobile.  I don't use MoB and I do fine in 5 mans.  I'll see how veterans go when I have better gear.

The only trouble is that you have to get to 50 and playing Esper DPS is boring boring boring.

It's not less boring that my warrior now:

Polarity Field
Saw
Savage Strikes
Spammer until MoO
Kick
Rampage

Next level I get the ability I can fire off of GCD after a crit. Wooptiewoop.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 09, 2014, 12:11:25 PM
Why the fuck am I suddenly naked???   :ye_gods:   I'm scared to log in!


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 12:11:52 PM
It's not less boring that my warrior now:

Polarity Field
Saw
Savage Strikes
Spammer until MoO
Kick
Rampage

Next level I get the ability I can fire off of GCD after a crit. Wooptiewoop.


I'll take that bet:  

1: Builder (stationary)
2: 5 psi point attack
3: ae root/dot
4: ae stun
5: HoT
6: heal
7: Shield
8: escape

I essentially spam 2 buttons for easy fights (1,1,1,1,1,2 repeat) and use the rest while kiting

Dull dull dull.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 09, 2014, 12:16:00 PM
Why the fuck am I suddenly naked???   :ye_gods:   I'm scared to log in!

I don't know what causes it, but I've seen it twice since launch. Character always actually had gear when I logged in though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 12:16:49 PM
Quote
My costume slots stopped working on Saturday.  I wonder if others are getting similar glitches.  

Found out this is a common bug and happens after the level 40 story quest.  Keep that in mind for those of you that haven't done it yet.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 09, 2014, 12:22:05 PM


I essentially spam 2 buttons for easy fights (1,1,1,1,1,2 repeat) and use the rest while kiting

Dull dull dull.

Most leveling specs seem dull to be honest. At least espers get a giant cool looking bird.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 12:23:18 PM
Most leveling specs seem dull to be honest. At least espers get a giant cool looking bird.

I stopped using that after level 20.  It scales poorly and the AE DoT does much more damage if you can purple the mob with a stun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 09, 2014, 12:47:01 PM
Are you talking about Reap?


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on June 09, 2014, 12:47:57 PM
Why the fuck am I suddenly naked???   :ye_gods:   I'm scared to log in!

Yeah, I was naked too once.  It was the first time I'd logged out in my house, so I figured they were just taking a snooze and I caught them at a bad time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 12:57:58 PM
Are you talking about Reap?

I use Telekinetic storm (AE) instead of Mind Burst (the bird).


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 09, 2014, 01:10:33 PM
I'm going to reroll an Esper tonight just because of you. This way, I have someone to blame.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 09, 2014, 02:21:18 PM
I'm going to reroll an Esper tonight just because of you. This way, I have someone to blame.

Mark my words: PvE sucks, but healing is solid.  I still think a SS is a better choice.  Twice the killing power as dps and still a solid healer.  All you see are SS in PvP.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on June 09, 2014, 03:16:10 PM
How did petless engie builds work out?

I fucking hate pets and frankly I hated playing Engineer but I hated all 3 classes I tried so that didn't say much besides the early game is too slow and boring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on June 09, 2014, 03:48:14 PM
I'm going to reroll an Esper tonight just because of you. This way, I have someone to blame.

Don't. Take your warrior to the 29 PVP bracket at least. (That's what everyone says at least.)

Stop tanking, just do DPS. Why would you quit when your warrior is almost to the best part?!


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 10, 2014, 12:42:29 AM
How did petless engie builds work out?

I fucking hate pets and frankly I hated playing Engineer but I hated all 3 classes I tried so that didn't say much besides the early game is too slow and boring.

They work fine. I've never used a pet in my tanking spec. I use artillery bot in my DPS stance, but it's more for the innate crit bonus you get with 4 points in it than anything the bot itself does. I could probably spend those points elsewhere pretty easily.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 10, 2014, 07:02:30 AM
How did petless engie builds work out?

I fucking hate pets and frankly I hated playing Engineer but I hated all 3 classes I tried so that didn't say much besides the early game is too slow and boring.

From what I've seen randomly from people, you lose the stats (10% cirt?) if you don't have the pets. It's fine for leveling and shit but in any more difficult content you're handicapping yourself.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 10, 2014, 07:03:41 AM
I'm going to reroll an Esper tonight just because of you. This way, I have someone to blame.

Don't. Take your warrior to the 29 PVP bracket at least. (That's what everyone says at least.)

Stop tanking, just do DPS. Why would you quit when your warrior is almost to the best part?!

I typically don't play much battleground PVP in these games. I'm not a fan of instance pvp.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 10, 2014, 09:08:33 AM
From what I've seen randomly from people, you lose the stats (10% cirt?) if you don't have the pets. It's fine for leveling and shit but in any more difficult content you're handicapping yourself.

Only really true for PvE DPS. The artillery bot is passive 6.5% crit with 8 points invested, which is hard to turn down. Most end-game DPS builds I've seen do run the artillery bot at tier 4 for this reason.

It's absolutely not true for tanking spec. The passive bonus you get from the tanky bots at tier 4 is a lot less impressive, and tanks need to put a lot more utility on their LAS, so it's not worth the tradeoff. You *can* run tanky bot builds, but they seem the exception rather than the rule, at least partially because one of the bot abilities is bugged in such a way that it occasionally prevents medic heals from landing once it's been activated (Oops!).

As for PvP, I'm not a PvP guy, but having a stat stick that can be trivially killed mid fight seems like a bad idea, so I'm guessing bots don't see much use there either.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 10, 2014, 08:22:16 PM
Looks like CREDD is now live.

http://www.wildstar-online.com/en/news/credd-is-now-live/

Edit: I would highly advise people to NOT purchase CREDD at this time.  You won't get nearly as much for it as you will a few months from now, mainly because there isn't much gold floating around right now with most people still leveling and purchasing skills, mounts and housing shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 11, 2014, 06:39:10 AM
Gold is like .99 from farmers or something. It's pretty cheap. If you're going to sell CREDD make sure you get some plat.

Played my Esper to 11/12 ish last night. It's much more than a two button class. The fact that you can stack TK Storms, I'm usually playing faster than just hitting Strike a few times and blasting with a finisher. It's a bit more engaging than I thought it was going to be.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 11, 2014, 06:46:09 AM
I wonder how CREDD will balance out.  If one month sub = $14 then how much gold = one month? 


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on June 11, 2014, 07:08:12 AM
On my server, Myrcalus, I saw CREDD going for less than 4 plat.

I'd be willing to bet that in 2 months, it'll be going for 20+.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on June 11, 2014, 08:14:40 AM
Well then you know what to do.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 11, 2014, 08:35:14 AM
Not sure if this has been posted yet, but I'm really starting to feel every bit of this sentiment in the late game. 


Just hit 46 last night and am hitting the wall hard.  I'm not sure this type of combat is for me, particularly living in a place where packet loss and a 100 ping from my ISP is the norm.  The 40+ zones are filled with so much aggro that it's a trash-killing fest and playing an esper is particularly punishing due to our builder being stationary.  Espers also lack the burst to burn down mobs that spawn other mobs... and with all the telegraphs from multiple pulls, it's tough to build any psi points.  Then there's the group content.  The dungeons require so much dodging of red shit that any latency causes instant death... which ensures a wipe since I'm the group's healer. 

While I do enjoy the setting, the dialogue, and the quest variety, I think I may go back to tanks soon.  The combat reminds me too much of WoW raid mechanics... and I really hated that.  I really miss my early-Rift chloromancer and the Rift 5 man content.  It was much more to my liking in terms of pace and variety.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 11, 2014, 02:09:30 PM
Hit level 15 and the first adventure thingy, Hycrest. It felt pretty disjointed but still fun. Was tanking, died a lot even when the group didn't wipe. Is this supposed to happen or was it just because we're newbies? At the end it gave stats, most damage, most heals and least deaths. Got bronze, thought it's rather unfair towards tanks.

I think I like this game and might actually level to cap.





Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 11, 2014, 02:16:55 PM
Hit level 15 and the first adventure thingy, Hycrest. It felt pretty disjointed but still fun. Was tanking, died a lot even when the group didn't wipe. Is this supposed to happen or was it just because we're newbies? At the end it gave stats, most damage, most heals and least deaths. Got bronze, thought it's rather unfair towards tanks.

I think I like this game and might actually level to cap.

The medal reward is for the entire group, it's not for you personally based on your heals/deaths/damage, it just happens to be presented on the same screen. The exact medal rating calculation varies based on adventure, but generally it's based on how fast you completed, optional objectives, and how many deaths the party as a whole had.

And yes, the first adventures on either side are a little confusing, and also a little brutal. The Dominion side one has some areas with infinitely respawning mobs that it's not immediately obvious you aren't meant to stop and fight them. Some of the encounters are tuned more difficult than your average group of level 15 PUGs will be able to down also. I haven't done it since beta, but my recollection is that Hycrest is actually much easier than AstroVoid, which is the dominion equivalent. Getting bronze at all really isn't a bad showing, all things considered.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 11, 2014, 02:51:21 PM
Yah, it wasn't hard at all because you could just run back into the fray really quickly. It did feel a bit overly frantic, but that may be just because of the silly zerg ambushers that mowed down the whole group at least once every new pull.



Title: Re: Carbine Studios' "Wildstar"
Post by: Cadaverine on June 11, 2014, 02:57:34 PM
I hit 15 on my Exile Medic, and tried pugging the first adventure as the healer.  It was not a good experience.  The rest of the group refused to stay together and in range, so keeping everyone healed was very difficult. I don't know if people were undergeared, or what, but people kept going from full health to half health or less in seconds, or just dying out of nowhere.  Finally the group broke up having killed maybe 3 mobs.

I ended up shelving the Medic for a Warrior, though I'm concerned that that might be just as annoying.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 11, 2014, 03:15:08 PM
People do tend to follow a tank that gives instructions, even if it's only "follow me". Provided they can read. So there's that at least. But the first adventure is very confusing for sure.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 11, 2014, 03:59:09 PM
I hit 15 on my Exile Medic, and tried pugging the first adventure as the healer.  It was not a good experience.  The rest of the group refused to stay together and in range, so keeping everyone healed was very difficult. I don't know if people were undergeared, or what, but people kept going from full health to half health or less in seconds, or just dying out of nowhere.  Finally the group broke up having killed maybe 3 mobs.

There's a couple of things that might be contributing to this

1) You're grouping with people who are used to how things are done in other games where it's always the healers job to keep them up. My feeling in this game is that (with the exception of targeted heals), it's the DPS job to get in the healing telegraphs if they want them. This is worst with medics because they have such close range telegraphs. A medic doesn't have the time to run to whichever ranged DPS is taking damage, heal them and then run back to melee to keep healing the tank, even if they do have a UI set up such that they can *tell* where the wounded DPS is in the world.

2) There's some scaling issues with doing adventures/dungeons if you overlevel them and the game scales you down. I leveled significantly faster than most of the people I group with, so I've been tanking the level 15 adventure and level 20 dungeons as a 40-50 tank. The problem is that unless your gear is all the same level as you are, it'll get down-leveled to *below* what the instance is. So, as a level 40 character in a level 20 dungeon, wearing a level 30 piece of gear will actually modify your stats like a level 10 or the like. This makes me squishy as hell, and ironically means that I had an easier time doing a veteran adventure than I did doing the intro one. If your tank was falling over in no time flat, that might be why.

3) People were standing in stupid. Generally, if you stand in a telegraph that can be avoided, taking a huge chunk of your health in one shot is a best case scenario.

Honestly, it sounds like you were playing with bad players. Bad players aren't going to do very well in Wildstar's 5 man instances from what I've seen. They aren't very forgiving.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 12, 2014, 01:06:24 AM
They sure didn't sign in for the challenge.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on June 12, 2014, 01:50:54 AM

I think I'm getting old. I'm having fond memories of sitting and chatting with friends while we kept an area of an EQ dungeon clear or waited on the pull. The move towards frenetic action games is just too busy and anti-social. Could be the rose colored glasses, but I think if there's something that's so edge of your seat I want it to be a game I can pause or restart at my convenience.

Thanks for confirming my suspicions though, I'm likely to have ~300 ping and looking at some of the raid and PvP gameplay, or even PvE, I suspected that would be punishing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 12, 2014, 06:17:25 AM
The first level 20 dungeons are as hard as any heroic raid content I've ever done in wow or any other mmo.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 12, 2014, 08:45:41 AM
I think I'm getting old. I'm having fond memories of sitting and chatting with friends while we kept an area of an EQ dungeon clear or waited on the pull. The move towards frenetic action games is just too busy and anti-social.

It's true, people barely talk in Wildstar. I'm in a guild with 10-20 members on most nights and I see maybe one message in guildchat every 5-10 minutes. It isn't the sort of gameplay style that lends itself to idle chat. Things will probably change as people hit level cap and presumably spend less time in combat. It's an unfortunate side effect to having more active gameplay.

I did the level 25 Adventure last night, the DOTA-esque one. It was very confusing, despite a pretty long unskipable scripted sequence at the beginning that tries to teach you how to play. We ended up losing the first attempt at the adventure as we got to the end of the AI opponents base and were promptly 1-2 shot by the shrine objective you are supposed to kill. We had cleared all the northern flags in the Adventure, which spawn minions to help you, but didn't have much of a following by the end. After we respawned our base was already being overrun by AI minions and we slowly lost out to the flood.

The second attempt with a different PuG went much better. We split into 2 groups and capped way more flags then we joined together 5-10 minutes later to focus on intercepting the AI "players" (bosses) when we saw them on the map. Killing the AI players "levels" your characters (didn't see stat changes to correspond to this) which supposedly helps a ton on this adventure. It felt pretty easy once we were doing it the right way.

I can see the appeal of the adventure: it really did feel like a PvP battleground despite fighting AI, but it falls into the seemingly typical Adventure problem of not explaining itself well. I will also say that it was *extremely* boring to heal. The enemies at flags don't really require a healer, only the AI players do. This means as the healer you will spend 90% of the dungeon bored out of your mind. I ended up exchanging half my spells for DPS ones just so I would have something to do, despite doing shit DPS in my healing gear, and regretted it as soon as we stumbled into AI players. For the second attempt I queued as DPS so that I could enjoy myself and the experience was much better.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 12, 2014, 09:06:25 AM
Chatting by the traditional means can only occur while selling/crafting.  Hell, you can't even talk using a chat program during normal gameplay.  I have a mumble server with push to talk and the channel is silent with 5 people in it most nights.  You're so busy spamming buttons that talking isn't possible.  We tried voice activated, but all you could hear was the smashing of keystrokes.  



Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on June 12, 2014, 01:35:48 PM
I did the first level 15 adventure as a medic healer, and (while there were parts that were genuinely challenging and fun, like the entire train sequence) most of it felt a bit repetitive and frustrating. Basically (as I think others have said before in this thread) healers aren't capable of saving people that stand in bad, and it cost many wipes until the group came to terms with it. There's also very little bursty tank healing that isn't bound by cooldowns, so if the tank eats a telegraph from the bullet hell endboss, it's 2-shot time followed by an agonizing wipe, a long-ass run back to the encounter, fighting through 2 waves of elites, and then giving another try at the boss. This is all in a leveling 'dungeon', mind.

My biggest problem isn't even the difficulty itself; worst case it'll get the GW2 treatment... and really, the dungeons are MUCH better than GW2. It's just that these things are loooong. Since this wasn't even a 'full' dungeon, I expected something like a 20-30min scenario -- instead, it turned into a 2.5hour slog mostly consisting of running and fighting boring trash with a ton of hitpoints. It's the little flashes of brilliance throughout it that make me somewhat hopeful about it all... but yea, these things are going to get nerfed pretty badly once larger number of random "my first MMO / my first time playing a healer or tank" folks start queuing into them and the complaints start (or have they started already?).

edit: also, my #1 peeve so far: enemy stun/knockdown attacks that end JUST in time for the player to dodge away from an incoming AOE... except that with my EU->US ping, I'll get hit every single time no matter how much I spam the dodge button. Maybe this is why they insisted on the region lock?  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 12, 2014, 02:27:43 PM
Zetor, out of curiosity, what healer are you playing? I definitely got much better burst healing spells later as a Spellslinger.

My experience with Adventures is that they last ~30-40 minutes when they go well. Dungeons were more like an hour for our first times through, but the first 2 dungeons only have 3 bosses in them so that time could definitely be cut down as people understand what to do.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 12, 2014, 02:31:48 PM
Basically (as I think others have said before in this thread) healers aren't capable of saving people that stand in bad, and it cost many wipes until the group came to terms with it.

I am hoping this is a learning curve problem for the community. A lot of these people are coming from WoW, and it's just ridiculous how many DPS just tunnel visioned through standing in stupid, or flat out didn't even attempt to move out of them because "But it'll lower my DPS!!", and unless you were doing bleeding edge hard mode content, it really didn't matter, because the healer could usually keep you up if they were geared. Having played a healer for years, my general opinion on Wildstar making telegraphs punishing is "About damned time". I got really sick of acting like a "Save vs. stupid".

Quote
There's also very little bursty tank healing that isn't bound by cooldowns, so if the tank eats a telegraph from the bullet hell endboss, it's 2-shot time followed by an agonizing wipe, a long-ass run back to the encounter, fighting through 2 waves of elites, and then giving another try at the boss. This is all in a leveling 'dungeon', mind.

I think this is a class specific issue with medics. Spellslingers are stupidly good at burst healing thanks to spellsurge. But while I'm tanking, I'm usually running with my medic healer friend, and yeah, she doesn't seem to have a lot of burst to bring me back when things go wrong. My solution to that has been to throw more cooldowns on to my bar and just generally to do my best to make sure things don't go wrong. It's also possible you just haven't gotten to your "Oh shit" buttons yet. I think medics get a long cooldown big heal at level 18 or so.

Quote
My biggest problem isn't even the difficulty itself; worst case it'll get the GW2 treatment... and really, the dungeons are MUCH better than GW2. It's just that these things are loooong. Since this wasn't even a 'full' dungeon, I expected something like a 20-30min scenario -- instead, it turned into a 2.5hour slog mostly consisting of running and fighting boring trash with a ton of hitpoints.

Ironically, the dungeons themselves seem shorter than the scenarios. We wiped like mad while learning the level 20 dungeons, but once you know the mechanics and have a decent group they seem entirely doable in 30-40 minutes (which is good, because to raid attune you need to do the veteran versions in about that time frame). Also, I think there's something wrong with mob health tuning in adventures. Trash takes forever to kill in some of them. Or maybe this is just the gear scaling issue again rearing its head.

Quote
It's the little flashes of brilliance throughout it that make me somewhat hopeful about it all... but yea, these things are going to get nerfed pretty badly once larger number of random "my first MMO / my first time playing a healer or tank" folks start queuing into them and the complaints start (or have they started already?).

Yeah, I expect the same thing, but for now they seem to be sticking to their guns of "We'll have content for everyone. If you can't raid, do dungeons. If you can't do dungeons, do shiphands and overland content". We'll see if that continues to be the case or if they cave, because of all of the MMOs I've played (which is a pretty wide cross section), this has the introductory group content with the highest learning curve.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on June 12, 2014, 02:33:47 PM
Yea, it may be a class issue as well.

I'm playing a medic -- my best healing abilities are weak cone AOE heal, instant AOE hot, instant AOE heal, smart heal (which sometimes goes to a dps standing in fire instead of the tank), medium cone heal only usable after a crit, a stun, and a blink; everything except for the weak cone is on a ~10sec cooldown. I read up on the abilities (incl. guides), and medics do get a lot of burst healing at 25+ (and 35+) when you can detonate the HOT drones for healing (or auto-activate at near death) and get an ability that refills shields. Right now it feels like playing a resto druid with only wild growth, efflor, and a swiftmend that only targets the lowest hp party member in the group... it's just frustrating when instead of being the person that can save people, I'm reduced to playing whackamole on health bars and praying nobody screws up.

e: to illustrate -- the last boss in that adventure is a big robot that throws eleventy billion kinds of telegraphs on the ground. Some of them will just tickle, but quite a few take off 50% hp right away. So we start fighting him, and the HP of a tank and a DPS both start dropping sharply. I bust out the medic burst healing cooldown, the two AOE heals and the smart heal to top them off. Five seconds later the same thing happens again (also to another DPS) and I can do nothing except point my weak-ass healing cone at the tank, which does approximately squat. They die, and then me and a DPS work on the boss for the next 3 minutes (the boss was aggroed at me at that point, but healing through boss damage isn't too bad when no telegraphs are hitting) when we realize that we're never going to have the damage to take him down. Then (after the next attempt) the tank complains that I'm not healing him and "big heals plz". Of course! :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Count Nerfedalot on June 12, 2014, 02:38:29 PM

I think I'm getting old. I'm having fond memories of sitting and chatting with friends while we kept an area of an EQ dungeon clear or waited on the pull. The move towards frenetic action games is just too busy and anti-social. Could be the rose colored glasses, but I think if there's something that's so edge of your seat I want it to be a game I can pause or restart at my convenience.

Thanks for confirming my suspicions though, I'm likely to have ~300 ping and looking at some of the raid and PvP gameplay, or even PvE, I suspected that would be punishing.

For all the bad stuff that got streamlined out of MMORPGs post-EQ, some good stuff got thrown out also. Combat paced slow enough you could strategize with each other over what to do next, discuss who will take the add, or even make quips and joke around or just chatter is among the most missed. Now it's all business, everyone has a job to do and they damn well better do it "right" and that means both execution AND just plain knowing what to do automatically for every possible situation that may arise.

Voice comms helped for awhile but as pointed out the pace is getting so frenetic now that you can't even spare the time (or a finger) for push to talk.

Bleh.  I wonder if this is why I enjoy MMOs less and less these days? They're stressing me out! Well that and low tolerance for stupid design decisions that have to be made over and over again by every single new team.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 12, 2014, 03:59:48 PM
Having serious buyers remorse.  I don't know why I thought it would be different than beta but the sheer amount of quests is killing me.  doing quest after quest after quest with no real variation or break in between.  I think if you compare the number of quests to max level vs vanilla or even present day wow it'll be a 5to1 ratio.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 13, 2014, 12:40:44 AM

I think I'm getting old. I'm having fond memories of sitting and chatting with friends while we kept an area of an EQ dungeon clear or waited on the pull. The move towards frenetic action games is just too busy and anti-social. Could be the rose colored glasses, but I think if there's something that's so edge of your seat I want it to be a game I can pause or restart at my convenience.

Thanks for confirming my suspicions though, I'm likely to have ~300 ping and looking at some of the raid and PvP gameplay, or even PvE, I suspected that would be punishing.

People don't talk much in raids anymore.
I play in SWTOR atm and they wanted to just SPACE BAR through the whole cinematic and go straight to pull and tank spank.
I had to chat in between 2.5 sec heals just to get some convo going. All I got are mostly lol, heh, meh, wtf really?
And that's that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Azuredream on June 13, 2014, 01:31:22 AM
I don't like the medal system, at least for veteran adventures. Each one has different requirements that you need to fulfill to get a gold medal instead of bronze (for merely finishing) or silver (for finishing only some requirements). If you get gold, you get epics at the end. If you get anything else, you get blues. What this leads to in practice is that as soon as gold has been lost, everybody bails from an instance. Gold isn't very easy to get either, so the amount of runs that get finished versus the amount of runs that get started is very lopsided. There are bugs and stuff I could complain about too, but I think Carbine will fix those eventually so they're not a problem in the long run, but I don't know if they're going to be willing to scrap their whole medal system or change the way it works.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on June 13, 2014, 01:32:27 AM

I think I'm getting old. I'm having fond memories of sitting and chatting with friends while we kept an area of an EQ dungeon clear or waited on the pull. The move towards frenetic action games is just too busy and anti-social. Could be the rose colored glasses, but I think if there's something that's so edge of your seat I want it to be a game I can pause or restart at my convenience.

Thanks for confirming my suspicions though, I'm likely to have ~300 ping and looking at some of the raid and PvP gameplay, or even PvE, I suspected that would be punishing.

People don't talk much in raids anymore.
I play in SWTOR atm and they wanted to just SPACE BAR through the whole cinematic and go straight to pull and tank spank.
I had to chat in between 2.5 sec heals just to get some convo going. All I got are mostly lol, heh, meh, wtf really?
And that's that.


Maybe they've seen your lp's.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 13, 2014, 02:27:29 AM
Or maybe they're not a skilled keyboard warrior like me who can multitask while under pressure.

(http://stream1.gifsoup.com/view/95616/fedora-nod-o.gif)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on June 13, 2014, 02:44:42 AM
Having serious buyers remorse.  I don't know why I thought it would be different than beta but the sheer amount of quests is killing me.  doing quest after quest after quest with no real variation or break in between.  I think if you compare the number of quests to max level vs vanilla or even present day wow it'll be a 5to1 ratio.

I tend to avoid most task quests and stick with the story quests (World Story, Zone Story, Regional Story, etc.). This keeps me from getting so slogged down.

I've been tired of the quest hub system since about a month after WoW came out. The reason I put up with it in this game is because I enjoy the combat and the dungeons are fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 13, 2014, 06:47:21 AM
My theory, which is based upon nothing concrete whatsoever, is that most kids can't really type these days. They can do brief facebook updates and thumbtype on their mobile phones, but in actual typing on a keyboard they're very slow, under 30WPM.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 13, 2014, 09:09:50 AM
Having serious buyers remorse.  I don't know why I thought it would be different than beta but the sheer amount of quests is killing me.  doing quest after quest after quest with no real variation or break in between.  I think if you compare the number of quests to max level vs vanilla or even present day wow it'll be a 5to1 ratio.

I've heard it suggested that the best way to level is to focus on story quests and only do the "tasks" quests that will be quickly done along the way. They don't reward a ton of experience and you can get to the level cap quicker if you're focusing on story quests instead. I've definitely noticed that when I felt overwhelmed by quests, or like a quest was taking too long, it was because of tasks. I'm still doing them all, but I'm also only playing 2-3 times a week with a friend.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 13, 2014, 09:34:49 AM
The problem with avoiding tasks is that you fall behind quest level.  Trying to do quests that are one level higher is a significant challenge.  You pretty much have to do every quest to stay with your level unless you are willing to pvp or do random pug dungeons to augment xp.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 13, 2014, 10:45:58 AM
I don't think people that are doing this are over-leveling quest content. If you are doing tasks, you're often going to over-level the quests you are doing by 1-2 levels as you progress through a zone. You won't overlevel them more than that because exp gain drops off a cliff after you are 1+ levels above content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 13, 2014, 10:47:51 AM
I don't think people that are doing this are over-leveling quest content. If you are doing tasks, you're often going to over-level the quests you are doing by 1-2 levels as you progress through a zone. You won't overlevel them more than that because exp gain drops off a cliff after you are 1+ levels above content.

Not in my case.  After level 20, I did every quest I could solo in each zone and it would often happen that I'd arrive at the next zone 0.5 level lower than I should be.  Not every class can solo the 2 person quests. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 13, 2014, 01:17:35 PM
When I went from the first big zone to the second(After doing every single task/quest)  I was level 21 and the starting level for mobs was 22-23 so yeah, you are expected to do it all or to dungeon.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 13, 2014, 02:33:48 PM
Quote
Not in my case.  After level 20, I did every quest I could solo in each zone and it would often happen that I'd arrive at the next zone 0.5 level lower than I should be.  Not every class can solo the 2 person quests. 

Same here.  I'm level 27 now, but there has been a couple of times I walked into a zone -1 the indicated quest level and had to either back track or struggle through a few mob kills to level because I was a couple of bubbles short.  As others have mentioned, fighting mobs above your level is not easy and my impression in playing has been that they want you to be in certain zones at a specific level or else it gets ugly.  Caveat I'm a Medic and not exaclty a DPS machine compared to the other classes.     


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on June 13, 2014, 06:52:42 PM
Medic really sounds like the least fun class from reading this thread.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 13, 2014, 07:12:59 PM
Medic really sounds like the least fun class from reading this thread.

I don't agree. It's the class I was planning on playing after testing all of them in beta, except I realized that of all the people I was planning on playing with we had like one million other healers, and only one person who could tank, so opted to go for a potential tanking class instead.

I think the problem is that from the healing perspective they're the class that's most affected by the telegraph system (considering theirs are all so close range), so they're the largest learning curve. From a dps perspective, I don't think they really have less sustained DPS than any of  the other classes. Stalker probably has a lead in soloing content just because they're so front loaded, and they can kill an overworld mob before their resource pool bottoms out.

On the plus side, medics can heal shields. Knowing that the tank was hovering at 80%ish overall "health" and there was nothing I could do about it drove me absolutely up the wall when playing the other healing classes. It doesn't help that this is something the default UI presents abominably...


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 13, 2014, 08:32:53 PM
Medic really sounds like the least fun class from reading this thread.


For just day to day playing?  No, it's actually quite fun.  The spells are cool, the weapon design is neat.  Just killing regular mobs is very engaging because of the range requirement and movement aspect.  I shelved my level 12 Engineer for my Medic and have really been enjoying it. 

My DPS isn't strong comparatively it seems to me just out in the world as I see other classes playing and questing.  Mainly it seems like my TTK is longer than other classes.  My AOE though, is unmatched.  However, that's mostly anecdotal, as I'm not a raider or serious group content guy by any means.  There's plenty of threads on the forums that may have hard numbers but I'm just talking about "feel".  Having said all that, I've still solo'ed my way to almost 28 pretty easily.  And part of my difficulties probably stem from WildStar being a tad bit harder as a general rule than the MMO standard (i.e. WoW).

I don't plan on any serious raiding, and I'm a pretty lame healer, because I haven't done it 5 years or something, so as long as I'm having fun levelling and questing I'm happy.  In both those regards I'm pleased with my choice of Medic.  In fact I'd recommend at least giving one a try.  Plus, if past MMO experience is any indicator - if Medics really are underpowered DPS or healing-wise, there will probably be a rebalancing buff in the future anyway.  (Which will probably make them too powerful them get nerfed again...lulz)



Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on June 13, 2014, 09:53:26 PM
The main issue is that medics were way too strong in beta and ate a severe damage nerf just before release. On a design level, the problem (if you consider it a problem) with medic DPS is that it's so cleave/aoe reliant. Medic AOE damage is actually decent-ish middle-of-the-road stuff, while single-target damage is way below other classes (up to 30% in endgame parses, allegedly). One of the devs acknowledged this and said they'll do something about it, but I think it's going to be lower priority than bugfixing.

Healing medics are fine, but the ability progression is questionable. Do other healers not get reliable burst healing until 25?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 13, 2014, 11:28:43 PM
Healing medics are fine, but the ability progression is questionable. Do other healers not get reliable burst healing until 25?

None of the healers get the kind of healing your used to in other MMO's.  This game expects your teammates to stay out of the red shit.  You'll never be able to save them from their own stupidity.

Having said that, my Esper healing is pretty solid.  I'm nowhere near as good as a medic at AE healing, but I'm much better single target.  It's all about trade-offs (i.e. balance).


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on June 14, 2014, 01:40:50 AM
Healing medics are fine, but the ability progression is questionable. Do other healers not get reliable burst healing until 25?

None of the healers get the kind of healing your used to in other MMO's.  This game expects your teammates to stay out of the red shit.  You'll never be able to save them from their own stupidity.

Having said that, my Esper healing is pretty solid.  I'm nowhere near as good as a medic at AE healing, but I'm much better single target.  It's all about trade-offs (i.e. balance).
Well, like I posted before, at that early level all I had were an instant AOE HOT, an AOE instant heal, a [weak] cone channeled heal, and an instant ST smart heal (there's also another AOE heal with a cast time, but eh), all with 10-sec cooldowns. I'm fine with not being able to save everyone from standing in bad, but I'd like to at least keep the tank up during heavy incoming burst (even if it's from telegraphs).

About the general concept of healing in wildstar: I'm ok with DPS getting some responsibility in instances (though imo interrupting the right abilities is much more important than dancing out of the telegraphs, and yet stuns/interrupts seem to be a foreign concept... but that's a different rant). It's just that if a healer is not able to save people from mistakes or recover the group from really bad situations, most of the fun why I'm playing one in the first place disappears. Yeah, I can make sure I'm standing at the right spot using the right abilities at the right time while maximizing healing output / minimizing damage input on the group, but that's basically playing a DPS role with green-colored bars that go from right to left.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 15, 2014, 11:29:08 AM
It does really sort of downgrade that feeling of "I'm really good at this."


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on June 15, 2014, 04:12:41 PM
Heh. I've been feeling that on my Spellslinger lately. I am managing ok with dodges, but woe be when I can't do one. The gear I have is all quest based because the tradeskills seem priced for higher level players.

The leveling also seems slow, like launch-WoW rather than launch-GW2. For the hours I've played, I'd be in the mid 30s in GW2 whereas I just hit 14 last night. I don't mind per se, but it does mean I'm shelving crafting for a bit until I figure out the groove on coin.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on June 15, 2014, 06:17:30 PM
 in another mmo, a dps standing in the shit becomes a burden to the healer and only learns about their folly indirectly when the healer literally can't compensate hard enough with their resources for their shit-standing.

in wildstar, your shit standing just results in you dead and the healer going "sorry brah, can't be done"


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on June 15, 2014, 08:09:54 PM
so why do you need a healer? why can't you just remove tanking and hp?
replace all with 10 hearts.
the moment you take 10 hits, you're dead  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 16, 2014, 06:47:48 AM
so why do you need a healer? why can't you just remove tanking and hp?
replace all with 10 hearts.
the moment you take 10 hits, you're dead  :awesome_for_real:

You still have hps though... heartpoints


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 16, 2014, 07:11:23 AM
Fucking fairy was too slow refilling my hearts.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 16, 2014, 07:34:38 AM
My impression of the game now that I've been level 50 for a week:  Wildstar is a well-crafted and fun game designed for a Brad McQuaid-light niche audience.  Any failure will be due to that.  Some of the more serious problems:

1) Group finder will be a lottery filled with frustration.  You can't create demanding adventures and expect 5 people without cohesion and voice chat to navigate it.

2) Making PvE gear the go-to for PvP is self-defeating.

3) People are sick of rep grinds.  Crimson Badlands fills me with WoW-endgame levels of hate. 

4) Crafting seems like a slapped-together time sink.  Cooking is far tougher than it should be.

5) Many of the interfaces are not intuitive.  Using the AH or commodities broker takes some getting used to. 

6) Poorly defined goals.  There are times in game where it's tough to know where you should be or what you should be doing.  While I enjoy the learn-by-doing nature of games, the learning curve shouldn't be so punishing.

7) Balance is a serious issue.  Some classes level easily while not worrying about mob telegraphs while others must work.  Watching an engineer handle group mobs with ease is a bit much.

8) Travel is a bit of a nuisance in some areas.  Mob density and zone connectivity becomes problematic later in the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 16, 2014, 07:41:38 AM
Unless they cave, I think people will eventually learn how to play the game. DPS will learn they have to move into healing telegraphs near the tank if they want to be healed. They will learn to dodge the red.

It should be interesting to see how things go.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 16, 2014, 07:45:04 AM
...impressions and list of some serious flaws...

I agree with what you said except for one point. The commodities broker and action house are features that I really like. Especially the buy orders portion of the commodities broker, I put what ever price I feel like buying stuff at and then order gets filled by gold farmers after they exhaust all the other more expensive buy orders. I've been getting crafting mats on the dirt cheap if I just wait 12 to 24 hours.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 16, 2014, 07:49:56 AM
I agree with what you said except for one point. The commodities broker and action house are features that I really like. Especially the buy orders portion of the commodities broker, I put what ever price I feel like buying stuff at and then order gets filled by gold farmers after they exhaust all the other more expensive buy orders. I've been getting crafting mats on the dirt cheap if I just wait 12 to 24 hours.

Don't get me wrong, I love the commodities broker NOW THAT I KNOW HOW TO USE IT.  I just lost a bit of money learning.  Now I'm up to 3 plat and climbing steadily exploiting the level 50 mats market. 

I forgot to add #9

9) 2 dungeons and 2 battlegrounds from level 20 - 49.  TWO.  A bit shy on the content there. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 16, 2014, 08:10:13 AM
How many adventure things are there?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 16, 2014, 08:12:19 AM
How many adventure things are there?

I think 6 with 4 that have veteran modes. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 16, 2014, 08:13:37 AM
That's still content, no?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 16, 2014, 08:17:27 AM
That's still content, no?

It is.  I guess after so many MMO's released since 2004 that someone would release a game with more content rather than the minimum.   When you have to do just about every quest in a zone just to stay on the level track, that seems a bit sparce.  

Keep in mind that the odds of completing an Adventure with a PUG from the group finder are about 1 in 5.  It's a lottery. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on June 16, 2014, 08:39:03 AM
Based on what I've seen so far, Adventures are also overly long slogs consisting of 3-4 fun segments with tons of hp-bloat trash inbetween that presents no challenge at all (except boredom).


Title: Re: Carbine Studios' "Wildstar"
Post by: Azuredream on June 16, 2014, 08:58:14 AM
Malgrave Trail is Oregon Trail, sort of. War of the Wilds is a moba, sort of. Tempest Refuge is tower defense, sort of. And Crimelords.. uh.. it's kinda like a choose-your-own-adventure book except everybody does Redmoon Marauders so I don't even know what happens if you pick the other choices. Those are the four veterans. I think dungeons are far worse in terms of copious amounts of obnoxious trash.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 16, 2014, 09:00:24 AM
I don't think the trash is so much the issue as everyone wanting to rush through for the gold achievement and bailing on the adventure when they fail.  It's a mess in implementation for anyone without a dedicated 5-man.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 16, 2014, 09:06:18 AM
That's still content, no?

It is.  I guess after so many MMO's released since 2004 that someone would release a game with more content rather than the minimum.   When you have to do just about every quest in a zone just to stay on the level track, that seems a bit sparce.  

Keep in mind that the odds of completing an Adventure with a PUG from the group finder are about 1 in 5.  It's a lottery. 

The one thing you can't complain about is Wildstar having minimum content. Even doing the PVP thing a few times you're already ahead of questing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 16, 2014, 09:09:57 AM
The one thing you can't complain about is Wildstar having minimum content. Even doing the PVP thing a few times you're already ahead of questing.

What level are you?  Because that changes after 35.  As a solo, you really have to do every quest/task to stay on track or lose money on the groupfinder to stay on pace without pvp.  I don't mind pvp, so it's a non-issue for me.  I'm just thinking that many (like several of my personal friends) don't like pvp in mmos. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 16, 2014, 09:17:12 AM
I've been loving the game, but I'm running into exactly the problem I thought I would, except even more so. I expected my interest to fizzle out once I finished the 5 man content and couldn't find a raiding group, but as is, it feels like you need a static group even to do the 5 man stuff.

Doing PUG veteran mode adventures is a nightmare. They're not actually very difficult to complete as long as you don't care what your medal standing is. The problem is, *everyone* cares what their medal standing is. Which means you'll wait in queue, start an adventure, get maybe 20 minutes in, and then something will go wrong, which will mean you can't get a gold model and everyone will leave the instance instead of finishing it to get a silver, or bronze because gold means epics.

This is really frustrating because I've still got greens in slots, so even the boobie prize blues for finishing the adventure would probably be upgrades, and it feels like people are unrealistically trying to leapfrog the learning/gearing process. As a result, I've wasted a lot of time getting essentially no chance to roll on loot at all out of my time investment. My experiences with the community thus far have been highly negative. Honestly, at this point, I've pretty much just been logging onto my 50 to do dailies, and then going to play an alt until some other friends hit 50 and we can run guild groups through the adventures.

Oh, and another thing. Branching adventure paths are an awesome idea in concept, but in practice, the obvious thing is happening. The Malgrave trail adventure consists of more than a dozen different areas you can pass through on the way across the zone. The problem is, you will only ever see the same 4 over and over again because people have figured out that's the route you're most likely to be able to get gold. They need to incentivize the other paths more, or else they've basically wasted a ton of design time. Hopefully they penalize people dropping group also so you don't have the problem of people bailing as soon as they can't get gold, as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 16, 2014, 10:01:18 AM
While I'm having fun playing through the leveling content, I don't see me really hanging around much once I'm done with it unless I end up enjoying the PVP more than I anticipate.

Here's my overall impressions at level 27:

Good.
1)  The game runs fine and looks great.  I haven't noticed any slow down or frame rate issues.
2)  The sound and music (once I fixed the sound issue with my headphones) are really quite good. I love the music in parts where it syncs well with the gameplay. 
3)  The humor is well done in parts.
4)  There are a lot of QOL already baked into this game. 
5)  Thematically it's pretty consistent.
6)  There's a wide variety of content and a variety to the quests.  However, kill 100% of the rabbits and collect 100% of the shit-on-the-ground are staples.
7)  Housing is great.

Meh. 
1)  The combat is good in parts and frustrating in others. It's really, really busy and somewhat out of place in a DIKU flavored quest grind.  I have never had to hit this many buttons this constant in a MMO ever.  However, it's more engaging and skill based than just another WoW clone.  I'd almost rather have this than Rift, SWTOR or any other style, but perhaps just not in this overall game framework.
2)  One of the stock voice actors Exile side sounds like Chris Parnell.  It's just weird any time you hear it.
3)  Crafting is so underwhelming.  I don't see a point.  You never have enough mats.
4)  This is one of the slower leveling arcs I've seen in a while.  I estimate it as TBC era WoW speed for me.  I am, however, smelling the roses a bit.

Bad.
1)  Some of the features are pretty terribly introduced.  Mounts are pretty much just a line item when you level.  That is a feature that needs to be thrown in your face a bit better. 
2)  I don't think I will ever really love their quest system with the stock voice lines and small text.  Sometimes I don't know what the hell I'm doing or why I'm doing it.
3)  Telegraphs fucking suck when there's more than one mob or it's sitting on a ground texture that makes it impossible for me to see.  I had to get rid of the red, because, well, I can't fucking see it next to most anything.  The yellow substitution is almost worse next to some textures.  Also, in any sort of chaotic fight requiring more than 2 people and I can't see a damn thing.  I have just flat out died to telegraphs and never even known I was standing in one.
3a) This will make any group PVE pretty impossible for me. I don't even think I could raid at all.  Not that I want to, but it's just impossible.
3b) I'm guessing this is going to be a somewhat big issue in PVP, but less so.  Medic fields at least have the moving parts, although figuring out the good from bad will be an issue.
4)  Travel is really awful and there's no reason for this given how many other QOL improvements are already in. 

I'll keep playing as I'm still enjoying my evenings.  I just don't see me getting much more than free month + one sub month.  Totally reasonable and I'll get my money's worth, but it's another MMO that will fail to hook me for the long term.  I'm not even sure that's possible anymore. 


Title: Re: Carbine Studios' "Wildstar"
Post by: amiable on June 16, 2014, 10:04:32 AM
I picked this up last night after I finally bailed on TESO.  I rolled on dominion Avatus, a medic named Amiable.  F13 has a guild there right?


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 16, 2014, 11:01:31 AM
There's a circle, which isn't exactly a guild. More like a chat channel.

I've been tossing invites out to my guild to anyone who wants them though, but we're small and will probably stay that way, so no real perks yet. I'll look you up tonight, or you could try looking for Bann or Pavlov. They've got invite rights to the circle also.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 16, 2014, 12:28:35 PM
Me too, please.  I'm playing Stabbitha right now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 16, 2014, 12:50:18 PM
Teaser for the July update. 

(https://scontent-a.xx.fbcdn.net/hphotos-xpa1/t1.0-9/q71/s720x720/10473416_694367070637070_742697316270620767_n.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on June 16, 2014, 12:58:58 PM
I've been dicking around with alts and loading up Pavlov with rest XP before I try for 30, but I'll get on tonight and look for you guys for invites, if Golden isn't around etc etc.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 16, 2014, 01:01:32 PM
The full URL contains more information http://www.wildstar-online.com/en/drops/1/strain/ (http://www.wildstar-online.com/en/drops/1/strain/)

I'm guessing the timeline on the side there is for when they're going to tease the information, not when it's getting patched in. So sounds like contentwise we get two new zones. Blighthaven is meant to be the third part of the Grimvault and Northern Wastes is supposedly another daily zone.

Which is great and all, but as is, our existing daily zone doesn't actually offer any rewards. They yanked out the rep vendor for Crimson Badlands due to some bug and he hasn't shown back up since. I'm still doing it every night because it's as good a place to get Dominion rep as any, but it would be nice to at least see *why* I'm grinding Badlands rep before they give me another rep grind without a vendor...

And I'll look for both Stabbitha and Amiable when I'm on tonight (will probably be 7 PST or about 6 hours from now). I think both people need to be online at the same time for circle invites unfortunately, but I'll keep looking for you both. Or if you want to pester me, my 50 main is Tirith, and if I'm not on that, I'll probably be messing around with my medic, Kasao.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on June 16, 2014, 03:14:42 PM
C'Thun again?


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 16, 2014, 06:54:46 PM
C'Thun again?

Pretty much, yes. The Strain are veeeeerrrrry elder-gody in aesthetic.


Title: Re: Carbine Studios' "Wildstar"
Post by: Feverdream on June 17, 2014, 07:05:52 AM

Thank you so much for the pass.  And Signe, I do have a friend who was looking for one, so I will pass yours along with my thanks as well.

Trivial detail: I'm not a "him", but it's not like you could tell that from my posts =P

If anyone has a guest pass you'd be willing to send my way, I'd really appreciate it.  I'd like to give this one a look, but from what I am reading I just can't tell whether I'd regret actually buying the game.  

Thanks. I realize that by now a lot of you have probably already used your guest passes, but I figured I'd ask just in case!


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on June 17, 2014, 07:17:16 AM
Check your PMs and please edit your request so nobody else sends one.  Enjoy!


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 17, 2014, 07:18:09 AM
I sent him one.  Sorry.  Just pass it on to someone else.  :)


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 17, 2014, 09:38:20 AM
Yeah, the more I play my 50 character, the more I feel this game needs some sort of deserter debuff stat, because it's miserable to play with PUGs and their hair trigger willingness to drop group if anything goes wrong. Here's a summary of last nights attempts at veteran adventuring with my friend.

1) Malgrave Trail - Go down the same old, same old path. 3/4 of the way down the trail to the first encounter we get a caravan member missing event. Go running around looking for him for maybe 30 seconds when someone says "You still haven't found him?" (note the implication that it's not this person's job to look), and two DPS drop. Mind you, at this point, we're still perfectly capable of getting gold, but of course by the time we replace those two DPS, we actually *have* lost a caravan member, so the replacements promptly drop upon joining. We sigh, and leave as well.

2) War of the Wilds - Actually goes reasonably, except we do too well. Someone captures an 8th totem, and so we watch in dismay as our troops manage to push through and win the match without any further direct help from us before the second objective pops, so no gold for us. We requeue with the same group because they actually seem fairly competent at least.

3) War of the Wilds again - First optional pops up and it's the "Kill the big troll" event, except that also happens to be where all of the enemy heroes are hanging out, so we fail, and of course, everyone else promptly drops, because now we could only possibly get silver.

I was all set to bitch about what an idiotic job they did with the medals on War of The Wilds also, but looking at the patch notes from last night, it seems like they actually fixed all of that (or at least are in the process of doing so). For those who haven't experienced it in its former form, it actually incentivized you for playing poorly. You couldn't capture too many flags or push too far, because then you'd win before the optional objectives popped, and those are what gave you silver/gold. So most of the match was spent standing around not actually doing anything, just waiting for those to fire off so you could discover whether or not you just wasted your last 20 minutes.

Even with those fixed though, I am not exaggerating when I say that at least 60% of my veteran adventures have included people dropping. It makes playing without a static group incredibly painful.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 17, 2014, 10:45:42 AM
Yeah, the more I play my 50 character, the more I feel this game needs some sort of deserter debuff stat, because it's miserable to play with PUGs and their hair trigger willingness to drop group if anything goes wrong. Here's a summary of last nights attempts at veteran adventuring with my friend.

1) Malgrave Trail - Go down the same old, same old path. 3/4 of the way down the trail to the first encounter we get a caravan member missing event. Go running around looking for him for maybe 30 seconds when someone says "You still haven't found him?" (note the implication that it's not this person's job to look), and two DPS drop. Mind you, at this point, we're still perfectly capable of getting gold, but of course by the time we replace those two DPS, we actually *have* lost a caravan member, so the replacements promptly drop upon joining. We sigh, and leave as well.

2) War of the Wilds - Actually goes reasonably, except we do too well. Someone captures an 8th totem, and so we watch in dismay as our troops manage to push through and win the match without any further direct help from us before the second objective pops, so no gold for us. We requeue with the same group because they actually seem fairly competent at least.

3) War of the Wilds again - First optional pops up and it's the "Kill the big troll" event, except that also happens to be where all of the enemy heroes are hanging out, so we fail, and of course, everyone else promptly drops, because now we could only possibly get silver.

I was all set to bitch about what an idiotic job they did with the medals on War of The Wilds also, but looking at the patch notes from last night, it seems like they actually fixed all of that (or at least are in the process of doing so). For those who haven't experienced it in its former form, it actually incentivized you for playing poorly. You couldn't capture too many flags or push too far, because then you'd win before the optional objectives popped, and those are what gave you silver/gold. So most of the match was spent standing around not actually doing anything, just waiting for those to fire off so you could discover whether or not you just wasted your last 20 minutes.

Even with those fixed though, I am not exaggerating when I say that at least 60% of my veteran adventures have included people dropping. It makes playing without a static group incredibly painful.

This is the kinda shit that makes me glad I passed on this. How in the hell did the devs NOT see this as having a negative effect on grouping? Just seems fuckstupid to put that in while courting the very players who will give up as soon as something doesn't pan out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on June 17, 2014, 11:02:59 AM
Do you think a deserter debuff would increase the chance of people not dropping from a dungeon, or increase the chance of them dropping their subscription?
Because I think most people aren't willing to put up with that kind of penalizing design anymore, certainly in an MMO. I wouldn't anyhow.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 17, 2014, 11:18:35 AM
They need to change the loot model in adventures and punish botting more.  Both would go a long ways.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 17, 2014, 11:25:27 AM
A deserter debuff would probably do little to fix the problem, if the problem is that 'this stuff is generally too hard for PUGs but it's the content we're offering to PUGs, ho ho ho'. Deserter debuffs didn't do anything to stop people from insta-dropping from Oculus pops in WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 17, 2014, 11:25:49 AM
Do you think a deserter debuff would increase the chance of people not dropping from a dungeon, or increase the chance of them dropping their subscription?
Because I think most people aren't willing to put up with that kind of penalizing design anymore, certainly in an MMO. I wouldn't anyhow.

I haven't been paying attention to WoW for this last expansion, but they haven't dropped the deserter debuff have they? Not that I'm saying that "WoW does it, so it must be right", because there's definitely a reason I haven't been paying attention, but this actually seemed like a reasonable solution to me, and as I recall, there was some mild grumbling when it was implemented, and then everyone just forgot about it.

I don't know how else to solve this, honestly, other than "Only ever grouping with people you know", which is what I plan on doing once all of my slacker friends catch up with me. Obviously designing a stick instead of a carrot isn't optimal, but I think the only carrot that would be sufficient for people is just giving them gold level rewards regardless, which completely invalidates the whole purpose of the medal system, and honestly, I like the *concept* of the medal system. Getting better loot the better you do in an instance feels right to me. The current implementation of some of the medals however really just encourage this sort of toxic behavior though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 17, 2014, 11:37:30 AM
A deserter debuff would probably do little to fix the problem, if the problem is that 'this stuff is generally too hard for PUGs but it's the content we're offering to PUGs, ho ho ho'. Deserter debuffs didn't do anything to stop people from insta-dropping from Oculus pops in WoW.

That's not the problem, at least for adventures. Dungeons are hard. The level 20 dungeons were punishing enough that I'm just not even attempting the veteran dungeons until I've got a static group for it. Adventures, on the other hand, are actually quite easy. It's possible to get gold with only a slightly above average group with a mix of greens and blues. The problem is that there's a fair amount of RNG at play in lots of them, and the community as a whole seems to be under the impression that just giving up as soon as the possibility of purples disappears is a better use of their time than sticking it out to the end and getting some more blue upgrades that will help to mitigate future bad RNG

If these were people already in all blues and they only needed the gold level rewards, they'd be right, and that's definitely going to be a problem down the road. People in greens doing the same thing are being impatient. It's definitely largely the fault of the game for allowing this behavior, but there's a community component to it as well.

And yes, they brought this on themselves with their "ARE YOU HARDCORE? WE'RE HARDCORE. COME BE HARDCORE IN WILDSTAR!" party line. Surprise, surprise, a vast majority of people who consider themselves hardcore are raging cock-weasels who live to game your systems. As someone who considers himself fairly competent, and enjoys a challenge, but is not a miserable waste of flesh most of the time, I'm finding the community pretty grating.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 17, 2014, 12:05:48 PM
There already is a deserter debuff. If the group votes to disband and the majority accepts it, nobody will get the debuff. Otherwise leaving too quickly will net you a debuff preventing you from requeueing for ~10 min IIRC.

They could probably fix this by giving a cache at the end for bronze/silver that also has a chance to drop epics. You may lose your best chance at epics if you fail a gold objective but you'd still have a shot at an epic if you stuck around.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 17, 2014, 12:38:14 PM
There already is a deserter debuff. If the group votes to disband and the majority accepts it, nobody will get the debuff. Otherwise leaving too quickly will net you a debuff preventing you from requeueing for ~10 min IIRC

Huh. Thanks for the info. It must be intelligent enough to not apply to you when you drop after other people already have, because I've never seen that. If that's actually working properly it makes these people's behavior even more baffling, because dropping at the beginning of Malgrave can save you quite a bit of time, but dropping after the first optional objective has already fired off in War of the Wilds means there's only going to be about 10 minutes left regardless.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 17, 2014, 01:11:52 PM
the problem is that 'this stuff is generally too hard for PUGs but it's the content we're offering to PUGs, ho ho ho'.
That is exactly the problem, and the devs have no intentions to change it. NCsoft may have a different opinion, though. We'll see in a month or two when subscriptions start to fall off a cliff.


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on June 17, 2014, 02:09:59 PM
well my perspective comes from GW2 being the last game I pugged dungeons in, and I wouldn't have enjoyed this kind of thing there, but in this kind of 'hardcore' setting it makes more sense I guess.

They could probably fix this by giving a cache at the end for bronze/silver that also has a chance to drop epics. You may lose your best chance at epics if you fail a gold objective but you'd still have a shot at an epic if you stuck around.

That is actually the best solution I could imagine, just give it a 20/40/60% droprate or something.
Odd that such a simple and non-annoying design wasn't just implemented in a modern MMO, they're usually so good at that  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 17, 2014, 02:25:44 PM
It's not the way I'd go, personally. Just finishing adventures with a bronze is actually almost trivially easy right now. Even with "only" a 20% drop rate on the proposed purple reward cache, it would be too easy to just fail your way through the gearing process.

I'm a sucker for progression, so my platonic ideal system would be something along the lines of "You do veteran adventures and don't really have a chance of getting gold until you've geared up enough to be in mostly bronze/silver rewards, then if you're in a decent group, you might get your epics". But as is it's "You do veteran adventures, and just reroll until you luck into your purples"


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on June 17, 2014, 02:32:43 PM
I think the main problem here is that there are at least two different kinds of people trying to run these endgame adventures:
1] new 50s that need pve practice / need to start gearing up, and they're fine with bronze/silver
2] 'l33t' 50s that need epics, and accept nothing below gold

So why not have two versions of the same adventure, kinda like normal/heroic (or even Rift's normal/heroic/master)? That way the 'gold or bust' people will have to do a much harder version of the dungeon, but they WILL get the gold rewards if they finish (failing to do the gold objectives results in a fail state instead of downgrading into silver). Everyone else can do the easier version that gives bronze or silver rewards.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 17, 2014, 02:55:04 PM
I'd support that change wholeheartedly, but it probably makes entirely too much sense to ever actually get implemented.

Though as an aside, I don't think adventures actually serve as a very good introduction to the dungeon experience as it stands, and I'm not sure I actually want them to. Some adventures work very differently than the strict tank/heal/dps trinity that you need to learn to deal with the punishing dungeons. Malgrave trail downright rewards everyone for running off in separate directions. You're probably going to be splitting the party to a certain extent in the Tower Defense and MOBA adventures as well. Crimelords of Whitevale has never actually popped for me, so I can't comment there.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on June 18, 2014, 09:34:12 AM
https://www.youtube.com/watch?v=uGr27imHXmU

Flick video for first content drop. Good to see they kept the marketing team around post-launch.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 18, 2014, 09:36:46 AM
If only the game were as good as their marketing department.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on June 18, 2014, 10:07:51 AM
If only the game were as good as their marketing department.

I am suddenly reminded of Firefall.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on June 18, 2014, 02:37:09 PM
https://www.youtube.com/watch?v=uGr27imHXmU

Flick video for first content drop. Good to see they kept the marketing team around post-launch.

When's that game coming out?  That looks like a lot of fun.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: MisterNoisy on June 18, 2014, 05:39:34 PM
Tried this on a trial code.  It's certainly a pretty game, and I like the combat, but the constant running at horrifically slow travel speeds and boring quests make it a nonstarter for $60 plus a sub.  Pity, since I can see potential there.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 19, 2014, 11:31:22 AM
End game has some serious issues.  

- Dungeon runs are costing money to run with high repair costs that only get more absurd with gear improvements.  Pug runs are a net loss of gold requiring you to grind or play the market to afford dungeon runs.

- Dungeon/Raid gear outperforms PvP gear in PvP.  This will outrage the PvP folks.

- Crafting still buggy.  Ran into several bugs with recipes from crafting daily vendors.

- Still no Crimson Badland faction vendor.  

- Caps on how you obtain elder gems.  

- Bots everywhere including harvest bots exploiting the z axis (as was seen in WoW cataclysm release in droves).  

I'm done after my free month.  I'll keep an eye on changes.  I estimate F2P within the year.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on June 19, 2014, 11:51:22 AM
Quote
Dungeon runs are costing money to run with high repair costs that only get more absurd with gear improvements.  Pug runs are a net loss of gold requiring you to grind or play the market to afford dungeon runs.

That sounds in keeping with their general philosophy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on June 19, 2014, 12:05:45 PM
As soon as wildstar's headstart began the number of bots in ESO went way down.  I assume they relocated there.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 19, 2014, 12:21:07 PM
Quote
Dungeon runs are costing money to run with high repair costs that only get more absurd with gear improvements.  Pug runs are a net loss of gold requiring you to grind or play the market to afford dungeon runs.

That sounds in keeping with their general philosophy.

Hardcore.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 19, 2014, 12:32:36 PM
Dungeons costing gold is pretty much where I'll draw the line. So far the game is great fun, but if fun becomes something you have to buy with grinding, then fuck off Carbine.



Title: Re: Carbine Studios' "Wildstar"
Post by: Count Nerfedalot on June 19, 2014, 03:57:41 PM
- Dungeon/Raid gear outperforms PvP gear in PvP.  This will outrage the PvP folks.

And quite reasonably so. And PvP gear outperforming PvE gear in PvE Dungeons/Raids would (also appropriately) outrage the PvE folks.  PvP and PvE are NOT chocolate and peanut butter and any developer who doesn't separate the balancing and gear rewards appropriately deserves to fail.  Unless of course their target market (and budget) is for that small sub-niche of folks who enjoy both (in the same game, with the same characters, at the same time, etc) equally.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on June 19, 2014, 04:55:13 PM
Its like every company has to relearn the same shit over and over again. Except maybe Arena Net.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on June 19, 2014, 04:57:59 PM
That's ok, Arena Net is also clueless in their own way.


Title: Re: Carbine Studios' "Wildstar"
Post by: LC on June 20, 2014, 10:46:21 PM
Has the new game shine worn off enough for everyone to cancel yet?


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on June 20, 2014, 11:07:21 PM
I'm only playing 45 minutes a few nights a week.  I haven't seen the issues yet that others have.  I'll be subbing, but I'm not likely to see the problem content for another month or two. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on June 20, 2014, 11:18:23 PM
My only problem is lack of play time.  Being busy sucks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 21, 2014, 02:15:11 AM
Quote
The Stained Glass Window housing decor item, crafted by Architects, no longer sells to the vendor for Elder Gems.

That was in the patch notes for tonight. People who took advantage of that better as hell have gotten rolled back, because that's 10+ months of grinding they saved themselves. Whoops!

At least the Crimson Badlands rep vendor is back, and apparently sells junk worse than you get from veteran adventures. I replaced a janky green helm I was wearing, but now at least I know I only need to do those if I'm falling behind on the elder gem weekly cap.

I'm still having fun with the game, but now that I'm up to the point where I need veteran dungeons instead of veteran adventures, I'm probably going to be alting until more of my friends hit 50, because doing those with PUGs... Hahahahahah, NO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on June 21, 2014, 03:11:27 AM
https://www.youtube.com/watch?v=uGr27imHXmU

Flick video for first content drop. Good to see they kept the marketing team around post-launch.

your friends will abandon you
your heart will explode


Its like every company has to relearn the same shit over and over again. Except maybe Arena Net.
Thing is, they do already know all of this shit. They just think that the time that they (personally) were working on WoW (early TBC) was the apex of game design. PvP gear worse than PvE? Check. Heroic/Veteran dungons being essentially unpuggable gold-sinks mandatory for raid attunement? Check. Faction grinds everywhere? Check. And so on. None of this is an accident - it's how they want the game to work.

And when they're fired six months down the line and NCSoft turns it into a Pay2Win grinder before shutting down the servers in three years, they and their fans will point fingers at everything except the game design.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on June 21, 2014, 04:06:56 AM
Has the new game shine worn off enough for everyone to cancel yet?

When the attunement jpg was posted, I put in a request for a refund and got it. Does that count?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on June 21, 2014, 10:04:37 AM
When the attunement jpg was posted, I put in a request for a refund and got it. Does that count?

Only if you linked the jpg as the reason for the refund request.


Title: Re: Carbine Studios' "Wildstar"
Post by: Azuredream on June 21, 2014, 11:12:12 AM
That jpg was actually slightly incorrect in its cockstabbiness. It says you can do the same world boss over and over and it gives credit- but that's wrong, you need to kill ten separate world bosses.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on June 21, 2014, 02:05:40 PM
That jpg was actually slightly incorrect in its cockstabbiness. It says you can do the same world boss over and over and it gives credit- but that's wrong, you need to kill ten separate world bosses.

Apparently it was bugged. Early guilds could just farm the same world boss over and over. That's been "fixed", except some of the bosses bug out frequently, so, yeah, now there's whining about early guilds getting a free ride. Don't you just love early MMO drama?


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 22, 2014, 09:13:48 AM
Tried the first dungeon with my tanky warrior. Beat the first boss until some of the puggies had to leave and the whole thing fell apart.

I didn't like the boss dynamic at all. It was 100% about dodging telegraphs, which is pretty terrible, being overly simplistic and needlessly hard (twitchy) at the same time. Also trivializes the skillbar, doesn't really matter what you spam even as a tank, just as long as you dodge shit.

fake edit: special mentions to the bad sound design, it's all a cacophony. You'd think a smart game designer would put something like a resounding CLANG sound when the boss makes everyone lose their weapons. Instead it was just a confusing "why do I have to run at these glowy blue things" moment.

real edit: I just noticed I'm not getting credit for group quests just by damaging the quest mob before it gets killed. Is it a bug or did they really fuck up group quests on purpose?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 22, 2014, 10:50:11 AM
Why is that a bad thing?  I'd rather not race for a mob or wait on a respawn.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 22, 2014, 10:53:07 AM
Why is that a bad thing?  I'd rather not race for a mob or wait on a respawn.

I think you misread me (or I wrote funny). With this change or bug you have to formally group up and get there first or you have to wait for respawn. It went from GW2 style to old WoW.



Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 22, 2014, 10:57:13 AM
Ohh. Hmm.  I could swear you do get credit.  At least for 2-3 man mobs. I suppose if it's group 5 they strictly enforce it.  That is unfortunate.


Title: Re: Carbine Studios' "Wildstar"
Post by: amiable on June 23, 2014, 05:32:59 AM
Has the new game shine worn off enough for everyone to cancel yet?

I played for about 2 weeks and leveled up my medic to 25, I had a good time in PvP and an OK time in PvE, but looking at the dick punch of an endgame that would mean I would 24-7 to gear up to play in BG's and warplots I just decided it wasn't worth it to jump on that treadmill.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on June 23, 2014, 05:54:16 AM
Awwww, Gabe is just discovering the joy of being the MT in an MMO and doing difficult content:

(http://i.imgur.com/eRO7d5Y.jpg)

Given he up until recently was a self-admitted clicker and that Wildstar's PVE content starts at "Dickpuncher" difficulty- how long do you give him before he quits in a huff?


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 23, 2014, 05:57:06 AM
Is Penny Arcade doing product placement in their comics now?


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on June 23, 2014, 06:06:17 AM
I would say yes, defenders would say they're just drawing what their setups actually look like. Incidentally Razer gave Gabe a bunch of free shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 23, 2014, 06:07:19 AM
Is Penny Arcade doing product placement in their comics now?

Better question: are you surprised?  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 23, 2014, 06:12:32 AM
More like, "right, now I remember why I stopped reading them".


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 23, 2014, 06:51:36 AM
My wife has played and raided in MMOs with me for a very long time, although it has been a couple of years since she was interested in playing. She was watching me do one of the level 20 dungeons with some guild members and a pick up guy. After about 15 minutes and a boss fight, she asked me if I was raiding already. She was floored when I told her it was one of the first dungeons.


Title: Re: Carbine Studios' "Wildstar"
Post by: kaid on June 23, 2014, 07:11:58 AM
The adventures are pretty reasonable difficulty level but the dungons are deffinately more like the TBC level wow dungeons difficulty wise with more ground stuff to dodge thrown in.


One odd thing after doing a bunch this weekend the XP for both is pretty bad compared to leveling and other than some interesting fab kit drops the loot is actually not even as good as the reputation stuff you can unlock for doing a zone. At max level they probably will be more useful but there seems little to recommend about the dungeons for leveling bad cash due to wipes, minimal gear thats side grade at best and bad xp.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 23, 2014, 07:45:50 AM
Man, I just spent a few minutes running off the eastern edge of the map in Galeras. Such majestic sights, huge rolling hills of grass and rocky islands off the coast. Not a creature in sight, just the landscape and the player. Why did they have to stuff all the zones so full of shit that you can't go two steps without aggroing a mob, when they're clearly capable of making awesome vistas of the proper scale?

edit: screenshots!



Title: Re: Carbine Studios' "Wildstar"
Post by: kaid on June 23, 2014, 08:37:43 AM
I would agree that a lot of zones have a bit of the gw2 undead area feel of zone population density. Some it is hard and or annoying to attempt to move through zones even when mounted because it is pretty close to impossible to maneuver around without tripping off agro. This is doubly so if you are an engineer who's bots attack everything that even glances at you in an aggressive fashion.


I am wondering if some of it may not just be they have the zones spawns set high for initial month crush of levelers to make sure people are not running around just looking for stuff to kill.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on June 23, 2014, 09:10:27 AM
Is Penny Arcade doing product placement in their comics now?

Now?  I'm pretty sure it's been going on for years.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 23, 2014, 09:55:56 AM
Man, I just spent a few minutes running off the eastern edge of the map in Galeras. Such majestic sights, huge rolling hills of grass and rocky islands off the coast. Not a creature in sight, just the landscape and the player. Why did they have to stuff all the zones so full of shit that you can't go two steps without aggroing a mob, when they're clearly capable of making awesome vistas of the proper scale?

edit: screenshots!


My dominion character went explorer, and while I was initially put off, you do get to see some neat stuff baked into these zones.  I combined it with stalker, so the mob density isn't a massive issue, although a lot of stuff seems to look straight through it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on June 23, 2014, 10:13:02 AM
I think the difficulty of the pve content is probably the one thing that has me the most excited about this game.  I can see how the average f13 poster would be in tears though. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 23, 2014, 10:25:11 AM
The spider queen is an interesting noob introduction to the difficulty in this game.  I got in a group that probably could have done it with just 4 of us, but in all 4 attempts someone would do something dumb and die in the first 2 seconds.  The underleveled spellslinger pulled it without telling anyone a few times, the warrior ate every telegraph, etc. Neither spellslinger would heal or attempt to heal.  Ended up beating it finally with a group of 5 that included a medic.   I died to white damage, because my stalker wasn't geared/specced to tank after the warrior made a mess of it.  Of course, that was one time I didn't make it out of the telegraph.  The medic was suitably annoyed.

That spider queen telegraph is a bit of a bitch, however.  It's one that follows you and a couple times that I thought I was out of it, I ended up getting hit anyways.   :oh_i_see:  Very difficult to avoid instagibs are not fun.  I'm not sure I'll stay for the group PVE, unless they tone it down or I find an add-on that makes it easier for me to process visually.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on June 23, 2014, 10:43:49 AM
I think the difficulty of the pve content is probably the one thing that has me the most excited about this game.  I can see how the average f13 poster would be in tears though. 
You also enjoy watching a game implode because there are never, ever enough "uber" poopsockers to actually pay the bills?  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 23, 2014, 10:59:44 AM
It's really weird though, the open world content is really not hard at all compared to the dungeons. So they start up catering for normal people, then they fuck it all up by making dungeons not appealing unless you're willing to put a lot of time into them (my summer vacation ends in a week, no chance of me doing these sorts of dungeons after that). I feel the TBC comparison is a bit off, because back then you could do regular dungeons no problem with pugs. You didn't miss any dungeon content if you were a filthy casual, but if you wanted it you could sock your poop all day.

edit: and that's not even taking into account the gold/silver/bronze system. That I believe will kill this game even for poopsockers. Because people will drop or start arguing, constantly.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on June 23, 2014, 11:59:24 AM
Is Penny Arcade doing product placement in their comics now?

Now?


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on June 23, 2014, 02:32:42 PM
Robert Khoo is a smart man. I fully believe he'll exploit every available opportunity for revenue to bring profit to Penny Arcade, Inc, including Mike and Jerry, and for Mike, Jerry and all the employees, it's in their interest to do what he says.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on June 23, 2014, 03:08:31 PM
I think the difficulty of the pve content is probably the one thing that has me the most excited about this game.  I can see how the average f13 poster would be in tears though. 
You also enjoy watching a game implode because there are never, ever enough "uber" poopsockers to actually pay the bills?  :why_so_serious:

I prefer it to guild wars 2 dungeon mechanics yes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 23, 2014, 03:36:07 PM
That's a low bar to hurdle.

edit: To be fair, I didn't dungeon crawl much in GW2 other than a few fractals.  It was not pleasant.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 24, 2014, 07:13:36 AM
Almost every DIKU MMO with a Trinity has easy as balls dungeons that you can faceroll through. I don't see a problem with a game with hard ones.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 24, 2014, 07:32:27 AM
It's not about there being hard ones, it's about there not being any easy ones. And on top of that, the medal system drags out the same kind of problem as MOBAs: one guy fucks up, the entire team is screwed. The difference is, in Wildstar there is no penalty for leaving and no penalty for bad behavior. On top of that it seems that progress is tied to getting gold medals, so as time goes on, the less chance new level 50s (or people who play slow) have in terms of accessing content.

My prediction is that this game's community will be extraordinarily toxic within a month or two, and most non-poopsockers will be gone.



 



Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 24, 2014, 07:33:28 AM
Almost every DIKU MMO with a Trinity has easy as balls dungeons that you can faceroll through. I don't see a problem with a game with hard ones.

I don't either if the game is meant for a niche audience.  Wildstar was made for mass appeal.  The masses are quickly figuring out that they aren't as hardcore as they thought they were.  The result will be that these masses will soon be taking their money with them when they leave.



Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 24, 2014, 07:39:50 AM
Yah, what lured me in was the promise of exciting content (ie. not all complete autopilot), not cockstabbing as a virtue in itself. This whole hardcore business devalues itself greatly when even the most pedestrian of starter dungeons pretends it's C'Thun.



Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 24, 2014, 07:42:06 AM
The masses are quickly figuring out that they aren't as hardcore as they thought they were.

It's fun to watch their elite dreams die. Like watching people who cleared normal in WoW talk shit about welfare epics and EZ mode.


Title: Re: Carbine Studios' "Wildstar"
Post by: murdoc on June 24, 2014, 08:09:38 AM
I have never played an MMO where I enjoyed the dungeon, so I am guessing that this game won't be for me. I think the closest I came was I liked ganking people in Darkness Falls in DAoC.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 24, 2014, 08:11:08 AM
I have never played an MMO where I enjoyed the dungeon, so I am guessing that this game won't be for me. I think the closest I came was I liked ganking people in Darkness Falls in DAoC.

Rift had good dungeon mechanics and SWTOR weren't too bad either.  I was never a fan of WoW as there was too much red shit to dance around and Wildstar is like WoW red shit on steroids.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on June 24, 2014, 08:33:02 AM
SWTOR's dungeons were a bit punishing on the heroic side (particularly the Rhakgoul ones), and I never got to the "hard" RIFT stuff but it seemed okay.

I watched videos of the dungeon runs in Wildstar and was immediately like "Nope!".


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 24, 2014, 09:01:43 AM
Rift's dungeons were pretty fun, the few that I did.  Some difficult boss mechanics, but nothing too bad.  Too bad the game was so bland.  I'm not sure bland even covers it, it was such a flat, soulless presentation.  Somewhere in the middle of Rift, SWTOR, and Wildstar is an awesome game that will never be made.  


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on June 24, 2014, 09:37:35 AM
Too bad the game was so bland.  I'm not sure bland even covers it, it was such a flat, soulless presentation.   

 :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 24, 2014, 09:44:42 AM
Rift's dungeons at launch and Wildstars non-veteran dungeons are roughly the same difficulty level. Wildstar just feels harder due to the combat mechanics. I don't know how much harder dungeons get at the level cap as my character is still hovering around 30.

The leveling content is legitimately harder than any recent MMO, but I'm okay with that because leveling content in games like SWTOR, Rift, or WoW was incredibly boring due to the non-existent threat enemies pose.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 24, 2014, 09:48:40 AM
Rift's dungeons at launch and Wildstars non-veteran dungeons are roughly the same difficulty level. Wildstar just feels harder due to the combat mechanics. I don't know how much harder dungeons get at the level cap as my character is still hovering around 30.

It's a different kind of difficult.  One was a dps race while the other is a lesson in dodging red crap.  I prefer the former. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 24, 2014, 09:56:40 AM
I have never played an MMO where I enjoyed the dungeon, so I am guessing that this game won't be for me. I think the closest I came was I liked ganking people in Darkness Falls in DAoC.

This is me, but the only dungeon i enjoyed was the first one in SWTOR.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 24, 2014, 10:10:34 AM
For the record, I feel that Rift and SWTOR were both mechanically superior to Wildstar.  Wildstar gets points for their humor, quest variety, and general atmosphere.  

I lasted 6 months in Rift, about a year in SWTOR, and will be quitting Wildstar after the first month.  Not sure that is burnout or a conflict with the game mechanics talking though.  I'm guessing mechanics.  GW2 lost my interest for similar reasons.  If I have to kite or circle strafe through an entire combat sequence, I'm not really interested. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 24, 2014, 10:27:17 AM
The masses are quickly figuring out that they aren't as hardcore as they thought they were.

I really don't think most people went into this thinking 'yay hardcore difficult stuff and I'm awesome.' The game wasn't really advertised as 'Wildstar is going to make you its bitch'. I think all that stuff is probably a surprise to most people who saw the ads for a fun, colorful WoW clone.

 I'm guessing mechanics.  GW2 lost my interest for similar reasons.  If I have to kite or circle strafe through an entire combat sequence, I'm not really interested. 

This is me too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 24, 2014, 10:51:06 AM
I'm OK with either, but I wish Wildstar had some sort of autoattack, so I don't have to keep mashing the resourceless attack when I'm low on whatever.  Gets tiring.   Straight up diku stand-n-bang isn't really my favorite, but it can be improved if it's not at a glacial pace.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 24, 2014, 12:01:40 PM
I'm OK with either, but I wish Wildstar had some sort of autoattack, so I don't have to keep mashing the resourceless attack when I'm low on whatever.  Gets tiring.   Straight up diku stand-n-bang isn't really my favorite, but it can be improved if it's not at a glacial pace.

I'm totally fine with moving to avoid shit.  That makes perfect sense.  Having to move all the time while constantly spamming buttons... not my thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 24, 2014, 01:51:36 PM
I'm with (most) of you guys. Constant forced movement isn't particularly difficult, but I find it quickly tiresome. I can't seem to get into that MMO zen state in Wildstar. Haven't logged in for the past week.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 24, 2014, 02:01:08 PM
Aren't adventures easy?


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 24, 2014, 02:03:25 PM
An elitist would say yes absolutely, but you still need to pay attention at all times, and you are likely to wipe a bunch your first time. They're certainly easy compared to wildstar dungeons, but are quite difficult compared to WoW heroic dungeons or LFR.


Title: Re: Carbine Studios' "Wildstar"
Post by: AcidCat on June 24, 2014, 02:05:35 PM
I'm with (most) of you guys. Constant forced movement isn't particularly difficult, but I find it quickly tiresome. I can't seem to get into that MMO zen state in Wildstar. Haven't logged in for the past week.

I have to agree as well. Granted part of my dissatisfaction with the game is my old computer doesn't run it well and it frequently crashes. But even when it's working ok enough, I just found the game kinda wore me out. It's just too frantic all the time, I guess I want a more relaxed pace in my MMOs.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 24, 2014, 02:08:11 PM
Adventures are just boring because they went with the dumb virtual reality idea. Felt like those terrible caverns of time back in WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on June 24, 2014, 02:09:24 PM
Aren't adventures easy?

They aren't too bad, they are just chronically under-explained in-game. Your first time running each of them will likely be difficult, but completing them after that shouldn't be too difficult. Things get harder if you are trying to get a specific medal.

I'm with (most) of you guys. Constant forced movement isn't particularly difficult, but I find it quickly tiresome. I can't seem to get into that MMO zen state in Wildstar. Haven't logged in for the past week.

I have to agree as well. Granted part of my dissatisfaction with the game is my old computer doesn't run it well and it frequently crashes. But even when it's working ok enough, I just found the game kinda wore me out. It's just too frantic all the time, I guess I want a more relaxed pace in my MMOs.

I enjoy the combat and movement, but Wildstar definitely wears me out in a way that other MMOs don't. 2 hour sessions are my limit, anything longer than that and I start to feel mentally and physically tired.

It's a big part of the reason I'm still only level 30.  That said, playing 1-2 hours a few times a week I'm still having a great time with the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 24, 2014, 02:50:39 PM
I suppose it sort of depends on where you want your brain to be when playing an MMO. Most of the time when I am MMOing, I don't want to be ON ALERT at ALL TIMES, that gets tiring and makes me log off. I like to have a variety of brain activity. Sometimes I want to faceroll through a dungeon with some friends while eating dinner. Sometimes I want to PUG something without giving myself an ulcer. Sometimes I want to PUG something AND give myself an ulcer. Sometimes I want to do something challenging with my friends. Sometimes I want to question my choice of friends as we wipe constantly to a raid boss that we beat on the first try the week before.

The problem, from how it looks right now, is that Wildstar comes in two modes: completely braindead overworld stuff (and I can't even eat a sandwich during THAT because I have to still punch attacks, so still sucks) or ulcertown, with very little in between. I generally prefer the in between with occasional forays into the other stuff, but Wildstar, in spite of how its marketing comes across, is not at all interested in providing that (for now, anyway).


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on June 24, 2014, 02:56:35 PM
Almost every DIKU MMO with a Trinity has easy as balls dungeons that you can faceroll through. I don't see a problem with a game with hard ones.

You left out the word "enjoyable".


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on June 24, 2014, 03:17:15 PM
I suppose it sort of depends on where you want your brain to be when playing an MMO. Most of the time when I am MMOing, I don't want to be ON ALERT at ALL TIMES, that gets tiring and makes me log off.

That's because you're old and feeble. Get out of the way of the teens and 20-somethings chain-chugging Monster, Bawlz & Red Bull.  CHOO CHOO.

 :awesome_for_real:

I'm only half joking, too. It really feels like that's who modern combat in games is aimed at and I just can't give a shit anymore. Coincidentally I'm finding more and more "old man" hobbies appeal more and take more time than video games these days. I took a lovely walk the other day...


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 24, 2014, 03:42:53 PM
We had that kind of game in our 20s, they deserve nothing less if they want it.

At this point though, I'm sticking to silly things like SWTOR and I don't raid.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on June 24, 2014, 03:58:51 PM
It's not really that I can't (yet  :why_so_serious:) but that I can't really be bothered most of the time. Which I suppose is a different Old Person Thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on June 24, 2014, 04:22:47 PM
I hadn't really thought about it but someone hit the nail on the head when they said Wildstar wears you out after an hour or two. I play the game in little bursts then log out. Other games I can stay in for hours, sometimes with Netflix running in my other monitor and I'm fine with that. I think it comes down to my motivations. I no longer play for e-peen. I play for some social stuff and some pve stuff but raids? Shit I have to concentrate on? Fuck that. I work during that day and am too damned tired at night to work on my game too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 24, 2014, 06:09:20 PM
I hadn't really thought about it but someone hit the nail on the head when they said Wildstar wears you out after an hour or two. I play the game in little bursts then log out. Other games I can stay in for hours, sometimes with Netflix running in my other monitor and I'm fine with that. I think it comes down to my motivations. I no longer play for e-peen. I play for some social stuff and some pve stuff but raids? Shit I have to concentrate on? Fuck that. I work during that day and am too damned tired at night to work on my game too.

It's probably a sign I'm old (just turned 40) but I felt the same way.  Playing Wildstar wore me out.  All the button clicking and dodging gets tiresome after awhile.

Also, the older I get the more naps I want to take. :geezer:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on June 25, 2014, 04:37:26 PM
I don't find Wildstar combat tedious. I don't play it like I have other MMOs though. Like others, my sessions are infrequent and maybe 60-90 minutes. It's more hands on keyboard than EQ1, but I feel it's much different from how I played GW2 (wherein I dodged I think more frequently than was mathematically required :wink:).

The thing I have lost as I've gotten older though is the desire to spend multi-hour sessions glued to my screen to the exclusion of the real world. Somewhere around the seventh MMO requiring me to do that burned me out. No big loss there, just means I won't be selling accounts to whoever still buys that shit  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 26, 2014, 06:59:48 AM
It's not really that I can't (yet  :why_so_serious:) but that I can't really be bothered most of the time. Which I suppose is a different Old Person Thing.

It's absolutely an old person thing. Tanking and raid leading in WoW is still something I can do if I wanted to. The problem is you realize just how stupid it is wasting that much disposable time on an MMO that will replace your accomplishments every 6 months.

Or in the case of this WoW expansion, 12-16 months if they are lucky.


Title: Re: Carbine Studios' "Wildstar"
Post by: kaid on June 26, 2014, 07:44:14 AM
Aren't adventures easy?

They aren't too bad, they are just chronically under-explained in-game. Your first time running each of them will likely be difficult, but completing them after that shouldn't be too difficult. Things get harder if you are trying to get a specific medal.

I'm with (most) of you guys. Constant forced movement isn't particularly difficult, but I find it quickly tiresome. I can't seem to get into that MMO zen state in Wildstar. Haven't logged in for the past week.

I have to agree as well. Granted part of my dissatisfaction with the game is my old computer doesn't run it well and it frequently crashes. But even when it's working ok enough, I just found the game kinda wore me out. It's just too frantic all the time, I guess I want a more relaxed pace in my MMOs.

I enjoy the combat and movement, but Wildstar definitely wears me out in a way that other MMOs don't. 2 hour sessions are my limit, anything longer than that and I start to feel mentally and physically tired.

It's a big part of the reason I'm still only level 30.  That said, playing 1-2 hours a few times a week I'm still having a great time with the game.


There is a serious feeling of what the hell is going on when doing adventures the first few times. Once you figure out what that adventure is trying to do they are pretty reasonable.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 26, 2014, 09:03:03 AM
Gonna complain some more: why is the explorer path so unfinished? Nothing at all ever happens with any of it. Why am I even running around doing this?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 26, 2014, 09:18:08 AM
Gonna complain some more: why is the explorer path so unfinished? Nothing at all ever happens with any of it. Why am I even running around doing this?

For the costume pieces and sweet mount flair!!!   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 26, 2014, 10:08:29 AM
Thought this was funny... and true.

(http://v.cdn.cad-comic.com/comics/cad-20140625-65f08.png)


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on June 26, 2014, 06:41:12 PM
Gonna complain some more: why is the explorer path so unfinished? Nothing at all ever happens with any of it. Why am I even running around doing this?

Yeah, feel the same way about scientist.  It makes you think you're going to get little lore tidbits when you scan things, but it turns out that only happens in the tutorial.  Sort of disingenuous, really.

Ok, I think one time in Farside I scanned something that gave me a little tidbit.  So maybe one in forty scientist quests have it.  Seems legit.

That said I do like the game quite a bit so far.  Glad I haven't hit 50 though, from the sounds of it.  I actually am cool with cockstabbing, but not utterly toxic social environments.


Title: Re: Carbine Studios' "Wildstar"
Post by: Feverdream on June 26, 2014, 10:31:31 PM
I have never played an MMO where I enjoyed the dungeon, so I am guessing that this game won't be for me. I think the closest I came was I liked ganking people in Darkness Falls in DAoC.

Oh good lord.  Now that you've resurrected the name, I really miss Darkness Falls.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 27, 2014, 05:23:33 AM
Is there anything worthwhile happening story wise when you switch continents after the snowy place on the Exile side? I only have a few days left on the clock and am wondering if there's any point in picking up the pace to see it.



Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 27, 2014, 07:33:38 AM
Is there anything worthwhile happening story wise when you switch continents after the snowy place on the Exile side? I only have a few days left on the clock and am wondering if there's any point in picking up the pace to see it.

Not in my opinion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 27, 2014, 07:41:01 AM
The story isn't a high point of this game.  They string it together in a pretty disjointed manner. 

I'm running into population problems with my play time + reroll + level.  Being a character in the teens right now means it's nigh impossible to get a group for anything other than a 2 man boss.  Yay.  :|


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on June 27, 2014, 07:53:06 AM
Seems like this MMO like so many others was mostly smoke and mirrors. Oh well, at least the sights and sounds were nice, and seemingly front loaded too.

And I shall never understand why all the devs persist with the "use once and discard" model of zone progression.



Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on June 27, 2014, 01:38:01 PM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 27, 2014, 08:12:45 PM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.
My wife was thought she was doing me a "solid" by getting me a new mmo before consulting me about whether or not I wanted it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 27, 2014, 08:22:15 PM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.

I followed some friends.  I think that it's worth the box cost just for the trip to level 50.  I'm just not feeling a subscription cost.  It's just too grindy for my tastes any more.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on June 27, 2014, 11:52:06 PM
There's so much I want to like about this game, but at the end of the day I don't really want to play it.  It actually made me reinstall EQ1, just to look at how MMO games have progressed in 15 years.  I'm not sure they're moved in a positive direction.

It's so damn action-oriented, every single bit of it requires attention.  I simply can't spend that time anymore on a game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on June 28, 2014, 12:55:52 AM
I'm still having fun with it. I'm a little bit into level 49 and should be 50 in the next couple of days if I can find the time to log in.

Though, I will say, the shine has started to wear off a little and the flaws are starting to stick out. Right now, my biggest annoyance is the amount botting going on. I just don't see how they were this unprepared. A couple mornings ago I just stood at a mining node for 10 minutes and watched as 6 or 7 people warped in and warped out in that period. And the thing is, that's in every single zone. This is probably the worst I've ever seen in an MMO.

So, the market for gathered tradeskill mats is totally in the toilet. Just vendoring them is way more profitable than actually selling them on the market. Though, I guess it's good for those that didn't take a gathering skill.

On the bright side, I'm still enjoying the dungeons. I'm still really happy with the stalker and really enjoy combat the same as I did when I made the character.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on June 28, 2014, 08:24:00 AM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.
I ignored it for the most part, followed this thread only barely, had one few-minute game play at some PAX or another, it launched when I needed a new game, and Watch Dogs looked like it sucked on PC :-)

It's exactly what I need right now. I don't care about 90% of what I used to care about in MMOs, nor what most people here still consider important. I'm not competitive, I'm not racing, I'm not even really play with other people unless they happen to be in the vinicity, if I go a week without logging in, that's fine, and I'm not building a warchest or account for resale.

Much of why I like it is because it's a throwback to early WoW in feeling different but still having enough jank to make me feel like I'm figuring stuff out, mixed with a bit of GW2 just-around-that-next-corner, with a plot-customization system evocative of EQ2 that neither of those other games had at all.

And all of it without that goddamned f2p microtransaction slot machine crap. It's nice not to have that shit all over my passtime.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 28, 2014, 03:50:09 PM
This MMO is bar none the CLOSEST to getting it right since wow. It fails, but it was close enough to convince many, including myself. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 28, 2014, 03:56:25 PM
This MMO is bar none the CLOSEST to getting it right since wow. It fails, but it was close enough to convince many, including myself. 

I honestly think SWTOR was closer.  Wildstar is built too much for the large guild, raider types. 


Title: Re: Carbine Studios' "Wildstar"
Post by: AcidCat on June 28, 2014, 04:11:44 PM
It's so damn action-oriented, every single bit of it requires attention.  I simply can't spend that time anymore on a game.

Yeah, it really made me realize that what I want in an MMO is a less gamey experience and a more immersive one. As much as I like the colorful art style of Wildstar, it just doesn't feel like a real place to exist and explore in, its more like participating in some frantic cartoon. WoW used colorful stylized graphics but still presented a game that felt like a world, and there was room to breathe. This game just lacks that crucial quality.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on June 28, 2014, 04:51:00 PM
So will they cave and make it more casual-friendly, or will they ride the poopsockers down to a watery grave?


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on June 28, 2014, 05:58:57 PM

The "Hardcore" do not admit failure gracefully.... or really understand different play-styles, so only if the sub numbers are really disastrous. Besides, the customer base they have been sucking up to will crucify them if they change direction.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 28, 2014, 08:06:03 PM
So will they cave and make it more casual-friendly, or will they ride the poopsockers down to a watery grave?

Honestly, the second.  By the time they realize what's happening, it'll be too late.  If I'm wrong, good for them.  I'd like to see this game be sufficiently successful, so it's around long enough to learn all of the lessons that WoLK era WoW did long before them. 

I'm still enjoying the game, but I'm taking it really slow (and already rerolled at 30) and will be consciously avoiding the grouped PVE crap.   Right now, it'll take very little for me to just walk away.  Divinity's release on Monday may just do that.

WoW used colorful stylized graphics but still presented a game that felt like a world, and there was room to breathe. This game just lacks that crucial quality.

There's no cohesion.  Nexus doesn't feel like a world.  WoW made some sense geographically, and that counts for something. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on June 28, 2014, 10:53:52 PM
I'm having fun on a pvp server.  I forgot how much I missed pvp in FFXIV and spellslinger is probably one of the most fun dps classes I've ever played.  I was also able to buy credd with just normal play which means I might even make it 2 months.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 28, 2014, 11:34:25 PM
You know why spellslinger is fun in pvp?  Because it's overpowered as hell... particularly in the lower levels. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on June 29, 2014, 02:10:54 AM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.
Because a lot of people here want a WoW-killer so badly that they keep convincing themselves that this time it'll work, that this will be the game that finally delivers them from the Evil Clutches Of Blizzard and that other people will finally see that THEY WERE RIGHT ALL ALONG and so on and so forth.

And then it's a month or two later and they realise they've pissed away another hundred dollars on a sub-par WoW clone and quietly unsubscribe while looking for the next Next Big Thing that will kill WoW, this time for sure!


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on June 29, 2014, 02:23:19 AM
A game with this design also evokes strong nostalgic feelings for a lot of people.

The first MMOs that many of the older set played will have been very pre-WoW, back when raids were really hard, levelling was a grind, being punched in the nuts was what the game was all about. Even if, rationally, you understand that making the genre a million times more accessible is what got WoW 11 million players, the oft-repeated narrative of "it's all been dumbed down for teh casuals!" can gain some traction.

The pre-Trammel UO PvP crowd got the game they always said they wanted - Darkfall, and it turned out they were wrong. Let's see if the "make it harder!!!" group are large enough to make Wildstar a success. I hope they are tbh, but I doubt many people here will be in that group long term.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on June 29, 2014, 03:34:51 AM
So will they cave and make it more casual-friendly, or will they ride the poopsockers down to a watery grave?
https://forums.wildstar-online.com/forums/index.php?/topic/86702-upcoming-changes-to-gold-medal-rewards-from-dungeons-and-adventures/#entry876468
Quote
Greetings Nexians!

Based on the feedback we’ve been getting both from you and our own internal testing, we are planning on making revisions to the way Superb-quality loot is awarded in dungeons and adventures. Simply put, we currently place too much value on completing gold runs for veteran level content. By placing Superb-quality rewards behind a gate of near-perfect PUG performance, we have fostered a “Gold runs or bust” mentality that is negatively affecting our group play experience. We’d much rather people engage with the content and complete the runs they start.

 

Therefore, we will soon be implementing the following changes:
o   The existing gold medal rewards are being removed from gold medal completion.
o   These rewards will instead drop off the final bosses or encounters for dungeons and adventures.
o   The table from which this loot drops has a chance to be selected and is granted in addition to that bosses regular loot.
o   Any medals earned instead will instead give the group bonus rolls on an instance-wide loot list, at the end of the instance, on top of extra coin and experience rewards.
o   By way of example, completing a bronze medal would provide one bonus reward roll on top of the regular boss kill and completion reward, while a silver medal would provide two bonus rolls and a gold medal would provide three bonus rolls.
o   The items on these rolls are randomly selected from all equipment rewards that could drop from any boss or encounter inside that instance.

§  Each of these bonus rolls has a smaller, flat chance to select from the list of superb rewards.

We want groups to complete full runs of the dungeons and adventures, regardless of the medal earned. Instead of needing to disband immediately when a gold run fails, the Superb-quality rewards are available by working together to get through the instance. Simply put: if your group runs Veteran Sanctuary of the Swordmaiden, all you need to do to earn a shot at Superb-quality loot is defeat Spiritmother Selene. No more medal requirements! If you have any more feedback for us, please post it. The devs are listening!

The thread after that post is good reading.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on June 29, 2014, 04:21:56 AM
Ugh. That entire thread is just a cesspool of everyone I hate in MMOs.

I'm feeling stabby.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on June 29, 2014, 05:46:30 AM
They should create a wow armory type site so that you can find out all the people pretending to be hardcore aren't max level, haven't even run said dungeons, have shit gear and idiotic builds.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on June 29, 2014, 11:03:44 AM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.
Because a lot of people here want a WoW-killer so badly that they keep convincing themselves that this time it'll work, that this will be the game that finally delivers them from the Evil Clutches Of Blizzard and that other people will finally see that THEY WERE RIGHT ALL ALONG and so on and so forth.

And then it's a month or two later and they realise they've pissed away another hundred dollars on a sub-par WoW clone and quietly unsubscribe while looking for the next Next Big Thing that will kill WoW, this time for sure!

Please point to where anyone at all in this thread said wildstar would even get close to wow numbers.  Wildstar had a shot to be a big game and it's blown it, too bad, so sad but let's not re-write history to fit some inane agenda.   


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 29, 2014, 11:14:51 AM
The time to realize making a game for the hardcore was a dumb as shit idea was before a single line of code was written.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on June 29, 2014, 11:40:36 AM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.
Because a lot of people here want a WoW-killer so badly that they keep convincing themselves that this time it'll work, that this will be the game that finally delivers them from the Evil Clutches Of Blizzard and that other people will finally see that THEY WERE RIGHT ALL ALONG and so on and so forth.

And then it's a month or two later and they realise they've pissed away another hundred dollars on a sub-par WoW clone and quietly unsubscribe while looking for the next Next Big Thing that will kill WoW, this time for sure!

You really badly misunderstand people's motivations.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on June 29, 2014, 11:48:42 AM
I hadn't really thought about it but someone hit the nail on the head when they said Wildstar wears you out after an hour or two. I play the game in little bursts then log out. Other games I can stay in for hours, sometimes with Netflix running in my other monitor and I'm fine with that. I think it comes down to my motivations. I no longer play for e-peen. I play for some social stuff and some pve stuff but raids? Shit I have to concentrate on? Fuck that. I work during that day and am too damned tired at night to work on my game too.
It's probably a sign I'm old (just turned 40) but I felt the same way.  Playing Wildstar wore me out.  All the button clicking and dodging gets tiresome after awhile.

Also, the older I get the more naps I want to take. :geezer:
I'm an old fart and I don't think it is twitchy enough. It's in this weird half-assed semi-twitch state similar to GW2. If it was full on twitch like TERA (i.e. TERA in a Sci-Fi setting with more shooty stuff) I would likely be playing it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on June 29, 2014, 11:49:26 AM
Frankly, its pretty obvious WOW is killing itself at this point, people have moved on from looking for the WOW killer.

I think it will be realized when the histories are done that WOW was an aberration solely due to it being from Blizzard in a period where Blizzard were the rock stars of the gaming universe, rather than being the "norm." Every other MMO wasn't from Blizzard so it "failed" by the ludicrous carpets of money standards.

Anyway, I was tempted to try wildstar as I liked the art direction, but when I read the mechanics I decided to give it a pass.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 29, 2014, 11:57:50 AM
I had a guild with around 30ish active players, nobody has logged on in four days except for me. I know that probably isn't any kind of real indicator, but it does suck for me. I was also the only guild member to make it past 30.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 29, 2014, 01:12:30 PM
I quit before making it to level 25, when you get the first big ability upgrades. Just have no compulsion to log in. I never even gave them my credit card, so I'll just let the account lapse on July 3rd.

I never planned to play at max level; I bought it for the leveling content, hoping that would offer the same engaging experience as WoW. It didn't, and the constant movement and frankly solo grinding difficulty make it a drag. Not really difficult , but you must pay attention the entire time, and you have to constantly push buttons. Tiring, not fun. Oh well. Shrug.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on June 29, 2014, 02:48:10 PM
I had a blast playing it, if they had aimed for the mainstream, they really had a chance. However, instead of the second month being "OMG PLAY THIS NOW!" the people are "yeah, I cancelled that."


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on June 29, 2014, 03:12:56 PM
I had a guild with around 30ish active players, nobody has logged on in four days except for me. I know that probably isn't any kind of real indicator, but it does suck for me. I was also the only guild member to make it past 30.

Nope, says a lot.  Was the same for me in TOR, had a great guild at the start, big numbers and by the end about 3 of us still played.  Ive been playing FFXIV since launch which has done well and in my FC we have lost a few people but we have gained a lot more and most of us who started still play daily.  I think your point is very representative


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 29, 2014, 04:13:39 PM
I've been thinking of going back to FFXIV.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 29, 2014, 04:20:04 PM
On the bright side, Wildstar seems to be one of those MMOs that help us appreciate the strides made by other MMOs. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 29, 2014, 04:37:37 PM
On the bright side, Wildstar seems to be one of those MMOs that help us appreciate the strides made by other MMOs. 

What MMOs would those be?


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on June 29, 2014, 05:01:33 PM
WoW and GW2, primarily.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 29, 2014, 06:16:37 PM
WoW and GW2, primarily.

Yes.  Rift and SWTOR to a lesser degree. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on June 29, 2014, 09:42:59 PM
I think Secret World is under appreciated.  It's a good game once you get past the Funcom.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 29, 2014, 10:32:46 PM
I think Secret World is under appreciated.  It's a good game once you get past the Funcom.

There's definitely something there.  The investigation quests, the skill wheel, and the costumes were pretty cool. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 29, 2014, 10:52:26 PM
I think Secret World is under appreciated.  It's a good game once you get past the Funcom.

There was a whole lot of Funcom at launch.  LOL levels of Funcom.

But yah, I loved that one.  The group content was fucking hell (reaaaally tightly tuned and tough on us chromatically challenged people), but the single player was satisfying.  You actually feel like you've "beat the game".  A truly unique experience in the MMO sphere.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on June 30, 2014, 12:08:48 AM
I think Secret World is under appreciated.  It's a good game once you get past the Funcom.

Absolutely no question that The Secret World was quite a bit more innovative. I may end up back there once the shiny completely wears off of this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on June 30, 2014, 04:24:55 AM

I realised I still had remnants of my City of Heroes : Going Rogue installation on the drive... such sadness. I must play more TSW.

I think WoW was an aberration because it was in the period where the idea of playing online games with other people was still exciting but the competition was unpolished and focused only on the hard-core raiders. Which I guess is sort of amusing from a Wildstar perspective.

Since online games are commodity items now the MMO's are either not getting made, are Korean tribal warfare simulators or are trying to ape action games (which they do badly).


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on June 30, 2014, 06:26:06 AM
I think Secret World is under appreciated.  It's a good game once you get past the Funcom.

There was a whole lot of Funcom at launch.  LOL levels of Funcom.

But yah, I loved that one.  The group content was fucking hell (reaaaally tightly tuned and tough on us chromatically challenged people), but the single player was satisfying.  You actually feel like you've "beat the game".  A truly unique experience in the MMO sphere.
I thought the combat of TSW was really a fucking drag but I really liked the game itself and this makes me hope it does well and sticks around.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on June 30, 2014, 07:06:39 AM
TSW was so close to being a success, if only it had launched without all the funcom bugs, better info on the systems and maybe a little smoother combat mechanics/animations.

It's something I've noticed in ESO too, when people actually enjoy the quests and plotline they get radically angrier if they encounter any bugs.  If your typical mmo's collect ten bear asses quest is bugged I just find it annoying and move on, who cares.  If the awesome story based multi-part mission I've been enjoying, am emotionally invested in, and am eager to see the conclusion to stops with a dozen people standing around a broken spawn point I will have a fit of nerd rage.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on June 30, 2014, 07:27:13 AM
Honestly, I can't figure out why so many here bought it. I remember when we were all excited about it a year ago, but then we got into the beta and realized that the ads were better than the game. Considering the bad feedback that came out in the few months before launch I am surprised that it got this much action to begin with.
Because a lot of people here want a WoW-killer so badly that they keep convincing themselves that this time it'll work, that this will be the game that finally delivers them from the Evil Clutches Of Blizzard and that other people will finally see that THEY WERE RIGHT ALL ALONG and so on and so forth.

And then it's a month or two later and they realise they've pissed away another hundred dollars on a sub-par WoW clone and quietly unsubscribe while looking for the next Next Big Thing that will kill WoW, this time for sure!

I don't think this is true. I suspect many people here bought it for the same reason I did. A sort of "eh, why not? If I get a month's play out of it I spent the same as I do on any other new release game." I don't even think or care about WoW anymore except in passing. WoW-killer just isn't something that even passes my mind about an MMO except when discussion of potential sub numbers come up but frankly, I would be shocked if another MMO ever approaches WoW numbers.

I didn't have any expectations except having a bit of fun and if I was pleasantly surprised and ended up subscribing it would have been a bonus.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on June 30, 2014, 09:42:31 AM
I bought it because for me, 60 dollars is worth a month of *NEW.* 5 years ago it was kind of interesting to wonder what the next WoW killer was, but anyone still wondering that is just an idiot.  It has zero relevance in regards to my enjoyment of a video game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on June 30, 2014, 09:51:04 AM
I was bored.  
People I know were going to play.
WoW is old and prohibitively expensive to get back into if you're 90% sure the first log in might be your last.  At least with GW2 and TSW, they're free to play.  So, re-tries are free.  SWTOR, I've yet to hit a max character and already have the Hutt cartel thingie, so that's cheap to try again.  But this was new new and I figured I'd get enough gameplay out to justify the price.  Although, I did take a risk in that I didn't particularly love the beta and there was a fair chance that would not have changed.

There's a lot of QOL touches and customization available right out of the box.  Too bad they didn't pair that with a more inclusive end game strategy and better world design.   Anyone chasing the raider crowd is just going to be disappointed with the numbers they end up with.

Rift might be free to play, but IMO, it's the least attractive of the post WoW crop.  Only thing going for it is class design, everything else is kind of dull or doesn't scale well to the solo level.


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on June 30, 2014, 10:42:24 AM
Rift might be free to play, but IMO, it's the least attractive of the post WoW crop.  Only thing going for it is class design, everything else is kind of dull or doesn't scale well to the solo level.

While I'm bitter about Rift for a number of different reasons. The pick up and level up experience is not one of them. They've really done a fair bit to liven up the initially dull leveling experience. While there's only one real quest path to 50, it's not terrible and they've done a fair bit of content path smoothing to help the flow. But there's also the IA thing. Most of the sub 50 leveling zones have them now and with mentoring, if you particularly like a specific zone's IA options, you can just stay there however long you want. The rewards are all scaled to your non mentored level, so you get appropriate stuff all the time. PvP leveling is also completely viable with bolstering. Mixing it up with IA and PvP makes for a completely entertaining OP experience if you buy the blue and purple gear available at each tier for the respective currency. With the soul system, you can have a different experience at least four times through.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on July 01, 2014, 04:10:07 AM
Complete patch notes for first content patch: https://forums.wildstar-online.com/forums/index.php?/topic/85926-update-notes-feel-the-strain-109/

DevSpeak vid for patch: https://www.youtube.com/watch?v=9eAso4-mIqg

And the patch is live, along with servers being up, all in a matter of a few hours. So at least the Marketing *and* Engineering teams are top-notch  :why_so_serious:



Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 01, 2014, 07:10:07 AM
I checked my guild roster, and still nobody has logged back in. So i am assuming everybody in my guild did not renew their sub.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 01, 2014, 08:16:42 AM
I keep watching their dev videos and thinking "I'd play that game... when is it being released?"



Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on July 01, 2014, 02:49:28 PM

The video seemed less energetic than the previous ones...


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 01, 2014, 05:12:54 PM
All Wildstar did for me was make me want a more traditional MMO experience, now FFXIV is getting my sub money, for a little while at least.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 01, 2014, 06:33:54 PM
The video seemed less energetic than the previous ones...

And still... it's better than the actual game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on July 02, 2014, 01:42:42 PM
I hit 50 yesterday.

I'm now officially bored. That didn't take long. There's a limit on how many "points" you can acquire through daily quests per week at 50. The very first step in getting attuned for raiding is spending 150 of these points for a key. I'm at the limit for the week and not really all that close to being able to afford it.

As soon as that happened, the grind was just too much. I'm too old for this shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goldenmean on July 02, 2014, 02:57:50 PM
I'm at the limit for the week and not really all that close to being able to afford it.

The key only costs 10 points more than the weekly limit, so that should only be the case if you prioritized spending elder points elsewhere.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on July 02, 2014, 03:27:25 PM
The key only costs 10 points more than the weekly limit, so that should only be the case if you prioritized spending elder points elsewhere.

That's a possibility.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 03, 2014, 06:33:38 AM
So I had canceled my sub about a week ago, I get an email this morning that they charged me anyways. Then I go to support and apparently they charged a lot of people who canceled. What makes it worse is that when I go into my account options, there is no way to cancel, only resubscribe.

I would use paypal to get my money back, but I don't know how that will interact with my account with ncsoft. I wouldn't want to jack up my GW2 account.

These guys fucking suck.


Title: Re: Carbine Studios' "Wildstar"
Post by: jakonovski on July 03, 2014, 07:28:53 AM
Now that has me worried, mine expires tomorrow. Paypal sent an email that the sub agreement has been cancelled, so I can't see how NCSoft could possibly get money. But still.





Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 03, 2014, 07:41:48 AM
Well that's certainly a creative way to avoid a massive drop off after the first month.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 03, 2014, 08:31:49 AM
Well that's certainly a creative way to avoid a massive drop off after the first month.

They wouldn't be the first to try it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 03, 2014, 08:32:30 AM
Now that has me worried, mine expires tomorrow. Paypal sent an email that the sub agreement has been cancelled, so I can't see how NCSoft could possibly get money. But still.

I checked my email, I had recieved the same message, make sure you go into your paypal authorizations and manually remove it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 03, 2014, 09:12:46 AM
Just realized something interesting.  Now that my subscription has ended, I can no longer post on the official forums.  I don't really care, but I thought it was an interesting way to censor people. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Father mike on July 03, 2014, 09:19:33 AM
I think I remember NCSoft doing that always.  Like all the way back to City of Heroes.  But that was a different geological age (in game time), and my memory gets blurrier every year.


Title: Re: Carbine Studios' "Wildstar"
Post by: dd0029 on July 03, 2014, 09:28:21 AM
Did everyone getting charged subscribe through Paypal? I used my card and didn't get charged or at least I haven't yet.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 03, 2014, 09:31:48 AM
Did everyone getting charged subscribe through Paypal? I used my card and didn't get charged or at least I haven't yet.
I am unsure, since they are nuking any posts on the forums that mention being charged even though they had canceled.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on July 03, 2014, 09:52:23 AM
"Oh,  you cancelled? You shouldn't have forum access then... "


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 03, 2014, 10:03:04 AM
"Oh,  you cancelled? You shouldn't have forum access then... "

I still have access because my account is active because of the billing, but when you look at my little subscription window it says no subscription, but shows that I am active for the next 30 days. It is really frustrating. I really just want to dispute it with paypal and get my money back, but I have no idea how that might affect my account with NCsoft. 15 bucks is not worth trashing my GW2 account.

As usual because they are a shitty ass company, they have no chat support or phone number to contact. I googled their number and was told they do not handle any support issues over the phone and then they hung up. I am still waiting for a response to my ticket.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on July 03, 2014, 01:32:43 PM
*Tries to emulate a Purer WOW*

*Has shitty customer and Billing service*

 :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on July 03, 2014, 02:34:02 PM
Its pretty standard in the industry to turn off access to the official forums when you quit considering all of them require an active account log in to post.  What do you really have to say there that anyone would want to read anyways.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on July 03, 2014, 02:35:10 PM
I hit 50 yesterday.

I'm now officially bored. That didn't take long. There's a limit on how many "points" you can acquire through daily quests per week at 50. The very first step in getting attuned for raiding is spending 150 of these points for a key. I'm at the limit for the week and not really all that close to being able to afford it.

As soon as that happened, the grind was just too much. I'm too old for this shit.

You are pretty much an idiot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on July 03, 2014, 03:52:13 PM
I hit 50 yesterday.

I'm now officially bored. That didn't take long. There's a limit on how many "points" you can acquire through daily quests per week at 50. The very first step in getting attuned for raiding is spending 150 of these points for a key. I'm at the limit for the week and not really all that close to being able to afford it.

As soon as that happened, the grind was just too much. I'm too old for this shit.

You are pretty much an idiot.

Someone is butt hurt people don't like what they like. :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 03, 2014, 04:30:04 PM
What do you really have to say there that anyone would want to read anyways.

i·ro·ny         ˈīrənē,ˈiərnē            noun

the expression of one's meaning by using language that normally signifies the opposite, typically for humorous or emphatic effect.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on July 03, 2014, 04:31:07 PM
I hit 50 yesterday.

I'm now officially bored. That didn't take long. There's a limit on how many "points" you can acquire through daily quests per week at 50. The very first step in getting attuned for raiding is spending 150 of these points for a key. I'm at the limit for the week and not really all that close to being able to afford it.

As soon as that happened, the grind was just too much. I'm too old for this shit.

You are pretty much an idiot.

Someone is butt hurt people don't like what they like. :awesome_for_real:

Again.   :roll:

I cancelled before they could charge me.  Nothing against the game (I actually like it), but I just feel like playing other games at the moment.   Getting through the stuff I bought on the Steam sale and playing around with Marvel Heroes will probably take me a few weeks.

I don't think their subs are going to do well and this could be quite bad for them.  They're too far sunk into their current design to quickly change gears, however.  Population numbers were pretty tiny during my play window, although this is typically the case.



Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on July 03, 2014, 05:23:38 PM
So I had canceled my sub about a week ago, I get an email this morning that they charged me anyways. Then I go to support and apparently they charged a lot of people who canceled. What makes it worse is that when I go into my account options, there is no way to cancel, only resubscribe.


You haven't completed cancellation attunement.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 03, 2014, 05:46:25 PM
Stopping non-subscribers from posting isn't really 'censorship', it's the bare minimum you have to do to not end up with something that resembles the old VN Boards.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on July 03, 2014, 05:52:19 PM
I hit 50 yesterday.

I'm now officially bored. That didn't take long. There's a limit on how many "points" you can acquire through daily quests per week at 50. The very first step in getting attuned for raiding is spending 150 of these points for a key. I'm at the limit for the week and not really all that close to being able to afford it.

As soon as that happened, the grind was just too much. I'm too old for this shit.

You are pretty much an idiot.

Someone is butt hurt people don't like what they like. :awesome_for_real:

Nope.  Its just a really stupid thing to say.   You grinded to 50 and then the next day you decided based on incorrect information that you still don't really understand... that you were going to cancel your account.  Wildstar, WoW or checkers, this makes you an idiot.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on July 03, 2014, 05:52:42 PM
You haven't completed cancellation attunement.

/topic     :drillf:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 03, 2014, 05:54:13 PM
Stopping non-subscribers from posting isn't really 'censorship', it's the bare minimum you have to do to not end up with something that resembles the old VN Boards.

FtP game forums are filled with people that no longer play.  Some of these people use the forums to stay in touch with their friends in the community.  Occasionally, their forum interactions will bring them back to the game.  This is especially true after a paradigm shift (i.e. miracle patch).

Forcing people out when their sub ends so that they can't complain/comment seems like a missed opportunity to me.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on July 03, 2014, 05:54:28 PM
What do you really have to say there that anyone would want to read anyways.

i·ro·ny         ˈīrənē,ˈiərnē            noun

the expression of one's meaning by using language that normally signifies the opposite, typically for humorous or emphatic effect.

Neat.  I won't try to make my response as clever as you did, but I didn't mean this is an insult.  I meant to say that why would someone who just canceled their account want to chat on the games official forums.  That is usually a recipe for disaster as far as the developer is concerned.  They have enough problems with the behavior of those actually subscribed.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 03, 2014, 05:57:28 PM
Neat.  I won't try to make my response as clever as you did, but I didn't mean this is an insult.  I meant to say that why would someone who just canceled their account want to chat on the games official forums.  That is usually a recipe for disaster as far as the developer is concerned.  They have enough problems with the behavior of those actually subscribed.  

See my response above.  

I see many people hanging out on the LoL and WoT forums that stopped playing.  Sometimes those interactions are enough to get them to come back and give the game another try.  I used to read the Wildstar forums occasionally.  Being unable to converse on the game decreases my interest.

While gaming forums are generally white noise, there is sometimes enough there to spark discussion.  On rare occasions that discussion is even intelligent.


EDIT: I apologize for being a smart ass earlier. Your initial post came off as rather troll-ish.



Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on July 03, 2014, 06:52:17 PM
How many posters complaining on a message board have caused someone else to leave versus continued interaction eventually bringing someone back to the game?

Not having a shitty game will have far more positive effect anyways.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 03, 2014, 08:14:19 PM
Stopping non-subscribers from posting isn't really 'censorship', it's the bare minimum you have to do to not end up with something that resembles the old VN Boards.

FtP game forums are filled with people that no longer play.  Some of these people use the forums to stay in touch with their friends in the community.  Occasionally, their forum interactions will bring them back to the game.  This is especially true after a paradigm shift (i.e. miracle patch).


And the other 99.9999% of the time they just spend the entire time shitting on the game and driving away more customers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 03, 2014, 08:35:22 PM
And the other 99.9999% of the time they just spend the entire time shitting on the game and driving away more customers.

The forums are populated by 1-2% of the most vocal members of the playerbase.  You can't possibly be serious.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on July 03, 2014, 09:19:32 PM
And the other 99.9999% of the time they just spend the entire time shitting on the game and driving away more customers.

The forums are populated by 1-2% of the most vocal members of the playerbase.  You can't possibly be serious.  

I've never known anyone to cite "negative and hostile forums" as a reason for not playing an MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on July 03, 2014, 09:25:09 PM
In any case, it's not even close to a new thing, WoW's boards were (are? I haven't even glanced at them in over a year) subscriber-only too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on July 03, 2014, 10:47:00 PM
And the other 99.9999% of the time they just spend the entire time shitting on the game and driving away more customers.

The forums are populated by 1-2% of the most vocal members of the playerbase.  You can't possibly be serious.  

I've never known anyone to cite "negative and hostile forums" as a reason for not playing an MMO.

I've used it as an excuse to stay away from the games forums though.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on July 04, 2014, 01:33:19 AM
I've never known anyone to cite "negative and hostile forums" as a reason for not playing an MMO.
Mythic did, I think :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on July 04, 2014, 06:41:56 AM
When you go into your account, there's a place where you can click "cancel".  I don't know what that cancels, but it doesn't cancel your sub.  That's how I tried to cancel the first time.  If you go into "Transaction History" and click on "Subscriptions" there and click "Cancel Subscriptions", it returns "Subscription successfully canceled" or sommat.  You also get the canceled email.  Hopefully, this works better than the other click-able cancel. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on July 04, 2014, 12:22:36 PM
I never understood this  I remember trying to quit TOR, BIG BUTTONS TO SUBSCRIBE, couldn't find the dam cancel button anywhere.  Had to Google how to quit the bitch and finally found that you had to scroll way down to the bottom, literally past nothingness to a small cancel text.  Really?  Yeah, maybe if I cant find the cancel option Ill just say screw it and stay subbed.  If anything, that pisses me off more that I wont resub later just cause I know canceling will be a pain in the ass. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on July 04, 2014, 09:34:58 PM
Stopping non-subscribers from posting isn't really 'censorship', it's the bare minimum you have to do to not end up with something that resembles the old VN Boards.

FtP game forums are filled with people that no longer play.  Some of these people use the forums to stay in touch with their friends in the community.  Occasionally, their forum interactions will bring them back to the game.  This is especially true after a paradigm shift (i.e. miracle patch).

Forcing people out when their sub ends so that they can't complain/comment seems like a missed opportunity to me.  

You can't control what people post. You can only react. And for the post part, players hit the boards to complain, not to compliment.

If you have a universally beloved game, you don't have a problem with what people are saying on your forums or in social media.

How many companies can really say that's what they have though?

Think of all the people showing up from having heard the word "game X" and google'ing it. The first thing they see is a bunch of posts about some has-been forum players planning their next RL bbq. Is it worth letting non-accountable non-paying gamers be representatives for your game in the hopes some of them might convert from lapse to active players?

Heck, forget forcing people out after their sub ends. I wouldn't let them in AT ALL until they've passed the first billing cycle. Lapsed players don't do good marketing. Heck, CURRENT players don't do good marketing. Especially on forums. Where they're coming to complain.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 07, 2014, 07:09:36 AM
That doesn't work, they just use forums you have no control over instead.  It's not like it hasn't been tried.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on July 07, 2014, 09:13:08 AM
That doesn't work, they just use forums you have no control over instead.  It's not like it hasn't been tried.
Sites are listed in search results in order of the number of sites that link to them. Any non-official forum is going to be much less popular than the official one. For random grindy MMOs that nobody cares about, the non-official forums are generally listed several pages down.

Besides, if you run a MMO, why would you pay for forums for non-subscribers? They all quit the game, they're just gonna shitpost on your paying customers. Screw those guys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 07, 2014, 10:04:19 AM
I love how you guys make me feel sorry for ever mentioning something.

Thanks!   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on July 07, 2014, 11:12:15 AM
f13.net. The gift that keeps on giving. Like syphilis.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on July 07, 2014, 11:49:39 AM
f13.net. The gift that keeps on giving. Like syphilis.

Always got the herpes vibe... syphilis will kill a bitch given enough time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Evildrider on July 07, 2014, 10:17:16 PM
f13.net. The gift that keeps on giving. Like syphilis.

Always got the herpes vibe... syphilis will kill a bitch given enough time.

Just a matter of time before one of us nerd rages ourselves into a heart attack.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on July 08, 2014, 12:41:44 AM
Just a matter of time before one of us nerd rages ourselves into a heart attack.

Are you sure that hasn't already happened to someone?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on July 09, 2014, 04:43:45 PM
Just a matter of time before one of us nerd rages ourselves into a heart attack.

Are you sure that hasn't already happened to someone?

WUA?


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on July 09, 2014, 07:47:13 PM
The KFC will do me in. I just know it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 09, 2014, 08:53:10 PM
The KFC will do me in. I just know it.
If you want to quit your KFC habit, just look up "KFC gross" on Google.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on July 09, 2014, 09:39:08 PM
Popeye's is better anyways.  Probably not better for you, but better.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on July 09, 2014, 11:25:29 PM
I wonder if, in this case, KFC means what we think it means.  It is RK47 after all.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on July 09, 2014, 11:36:50 PM
It does. He posted a pic in another thread.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on July 10, 2014, 09:50:39 AM
I don't want to search for a pic or look up something with the word "gross" in it.  Is it chicken?  I can never be sure around here.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on July 10, 2014, 11:39:36 AM
I don't want to search for a pic or look up something with the word "gross" in it.  Is it chicken?  I can never be sure around here.
Yeah I wasn't trying to trick anyone, the search term brings up lots of photos and videos of the conditions in KFC kitchens, and food production facilities.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on July 10, 2014, 12:47:16 PM
I got a bunch of stories/pics of when their supplier left the kidneys on the underside of the breasts. They just fried them up and people discovering them though they were brains, because they sort of look like that. I also got one page about some teenagers using a KFC store's wash sink as a hot tub in their bras and panties one night when their boss left early. It was a really big sink with jets and everything. I'd have done it too.

But yeah, all the KFC's here in Akron have been closed for a couple years now. The guy who owned them never put any money into maintenance and just kept the money until the health department shut them down. THen he just said "fuck it" and sold the equipment instead of remediation.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 10, 2014, 02:54:03 PM
To an extent all franchises are like this.  As long as the owner is making money he could give two shits.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mithas on July 10, 2014, 10:39:51 PM
The problem with franchises is that they are very hit or miss. A good one is fine, a bad one is really bad and you wouldn't know it from the outside. A friend of mine in high school worked at a KFC and he said maggots were way more common than you would like to think.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on July 11, 2014, 01:29:32 AM
Subway is pretty famous for treating its franchisees like shit as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 11, 2014, 05:03:18 AM
Subway is pretty famous for treating its franchisees like shit as well.

So is Quiznos.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on July 11, 2014, 05:13:04 AM
So is Quiznos.

Obligatory owner abandoning restaurant and not telling employees story:

http://seattletimes.com/html/localnews/2002170453_quiznos04.html


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 11, 2014, 05:48:30 AM
http://williambruce.wordpress.com/2013/06/08/best-and-worst-franchises-listed-by-sba-loan-defaults/

Interesting if true. Quiznos is on there, Carvel is on there, Johnny Rockets, Philly Connection, Beef'O'Bradys, Fuddruckers, Shane's Rib Shack, Blimpie, Cold Stone Creamery, etc. That makes sense considering most of them suck at the food they are serving.

Owning a Wendy's, Tim Hortons, Five Guys, or Steak and Shake seems strong on that list.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on July 11, 2014, 07:51:40 AM
I love F13's ability to transform any thread into an Old Spice commercial.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 11, 2014, 07:53:25 AM
I love F13's ability to transform any thread into an Old Spice commercial.  :awesome_for_real:

I was just thinking this.  You know Wildstar is struggling when the discussion goes to forum policy and fast food. 

Anyone still playing this with any enthusiasm?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 11, 2014, 08:12:23 AM
I love F13's ability to transform any thread into an Old Spice commercial.  :awesome_for_real:

I was just thinking this.  You know Wildstar is struggling when the discussion goes to forum policy and fast food. 

Anyone still playing this with any enthusiasm?

https://www.youtube.com/watch?v=0cgbZqR2AGI&feature=kp


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on July 11, 2014, 11:08:26 AM
I was just thinking this.  You know Wildstar is struggling when the discussion goes to forum policy and fast food. 

Anyone still playing this with any enthusiasm?

Still enjoying it. Just finished up Farside which was one of the better zones I've played in the game. I'm a few levels shy of 40 now and I know me and my friend will play until 50 but I doubt we'll stick around too long after that.

I still think the combat is great and the game gets a lot of things right (paths, housing, the amount of stuff to do, keeping some challenge in leveling content so that it wasn't agonizing boring until level cap). I've enjoyed the adventures and dungeons I played while leveling but I know I don't have the energy/desire to invest into Wildstar's endgame and it sounds like the game doesn't have much else to do at 50 that is worthwhile. I was chatting with a friend at 50 about how I was eager to get to the level cap and check out the new patch content but from what he told me it's mostly daily quests. At the end of the day, Wildstar is still an MMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on July 11, 2014, 02:17:11 PM
I still am, though more as a content-rich single player game than an MMO. I'm not paying close attention to anything though. Just don't have the will to re-care about all the same shit I used to care about the last decade and a half. All the problems are largely the same as they ever were... and therefore manageable :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on July 11, 2014, 02:50:12 PM
I'm enjoying it.  Already got next month's credd too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on July 12, 2014, 09:02:59 AM
I got into my mid-20s and just sort of stopped logging in. For some reason I just hit that wall of 'screw it'. I think part of it was that leveling was already noticeably slowing down so I had to do a ton of stuff in each zone and I just felt like it was a long slog.

Also, the combat is fun but demands my total attention so I can't play this as casually as I do these days. I like to have netflix or something going while I play an MMO but I couldn't do that with Wildstar as it demanded total concentration so I didn't get killed in just a random fight. It was almost...exhausting. I think I'm just getting old!


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on July 12, 2014, 08:10:22 PM
It's probably not getting old so much as you feel like the combat requires a lot of attention, but no real skill. It feels like you should be able to just snooze it because you really don't have to think a lot about what you do, but you can't snooze it because you have to constantly push a button. It's in the weird gray area between active combat and boring key rotations.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on July 13, 2014, 01:17:34 AM
I got into my mid-20s and just sort of stopped logging in. For some reason I just hit that wall of 'screw it'. I think part of it was that leveling was already noticeably slowing down so I had to do a ton of stuff in each zone and I just felt like it was a long slog.

Also, the combat is fun but demands my total attention so I can't play this as casually as I do these days. I like to have netflix or something going while I play an MMO but I couldn't do that with Wildstar as it demanded total concentration so I didn't get killed in just a random fight. It was almost...exhausting. I think I'm just getting old!

I know the feeling. :awesome_for_real:

http://forums.f13.net/index.php?topic=11033.msg1296932#msg1296932


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on July 13, 2014, 01:41:37 AM
It's probably not getting old so much as you feel like the combat requires a lot of attention, but no real skill. It feels like you should be able to just snooze it because you really don't have to think a lot about what you do, but you can't snooze it because you have to constantly push a button. It's in the weird gray area between active combat and boring key rotations.

It's this, 100%. 

I felt the same way about Wildstar as Riggswolfe, that I'm just too old and my reactions aren't that great anymore.  However, I recently picked up Shovel Knight for the 3DS; it's a NES throwback to games like MegaMan.  It's not a terrible hard game, but it requires a level of twitch that I thought I lost.  After some practice, I'm right back where I was with reaction time as a kid.

As HaemishM says, Wildstar requires full attention, not skill.  Unlike Shovel Knight, Wildstar doesn't have a pause button for when life intervenes.  So not only can I not stop paying attention in Wildstar, I have to make sure I have an unadulterated 30 minutes minimum to set aside. 

I realize I'm comparing two completely different genres of games here, but it made me realize that my failure to enjoy Wildstar wasn't because I'm too old to play it, rather that it really isn't very fun to play.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on July 13, 2014, 05:41:05 AM
It's probably not getting old so much as you feel like the combat requires a lot of attention, but no real skill. It feels like you should be able to just snooze it because you really don't have to think a lot about what you do, but you can't snooze it because you have to constantly push a button. It's in the weird gray area between active combat and boring key rotations.

It's this, 100%. 

I felt the same way about Wildstar as Riggswolfe, that I'm just too old and my reactions aren't that great anymore.  However, I recently picked up Shovel Knight for the 3DS; it's a NES throwback to games like MegaMan.  It's not a terrible hard game, but it requires a level of twitch that I thought I lost.  After some practice, I'm right back where I was with reaction time as a kid.

As HaemishM says, Wildstar requires full attention, not skill.  Unlike Shovel Knight, Wildstar doesn't have a pause button for when life intervenes.  So not only can I not stop paying attention in Wildstar, I have to make sure I have an unadulterated 30 minutes minimum to set aside. 

I realize I'm comparing two completely different genres of games here, but it made me realize that my failure to enjoy Wildstar wasn't because I'm too old to play it, rather that it really isn't very fun to play.

As an MMO player with a 3 and 6 year old, dedicating a block of time where I cant be pulled away isn't going to happen unless they are fast asleep generally or the wife took them somewhere.  This is actually one of the reasons FFXIV works for me, 15 minute dungeon runs, 15 minute Frontlines(pvp), and a lot of content outside of raids/dungeons/grouping to fill the holes in between.  Games that only want to cater to hardcore, higher difficulty, increased time investment can fuck off. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on July 13, 2014, 08:13:55 AM
I picked this up 2 days ago - level 15 on an engineer and I'm bored with it. :( The housing is ok but TBH I have no real investment in the story - the most fun I had was in the asteroid instance solo. For the rest of it, I don't think it's that superior to GW2, if anything it's interesting but just not fun as the leveling takes ages and there's always too much to do for not much reward. I think I'm getting old.

Really annoying, I jumped into  a  ground vehicle - when I got out my bots didn't respawn, I have to re-summon them.

Anyway, I'll play for the month, but I know there's problems when I think of playing EvE and Smite etc while I'm in Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on July 14, 2014, 01:02:31 AM
I still could honestly care less about housing in the game, but I know from word of mouth that it was powerfully customizable.

I had no idea it was "recreate the End of Time from Chrono Trigger" powerful  :ye_gods: :drill:

https://www.youtube.com/watch?v=EtrYAMxYClM


Title: Re: Carbine Studios' "Wildstar"
Post by: Scold on July 14, 2014, 05:52:16 AM
So is Quiznos.

Obligatory owner abandoning restaurant and not telling employees story:

http://seattletimes.com/html/localnews/2002170453_quiznos04.html

The best story along these lines: http://www.giantrobot.com/blogs/martin/2010/01/covina-tasty.html


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on July 14, 2014, 06:08:38 PM
I still could honestly care less about housing in the game, but I know from word of mouth that it was powerfully customizable.

I had no idea it was "recreate the End of Time from Chrono Trigger" powerful  :ye_gods: :drill:

https://www.youtube.com/watch?v=EtrYAMxYClM

Wow.

I've barely scratched the surface of housing. Have my room, crafting station, vending machine, party thing and a farm. There's a bunch of things I can't access for lack of some special currency or those FabKits. Like crafting, I'm not entirely sure what I'm doing, but spending too much time fighting to look it up (and no free time outside of game to learn it).

Probably the reason I haven't gotten bored yet :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on July 20, 2014, 07:34:53 AM
Surprisingly enough, I'm still poking along. Just running dailies, I've already bought 2 CREDD to cover myself until early September. At this point, with CREDD still below 5p, I don't see myself paying a monthly fee for a while. That's good. It makes me not have to make a final decision on whether it's worth a subscription.

As far as attuning for raids, I'm at needing to get silver medals on veteran dungeons now. That's kinda hard. I've tried some runs in a couple of the dungeons and we were nowhere close to silver (yet), but I had fun. Hopefully I'll get that accomplished before I get to feeling stabby.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 20, 2014, 07:40:36 AM
Yeah, I'm still playing this and really enjoying it.  It's definitely hooked me more than any post WoW-MMO (I did and do love Secret World, but I almost consider that a single player game.  A really good single player game, though!).  I'm at the same attunement step and really haven't considered the attunement chain painful at all.  I actually kinda think the complaints about attunement here are a bit off-base in regards to what can suck about attunements.  It's not actually doing them that sucks, it's that they can make it hard logistically to replace raid members and make alts, especially as time goes on.  The process itself is kind of fun at this point, imho.

I dunno, maybe I'm just a masochist, but I've found it a pretty fun game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on July 20, 2014, 12:23:39 PM
I still could honestly care less about housing in the game, but I know from word of mouth that it was powerfully customizable.

I had no idea it was "recreate the End of Time from Chrono Trigger" powerful  :ye_gods: :drill:

https://www.youtube.com/watch?v=EtrYAMxYClM

Wow.

I've barely scratched the surface of housing. Have my room, crafting station, vending machine, party thing and a farm. There's a bunch of things I can't access for lack of some special currency or those FabKits. Like crafting, I'm not entirely sure what I'm doing, but spending too much time fighting to look it up (and no free time outside of game to learn it).

Probably the reason I haven't gotten bored yet :-)

I think at some point everyone "discovers" housing and then spends a week placing and replacing stuff, figuring out how to do it better, sending it all to crate then starting over.  Its really very fun and furniture drops *everywhere.*  As for the housing furniture currency, its on renown which is sort of an everything currency that will just stack up overtime.  When I first hit 50 I had about 30k, but I spent most of that.  I now have like 500/800 furniture in my crate and last attempt I was at 297/300 place outside décor.  Havent really even started on the inside of the house lol.

The game isn't perfect, but if you play MMO's a couple hours a night this is an amazing one for free.  Making money is easy even if all you do is sell everything you pick up to vendors.  Is it worth a sub though...?probably not, but not many are.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on July 22, 2014, 08:15:00 AM
DevSpeak for Drop 2. Some PVP goodies it seems:

https://www.youtube.com/watch?v=Gfu8-zfgf78


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on July 23, 2014, 07:30:37 AM
http://williambruce.wordpress.com/2013/06/08/best-and-worst-franchises-listed-by-sba-loan-defaults/

Interesting if true. Quiznos is on there, Carvel is on there, Johnny Rockets, Philly Connection, Beef'O'Bradys, Fuddruckers, Shane's Rib Shack, Blimpie, Cold Stone Creamery, etc. That makes sense considering most of them suck at the food they are serving.

Owning a Wendy's, Tim Hortons, Five Guys, or Steak and Shake seems strong on that list.

Just to circle 'round back here. SnS only seems strong because that list evaluates the last 10 years. They didn't start selling franchises until about 2009/ 10 when the new majority shareholder took over. They also require a minimum liquid asset portfolio of $1 million just to be considered as a franchisee, then you have to get financing for the building.

I knew a lot of unhappy franchisees, especially the ones in states with a higher min. wage than federal.  Mandatory prices that aren't adjusted by state are a bad thing when you're paying 25% of your revenue back to corporate.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on July 24, 2014, 07:09:56 PM
So what i'm getting from this is that if i sub to the game I need to make sure i franchise either a Wendy's or a Tim Hortons on my plot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 24, 2014, 10:12:54 PM
Hell, I'm just gonna say it.  I didn't think I'd ever get to enjoy an MMO this much again.  I'm fully aware it's probably a niche thing, but holy christ is it serving my niche well.

I mean, I pretty much only follow MMOs so that I can enjoy seeing them fail.  I even enjoyed watching the MMO I spent three years of my life developing fail!  I shouldn't ever have had the chance to fall in love with an MMO again, but there it is.

Yeah, yeah, I'm a crazy person.  I'm well aware, trust me.  The game has about a hundred issues that make me want to punch it in the face, but... holy hell is there a good core there.


Title: Re: Carbine Studios' "Wildstar"
Post by: DayDream on July 25, 2014, 02:07:49 AM
honestly, i think that sort of reaction is the way the MMO sphere is going to go.  Hell, it HAS been going that way for a while, it's just that i think it's been plan B or even C.

Building an MMO to hit a certain niche of player really tightly, is what i mean.

people have their different strokes, etc.  but in the old days of only a couple of MMOs, almost all wildly different, if one mmo hit half your personal notes and was at least functional, whatever mmo it happened to be was the one you stuck with, most likely.  WoW was a broad enough game to hit a lot of people's personal notes half way, and in general more competently built than much of the competition.

These days, hitting half of your personal notes isn't enough any more.  Some other MMO might have your specific niche laid out like velvet.  Mine was a lot of small group content, active gameplay, a heavy emphasis on character building and design, and fairly open, low investment raiding.  Consequently, i loved, LOVED, DDO.  Or at least, did before shoddy buisness and developement drove me away.  I still like the basic gameplay design, i think.  it's been a while.

Anyway, the "WoW killer" concept we've all been laughing about won't be any one game.  it'll be all of them.  Each collectively taking their small slice of the pie WoW made space for on the table.  It's already been happening for a while, but like i said above, i get the feeling it's been happening on accident.  People were trying to beat WoW at being the biggest on the block, and later sliding into a much smaller niche if they were lucky.  When people start building their games to hit a much smaller niche of player really tightly, that's when the hits to WoW will really start to come.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 25, 2014, 06:54:51 AM
Hell, I'm just gonna say it.  I didn't think I'd ever get to enjoy an MMO this much again.  I'm fully aware it's probably a niche thing, but holy christ is it serving my niche well.

I mean, I pretty much only follow MMOs so that I can enjoy seeing them fail.  I even enjoyed watching the MMO I spent three years of my life developing fail!  I shouldn't ever have had the chance to fall in love with an MMO again, but there it is.

Yeah, yeah, I'm a crazy person.  I'm well aware, trust me.  The game has about a hundred issues that make me want to punch it in the face, but... holy hell is there a good core there.

Which part are you enjoying so much?


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 25, 2014, 11:00:23 AM
The ball-kicking dungeons, basically.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 25, 2014, 01:48:38 PM
The ball-kicking dungeons, basically.

You must have 4 friends that are good gamers.  Without that, the dungeons are a lesson in keyboard bashing and screaming at your monitor.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on July 25, 2014, 01:55:48 PM
No, he's just as crazy as he's ever been, like Falconeer.  There's got to be something in the water in Italy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 25, 2014, 04:26:28 PM
You've got him confused with Abalieno/HRose.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on July 25, 2014, 04:48:06 PM
You must have 4 friends that are good gamers.  Without that, the dungeons are a lesson in keyboard bashing and screaming at your monitor.

With friends that stuff is the best. With a PUG, it's hell.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on July 25, 2014, 07:42:27 PM
You must have 4 friends that are good gamers.  Without that, the dungeons are a lesson in keyboard bashing and screaming at your monitor.

With friends that stuff is the best. With a PUG, it's hell.

I notice the PA/PVP comic writers are having a blast with the game too.  I suspect this is strongly the case where wildstar is concerned, that if you have a gaming group it's a blast and if not, hammering testicles.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 25, 2014, 10:23:53 PM
I actually am just playing with a guild I happened to find (though it being a pretty pleasant group of people is probably a big part of my enjoyment), but yeah, I haven't even tried pugging the dungeons.  It would be a goddamned nightmare.  Honestly I don't even think they should have had a group finder for the dungeons at launch... it just sets the expectations all wrong.  There's definitely a massive missing step between the adventures (the easier five-man choose-your-own-adventure content) and the dungeons (which kick your testicles straight away).

I do think the game generally has more "good" difficulty than it may appear to have from a distance.  The attunement chain looks like a life-killing time sink just for the sake of being a time sink, for instance, but in practice it pretty much feels like you're already doing the cool shit once you hit the dungeon step.  It feels like having to do Molten Core before doing Blackwing Lair, rather than having to do a whole bunch of boring shit before doing Onyxia, if that makes any sense.  That doesn't mitigate the OTHER, and imho more significant, problem of attunement, of course, which is the problems it creates for new players joining the game well after launch.  So that'll still suck I'm sure.

You do have me confused though, I'm usually right there with you guys making fun of this sort of shit.  I was the dude who said this game was a piece of shit after playing the beta just before launch, and making fun of their terrible font!  (And their UI is generally awful and just technically unsound... probably because of their commitment to not having any protected API calls at all.  Essentially there is no distinction between the game's UI and a player-made mod, which means you get all the weird little glitches with the base UI that you would with a UI mod in any other game)

But you're absolutely welcome to laugh at me.  I would!  And am, actually.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on July 26, 2014, 08:28:15 AM
You've got him confused with Abalieno/HRose.

Could have sworn he was Italian, too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on July 26, 2014, 08:34:59 AM
A simple flowchart for Carbine to study:

(http://i3.minus.com/ibzKksDllpKjin.png)

Okay, a little cheap but if Carbine had been working in a vacuum I could see where their thought processes were coming from - not agree, of course, but at least understand. But Blizzard tried this "let's make dungeons unfun and tedious um I mean difficult" shit in Cataclysm Heroics and lost millions of subs for their troubles. Why did Carbine think they'd be any different?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on July 26, 2014, 08:58:19 AM
Okay, a little cheap but if Carbine had been working in a vacuum I could see where their thought processes were coming from - not agree, of course, but at least understand. But Blizzard tried this "let's make dungeons unfun and tedious um I mean difficult" shit in Cataclysm Heroics and lost millions of subs for their troubles. Why did Carbine think they'd be any different?

I'm not sure I'd agree. I don't think the dungeons are tedious. They're just difficult. There's very little trash to work through and the boss fights are very intense. Whether that's fun is up to the individual, but they were definitely fun for me even when we weren't successful.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on July 26, 2014, 05:22:27 PM
Do we have any substantiated numbers on Wildstar's performance? Best I've been able to find relied on Xfire stats, and it's 2014, who the hell uses Xfire?

Lots of posts on reddit etc about Carbine's mistakes, recently starting to align with more clueful posts here. Tons of anecdotal posts about servers being empty, but that could just be population push to higher levels.


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on July 26, 2014, 08:24:51 PM
Do we have any substantiated numbers on Wildstar's performance? Best I've been able to find relied on Xfire stats, and it's 2014, who the hell uses Xfire?

Didn't Raptr eat their lunch after the assclowns who ran IGE bought out Xfire and fired all the developers?

Raptr's Wildstar group has 174,622 members and logged 525 hours of play. That seems like a pretty low ratio to me, but I'm not the norm.
http://raptr.com/game/WildStar?search_pos=1&query=wildstar

Also mentioned in their last top games tracking, from June.
http://caas.raptr.com/most-played-pc-games-june-2014-wildstar-on-the-rise-steam-summer-sale-aftermath/


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 26, 2014, 10:27:41 PM
The server I'm on (Stormtalon) is definitely very populated. Easily feels as bustling as the WoW servers I've played on.  That said, I'm on the most populated PvE server.

I suspect it isn't doing as well as I wish it was.  I just hope they can support themselves, cuz fuck I love this shit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on July 26, 2014, 11:15:39 PM
I can play for 30 minute bursts and not see anyone - on an Oceanic server in prime time. That's not good. I do like the combat mechanics but it does feel limited. In fact it feels more limited than GW2s bound-to-weapon skills - locked skill bar is a nice idea, but tbh, it feels like it should be as smooth as GW1 but instead feels a bit clunky. Admittedly I'm only 33 and on an engineer running Shell/Auger/Electrocute with 2 bots out.

Storyline/lore - ummm yeah, I'm sure it's there but I barely notice it. I like the world but I'm not immersed in it. At least it isn't a case of NPCs jamming story down my throat - the GW2 devs could learn something from that.

I haven't run dungeons yet but I do like the mini-instanced stories - lots of fun compared to kill10ratsthenfedex in the PvE world. PvP is fun but the telegraph system might as well not be there when it's all in.

I'm sticking with it but to be honest, I don't think it has the level of polish it needs underneath all the shinies. Costumes is buggy as hell and why on earth didn't they just use the GW2 system. Housing is a lot of fun and shits all over the projected WoW model (I'm sure Blizzard will steal it).

If this game was F2P I'd probably stick with it and revisit it - but from what I've read of raids etc... well, this is isn't 2005 and it seems like a casual's nightmare.

And that's what I've become, a casual. Someone who plays for fun, not as a second job.

Will the game be worth a sub in the long run? WoW isn't - for me. EvE is because I jump in and play it casually and perversely, I feel that the sub is still worth something even when I don't play for a few days. GW/2 I go back to because it's on my drive and costs me nothing. But do I want to pay for a game and grind out/run dailies a la Pandashitsville in WoW as "progression when I could be playing my backlog of games? Nope. I'm not sure I'm alone in this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on July 27, 2014, 12:50:58 AM
I play on the Oceanic server too and like was said above, it's very underpopulated. The only time I really see a large group of people is next to the auctioneer and it's not really a large group. We're talking ~7-10 people. In the daily quest zones, I also see the occasional person, but it's not uncommon for me not to see another person. Now, I know they split zones into instances as population grows, but I can't imagine I'm just really unlucky and playing in instance2 by myself each time and there's some other instance that's bustling. Some further anecdotal evidence is that the guild I'm in, Pax Fatalis, has almost 400 members and I've never seen more than 10 people on at a time.

On another note, I uninstalled Wildstar today. I got a good couple of months out of it and even used some CREDD to keep my account active through September. Normally, I'd just start an alt, but I just can't work up the motivation to do the slog to 50 again. The leveling/questing in this game is just brutally boring to me. There's just too many quests that involve item collection or killing a certain number of mobs and it just saps my life force. The rest of the game I enjoy, but I guess that's just not enough.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on July 27, 2014, 06:27:14 AM
Raptr's Wildstar group has 174,622 members and logged 525 hours of play. That seems like a pretty low ratio to me, but I'm not the norm.
http://raptr.com/game/WildStar?search_pos=1&query=wildstar

Also mentioned in their last top games tracking, from June.
http://caas.raptr.com/most-played-pc-games-june-2014-wildstar-on-the-rise-steam-summer-sale-aftermath/
Wow, it jumped up 23 ranks with the July content patch? Or was that the jump from beta to release? It released June 3.

525 hours played, and the game has been out for 54 days, that comes out to 9.7 hours per day which is actually very high for a MMO. Probably includes beta play time. But even then, that number seems very high.

Xfire numbers are here, for comparison.

http://nosygamer.blogspot.com/2014/07/the-digital-dozen-1-july-2014.html

Raptr is kind of interesting. It's yet another useless highly monetized game tracking service designed to advertise to you like Xfire, but AMD is integrating their version of nVidia's Geforce Experience into Raptr, where it optimizes games for your GPU, etc. So it'll come with the AMD drivers, and we should start seeing huge representation in Raptr from people that don't immediately get annoyed and turn it off.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on July 27, 2014, 08:00:55 AM
Never heard of Raptr before, their tracking list from June looks like shit IMO.  Xfire isn't great either but I would say its more accurate, and I use that term loosely. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on July 27, 2014, 08:10:11 AM
A simple flowchart for Carbine to study:

(http://i3.minus.com/ibzKksDllpKjin.png)

Okay, a little cheap but if Carbine had been working in a vacuum I could see where their thought processes were coming from - not agree, of course, but at least understand. But Blizzard tried this "let's make dungeons unfun and tedious um I mean difficult" shit in Cataclysm Heroics and lost millions of subs for their troubles. Why did Carbine think they'd be any different?
Carbine's whole thing revolved around the belief that the bottom right of that flow chart should read "That was a horrible change and it ruined the game forever ihateyou ihateyou ihateyou put it back" while stamping their feet and crying.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 28, 2014, 03:22:39 PM
It will be fine as long at their expectations were a couple hundred thousand subs. If it was a million, they are stupid and deserve to go out of business because they've learned nothing from the last 6 years of failures.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on July 28, 2014, 04:06:40 PM
It will be fine as long at their expectations were a couple hundred thousand subs. If it was a million, they are stupid and deserve to go out of business because they've learned nothing from the last 6 years of failures.
You think a game copying Vanilla WoW learned anything from MMO history? :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on July 28, 2014, 04:18:48 PM
It will be fine as long at their expectations were a couple hundred thousand subs. If it was a million, they are stupid and deserve to go out of business because they've learned nothing from the last 6 years of failures.
You seriously think it would hold that many? I was thinking more along the lines of five-digits - I mean, it's not like there's a shortage of F2P diku-clones out there and if they want twitch GW2 only needs a box price (no sub) and doesn't put your e-peen in an e-dickclamp and stomp on your e-balls for the temerity of wanting some sort of end-game that doesn't need guild pre-mades  co-ordinating over Mumble and skipping half the instance via jumping puzzles.


Title: Re: Carbine Studios' "Wildstar"
Post by: Stormwaltz on July 28, 2014, 04:39:24 PM
Wow, it jumped up 23 ranks with the July content patch? Or was that the jump from beta to release? It released June 3.

Those numbers are for June (first month).


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on July 28, 2014, 06:56:41 PM
It will be fine as long at their expectations were a couple hundred thousand subs. If it was a million, they are stupid and deserve to go out of business because they've learned nothing from the last 6 years of failures.
You seriously think it would hold that many? I was thinking more along the lines of five-digits - I mean, it's not like there's a shortage of F2P diku-clones out there and if they want twitch GW2 only needs a box price (no sub) and doesn't put your e-peen in an e-dickclamp and stomp on your e-balls for the temerity of wanting some sort of end-game that doesn't need guild pre-mades  co-ordinating over Mumble and skipping half the instance via jumping puzzles.

I don't know if it would hold that many forever, but I do think that's probably the goal. I don't know if people make large release MMO projects like this, with the marketing this thing had, for 60k subs. Just getting back the investment would take years.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on July 28, 2014, 08:29:43 PM
I think they banked on at least half a mil, but doubt they'll still have more than 100k by year's end.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 29, 2014, 10:30:59 AM
It will be fine as long at their expectations were a couple hundred thousand subs. If it was a million, they are stupid and deserve to go out of business because they've learned nothing from the last 6 years of failures.
You seriously think it would hold that many? I was thinking more along the lines of five-digits - I mean, it's not like there's a shortage of F2P diku-clones out there and if they want twitch GW2 only needs a box price (no sub) and doesn't put your e-peen in an e-dickclamp and stomp on your e-balls for the temerity of wanting some sort of end-game that doesn't need guild pre-mades  co-ordinating over Mumble and skipping half the instance via jumping puzzles.

Er, have you played any GW2 dungeons?  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 29, 2014, 10:50:35 AM
GW2 dungeons and Wildstar dungeons are both bad.  They're just different in how they're bad.

Rift still has my favorite 5 man dungeons in an MMO.  They just needed fewer trash mobs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on July 29, 2014, 11:03:16 AM
It will be fine as long at their expectations were a couple hundred thousand subs. If it was a million, they are stupid and deserve to go out of business because they've learned nothing from the last 6 years of failures.
You seriously think it would hold that many? I was thinking more along the lines of five-digits - I mean, it's not like there's a shortage of F2P diku-clones out there and if they want twitch GW2 only needs a box price (no sub) and doesn't put your e-peen in an e-dickclamp and stomp on your e-balls for the temerity of wanting some sort of end-game that doesn't need guild pre-mades  co-ordinating over Mumble and skipping half the instance via jumping puzzles.

Er, have you played any GW2 dungeons?  :why_so_serious:
GW2's actual end-game is Pretty Princess Dress-Up.  

Not that there's anything wrong with that.  :Love_Letters:

Also: GW2's dungeons are bad because Anet removed the trinity and replaced it with nothing, not because they wanted to make their players suffer. It was just a side-effect.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on July 29, 2014, 11:25:10 AM
GW2 dungeons are pretty grim, yeah.

GW2 doesn't really have an endgame, which is fine since they don't charge a subscription. You just login every 2 weeks, play the new shit, then return to trolling Romanian girls on Chaturbate until the next 2 week content drop. If you miss a 2 week period, you need to pay them some money. No biggie.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on July 29, 2014, 12:55:25 PM
Wildstar dungeons are far from bad, they are just hard.  I realize to some people that distinction is meaningless and that's perfectly valid, but lets not confuse the garbage piecemeal crap that gw2 was with Wildstar, especially when most of the people complaining haven't even tried them.   As stated before, if you aren't retarded, and you can find 4 other people who aren't retarded, the dungeons are really fun.   This game really just lacks a good casual foundation for someone who has zero interest in making the friends required for pve and is too scared to try pvp.  Basically 90pct of the F13 mmo crowd.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on July 29, 2014, 01:00:45 PM
As stated before, if you aren't retarded, and you can find 4 other people who aren't retarded,

This pretty much rules out any online game. Ergo, the dungeons are too hard.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on July 29, 2014, 01:04:09 PM
Wildstar dungeons are far from bad, they are just hard. 

There's thinking/strategy hard and there's 'I need more Red Bull' hard.  Wildstar is the latter.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on July 29, 2014, 01:24:40 PM
There's also a difference between making targeted endgame content very hard, and making leveling content that you get into with randoms in a group finder very hard. The first one is a defensible, if niche, design choice. The second one is just plain dumb.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on July 29, 2014, 06:13:46 PM
Wildstar dungeons are far from bad, they are just hard.  I realize to some people that distinction is meaningless and that's perfectly valid, but lets not confuse the garbage piecemeal crap that gw2 was with Wildstar, especially when most of the people complaining haven't even tried them.   As stated before, if you aren't retarded, and you can find 4 other people who aren't retarded, the dungeons are really fun.   This game really just lacks a good casual foundation for someone who has zero interest in making the friends required for pve and is too scared to try pvp.  Basically 90pct of the F13 mmo crowd.

Sorry, wow tried the same thing and they were wrong.  Dungeons should be doable by a bunch of complete strangers paying about 25% attention otherwise your game will fail.  Getting to play with friends and people you know is fun, but it is the exception, not the rule.  Your game should be enjoyable with random people who have no incentive to try hard.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zetor on July 29, 2014, 08:43:18 PM
Wildstar dungeons are far from bad, they are just hard.  I realize to some people that distinction is meaningless and that's perfectly valid, but lets not confuse the garbage piecemeal crap that gw2 was with Wildstar, especially when most of the people complaining haven't even tried them.   As stated before, if you aren't retarded, and you can find 4 other people who aren't retarded, the dungeons are really fun.   This game really just lacks a good casual foundation for someone who has zero interest in making the friends required for pve and is too scared to try pvp.  Basically 90pct of the F13 mmo crowd.
I played through both of the dungeons (which is 100% of the pre-50 dungeon content) as a healer and dps with a mixture of friends and pugs, and while I didn't have any problem with the difficulty (it's mainly a latency check, ie. avoiding telegraphs and quickly reacting on critical boss abilities to interrupt), it just was nowhere near as fun as any of the difficult dungeon content I did in other games. To stick with WOW, I found the following things just as 'difficult' and a lot more fun:
  • vanilla: timed Strat run, Valthalak (tier0.5 questline)
  • BC: all heroic dungeons really, especially MgT and Shattered Halls in appropriate (blue) gear
  • Cata: doing heroics near the start of the expansion when everyone was still in crappy gear
  • MOP: doing gold-level challenge mode dungeons. Bonus for difficult solo content: high-end Brawler's Guild bosses, getting 30+ waves on the endless healer/damage challenges.
The main reason why I didn't find WS dungeons as fun was that wildstar puts an extreme amount of personal responsibility on EVERY player -- and if someone fails, the group wipes, period. Some of my most memorable WOW moments were recovering from a near-wipe situation (mainly as a healer or tank, though my warlock saved the day a few times as well) in one of the 'difficult' dungeons I listed above by pulling out stuff like a clutch offtank pet, busting out offheal capabilities to help the healer stabilize the group (or replace the healer who just died) while still doing CC/kiting on the enemies, chain CCing the enemies while the healer got a battlerez off on the tank, or even aggroing some of the enemies on myself as a healer and kiting them to reduce pressure while still healing the crap out of the group. In Wildstar I can shrug, press my 4 healing buttons a bit harder, and helplessly watch as people STILL get one-shot and we wipe. Yay, I can feel the ~fun~ radiating from my computer screen!


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on July 30, 2014, 12:28:02 PM
I definitely think the dungeons are fun, but they are still "bad" as what you guys are thinking of as dungeons, it's true.  They're basically 5-man raids, which in my opinion is an awesome direction to move in.  Unfortunately, their only other 5-man content are adventures, which are roughly equivalent to WoW's non-heroic dungeons.  As in, pretty much facerollingly easy (I'm bluffing a little, as some sections of them do require some coordination, but predominantly they are pretty trivial).  So basically it's like WoW with raids and scenarios and no dungeons, effectively.  The game basically sucks ass for PUGs as a result.

It doesn't help (in fact, this may be the key problem) that the dungeon rewards are based on how quickly you do them, which on top of just being kinda stupid in principle (you already get rewarded for speed... you get your loot faster), basically means that nobody ever wants to do "learning" runs.  You have to do it under the time limit every time, for the most part.  If there's a single design decision that you can point to that fucks over the social aspect of the game, it's timers imho.  I don't think the difficulty alone would necessarily be problematic for the audience they're targeting, but christ, if you kill the last boss of a dungeon, it should feel like you beat the dungeon.  Currently any run that doesn't make the timer feels like a failed run.  Stupid as fuck.

(To be fair to Carbine, the next dungeon they are adding does not have timer-based medals, so they seem aware of the problem.  I don't understand how it could not have been obvious as fuck that this would be a problem, though.)


Title: Re: Carbine Studios' "Wildstar"
Post by: Wahn on July 31, 2014, 11:36:04 AM
I finished one of the dungeons in normal mode with a PUG, which I consider a lucky constellation. The first healer left after the 2nd wipe on the first mob because "we are all fucking retards" but the replacement staid on.

 I agree on the dungeond being basically 5-man raids - and I actually enjoyed it, coming from a  good raid alliance in EQ2 after a long break. BUT, this PUG was like a one in a million regarding to PUGs, people actually willing to learn the mechanics and hanging on to it through several wipes. Took us about 3 hours to finish the dungeon and I had a blast  beating it.

The other <50 dungeon I tried was with 2 other people from my guild and 2 pickups and we never passed even the first mob in the dungeon...

The dungeon design caters to a very select group of players, which I probably would fit in, if it was like 5 years earlier. But now, I'm not willing to put in that much effort into dungeons, as I retired from raiding because it is just to time consuming if you're having a relationship with someone who isn't into games at all.

So, I played WS, but left before the first 30 days were over. I enjoyed much of the overworld leveling content, but I could see that once I finished the soloable content, it would result in catassing to progress.

Carbine  made a game that is enjoyable in overworld - at least it was for me,  but their dungeons are way off from the overworld experience even in normal - and this is just plain stupid regarding to retention.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on July 31, 2014, 12:50:26 PM
That sounds exactly like something I'd write, complete with the SO who doesn't game. Well, except I never even tried the dungeons. I'd feel bad bailing on a group, because I rarely have more than 2 hours of consecutive play time.  

So, while it's tempting to resub and complete a side to 50, I just don't see the point.  There's nothing really waiting there to try that I care about.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 08, 2014, 11:48:00 AM
So I finished my attunement, which took forever but was honestly a lot of fun for the most part.  Then I did one raid and promptly realized I don't want to do 20-man (or god forbid 40-man) raiding again.  So that's that.

Basically what I've learned from this experience is that I really, really want a game with extremely difficult small-group content as its endgame.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on August 08, 2014, 01:23:18 PM
So I finished my attunement, which took forever but was honestly a lot of fun for the most part.  Then I did one raid and promptly realized I don't want to do 20-man (or god forbid 40-man) raiding again.  So that's that.

Basically what I've learned from this experience is that I really, really want a game with extremely difficult small-group content as its endgame.

Have you played Tera?


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on August 08, 2014, 04:11:05 PM
I like this game, but it just doesn't hold me enough to make me want to continue a subscription. They did so much right until you hit a dungeon. I reaslised I was only logging in every few nights and in the end it's not worth it as I don't want to be made to feel that I have to play to get my money's worth when there are other games I'd also like to play. I realised that CCP circumvents this by allowing you to "level" when not playing so you don't feel really bad about not playing. Other sub based games forget that unless there is a reward for not playing (rested XP is not a reward) people won't want to keep paying - which in Wildstar's case is a shame because the drops are interesting.

Ignoring the failed attempt at removing the trinity, I think GW2 got it right even though Wildstar does so many individual things better.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on August 21, 2014, 10:58:34 AM
Anyone still playing?

I hit the cap a few weeks back and at this point I feel like I'm done with the game. The amount of stuff to do at 50 that is not dungeons, PVP, or dailies is very small. Even with a level 50 zone added in the first content patch, I ran out of stuff to do within a few hours after hitting 50.

I enjoyed the leveling dungeons I did, but the tank friend I was leveling with decided not to resub when we were around 45. Finding a guild to run dungeons with isn't really an option because I'm playing on one of the least populated servers (Orias) on the less popular faction (Dominion). It's basically a ghost town dominion side. I like the style of content Wildstar does (challenging small group content) but it's the sort of content that is more fun with a couple friends, not random internet strangers from some other server. The default UI also feels non-functional if you're trying to play a healer and the add-on community isn't big or established enough to have created a party frame/over-head bar UI that I actually felt comfortable with.

If I was into alts Wildstar seems like it would have more to offer. Path stuff gives some variation to the experience each time, classes feel relatively distinct, professions benefit one-another (especially if you want to do Architect on one and get really into housing on your alts), etc. I'm not really into alts so I'll probably let my sub expire soon.

I know my post didn't paint the brightest picture of the game, but I did have fun with it. This is the only new MMO from the last decade that I actually liked enough to get to the level cap, so that's saying something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 21, 2014, 11:02:39 AM
Fun to level 50 and a week or two beyond.  That was my reaction to the game.  It's a well crafted game but something about it just misses the mark for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on August 21, 2014, 03:57:30 PM
I played to 40+ on my main, Dominion medic, and then levelled an Exile Warrior up to 38 to extend my play time and see how the other factions levelling experience was.  I'm not into raiding at all, and the toxic environment of grouping for dungeons with the medal horseshit kinda put the writing on the wall as I approached 50, so I just unsubbed.  I was kinda hoping this game might fill my MMO desire for more than a few months but sadly no.  I might even try WoW again with the new expansion so I can stare at the new textures for awhile.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on August 22, 2014, 07:40:58 PM
http://www.gamebreaker.tv/games/wildstar-mmorpg/wildstar-moving-away-from-monthly-update-schedule/


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on August 22, 2014, 07:43:46 PM
So is this on graveyard watch yet or what?


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on August 22, 2014, 07:47:19 PM
So is this on graveyard watch yet or what?

I think the hearses carrying this one and ESO are parking as we speak


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 23, 2014, 02:16:54 AM
So how about that Warlords of Draenor, then?  :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 23, 2014, 12:14:29 PM
How can it not be?

It's a good game. But it's an older-school MMO. Most of the audience has either moved on or sticking with the ones they've always loved and feel no reason to leave. Like most of the rest that have launched since the mid-2000s, the only guaranteed content updates are the ones they already were working on before launch. During development everyone's just doing shades of guesswork on how many people will stick around and dollars will flow. After launch, it's impossible to lie to yourselves as a whole organization, regardless of what the egos are saying at the top.

TESO was, is and will until end be a trainwreck. So there's no surprise nor sorrow on that one. But at least Wildstar is a reasonably good enough game to possibly survive a complete f2p switch for a bit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 23, 2014, 12:21:20 PM
TESO was, is and will until end be a trainwreck. So there's no surprise nor sorrow on that one. But at least Wildstar is a reasonably good enough game to possibly survive a complete f2p switch for a bit.

I agree completely.  Well stated.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 23, 2014, 12:58:01 PM
Five years ago this would have been WoW big.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 23, 2014, 07:49:20 PM
Five years ago this would have been WoW big.

Five years ago was before Skyrim made people remember the Elder Scrolls franchise existed.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on August 23, 2014, 08:50:42 PM
Nonsense. Morrowind and Oblivion were both immensely popular.

Wildstar would have failed 5 years ago too. The ridiculously challenging group content condemns it to a niche market.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on August 23, 2014, 09:08:04 PM

I don't know why developers still get sucked into promising monthly content. It's never worked and it always looks bad when reality intervenes.

You need to have the *promise* of big things coming. Lots of information on new content, class changes and game-play. As long as there is a well laid out plan people will be reasonably patient with the delivery.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 23, 2014, 09:12:37 PM
Five years ago this would have been WoW big.

Five years ago was before Skyrim made people remember the Elder Scrolls franchise existed.
Are we talking about ESO or Wildstar?


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 24, 2014, 01:42:49 AM
Five years ago this would have been WoW big.

Five years ago was before Skyrim made people remember the Elder Scrolls franchise existed.
Are we talking about ESO or Wildstar?

Sorry, TESO. I was talking about the first part of the quote.

Morrowind and Oblivion were popular in some circles and very popular among some groups, but it was the massive success of Skyrim that made it known for something other than being a buggy and often ugly-looking RPG.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on August 24, 2014, 01:56:59 AM
https://www.youtube.com/watch?v=Bifmj1O3D24


This has zero actual relevance to anything and is old. Still amazing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 24, 2014, 11:24:23 AM
So have they released anything about sub counts or anything for this yet?


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 24, 2014, 02:04:51 PM
hahahahahaha



no


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on August 24, 2014, 06:16:47 PM
So have they released anything about sub counts or anything for this yet?
Not exactly, but NCsoft's Q2 financial report led to estimates of under 500k copies sold at launch. They are certainly at much less than 500k active subscriptions; 350k would be a reasonable upper bound and 200k a reasonable lower.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 24, 2014, 07:58:50 PM
That seems like a generous estimation. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on August 24, 2014, 09:16:28 PM
So have they released anything about sub counts or anything for this yet?
Not exactly, but NCsoft's Q2 financial report led to estimates of under 500k copies sold at launch. They are certainly at much less than 500k active subscriptions; 350k would be a reasonable upper bound and 200k a reasonable lower.

I'd bet more like 150k-200k as my max variance. People left it in droves. The most fun in the game is the housing. The content is repetitive and grindy and the group content wants to punch you in the groin for even trying.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on August 24, 2014, 10:28:59 PM
But I was assured that people wanted old school WoW cranked up to 11!


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on August 25, 2014, 07:50:06 AM
People do.  Unfortunately for their bottom line, anything over one person qualifies as people.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on August 25, 2014, 08:19:04 AM
Isn't this new WoW expansion supposed to crank itself up to 11? 


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 25, 2014, 09:04:11 AM
It's cranking itself back in time.  Where the meta-cranking occurs, is anyone's guess.

I have no idea what I'm talking about.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on August 25, 2014, 10:12:06 AM
Huh?


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on August 25, 2014, 01:54:50 PM
You think they hemorrhaged 70% of their playerbase in 3 months? Geez, that would be a hell of a thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 25, 2014, 03:59:27 PM
Not really - it seems to happen to most "WoW-killers" with amusing regularity.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on August 25, 2014, 05:58:57 PM
If they only started with 500k I'd be surprised if they're above 100k.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 25, 2014, 07:18:14 PM
If this crashes and burns based on the fact that the end-game content was largely gated for autist hardcores I will laugh until I die.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on August 25, 2014, 08:57:40 PM
If this crashes and burns based on the fact that the end-game content was largely gated for autist hardcores I will laugh until I die.
What size coffin should we order for you. :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 25, 2014, 09:06:52 PM
If this crashes and burns based on the fact that the end-game content was largely gated for autist hardcores I will laugh until I die.

They will argue that it failed because it wasn't hardcore enough.   :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on August 25, 2014, 09:40:06 PM
And fuck them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 26, 2014, 03:41:08 AM
"Poopsocking cannot fail, only be failed" or something like that.  :why_so_serious:

There is a market for the sort of game those people want but it's much, much smaller than their echo chamber thinks it is so the game would likewise have to be made more cheaply - but they don't want that. They want a game which cost hundreds of millions to develop but only caters to <100K subscribers and, well, good luck with that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on August 26, 2014, 03:50:18 AM
Quote
They will argue that it failed because it wasn't hardcore enough. 

No, they'll argue it failed because WE aren't hardcore enough.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on August 26, 2014, 03:56:53 AM
Nah, they think casuals don't matter. As in the game devs can safely ignore them because if they (we) quit it makes the game better. Less filthy non-loot-havers cluttering up the server, dontchaknow.


Title: Re: Carbine Studios' "Wildstar"
Post by: Abelian75 on August 26, 2014, 11:30:47 AM
Speaking personally (so, y'know, a data point of one), I think the massive-ass raid sizes were a pretty huge misstep, even when going for a more hardcore audience.  I was loving the game (and still sorta do love it in retrospect), but once I hit those 20-man raids and we were ALREADY dealing with the logistical hassle of running two 20-man raids at once, that would eventually be merged into the later 40-man raid... fuck, man.  I mean, fuck.  So many logistical nightmares right off the bat.

It's especially weird, because all of the combat mechanics make it LESS important for raids to be large.  10-man and 20-man would easily have been enough, if not just, y'know, 10-man.  There's easily enough complexity in their combat to make a 10-man dungeon extremely, extremely challenging in interesting ways (not just gear levels and such).

This more than anything seems to have been... rather foreseeable.  I dunno man, 40-man raids.  Just weird.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on August 26, 2014, 11:35:45 AM
Supposedly none of the 40 man raid bosses have been killed yet, 3 months after release. Does such difficult content appeal to the hardcore, or repel everybody else? I think we have our answer.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on August 26, 2014, 11:38:09 AM
The tragedy is that nothing will be learned from the failure of ESO and Wildstar.  NOTHING. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on August 26, 2014, 11:58:16 AM
Supposedly none of the 40 man raid bosses have been killed yet, 3 months after release. Does such difficult content appeal to the hardcore, or repel everybody else? I think we have our answer.

A couple guilds have killed stuff in the 40-man raid (Datascope) and plenty have finished off the 20-man raid (Genetic Archives). The difficulty is really about logistics more than anything at this point. Finding 40 people that are willing to commit to the same play schedule, are on the same server & faction, and have finished the attunement process is nuts. After you finish attuning for the 20-man raid you have defeat the last boss *and* grind out a bunch of quest items from end-game content before the 40-man raid will unlock. Lastly, you need to be on one of the few high population servers for any of the above to be feasible.

Regardless of whether the attunement stuff is too-demanding, I don't see how anyone could think 40-man raids would be a good idea for Wildstar. There is so much shit going on on-screen in even small group content, scaling that up to 40 people just seems like a PC-killing nightmare. 10-man raids really would have been the appropriate size for the game, with the combat system in mind.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on August 26, 2014, 01:05:05 PM
Ahh, so my info is dated, thanks for the correction. How many is "a couple"?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on August 26, 2014, 01:11:21 PM
Ahh, so my info is dated, thanks for the correction. How many is "a couple"?

I'm using http://www.wildstar-progress.com/ but it looks like many of the kills were very recent. One guild on there has 2/9 bosses (and 16/16 minibosses) in the 40-man raid killed, but killed those 2 bosses this week. It's a shockingly low number of guilds, but when you consider the attunement and other logistics requirements it's not too surprising.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on August 27, 2014, 06:36:55 AM
So I guess the president/lead guy of carbine just quit (https://forums.wildstar-online.com/forums/index.php?/topic/110765-taking-on-a-new-role-with-carbine-studios/#entry1148679)?  Was he just a suit or would he have been like a ghost crawler who made the final call on all decisions?  Because those final calls were retarded.


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on August 27, 2014, 06:55:36 AM
That's the first time I ever read one of those letters and didn't think it was just a cover story for being fired. The guy sounds sincere.

The game, on the other hand, is doomed. I'm pretty sure FFXIV is the new EQ2, ie the secondary game that people play who simply hate WoW. Wildstar is just a placeholder and no matter how bad, the new WoW expansion will deplete subs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 27, 2014, 07:55:54 AM
I would say GW2 is the new EQ2.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on August 27, 2014, 08:24:48 AM
I should try FF, I hear there is a free trial now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 27, 2014, 04:48:31 PM
The tragedy is that nothing will be learned from the failure of ESO and Wildstar.  NOTHING. 

Who's left to learn it anyway?

I have been wondering this recently and think I said in this thread earlier, so apologies for the dupe post if so. But it does feel like MMOs have run their course. The most high profile entries were attempts to retread old school ideas. Neither production values, humor nor the slow decay of WoW could do anything to override design and production systems that even core MMO gamers have outgrown, much less the rest of the people who never liked MMOs because they only ever liked WoW.

I'd go even further back. People learned plenty from WoW, but nothing anyone could action. GW2 maybe was the closest. And I hear some think FF did too, but that was only after they rebuilt the whole thing after the complete failure of the first one. Nodoby gets that kind of second chance.

So really, who's learned anything that's resulted in a WoW killer ever? And who's even left to try?

There's no easy money here. It's all extremely difficult, highly risky money at a time when goddamned match 3 games are still generating millions.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on August 28, 2014, 01:18:06 PM
I think fundamentally, a set type of MMO-style gameplay got standardized and ossified in the minds of MMO designers and not one game has really done enough to change that. I mean, mechanically speaking, there isn't a whole lot of wiggle room from EQ1 to Arche Age in how the game plays. Everything in between has tweaked or twerked that base standard gameplay but no one has been able to really make it fresh in anyway. They've sped it up, made it require more active involvement, but really, how much different is combat in Wildstar from WoW or EQ1 or DAoC or GW2? I think it's part of why the last 3 betas I've been involved with have just bored me to tears (ESO, Wildstar and Arche Age). It all feels like variations on a theme I've burned way too many hours playing since 1998. The delayed gratification that is long level grinds contributes to the problem - I mean, if you look at Battlefield 4, they've grafted the level grinds from MMO's onto both player unlocks and gun specific unlocks, but I've probably put 200 hours into that game since November 2013 and I'm still enjoying it. I didn't make 10 hours in Arche Age or Wildstar and even less in ESO.

The F2P market is killing big budget MMOs because they are able to iterate the same tired ass gameplay for less development budget and more short-term returns. Blasting $100 million on an MMO is insane when you can spend $20 million, micro-transact the hell out of it and have a user base twice as large.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on August 28, 2014, 02:19:12 PM
Which is odd because it was never really the "MMO style gameplay" that attracted most people to the genre. At least I don't think so.  It was an ok take on RPG mechanics, but I was certainly there for what was at the time a new way to play video games in general.  That is to say, without thousands of people in a shared world.  That idea still interests me in principle but it isn't enough on its own to warrant me caring about a game anymore. 

So the one thing that made the genre stand out isn't what got focused on (and in most/many cases has fallen off in favor of instancing, phasing, etc).  At this point it's not really an exaggeration for me to say that if I want modern MMOs are offering I'm best off choosing something like Diablo 3.  I still get the co-op, the loot hunt, the character progression and I get much more fun gameplay (to me at least).

That might just be me though.  Maybe there really is a large audience out there who likes the tab targeting/hotbar style RPG gameplay and keep coming back for it. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on August 28, 2014, 04:24:44 PM
Maybe there really is a large audience out there who likes the tab targeting/hotbar style RPG gameplay and keep coming back for it. 

<---


Title: Re: Carbine Studios' "Wildstar"
Post by: Sjofn on August 28, 2014, 04:37:22 PM
I like hotbar combat within reason. SWTOR has a lot of bars but the classes and specs I tend to play I can lazily keep below my personal tolerance as far as "buttons I ALWAYS have to push" goes.

Part of it is because more "actiony" combat gets way more annoying the laggier you are. So while I don't mind "don't stand in fire" mechanics, when that is essentially the only mechanic you have, it's not any more interesting (to me) than quickbar combat, but has the added annoyance that I might die in a run of the mill fight because of an ill-timed lag spike.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on August 28, 2014, 05:08:01 PM
I liked hotbar combat just fine in age of wushu, it was well done and i considered it one of the selling points for that game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on August 28, 2014, 06:57:58 PM
The answer IMO is content, and lots of it on a regular basis. Even if it's refreshing old content. I may have hated how they redid Deadmines in WoW but I thought Shadowfang Keep was pretty good.

I'd resub to WoW if a major content patch was just Blizz going over all of the 5-man dungeons that have ever been in the game, and touching it all by hand to make bosses/mobs interesting, then using their content-scaling system and putting various dungeons in on rotation with various tier qualities of loot and difficulties.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 28, 2014, 07:08:48 PM
Too expensive. Each expansion is purchased by fewer than the last set of people who bought them, but they're still very expensive to make. The love of PvP by publishers is an attempt to offset this ("players are content"). But that only works if the PvP is any good (which if it is any good means the PvE/casual side probably isn't). Tough nut to crack and nobody's coming along to try anymore.


Or even less. F2P games are huge in part because everyone else who's never played a game turned out to have the same tweakable brain centers as regular gamers if the sessions could be shortened to minutes, they could be played anytime/anywhere, and the themes changed to appeal to more than just neckbeards.

But also, I totally agree.

I personally started wondering about the end of MMOs as a unique thing when CoD and BF integrated XP meters, levels and unlockables. Used to be you needed tabletop modules and then just RPGs. Not any more. And shortly after, that convention jumped to Facebook games that then spawned all the mobile shit.

Further, everything that was unique about MMOs were the very things everyone complained about. Random social encounters [with asshats]. Emergent behaviors [that exploited loopholes]. Pickup groups [that sucked so lets create guilds and DKP and etc]. Players filled in all that was wrong with other players until publishers took notice and turned those into competitive advantage.

So I don't think there's anything left that is uniquely "MMO" which anyone is willing to spend money to try.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on August 28, 2014, 07:42:05 PM
As far as I'm concerned, MMOs have two unique things going for them:

1) Persistent worlds
2) Social gaming

I'm getting to a point where I care more about those two than I care about mechanics. Good mechanics don't hold me anymore but bad mechanics will make me leave.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on August 28, 2014, 07:53:31 PM
So I don't think there's anything left that is uniquely "MMO" which anyone is willing to spend money to try.

I think this is it. The novelty of playing a "massively multiplayer online" game is gone at this point. What was once a exclusive feature worth paying $50 + $10-15 a month is now the status quo for every online service, console game, and F2P game that has made in the last 5 years. The 40-50 million + customers that made WoW as big as it was, and found something unique in the idea of playing in a persistent world with their friends, are now able to experience something similar in every cheap facebook/mobile/F2P game they touch. That consumer base left that cares about MMOss, and what makes them different from the Destinys, Borderlands, and CoDs of the world backed by social online services (Xbox Live, PSN, Steam) that they already pay for, is much smaller. Just as importantly, they are entrenched in existing games/communities and are tired of repeating the same style of game with some debatable minor changes and a fresh coat of paint.

Wildstar did a lot of great things to innnovate. It wasn't a broken feature-poor product at launch like most MMOs from the last decade have been. It made some good progress in making questing more interesting with the path system, and it completely nailed the housing system and character customization. It also modernized the combat of MMOs pretty sucessfully. Still, it's an MMO, and who wants to play a new MMO for 2+ months in 2014?

The only thing unique to MMOs at this point, IMO, is the group content which is what Wildstar leaned into for better or worse. I can get the experience of questing and chatting with friends in dozens of games released over the last 6 months. The PvP community has moved onto MOBAS and rightly so since MMO PvP has always been and will always be terrible. The group content is really the last thing that feels unique to MMOs, and there are too many stars that need to align for that to be a winning feature. If you imagine an alternative version of Wildstar with easier group content, it still wouldn't have reinvigorated the market even a little bit.

If there was a lesson to be learned by other devs from Wildstar, it's not to make MMOs. The market has moved on and they haven't gotten any cheaper to make. Given that the only in-development Western MMOs are crowd-sourced and destined to fail/disappoint, it sounds like publishers have already learned this lesson and moved on too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on August 29, 2014, 12:28:12 AM
Great summary Rokal - between this and other previous posts I think you've nailed it. GW2 is alive and viable (yet stagnant) and Wildstart did so much right - but forgot that the bread and butter is the casual who pays their money to fund the game. Leave them in the cold and they won't pay to play.

I think the bottom line with MMOs is that there is only one WoW killer.

WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on August 29, 2014, 06:59:01 AM
Wildstar did a lot of great things to innnovate. It wasn't a broken feature-poor product at launch like most MMOs from the last decade have been. It made some good progress in making questing more interesting with the path system, and it completely nailed the housing system and character customization. It also modernized the combat of MMOs pretty sucessfully. Still, it's an MMO, and who wants to play a new MMO for 2+ months in 2014?

[snip]

If there was a lesson to be learned by other devs from Wildstar, it's not to make MMOs. The market has moved on and they haven't gotten any cheaper to make. Given that the only in-development Western MMOs are crowd-sourced and destined to fail/disappoint, it sounds like publishers have already learned this lesson and moved on too.

I see iteration, not innovation.  Path system is the only system that you could call new, and no one is raving about it.  Everything else, including the combat, is just an iteration of things done before.  They went all in on EQ-style difficult combat with large groups and it seems like it was a bad bet.  Their housing system borrows the best parts of other systems, looks good, but it's not new.  Character customization has too many competitors that actually did innovative things, like CoX, except that CoH went live nine years ago.  Wildstar modernized combat as long as you don't know about GW2, Terra, Neverwinter Nights Online, etc etc.

If there was a lesson to be learned BY WILDSTAR from WoW and SWTOR it's that content-driven games are better made as co-ops not MMOs because good content is hard to make and it's easier to do when you aren't fighting with MMO infrastructure/systems.

I still think there are spaces for exploration in MMOs, but all of those spaces are in areas where the game shines with large numbers of users.  Hand-crafted content is made worse by large numbers of users, not better.  Land ownership and corporation conflict (using 'corporation' here to indicate a guild, a town, a star empire, whatever) a la EVE and SB seem to be able to hold player attention without a burdensome amount of content creation - both of those games had other issues that prevented the game from reaching broader appeal (EVE is a spreadsheet and SB was comically unstable).  I also think there are way to do landownership in PvE games, the combat is a means to 'pay' for the amount of land/influence a corporation holds.

But if what you and Darniaq are saying is that hand-crafted content-driven MMOs are dead, then I agree.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mithas on August 29, 2014, 07:01:00 AM
Why hasn't someone tried to eliminate or greatly reduce the solo level grind? Some of my favorite memories of WoW are running dungeons. I've had fun with friends and interesting times with strangers. I would play a game that had a short leveling experience and tons of group content. Group content that ramps up, so it doesn't all have to be casual.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 29, 2014, 08:36:40 AM
Group only content appeals to the kind of gamer that can dedicate exclusive time to gaming sessions. And you'd think that the only people who want to play "massively multiplayer" games would only want things that are massive and require other players.

But what all the early games showed is that while everyone might say that in a survey, the amount of gamers who really wanted it were smaller than the size of the audience publishers wanted to attract. By an order of magnitude or more. And even the core multiplayer gamer isn't always going to be available for exclusive game sessions. So many of us aged out of that, through marriage, houses, kids. I mean shit, I've been playing this stuff since before I even met my wife. Only way I could get back to my early UO days would be to go back to that lifestyle, which no way am I doing.

That'd be fine if the next generation of narcissists were as attracted to MMOs as we were. But they're not. As Rokal so well summarized, they're getting all the social hooks they need from the games that borrowed the best parts and ignored the crap.

Persistent shared spaces include a bunch of social issues publishers had to design around. Hell is other people and in shared spaces with permissive rules, it only takes a handful of people to fuck up an entire server (if sharded, as most are). So publishers continually diluted and compartmentalized the game rules until they're so contrived, the actual multiplayer experiences in MMOs might as well be session-based games anyway. And the few standouts like DAoC's old RvR continue to have such narrow appeal it's hard to afford the live costs much less justify the development ones.

So it's no surprise session-based genres like FPS, RTS and more recently e-Sports like LOL/DOTA thrive on the social hooks that work without being burdened by the persistent world costs and player issues nobody can afford nor wants to touch.

I should say that Landmark/EQ Next is doing something very interesting. They've outsourced a lot of the content cost of development to players paying for the privilege of being noticed. It's an open question how much this defrays the otherwise expensive development of a full on MMO, but they wouldn't be doing it this way unless they thought they cracked some type of code. Proof in the pudding and all that. But it's good to see someone trying.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on August 29, 2014, 08:57:46 AM
Will you stop with the Landmark is a scam to get players to build content for free. Its PR gimmick to appeal to player's desire to be a part the game.

Players: I wish there was game that design and customize a part of world to my hearts content.
Developers: Here you go!
Players: Fuck you, you're trying steal my artwork and effort.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mithas on August 29, 2014, 09:27:00 AM
Group only content appeals to the kind of gamer that can dedicate exclusive time to gaming sessions. And you'd think that the only people who want to play "massively multiplayer" games would only want things that are massive and require other players.

I think there is a middle ground here somewhere. Dungeon queuing was a great idea and allowed a lot of people on limited time to jump right in. If I had more time I'd either raid or try to get a bunch of people together to chain run dungeons.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on August 30, 2014, 12:20:12 AM
So I guess the president/lead guy of carbine just quit (https://forums.wildstar-online.com/forums/index.php?/topic/110765-taking-on-a-new-role-with-carbine-studios/#entry1148679)?  Was he just a suit or would he have been like a ghost crawler who made the final call on all decisions?  Because those final calls were retarded.

Just had to mention the whole "I had cancer that I had to let go untreated to get this game out" is just insane.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on August 30, 2014, 07:00:09 AM
In this industry it doesn't even surprise me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 30, 2014, 04:38:54 PM
Will you stop with the Landmark is a scam to get players to build content for free. Its PR gimmick to appeal to player's desire to be a part the game.

Players: I wish there was game that design and customize a part of world to my hearts content.
Developers: Here you go!
Players: Fuck you, you're trying steal my artwork and effort.

What? I was speaking in short hand because I already have lauded Landmark repeatedly, first when I played it and then when I stopped but still (repeatedly) recognize it as an important innovation for MMOs.

It's also not a PR gimmick. It's an expensive experiment based on a large publisher's interpretation of how Minecraft coulda been built to make lots of money lots of different ways if only it wasn't all given away for free, with an updated creation engine that has much more flexibility.

It COULD provide a great deal of content for EQ Next, but I'm skeptical. All the great sculptures in Landmark are wonderful achievements by players pushing the engine. But good game content that can respond to game rules and players actions is difficult to get right. And expensive to develop.

Players are paying for the privilege of possibly getting noticed, either by other players or by SOE. That's not a value judgment, it just is there.

tl;dr: important, interesting, possibly effective, enjoyed, and monetizable


Title: Re: Carbine Studios' "Wildstar"
Post by: Numtini on August 31, 2014, 04:22:33 AM
Quote
Just had to mention the whole "I had cancer that I had to let go untreated to get this game out" is just insane.

I read that as "I had this thing that I should have gone to the doctor to have checked out, but I was too busy at work to bother. It turned out to be cancer."


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on August 31, 2014, 07:25:00 AM
Yea me too. Still bad, but bad in a guys don't go to the doctor/"cowboy up" old-school sorta way.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on September 01, 2014, 01:39:48 PM
Also bad in the "idiotic video game industry expects crunch time to supersede everything in my life including my health" sort of way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venimor on September 01, 2014, 09:23:32 PM
Purely from a personal perspective (and clinical insanity notwithstanding), nothing short of insurmountable violence would have prevented me from carrying on with MMORPG development.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on September 02, 2014, 01:37:14 PM
Totally not server merges, we're just going to use this new fangled megaserver idea. (https://forums.wildstar-online.com/forums/index.php?/topic/111866-megaservers-coming-to-wildstar/)


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on September 02, 2014, 05:36:27 PM
Whoever came up with "megaserver" as a replacement for "server merger" should be paid millions.


Title: Re: Carbine Studios' "Wildstar"
Post by: Father mike on September 02, 2014, 06:31:21 PM
Has this been out long enough for folks to be attached to their names?  Because I need some good re-name drama to get me thru to Christmas.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on September 02, 2014, 07:04:01 PM
But this game just happened!  Just wait until the megaserver mergers. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on September 02, 2014, 07:29:37 PM
Nope. I just want to watch it burn.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on September 02, 2014, 10:48:17 PM
But this game just happened!  Just wait until the megaserver mergers. 

Ultraservers? Supaservers? With a 1 month discount, the Supaserversava.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on September 03, 2014, 02:35:02 AM
Whoever came up with "megaserver" as a replacement for "server merger" should be paid millions.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on September 03, 2014, 08:52:14 AM
I should try to dredge up the email I sent to the WAR team back when it was in early, early alpha. 6 people on the server at night alpha.

I proposed trying to find some kind of lore-approved way to instance the zones so that they could have a mega server. This was after I watched how it worked in Anarchy Online, of course, so it wasn't anything new. But I outlined how you wanted to have a unique ID that wasn't tied to an account name and all of that.

They thought it was unnecessary, of course.

Pretty much every single game absolutely needs this feature. Because you ramp up servers for launch, and promptly close all of those fuckers down. It's never good PR.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hutch on September 03, 2014, 11:52:31 AM
Whoever came up with "megaserver" as a replacement for "server merger" should be paid millions.

"Connected realms" was taken  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 03, 2014, 01:23:28 PM
Does this mean that ESO is undergoing an employee merger to become a new megacompany?   :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on September 03, 2014, 03:13:27 PM
Maybe they should just merge ESO and Wildstar and call it Crappy MMO's of 2014 Online.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on September 03, 2014, 08:36:26 PM
The Elder Star: Mega MMORPG.


Title: Re: Carbine Studios' "Wildstar"
Post by: Morfiend on September 03, 2014, 08:55:29 PM
GW2 use of "megaserver" is actually really good and an overall game improvement. IMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on September 04, 2014, 05:47:36 AM
GW2 was a good game, I wish I could force myself to go back and play it again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 04, 2014, 05:49:39 AM
GW2 use of "megaserver" is actually really good and an overall game improvement. IMO.

GW2 is in a whole different world compared to Wildstar and ESO.  GW2 is an outstanding game that brought some fantastic elements/enhancements to the MMORPG genre.  ESO and Wildstar... not so much.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 04, 2014, 06:59:28 AM
Wildstar brought us great marketing. I really enjoyed ESO's graphic style, it's probably my favorite artstyle of any MMO to date.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 04, 2014, 07:42:31 AM
Wildstar brought us great marketing. I really enjoyed ESO's graphic style, it's probably my favorite artstyle of any MMO to date.

Agree about Wildstar.  GREAT marketing videos.  It was almost a part of the downfall though.  The game really never lived up to the hype.

ESO... never liked the look of.  The NPC's looked terrible next to the richness of the world they were in.  The disconnect really threw me off.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on September 04, 2014, 04:41:59 PM
GW2 was a good game, I wish I could force myself to go back and play it again.

Totally feel the same way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on September 04, 2014, 05:35:59 PM
If Wildstar had been anything at all like that War-thingy trailer, I'd SO be playing that right now instead of posting in a Wildstar thread.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 05, 2014, 06:53:22 AM
The underlying problem with this game is that the classes sucked. Class design, class progression, class customization, class mechanics and overall character progression was absolute shit.

Combat was way too easy. They originally had combat that was pretty difficult where you could potentially die early on if you didn't play well enough, or at least pay attention. It made the game fun because there was a slight challenge to it each time. They just made it easy so you could just faceroll and level for the most part.

Then just tack on a shitty quest grind and you have a boring vanilla game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 05, 2014, 07:01:48 AM
The underlying problem with this game is that the classes sucked. Class design, class progression, class customization, class mechanics and overall character progression was absolute shit.

Combat was way too easy. They originally had combat that was pretty difficult where you could potentially die early on if you didn't play well enough, or at least pay attention. It made the game fun because there was a slight challenge to it each time. They just made it easy so you could just faceroll and level for the most part.

Then just tack on a shitty quest grind and you have a boring vanilla game.

The other problem was that quest grinding in no way prepared you for adventures which didn't prepare you for dungeons.  The progression wasn't being used as an ability trainer, but as a time sink.  That was a lost opportunity. 

I'm not even going to talk about making large scale raids where you're constantly looking at your character's feet for ground effects.  The game was more like dance dance revolution than a combat MMORPG.  You spent more time dodging ground effects than you did doing any actual fighting.  Class balance and boring builds were the icing on the cake. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 05, 2014, 07:43:30 AM
Very true. I like what the did with telgraphs from a macro point of view, but in practice you just played against the ground effects and never looked up. TERA still has the best action combat because you had to watch the thing you were fighting for the telegraphs, not the ground.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 05, 2014, 07:46:18 AM
I still wonder why nobody has expanded on the combat mechanics in DAoC.  You had block reactionaries, parry reactionaries, and dodge reactionaries on top of attack chains.  It really made you pay attention to what was going on in combat if you wanted to maximize your damage output. 

Yes, I realize that DAoC was filled with stupid and broken stuff of old, but there were a few things worth emulating with incremental improvement.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on September 05, 2014, 08:21:39 AM
How did you keep track of that. Noise? Watching the chat window? Visual effect?

The first two are non starters. The audience likes streaming music or other entertainment rather than listening to game noise and who the hell wants to watch a chat window these days. That was the biggest complaint about games of that era, you didn't really NEED the graphics to play the game.

Visual effect? Be prepared to be told your game is boring because there's not enough flashy particle effects covering the screen. It's reached a point of nonsense overload these days with every ability needing to have a huge, flashy graphic.  Get 3-4 people on screen and all you're seeing are multi-colored flashes.

Playing Marvel Heroes and D3 there's so many times I just hit buttons because I have no idea WTF is going on onscreen. I just can't keep up visually.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 05, 2014, 09:49:08 AM
I still wonder why nobody has expanded on the combat mechanics in DAoC.  You had block reactionaries, parry reactionaries, and dodge reactionaries on top of attack chains.  It really made you pay attention to what was going on in combat if you wanted to maximize your damage output.  

Yes, I realize that DAoC was filled with stupid and broken stuff of old, but there were a few things worth emulating with incremental improvement.

I really dislike reactionaries.  There's only so many hotkeys I can memorize and reactionaries usually need them due to activation windows.  Makes me feel like I'm playing against the UI and not my opponent (PVE or PVP).

Hell, I never bothered to slot the on-crit reactionaries in Wildstar because I just didn't feel like keeping track of it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 05, 2014, 10:26:31 AM
That's why you macro'd in your reactionarys to your spam key in Wildstar (or Rift).

I don't mind reactionaries, but more in the context of MOBAs where you only have 3 abilities + ULT + 2 Utilities + Clickies.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on September 05, 2014, 10:52:31 AM
I had something like 7 hotbars worth of stuff that I had to shift between in order to play my thane in DAOC because of reactionary chains off of block and parry, positionals, etc. It's not really something I want to go back to. I don't mind having the single reactionary type thing that warriors in WoW or JK/SWs have in SWTOR, but the chains weren't really worth the space they took up in the interface in terms of adding fun to combat. Maybe there's a solution to that along the lines of GW2's auto-attack button changing icons depending on the stage you're at I guess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 05, 2014, 10:58:16 AM
I wasn't suggesting a duplication of DAoC but a streamlined emulation.  When I do combat, I prefer it to be thoughtful and tactical rather than fast and twitchy.  I prefer WoT to PSII for this reason.  In Wot combat is based on knowledge and positioning as much or more than reaction.  The first MMO that can capture that feel will get my money.  Wildstar was too much about button mashing and too little about exploiting a weakness... other than the interrupt system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on September 05, 2014, 11:21:27 AM
GW2 use of "megaserver" is actually really good and an overall game improvement. IMO.

GW2 is in a whole different world compared to Wildstar and ESO.  GW2 is an outstanding game that brought some fantastic elements/enhancements to the MMORPG genre.  ESO and Wildstar... not so much.

I don't get the love for GW2. It's not a bad game but its shine wore off more quickly for me than any other MMO I can think of. I think in large part it was because character progression was more or less non-existent and it basically was just one big public quest in each zone.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 05, 2014, 11:27:17 AM
I don't get the love for GW2. It's not a bad game but its shine wore off more quickly for me than any other MMO I can think of. I think in large part it was because character progression was more or less non-existent and it basically was just one big public quest in each zone.

You got credit for everything you did.  You could make builds based on easily swappable weapon sets with a manageable number of hotkeys.  Sending crafting items to the bank to free bag slots was brilliant.  Lots of exploration, jump quests, and public quests everywhere.  A diverse world/landscape.  You had everything for the pokemon collector and the combat min/maxxer all in a single game... and NO SUB FEE!


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on September 05, 2014, 11:29:11 AM
Basically, you might get tired of playing GW2 and never come back but you won't walk away saying "what the fuck were this idiots thinking?".


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 05, 2014, 11:39:31 AM
Basically, you might get tired of playing GW2 and never come back but you won't walk away saying "what the fuck were this idiots thinking?".

This^^^ 

I got tired of GW2 after 3 months, but never felt like it was a bad game or had missed opportunities.  GW2 was a well crafted game that improved the MMO landscape even if it wasn't to everyone's liking. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 05, 2014, 11:56:33 AM
I always thought that they did classes well as in they were fun to play, but class builds/customization terribly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on September 05, 2014, 12:10:24 PM
I liked playing through GW2 a lot, it was definitely worth the box price, but the endgame consisted of PvP which was more accurately described as PvDoor and their group content was long, boring and terrible.  There was nothing fun to do at max level.  I imagine that has been mitigated since launch.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on September 05, 2014, 12:23:16 PM
The end game is actually pretty princess dress up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on September 05, 2014, 01:51:58 PM
I'm with Riggswolfe; the lack of any character build customization killed GW2 for me. The things it did right were either UI stuff (crafting mats to bank) or just iterations and improvements.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on September 05, 2014, 02:01:37 PM
Um.

http://intothemists.com/

 :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on September 05, 2014, 02:48:01 PM
For me the death nail for GW2 was the lack of trinity without putting anything in its place.  I just couldn't ever enjoy dungeons in that game. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on September 05, 2014, 02:48:59 PM
For me the death nail for GW2 was the lack of trinity without putting anything in its place.  I just couldn't ever enjoy dungeons in that game.  Also...Gw2 was free.  If Wildstar had released as a f2p I bet people would love it.

Lol quoted myself instead of editing.  Oh well, point stands.


Title: Re: Carbine Studios' "Wildstar"
Post by: kaid on September 05, 2014, 02:59:54 PM
For me the death nail for GW2 was the lack of trinity without putting anything in its place.  I just couldn't ever enjoy dungeons in that game. 


That is the thing that really hurts gw2 for me. Grouping in a dungeon is just 5 random glass cannons leaping around like flying squirrels. If you don't have viable tanking or viable healing then everybody is just going max dps because that is the only role left.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on September 05, 2014, 07:22:49 PM
Basically, you might get tired of playing GW2 and never come back but you won't walk away saying "what the fuck were this idiots thinking?".

This^^^ 

I got tired of GW2 after 3 months, but never felt like it was a bad game or had missed opportunities.  GW2 was a well crafted game that improved the MMO landscape even if it wasn't to everyone's liking. 

This. But I'm still with Falc. I wish there was more of it. I played for two separate two month stretches, lazily maxxing out an Elementalist and a Mesmer. Though half the zones I made it through were the same, the experience felt different. Their ability to give you ad hoc abilities, to swap out your core abilities based on context (sometimes known, sometimes random), all of it in a extremely fast paced game with the mother of all "what's around this corner", public quests that were predictable enough to coordinate around and populated enough if you just wanted to jump in, and player abilities that seemed to mesh well though I never got deep into the endgame stuff (been years since I've been able to, so no slight on GW2 there).

In fact this stupid thread is making me want to go give Necro or Engy a shot  :awesome_for_real:

Must resist. Need to finish Divinity!


Title: Re: Carbine Studios' "Wildstar"
Post by: Father mike on September 05, 2014, 08:33:47 PM
In fact this stupid thread is making me want to go give Necro or Engy a shot  :awesome_for_real:

Must resist. Need to finish Divinity!

As someone who mains as an engineer, let me tell you ... just don't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on September 06, 2014, 02:51:21 AM
Engineer's a hell of a lot better than it was at launch, though.
Mind you, so are most of the classes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on September 06, 2014, 06:32:36 PM
Cool. Necro it might be. :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on September 07, 2014, 06:44:55 AM
Meanwhile, talking about Wildstar, someone linked this old pre-launch article on SA: http://gamingbolt.com/wildstar-interview-raids-more-raids-and-even-more-raids-in-your-mmo

Quote
Q: From a business standpoint, what do you have to sacrifice when you have to focus on this one percent of players?

Mike Donatelli: I can tell you that, and it was money. (Laughs) Lots and lots of money. We almost doubled the size of the team in the last year. The whole idea here is we’re in it for the long haul. I understand that an MMO is about value. We’re asking you to pay a sub so we need to make sure that you have stuff to do, and I’m not lying when I say that we have multiple dungeons and raids in production as we speak, for post-launch. This isn’t going to end. We expect people to attack it, blow through the content and keep on trucking, and we’re going to keep providing more so people can do that. We had to inflate the team. We have a team that concentrates on the one percenter stuff for PVE, so we blew up the dungeon team. We wanted War Plots, which was this gigantic insane raid for PVPers, so we inflated the PVP team. We’re just keeping everyone working. We just spend a lot of money.

Q: What’s the advantage of targeting the one percenters, as you call them?

Mike Donatelli: Honestly, I’m just going to speak from my own personal experience. I like PVP. I’m going to be doing War Plots more than I am going to be doing raiding, but I’ve done some raids in WoW and there was just something really, really awesome about having some aspirational content that I could look forward to doing if I wanted to.

Having people run around in that awesome raid gear that you’re like, “Holy crap, where did you get that?” and then not seeing everyone in the city in the same stuff because you dumbed the raids down so any schmuck could do it.

 :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on September 07, 2014, 08:24:14 AM
https://youtube.com/watch?v=fLrpBLDWyCI


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 07, 2014, 08:33:12 AM
You mean to tell me that alienating 99% of your playerbase is a bad financial strategy?  Who knew?


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on September 07, 2014, 08:56:39 AM
When your business approach is to think of a majority of your customers as schmucks, you were destined to fail.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on September 07, 2014, 08:58:55 AM
When your business approach is to think of a majority of your customers as schmucks, you were destined to fail.

I think most MMO devs think this way though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on September 07, 2014, 09:01:58 AM
Of all places, CtrlAltDel kinda hits the nail on the head.

Not the comic, the comic is terrible. Buckley however pretty accurately explains why he gave up on Wildstar after being really into it and a previously relatively hardcore raider in WoW.

http://www.cad-comic.com/cad/


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on September 07, 2014, 09:27:20 AM
Meanwhile, talking about Wildstar, someone linked this old pre-launch article on SA: http://gamingbolt.com/wildstar-interview-raids-more-raids-and-even-more-raids-in-your-mmo

Quote
Q: From a business standpoint, what do you have to sacrifice when you have to focus on this one percent of players?

Mike Donatelli: I can tell you that, and it was money. (Laughs) Lots and lots of money. We almost doubled the size of the team in the last year. The whole idea here is we’re in it for the long haul. I understand that an MMO is about value. We’re asking you to pay a sub so we need to make sure that you have stuff to do, and I’m not lying when I say that we have multiple dungeons and raids in production as we speak, for post-launch. This isn’t going to end. We expect people to attack it, blow through the content and keep on trucking, and we’re going to keep providing more so people can do that. We had to inflate the team. We have a team that concentrates on the one percenter stuff for PVE, so we blew up the dungeon team. We wanted War Plots, which was this gigantic insane raid for PVPers, so we inflated the PVP team. We’re just keeping everyone working. We just spend a lot of money.

Q: What’s the advantage of targeting the one percenters, as you call them?

Mike Donatelli: Honestly, I’m just going to speak from my own personal experience. I like PVP. I’m going to be doing War Plots more than I am going to be doing raiding, but I’ve done some raids in WoW and there was just something really, really awesome about having some aspirational content that I could look forward to doing if I wanted to.

Having people run around in that awesome raid gear that you’re like, “Holy crap, where did you get that?” and then not seeing everyone in the city in the same stuff because you dumbed the raids down so any schmuck could do it.

 :why_so_serious:
That is a very good counter argument to "the business suits always ruin things".  The idea that somebody who unironically uses the term 'blew up' in regards to staffing was allowed to make staffing decisions is terrifying.  Also in regards to a prior comment about reading the mythical man month, these fuckwits clearly never did.


Title: Re: Carbine Studios' "Wildstar"
Post by: Simond on September 07, 2014, 12:11:30 PM
Of all places, CtrlAltDel kinda hits the nail on the head.

Not the comic, the comic is terrible. Buckley however pretty accurately explains why he gave up on Wildstar after being really into it and a previously relatively hardcore raider in WoW.

http://www.cad-comic.com/cad/
Compared to his old B^U days, that comic is art.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on September 07, 2014, 12:34:44 PM
"Having people run around in that awesome raid gear that you’re like, “Holy crap, where did you get that?” and then not seeing everyone in the city in the same stuff because you dumbed the raids down so any schmuck could do it."

Perfect, he got what he wanted with the only difference being there are no schumcks around to drool at the person in that gear.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on September 07, 2014, 01:29:32 PM
That's hardly surprising, it's the same logic that took Blizzard half a decade to implement an appearance tab. This idea that the masses look onto the 'raiding elite' in awe and wonder... I'm pretty fucking sure it's never been true outside of the heads of said raiding elite. Replace 'raiding elite' with <top pvp team> or <top ladder rank in thing> or anything like that.

The number of people who actually give even half a shit about any of that, is tiny and not worth listening too, even if they are really fucking loud.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 07, 2014, 01:42:07 PM
I don't know why you'd want to look like the raiding elite.  We were all in best-in-slot clown suits.

Tailored toward the individual and not the blob, this game could have been something.  But, there's a lot of glaring issues that a change in focus can't fix.  In the end, I just wasn't very into the world, the class design, the crafting, or the combat flow.   :|


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on September 07, 2014, 01:52:05 PM
It's like somebody spent all day baking you a shit flavored cake.  All your effort and loving care isn't going to make me eat your shit cake.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on September 08, 2014, 06:54:34 AM
This is what happens when you have a game For Achievers By Achievers.  It's not about fun, because everything in it has to be working towards some 'meaningful' end and harder (translation: dick-punchier) than the thing before it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 08, 2014, 07:55:19 AM
I dunno, I like a game that has rare stuff in it. I dislike a game where everyone is the same, looks the same, has the same stats. But don't get me wrong though, I don't really want my future games to be all about 20-40 man raids. I'm done with raiding. I'm done with DIKU games as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on September 08, 2014, 09:27:57 AM
There's nothing wrong with rare shit. The problem is basing your entire fucking game around it. It should be the icing, not the cake.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on September 08, 2014, 11:09:26 AM
The way to avoid everyone looking the same is to do appearance customization, it's nothing to do with gating access to gear. Everyone looked the same in vanilla WoW too, except for a few people who looked really dumb in their bug suits.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 08, 2014, 11:17:03 AM
There's nothing wrong with rare shit. The problem is basing your entire fucking game around it. It should be the icing, not the cake.

Well outside a few raid instances, the whole game was nearly soloable or done with 4 other people. I would call that basing your game around it.

Basing the game around it would be gating level 10 around a raid.


Title: Re: Carbine Studios' "Wildstar"
Post by: KallDrexx on September 08, 2014, 11:17:37 AM
The way to avoid everyone looking the same is to do appearance customization, it's nothing to do with gating access to gear. Everyone looked the same in vanilla WoW too, except for a few people who looked really dumb in their bug suits.

I'd counter that one of the appeals for people (and what makes GW2 legendaries so enticing) is that the rare gear has a very distinct look that allows you to show off.  People want gear that shows off their accomplishments (at least those pertaining to this particular discussion) and appearance customization works against that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on September 08, 2014, 11:34:03 AM
The literal millions of dollars people spend on cosmetics in SWTOR would seem to argue against that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 08, 2014, 11:40:20 AM
GW2 legendaries are time and resource gated.  They are not some sort of uber accomplishment in that it somehow shows your in game prowess.  You can even just RMT them by buying gems and converting them into gold. 

They honestly just show that you played the game a lot and maybe got lucky with a precursor drop.  Doesn't mean you and your ingame team of badasses actually did something worth mentioning.  You get a colored yak finisher for that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on September 08, 2014, 12:09:42 PM
People DO want stuff that makes them stand out, that doesn't mean that people want a game designed about shitty hardcore raiding.  The two things have absolutely jack shit to do with each other.  You can get GW2 legendaries entirely on your own even if you have at most 5 mins to play.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on September 08, 2014, 12:37:40 PM
*/ in crotchety old coot voice */

You know, I remember back in the days me and my posse played EQ1. We would look at some loot site whose name I forget every day to see the new postings of amazing loot gotten by high level raiders and just hope that one day we could get such great loot.

Then we discovered how long it would take, what kind of single-minded OCD fucksticks we'd have to become and we decided FUCK IT. PEACE OUT.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on September 08, 2014, 01:16:53 PM
Playing the Old Republic, prestige is lofted on the player character from every NPC he meets, especially as they go along. The Jedi Consular gets the VERY FIRST LIGHTSABER EVER MADE as their weapon, that's how special snowflake they want to create in the characters.

The point? Prestige is one fo the products game designers deliver to its customers, along with that sense of empowerment. Keeping that under lock and key for the elite alienates the rest of your userbase. It was 4% of the base that did Naxxramas in vanilla WoW, right?

I mean, that's where games are going. Isolate the individual from the reality of global awareness and status, and tell them they're the best. There was an interesting passage in The Circle where a student was randomly selected from all students and, using data algorithms, found that she was #1246 out of 176,000 or something students. That student was crushed to find she wasn't the best despite being in the top 1%. I think that shows a key part of human / gamer nature.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on September 08, 2014, 01:22:45 PM
Partying like its 1999...


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on September 08, 2014, 01:23:20 PM

I mean, that's where games are going. Isolate the individual from the reality of global awareness and status, and tell them they're the best.


So... single player games?


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on September 08, 2014, 01:38:44 PM
Pretty much, though I'm all for games that emphasize the character and his uniqueness or explore something in a way movies can't rather than attempting to insert the player into the role of protaganist and give him warm feelings of superiority. Mechanics wise, all options are available to create the effect you're looking for. More often than not its empowerment.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on September 08, 2014, 01:43:25 PM
The only "multiplayer" i want out of my mmos nowadays is a)non retarded guild chat and b)people i can kill. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 08, 2014, 03:52:52 PM
The only "multiplayer" i want out of my mmos nowadays is a)non retarded guild chat and b)people i can kill. 

Make that and I will give you my money.  Also add 5 man raids. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on September 08, 2014, 04:11:55 PM
The only "multiplayer" i want out of my mmos nowadays is a)non retarded guild chat and b)people i can kill. 

Make that and I will give you my money.  Also add 5 man raids. 
I would subscribe to that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on September 08, 2014, 05:42:27 PM
Make it flexible for anything from solo to groups of 10 or more and you can have my money, too.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on September 09, 2014, 10:00:38 AM
So what I've been preaching for since EQ. I should have been a designer. My games would be giant ass monkey fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 09, 2014, 10:13:17 AM
Ahh yes, the solo, yet scalable, raid.  I've always wanted one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on September 09, 2014, 10:40:55 AM
Ahh yes, the solo, yet scalable, raid.  I've always wanted one.

I fully expect WoW to try it at some point when things get bad. They've already done the flex 10-25 thing. They have scenarios for one. It's just the next logical step.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 09, 2014, 10:45:18 AM
Ahh yes, the solo, yet scalable, raid.  I've always wanted one.

Just give me henchmen that are the equivalent to a below average human.  I'd enjoy the challenge of dragging them through a dungeon.  It couldn't be any worse and I wouldn't have to deal with the childish behavior.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on September 09, 2014, 10:55:46 AM
GW1 heroes could be better than other players with a bit of work spent gathering skills.  My healers and interrupters rocked.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on September 09, 2014, 12:54:58 PM
GW1 had AI that ran out of the fire, it's already miles ahead of half the player base.

Of course GW2 has AI that can't both swing sword and walk forward at the same time. SO  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on September 09, 2014, 07:52:02 PM
Well crap, my resistance is fading. They just updated the new player experience (https://www.guildwars2.com/en/news/a-fresh-start-the-new-player-experience-in-guild-wars-2/?utm_source=newsletter_gw2&utm_medium=email&utm_campaign=feature-pack-2_us_09092014), which I didn't find hard at all but can see why their improvements make sense. Seems like the precursor to a marketing push, or maybe they're getting a lot of players back from TESO et al as holdover until the next WoW expansion or whatnot. Lotta work to do unless you think new players are showing up :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: murdoc on September 10, 2014, 09:18:44 AM
Well crap, my resistance is fading. They just updated the new player experience (https://www.guildwars2.com/en/news/a-fresh-start-the-new-player-experience-in-guild-wars-2/?utm_source=newsletter_gw2&utm_medium=email&utm_campaign=feature-pack-2_us_09092014), which I didn't find hard at all but can see why their improvements make sense. Seems like the precursor to a marketing push, or maybe they're getting a lot of players back from TESO et al as holdover until the next WoW expansion or whatnot. Lotta work to do unless you think new players are showing up :-)

https://www.youtube.com/watch?v=D-On3Ya0_4Y


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on September 10, 2014, 04:56:59 PM
I can't tell if he's being sarcastic. I watched that thinking all the way they're tailoring it for a console release targeted at tweens. Maybe that's the target? Or some other market that isn't as experienced at MMOs?

Seems too easy, and possibly grindy now. Getting the skills by skill use was a nice way to get rewarded for figuring out how to play my own way. Going back to the model of skills at certain levels seems old school. Sure it removes the burden of having to explain things and the horror of asking gamers to figure it out themselves.

Still probably gonna check it out  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 10, 2014, 05:01:12 PM
 
I can't tell if he's being sarcastic. I watched that thinking all the way they're tailoring it for a console release targeted at tweens. Maybe that's the target? Or some other market that isn't as experienced at MMOs?

 :facepalm:

No, they're just inept.  And this is their new game experience.  Enjoy it. 



Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on September 10, 2014, 07:47:42 PM
Bold statement.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 10, 2014, 08:04:33 PM
I'm not sure the game is too affected for the higher level characters, but this revamped noob experience sounds absolutely horrid.


Title: Re: Carbine Studios' "Wildstar"
Post by: Spiff on September 10, 2014, 11:38:43 PM
I'm still playing it on and off, hadn't even noticed this before I saw that vid here as all my characters are thankfully max level.
It does look like an almost unbelievably backwards direction to move in for them, but then however great I think their initial development was (still the best MMO out there atm to me) it's been one dumb move after another since launch.
The schism between the pre- and post -launch development is quite astounding really.


Title: Re: Carbine Studios' "Wildstar"
Post by: murdoc on September 11, 2014, 07:23:36 AM
I'm not sure the game is too affected for the higher level characters, but this revamped noob experience sounds absolutely horrid.

It's not, it's just the noob experience. It does worry me a bit what they have planned for the 'veteran' players. Not that the noob experience really makes a difference to me, I leveled a Ranger in 6 days with my birthday booster and zerging it up in Edge of the Mists. I think I had about 4% of the world explored when I hit 80.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on September 11, 2014, 11:07:18 AM
Leveling in Edge sounds a lot worse to me when you slow down skill unlocks that much.


Title: Re: Carbine Studios' "Wildstar"
Post by: Senses on September 11, 2014, 04:38:16 PM
Its pretty clear that if you haven't tried this game yet, and are even slightly interested, wait 3 months for the f2p option.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on September 11, 2014, 08:16:32 PM
Well, this didn't take long.  Looks like they're removing some of the raid attunement shenanigans.  Totally didn't see this coming. :awesome_for_real:

https://forums.wildstar-online.com/forums/index.php?/topic/113180-update-notes-09112014/


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on September 12, 2014, 06:02:12 AM
That just means the raid is actually ready for mass consumption and they don't need to slow down the playerbase until they finish anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on September 12, 2014, 02:01:46 PM
Nice changes I guess, but I still maintain that the raid content in Wildstar is too niche. The raids appeal to people that want to play in 20/40 man groups, have a schedule that facilitates it, and have a computer that can actually handle that amount of people in a raid setting without turning into a slide show. The gear/skill requirements can be tuned by nerfing the raids but I don't see a future for Wildstar raids unless they change the sizes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 12, 2014, 02:23:59 PM
All raid content is niche.  Having to herd 40 cats (or even 25) together for a single goal is time consuming.  The more culture moves toward instant gratification, the less you'll see of this mechanic.  It's a dinosaur.  Anything beyond a small group or possibly up to 10 is going to be the norm... that is if anyone ever gets money to make an MMORPG again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 14, 2014, 01:13:38 PM
Weren't they planning this all along? I thought I remember hearing that they were going to nerf/tone down raid content as it ages.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on September 25, 2014, 06:02:12 PM
https://forums.wildstar-online.com/forums/index.php?/topic/114584-state-of-the-game/

Love this part:

Attunement- The raid content was designed to have players actually play it. We adjusted the attunement process to help get players into raids, where the real challenge is. Getting in is one thing, being prepared is another. We are currently implementing a training dungeon that will help train and prepare players for the epic challenges that await them in our dungeons and raids. I want to stress that we’re not nerfing raids, we’re just giving you the tools to succeed when tackling them

WTF


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on September 25, 2014, 06:08:51 PM
https://forums.wildstar-online.com/forums/index.php?/topic/114584-state-of-the-game/

Love this part:

Attunement- The raid content was designed to have players actually play it. We adjusted the attunement process to help get players into raids, where the real challenge is. Getting in is one thing, being prepared is another. We are currently implementing a training dungeon that will help train and prepare players for the epic challenges that await them in our dungeons and raids. I want to stress that we’re not nerfing raids, we’re just giving you the tools to succeed when tackling them

WTF

This is like Apple telling everyone today regarding #bendgate "You're not holding it right".


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 25, 2014, 06:14:41 PM
Fucking clueless.  It's like they're perfecting the trans-Atlantic zeppelin experience.  No one gives a shit anymore; we've got planes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on September 26, 2014, 03:45:16 AM
"Hmmm... no one is doing the raids because everything is too hard and not enough people are doing the attunement. I guess we can nerf the attunement a bit..."

*no one still runs the raids*

"Man, no one is running the raids still and people are quitting in droves. Maybe we didn't train them enough?"


Title: Re: Carbine Studios' "Wildstar"
Post by: SurfD on September 26, 2014, 04:46:43 AM
"Hmmm... no one is doing the raids because everything is too hard and not enough people are doing the attunement. I guess we can nerf the attunement a bit..."

*no one still runs the raids*

"Man, no one is running the raids still and people are quitting in droves. Maybe we didn't train them enough?"
And somewhere in the background, you can hear the hardcore WoW raider chanting "we want harder raids, we want harder raids".


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on September 26, 2014, 05:18:37 AM
WoW fills that need by offering several difficulty modes. Wildstar dismissed everybody that didn't want to do hard modes. They knew this would relegate their raid (and dungeon) content to the hardcore, but they just happened to substantially underestimate the size of that hardcore audience and the importance of a giant feeder pool of aspirational new and casual players to sustain the hardcore rosters.


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on September 26, 2014, 06:13:04 AM
I look forward to guilds trying to organize twenty (or worse yet forty) people together to run this training raid with the promise of no loot.  I mean if anything part of attunement that could actually be useful is having to get 'gold' in a solo simulator where you do nothing but stay out of fire and cycle your key skill (taunt, heal, interrupt) when appropriate.

Actually, what would be hilarious, is if the training raid simulator isn't something that teaches you to get out of fire and cycle interrupts but instead trains raid leaders to herd kittens.  I mean that's the biggest stumbling block really, trying to get 25 people on your raid team at the right place at the right time.  Having five for alternates who may or may not get in.  Having a proper dps/tank/healer split.  Having an off tank that can take over as main if he doesn't show.  The trainer should teach you how to use voice comms with different hotkeys for raid-wide and officer-only.  How to keep morale up by having fun instead of screaming and sniping at people.  How to deal with fucking drama queens.  Knowing when someone is just straight up hopeless at staying out of fire and replacing them.  Knowing when to call it a night.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on September 26, 2014, 08:06:05 AM
I look forward to guilds trying to organize twenty (or worse yet forty) people together to run this training raid with the promise of no loot.  I mean if anything part of attunement that could actually be useful is having to get 'gold' in a solo simulator where you do nothing but stay out of fire and cycle your key skill (taunt, heal, interrupt) when appropriate.

Actually, what would be hilarious, is if the training raid simulator isn't something that teaches you to get out of fire and cycle interrupts but instead trains raid leaders to herd kittens.  I mean that's the biggest stumbling block really, trying to get 25 people on your raid team at the right place at the right time.  Having five for alternates who may or may not get in.  Having a proper dps/tank/healer split.  Having an off tank that can take over as main if he doesn't show.  The trainer should teach you how to use voice comms with different hotkeys for raid-wide and officer-only.  How to keep morale up by having fun instead of screaming and sniping at people.  How to deal with fucking drama queens.  Knowing when someone is just straight up hopeless at staying out of fire and replacing them.  Knowing when to call it a night.

Nice laundry list of why I don't raid anymore.   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on September 26, 2014, 08:24:43 AM
I look forward to guilds trying to organize twenty (or worse yet forty) people together to run this training raid with the promise of no loot.  I mean if anything part of attunement that could actually be useful is having to get 'gold' in a solo simulator where you do nothing but stay out of fire and cycle your key skill (taunt, heal, interrupt) when appropriate.

Actually, what would be hilarious, is if the training raid simulator isn't something that teaches you to get out of fire and cycle interrupts but instead trains raid leaders to herd kittens.  I mean that's the biggest stumbling block really, trying to get 25 people on your raid team at the right place at the right time.  Having five for alternates who may or may not get in.  Having a proper dps/tank/healer split.  Having an off tank that can take over as main if he doesn't show.  The trainer should teach you how to use voice comms with different hotkeys for raid-wide and officer-only.  How to keep morale up by having fun instead of screaming and sniping at people.  How to deal with fucking drama queens.  Knowing when someone is just straight up hopeless at staying out of fire and replacing them.  Knowing when to call it a night.

Corporations would pay out the nose for a project/program/department manager trainer like that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on September 26, 2014, 09:08:11 AM
The game is just not fun to mechanically play from all aspects that people don't really want to bother with attunement shit. I'm not saying the attunement shit isn't retarded, but the underlying game is just not fun to play in any aspect.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 26, 2014, 09:53:18 AM
Dodging all manner of ground effects sounds more fun on paper than it is in practice.  The game attempted some interesting new ideas for mechanics in an MMO.  Sadly, the result was failure.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on September 27, 2014, 10:30:36 AM
Any hint on this turning free to play? I'm really wanting to make a robot with giant breasts and then uninstall.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on September 27, 2014, 11:09:52 AM
Given the developer's attitude, it's more likely to shut down than to go F2P and invite all those fucking filthy casuals around.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on September 28, 2014, 11:52:10 PM
I look forward to guilds trying to organize twenty (or worse yet forty) people together to run this training raid with the promise of no loot.  I mean if anything part of attunement that could actually be useful is having to get 'gold' in a solo simulator where you do nothing but stay out of fire and cycle your key skill (taunt, heal, interrupt) when appropriate.

Actually, what would be hilarious, is if the training raid simulator isn't something that teaches you to get out of fire and cycle interrupts but instead trains raid leaders to herd kittens.  I mean that's the biggest stumbling block really, trying to get 25 people on your raid team at the right place at the right time.  Having five for alternates who may or may not get in.  Having a proper dps/tank/healer split.  Having an off tank that can take over as main if he doesn't show.  The trainer should teach you how to use voice comms with different hotkeys for raid-wide and officer-only.  How to keep morale up by having fun instead of screaming and sniping at people.  How to deal with fucking drama queens.  Knowing when someone is just straight up hopeless at staying out of fire and replacing them.  Knowing when to call it a night.

Corporations would pay out the nose for a project/program/department manager trainer like that.

Wildstar - The Aerobics MMO


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on September 29, 2014, 04:42:46 AM
Given the developer's attitude, it's more likely to shut down than to go F2P and invite all those fucking filthy casuals around.

Close. NCSoft would want to F2P it, Carbine devs would quit, new devs would be hired to carry out the conversion. It'll be this generation's City of Heroes.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on September 29, 2014, 04:56:40 AM
I can't believe their ego would be so huge that they'd refuse to change course even when proven wrong.
Don't people want to keep their jobs nowadays? Fucking manchildren.  :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on September 30, 2014, 04:50:15 PM
Aaaaand.... Wildstar just sent me a 7-day pass for me and a buddy because I had played in beta.

That's a wrap.  We're done here.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on September 30, 2014, 06:19:34 PM
Ditto. Yeah, RIP Wildstar and Carbine. You should've known better.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 30, 2014, 06:30:46 PM
I bet they go F2P but only after it's too late for it to actually help.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on September 30, 2014, 06:43:55 PM
I bet the people with all the "CREDD" or whatever might not like that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on September 30, 2014, 07:23:21 PM
Can we just go ahead and graveyard MMOG Discussion?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on September 30, 2014, 07:40:23 PM
I bet the people with all the "CREDD" or whatever might not like that.

I totally forgot about that crap.  Man, they really are screwed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on October 01, 2014, 03:37:53 AM
I bet they go F2P but only after it's too late for it to actually help.

So...like now then


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 01, 2014, 06:30:29 AM
CREDD could easily transition into F2P right?


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on October 01, 2014, 06:49:34 AM
I hope this is the final nail in the coffin for the "hardcore raiding" mmo.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 01, 2014, 07:17:06 AM
I hope this is the final nail in the coffin for the "hardcore raiding" mmo.

Nah. Where there's a troglodyte with too much time on his hands, there's a way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on October 01, 2014, 07:41:24 AM
I hope this is the final nail in the coffin for the "hardcore raiding" mmo.

Nah. Where there's a troglodyte with too much time on his hands, there's a way.

Man this game.  So much potential...it's like someone designed a ferrari and painted a mural of Flo from progressive in a chainmail bikini fighting a dragon on it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Wahn on October 01, 2014, 08:04:27 AM
Also, the Design Producer Stephan Frost is gone now:

http://massively.joystiq.com/2014/09/30/wildstars-stephen-frost-calls-it-quits/ (http://massively.joystiq.com/2014/09/30/wildstars-stephen-frost-calls-it-quits/)

Quote
It really pains me to say this, but this will be my last show and my last week at Carbine," he said on the show. "I'm off to a new adventure; I got an offer that I couldn't turn down and so I'm going to take it. This is super-hard for me. This is one of my proudest achievements. A lot of my heart and soul is in this game.

Quote
Frost assured fans that it had nothing to do with the game and the community, and he promised that he would still be playing WildStar even after his departure.

Yeah, sure.  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 01, 2014, 08:13:46 AM
I should have bet on this one crashing and burning before 2016 too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on October 01, 2014, 08:17:10 AM
If I had known how much of a hardcore cockfest the game would be in later levels I would have adjusted my expectations accordingly.  I was far too generous based on my early beta assumptions.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on October 01, 2014, 08:38:18 AM

http://massively.joystiq.com/2014/09/30/wildstars-stephen-frost-calls-it-quits/ (http://massively.joystiq.com/2014/09/30/wildstars-stephen-frost-calls-it-quits/)

Quote
"I'm off to a new adventure; I got an offer that I couldn't turn down and so I'm going to take it.


I really hope that his new offer didn't involve designing a game in any way. Talk about a game that looked like a lot of fun and making every wrong decision with it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 01, 2014, 10:09:56 AM
CREDD could easily transition into F2P right?

Looks like it. CREDD just goes from being able to pay for your sub to being WSPoints or whatever they choose to call their F2P "You'll never spend all of this so you'll always have a balance and think, 'Meh, $5 more'" currency.

So all that CREDD goes to inventory, skins, expansions, whatever.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on October 01, 2014, 10:12:27 AM
YAY! I got my email pass +guest too! Unfortunately, I signed up for beta and never actually got in. Only the preview weekend things.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on October 01, 2014, 10:16:08 AM
I was in beta and never got any passes.  It's fine though.  I have no interest in playing this game again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on October 01, 2014, 08:11:54 PM
I read this thread mostly to see where the train wreck is heading, but perversely it makes me sad. I got within 10 levels of cap but got tired of playing a MMO that rarely had other players around me. Yet I had fun. I actually liked the combat mechanics - they grew on me and the story instances were fun as was the housing. But I'm not hardcore enough to play it anymore (although I was part of Vanilla-WoW rainding in AQ and Naxx).

I no-longer want to play an MMO as a second job, I just want to have fun.

If this went F2P I'd revisit it and ignore the hardcore BS. How the hell did Carbine/NCSoft forget that although hard-core is vocal, filthy casuals pay the bills in an MMO. It's like they looked at what Blizzard had to do to WoW over the years and then decided they were wrong. Yet they managed to do a better job with GW2 - also published by NCSoft.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on October 01, 2014, 08:29:13 PM
It's because even Blizzard doesn't realize filthy casuals pay the bills, or doesn't want to admit it. For all the joking about the raid training mode dungeon thing above, that is basically WoW's entire design scheme for it's entire history.

If you take Blizzard's game decisions and look at them from the PoV of "if only we could teach people to love raiding", then it all 'makes sense'. The fact they made a game that regular folks would also enjoy is basically a happy side effect.


It's all moot for me though, Wildstar either gave me n64 level graphics or single digit frame rates. Doesn't matter WHAT you're game is like at that point.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on October 01, 2014, 08:40:15 PM
I was in beta and never got any passes.  It's fine though.  I have no interest in playing this game again.

You can have my codes. I'm damn sure not using them.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on October 01, 2014, 09:13:56 PM
It's because even Blizzard doesn't realize filthy casuals pay the bills, or doesn't want to admit it. For all the joking about the raid training mode dungeon thing above, that is basically WoW's entire design scheme for it's entire history.

If you take Blizzard's game decisions and look at them from the PoV of "if only we could teach people to love raiding", then it all 'makes sense'. The fact they made a game that regular folks would also enjoy is basically a happy side effect.

Yeah, I still don't understand why they still refuse to connect that the game's peak in subscriptions and player satisfaction coincided with raiding meaning next to nothing. And what raiding there was, was apparently ludicrously easy. Of course guilds cried and the game will never recover from the crap they've done since.

I stand by my statement that no MMO should have a single item or single piece of content that will not scale for a solo player to do it.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on October 02, 2014, 12:09:53 AM
(https://dl.dropboxusercontent.com/u/829607/wastelah2/0011/i-am-very-hurt.png)

MOAR PLZ


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on October 02, 2014, 12:48:39 AM
Well, I toldja so!


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on October 02, 2014, 03:17:23 AM
Next: bargaining.


Title: Re: Carbine Studios' "Wildstar"
Post by: Cyrrex on October 02, 2014, 03:43:36 AM
I played some beta, thanks to a free key one of you peeps gave me.  My time in game (which ended up being shorter than download/install time), was something like this:

1) Create character.  Something with big sword, big tits and a sassy name.  
2) Enter game.  Talk to first dude.  OMG the whole universe is about to implode!  Quick!  Go over and talk to that dude over there that all the other big titted sword carriers are currently huddled around!
3) Uh oh, it looks like Captain Thunderpants, destroyer of 10 galaxies, is up to it again!  Hurry, Jizzpants27, follow this magical arrow to the next room, where you'll conveniently find 4 other noobs pounding on some level 1 mob that probably looks like a goblin!
4) Hit 1 ten times.  Face Stab 1, or somesuch.  Can't tell what the hell is going on, but his health is going down super fast and mine isn't even moving.  Must be my great tactics.
5) Great job Jizzpants27!  You've saved the galaxy and as a reward here is a set of fur underpants!  Now go talk to the Librarian.  Stupid cunt lost a valuable artifact...just follow this magical arrow!
6) Woe is me!  Jizzpants27, you must help me retrieve the Sword of Stabbiness!  I was attacked by 3 Giant Robot Hamsters on the way to work this morning, and for some reason they left me alive but stole my sword!  You might need to wait your turn, Jizzpants27, currently 3 other people are also retrieving this sword, and there is a short respawn timer.
7) Hit 1 ten times.  Target next mob, and hit 1 ten times.  I am totally standing in the fire, and it does not matter one bit.  Target next mob.  Hit 2, looks like a buff I can toggle.  What did that do, gave me +3 to virility?  Hit 1 nine times.  Oh look, Giant Robot Hamster number three had the sword, what a coincidence.
8) Ding!  Level up, bitches!  Now I have Face Stab 2, but also something called Bum Rush.  Test Bum Rush on a random mob.  Oh cool, I can no leap into combat from 10 meters away.  And now Face Stab 2 kills in only 8 hits! So! Much! Power!  Until I face a level 2 mob, in which case we are back to taking 9 or 10 hits.
9) Return to Librarian.  Gives me the Sword of Stabbiness as a reward (why was it so important to you if you are just giving it to me?  you like messing with people like that?), plus his life savings of 2 copper pieces.

This is why modern MMOs fucking suck...because while the details vary ever so slightly, this is the beginning of every fucking one of them.  You follow the arrows and clickety click click, mission accomplished.  No thought to what you are doing and why, you can totally shut off your brain, and not in a good way.  This was all fine back int 1986, or whenever it was that WoW came out.  Some manage to distinguish themselves in certain ways (SWTOR had cool stories, Conan had graphics and tits, LOTRO had lore, etc.) but at the core it is all still the same.  This is why they fail, not because of decisions about raid mechanics, PvP or other end-game content.  They simply are not fun to play anymore because it is all the goddamned same at the end of the day.
 


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on October 02, 2014, 05:58:41 AM

There's nothing wrong with game mechanics being simple and trusted ones re-used, but they need to be wrapped in an experience not as desperately generic as Wildstar is.

I almost think wildstar is the prime example of how to build a world that fails to engage. I was never even entirely sure why. The game mechanics too obvious with their "dodge the shapes" mini-game, the attempt to build a world out of cast-off MMO tropes that really aren't clever or coherent, the boring but tiring gameplay the yawn inducing loot. One of the few games where I was completely done with the game in a week of open beta.






Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 02, 2014, 06:26:05 AM
If this went F2P I'd revisit it and ignore the hardcore BS. How the hell did Carbine/NCSoft forget that although hard-core is vocal, filthy casuals pay the bills in an MMO. It's like they looked at what Blizzard had to do to WoW over the years and then decided they were wrong. Yet they managed to do a better job with GW2 - also published by NCSoft.

What NCSoft game have you played where they EVER realized the casuals paid the bills?  I can't recall one so how could they forget something they never knew?

Remember, there's been a whole swath of devs/ players (now devs) for the last 11 years who've sworn up and down that Blizzard was a success ONLY because of the built-in fan base. Nothing they did was innovative. Nothing they did could be replicated. Every choice they've made is WRONG, because <REASON THAT IS NOT AT ALL PROJECTION OF I'M A "HARDCORE" GAMER FANTASY>

It's because even Blizzard doesn't realize filthy casuals pay the bills, or doesn't want to admit it. For all the joking about the raid training mode dungeon thing above, that is basically WoW's entire design scheme for it's entire history.

If you take Blizzard's game decisions and look at them from the PoV of "if only we could teach people to love raiding", then it all 'makes sense'. The fact they made a game that regular folks would also enjoy is basically a happy side effect.


It's all moot for me though, Wildstar either gave me n64 level graphics or single digit frame rates. Doesn't matter WHAT you're game is like at that point.  :why_so_serious:

For the last 3 expansions, sure. There were still things for the less hardcore to do in Vanilla, BC and LK, though it was certainly a lot of Ramp-up to raiding.  They've tried to add in things for casuals since then but they're all grindy rather than fun or chunked-up experiences.


There's nothing wrong with game mechanics being simple and trusted ones re-used, but they need to be wrapped in an experience not as desperately generic as Wildstar is.

Hush you, clearly all non-MMO games have been totally innovative experiences and in no way derivative of their predecessors in any way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 02, 2014, 09:02:47 AM
It's because even Blizzard doesn't realize filthy casuals pay the bills, or doesn't want to admit it. For all the joking about the raid training mode dungeon thing above, that is basically WoW's entire design scheme for it's entire history.

If you take Blizzard's game decisions and look at them from the PoV of "if only we could teach people to love raiding", then it all 'makes sense'. The fact they made a game that regular folks would also enjoy is basically a happy side effect.

Yeah, I still don't understand why they still refuse to connect that the game's peak in subscriptions and player satisfaction coincided with raiding meaning next to nothing. And what raiding there was, was apparently ludicrously easy. Of course guilds cried and the game will never recover from the crap they've done since.

I stand by my statement that no MMO should have a single item or single piece of content that will not scale for a solo player to do it.

Wasn't WOTLK's peak during Ulduar where people said it was the best raid design ever?

edit to add:

I wrote this elsewhere, but Wildstar's problem really isn't the world or lore. It's really that the class deisgn/mechanics are very very bad. The class customization is really really awful. The loot is boring, useless and unimaginative. Combat and the mechanics are terrible. I don't really care about explaining why, and I'm pretty sure everyone doesn't care to hear about it anyway.


Title: Re: Carbine Studios' "Wildstar"
Post by: amiable on October 02, 2014, 10:46:37 AM

Wasn't WOTLK's peak during Ulduar where people said it was the best raid design ever?

edit to add:

I wrote this elsewhere, but Wildstar's problem really isn't the world or lore. It's really that the class deisgn/mechanics are very very bad. The class customization is really really awful. The loot is boring, useless and unimaginative. Combat and the mechanics are terrible. I don't really care about explaining why, and I'm pretty sure everyone doesn't care to hear about it anyway.

I'm curious what you think, because I agree that combat is pretty bad, but I can't really put my finger on why....   Maybe because I felt like I was only using 2 abilities over and over again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on October 02, 2014, 10:51:44 AM
I found combat to be tedious and exhausting at the same time, particularly in the level 40-50 zones.  They packed so much aggro in these zones with fast respawn timers that you're constantly dodging ground effects, terrain effects, and still looking for adds/respawns.  I found it draining over long sessions rather than fun. 

Upon hitting 50, I was forced into doing dailies or attempting dungeons/adventures with people that would bail at the first sign of trouble.  It was a lesson in more tedium and frustration. 

That's really how it all summed up for me.  Without a regular group to run dungeons/adventures with, this game really came to a screetching halt quite quickly and I'm normally willing to tolerate a grind. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 02, 2014, 12:23:15 PM

I'm curious what you think, because I agree that combat is pretty bad, but I can't really put my finger on why....   Maybe because I felt like I was only using 2 abilities over and over again.

Alrighty, I hope this isn't too long.

1) Class design is outright atrocious. You have this really cool setting and you settle with a Warrior, Rogue (Stalker), Mage 1 (Esper), Mage 2 (Spellslinger)? And the only two non-fantasy based classes you have are the Engineer which is a reskinned hunter and the Medic which is actually kind of unique. That being said, even if you get passed that you have a collection of shit class mechanics. Combo points? Mana? Rage Bars? fuck you.

The only entertaining class was the Stalker because it's "special" ability was stealth and you could actually have fun with that. Everyone else's special was just a dumb 1-5 minute cooldown ability. Meh

2) Class customization was shit. It was just a glorified talent tree build mixed in with GW2's shitty trait system. It was bad, bland and stupid.

Do you know what they used to have? You used to have to hit stat thresholds to gain different effects of your abilities. You had to min/max your gear to unlock them. It was really entertaining actually. I'll mention a bit more later.

3) Combat. They fucking had no idea what they were doing or what direction they were taking the game. The must of changed the design docs 500 times in the last 5 years. When I saw this game back in 2011, it was your standard tab target system with dodges. Then they added some telegraphs. Then they added all telegraphs. No one wants to watch the fucking ground all game long and dodge out of fire. Fuck that. Add on the fact that you had no autoattack and they expected you to hold down a button half the time. No thanks.

It was just bad. It felt awkward, it was tiring, and it was shit. You want combat done right (action combat) just look at TERA. They did it the right way.

4) Game content. I don't care if they cater to hardcore people. Everyone should have a game. Everyone seems to expect to do be able to do everything in a game. Meh. As long as the bulk of the game is accessible, I'm ok with that. However, the game was really terrible. No one wants to do 30 hours of quest treadmills anymore. Fuck you for making another game like that.

5) Itemization. They changed this over and over and over and never fucking knew what they were doing. They did a major overhaul like 3 months before launch. It used to be really fun. You use to be able to dismantle every single item and reassemble it at any time. This allowed you to mix and match gear so you hit your stat thresholds I mentioned above. It was like Diablo on crack because they also had cool modules that you could toss on to do special effects. Then they got rid of all that shit and stuck it behind crafting. Meh.

What else? The game was really well made from animations to zone design, to art. I dug it. I liked the housing, I liked the scenarios and instances quests and adventures and dungeons. They were cool. They had zero direction, zero organization and zero ZERO zero "vision" for lack of a better word.

The game was kind of fun in an oldschool kind of way in one of the first betas. Things were more difficult. You had to pay attention to fights. You died a lot, the world was more dangerous. Instead of plowing through shit, you actually had to play careful. I kind of liked that, but that's a personal preference. Then they made everything a pushover and the game became boring and you stopped paying attention to shit.

It's been a while since I thought about this stuff so I may be off in some things.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on October 02, 2014, 12:38:14 PM
If this went F2P I'd revisit it and ignore the hardcore BS. How the hell did Carbine/NCSoft forget that although hard-core is vocal, filthy casuals pay the bills in an MMO. It's like they looked at what Blizzard had to do to WoW over the years and then decided they were wrong. Yet they managed to do a better job with GW2 - also published by NCSoft.
What NCSoft game have you played where they EVER realized the casuals paid the bills?  I can't recall one so how could they forget something they never knew?
It depends on what you mean by casuals but if you are referring to non-raiders that would be City of Heroes -- aka City of Alts.





Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on October 02, 2014, 02:14:39 PM
For the last 3 expansions, sure. There were still things for the less hardcore to do in Vanilla, BC and LK, though it was certainly a lot of Ramp-up to raiding.  They've tried to add in things for casuals since then but they're all grindy rather than fun or chunked-up experiences.

It wasn't a lot of Ramp-up, it was ALL Ramp-up. Vanilla and TBC especially. Every design decision from leveling to content to class design, all Blizzards idea of 'turn them into raiders'.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on October 02, 2014, 03:11:45 PM
If this went F2P I'd revisit it and ignore the hardcore BS. How the hell did Carbine/NCSoft forget that although hard-core is vocal, filthy casuals pay the bills in an MMO. It's like they looked at what Blizzard had to do to WoW over the years and then decided they were wrong. Yet they managed to do a better job with GW2 - also published by NCSoft.
What NCSoft game have you played where they EVER realized the casuals paid the bills?  I can't recall one so how could they forget something they never knew?
It depends on what you mean by casuals but if you are referring to non-raiders that would be City of Heroes -- aka City of Alts.

That was my first choice, followed by GW2. Compared to GW1 the successor had casual player stamped all over it - to my eyes anyway.






Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 02, 2014, 03:20:51 PM
If this went F2P I'd revisit it and ignore the hardcore BS. How the hell did Carbine/NCSoft forget that although hard-core is vocal, filthy casuals pay the bills in an MMO. It's like they looked at what Blizzard had to do to WoW over the years and then decided they were wrong. Yet they managed to do a better job with GW2 - also published by NCSoft.
What NCSoft game have you played where they EVER realized the casuals paid the bills?  I can't recall one so how could they forget something they never knew?
It depends on what you mean by casuals but if you are referring to non-raiders that would be City of Heroes -- aka City of Alts.
CoH was very fun, but progression was extremely slow, even by standards of the day. A good example, but more Cryptic than NC. And of course Cryptic was a problem all its own :-)

Wildstar would have been great in 2003. But you can't turn back the clock. After so many high profile sub-performers, after so many left WoW and chose to leave MMOs entirely, and after whole new forms of gaming brought games to non-gamers who aren't coming to MMOs, they really were just too damned late to the party for the decisions they made.

It looks like they realized that early enough in development to try and change things. But it also looks like they didn't have any clear sense of what to do about it, as evidenced by Draegen's comments.

I still am glad they tried. For the six years or so they worked on it, that's six years of gainful employment, paychecks, families, etc. And it's not like anyone ever expects a job for life anymore anyway. So it not being great or even good doesn't mean it was wasted time. /magnanimous :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on October 02, 2014, 03:31:41 PM
Every design decision from leveling to content to class design, all Blizzards idea of 'turn them into raiders'.


I suspect it may have even been "they are already raiders, let's give them a path to getting there." 


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 02, 2014, 06:42:58 PM
Yea that. 10 years into the game, it's not like they were rolling in a constant stream of brand new off the street players. Anyone left was either a returning player or a raider.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on October 03, 2014, 04:00:47 PM
Yea that. 10 years into the game, it's not like they were rolling in a constant stream of brand new off the street players. Anyone left was either a returning player or a raider.

He's not talking about the decisions they're making *now*.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 03, 2014, 04:18:23 PM
I either don't agree with his sentiment, or he meant later even if he said earlier :-)

Saying "'turn them into raiders" is like saying "turn them all into people who reach the achievement cap and want to keep playing". I mean seriously, who isn't thinking that outside of the thrice resurrected corpse of UO and the one-hit-wonder space sim?

But even that aside, I got no sense of training for raiding during the leveling process. Yea yea all the uber guilds had MC on farm status within a month and not really many places to go after for awhile. But they showed up to WoW with training already, and probably mostly the same co-players. Meanwhile, WoW had way more than just ex Planes raiders, and all THOSE people struggled as soon as they got to the "easy" raid zone for years. So they went back to alts and small groups and had more to do in BC and WoTLK, months to re-level characters through different zones. All that because unlike many others, it was content complete enough for it and allowed people to play on their own time, not requiring they beholden themselves to someone else's definition of fun and pacing.

This was years ago though. Seems like more recently the narrowing playerbase is raiding or doing raiding-type things more and more. I left shortly after WoTLK and my lifestyle doesn't support that playstyle anymore :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on October 03, 2014, 07:02:51 PM
Every design decision from leveling to content to class design, all Blizzards idea of 'turn them into raiders'.
 

As a former member of WoW's QA team from Vanilla to WOTLK, I'm going to disagree with you there.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on October 04, 2014, 04:51:55 AM
In my view, WoW's ascendency was not much to do with the game itself or how polished it was it was to do with the Blizzard name. I remember saying at the time that Blizzard could release "advanced toilet simulator 2000" and people would lap it up. First time mmo players tried WOW because it was made by blizzard. Yes Everquest had the distinction of crashing and burning right as WOW was launched, by EQ never had the subs that WOW had at launch. Remember day one numbers were unprecedented for any game ever at the time.

Most players didn't have a clue that it was basically EQ with bodybuilding Elves and muscular Undead. It was their first experience with an MMO, and they played it because it was made by Blizzard, but they came to love the MMO experience. And with truckloads of money WOW was able to polish the game after the fact in a way no startup could not. So those people tried other MMOs, said "god this is so un-polished like the only other MMO I have played, and it does not have my Macros set up like I have in WOW," and went back to WOW, made by Blizzard.

WOW's problem now is that the Blizzard name is no longer a license to print money.

As for this game, catering to the hardcore is never going to work, because "being hardcore" means nothing if you don't have "useless scrubs" to look down on from the ivory tower inside your own head.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 04, 2014, 09:35:26 AM
Thanks for once again reiterating that silly notion. There was far more interest in Wow than just bliz fans even during beta.  Amazing how 10 years of saying a silly thing starts to make it truth.

As for the earlier COH love it was a grindy boring game for casual folks. I couldn't get past level 25 and I'm a hardcore DIKU fan.   COH bored me to tears once the character was built out.  IThere was never any thing of interest to do those last 25 levels. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 04, 2014, 09:39:49 AM
I could never get past level 10 the game was so bad.  I subbed once for the character creator though. That was a boring Saturday afternoon.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on October 04, 2014, 09:43:18 AM
I only capped out on one toon, and even that was done via PLing by a pre-nerf Fire Tank. Still, I loved that game; no other MMO has been more fun for me to resub for a weekend on a whim.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 04, 2014, 10:00:28 AM
Thanks for once again reiterating that silly notion. There was far more interest in Wow than just bliz fans even during beta.  Amazing how 10 years of saying a silly thing starts to make it truth.

As for the earlier COH love it was a grindy boring game for casual folks. I couldn't get past level 25 and I'm a hardcore DIKU fan.   COH bored me to tears once the character was built out.  IThere was never any thing of interest to do those last 25 levels. 
All of this.

Blizzard assumed their first audience would be battle.net people (what some of us called "b.net kiddies" at the time). EQ1 topping at 500k then meant wild success possibly meant double that. 1mm subs was also SWG's goal. This was a huge number, and believable to Blizzard because of the size of the EQ and b.net player bases.

They blew past 5mil in the first year. Nobody responsible would ever have presented that many subscribers as even a pipedream upper goal. Most of us experienced the first six months of queues because they literally couldn't roll out hardware and balancing vast enough.

This was not due to any one thing. Blizzard name, Warcraft name, b.net audience, and a sequence of regional rollouts, and "MMORPGs" entering peak zeitgeist along the adoption curve, all contributed to a feedback loop of marketing. But that only gets people in the door. They only stayedbecause of the quality of execution, the casual friendly experience, the broad range of hardware able to run it, the sheer scale of content completeness, and the community feedback. All of these were Blizzard hallmarks of the day.

They exposed to the world what it takes to do it right. They also exposed just how few actually have the ability.

Blizzard today could not pull off what Blizzard did then. This is due to all the same variables with different values. Hence their shift from exclusive focus on big AAA work every 3-5 years to more smaller projects.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on October 04, 2014, 11:16:44 AM
Uh huh. Then why are they staying now. Because while sub numbers are dropping slowly people are not fleeing out the door. That means that people are still staying with WOW. And you cannot claim that blizzard are delivering a "polished experience and ease of use" anymore.  You simply cannot argue that WOW is the best game out there anymore. Sorry, it just isn't.

They are staying because its WOW, by BLIZZARD. And when they try something else they have a list of everything WOW has that this game doesn't, and they just go back to nice familiar blizzard territory with lots of soothing affirmations as to why they are right in doing it. Because its WOW, by Blizzard. I tried wow for 2 weeks years ago and I found it clunky and boring as all hell. Starcraft was not the best RTS out there when it was released either, but it still sold zillions because Blizzard.

Hell a few months ago when I saw (in GW2) someone starting trolling about how GW2 is not as good as WOW people didn't even bother arguing, they just said "then fuck off back to WOW, noob". Then everyone just started laughed in the trolls face because it was so ridiculous, and now no troll even bothers saying it anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on October 04, 2014, 11:20:30 AM
People stay with WoW because there's really no reason to jump ship.  Most MMO's in the last 10 years have been little more than "like WoW but worse". 

If you want to play an MMO that is polished and content rich, WoW is about the only option.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on October 04, 2014, 11:38:22 AM
People stay with WoW because there's really no reason to jump ship.  Most MMO's in the last 10 years have been little more than "like WoW but worse".  

If you want to play an MMO that is polished and content rich, WoW is about the only option.

Look, WoW is a strong product, and that is still included in discussions about MMOs today is a testament to that. Is it as good as it was 10 years ago? I haven't touched it since WOTLK, but I'd say probably not ONLY because its competition has caught up and made WoW appear less awesome by ratio.

I think Guild Wars 2 at launch was a great alternative to WoW. EVE is another for a different type of player, and yes, more niche. I think Star Wars Old Republic is a worthy competitor as it is now, my time with the Imperial Agent blew every other storyline of WoW's out of the water and was far more enjoyable.

I lived it, man. WoW developers didn't always know what they were doing and were putting out more fires rather than creating a controlled burn. Early WoW was reactionary and this daze at the unexpected and unprecedented success. As time went on, they got their shit together and could tackle issues more skillfully.

*All* intellectual property franchises are fighting a natural diminishing effect in public consciousness that can only be countered by new products or releases raising it back up -- but never as high as the original (barring New Era releases like Marvel's Iron Man -> Avengers, Star Wars Prequels & New Trilogy, etc.). Blizzard was attempting to launch a new IP with Titan as their older properties age, fade, and become increasingly tricky to manage as layers of lore muddle things.

I can't convey the feeling of how badly I wanted to work on a new, novel project after five years of 'maintaining a service.'


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on October 04, 2014, 11:42:55 AM
Speaking of people staying with WoW: Loss Aversion. I'd say most casuals have invested considerable time and money in the experience. They've built up friends and a community. They don't jump from game to game like a more dedicated team looking for new experiences might.

We could hypothesize multiple reasons people are staying subscribed. Maintaining the investment. Uninterested in new products that don't appeal to their particular tastes. An extreme love for the style or Blizzard. Only logging in once a week and proceeding through content at such a pace that by the time they finish the new expansion has hit.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on October 04, 2014, 11:48:19 AM
I think Guild Wars 2 at launch was a great alternative to WoW. EVE is another for a different type of player, and yes, more niche. I think Star Wars Old Republic is a worthy competitor as it is now, my time with the Imperial Agent blew every other storyline of WoW's out of the water and was far more enjoyable.

I agree with you.  I'm the type of player that yearns for niche products rather than the mainstream crap that keeps getting churned out.  I enjoyed GW2, Secret World, Rift, A Tale in the Desert, Star Wars (both of them), etc.  I'm just saying that many people try these games wanting them to be a better WoW only to realize that they already had the better WoW AND had an established history with a character in WoW.  For that reason, they tend to either go back to WoW or never leave in the first place.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 04, 2014, 02:50:15 PM
Uh huh. Then why are they staying now. Because while sub numbers are dropping slowly people are not fleeing out the door. That means that people are still staying with WOW. And you cannot claim that blizzard are delivering a "polished experience and ease of use" anymore.  You simply cannot argue that WOW is the best game out there anymore. Sorry, it just isn't.
They're staying because they're having fun, have a lot invested, there's no reason to jump ship, and nothing else just like it even if they wanted to. They don't need "ease of use" because they've long since mastered the area of the game they want to play. And to them, it's totally polished enough for their needs, especially long after having modded their UI in support of the area of the game they want to play. The level of investment can't be understated either, but you know that as well as anyone. On the one hand there's the comfort zone of being reminded of your vast wealth of achievements. But on the other hand, it's not like all MMOs are anywhere near created equal.

Case in point: this thread  :awesome_for_real:

You're focused on WoW, but it applies to any MMO still running, especially all the still-alive games that predated WoW.

tl;dr: Every UO argument ever.

Quote
They are staying because its WOW, by BLIZZARD. And when they try something else they have a list of everything WOW has that this game doesn't, and they just go back to nice familiar blizzard territory with lots of soothing affirmations as to why they are right in doing it. Because its WOW, by Blizzard. I tried wow for 2 weeks years ago and I found it clunky and boring as all hell. Starcraft was not the best RTS out there when it was released either, but it still sold zillions because Blizzard.
Soothing affirmations, yes. Because it's "Blizzard", no. They don't stay for 10 years and north of minimum $1800 investment just because they like the name. They stay because there's nothing better for them. Shit, before 2004, EQ1 was this too. The only time I can recall any real and ongoing movement between MMOs was around 2001 when people were continually jumping between AC1, UO and EQ1. But that was an abberation. People stick with stuff they like when it suits what they want. Shit, the entire concept of annualized games and franchises derives from this.

And it's not like Blizzard was resting on their laurels. Nothing has killed WoW. The biggest changes are industry wide. The attention on MMORPGs moved on after high profile failures and emergent new ways to game. But they're still making money hand over fist, still doing their audience proud, and still employing, what, almost 5k people company wide?

tl;dr: Also every UO argument ever  :grin:

The other stuff you said is just every summer blockbuster vs awards movie debate: what you personally liked vs what millions of others did.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on October 04, 2014, 05:16:54 PM
WoW is still around because if you try to talk about its "competitors" you quickly run out of anything to say and instead start talking about WoW. Its also still around because of people like my mother, its her first and only real online video game. She probably won't be able to handle learning anything else. She's tried a few times but it never lasts a week. She has a slowly growing collection of single player RPG's I get her that she says she'll try one of these days. Its frustrating.

Wildstar's big hope was housing and war plots. If the game was fun and one or both of those systems were amazing there would be reason to think it could slowly drain WoW's playerbase.

But Wildstar isn't fun. Its less good than WoW or Tera depending on what kind of combat you like. Its about on par with Neverwinter Online in terms of how lame character progression and combat feel and if anything Wildstar combat feels even more disconnected than NWN.

I hear housing was quite good. I never heard a peep about War Plots. I didn't care because 30 minutes of beta testing made it clear the core game was awful. I was less entertained in those 30 minutes than I was in 30 minutes of being utterly lost and confused in Age of Wushu or 30 minutes of connecting and trying to play Chinese Blade and Soul. The first play session should always be fun because its new stuff, new world, new class, new abilities, yay!

Wildstar offered nothing new. It was repackaged shit and they had doused it in fake new car smell but it was slow, bored me to tears, progression was anemic as were your early abilities and the dodge the red ground shit was just boring.

I'm not sure that I've ever played a MMO that felt more like a video game than Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on October 04, 2014, 05:44:31 PM
WoW was so much better than EQ, but people have to remember how long ago that was... EQ is still around, and still ugly, if you want to appreciate what a dramatic transition it was.

GW2 was not a competitor to WoW. Without a subscription they knew they couldn't compete in terms of content releases so they gave up on raiders and achievers (besides Wildstar wanted those) and focused on a more casual game with dynamic events, a rich world and an end-game based on skins as visible badges of effort. They've wandered erratically and pretty much destroyed that design since launch though. Even falling into the "people want a story in their MMO!" fail that sank SWTOR.

And with Titan dead there's pretty much no challengers to WoW on the horizon. If you want a Western MMO that can generate substantial amounts of new content there's not much else.

None of this excuses Wildstar for being a bad game based on a poorly thought out business model. I'd love to see what their sub-numbers are tracking like (ESO too for that matter).


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on October 04, 2014, 09:13:28 PM
Let's ignore WoW for a moment. What has been the most successful triple-A MMO since 2004, by revenue (allowing F2P games like GW2 to count)?

WoW's shaped the industry, but comparing new releases to its already established empire sort of masks the merits of new MMO releases. A game pulling down a million subscribers and generating a good profit is nothing to scoff at.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 05, 2014, 08:39:31 AM
Let's ignore WoW for a moment. What has been the most successful triple-A MMO since 2004, by revenue (allowing F2P games like GW2 to count)?

WoW's shaped the industry, but comparing new releases to its already established empire sort of masks the merits of new MMO releases. A game pulling down a million subscribers and generating a good profit is nothing to scoff at.

If you're allowing F2P games, then it's probably World of Tanks. Although I'll confess to not having done any research and basing this on observation only. Wargaming are the only guys I can think of not backed by Disney or a publisher able to afford TV Ads. That's a lot of money.

As for your 2nd part, the problem is that those developers didn't sell and get budgeted for a game with 'only a million' subscribers. They went for 2-5 million and got pummeled. That's been the story for most of the big releases since 2004. Over budget, under deliver; the worst of both worlds.

If I were to go back to an MMO full time it'd be WoW. Not because of investment and achievement and community as I've abandoned more stuff in more games than I achieved in WoW, but because it's technically superior.
* It remains more accessible and performs better than anything I've played in the last 10 years. Even when games steal feature or improve on them, they've implemented them back into WoW or polished them up.
* Walking doesn't have the annoying stutter-stop ramp-up of Star Trek/Wars or Secret World.  That 1/4 second delay is annoying and makes it feel like a console.
* Combat remains snappy in a way nobody else has captured. Push butan get result. No goddamn "wait for the animation to stop" bullshit.  If I'm pushing butan I want to do that NOW.  GCD gets a lot of hate but it's consistent and predictable to me as a player in a way animation locking never is.
* After years of false starts they finally got a nice LFG system for all content that lets me hop in and out on my schedule. (Although they've worked to undermine it ever since on the raid side.   :oh_i_see:  idiots.)
* More features than any other game. While this is unfair because they've had 10 years to add them, you miss them in other games when you want to do them and they aren't there. Which is why I now do multiple F2P instead.   (And they're foolishly removing some of these as well. Like flying.)


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 05, 2014, 09:53:55 AM
If I had time for an MMO obsession, I'd be back in GW2. It's great for two months every eighteen :-)

WoW's shaped the industry...
I don't know that WoW shaped the industry per se. They certainly affected it. But at best I would say WoW allowed a wider array of ignorant business people the opportunity to make a case for entering the industry, and that more because the revenue they posted achieved a scale usually reserved for big console game launches. Prior, the stuffed suits could dismiss EQ1 as just a bunch of antisocial basement dwellers paying for something nobody really understood.

No real science to my opinion. I'm just going by how all the post-WoW games followed similar arcs to the ones that preceded. More money showed up than may have without WoW. But it only meant more money could be used to whitewash the same issues.

When I look at MMOs, even the narrowly defined AAA budget diku-inspired MMORPG ones, I see the "industry" as actually being everyone in #2 on down. Those are the companies that all need to fight for pieces that early 2000s Blizzard didn't need to. Blizzard already had global reach*, an established IP they owned, a built-in starting audience, respected industry talent, credibility with game players (not just neckbeards and luminaries), and the ability to leverage all of those to justify costs. Everyone else gets only some of those, and tight strings are tied to the rest (usually IP licensing). Maybe I could argue one other company had most of the same pieces to the same degree, but like Blizzard of old, it depends on which part of Bioware you're talking about.  :oh_i_see:

* They don't directly own some markets, but they were able to get into them in ways others couldn't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 05, 2014, 10:27:32 AM
Let's ignore WoW for a moment. What has been the most successful triple-A MMO since 2004, by revenue (allowing F2P games like GW2 to count)?

WoW's shaped the industry, but comparing new releases to its already established empire sort of masks the merits of new MMO releases. A game pulling down a million subscribers and generating a good profit is nothing to scoff at.

SWTOR


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 05, 2014, 10:55:26 AM
We're both wrong, I was just looking it up and found a TERRIBLE article on Gamespot article (seriously, how hard is it to do a top 10 list.. very hard apparently) using 2013 revenues.
http://www.gamespot.com/articles/league-of-legends-revenues-for-2013-total-624-million-update/1100-6417224/

I'm going to just list them rather than make the mistake that writer made.  They cited a report from these guys that's probably behind a pay wall:
http://www.superdataresearch.com/blog/us-digital-games-market/

Worldwide Gross Revenues 2013
1)  Dungeon & Fighter at $1.4 billion. This ignores the US/ Euro markets entirely focusing on S. Korea and China 
2)  Crossfire, a F2P FPS out of South Korea at $957 million. 
3)  League of Legends at $624 million. 
4)  World of Tanks at $372 million
6)  World of Warcraft $213 million
8)  The Old Republic at $136 million
9)  TF2  $139 million
10) Counter Strike online - $121 million


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on October 05, 2014, 11:21:04 AM
2. is an FPS
3. is a MOBA
4. is only tangentially an MMO.

I don't even know what 1. is. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on October 05, 2014, 11:23:14 AM
1. Is not a MMO either.

In English markets its known as Dungeon Fighter Online. Its a great game but its hardly a MMO. Its a cool sprite based, I believe precursor, to games like Rusty Hearts, Invictus, Warframe etc. 100% instances no actual world. I really like it but its always been only half ass supported out here by assholes and its pretty old looking at this point. PvP in it was incredibly tactical and fun but like many azn ports the people running it spent as little as possible on servers so the lag was so terrible that you couldn't actually get good games 90% of the time.

But yeah its pvp is basically one of the better online games that play like a true fighting game. I put it up there with Infinity Online and Rumble Fighter in terms of games that had they been well supported or at least not laggy I would probably still be playing to this day.

http://www.youtube.com/watch?v=_ppHaLdyt2k

9. Is probably the most MMO fps there is but still isn't really a MMO.
10. Is strictly an FPS.



Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 05, 2014, 11:29:01 AM
I abandoned the MMO nonsense years ago when I realized that the only people that care are old men still dreaming of UO's glory days of "virtual worlds." They're all moving to online lobby games. Virtual worlds are dead, man, dead.

Because that's what you're up against when you're pitching an online game idea. Fund it yourself via Kickstarter or be prepared to make one of those top 5 games.  This is business. Welcome to the real world.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on October 05, 2014, 11:34:20 AM
Making a virtual world while nobody can be bothered or is capable of improving AI much from the AI we had 10 years ago does seem like a total waste of time.

I would say that judging from the number of anime that are huge hits where some kid is trapped in a video game world that its not only old men who the "virtual world" escapism appeals to but for now Lobby games are just much better right now and the "top" MMO's play like lobby games 90% of the time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on October 05, 2014, 01:56:55 PM
The main point I took out of the previous posts is that it's not so much the products and the sales, but poor planning (typical of developers, feature creep, accelerated development schedules, etc.) and unrealistic publisher expectations (typical of publishers). This is summarized when Electronic Arts said that Dead Space III needs to sell 5 million units to justify further development and aside from some skewering, it didn't progress to where they were put on a spit and roasted.

If we look globally based on that list, WoW is still a powerhouse, but it is the most visible in the eyes of English speaking audiences.

What the figures quoted don't state is profit. Profit makes any project worth keeping around, regardless of total revenue.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 05, 2014, 03:13:24 PM
Well, yea. But we're not talking about all viable businesses. We're just talking about the ones people brag about. This is why UO can be in this topic at all. How many newer gamers even know Ultima the brand, much less UO itself? And yet that still gets resources to keep the lights on.

Any game that isn't shuttered is alive for some reason. It's either part of a library with shared resources such that individual games don't need to completely stand on their own (SOE), or after years of tuning, the company found the right cross section between costs and revenues for their one reason to exist (CCP).

That's one of the differences between looking at this as games vs businesses. It's easy to get pissed off when something doesn't or no longer caters to one as a gamer. And it's fun to get into all those debates about blockbusters vs critical reception and sales and shit. But it not/no longer appealing to that gamer doesn't mean it's a bad business, a dead one, or wrong for existing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 05, 2014, 03:49:58 PM
I'd like to have an MMO I enjoyed playing now. Most of them seem stuck in the same tab-target variation on combat with some tweaks that I can get in WoW. If it looks and plays like WoW, I'm going to play WoW because I already know what I'm getting there, and I have a built in set of stuff I've done.

But I don't want to play WoW anymore, and as such I don't want to play another thing that looks like WoW. That's what all future MMOs have to realize. To get that next big wave, you actually have to innovate and do something nobody has done.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on October 05, 2014, 04:27:42 PM
I'm the exact opposite; I enjoy the leveling experience in WoW and had high hopes that Wildstar would be more of the same. I love moving to new areas, consuming fresh content for the first time, etc. Wildstar does actually have all that stuff, but the solo combat just requires too much attention to be enjoyable as a fun diversion with netflix on the second monitor. And of course the group and raid content is waaaaaay too difficult. I don't want to wipe 20 times in a pick-up group. I don't want a "progression" experience at level 20, having to teach everybody the proper way to proceed, with people I'll never see again. Screw that noise.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on October 17, 2014, 12:23:13 AM
Megaserver kicks in - now eery one needs to go from one name to Firstname and Surname but no option to put in spaces (as other MMOs are happy to).

Now you have long 2 name nameplates taking up the screen and whispering people is a pain (but not unheard of becayuse the whisper system is shit) :D

I still like this game - just not for it's end game or grindiness.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on October 23, 2014, 06:28:09 PM
Looks like Carbine just shed 60 or so employees.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on October 23, 2014, 06:46:55 PM
Sauce on that? I heard about Turbine but not these guys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on October 23, 2014, 06:55:19 PM
http://www.polygon.com/2014/10/23/7050545/wildstar-carbine-studios-layoffs


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on October 23, 2014, 07:02:56 PM
Thanks. Not really a surprise as Wildstar didn't reinvent the WoW. The plan to focus on mobile and tablet games is kinda of :uhrr: though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on October 23, 2014, 08:58:02 PM
Wow, shocking!


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on October 23, 2014, 09:03:52 PM
I guess this is the time to say I worked at Carbine for five years and I was affected by the layoffs today. Cheers!


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on October 23, 2014, 10:33:20 PM
w.e.l.p.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on October 23, 2014, 10:46:36 PM
I guess this is the time to say I worked at Carbine for five years and I was affected by the layoffs today. Cheers!

Sorry to hear that. As long as you didn't make any of the design decisions I didn't like anyway.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on October 24, 2014, 12:34:16 AM
Yeah, I just did IT there so I wasn't really involved in design decisions too much. That being said, I think the team that remains there can move the game in the right direction. We'll just see how long that takes, I guess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on October 24, 2014, 12:39:55 AM
I re-subbed because I'm sick. Played for an hour and won't re-sub again. The game is just too much effort for no fun return. It's an absolute grind to watch the XP bar move (I'm at 46) and while the game is as beautiful as I remember, the combat is so fucking painful it's not funny :(


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on October 24, 2014, 05:38:51 AM
Every once in a while the shitposter game forum on SA produces something quotable; from an IZ poster to one of Wildstar's devs who apparently posted in the Wildstar thread on SA:

"Your game fucking sucks, maybe you shouldn't have catered to the absolute worst players, and made one of the most unfun MMOs ever. *holds up giant crystal ball and looks into it* I see... A mobile endless runner in your future. Lmao"


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 24, 2014, 05:54:36 AM
Thanks. Not really a surprise as Wildstar didn't reinvent the WoW. The plan to focus on mobile and tablet games is kinda of :uhrr: though.

Why, other than they're getting in late and chasing a market? We've had this discussion before. While mobile games are shit for 'core' gamers they rake in tons of cash, which is all NC Soft cares about. 

Hell, even Square is doing mobile these days.

People are stupid. Smart people fleece them for money.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on October 24, 2014, 07:16:41 AM
It would be nice to hear at least one person involved in this game admit what a horrible God damn mistake catering to hardcore raiders was.  It wasn't just a bad idea, it was a blatantly obvious bad idea that probably killed this game and anyone with cursory knowledge of MMOs should have known it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 24, 2014, 08:12:34 AM
It would be nice to hear at least one person involved in this game admit what a horrible God damn mistake catering to hardcore raiders was.  It wasn't just a bad idea, it was a blatantly obvious bad idea that probably killed this game and anyone with cursory knowledge of MMOs should have known it.

Won't happen in a million years. It takes a man to admit a mistake, and game developers don't usually employ men at the top of their organizations. They employ grown boys.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on October 24, 2014, 08:28:35 AM
Yeah, I just did IT there so I wasn't really involved in design decisions too much. That being said, I think the team that remains there can move the game in the right direction. We'll just see how long that takes, I guess.

I'm sorry.  I wondered about you when I read the story earlier.  Hope you find something awesome and fun to work on next.  Good luck to you!


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 24, 2014, 12:18:17 PM
It would be nice to hear at least one person involved in this game admit what a horrible God damn mistake catering to hardcore raiders was.  It wasn't just a bad idea, it was a blatantly obvious bad idea that probably killed this game and anyone with cursory knowledge of MMOs should have known it.

I think the problem is that it really didn't cater to hardcores, it's just the hardcores making the game really like to talk about their raids. Outside their stupid raid gating methods, and their typical raid encounters the game had a ton of shit design for casual players. Whether or not that content was good was another story, but they didn't cater the game to hardcore raiders. The vastvastvast majority of the content was for casual players.



Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on October 24, 2014, 12:39:40 PM
This just in: Wildstar fails because it wasn't hardcore enough!  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 24, 2014, 01:24:08 PM
I knew somebody would say it. I just figured it wasn't going to be anybody on this site.

The going excuse for every hardcore failure is that they didn't go far enough. NOT NEARLY ENOUGH HARDCORE DAMN YOU CASUALS!


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on October 24, 2014, 01:37:19 PM
I knew somebody would say it. I just figured it wasn't going to be anybody on this site.

The going excuse for every hardcore failure is that they didn't go far enough. NOT NEARLY ENOUGH HARDCORE DAMN YOU CASUALS!

My next mmo design employs permadeath.  If you die in the game we will dispatch someone to you house and kill you.  That should put an end to those filthy casuals.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on October 24, 2014, 01:53:05 PM
It would be nice to hear at least one person involved in this game admit what a horrible God damn mistake catering to hardcore raiders was.  It wasn't just a bad idea, it was a blatantly obvious bad idea that probably killed this game and anyone with cursory knowledge of MMOs should have known it.

I think the problem is that it really didn't cater to hardcores, it's just the hardcores making the game really like to talk about their raids. Outside their stupid raid gating methods, and their typical raid encounters the game had a ton of shit design for casual players. Whether or not that content was good was another story, but they didn't cater the game to hardcore raiders. The vastvastvast majority of the content was for casual players.



Then why does everyone who actually played it hate it so much?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on October 24, 2014, 02:07:57 PM
You're asking the FoH guy to clarify his statement about the casual-friendliness of a game. 

(https://dl.dropboxusercontent.com/u/82533/wtf.gif)

The game made zero effort to introduce players into its group content in a way that would actually promote further investment in that content.  Hell, Vanilla WoW did a better job of introducing players to group play.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on October 24, 2014, 03:14:48 PM
I'm amazed they aren't going B2P/F2P already.

In fact I'm amazed they didn't have a full B2P or F2P plan set and ready to go from day 1. It's 2014 for fuck's sake. Open your eyes, people! You don't launch a MMO in 2014 without preparing for the most likely result!

Oh, and I'm amazed that NCsoft is seemingly going to abandon their huge sunk costs for the past 7 years of development.

I'm just, generally, amazed. How do you spend so much money, after watching so many past object lessons, and still be so clueless?

And when is that Lineage money going to run out?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on October 24, 2014, 05:04:18 PM
And when is that Lineage money going to run out?

Blade and Soul has been ridiculously profitable for them in China and Korea.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 24, 2014, 05:12:26 PM
I think the problem is that it really didn't cater to hardcores, it's just the hardcores making the game really like to talk about their raids. Outside their stupid raid gating methods, and their typical raid encounters the game had a ton of shit design for casual players. Whether or not that content was good was another story, but they didn't cater the game to hardcore raiders. The vastvastvast majority of the content was for casual players.

Then why does everyone who actually played it hate it so much?

Not catering to the hardcores doesn't automatically mean they effectively targeted the casuals :-) The game tried to make things more interactive while lowering the barrier in terms of humor, look and options. But everything they tried WoW already did better, and their unique combat system didn't turn out to be what people wanted.

Oh, and I'm amazed that NCsoft is seemingly going to abandon their huge sunk costs for the past 7 years of development.
Tax writeoffs? And given all the changes Wildstar apparently went through, I doubt we're talking 7 linear years of development. Could have been option A was the first 4 years and what we got this year was a massive overhaul 3 years ago.

Man though I can't imagine how THOSE meetings must have gone though, especially the ones in the upper levels.

And sorry to hear that Nonentity  :-P


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 24, 2014, 10:17:55 PM
It would be nice to hear at least one person involved in this game admit what a horrible God damn mistake catering to hardcore raiders was.  It wasn't just a bad idea, it was a blatantly obvious bad idea that probably killed this game and anyone with cursory knowledge of MMOs should have known it.

I think the problem is that it really didn't cater to hardcores, it's just the hardcores making the game really like to talk about their raids. Outside their stupid raid gating methods, and their typical raid encounters the game had a ton of shit design for casual players. Whether or not that content was good was another story, but they didn't cater the game to hardcore raiders. The vastvastvast majority of the content was for casual players.



Then why does everyone who actually played it hate it so much?

Because the game had shitty quests, shitty classes, shitty combat, shitty everything. It had nothing to do with being "hardcore".


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 24, 2014, 10:20:03 PM
You're asking the FoH guy to clarify his statement about the casual-friendliness of a game.  

(https://dl.dropboxusercontent.com/u/82533/wtf.gif)

The game made zero effort to introduce players into its group content in a way that would actually promote further investment in that content.  Hell, Vanilla WoW did a better job of introducing players to group play.

Actually, I'm not a hardcore player anymore, haven't been in like 5 years. Kids and all. In any case, hardcore gameplay is stupid to begin with. However, Wildstar didn't do a bad job doing group combat. It had all those adventure things or whatever the fuck they were. I have no idea what you're talking about.

The problem was all the group content, class interaction and everything else was utterly shitty. But they tried.

A better question would be, what would that mean to be introduced to group content? What would you like to see.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on October 24, 2014, 11:11:46 PM
FFXIV has tutorial dungeons that teach you the core mechanics of grouping, and they (along with a lot of group content) are mandatory for progressing the story quest.

Rasix that's an amazing gif and I'm shamelessly stealing it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 24, 2014, 11:13:25 PM
FFXIV has tutorial dungeons that teach you the core mechanics of grouping, and they (along with a lot of group content) are mandatory for progressing the story quest.

Rasix that's an amazing gif and I'm shamelessly stealing it.

Do you really need that much hand holding? Don't you play video games?


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on October 24, 2014, 11:39:37 PM
FFXIV has tutorial dungeons that teach you the core mechanics of grouping, and they (along with a lot of group content) are mandatory for progressing the story quest.

Rasix that's an amazing gif and I'm shamelessly stealing it.

Do you really need that much hand holding? Don't you play video games?
Not all of us have deeply ingrained autism.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on October 24, 2014, 11:41:33 PM
Also lmao at the glassdoor reviews.

Quote
I have been working at Carbine Studios full-time (more than 3 years)

Pros
Probably 85% of the people there are great.
Can strike up a friendly conversation about any topic with SOMEONE.
The health plan is pretty good.
Free snacks and soda, although people tend to hoard the snacks.

Cons
Recently we've been having these all hands meetings in misguided attempts to reassure and motivate everyone. As soon as we had the last one, all I could hear from everyone going back to their cubicle was laughter. They just couldn't couldn't believe how terrible that meeting was. At one point, the guy trying to uplift us started discussing the negative perception we had on Glassdoor, and instead of talking about how the company wanted to fix the issues that people were discussing in the reviews here, he said that he had begun talks with Glassdoor to see what he could to alter the perception that was being shown. It's like they don't understand how to treat people like people anymore. And because that one-sidedly positive review was likely astroturfed as someone's brilliant idea, let me just offer up some real talk commentary.

- WIldstar is an amazing game: True.

- Free snacks and soda: This is also true.

- Free SWAG for all employees: The last piece of free swag we got was when the game launched, over 4 months ago. It's a once in a blue moon thing, not something anyone would think of a positive for working here.

- Food truck Wednesdays: A perk of literally any company in the Irvine area. The Irvine Company recruits food trucks to come to all of their properties. As further proof that review is an upper has to be upper management astroturf job, the food trucks have also been coming on Fridays for at least the past month and a half.

- Laid back environment: Unless you count all the stress from not knowing whether your job will still be there. But who needs to think about supporting your family when you can just take solace in the immediate knowledge that you still have a job right this minute!

- Superior benefits package: Our 401k comes with discretionary matching from the company, after the fact. So you put money in for a whole year. Then, once a year rolls around, they'll decide how much they feel like matching. It can be anything from 0% to god only knows. Random number generation is a great way to plan for your future.

- Open to employee suggestions: LOL, no. Suggestions on trivial things are welcomed. Suggestions on things that can actually change the course of the company are burned with fire.

- Nice area: It's not that nice. You have the Aliso Viejo Town Center within walking distance. Once you get tired of the 8 restaurants in there, you can drive 5-10 minutes to get to 2-3 more restaurants, or deal with traffic on El Toro Road and go 15 minutes to get to another 6-10 restaurants.

Like I said, we have good people here. But they're not allowed to do good work, and they're not led by people who have experience doing anything but running other MMOs into the ground. The 15% of people who aren't great at this company are primarily the decision makers. There's been so much wasted work done here that it's unfathomable that we ever got a game out the door. This place had potential to be a world-changer, but now things are going to have to get worse before/if they get better.

Advice to Management

- There are people who are in very high positions here who are completely out of their depth. Get rid of them. If all they've ever done is fail, it's a pretty good bet that they're not going to succeed this time.
- You want people to stay in this time of chaos, give them security and a pay bump. You pay some of the lowest salaries in the industry. People are already looking and they're already leaving. You aren't in a position to replace them with new people, so reward the people sticking with you with something.
- Get an actual all hands brainstorm meeting together to figure out the direction for the company and move in that direction. Don't tell us that your plan is that you now know you need a plan, but you're still figuring out what that plan is.
- Do the right thing and step aside if you're in over your head. You know who you are.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on October 24, 2014, 11:52:57 PM
FFXIV has tutorial dungeons that teach you the core mechanics of grouping, and they (along with a lot of group content) are mandatory for progressing the story quest.

Rasix that's an amazing gif and I'm shamelessly stealing it.

Do you really need that much hand holding? Don't you play video games?
I've been playing MMOs for years, so I don't, but they were pretty thorough. Taught you how to manage adds, avoid frontal cones, kite mobs into ground effects, etc. They taught stuff that you otherwise would only learn from trial and error, other players, or previous MMO experience, and were very helpful for all the non-MMO gamers who bought FFXIV on PS3 because they were FF fans.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on October 25, 2014, 01:16:43 AM
In addition the core dungeons scale in mechanics and difficulty as you level up.  They're also typically 30-45 minutes in length.  They want you to do the group content and they steadily draw you deeper into it without throwing you headfirst into the fire.  

It's really well done and allows you to appreciate how they managed to make a casual friendly group-oriented game. This is the kind of approach that would have benefited from Wildstar's marketing chops.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on October 25, 2014, 08:57:51 AM
And when is that Lineage money going to run out?

Blade and Soul has been ridiculously profitable for them in China and Korea.

What is the damn hold up with the English version? Are they insisting on doing all new VA work or some other retarded move? I doubt it would be successful but you would think they could run it small scale and it would certainly pay for the minimal translation and team and then some. Do these fuckers just hate money?


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 25, 2014, 12:06:16 PM
They're not going to bring it here.  Their string of failures in the West has likely lead them to just decide we're not worth it. Wildstar's failure isn't going to destroy that perception, either.

B&S US site was last updated 2 years ago. It's done, they make more money focusing on Russia and the East.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on October 25, 2014, 02:45:33 PM
FFXIV has tutorial dungeons that teach you the core mechanics of grouping, and they (along with a lot of group content) are mandatory for progressing the story quest.

Do you really need that much hand holding? Don't you play video games?
Do you really prefer the alternative of having to put up with random people pestering you to explain it and/or the morons who never bothered to find out?


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on October 25, 2014, 03:07:33 PM
And when is that Lineage money going to run out?

Blade and Soul has been ridiculously profitable for them in China and Korea.
It was large for a moment when it launched and then held decently for a while, but it seems to be doing bad atm. moonrunes source (http://www.gamenote.com/rank_ongame/?search_mode=weekly) and google translation for the lazy (https://translate.google.com/translate?sl=ko&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.gamenote.com%2Frank_ongame%2F%3Fsearch_mode%3Dweekly&edit-text=)

23rd spot, while Lineage is in 4th place. This is pretty huge drop from 5th spot it had around January this year.

On funny side note, ArcheAge is already even further down in 26th spot. In 14th rather surprisingly Tera but I think they had level cap expansion recently so it may be because of that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on October 25, 2014, 04:03:20 PM
TERA's combat is solid and it's a very well implemented f2p; you can level up to max with no cockblocks of any kind and the game is fun to play. Not sure if it gets p2w at max level but the journey up to (Max-4) or whatever I got to was a blast, and ruined both GW2 and Wildstar for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on October 25, 2014, 04:22:50 PM
Yeah, gameplay-wise it's very solid and the one MMO i still play (somewhat), and yup it did ruin all the other ones for me too; it's just i was under impression it had dropped in the rankings to about where BnS is now due to age and such, so it was bit of surprise to see it hover in a decent spot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 25, 2014, 09:25:55 PM
FFXIV has tutorial dungeons that teach you the core mechanics of grouping, and they (along with a lot of group content) are mandatory for progressing the story quest.

Do you really need that much hand holding? Don't you play video games?
Do you really prefer the alternative of having to put up with random people pestering you to explain it and/or the morons who never bothered to find out?

I prefer not playing these games anymore, so there's that. Any boss fight is going to need an explanation from people. Either people learn or they don't. The idea of wiping and spending 10 minutes running back is stupid anyway. But let's not talk about that here.

I only made it to level 25 and the videos of the raids in this game reminded me of those korean games with 2D spaceships flying through a million bullets. Fuck me if I ever wanted to do that. In any case, I did some of the basic dungeon runs, Adventures? They seems pretty simple to me, don't stand in the red, stand in the green. You did that while questing too.

Shrug.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 25, 2014, 09:26:48 PM
TERA's combat is solid and it's a very well implemented f2p; you can level up to max with no cockblocks of any kind and the game is fun to play. Not sure if it gets p2w at max level but the journey up to (Max-4) or whatever I got to was a blast, and ruined both GW2 and Wildstar for me.

TERA still holds as the best combat system ever in an MMO for me. Too bad the game is terribly bland around it.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on October 28, 2014, 09:21:23 PM
They're not going to bring it here.  Their string of failures in the West has likely lead them to just decide we're not worth it. Wildstar's failure isn't going to destroy that perception, either.

B&S US site was last updated 2 years ago. It's done, they make more money focusing on Russia and the East.

Agreed. NCsoft US has gone from one mistake to the next for a long time now and Carbine's MMO was the final shoe to drop. NCsoft Korea let it limp along for a while, but without some major growth things don't look good.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on October 29, 2014, 01:45:36 PM
Quote
As of 10/28/14, once NA servers come back online, we will enable free PvP to PvE and PvE to PvP realm transfers. You will be able to transfer from PvP to PvE servers and vice-versa, for free, for your games account region. Normal realm transfer rules will still apply, for more information on server transfer restrictions please see this Support article.

For the time being, these transfers will remain open indefinitely, but we will be closely monitoring the situation and if we feel it necessary we will remove this service. Rest assured, we will ensure to give you appropriate notice if we do decide to shut these free transfers down, as well as an explanation as to why.

We expect there will be some concerns about players using PvE servers to level up, without the dangers of a PvP server, and then transferring across once they reach max level, however we felt that ensuring the health and community of each server is more vital. We will be keeping a close eye on things for any shenanigans or foul play though.

Holy shit guys, don't you get it? Right now you shouldn't a shit about hard-core players! Your game is in its death throes and you are worried about what a tiny % of what WAS your user base thinks in terms of PvE/PvP transfers?

Nail in the coffin well and truly!


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 29, 2014, 02:20:58 PM
Read it again. They said, "We expect some hardcore whining, but STFU it's more important that your server has people."  They did leave wiggle-room to imply that they'll shut it down but they haven't committed one way or another beyond, "this is happening for the moment."


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on October 29, 2014, 05:29:56 PM
I can't see that move helping anything at all.

Why even bother with it?


Title: Re: Carbine Studios' "Wildstar"
Post by: KallDrexx on October 29, 2014, 05:40:35 PM
Read it again. They said, "We expect some hardcore whining, but STFU it's more important that your server has people."  They did leave wiggle-room to imply that they'll shut it down but they haven't committed one way or another beyond, "this is happening for the moment."

But they are acknowledging that most people are going to jump to PvE to level and then go to PvP once max.  So unless their problem is "we have too many people on pvp servers but not enough on pve" this does nothing but makes the numbers worse for pvp servers


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 29, 2014, 07:42:52 PM
Do people really want to level via PvP though? Or is the best PvP really when the levels don't matter? Same question as every MMO ever, so I'm curious just about how this factors in Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on October 29, 2014, 08:05:45 PM
People don't want real pvp, they might lose.  They want to pound noobs into the dirt.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on October 29, 2014, 09:48:33 PM
People don't want real pvp, they might lose.  They want to pound noobs into the dirt.

And they love games where having better gear allows them to do exactly that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on October 29, 2014, 10:35:39 PM
People don't want real pvp, they might lose.  They want to pound noobs into the dirt.

And they love games where having better gear allows them to do exactly that.

Which is why there was such wailing and gnashing of teeth when Destiny's Iron Banner didn't let the catasses crush the filthy casuals. People with shitty gear but more skill were wtfpwning the l33t raiders with their best-of-the-best gear and they pitched a massive fit about it. So much so that Bungie is slanting the table more to their favor the next go round.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 30, 2014, 12:26:37 PM
Hey look, another company not learning lessons from the rest of the industry. Whoda thunk?!  Blizzard had that exact same problem 5 or 6 years ago.

I swear, there's an industry in here somewhere doing "master design classes" or something of the like at game studios. Itinerant teachers giving lessons that should be common sense design because they've been learned before.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 30, 2014, 12:49:42 PM
Learned before? Yeah right. None of these idiots learn a damn thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 30, 2014, 01:24:00 PM
Every industry has some of that, but even after a while they tend to learn not to repeat the same errors over and over.

Except gaming. They continue to fuck up old ways with new methods.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on October 30, 2014, 02:40:11 PM
Every industry has some of that, but even after a while they tend to learn not to repeat the same errors over and over.

Except gaming. They continue to fuck up old ways with new methods.

The games industry is only a couple decades old. You need to wait for the people who bumblefucked into the field at the start of it to die off.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on October 30, 2014, 02:43:11 PM
The games industry is only a couple decades old.

Wat.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on October 30, 2014, 02:44:00 PM
Learned before? Yeah right. None of these idiots learn a damn thing.

This cannot be stated enough. The entire history of MMOG design contradicts the idea that MMOG devs have ever learned one goddamn lesson, even lessons they were taught by their own game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on October 30, 2014, 03:30:27 PM
But my game would be so much more popular if those filthy casuals would just play it the way I want them to...


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on October 30, 2014, 04:11:22 PM
The games industry is only a couple decades old.

Wat.

"A couple" doesn't mean "exactly 2" in idiomatic speech like that. It's basically the same as "a few".

It's a young industry by more or less any measure.


Title: Re: Carbine Studios' "Wildstar"
Post by: Xuri on October 30, 2014, 04:34:25 PM
The same people who were the decision-makers for all MMOs under development for the last 14 years are still the ones making all the decisions today...it doesn't matter what lessons "ordinary" devs learn, because all of these eventually burn out and go into other fields of work, and are replaced with new people fresh out of game design school.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on October 30, 2014, 05:22:02 PM
But my game would be so much more popular if those filthy casuals would just play it the way I want them to...

That was the thing with Iron Banner. They were letting the filthy casuals in and win with superior skill. The "hardcores" got mad because they realized that all that "work" they put in didn't make up for the fact that they sucked at actually playing the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on October 30, 2014, 05:30:15 PM
"A couple" doesn't mean "exactly 2" in idiomatic speech like that. It's basically the same as "a few".

It's a young industry by more or less any measure.
Also quite accurate when it comes (more) specifically to MMOs. UO* is what, 17 years old by now?

*) ofc not the first MMO technically (as that was WoW  :why_so_serious:) but makes for a decent rough 'starting point'


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on October 30, 2014, 07:22:06 PM
The entire history of MMOG design contradicts the idea that MMOG devs have ever learned one goddamn lesson, even lessons they were taught by their own game.
Not true at all. Carbine and Zenimax didn't learn a thing. but that doesn't transfer to the entire industry.

GW2 is a real innovator, doing its own thing. Neverwinter does F2P right. SWTOR launched poorly, but successfully transitioned to F2P. Archeage is a promising mix of sandbox and (admittedly poor) diku.

And Blizzard learned a lesson too-- they canceled Titan, remember.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 30, 2014, 08:19:40 PM
Tough for me to say gaming is a young industry when the progress in surrounding technology has advanced exponentially, while the attitudes and learning curve didn't. Most of these lessons aren't complicated. Hell, we've learned them and we're just assholes on a gaming forum.


Title: Re: Carbine Studios' "Wildstar"
Post by: Triforcer on October 30, 2014, 10:21:23 PM
Tough for me to say gaming is a young industry when the progress in surrounding technology has advanced exponentially, while the attitudes and learning curve didn't. Most of these lessons aren't complicated. Hell, we've learned them and we're just assholes on a gaming forum.

That's what I like about the gaming industry- we get older, they stay the same age. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on October 30, 2014, 10:22:25 PM
Tough for me to say gaming is a young industry when the progress in surrounding technology has advanced exponentially, while the attitudes and learning curve didn't. Most of these lessons aren't complicated. Hell, we've learned them and we're just assholes on a gaming forum.

I don't think we're going to see anything really new or different until these old one hit wonders (ie. Garriot, McQaid) and failboats (ie. Barnett) and their disciples leave the industry.  Their time SHOULD be over but instead they keep getting recycled onto new projects. None of these people, and sorry but Raph too, haven't done anything significant wrt MMO's in over 10 years, riding the coattails of their past success to mediocrity and worse. To quote Janet Jackson:

https://www.youtube.com/watch?v=xZLdUZvQ8w8


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on October 31, 2014, 01:14:07 AM
Sorry, I've always taken 'a couple' to mean two, but looking it up 'indefinitely small' is a common usage, so my bad there :)

However I think it's fair to say that the video games industry is around 40 years old and there's plenty of other industries as young, or younger, that don't seem to fall into the same pitfalls over and over again the way that video games do.

Mind you, while I was typing that sentence I started thinking that it was a load of bollocks. If video game developers learned nothing from other games then we'd still be playing Zork, and actually disconnected development of ideas is a direct and unavoidable consequence of competitive capitalism. I think I need more coffee.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on October 31, 2014, 01:54:32 AM

The MMO industry is somewhat younger. It only really dates back to affordable and acceptably fast internet connections. It also suffers from the expectation that all modern games must provide luscious graphics and immersive / cinematic story telling which is  deadly to the long lifetimes expected of an MMO. GW2 makes me sad because they seemed to understand that but managed to cripple themselves after launch.

On the positive side we've learnt not to give Brad McQuaid money.. so there's something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 31, 2014, 05:47:26 AM
The last thing that MMOs really concretely "learned" was that users don't want to whack-a-mole endlessly. I don't think you'll ever see that type of gameplay across the board again.

There are people out there who played WoW as their first concept of an MMO, and have zero idea what I'm talking about when I say something like that. If you tell them that the way you used to level was to wander out into the desert and beat on shit for hours and hours, they'd look at you like you had two heads.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on October 31, 2014, 06:13:13 AM
The last thing that MMOs really concretely "learned" was that users don't want to whack-a-mole endlessly. I don't think you'll ever see that type of gameplay across the board again.

There are people out there who played WoW as their first concept of an MMO, and have zero idea what I'm talking about when I say something like that. If you tell them that the way you used to level was to wander out into the desert and beat on shit for hours and hours, they'd look at you like you had two heads.

Having played both, quests did a great job at the beginning of masking the whack a mole.  But now when I play these games I just feel like it's directed whack a mole.   Both are yawn fests.

And I think even people that only played WoW and onward are starting to feel that way about "grinding" quests too.  Whoever figures out the solution to this design problem is going to make some real money.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 31, 2014, 06:46:32 AM
SWTOR did the best job of masking it in the inital gameplay, but when you got to their new content on Makeb, it was an awful slog of Kill 10 Imps.

The answer in my mind is to make combat interesting enough so that the fetch quests are just a goal. That you really enjoy killing mobs on the way to getting something along with a sharp story that's told and shown, not read. Borderlands strikes me as a good model for something like this. Where you enjoy the game for what it is, even though the quests can be repetitious.

Improving combat and integrating story are the real places that MMOs can improve dramatically.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on October 31, 2014, 07:21:33 AM
Improving combat and integrating story are the real places that MMOs can improve dramatically.

That, and having LOTS of side activities. The sandbox element is coming back to stay, mostly because if you build some tools right (on top of the two previously mentioned elements), you get players to entertain themselves with very little handcrafted content creation or upkeep.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 31, 2014, 07:32:00 AM
Yes, being able to have an impact on the actual world is going to be a huge part as well. People can entertain themselves for years if you give them the means to dig, build, change, and indulge their artistic sides.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on October 31, 2014, 08:14:56 AM
I honestly wonder if great combat is really possible with the network issues an MMO is going to face.  I guess something like Planetside 2 is the best example of an MMO with fun combat right now.  But even that relies quite a bit on the fact that you are fighting other people.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on October 31, 2014, 08:22:27 AM
SWTOR did the best job of masking it in the inital gameplay, but when you got to their new content on Makeb, it was an awful slog of Kill 10 Imps.

Bullshit. Absolute bullshit. I've logged less than 10 minutes in SWTOR. That involved taking a speeder/wow-bird-clone-thing from one village to another and then doing a quest to right click on gear icons to display progress bars as I 'rescued 10 slaves' or some horse shit.

I performed those two very specific actions and fucked right off. I'd rather scrub calluses off my feet than play That Game again - in any incarnation.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 31, 2014, 08:34:55 AM
"Game doesn't start until your max level" is the human condition in any long-term game. Sandbox games are going to get slagged for the same reason, long-term. Folks macroed the early portions of UO because of this. They'll do the same in anything where you're gating the content.

If your system of player power is based on incrementing anything at all, all it's ever going to be seen as is wack-a-mole.  In the end that's the gameplay of all MMO because they don't tell a story in any meaningful way and you can't effect long-term change.  Even in a sandbox.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on October 31, 2014, 08:39:57 AM
SWTOR did the best job of masking it in the inital gameplay, but when you got to their new content on Makeb, it was an awful slog of Kill 10 Imps.

Bullshit. Absolute bullshit. I've logged less than 10 minutes in SWTOR. That involved taking a speeder/wow-bird-clone-thing from one village to another and then doing a quest to right click on gear icons to display progress bars as I 'rescued 10 slaves' or some horse shit.

I performed those two very specific actions and fucked right off. I'd rather scrub calluses off my feet than play That Game again - in any incarnation.

SWTOR was and still is a shit game from a design perspective. HOWEVER when you increase experience gain and JUST do the story line quests it's actually really fun because you can ignore the stupid game mechanics and enjoy the story for what it's worth. It's actually quite enjoyable.

What should a dev learn from this?

Design your game to tell a story, whether it is all single player or has multi player elements, and use this as the "leveling" experience. Then spend the bulk of your time design the "end game" content. Or the content people spend 90% of their time doing that actually stick with the game.

People are used to spending 20-60 bucks on a video game that has 4-8 hours of gameplay. You don't need 50+ hours of leveling experience to gain a box sale. You need 50+ hours of "post story" or "endgame" content to get people to sub to your game or spend money in your F2P cash shop.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on October 31, 2014, 09:25:32 AM
One game I think I've seen do the leveling thing right is TSW where you start out focused and building your character towards specific ends, but rather than just *ding* you're done and stuck in a class archetype at cap if you wanted to you could just continue to level and get whatever the hell else you wanted until eventually you can do anything.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on October 31, 2014, 02:38:34 PM
While TSW was nice in that manner, it was terrible in the same manner as all skill-pool games: Its too damn easy to gimp yourself.  Even if you follow their archtype templates, some just were just flat-out miserable because buffing them would make late-game far too broken. There's no way as a developer you can fix that and still care about "balance."

This would be why classes have been a fixture of games that enjoy mass popularity for several decades.  Too many devs care about balance vs. just letting their players do whatever.  "Bad Dungeonmaster" syndrome is a staple of MMO developer psyche.

Learned before? Yeah right. None of these idiots learn a damn thing.

I didn't mean the crop of senior devs out there. They're a lost cause as they're our age or older and old dogs don't learn new tricks easy. Young devs and kids starting out would benefit greatly, however.  Hell, so many of the points and terms we've covered in the last page should be a part of any Game Design curriculum.

I smell an idea for a new online college. F13 U.  Who's with me.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on October 31, 2014, 02:45:05 PM
BCU: Bat Country University


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on October 31, 2014, 03:17:04 PM
Community Management 101: Riding Herd on a Pack of Gibbering Mongoloid Shitgoblins - Taught by Professor Emeritus Eric Schild
Advanced Crotchpheasantry 401
Class Balancing Through Excel Spreadsheets 203
Nickel and Diming Your Playerbase 305


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on October 31, 2014, 04:53:54 PM
I can certainly teach the last two.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on October 31, 2014, 09:38:54 PM
I read an iteration I liked of an oft-abused statement:

Those who learn from history generally end up watching everyone else ignore the lessons learned by history.

The larger an industry gets, the more it's populated by uncreative hacks relying on precedent because it's safe. Most people don't want to stick their neck out on faith, because the few that have proved to be wrong either because their vision was impossible to execute or was a bad idea in the first place. That's why in a world of over 7 billion people there's, what, a few dozen on top of everyone's list of "innovative thought leaders" or whatever? It's super fucking rare to have that unique combination of genius and either charisma or ego to push through a new vision that is also successful.

Everyone else... and statistically speaking it might as well literally mean everyone else... wants the annualized sequel with the incremental improvement. This is why every new piece of hardware that ever launches goes through the exact same cycle of first hackers knocking off established games then the first few breakout hits that become synonymous with the platform then the big companies throwing gobs of cash at lackluster shit that looks great then complaints that nobody can break into the market then some new platform. Next up is Occulus Rift. Yay a bunch of rollercoast sims and then probably 1 or 2 successful space sims as long as you have a joystick or haptic glove, and Netlflix and oh man I wish something new would come along because I'm some special generation of gamer that needs something.

History repeats itself because most people are uncreative and they rely on an ignorant market.

I'll be alive when this is no longer the case, and vigorously hope I'm aware enough to witness it :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 02, 2014, 11:01:26 PM
Sorry, I've always taken 'a couple' to mean two, but looking it up 'indefinitely small' is a common usage, so my bad there :)

However I think it's fair to say that the video games industry is around 40 years old and there's plenty of other industries as young, or younger, that don't seem to fall into the same pitfalls over and over again the way that video games do.

Mind you, while I was typing that sentence I started thinking that it was a load of bollocks. If video game developers learned nothing from other games then we'd still be playing Zork, and actually disconnected development of ideas is a direct and unavoidable consequence of competitive capitalism. I think I need more coffee.

Depends what you mean by industry.

And a lot has been learned. There seems to be a bit of 'but it hasn't changed how I expected/wanted, therefore it hasn't really changed' going on in this thread.

I completely disagree with all this nonsense. Things can be learned without every second year ushering in a revolution.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 03, 2014, 01:29:52 PM
I'd settle for most of the new MMOG's not repeating some of the same disasterfuck launch mistakes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 03, 2014, 02:29:52 PM
Launch is hard. It isn't just a designer thing, there's a technical side too. Designers have to take the right lessons away, the REAL ones, and not the "I would never do that!" egotism trap.

Don't get me started on what it takes to educate a designer in today's climate. There's some complaints about egos in designers, but I almost think it's a requirement from the self-initiative to study and create the games to display your design chops to others.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 03, 2014, 02:33:41 PM
that the industry even values a Game Design degree.

Pretty sure they do not. They value the ability to work 16/7 for months on end and to gratefully accept shit pay and post-release layoffs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 03, 2014, 02:36:14 PM
Apologies for wiping the old post, I didn't think anyone would want to read a rant on what it takes to educate a designer.

Games Industry is a special little bee when it comes to qualifications. Now Accounting, that's an industry I can get behind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Daeven on November 03, 2014, 03:15:17 PM
Community Management 101: Riding Herd on a Pack of Gibbering Mongoloid Shitgoblins - Taught by Professor Emeritus Eric Schild
Advanced Crotchpheasantry 401
Class Balancing Through Excel Spreadsheets 203
Nickel and Diming Your Playerbase 305

Class Balancing 101: Every time someone asks a question or begins a debate about how to 'balance' 'classes' the professor will scream NO! BAD DEV! NO COOKIE! BALANCE IS A LIE! while hitting the student in the nose with a rolled-up newspaper.

4 credit hours.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on November 04, 2014, 07:46:43 AM
GW2 is a real innovator, doing its own thing. Neverwinter does F2P right. SWTOR launched poorly, but successfully transitioned to F2P. Archeage is a promising mix of sandbox and (admittedly poor) diku.
GW2 was a superb innovator at launch.  Now they're making the same damn mistakes as everyone else at a breath-taking pace and taking the game backwards.

Neverwinter was more than a blip on the radar as far as players were concerned?

SWTOR transitioned very successfully from a business perspective (to be fair, going from money sucking pit to a 100 million a year is a good turn around).  From a player's perspective it's still a poor game overall.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on November 04, 2014, 05:46:10 PM
Apologies for wiping the old post, I didn't think anyone would want to read a rant on what it takes to educate a designer.

Games Industry is a special little bee when it comes to qualifications. Now Accounting, that's an industry I can get behind.

Aw...I'm curious about what it said. Personally I don't even like the term "game designer." That's probably the programmer in me talking.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 04, 2014, 06:32:47 PM
Personally I don't even like the term "game designer." That's probably the programmer in me talking.

You realize not all games are computer/video games right?


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 04, 2014, 07:17:00 PM
Yea but how many game designers just get to do the design side of the games in any of the games industries :-)


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 04, 2014, 09:28:33 PM
Aw...I'm curious about what it said. Personally I don't even like the term "game designer." That's probably the programmer in me talking.

The gist is that I think going to school to be a 'game designer' is backwards, and the title itself is misleading as you state. It's a naive pursuit and puts too much emphasis on luck to succeed.

The ideal candidate for any design position goes to college and completes a 4-year, doesn't matter what so long as it isn't games, and works on game projects on the side, tinkering, learning and, critically, building. They have something to say about design and aren't afraid to stand up for those beliefs. It's fun and interesting even before they pursue a job.

The degree shows ambition, perseverance on a long-term project, also implies teamwork, critical thinking skills, and a broader perspective. Spending your free time on game projects shows passion, independent motivation, and technical capability. You could get away with focusing completely on building games, but I think that's too narrow a focus and ripe for burnout. The Indie path is also viable if you can cut it, but complimenting your skill set with business management and people skills would be smart, especially if it doesn't come naturally.

Unless it's a Bachelor's, the industry ignores your education. If you've got nothing to show off your skills with, you are wasting their and your time, and are likely insane with idealism. The dream of 'designer' as a career path rather than actually being interested in design (this could be said of more than just design) has been the folly of many.

I think that's most of it reconstructed.


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 04, 2014, 11:15:54 PM
Yeah nah.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 05, 2014, 08:15:43 AM
I keep forgetting who the trolls are and who I should actually consider responding in good faith.  :headscratch: Could we just, like, tag them and release them back into the wild?


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 05, 2014, 06:46:07 PM
I keep forgetting you're not allowed to disagree with someone without providing a thesis, otherwise they get offended and call you names.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 05, 2014, 07:23:10 PM
I'm genuinely curious what you think your response adds to the conversation.

Do you believe agreement and disagreement on someone's post should be done Straw Poll style? Let's hear it for all the Yays.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 05, 2014, 08:54:14 PM
I'm genuinely curious what you think your response adds to the conversation.

Do you believe agreement and disagreement on someone's post should be done Straw Poll style? Let's hear it for all the Yays.

I'm pretty sure fair conversation just isn't part of the deal on the internet.


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 05, 2014, 11:15:26 PM
I'm genuinely curious what you think your response adds to the conversation.

Do you believe agreement and disagreement on someone's post should be done Straw Poll style? Let's hear it for all the Yays.

It adds the indicator that I disagree. Nothing more or less.

Not every communication needs to be drawn out. People can post in movies threads saying "this movie was great" or "this was/is/looks shit" and it's fine. It's also fine to just say "I disagree".

I just wanted to say I disagree with what you said. I don't really want to go in to it in detail. If I knew you would react like this I just wouldn't have bothered. But now that I have bothered, I guess I should just say

Quote
The dream of 'designer' as a career path rather than actually being interested in design

You need to use words to convey meaning, rather than to just try and sound meaningful.


Title: Re: Carbine Studios' "Wildstar"
Post by: rk47 on November 06, 2014, 01:51:03 AM
(http://reactiongif.org/wp-content/uploads/GIF/2014/08/GIF-bleak-bored-cat-snow-snowing-trapped-Winter-GIF.gif)


Title: Re: Carbine Studios' "Wildstar"
Post by: KallDrexx on November 06, 2014, 05:52:46 AM
I agree with Maven 100%, especially with my experience on Fury when I found out all the leads were having conversations on how they couldn't wait for me to not be a junior designer anymore so they could take my suggestions seriously.  And what do you know, half the shit I brought up to them were exact same complaints players did (because on beta weekends I was actually playing the game unlike the leads who were playing WoW).

Being a good game designer requires you to have played, analyzed, and tinkered with a lot of games to realize what's fun, what's not, and why[/b] is something fun.  That's not something you can just learn in classes, and in my experience the industry pretty much considers those classes to be worthless at well (though they still suck most of the time at promoting the right people to designers).


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 06, 2014, 06:08:52 AM
I've never been in a gaming company (thank god), but the impression I get from most designers/developers is that they disdain their own customers. Bringing up complaints that the players would have puts you on the same level as those unwashed assholes they're trying to avoid. After all, they're desigers. They've "made it" and know what's best and want to make sure players have "meaningful choices."

I would think the goal would be for players to have fun. Yet instead all I hear from developers is them talking about options, choices, meaning, challenge, etc. Fun? Why the fuck would we worry about that?

In every other service industry I've been in, and let's be honest entertainment and gaming is very much a service, the biggest rules are that your customer comes first, and that cash is king. So, if I'm running a company where developers are blowing costs on ancillary shit that isn't designed around the game being more fun, but is instead involved around some fucked up version of challenge and meaning, I'm firing them.

Luckily I've never been forced to work in a gaming company, where I'd likely want to burn the place down for its business incompetence.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on November 06, 2014, 06:13:32 AM
It's not just gaming, it's technology as a field in general.  Techs always think of themselves as the smartest guys in the room who know everything, while the complaints and issues pointed out are just people being obstructionist or not having enough vision to realize how cool/ useful the proposed solution is.

Generalizing quite a bit, but it's the sentiment I've seen in nearly every tech-non-tech interaction on both sides in multiple companies.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 06, 2014, 06:22:19 AM
It's not just gaming, it's technology as a field in general.  Techs always think of themselves as the smartest guys in the room who know everything, while the complaints and issues pointed out are just people being obstructionist or not having enough vision to realize how cool/ useful the proposed solution is.

Generalizing quite a bit, but it's the sentiment I've seen in nearly every tech-non-tech interaction on both sides in multiple companies.

I encounter some of that in every business I work with, but not to the degree I see in tech as you've said. I've always hated intelligentsia elitism, because truly intelligent people realize you never stop learning and adapting. I like Einstein's quote about character, "Weakness of attitude becomes weakness of character." These developers have the wrong attitude towards the rest of their users.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 06, 2014, 06:27:23 AM

I would think the goal would be for players to have fun. Yet instead all I hear from developers is them talking about options, choices, meaning, challenge, etc. Fun? Why the fuck would we worry about that?


Fun is important, but in this day and age where every game wants you to choose it to be THE game you play it isn't really enough.  Fun things get boring fast.  If there's no line at the amusement park I'll still only go on an awesome roller coaster like 3 times before it stops being fun.  I can't think of a game I've ever played for a long time that has survived on "fun" alone.  Team Fortress 2 maybe? But even that got worn out eventually.  Of course it has to be fun but it's like the bare minimum to get me in the door.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 06, 2014, 07:17:25 AM
Sorry but you're dead wrong. Fun is fun for a long time, especially when people have the ability to create it themselves. The problem is that designers are so focused now on telling a fucking story instead of making a game, that they railroad the process into an interaction fiction rather than a fun experience to play again and again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 06, 2014, 07:35:28 AM
Sorry but you're dead wrong. Fun is fun for a long time, especially when people have the ability to create it themselves.

When I think of the pure "fun" games I've bought recently Mario Kart 8 immediately comes to mind.  Great little party game, my wife and I played it a ton when we first got it. Had fun... but then like 3 days in just stopped playing it and never felt compelled to fire it up again except when we have a group of 4 people together.  That's where fun by itself gets me.



Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on November 06, 2014, 07:41:07 AM
Sorry but you're dead wrong. Fun is fun for a long time, especially when people have the ability to create it themselves. The problem is that designers are so focused now on telling a fucking story instead of making a game, that they railroad the process into an interaction fiction rather than a fun experience to play again and again.

IMHO, fun has a termination point. After every avenue has been explored and I run out of new paths and ideas to pursue is when it dies for me... and that length has been shortening with each year I grow older.

Your point about the story is a good one, but that also allows designers to control the path of their game which leads to selling the next chapter.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 06, 2014, 08:02:19 AM
The game stops being fun if, for example, the economy crashes, and I doubt the majority of the user base understands all the complexities behind the scene. Isn't it the same with politics? If they complain or make suggestions, typically it is for their one pet issue, isolated from the interdependent network of mechanics and other considerations. "Fix this!"

Raph had a lot to say about Fun, didn't he? Wrote a whole book on it. Mastering a game is the fun; once that's done, it's on to the next thing to master. Unless you want to compete... and the only fun part there is winning by any means necessary. Completely different paradigm.

Elitism? Sorry, elites only looks that way from the inexperienced. Once you've been through a lifetime of focused, dedicated training, the struggles to achieve recognition (a job) from others who know in a higher position -- then they might understand. A first-year Political Science Major critiquing the President wouldn't be taken seriously, why should someone who only plays video games, chowing down Mountain Dew, Doritos, and smoking pot (They always seem to leave that out of the stereotypical Gamer Trifecta) but never critically deconstructs them be?

Condescending? Sure. Keep the attitude to yourself? Absolutely. That's people skills -- you're supposed to appear humble.

But I completely understand the disdain for customers in the gaming industry. As harshly as I can put this, most companies are chiefly in the business of creating smoothly-running products and flattering the ego of their user base by giving them a false sense of power and importance for profit. They are not about creating pure, skills-based multiplayer experiences for fun. Think about that.

On the business side, community teams are intended to act as PR and the sieve of player feedback to protect the developers and the company. One wrong comment from a developer can cost the good will of the customers or their job.

I could go on, but I've written enough. Too much, maybe. I'm a bit passionate here.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on November 06, 2014, 08:03:45 AM
Sorry but you're dead wrong. Fun is fun for a long time, especially when people have the ability to create it themselves.

When I think of the pure "fun" games I've bought recently Mario Kart 8 immediately comes to mind.  Great little party game, my wife and I played it a ton when we first got it. Had fun... but then like 3 days in just stopped playing it and never felt compelled to fire it up again except when we have a group of 4 people together.  That's where fun by itself gets me.

This is only a problem if you're trying to sell games as a revenue stream rather than a one-off product.  I have fun playing board games, play one for a few hours and go away for a few weeks/ months. This isn't a problem there but in video games it means that it's a failure? That's what you're implying at least.

Your point about the story is a good one, but that also allows designers to control the path of their game which leads to selling the next chapter.

Exactly. Game as revenue stream, not game as product.  Fuck that, it's as much crap as "Freemium" games and why I haven't bothered with any of the episodic bullshit movies pushed as games from the last few years.

Elitism? Sorry, elites only looks that way from the inexperienced. Once you've been through a lifetime of focused, dedicated training, the struggles to achieve recognition (a job) from others who know in a higher position -- then they might understand. A first-year Political Science Major critiquing the President wouldn't be taken seriously, why should someone who only plays video games, chowing down Mountain Dew, Doritos, and smoking pot (They always seem to leave that out of the stereotypical Gamer Trifecta) but never critically deconstructs them be?

Condescending? Sure. Keep the attitude to yourself? Absolutely. That's people skills -- you're supposed to appear humble.

But I completely understand the disdain for customers in the gaming industry. As harshly as I can put this, most companies are chiefly in the business of creating smoothly-running products and flattering the ego of their user base by giving them a false sense of power and importance for profit. They are not about creating pure, skills-based multiplayer experiences for fun. Think about that.

On the business side, community teams are intended to act as PR and the sieve of player feedback to protect the developers and the company. One wrong comment from a developer can cost the good will of the customers or their job.

I could go on, but I've written enough. Too much, maybe. I'm a bit passionate here.

Hey look, game designers who act like every other effete designer in traditional design fields.  Guess how many of them are successful long-term vs. those who actually deign to take the jobs to design a Toyota Dealership, a strip mall or a logo for a law firm and provide what the customer asks for vs. what their "better" sensibilities say it should be.

You can get away with dictating design if you're given that scope of authority. 99.9% of the time you aren't going to be and games  as an industry is just beginning to realize this as the folks providing product customers want vs. dictating tastes are eating them for lunch.

As a designer your job is to provide what your client wants, influenced by your expertise. You can make the argument, point out the flaws and give rational reasons for any decision. However, in the end it's their money you're asking for. They are the client.

Want to do something else, you spend your money.  Your politician analogy says that we should shut-up and just blindly follow politicians, or better yet not have elections, because their experience trumps that of their electorate's.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 06, 2014, 08:22:24 AM
My screed aside, are we talking about games as entertaining systems or entertainment products in the form of games? They are not one in the same.

Giving customers what they want -- see "giving a false sense of importance and power".

Politician analogy -- I can see that and agree that wouldn't be acceptable in the strictest interpretation. But some people do need to shut the hell up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on November 06, 2014, 08:30:17 AM
As a designer, what do you do if you have more than one client and they want different things? Which one of them will you design for, and why?


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on November 06, 2014, 09:41:57 AM
My screed aside, are we talking about games as entertaining systems or entertainment products in the form of games? They are not one in the same.

Yes they are. Some shitty pseudo-zen statement doesn't change the fact that any combination of those words is supposed to be enjoyable.

As a designer, what do you do if you have more than one client and they want different things? Which one of them will you design for, and why?

Whichever one my boss tells me too. And he should be telling me to design for the common interests of largest number of players. What people seem to not realize is no one gives a shit about what designers think or believe. I can count on half a hand the number of game designers of paper and electronic games who weren't fucking idiots who just happened to get lucky. Players want to kill goblins and take their money, We don't need or even want designers to envision innovative systems for doing that, develop elaborate stories for why we do it, or a realistic, functioning goblin society that operates in game like a sim city. We need them to make the goblins and loot look cool and make it so when we stab goblins they die. Designing games is not some high art requiring finesse where the decisions are part of some sublime statement that players are not qualified to question or critique. And they are never going to be. So designers, quit bitching about your paying customers being tasteless barbarians and work on the next iteration of cool looking goblins.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 06, 2014, 09:48:33 AM
Yes they are. Some shitty pseudo-zen statement doesn't change the fact that any combination of those words is supposed to be enjoyable.

Each is held to a different standard and expectation of design. If you want lump both of them together as "these should be enjoyable", then I agree that they should, but what makes them enjoyable is different. That's what the conversation appears to be about.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on November 06, 2014, 10:40:42 AM
Sorry but you're dead wrong. Fun is fun for a long time, especially when people have the ability to create it themselves.

When I think of the pure "fun" games I've bought recently Mario Kart 8 immediately comes to mind.  Great little party game, my wife and I played it a ton when we first got it. Had fun... but then like 3 days in just stopped playing it and never felt compelled to fire it up again except when we have a group of 4 people together.  That's where fun by itself gets me.



And when you fire it up with a group of four people do you have fun?  Sounds like you had fun.

I think what you are saying is that you want something deeper that you can sink your teeth into (that takes longer to master), but I read all your posts on this page as saying, "I don't like fun" ... and then I laugh.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on November 06, 2014, 12:11:41 PM
Malakili has had a long history of hating fun, this is not news.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on November 06, 2014, 01:10:28 PM
There's some odd definitions of fun going on here, at a minimum.


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 06, 2014, 03:38:12 PM
There's some odd definitions of fun going on here, at a minimum.

There are many odd things going on here.

Quote
But I completely understand the disdain for customers in the gaming industry. As harshly as I can put this, most companies are chiefly in the business of creating smoothly-running products and flattering the ego of their user base by giving them a false sense of power and importance for profit. They are not about creating pure, skills-based multiplayer experiences for fun. Think about that.

 :headscratch:


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on November 06, 2014, 04:42:00 PM
Seems pretty simple really.

It must suck if your job is to create elaborate participation trophies. Every gamer will "win" the game because its not designed to do anything other than let them win while hiding the fact that they were always guaranteed to win no matter what.

Any time you make people think or learn they throw a shit fit and your boss tells you to take that part out.

Hence disdain.


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 06, 2014, 05:04:28 PM
I still don't get it.

It's game designer, 'whatever-I-misguidedly-think-is-objectively-good-and-if-people-dont-like-it-they-are-at-fault designer'. You're not some sage on a mountaintop.

It's a weak crutch to go 'oh but I'm/they're not able to do what I want/should because people'.

If you don't want to make products for people then being a game designer seems to be a really stupid career choice to make.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on November 06, 2014, 05:27:08 PM
There's some odd definitions of fun going on here, at a minimum.

obligatory

(http://i59.tinypic.com/k9f2c6.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on November 06, 2014, 05:35:58 PM
I still don't get it.

It's game designer, 'whatever-I-misguidedly-think-is-objectively-good-and-if-people-dont-like-it-they-are-at-fault designer'. You're not some sage on a mountaintop.

It's a weak crutch to go 'oh but I'm/they're not able to do what I want/should because people'.

If you don't want to make products for people then being a game designer seems to be a really stupid career choice to make.

Well imagine if you were a musician and you intended to be a "real" artist, a singer songwriter type that plays his own instrument and instead you find out your only option if you want to eat is to be a popstar and sing shit other people wrote that your team won the bidding war for while your voice is autotuned past recognition with FOTW no talent rappers guest star on every track because that's what sells.

Sounds like it would suck. Sounds like you might blame customers for having such shit taste if you were that self aware.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on November 06, 2014, 05:36:18 PM
The game stops being fun if, for example, the economy crashes, and I doubt the majority of the user base understands all the complexities behind the scene. Isn't it the same with politics? If they complain or make suggestions, typically it is for their one pet issue, isolated from the interdependent network of mechanics and other considerations. "Fix this!"

Raph had a lot to say about Fun, didn't he? Wrote a whole book on it. Mastering a game is the fun; once that's done, it's on to the next thing to master. Unless you want to compete... and the only fun part there is winning by any means necessary. Completely different paradigm.

Elitism? Sorry, elites only looks that way from the inexperienced. Once you've been through a lifetime of focused, dedicated training, the struggles to achieve recognition (a job) from others who know in a higher position -- then they might understand. A first-year Political Science Major critiquing the President wouldn't be taken seriously, why should someone who only plays video games, chowing down Mountain Dew, Doritos, and smoking pot (They always seem to leave that out of the stereotypical Gamer Trifecta) but never critically deconstructs them be?

Condescending? Sure. Keep the attitude to yourself? Absolutely. That's people skills -- you're supposed to appear humble.

But I completely understand the disdain for customers in the gaming industry. As harshly as I can put this, most companies are chiefly in the business of creating smoothly-running products and flattering the ego of their user base by giving them a false sense of power and importance for profit. They are not about creating pure, skills-based multiplayer experiences for fun. Think about that.

On the business side, community teams are intended to act as PR and the sieve of player feedback to protect the developers and the company. One wrong comment from a developer can cost the good will of the customers or their job.

I could go on, but I've written enough. Too much, maybe. I'm a bit passionate here.

Condensed TLDR version...

Game developers to their customers: You'll take what we give you, and you'll like it. :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 06, 2014, 05:57:34 PM
Well imagine if you were a musician and you intended to be a "real" artist, a singer songwriter type that plays his own instrument and instead you find out your only option if you want to eat is to be a popstar and sing shit other people wrote that your team won the bidding war for while your voice is autotuned past recognition with FOTW no talent rappers guest star on every track because that's what sells.

Sounds like it would suck. Sounds like you might blame customers for having such shit taste if you were that self aware.

I couldn't give a fuck. There are heaps of shitty artists the world over. If they're not happy playing for themselves they either need to be more brilliant, embrace the zeitgeist, be content in themselves, or do something else with their lives.

The idea that everyone is entitled to have their whims validated by a crowd, even if they are crap, completely socially out of step, or whatever, is absurd snowflake individualism.

Also, Maven you might like this: http://www.brainpickings.org/2014/09/04/werner-herzog-advice-to-filmmakers/ (there are better articles but google popped this one up first for me).

Werner shares some of your ideas (I disagree with a lot, but not all, of them), though I think he articulates them more coherently. Maybe you might enjoy the book.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on November 06, 2014, 06:06:58 PM
I still don't get it.

It's game designer, 'whatever-I-misguidedly-think-is-objectively-good-and-if-people-dont-like-it-they-are-at-fault designer'. You're not some sage on a mountaintop.

It's a weak crutch to go 'oh but I'm/they're not able to do what I want/should because people'.

If you don't want to make products for people then being a game designer seems to be a really stupid career choice to make.

Well imagine if you were a musician and you intended to be a "real" artist, a singer songwriter type that plays his own instrument and instead you find out your only option if you want to eat is to be a popstar and sing shit other people wrote that your team won the bidding war for while your voice is autotuned past recognition with FOTW no talent rappers guest star on every track because that's what sells.

Sounds like it would suck. Sounds like you might blame customers for having such shit taste if you were that self aware.


Just because someone considers themselves an "artist" doesn't mean they're any good at what they're doing.  Remember when Garth Brooks decided he was going to be an "artist" and strayed away from his pop country style and did the whole Chris Gains alter ego music shit?  Yeah.  An artist.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on November 06, 2014, 07:41:59 PM
Also, Maven you might like this: http://www.brainpickings.org/2014/09/04/werner-herzog-advice-to-filmmakers/ (there are better articles but google popped this one up first for me).

Werner shares some of your ideas (I disagree with a lot, but not all, of them), though I think he articulates them more coherently. Maybe you might enjoy the book.

I thought the first quote in that article was great advice for any creative field. Not only would you earn money doing those sorts of jobs, you would experience things that most of society doesn't suspect exists or happens.   And it's all material that can be used, be engaging, and be realistic. Hell, you could make a great book or movie with just a couple weeks worth of job experience.

As far as Artist Game Designers, they are without exception puds as near as I can tell. On the high end you have Brad McQuaid, and on the low end you have the zillions of trust fund tumblerite "independent" developers. The only exceptions I can think of are Chet Faliszek and Erik Wolpaw, and they don't seem like the sort to call themselves artists even though they are.


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 06, 2014, 07:59:15 PM
Yes I agree with that bit. Experience is a wonderful thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 06, 2014, 08:16:14 PM
Yea, particularly "Filmmaking — like great literature — must have experience of life at its foundation". Replace "Filmmaking" with anything. We don't credit that though as an American culture. Experience is stodgy, old, a byproduct of the system. Instead we want young, stupid and niave because most of them with fail and make us feel better about ourselves while the few that succeed will make buckets of cash for investors.

As a designer, what do you do if you have more than one client and they want different things? Which one of them will you design for, and why?

Games have one client: publishers (whether self- or other-). They have users, of which they need many, but don't confuse "client" with "user".

You're not really designing for the client though. Your designing with them. They have a need, you have a skill, and you'll both make compromises to the goal. Sometimes their needs will have far more defined requirements. Sometimes it's a vacuous elevator pitch where the designer fills in all of the gaps. But client/designer relationships are partnerships. Otherwise the designer would self publish or the client would design themselves.

Gross generalizations here. But I use "client" loosely. Client can be a third party, your boss, your executive producer.

Further, design is not in a vacuum (that's art  :awesome_for_real:). You need to know how shit works to effectively design. Not realizing this is where design can result in production issues that make people realize the design itself was flawed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on November 06, 2014, 08:42:04 PM
It's easier to sit back and whine, "people just don't get me," than it is to actually be motivated, creative, and produce.

When you produce the question is always who are you producing for. If it's for yourself, really, truly and fully, then why do you care about the opinion of others? If you care about that validation you're not creating for yourself in the first place. You're creating to try and capture a market and shouldn't be pissed at anyone but yourself that you missed the mark.

You'll fail a lot at capturing any audience as a designer and creator of anything. In fact, I'm certain you'll fail more than you'll ever succeed and there's millenia worth of numbers to back that up. Not everything has an audience, but you keep at it because you hope eventually you'll strike your mark and find your creative voice. Not everyone does, not everyone finds it more than a handful of times.

We all believe the lie that we're the next Mozart, Spielberg, Meier or even Moffatt. Run the numbers and you'll find your chances are somewhat less than the powerball of hitting the low end of that bar.

Games have one client: publishers (whether self- or other-). They have users, of which they need many, but don't confuse "client" with "user".

You're not really designing for the client though. Your designing with them. They have a need, you have a skill, and you'll both make compromises to the goal. Sometimes their needs will have far more defined requirements. Sometimes it's a vacuous elevator pitch where the designer fills in all of the gaps. But client/designer relationships are partnerships. Otherwise the designer would self publish or the client would design themselves.

Gross generalizations here. But I use "client" loosely. Client can be a third party, your boss, your executive producer.

Further, design is not in a vacuum (that's art  :awesome_for_real:). You need to know how shit works to effectively design. Not realizing this is where design can result in production issues that make people realize the design itself was flawed.

Yep, unless you're self-funding. Then your client is your audience. See above for the difficulty there. The decisions you make need to be guided by information more than intuition unless you're only creating for yourself.  If you don't know what Eddie down the block wants, much less Susie across the country, you'd better be paying or researching to find out what's hot, what's trendy, what works and what sells.

Research is rarely talked about when discussing design but it's the foundation of good Architecture, Graphics, Fashion and Industrial design. It should be there in game design, too.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 07, 2014, 07:37:43 AM
Game designers who try to pull the artist card should be kicked in the balls. Merusk is correct, if you want to create for yourself, make your game on your own time and play it. Don't try to do that in a mass-market scenario when you have gads of customers who couldn't give two shits about your world view.

First thing you should know in a service industry is what your customer wants. Yet I get the sense that most game designers have no clue. They design for what THEY want. Sometimes you have to listen to what your customer responds to rather than what they say they want, but that's not often. Unfortunately for game developers they seem to think this way all the fucking time.

"The poor dears have no idea what they REALLY want in a game, so I took it upon myself to show them my grand plan." Fuck right off with that line of thinking. That's pure hubris and ego rather than design.

There's a rare time when a person's pet design and what the audience actually wanted line up. Very rare. The rest of the time, game designers would be better off listening to their customers rather than indirectly telling them they are fucking stupid, and wondering why their game went tits up because nobody found it fun.

If gamers don't want a challenge and they want to win, guess what? It's your job to deliver a game with a lower bar. It's NOT your job to get butthurt over the small minority of troglodytes that bitch about difficulty. That's often the worst thing in MMO development as the idiot developers start listening to the small minority of bitching because it just so happens they latently agree with them. Then, they can delude themselves into saying they were building a product that the players really wanted. WoW Cataclysm is a perfect example of how that line of thinking will poison your game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on November 07, 2014, 07:59:46 AM
Let me put it in my terms.  Think of a house you love. A place you really, really want to buy and live in.

Chances are it's shit. It's the worst fucking thing in the world, filled with backwards-thinking traditionalism and waste. You don't know what you want. What you really want is this:

http://freshome.com/2014/03/07/10-hottest-fresh-architecture-trends-2014/prefabricated-house-2/

An awesome prefab home in sharp, modern finishes and still oversized so we'll do it as a microhome as that's the new trend.   You don't get a choice, you don't get to make changes. This is what Architects say you want and you'll like it. Shut up with your bitching.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on November 07, 2014, 08:05:18 AM
First thing you should know in a service industry is what your customer wants.

Again, what if two (or two hundred thousand) of your customers want two slightly but significantly different things?

I've read the previous answers to a similar question but I don't find them satisfying. I find them very simplistic. You make it sound like it's always pretty obvious what people/customers/audience (all of them) want, or you can just research and get that magic answer. I don't mean to defend bad designers, but I definitely think that intuition and luck play a bigger part in some of this people's career than market research. That's also why some good designers don't always design succesful games and why bad designers sometimes get rich overnight.

Accidentally, that stays true for Hoax's music example.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 07, 2014, 08:16:02 AM
If this was film, we'd be discussing the difference between Christopher Nolan and Michael Bay.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 07, 2014, 08:34:12 AM
Again, what if two (or two hundred thousand) of your customers want two slightly but significantly different things?

If your customer base is divided by something will cause them not to purchase your product, then you don't really have a 200,000 customer base. You have 100,000 and you build/budget for that. Too many times people overestimate their audience. That's far more dangerous than the reverse.

In reality, those kind of conditions usually don't exist. There's not something slight that would cause such a dramatic swing, and the slighted side would adapt. It's the fundamentally different things that get you when it comes to entertainment.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on November 07, 2014, 08:46:48 AM
First thing you should know in a service industry is what your customer wants.

Again, what if two (or two hundred thousand) of your customers want two slightly but significantly different things?

Then you've inherently misunderstood everything about your market, or you need to realize an opportunity for a different but similar product.  Church's Chicken vs KFC. Taco Bell vs. Burrito Hut.  Gillette vs. Schick.

Game designers are fool and arrogant enough to believe their market is EVERYONE. Only man-children reach adulthood and still believe their tastes are universal.

If this was film, we'd be discussing the difference between Christopher Nolan and Michael Bay.

Both are populist Directors, so if you think there's enogh of a difference you're mistaken. You really were thinking Bay vs. early Kubrick but are trying to argue Bay vs. Sergei Eisenstein and saying Einstein should have made as much as Bay.  Nope, because people's tastes vary and art is subjective.

We think of Mozart as artsy but he was the Beatles of his day. Technically fantastic, but populist.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 07, 2014, 09:53:50 AM
You're not really designing for the client though.

Here's the secret about design. No matter who your client is, you are always designing for AN AUDIENCE. Whether that audience is someone that interacts with your endproduct, or passively experiences it or whatever, you are designing for that audience. You will be compensated for that design based on the size of the audience. If that audience is an audience of one (i.e. you design merely to please yourself), you can usually expect compensation of a commiserate level unless you have acquired a reputation or following based on previous designed and released products.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on November 07, 2014, 09:59:18 AM
Let me put it in my terms.  Think of a house you love. A place you really, really want to buy and live in.

Chances are it's shit. It's the worst fucking thing in the world, filled with backwards-thinking traditionalism and waste. You don't know what you want. What you really want is this:

http://freshome.com/2014/03/07/10-hottest-fresh-architecture-trends-2014/prefabricated-house-2/

An awesome prefab home in sharp, modern finishes and still oversized so we'll do it as a microhome as that's the new trend.   You don't get a choice, you don't get to make changes. This is what Architects say you want and you'll like it. Shut up with your bitching.


That house with the pool and the grill is actually pretty darn nice!


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 07, 2014, 01:50:08 PM
How many posts before we're snipped and placed into a new topic?  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 07, 2014, 02:00:48 PM
How many posts before we're snipped and placed into a new topic?  :awesome_for_real:

Seriously. I keep clicking the New button hoping for something actually new about Wildstar. Keeping walking away disappointed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 07, 2014, 02:02:57 PM
The game died when that attunement graphic came out, whatever else we can talk about is more interesting.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 07, 2014, 02:03:32 PM
The game died when that attunement graphic came out, whatever else we can talk about is more interesting.

That's fair..I'll give you that one  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on November 07, 2014, 02:16:26 PM
The game died when that attunement graphic came out, whatever else we can talk about is more interesting.

I think the past page, page and half, is proof that you're wrong.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on November 07, 2014, 04:39:01 PM

I almost feel for Elder Scrolls Online which obviously couldn't even manage to fail in an interesting way and thus provoke discussion.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 07, 2014, 04:48:00 PM

I almost feel for Elder Scrolls Online which obviously couldn't even manage to fail in an interesting way and thus provoke discussion.


The only interest I have in that one is the $20 in steam dollars I bet Ingmar it would shut down before 2016.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on November 07, 2014, 05:14:00 PM
The game died when that attunement graphic came out, whatever else we can talk about is more interesting.

I think the past page, page and half, is proof that you're wrong.

Nope, I'm pretty interested in the housing industry's belief that people are going to buy into the microhome bullshit. Seriously, they're dorm rooms that aren't in a dorm. I'm sure they're cheap to operate, but who do they think is going to buy them? No one who's not a rich, dickbag hipster. I wouldn't want to spend a day in a 200 square foot room with two little kids, let alone a 200 sqft house, including bathroom. It's almost as bad as those people who want to make underground bunker houses with shipping containers.

No my friends, the future of housing is hobbit holes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 07, 2014, 07:19:03 PM
Games have one client: publishers (whether self- or other-). They have users, of which they need many, but don't confuse "client" with "user".

You're not really designing for the client though. Your designing with them. They have a need, you have a skill, and you'll both make compromises to the goal. Sometimes their needs will have far more defined requirements. Sometimes it's a vacuous elevator pitch where the designer fills in all of the gaps. But client/designer relationships are partnerships. Otherwise the designer would self publish or the client would design themselves.

Gross generalizations here. But I use "client" loosely. Client can be a third party, your boss, your executive producer.

Further, design is not in a vacuum (that's art  :awesome_for_real:). You need to know how shit works to effectively design. Not realizing this is where design can result in production issues that make people realize the design itself was flawed.

Yep, unless you're self-funding. Then your client is your audience.
No. In self-funding a game, your client is yourself. Your audience is your product, the means by which you sustain yourself.

Think of it like Facebook. Their users are not the clients. The clients are the people who place the ads. The users are the product, the cost of doing business, the means for them to secure the ad buyers.

This gets fuzzy in the KS/Chris Robert's world where your funding comes from people you feel are the clients because they bought a "share" in your venture.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 07, 2014, 08:50:14 PM
Let's briefly tie this conversation into the conflict between Films as Art and Films as Commercial Products. The discussion makes me think of this same issue in games, but "Games as Art" is a lot more fuzzy a concept, not as clearly defined. Games HAVE Art, but I'm beginning to seriously question HOW they are artful. Is there an Art of the System of Game Mechanic? The Art of Manufacturing Emotions?

OK, now that you're done laughing. My point is: all this talk about clients and customers obfuscates some important aspect of games we aren't considering that motivates the non-business types to make them in the first place.

(http://i57.tinypic.com/2zylwr7.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on November 07, 2014, 09:01:11 PM
What the hell are you talking about?


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 07, 2014, 09:19:21 PM
No no, it's ok. According to the pattern, it's about time for the "what is a game" discussion again. So it is written  :awesome_for_real:

Let's briefly tie this conversation into the conflict between Films as Art and Films as Commercial Products. The discussion makes me think of this same issue in games, but "Games as Art" is a lot more fuzzy a concept, not as clearly defined. Games HAVE Art, but I'm beginning to seriously question HOW they are artful. Is there an Art of the System of Game Mechanic? The Art of Manufacturing Emotions?

OK, now that you're done laughing. My point is: all this talk about clients and customers obfuscates some important aspect of games we aren't considering that motivates the non-business types to make them in the first place.
Client/customer conversations are important because they get to the very heart of motivation. Companies and individuals do things for the same reason: it's rewarding. What the reward is and who its for are different. But in the end, you embark on an enterprise to do a thing for a purpose. Really recognizing who you're doing it for (yourself, someone else, etc) is a step towards personal awareness.

Further, I don't think there's value to a conversation about whether games are empirically art or just include art. To me that's navel gazing of the highest order. What something is and how it's classified is only recognized after the fact. Trends are retrospectives. And unlike how some try to force things into clean boundaries, nothing is actually separate.

Everything we do is based on something that was already done. key difference between invention and innovation technically. I'd argue there's no such thing as raw invention. We're all tweaking what's already there to some degree, it's mostly a question of for whom we're doing so, what we hope to get from it, and whether others will recognize the connections or assume it's all some brand new never seen before thing.

Heh, and yea, I just navel gazed in a post where I implied that was a bad thing  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 07, 2014, 09:25:16 PM
My point is: all this talk about clients and customers obfuscates some important aspect of games we aren't considering that motivates the non-business types to make them in the first place.

What seems to motivate them is inability or unwillingness to get a real fucking job.

Now that you're done laughing, here's my point: I don't give a shit what motivated most of these chucklefucks to go into the industry, because they are terrible at it. These companies lose money left and right or just fold up shop because the average developer doesn't know his customer base from his own ass. Even the ones that have "figured it out" and produce tons of money like Blizzard managed to shit the bed and ran off almost a third of their recurring customers in one swoop. Why? Because deep down these guys hate their customers and know better. Do I want those people in charge? No. I want a designer in charge that has a plan, and then adapts the plan to the people. That's not some odd compromise of artistic integrity.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 07, 2014, 09:28:11 PM
I thought I was in the Overwatch thread. Oops.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 08, 2014, 07:29:51 AM
Quote
The Art of Manufacturing Emotions?

Well, given that art is in a large part about creating aesthetic experiences, then yes this seems like a thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 08, 2014, 09:29:58 AM
Because deep down these guys hate their customers and know better.

I don't think that's the case. I'm sure there are marketing/business types who do. And I give credit to any community manager with more than a year of experience who doesn't come out hating all people everywhere. But the designer/creative types are doing it more for love than money (by evidence of workstyle and compensation), and seem mostly motivated by the belief there are a lot of people just like them who want to play games just like the ones they want to make and play.

One of the most telling signs of a game's looming failure is when the staff itself won't play it on their off time. Enthusiasm is important in this industry, because again, it's not like they're in it for the money :-)

This is just about core games though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 08, 2014, 09:37:28 AM
As a point of comparison, Board Game & Card Game designers are far happier with their work. Especially if it encourages get-togethers, live tournaments, etc. Doubly so if it targets families and children to pre-teens.

BlizzCon and its ilk as an exception, designers of physical games can really see people enjoying their game and have a better communication system between customer and developer. It seems that type of work engenders less conflict of consciousness.

Edit: Video games are emotionally isolating as a medium. For most, I believe they give a false sense of connection between people, not even getting into the nature of online communication. Live games are a completely different context that promotes positive, genuine social connection through a constructive medium of interaction.

Live games are merely a pretext for getting together with people. In video games, the games ARE the focus, not the social part. Social is just some buzzword to describe a list of features.

This gets into unsound theories of the effect games have on human beings, but they do something when played over an extended period of time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Goreschach on November 08, 2014, 10:06:02 AM
stahp  :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 08, 2014, 10:08:34 AM
I truly don't understand why I get the responses I do, and that pains me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 08, 2014, 01:39:23 PM
This board is full of cynical people who think they know everything and anything about any subject. What do you expect?


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on November 08, 2014, 01:58:33 PM
Expecting just about what I generally expect. Those kind of responses aren't something you'd say to someone's face; pretty safe to do from behind a screen. Which reemphasizes my point about the differences between a computer and interpersonal means of communication in gaming.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 08, 2014, 03:50:52 PM
Because deep down these guys hate their customers and know better.
But the designer/creative types are doing it more for love than money (by evidence of workstyle and compensation), and seem mostly motivated by the belief there are a lot of people just like them who want to play games just like the ones they want to make and play.

That's just the positive/dangerous side of the same coin. Designing because you totally believe there are people out there that like what you do (despite evidence to the contrary) is closely followed by ignoring people that don't like what you do.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on November 08, 2014, 05:30:03 PM
Personally I don't even like the term "game designer." That's probably the programmer in me talking.
You realize not all games are computer/video games right?

I meant with regard to video games.

I don't see video game and board game design as being particularly related. In fact I think a big problem with game design studies is that they conflate the two way too much and model video games as just digital board games.

Video games are very different from board games. Board games are usually turn-based, discrete, with a small number of well-defined rules. Video games are real-time, continuous and have a huge number of non-explicit rules. Video games also have control, visual, audio and story elements. In many video games the core design in the narrow rules-based sense is the least important part of the product.

These days it's fashionable to consider games and "play" one large umbrella but that feels off to me. There is some overlap, especially if you are making what is basically a digital board game, but video games are very much their own thing. I don't see them as any closer to board games than movies are to novels.


Title: Re: Carbine Studios' "Wildstar"
Post by: Margalis on November 08, 2014, 05:43:46 PM
That's just the positive/dangerous side of the same coin. Designing because you totally believe there are people out there that like what you do (despite evidence to the contrary) is closely followed by ignoring people that don't like what you do.

It's important to distinguish between two related but very different concepts.

The first is saying "well this game isn't for this person." To me that's valid. Now if your game is for a small audience you have to accept that, and you can't complain if you don't make a lot of money, but it's fine to aim for a specific audience of whatever size and ignore the rest. Hopefully you know going in that your audience is limited.

The second is saying "this game is for this type of person, but this person is doing it wrong." For example "this puzzle isn't too hard, it's just that this guy is too dumb." Or "this platforming section isn't too hard, it's just that this guy is uncoordinated."

These often look very similar. You can make a game that is challenging and is supposed to be for high-skill players. In that case "this guy is just uncoordinated" is fine - he isn't your audience. But if the game isn't supposed to be for high-skill players (or even high skill players have problems with it) you can no longer dismiss them.

A great example of the latter was basically everything the SWG devs ever said in response to criticism. The players think a class is too strong or too weak? "You're not playing them right." "According to our spreadsheet they're balanced." The players think a system like HAM is dumb? "It's not dumb, you're dumb!" "You just don't understand the tasty HAM."

Some designers get very defensive when their stuff doesn't pan out and pin it on the players.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on November 08, 2014, 07:17:00 PM
The ability to kill your own babies is key to any creative or constructive endeavor.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on November 08, 2014, 07:40:21 PM
I truly don't understand why I get the responses I do, and that pains me.

Because you're going uber-artsy and faux-philosophical with everyting.  You think you're discussing things when you aren't doing much more than throwing words together that aren't forming ideas, asking questions or making a point deeper than a fishook.

It's important to distinguish between two related but very different concepts.

The first is saying "well this game isn't for this person." To me that's valid. Now if your game is for a small audience you have to accept that, and you can't complain if you don't make a lot of money, but it's fine to aim for a specific audience of whatever size and ignore the rest. Hopefully you know going in that your audience is limited.

The second is saying "this game is for this type of person, but this person is doing it wrong." For example "this puzzle isn't too hard, it's just that this guy is too dumb." Or "this platforming section isn't too hard, it's just that this guy is uncoordinated."

Good point. I, and I believe Paelos, were talking about designers taking the 2nd stance which appeared to be what Maven was pushing. It's a crap stance.

The first is fine, so long as you're not going to have a tantrum when your market is smaller than you might suspect.  Great if it's bigger, but so's lightning in a bottle.


Title: Re: Carbine Studios' "Wildstar"
Post by: lamaros on November 09, 2014, 05:10:56 AM
As a point of comparison, Board Game & Card Game designers are far happier with their work. Especially if it encourages get-togethers, live tournaments, etc. Doubly so if it targets families and children to pre-teens.

Oh are they? I'd love to see your evidence. You declare so much, but I don't see much support for such statements.


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on November 09, 2014, 06:30:59 AM
I truly don't understand why I get the responses I do, and that pains me.

Some people here simplify everything to their own views and style, and expect posts to be written according to their own personal cultural guidelines. Otherwise "it's stupid".

With all that said, it's f13 and while I don't like that attitude (which again, is not everyone's attitude) it's pretty much written on the box and it's part of its unique qualities, so if you can't deal with it you should really refrain from posting here as it is always going to pain you. f13 is an open PvP server with full loot. Enter at your own risk.  :heartbreak:


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 09, 2014, 07:54:15 AM
f13 is an open PvP server with full loot. Enter at your own risk.  :heartbreak:

Heh, we're so much more cuddly than we used to be 10 years ago. Even Rasix!  :awesome_for_real:

Good point. I, and I believe Paelos, were talking about designers taking the 2nd stance which appeared to be what Maven was pushing. It's a crap stance.

Yes my issue is not developers saying that this game isn't for those people. My problem is that they designed the game for those people, then got mad when they didn't like it, and they retconned who the game was for. They dismissed them after that fact. That's the dangerous design point I was making about WoW. They designed a game specifically for the non-catass player who was turned off by EQ and wanted a more questing/casual experience. Then, after their asshole raiding buddies complained as the game was at it's zenith, they flipped the difficulty switch and literally came out with a post telling players how they were doing it wrong.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 09, 2014, 07:55:51 AM
Ugh, fine, I'll post something actually related to Wildstar.

Drop 3 finally on PTR.

http://www.wildstar-online.com/en/drops/3/genesis-prime/

Note here: https://forums.wildstar-online.com/forums/index.php?/topic/116924-mystery-of-the-genesis-prime-ptr-update-notes-10242014/

You're welcome.  :uhrr:

Edit: Grammar xD


Title: Re: Carbine Studios' "Wildstar"
Post by: pants on November 09, 2014, 01:44:54 PM
ARG!  My eyes!

Haven't these people heard of small, regular releases of software?


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 09, 2014, 01:52:00 PM
ARG!  My eyes!

Haven't these people heard of small, regular releases of software?

They were doing monthly updates at the start, and people complained about that, so now they're doing them quarterly or something.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on November 11, 2014, 03:42:09 AM
Its almost like gamers don't know what they want or something...


Title: Re: Carbine Studios' "Wildstar"
Post by: Ironwood on November 11, 2014, 03:45:08 AM
Ethics in Games Journalism ?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 11, 2014, 05:37:31 AM
Ethics in Games Journalism ?

What does this have to do with Shadowbane?


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 11, 2014, 09:36:18 AM
SB.EXE

RAGE


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 12, 2014, 03:35:25 PM
Heh, we're so much more cuddly than we used to be 10 years ago. Even Rasix!  :awesome_for_real:
This is totally true. We all cared so much more, 10 years ago.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on November 12, 2014, 03:49:04 PM
We were definitely more tolerant of pseudo-intellectual musings about this genre.  We were all doing it.  It was like heroin, but with more swearing.

I've long since hit the acceptance phase with MMOs.  They are what they are. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on November 12, 2014, 11:12:31 PM
I'm still in bargaining, like there's this possibility that an MMO might come out someday that really scratches the itch like in the good ol' days when we would tolerate EQ or WoW


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on November 12, 2014, 11:14:48 PM
I have a feeling a bunch of our gen are going to hit retirement and instead of making birdhouses and complaining about shit all day, we're going to make EQ again. 


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 13, 2014, 09:15:29 AM
I'm still in bargaining, like there's this possibility that an MMO might come out someday that really scratches the itch like in the good ol' days when we would tolerate EQ or WoW
I'm happy with games like Neverwinter. Comes out, free to play, the actual combat is fun, I blow past all the content in a week or two giving them twenty bucks or so. Occasionally they release expansion packs and I check it out again. Wish they didn't push the cash store quite so hard but hey, it's basically free. No commitment. It's not my life, I don't think about it when I'm not playing, and it lays unplayed for months at a time.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 13, 2014, 09:33:16 AM
I'm still in bargaining, like there's this possibility that an MMO might come out someday that really scratches the itch like in the good ol' days when we would tolerate EQ or WoW
I'm happy with games like Neverwinter. Comes out, free to play, the actual combat is fun, I blow past all the content in a week or two giving them twenty bucks or so. Occasionally they release expansion packs and I check it out again. Wish they didn't push the cash store quite so hard but hey, it's basically free. No commitment. It's not my life, I don't think about it when I'm not playing, and it lays unplayed for months at a time.

I basically did this with Neverwinter (and never played it again after I maxed out one character).  On the one hand, a decently fun game with X hours worth of sort of fun content is ok on its own I guess.  But on the other hand I'm less and less interested in games that I don't see myself playing long term. If I'm only going to get 10 hours out of something, even if those are 10 hours, I feel like why bother.  I might as well put those 10 hours towards something else that is equally as fun AND that I'll be playing 6 months from now.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 13, 2014, 09:56:32 AM
I have a feeling a bunch of our gen are going to hit retirement and instead of making birdhouses and complaining about shit all day, we're going to make EQ again. 

I hope by that time the tools for multiplayer sandbox type games/spaces are prevalent enough that anyone with time and energy can put one together for the same fees as FPS server hosting are now. So many kids playing Minecraft at a young age would lead me to believe this is more likely than not, once bandwidth gets a bit cheaper/more prevalent.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 13, 2014, 10:09:17 AM
I still have hope, since 2004 we've had nothing but games that figured doing exactly what WoW did was the way to be successful.  MMOs take so long to finish that all the WoW clone failures are only just now starting to make their impact felt.  EQNext is probably the first "maybe let's not WoW so hard" game coming out, but there will be more eventually and they'll grow out of the failures of the past five years rather than WoW's massive success.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 13, 2014, 10:40:44 AM
The MMO that actually lets people change and build in their world in a freeform fashion like minecraft, and it actually works, will win the day in my mind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on November 13, 2014, 11:00:08 AM
So never then.  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 13, 2014, 11:00:57 AM
If I'm only going to get 10 hours out of something, even if those are 10 hours, I feel like why bother.  I might as well put those 10 hours towards something else that is equally as fun AND that I'll be playing 6 months from now.
The problem is you're looking at your entertainment as an investment. It should be much simpler than that. Either you're having fun or you're not. If you are, cool. If not, stop whatever you're doing and do something else.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 13, 2014, 01:25:00 PM
If I'm only going to get 10 hours out of something, even if those are 10 hours, I feel like why bother.  I might as well put those 10 hours towards something else that is equally as fun AND that I'll be playing 6 months from now.
The problem is you're looking at your entertainment as an investment. It should be much simpler than that. Either you're having fun or you're not. If you are, cool. If not, stop whatever you're doing and do something else.

It's not fun vs. "not fun".  It's fun vs. fun + more fun later because I spent my fun time on this one instead of the other one in the first place.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 13, 2014, 01:26:08 PM
Yeah, and that's how MMOs snag you, that feeling of steady (but VERY slow) progression. Need to switch off the portion of your brain that wants that poison.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 13, 2014, 01:35:52 PM
Yeah, and that's how MMOs snag you, that feeling of steady (but VERY slow) progression. Need to switch off the portion of your brain that wants that poison.

It's not even an MMO thing necessarily.  In fact, I can't think of the last MMO that made me think it REALLY had long term potential.  I played WoW for a while.  But the other two "big" MMOs of the last 10 years for me have been World War 2 Online and EVE Online, both of which I haven't played in years.  The genre as a whole hasn't given me the bug in a LONG time.

It's just more that I like entertainment I can be engaged with for a long time.  That's *part* of the enjoyment.  Even something like Team Fortress 2, which I played for a long time, had a lot of that. Let alone more obviously competitive games like Counter Strike or Starcraft.  I guess it's progression in the sense that I like learning games at a deep level.  But it's not dinggrats.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 13, 2014, 02:36:36 PM
Ahh. I've only had the "understanding at a very deep level" feeling with MMOs, and that feeling of high-level expertise, which I definitely had with Everquest back in the day, is another toehold keeping you playing. It was also a source of immense frustration, as I (correctly) felt I knew better than the developers and gosh, why wouldn't they just listen?

I'm looking for booty calls, not love affairs. I don't want to play league of legends for months on end. I want to blast through something like Neverwinter, Shadow of Mordor, Wasteland2, etc, enjoying an engaging experience with no repetition or artificial extenders, and then move on. The gaming industry has grown to the point where I can consistently do that in genres I enjoy.

I treat WoW the same way. I've said this before on here, but I strongly feel that WoW's solo content is some of the best gaming available, period. You're constantly moving through, seeing new stuff, and they spend a ton of money on production values. I picked up the WoW expansion. I'll make it to max level, do a couple dungeons, then quit until the next expansion comes out in 2 years.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 13, 2014, 03:25:34 PM
Ahh. I've only had the "understanding at a very deep level" feeling with MMOs, and that feeling of high-level expertise, which I definitely had with Everquest back in the day, is another toehold keeping you playing.


See, I think it's the opposite.  Once I feel like I have nothing left to learn about a game I get bored in 5 minutes.  It's not expertise that keeps me playing, it's knowing that there is some higher level of expertise that I still have yet to reach, that there is something more to learn.

I get this feeling of inevitability in single player campaign games where I realize - ok I "get it" now and all that's standing between me and beating this game is X amount of hours sitting here.  And I pretty much always quit the moment I feel like that and don't fire it up again.  That's how I've felt about pretty much every MMO I've tried in recent years.   

That's not to say fun games aren't fun.  I play Diablo 3 all the time still, for example, and I don't have a lot to learn there.  But at least smashing hoards of monsters is fun.  So I get what you're saying.  But it's a rare game that is actually fun enough to get me to turn my head in that respect.  Certainly another 1-max level run in an, even well made, MMORPG isn't enough to make me care anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 13, 2014, 03:38:39 PM
See, I think it's the opposite.  Once I feel like I have nothing left to learn about a game I get bored in 5 minutes.  It's not expertise that keeps me playing, it's knowing that there is some higher level of expertise that I still have yet to reach, that there is something more to learn.

You should love WoT then.  I've played 18k battles and I still feel like I have a lot to learn.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 13, 2014, 03:45:54 PM
See, I think it's the opposite.  Once I feel like I have nothing left to learn about a game I get bored in 5 minutes.  It's not expertise that keeps me playing, it's knowing that there is some higher level of expertise that I still have yet to reach, that there is something more to learn.

You should love WoT then.  I've played 18k battles and I still feel like I have a lot to learn.

I played it a little, it wasn't bad.  I never got super into it because I didn't love the pacing of the battles.  But it seems like a pretty good game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on November 13, 2014, 06:04:43 PM
See, I think it's the opposite.  Once I feel like I have nothing left to learn about a game I get bored in 5 minutes.  It's not expertise that keeps me playing, it's knowing that there is some higher level of expertise that I still have yet to reach, that there is something more to learn.

You should love WoT then.  I've played 18k battles and I still feel like I have a lot to learn.

Some people have played many more times that number and still need to L2P. :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 14, 2014, 11:49:35 AM
See, I think it's the opposite.  Once I feel like I have nothing left to learn about a game I get bored in 5 minutes.  It's not expertise that keeps me playing, it's knowing that there is some higher level of expertise that I still have yet to reach, that there is something more to learn.

You should love WoT then.  I've played 18k battles and I still feel like I have a lot to learn.

I get this for LOL. There is always a higher rank to achieve.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 14, 2014, 12:02:46 PM
Hahahaaaaaaaaaaaaaaahhahaaaaaa  :oh_i_see:

https://forums.wildstar-online.com/forums/index.php?/topic/118364-changes-coming-to-datascape/

Quote
We are re-balancing Datascape to be a 20-player raid instance instead of its current 40-player size.

This is, obviously, a big change and will frustrate and excite players to varying degrees. I would like to take the time to explain some of the reasoning behind this decision.

We spoke to a number of raiding guilds--including all of the ones at that time who had experience within Datascape. The feedback across the board listed the extreme pressure that the 'roster boss' put upon those guilds, and the (in our opinion) excessive amount of additional stress it required simply to maintain a stable 40-player raid roster.

Our analytics shows that the player buy-in (number of players attempting the raid) is too low and that the player turnover (players who entered, then left and did not return) is much too high.

This change should greatly help in addressing 'roster boss,' player buy-in, and player turnover rate without losing the epic experience of defeating some of the most challenging encounters in the market. Making this change will also allow us to improve the experience in several additional ways:
Combat - Our combat system functions much more cleanly in a smaller 20-player raid environment. We feel that it has been extremely successful in Genetic Archives. Reducing the number of players in Datascape to match Genetic Archives allows the encounters and rooms and mechanics to be much cleaner, clearer, and enjoyable for players.
FPS - More people means more load, and a 40-player raid further restricted the pool of players with machines that were capable of running the content as smoothly as we’d like. Reducing the player count will greatly reduce the load on players' connections and computers, helping out quite a bit for a number of rooms and encounters within Datascape.
Future Content - With a consistent raid size, it allows us to streamline our future content and no longer split it among varying raid sizes. This will allow future zones to have more clearly defined places in the progression, and avoid the disconnect that can arise when attempting to compare raids of different sizes.
Guild Management - Running a guild is a lot of work. Having two separate raid sizes forced many guilds to attempt to rapidly expand from 20 to 40 players after finishing Genetic Archives, additionally causing the work required to manage that many people to increase exponentially. Having our raid sizes be consistent across all zones will create a clear expectation and balance for players and guilds that they can plan and build around.
Testing - It is very difficult not just for players, but also for us to assemble 40 people to test these encounters. This has made it very difficult for us to adequately test many of these encounters internally. Reducing the size will allow us to balance, tune, and bug-fix our encounters much more effectively.
Finally, I'd like to make a couple more points that deserve clarification and answer a few questions that are surely incoming:

When is this happening?
Currently we are planning to convert Datascape to its 20-player version with our 1.2.0 patch.
It will be available on PTR in its 20-player iteration as soon as the next drop arrives there, and we would greatly appreciate all help players are willing to offer in testing it!


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on November 14, 2014, 12:05:36 PM
Looks like they finally hit the Wall of Current Reality.

Hope they can still put the pieces back together from the crash.  :sad:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 14, 2014, 01:34:53 PM
Not quite. They'll cross that threshold when they add difficulty modes.

On another note, there's supposedly a money exploit that completely destroyed the economy on Wildstar as a whole. The auction houses were completely wiped out, and inflation is approaching Zimbabwe levels. No sign yet of a rollback; the only dev response has been a "we'll ban you if you exploit" forum post, but the exploit was so widespread that they would have to ban half their playerbase. And of course they can't afford to ban anybody, they need the revenue.

So from what I've read a bunch of exploiters got... drumroll... 72 hour bans. And no rollback, so the money remains in the economy and the inflationary effect is unmitigated.

http://www.reddit.com/r/WildStar/comments/2m7d0m/economy_is_destroyed_30plat_for_credd/


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on November 14, 2014, 01:54:14 PM
You can't permanently ban exploiters in today's free to play world because they are major spenders. I really believe that people that are that into your game are the marketplace whales at the same time they are exploiting.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 14, 2014, 02:01:20 PM
Wildstar isn't free to play.

I know, right? It's surprising.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 14, 2014, 02:07:28 PM
Is it possible to have a Karma boner? Because I think I have one.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on November 14, 2014, 02:14:08 PM
Wildstar isn't free to play.

I know, right? It's surprising.

I got my games crossed, For some reason I thought I was in an Archeage thread.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 15, 2014, 04:37:02 PM
Is it possible to have a Karma boner? Because I think I have one.

I really don't see how karma has anything to do with it. The guys in charge tried to make a game they wanted to play. They made bad design choices. Game failed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 15, 2014, 09:16:38 PM
I really don't see how karma has anything to do with it. The guys in charge tried to make a game they wanted to play. They made bad design choices. Game failed.

The guys in charge made a game based on the idea that they were smarter and better than everyone else, who already realized building around a hardcore philosophy is patently flawed. That's not bad design decisions. They crossed over into ridiculous levels of hubris.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on November 16, 2014, 09:44:14 AM
The guys in charge made a game based on the idea that they were smarter and better than everyone else, who already realized building around a hardcore philosophy is patently flawed. That's not bad design decisions. They crossed over into ridiculous levels of hubris.

I get what you are saying, I just don't think its accurate. I would be willing to bet these guys made a game they wanted to play themselves, and can't possibly come to terms with the fact that they are part of an extreme minority.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 16, 2014, 11:05:20 AM
I agree. That's hubris. The unacceptance that your opinions are in the extreme minority (despite other games move away from this model) is the issue. They looked at WoW and said, fuck those guys did it wrong, we need to go backwards to when games were FUN AND HARD!

It's one thing if there were no other games out there and they made the call to go with a more hardcore model. It's another thing entirely to repeat the exact mistakes of other more popular games, and then never question why they went away from that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on November 16, 2014, 12:18:33 PM
I can see the logic they used. "WoW has been both steadily losing subs and getting easier for a while; if we make a harder game, we will have more subs!"


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on November 16, 2014, 12:37:36 PM
Don't forget that there has been, for many years now, a significant minority of WoW forum posters who repeatedly and loudly proclaim how WoW was much better before the filthy casuals ruined it. Their volume is out of proportion to the number of players who actually want that (or, when given it, actually enjoy it), thus creating a false impression of the likely success of making a game like Wildstar.

I also don't think Wildstar's less than stellar showing is down to just this one error of developer judgement either. There were a string of them, including the major mistake of launching as a full price box *plus* premium level sub.

Edit: Also, this thread is going round in circles. A bit like the MMO industry.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on November 16, 2014, 01:58:19 PM
If you are making a raiding game with a WoW-sized budget (i.e. you aren't targeting niche) then you should have looked, at least, at what WoW did right and wrong.  Part of that should have been to look at the expansions and see what folks liked, and what they didn't.  They must have done that right? Due diligence.

Well, apparently they must have failed to compare WoW:WotLK and WoW:Cataclysm.  Or they did, and still came away with a conclusion of, MOAR TEDIOUSERER!  Seems like they were very resistant to doing a sanity check.  So I'd have to agree with Paelos, that's hubris.  Or just plain stupid.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on November 16, 2014, 02:58:40 PM
I don't disagree, but given the background buzz of the "Vanilla/BC was bestest!" crowd it was inevitable that someone was eventually going to make something like Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 16, 2014, 03:23:18 PM
I don't disagree, but given the background buzz of the "Vanilla/BC was bestest!" crowd it was inevitable that someone was eventually going to make something like Wildstar.

Sure, and you'd do it on a scale appropriately. You don't try to position it as a WoW-killer with that kind of budget.

If you can't do a game these days on a scale of 100k users, then how the hell did all these other MMOs stay afloat for all these years?


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 16, 2014, 04:44:27 PM
You might make the argument that a raiding game could be successful as long as the underlying game systems are sounds and fun. Wildstar was a shit designed game from the get go regardless of content type.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 16, 2014, 04:51:27 PM
You might make the argument that a raiding game could be successful as long as the underlying game systems are sounds and fun. Wildstar was a shit designed game from the get go regardless of content type.

No, you couldn't.  That's the main thing they don't get.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 16, 2014, 05:58:31 PM
The only way a raiding game could be made successful, is if they made it on a niche budget.  Wildstar was NOT made on a niche budget.  The dev team just didn't understand that their design was niche and no amount of mainstream marketing would change that fact.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on November 16, 2014, 06:09:27 PM
I would be willing to bet these guys made a game they wanted to play themselves, and can't possibly come to terms with the fact that they are part of an extreme minority.
I think it's more accurate to say they revel in being an extreme minority -- it's part of the Vision that features them on one side and the throngs of filthy casuals on the other. The latter are necessary because without them there isn't going to be anyone fainting at the sight of the Raid Gear.

What they can't come to terms with is the filthy casuals for some odd reasons don't want to stick around and keep overall player base numbers high enough for the game to stay afloat. Ungrateful scrubs. :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on November 16, 2014, 06:41:33 PM
The only way a raiding game could be made successful, is if they made it on a niche budget.  Wildstar was NOT made on a niche budget.  The dev team just didn't understand that their design was niche and no amount of mainstream marketing would change that fact.

Got to say this is one of the few times that I remember a AAA class marketing team married to B class dev team (and honestly, I think B-class dev team is too harsh, they had some good ideas).  Really solid marketing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 16, 2014, 08:03:30 PM
Agreed, I absolutely would hire their marketing team. The rest of them can rot in the hardcore prison they built.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 16, 2014, 10:54:35 PM
Agreed, I absolutely would hire their marketing team. The rest of them can rot in the hardcore prison they built.

Agree with this 100%.  Loved their update videos.  Shame the game was such a hot mess.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 07:02:06 AM
You might make the argument that a raiding game could be successful as long as the underlying game systems are sounds and fun. Wildstar was a shit designed game from the get go regardless of content type.

No, you couldn't.  That's the main thing they don't get.

False. Raiding games can be fun, just look at WOW. If you take that portion of the game including Flex, LFR, super hardcore Mode and make a bigger game out of it, it could be fun. There are a ton of people playing that game, so there is an audience for it. Wildstar just made a game and made a thousand and one terrible choices.

1 - No one wants to do strict 40 man raids. 40 Man raids are fun sometimes, if you have enough people on. But sometimes you only have 15, so that shouldn't stop you.
2 - The attunement stuff was pretty ridiculous. I think running through terrible PVE content while leveling up was enough of an attunement.
3 - I'll just repeat my already stated opinion that combat, classes etc. were terrible. Made the game bland and boring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on November 17, 2014, 08:27:47 AM
Hahahaaaaaaaaaaaaaaahhahaaaaaa  :oh_i_see:

https://forums.wildstar-online.com/forums/index.php?/topic/118364-changes-coming-to-datascape/

Quote
We are re-balancing Datascape to be a 20-player raid instance instead of its current 40-player size.

This is, obviously, a big change and will frustrate and excite players to varying degrees. I would like to take the time to explain some of the reasoning behind this decision.

We spoke to a number of raiding guilds--including all of the ones at that time who had experience within Datascape. The feedback across the board listed the extreme pressure that the 'roster boss' put upon those guilds, and the (in our opinion) excessive amount of additional stress it required simply to maintain a stable 40-player raid roster.

Our analytics shows that the player buy-in (number of players attempting the raid) is too low and that the player turnover (players who entered, then left and did not return) is much too high.

This change should greatly help in addressing 'roster boss,' player buy-in, and player turnover rate without losing the epic experience of defeating some of the most challenging encounters in the market. Making this change will also allow us to improve the experience in several additional ways:
Combat - Our combat system functions much more cleanly in a smaller 20-player raid environment. We feel that it has been extremely successful in Genetic Archives. Reducing the number of players in Datascape to match Genetic Archives allows the encounters and rooms and mechanics to be much cleaner, clearer, and enjoyable for players.
FPS - More people means more load, and a 40-player raid further restricted the pool of players with machines that were capable of running the content as smoothly as we’d like. Reducing the player count will greatly reduce the load on players' connections and computers, helping out quite a bit for a number of rooms and encounters within Datascape.
Future Content - With a consistent raid size, it allows us to streamline our future content and no longer split it among varying raid sizes. This will allow future zones to have more clearly defined places in the progression, and avoid the disconnect that can arise when attempting to compare raids of different sizes.
Guild Management - Running a guild is a lot of work. Having two separate raid sizes forced many guilds to attempt to rapidly expand from 20 to 40 players after finishing Genetic Archives, additionally causing the work required to manage that many people to increase exponentially. Having our raid sizes be consistent across all zones will create a clear expectation and balance for players and guilds that they can plan and build around.
Testing - It is very difficult not just for players, but also for us to assemble 40 people to test these encounters. This has made it very difficult for us to adequately test many of these encounters internally. Reducing the size will allow us to balance, tune, and bug-fix our encounters much more effectively.
Finally, I'd like to make a couple more points that deserve clarification and answer a few questions that are surely incoming:

When is this happening?
Currently we are planning to convert Datascape to its 20-player version with our 1.2.0 patch.
It will be available on PTR in its 20-player iteration as soon as the next drop arrives there, and we would greatly appreciate all help players are willing to offer in testing it!
The best part is that this population of people whose obnoxious fucking voices resulted in nearly mortal damage to WoW and prompted the spending of millions of dollars making this disaster will only see this as proof that casuals ruin everything.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 17, 2014, 08:33:52 AM
Raiding can be fun if you remove three major stumbling blocks:

1 - Mandatory roster requirements
2 - Reliance on idiots
3 - Not having the right roles (Tank, DPS, heals)

The problem is that these things are almost self-exclusionary. If you don't have a set roster, you have to put up with randoms, and we all know that's a diceroll on getting a complete cockknocker in your group. If you don't have a tank, you get a random tank, then it's a crapshoot.

Then you have to have these five things be present:

1 - Combat has to be engaging
2 - Loot has to be worth getting and not slow to appear
3 - Tools have to exist to disburse loot appropriately based on your system
4 - Fights shouldn't be based on a gimmick.
5 - Replacing people should be painless on the fly.

Those things are hard to do. It's all hard to do. That's why raiding doesn't register with most of the population as fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on November 17, 2014, 09:11:49 AM
And about the only way to get that is through a dynamically scaling encounter.  GW2 probably came the closest with CoH boss monsters showing some of how it could be done.

But just having a big guy whose hit points change depending upon how many are around isn't all that fun.  The system would really need to pay attention to how well the players are doing and ramp up or down depending, else it'll never be able to account for an ever-changing roster.  Throw more or less adds.  Shorten or lengthen phases.  Make additional guard points that don't necessarily mean you fail but influence what happens in the following rounds.

It's not an easy design, but if you want to make raiding popular it will need to account for a wide range of player skill and desired effort.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 17, 2014, 09:27:15 AM
You might make the argument that a raiding game could be successful as long as the underlying game systems are sounds and fun. Wildstar was a shit designed game from the get go regardless of content type.

No, you couldn't.  That's the main thing they don't get.

False. Raiding games can be fun, just look at WOW. If you take that portion of the game including Flex, LFR, super hardcore Mode and make a bigger game out of it, it could be fun. There are a ton of people playing that game, so there is an audience for it. Wildstar just made a game and made a thousand and one terrible choices.

1 - No one wants to do strict 40 man raids. 40 Man raids are fun sometimes, if you have enough people on. But sometimes you only have 15, so that shouldn't stop you.
2 - The attunement stuff was pretty ridiculous. I think running through terrible PVE content while leveling up was enough of an attunement.
3 - I'll just repeat my already stated opinion that combat, classes etc. were terrible. Made the game bland and boring.

Wow is about the best proof that you need to stay the fuck away from raiding to improve a game you could ask for.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 17, 2014, 09:58:55 AM
GW2 may be the only MMO that got raiding right.  You see a big boss and attack it when enough people have shown up ORGANICALLY to start the attack.  You continue to attack until the boss is dead.  Everyone that made a significant contribution gets a reward.  

The problem with this method is that it removes virtual dick waving from the equation.  Big guild powergamers don't like this because they a) need to wave their dicks often and b) want to feel like special snowflakes.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on November 17, 2014, 10:09:13 AM
The downside is that anything that's mechanically more difficult than "don't stand in this shit" is almost an automatic fail.  The Marionette fight is just about the upper limit of what you can accomplish in GW2 raiding.  Even that can be torpedoed if you have a few wankers fucking it up.

Are the worm fights completable in non-organized pugs now?  Those AFAIK were only completed by organized raid guilds that were able to get all of their members in an overflow and with a large amount of build tailoring.   Nothing wrong with this sort of content, but it was just so out of place in GW2.  Then again, most of their PVE efforts were wildly inconsistent in the amount of skill/effort required.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 17, 2014, 10:13:01 AM
Then again, most of their PVE efforts were wildly inconsistent in the amount of skill/effort required.

That's an excellent point.  I was targeting my comment more at the early, more accessible boss fights.  Some of the high end stuff was really balanced in an odd way. 


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 10:20:58 AM
You guys are wrong about raiding. Super challenging content with correspondingly rich rewards is critically important as the aspirational peak of PvE play. That doesn't mean most people will actually beat those hard modes, of course. That's why you have various difficulty gradations so each player and guild can fight at their own weight. People need to aspire towards a target, and hard-mode raids are that PvE target.

WoW has done an excellent job of this. Wildstar didn't even attempt it. They fundamentally misunderstood how these games work.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 17, 2014, 11:07:32 AM
You guys are wrong about raiding. Super challenging content with correspondingly rich rewards is critically important as the aspirational peak of PvE play. That doesn't mean most people will actually beat those hard modes, of course. That's why you have various difficulty gradations so each player and guild can fight at their own weight. People need to aspire towards a target, and hard-mode raids are that PvE target.

WoW has done an excellent job of this. Wildstar didn't even attempt it. They fundamentally misunderstood how these games work.

I think there is a certain segment for whom that is true, but it is substantially less than it used to be I suspect.  It certainly was the case in Vanilla WoW, for example, but nowadays I think more people just want to log in and have something to do on their own time. 

Mentalities, even among "core" gamers, have changed in the last decade.  Things just aren't novel to people anymore so they are less willing to put up with bullshit just for a chance at a new experience.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 11:11:43 AM
You might make the argument that a raiding game could be successful as long as the underlying game systems are sounds and fun. Wildstar was a shit designed game from the get go regardless of content type.

No, you couldn't.  That's the main thing they don't get.

False. Raiding games can be fun, just look at WOW. If you take that portion of the game including Flex, LFR, super hardcore Mode and make a bigger game out of it, it could be fun. There are a ton of people playing that game, so there is an audience for it. Wildstar just made a game and made a thousand and one terrible choices.

1 - No one wants to do strict 40 man raids. 40 Man raids are fun sometimes, if you have enough people on. But sometimes you only have 15, so that shouldn't stop you.
2 - The attunement stuff was pretty ridiculous. I think running through terrible PVE content while leveling up was enough of an attunement.
3 - I'll just repeat my already stated opinion that combat, classes etc. were terrible. Made the game bland and boring.

Wow is about the best proof that you need to stay the fuck away from raiding to improve a game you could ask for.

WOW has it's own issues in a micro sense, from encounter design, mudflation etc. I'm not here to talk about the details. I'm mentioning it based on the systems to get people into a raid and having fun doing it from a macro point of view.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on November 17, 2014, 11:12:44 AM
Super challenging content with correspondingly rich rewards is critically important as the aspirational peak of PvE play.

No, no it's not. I'm sure it probably is for some people, but those people are dicks. Those people are the ones that talk about "meaningful achievements" in games and "welfare epics". Those are the people developers need to learn to just ignore, or at most toss them a minor bone each major content update to sooth their ouchy e-pussy. Content that can be replayed over and over again at max level without rounding up a bunch of people to slog through infinite dick punching is the critically important aspiration of PvE play. The public quests in Warhammer Online were just about perfect, they just didn't take into account that they needed to scale to the number of players working on them. Warhammer Online was an excellent games in a lot of ways, but it's fatal flaws were just too big to work. The biggest being world PvP being allowed to take place in way too many areas to keep the populations doing them together.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 11:13:04 AM
GW2 may be the only MMO that got raiding right.  You see a big boss and attack it when enough people have shown up ORGANICALLY to start the attack.  You continue to attack until the boss is dead.  Everyone that made a significant contribution gets a reward.  

The problem with this method is that it removes virtual dick waving from the equation.  Big guild powergamers don't like this because they a) need to wave their dicks often and b) want to feel like special snowflakes.  

Yeah but those encounters sucked and were boring after you saw the cool giant dragon pop up. Games need roles for people to play. You just have to be good enough in your raid design (or class design) so if you don't have 4 tanks for a specific gimmick you're fucked. I think GW2 proved that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on November 17, 2014, 11:14:39 AM
You guys are wrong about raiding. Super challenging content with correspondingly rich rewards is critically important as the aspirational peak of PvE play. That doesn't mean most people will actually beat those hard modes, of course. That's why you have various difficulty gradations so each player and guild can fight at their own weight. People need to aspire towards a target, and hard-mode raids are that PvE target.
There are a tiny number of people who want this.  There is a slightly larger number of people who think they want this.

The reality is, most people do not want this.  Most just want to play a game with their friends, their guild, or a bunch of random scrubs, not worry about getting kicked in the junk, and get loot.  Now doing that and making it interesting is the challenge, but that's going to satisfy the vast majority of the population if you pull it off.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on November 17, 2014, 11:21:43 AM

I think there is a certain segment for whom that is true, but it is substantially less than it used to be I suspect.  It certainly was the case in Vanilla WoW, for example, but nowadays I think more people just want to log in and have something to do on their own time.  

Mentalities, even among "core" gamers, have changed in the last decade.  Things just aren't novel to people anymore so they are less willing to put up with bullshit just for a chance at a new experience.

Pretty much what you said. I've never liked grouping with people, but anymore I just want to play a changing, updated single player game at my own speed that happens to have a bunch of other people in it at the same time. The last group I was in was with people from here, and after an hour I was trying to stab Righ in the eye with hate via group chat. And that was people I know and generally like. I've said it before and I say it again here: The hero of any game I'm paying a subscription for should feel like me, not the 40 dickiest dicks in some hardcore raiding guild that drops and recruits members based on their utility at each content patch. Fuck raids and fuck hardcore raiders. Dangling the carrot of "maybe one day" getting to do content after it's been tuned down is not a way to keep subs. There's enough (mostly) objective evidence that it shouldn't even be a matter of discussion anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 12:39:49 PM
You guys completely missed my point. Nobody cares about the people actually beating hard modes. They're a vanishingly small proportion of the population. And sure, a lot of them are elitist jerks (and probably deeply unhappy in their real lives).

What's important is that apex achievement needs to exist for lesser players' aspirations. If only you had more time to play, or a better guild, or optimized your DPS priority, or whatever, you could be one of those elite few too. It's attainable, you could do it, even though most people don't. That makes the gear grind feel more meaningful at lesser levels of play, because you can always improve, even if it takes a huge investment to do so. That feeling of slow yet meaningful progression is important, it introduces friction. Stops players from slipping away.

That's the psychology Wildstar missed when they pushed their casual players into a brick wall.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on November 17, 2014, 12:55:26 PM
What's important is that apex achievement needs to exist for lesser players' aspirations.
No, it doesn't.  Even for a tiny number of people.  Most people don't actually give a shit.

The only achievements you need are stupid little one-liners for killing 10/100/1000 dudes.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 17, 2014, 01:14:33 PM
What's important is that apex achievement needs to exist for lesser players' aspirations. If only you had more time to play, or a better guild, or optimized your DPS priority, or whatever, you could be one of those elite few too. It's attainable, you could do it, even though most people don't. That makes the gear grind feel more meaningful at lesser levels of play, because you can always improve, even if it takes a huge investment to do so. That feeling of slow yet meaningful progression is important, it introduces friction. Stops players from slipping away.

Then how do you explain the hundreds of thousands of people that stay subbed literally for WoW pets? You know why they do? They like collecting shit. I assure that need to collect the next thing is infinitely much more powerful that what you are describing through the raiding game as a form of retention.

You don't need raiding as some form of apex level thing. You need to keep your players engaged through the idea of doing the next thing, no matter what it is. This is why achievements are so powerful to some, or collections, or maxing out alts. Raiding should be treated as such, another option with a low barrier of entry, and just as challenging a success rate as collecting pets.

They achieve the same result.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 01:28:27 PM
What's important is that apex achievement needs to exist for lesser players' aspirations.
No, it doesn't.  Even for a tiny number of people.  Most people don't actually give a shit.

The only achievements you need are stupid little one-liners for killing 10/100/1000 dudes.

I believe you're completely wrong. The apex achievement doesn't necessarily have to be a nut crunching raid boss or zone or even group based, but there really needs to be a top tier level of challenging content.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 01:30:24 PM
What's important is that apex achievement needs to exist for lesser players' aspirations. If only you had more time to play, or a better guild, or optimized your DPS priority, or whatever, you could be one of those elite few too. It's attainable, you could do it, even though most people don't. That makes the gear grind feel more meaningful at lesser levels of play, because you can always improve, even if it takes a huge investment to do so. That feeling of slow yet meaningful progression is important, it introduces friction. Stops players from slipping away.

Then how do you explain the hundreds of thousands of people that stay subbed literally for WoW pets? You know why they do? They like collecting shit. I assure that need to collect the next thing is infinitely much more powerful that what you are describing through the raiding game as a form of retention.

You don't need raiding as some form of apex level thing. You need to keep your players engaged through the idea of doing the next thing, no matter what it is. This is why achievements are so powerful to some, or collections, or maxing out alts. Raiding should be treated as such, another option with a low barrier of entry, and just as challenging a success rate as collecting pets.

They achieve the same result.

How many people play WOW strictly for pets? How many people play WOW strictly for hardcore raids?

What is the overlap? This is a silly statement comparison.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 01:37:11 PM
Then how do you explain the hundreds of thousands of people that stay subbed literally for WoW pets?
They're playing a completely different game. And that's cool. PvP is a different game too. So is roleplaying.

I agree that raiding doesn't necessarily need to be the apex dikustyle PvE achievement. It could be small group content, or even something else entirely that surprises all of us. But so far, the apex achievement has indeed been raiding.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 17, 2014, 01:42:47 PM
Obviously there has to be a top tier, but that top tier should be doable by a retarded chipmunk in a wheelchair.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 01:45:09 PM
Obviously there has to be a top tier, but that top tier should be doable by a retarded chipmunk in a wheelchair.
It already is. If you put in the time, religiously show up on time, and don't generate drama, you will be one of the top PvE players in the world. Diku-style progression is all about time and attention. Player skill has minimal impact. These games are all incredibly easy, you just need to play a lot and focus on what you're doing when required.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 17, 2014, 02:01:03 PM
Sure, raiding done right. This time it'll work. I swear. And we'll reward that top tier and give those peons something to ASPIRE to.

 :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 17, 2014, 02:03:44 PM
You guys completely missed my point. Nobody cares about the people actually beating hard modes. They're a vanishingly small proportion of the population.

Why would you continue to piss money away on content that such a tiny, idiotic, elitist, shit-grubbing, douche-whiney, sandy vagina cadre of crotchpheasants will EVER get to see? You'd have more honey to attract and keep those flies if you just put blank marble slabs in the game's home city and told players "This will be your statue one day when you conquer the Great Whargablargle."

Content is hard to create, expensive, and you can never ever ever make enough of it to satisfy even the people who will never see all of it. Stop wasting money making content for shitgoblins.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 17, 2014, 02:04:36 PM
Obviously there has to be a top tier, but that top tier should be doable by a retarded chipmunk in a wheelchair.
It already is. If you put in the time, religiously show up on time, and don't generate drama, you will be one of the top PvE players in the world. Diku-style progression is all about time and attention. Player skill has minimal impact. These games are all incredibly easy, you just need to play a lot and focus on what you're doing when required.

The problem with raiding isn't the minimum amount of effort required to beat them, is that it is not just my effort that matters but that of X other people.  The bigger the X is the more frustrating and unfun the content gets, once it goes past "group content" and into "raid content" you already passed the maximum number you can have and still be fun.  That's why raid content is never acceptable.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 02:06:03 PM
Why would you continue to piss money away on content that such a tiny,
I kinda feel like I answered that question in my recent posts here.

The time creating that content was wasted in Wildstar, because it only had one difficulty level, set to 11. It isn't wasted in WoW, because anyone can trivially consume it at the difficulty level they find enjoyable.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 17, 2014, 02:07:07 PM
Why would you continue to piss money away on content that such a tiny, idiotic, elitist, shit-grubbing, douche-whiney, sandy vagina cadre of crotchpheasants will EVER get to see? You'd have more honey to attract and keep those flies if you just put blank marble slabs in the game's home city and told players "This will be your statue one day when you conquer the Great Whargablargle."

Content is hard to create, expensive, and you can never ever ever make enough of it to satisfy even the people who will never see all of it. Stop wasting money making content for shitgoblins.

 :heart:

You had me at 'crotchpheasant'.

It's pretty simple for me:  Raiding design sucks when it becomes more about cat herding/explaining/proper build/proper group makeup than it does about getting several people together to have fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on November 17, 2014, 02:07:24 PM
What's important is that apex achievement needs to exist for lesser players' aspirations.
No, it doesn't.  Even for a tiny number of people.  Most people don't actually give a shit.

The only achievements you need are stupid little one-liners for killing 10/100/1000 dudes.

I believe you're completely wrong. The apex achievement doesn't necessarily have to be a nut crunching raid boss or zone or even group based, but there really needs to be a top tier level of challenging content.

Why?


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 02:09:05 PM
Why?
Because these games are monetized by subscriptions and you want people to keep paying. If they consume all your content in the first week, they won't stay for week two.

(Note: not trying to derail into a sub vs F2P discussion. But it is pertinent, and answers your question.)


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 17, 2014, 02:09:36 PM
I believe that the top tier of skill-based content would be players fighting against players, not players beating an AI mechanic.  That's very easy to design and requires much fewer resources.  It amazes me how poorly most MMO's implement it.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 02:10:48 PM
It already is. Like I said, PvE doesn't require much skill at all, even in challenging hardmodes. You just need to put in the time and pay attention.

But PvP is a totally different game. Some enjoy it, some don't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 17, 2014, 02:12:51 PM
It already is.

The players haven't figured this out yet.  They equate raid shiny with skill.  While partially true (raiding does require a certain skill), it doesn't compare with a well crafted pvp experience in depth and complexity.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on November 17, 2014, 02:36:12 PM
It already is.

The players haven't figured this out yet.  They equate raid shiny with skill.  While partially true (raiding does require a certain skill), it doesn't compare with a well crafted pvp experience in depth and complexity.

People would rather have easy to acquire shiny gear to show off than "depth and complexity."   Hell, just look at how much money people shell out for skins and cosmetic items in games.  I've done it on occasion myself, admittedly.  It's about social distinction more than gameplay in a lot of these kinds of games.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on November 17, 2014, 02:54:02 PM
It already is.

The players haven't figured this out yet.  They equate raid shiny with skill.  While partially true (raiding does require a certain skill), it doesn't compare with a well crafted pvp experience in depth and complexity.

People would rather have easy to acquire shiny gear to show off than "depth and complexity."   Hell, just look at how much money people shell out for skins and cosmetic items in games.  I've done it on occasion myself, admittedly.  It's about social distinction more than gameplay in a lot of these kinds of games.


Is this really why folks buy hats/skins/costumes?  I bought them in LoL cause I liked the skin.  I never, ever gave a fuck what someone else thought.  Same for costumes in Marvel.  Maybe I'm the non-normal one?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 17, 2014, 03:11:25 PM
Is this really why folks buy hats/skins/costumes?  I bought them in LoL cause I liked the skin.  I never, ever gave a fuck what someone else thought.  Same for costumes in Marvel.  Maybe I'm the non-normal one?

Yes, it really is for the majority of MMO gamers.  Why else do you think someone would slog hours and hours through a raid other than to laud it over those that don't have the time or connections to do it themselves?  Raids really aren't a fun enough mechanic to play them for any other reasons beyond the show-off shiny and the sheer ability to proclaim that you conquered the content. 

I'm really starting to see that MMO's are for people that either like to socialize and/or have more time than sense. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on November 17, 2014, 03:16:34 PM
Why?
Because these games are monetized by subscriptions and you want people to keep paying. If they consume all your content in the first week, they won't stay for week two.

(Note: not trying to derail into a sub vs F2P discussion. But it is pertinent, and answers your question.)

That didn't answer my question, which was referring to the need for multiple tiers.  I'll requote it for you since you took it out.

What's important is that apex achievement needs to exist for lesser players' aspirations.
No, it doesn't.  Even for a tiny number of people.  Most people don't actually give a shit.

The only achievements you need are stupid little one-liners for killing 10/100/1000 dudes.

I believe you're completely wrong. The apex achievement doesn't necessarily have to be a nut crunching raid boss or zone or even group based, but there really needs to be a top tier level of challenging content.



Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 17, 2014, 03:36:29 PM
It did answer your question.

Players need what I'm called an "apex achievement" to aspire towards. For PvE, that's hardmode raiding. The most challenging content, the best rewards. Without an apex achievement, lower-difficulty content feels less meaningful as it isn't a clear path to greatness. You have no reason to continue progressing, which short-circuits the rewards-- you don't care about getting them, just like at the end of an expansion, because you realize they're meaningless and will soon be superceded by a gear reset. And then you stop playing and (3-9 months later) realize you're still paying and cancel your subscription.

Wildstar had the apex achievement, but tuned it so challenging that most players couldn't progress at all. Even their dungeons were tuned waaaaay too hard. There was no clearly marked path to progress from leveling to max-level casual to hardcore. And without that progression, you lose your "feeder pool" of formerly-casual raiders to recruit for apex hardmode raiding. And that's why Wildstar is in the toilet. They could only recruit people that already self-identified as or aspired to be hardcore raiders. They didn't convert casuals to raiders.

WoW has the apex achievement in their hardmode raids, but also offers easy and normal modes, so players can reach their most comfortable level. It offers a clear progress path from leveling to dungeons to hard dungeons (which are not actually hard) to easy raids, normal raids, and then finally hardmode raids. Most players stop climbing that ladder before reaching hardmode raids. But knowing that the apex is still there is one of many factors that keeps them playing. Not the only factor. But an important one.

If these games didn't charge a subscription fee, they could offer up new content and expect players to consume it quickly, then stop playing until they release more. That's what Guild Wars 2 does. It's certainly more player-friendly! But if you charge a sub, you can't get away with that.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 17, 2014, 03:53:47 PM
The apex achievement does NOT have to be raiding - that mentality is what has fucked most of the failing MMOG's out there. Raiding implies that you have to have content that requires 20+ people to experience. That drives people who might normally enjoy it batty because fuck sharing spoils with 20 other assholes who may or may not be complete tools. I liken it to this - when I played EQ1, the apex achievement was killing a dragon. Just getting to that shit took an insane amount of time, as well as an insane amount of logistical and political bullshit as I got my guild into an alliance that could do the raid. And then after the first one, I got exactly NO LOOT and ate a death doing it. In the end I led like 15 Vox raids (and almost as many Nagafen, Plane of Fear and Plane of Hate raids) and in all that time I got maybe 3-4 pieces of gear. The rewards weren't there.

I wasn't raiding to experience the joy of leading 39 strangers to victory using the worst community tools ever (read: none). I was ultimately doing it to get good loot. The loot was the apex achievement and frankly, raiding was a shit way for me to achieve that. It wasn't the raiding that kept me going, it was the promise of gear and the fact that EQ1 was the only game in town.

There is no "only game in town" for raiding anymore. And people don't have time to deal with raid bullshit just for shiny especially when they can get that shiney other places. Hardcore raiding as a core design feature of a game is a quick path to cancelled subscriptions.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on November 17, 2014, 04:51:17 PM
It did answer your question.

Players need what I'm called an "apex achievement" to aspire towards. For PvE, that's hardmode raiding. The most challenging content, the best rewards. Without an apex achievement, lower-difficulty content feels less meaningful as it isn't a clear path to greatness. You have no reason to continue progressing, which short-circuits the rewards-- you don't care about getting them, just like at the end of an expansion, because you realize they're meaningless and will soon be superceded by a gear reset. And then you stop playing and (3-9 months later) realize you're still paying and cancel your subscription.

That time you answered it.  I disagree with your assertion that some kind of apex is needed to make all content feel meaningful.  Content is meaningful when people have fun doing it.  Any kind of content should be fun on its own merits.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 08:08:08 PM
You guys completely missed my point. Nobody cares about the people actually beating hard modes. They're a vanishingly small proportion of the population.

Why would you continue to piss money away on content that such a tiny, idiotic, elitist, shit-grubbing, douche-whiney, sandy vagina cadre of crotchpheasants will EVER get to see? You'd have more honey to attract and keep those flies if you just put blank marble slabs in the game's home city and told players "This will be your statue one day when you conquer the Great Whargablargle."

Content is hard to create, expensive, and you can never ever ever make enough of it to satisfy even the people who will never see all of it. Stop wasting money making content for shitgoblins.

Should Riot not have took the time to develop Master and Challenger tiers and how that system works for the top 1% of players in the world? Do hundreds of thousands of people not watch pro-LOL/DOTA streamers playing the game? It's the shame shit is spirit.

A bad game developer creates assets and spends the majority of time creating content for the top 1% that only they can see. A good game developer creates content for the top 1% but also uses it for everyone else in varying degrees.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 08:10:24 PM
Obviously there has to be a top tier, but that top tier should be doable by a retarded chipmunk in a wheelchair.
It already is. If you put in the time, religiously show up on time, and don't generate drama, you will be one of the top PvE players in the world. Diku-style progression is all about time and attention. Player skill has minimal impact. These games are all incredibly easy, you just need to play a lot and focus on what you're doing when required.

The problem with raiding isn't the minimum amount of effort required to beat them, is that it is not just my effort that matters but that of X other people.  The bigger the X is the more frustrating and unfun the content gets, once it goes past "group content" and into "raid content" you already passed the maximum number you can have and still be fun.  That's why raid content is never acceptable.

The big words you put in there is "TO YOU". A lot of people enjoy raiding games and large group encounters. Just look at all the PVP guilds that gather together every time and enjoy GW2, ESO, AA. The games are shitty, but there are thousands upon thousands of people ready to do large group encounter stuff. Most people suck at making massive online games that are good.

Raid content is fine, and it has it's audience. There just hasn't been a good game in a while that supports it unless you want to count WOW even though its a decade old.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 08:14:28 PM
Why would you continue to piss money away on content that such a tiny, idiotic, elitist, shit-grubbing, douche-whiney, sandy vagina cadre of crotchpheasants will EVER get to see? You'd have more honey to attract and keep those flies if you just put blank marble slabs in the game's home city and told players "This will be your statue one day when you conquer the Great Whargablargle."

Content is hard to create, expensive, and you can never ever ever make enough of it to satisfy even the people who will never see all of it. Stop wasting money making content for shitgoblins.

 :heart:

You had me at 'crotchpheasant'.

It's pretty simple for me:  Raiding design sucks when it becomes more about cat herding/explaining/proper build/proper group makeup than it does about getting several people together to have fun.

Yes. The moment one of your designers creates an encounter that requires XYZ to work, or it's impossible is a shitty designer. Cat herding is one thing, it sucks. That's why I really like the Flex thing. Explaining will always happen. The problem is when one person fucks up, you wipe, and you start all over. Fuck that.

And just so you know, I hate raiding and hope to never do it again and I haven't for at least 3 years. The original point was that raiding has it's place, just like pet battle games have it's place. You can't toss the whole genre just because game devs suck at their job and keep making shit games. Not only that, but MMO devs seem to forget that there are probably other activities to put in your game that don't require raiding and could equally be fun. Most senior MMO devs forget what fun looks like.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 17, 2014, 08:18:17 PM
What's important is that apex achievement needs to exist for lesser players' aspirations.
No, it doesn't.  Even for a tiny number of people.  Most people don't actually give a shit.

The only achievements you need are stupid little one-liners for killing 10/100/1000 dudes.

I believe you're completely wrong. The apex achievement doesn't necessarily have to be a nut crunching raid boss or zone or even group based, but there really needs to be a top tier level of challenging content.

Why?

Because online games typically don't have an end and devs want you to keep playing.
- MMOs always have another dragon to slay and more +1 gear to get.
- MOBAs always have another rank to achieve and ladder to climb.
- Diablo games always have better gear, more ladders, more points to get.

It's a fairly simple concept.

It did answer your question.

Players need what I'm called an "apex achievement" to aspire towards. For PvE, that's hardmode raiding. The most challenging content, the best rewards. Without an apex achievement, lower-difficulty content feels less meaningful as it isn't a clear path to greatness. You have no reason to continue progressing, which short-circuits the rewards-- you don't care about getting them, just like at the end of an expansion, because you realize they're meaningless and will soon be superceded by a gear reset. And then you stop playing and (3-9 months later) realize you're still paying and cancel your subscription.

That time you answered it.  I disagree with your assertion that some kind of apex is needed to make all content feel meaningful.  Content is meaningful when people have fun doing it.  Any kind of content should be fun on its own merits.

Follow up:
People like getting rewards. It makes them feel good about themselves. If they run out of a reward path, they quit the game most of the time. I agree with Haemish it doesn't have to be raiding, because fuck that, but it has to be something to keep people playing. Combine that with a fun game and you will have a major success (like League of Legends: Apex Achievement like your ranking and an extremely fun game to play).


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on November 17, 2014, 09:34:45 PM
Why spend time making content that keeps 1% working towards something rather than 99%.  Or even 25%?  Or 10%?  That effort could go into something for more people if you're going to use that argument that it's about the money.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on November 18, 2014, 04:09:20 AM
An MMO needs a goal for each player to work towards. It can be anything. Hats in TF2, achievements, hard mode completion, a backpack that eats bloodstone dust, cap your crafting, elite weapons with slightly better effects but unique looks, vehicles in fallen earth, Titans in Eve, competitive ranking, causing grief in day-z. As long as it's something for the player to go "yeah, the game is mostly fun to play and I have a goal I'm working towards". It fails if the play isn't enough fun to justify working towards the goal or the goal is so remote and unlikely that you know it's not achievable.

Heck, Minecraft proved this with "I will put in many hours to build the thing, so that people can see I built the thing".

You can have as many goals as you want types of players and even players will want different goals at different times. Sometimes I just want to farm mobs or go wandering because I'm playing to relax, sometimes I want fairly easy content to duo with the wife, sometimes I may want challenging group content because my gamer friends are online. The idea that it is always, and can only be, hard-core raiding is at best an immense over-simplification.

I have no idea if Wild-star contained achievable goals for the player population they hoped to retain. For me the moment to moment game-play was simply so tiring, tedious and bland it wasn't fun enough for me to consider setting myself a goal. Including the implicit goal of the MMO, get to maximum level. The idea of building up your virtual house has always likewise mystified me, but if developers have found the effort invested in development keeps enough players occupied to justify it then that's fine with me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 18, 2014, 06:21:14 AM
Why spend time making content that keeps 1% working towards something rather than 99%.  Or even 25%?  Or 10%?  That effort could go into something for more people if you're going to use that argument that it's about the money.

I thought that was obvious? You need to make content for everyone, but you should be spending the most resources making it for the majority of your playerbase. Even Wildstar did that for the most part. The problem is that is was a terribly designed game. You went from all the casual/solo content (leveling, pvp, housing, crafting, dungeons) right to apex content (20-40 man raids). There was no in between. There was no gradient to the apex so as soon as you hit 50 you got smacked with it. Because you get smacked with it you begin to think that the whole game is now for hardcore even though you just spent 50-80 hours leveling through the majority of the development effort.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on November 18, 2014, 08:05:00 AM
You don't really need hardcore raid content. What you need is LOTS of content in general and keep it coming. People would be fine with a game that was 3-5 man instances with maybe 10-man raids if you could crank out decent content on a quick, consistent basis. Otherwise, yeah, I agree with the notion that there is something to having a carrot-and-stick to keep people interested in progressing. Neither is easy to do right though.

This is me though; my ideal form of WoW at this point would be them retooling every dungeon from all the expansions the way they did in Cata and using their auto-scaling system to do "dungeon playlists" like Destiny's strike playlists, maybe even with their heroic-type modifiers.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on November 18, 2014, 08:06:29 AM
re: Draegan.  Fab snuck in there.

They only have so many resources.  If they focused on the in-between stages, which I would argue would serve more than the 1% high-end content that they did focus on, then they wouldn't have been able to do the 1% content.

So your complaint is that they didn't do what I said, which is focus on the larger group to begin with.


Title: Re: Carbine Studios' "Wildstar"
Post by: tmp on November 18, 2014, 10:09:46 AM
Because these games are monetized by subscriptions and you want people to keep paying. If they consume all your content in the first week, they won't stay for week two.

(Note: not trying to derail into a sub vs F2P discussion. But it is pertinent, and answers your question.)
If these people stay, it's not because of the "apex of PvE" they aspire to, because Lantyssa is absolutely correct bulk of these people don't give two shits about it. Either out of ignorance (as in, they don't even know where they can find basic upgrade for their gear or that they even could use one, let alone there's some "apex" beyond their myopic horizon) or literally due to not giving a shit beyond "well, that's nice".


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on November 18, 2014, 10:46:46 AM
Follow up:
People like getting rewards. It makes them feel good about themselves. If they run out of a reward path, they quit the game most of the time. I agree with Haemish it doesn't have to be raiding, because fuck that, but it has to be something to keep people playing. Combine that with a fun game and you will have a major success (like League of Legends: Apex Achievement like your ranking and an extremely fun game to play).

Of course.  My point is why expend resources on the smallest group of people instead of on the player base as a whole?


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on November 18, 2014, 11:02:30 AM
This whole thread is damn entertaining stuff.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 18, 2014, 11:19:01 AM
This whole thread is damn entertaining stuff.

Moreso than the game.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Lakov_Sanite on November 18, 2014, 11:23:11 AM
This thread needs to exist so posters in other threads have something to aspire to.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on November 18, 2014, 12:04:59 PM
Follow up:
People like getting rewards. It makes them feel good about themselves. If they run out of a reward path, they quit the game most of the time. I agree with Haemish it doesn't have to be raiding, because fuck that, but it has to be something to keep people playing. Combine that with a fun game and you will have a major success (like League of Legends: Apex Achievement like your ranking and an extremely fun game to play).

Of course.  My point is why expend resources on the smallest group of people instead of on the player base as a whole?

Super-hardmode raids don't take a ton of extra effort above and beyond what already goes into making the regular ones, so if your regular raid game is good it's pretty low-hanging fruit to add a 'chase' level of difficulty for the hardcore types. Where Wildstar fell down is forgetting to make accessible normal modes (and forgetting to not have shitty combat); it's not raiding itself that's the problem.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 18, 2014, 01:24:43 PM
While we're on the topic, you all should be getting an email soon that gives you a free 7 day pass to play Wildstar again. 

I deleted it immediately.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 18, 2014, 01:57:13 PM
re: Draegan.  Fab snuck in there.

They only have so many resources.  If they focused on the in-between stages, which I would argue would serve more than the 1% high-end content that they did focus on, then they wouldn't have been able to do the 1% content.

So your complaint is that they didn't do what I said, which is focus on the larger group to begin with.

There are too many complaints about Wildstar to begin with. If you want to talk about WS only, their problem was that they didn't spend enough time focusing on anything. Their design was shit and not very deep. Given that, they didn't really focus on raiding too much compared to the amount of time they put into housing, pve leveling content, adventures, dungeons etc., which is all casual friendly stuff. The developers only problem was they they talked about "hardcore raiding" way too much when they didn't have a really good raid game in place to begin with.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on November 18, 2014, 02:01:29 PM
Follow up:
People like getting rewards. It makes them feel good about themselves. If they run out of a reward path, they quit the game most of the time. I agree with Haemish it doesn't have to be raiding, because fuck that, but it has to be something to keep people playing. Combine that with a fun game and you will have a major success (like League of Legends: Apex Achievement like your ranking and an extremely fun game to play).

Of course.  My point is why expend resources on the smallest group of people instead of on the player base as a whole?

I don't understand your point. You create a game with hard content and easy content and stuff in between that gets you from easy to hard if you want to do it. You just don't create a game with only easy stuff. You don't create a game with just hard stuff.

Do you really want to create an online game, with a social aspect, that has a business model of keeping people playing and just have all easy content? That doesn't sound smart to me.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 18, 2014, 02:44:08 PM
Yep, many people were responding to a couple straw men, like:

1) Raids are the only possible apex PvE content. Nobody said that.  That said, I haven't seen anything else that works. If anyone has any ideas, please do speak up.
2) Current PvE is the only game that matters. Again, nobody said that. Stuff like pet battles, collecting mounts and costumes, achievements, PvP certainly, RP, soloing old content, all those are all totally valid.

Draegan, I disagree with your assertion that Wildstar dungeons were appropriate for casuals. They totally weren't. Wildstar dungeons are more challenging than normal mode WoW raids. They're completely unforgiving.

I agree that a constant stream of new stuff (areas to explore, quests, storylines, small-group dungeons, etc) could obviate the need for apex PvE content. But again, so far, nobody has been able to do this. Not for lack of trying, Asheron's Call had monthly updates for awhile, Guild Wars 2 is trying twice-monthly updates (after a 3 month gap that recently ended) and so on. Neverwinter comes the closest to real success with their player-create content Foundry. Some very cool adventures in there. Problem is the rewards are ultimately meaningless. Neverwinter doesn't need to retain subscriptions in the first place, as it's F2P. But I would love to see that sort of peanut butter mixed in with my chocolate (WoW) and a bit of nougat (meaningful rewards) in such a way that it isn't immediately exploited to hell and back.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on November 18, 2014, 02:54:06 PM
Should Riot not have took the time to develop Master and Challenger tiers and how that system works for the top 1% of players in the world? Do hundreds of thousands of people not watch pro-LOL/DOTA streamers playing the game? It's the shame shit is spirit.

First off, that is an entirely OTHER discussion than raiding. Professional competitors are not even remotely like "hardcore raiders." For one, raiding takes almost zero individual skill. It takes some logistical skill at the leadership level but for the most part the individual skill is about facerolling the keyboard at the right time and staying out of the big glowy circle - oh and making sure to follow the escalating gear grind path so that skill really isn't an issue. Also, a 5-man team of LoL pro players is not the same as a 40-man raid. 5-men are much easier to control, schedule and train than 40+.

Top tier raiding isn't something broadcast to the casual public, whereas the MOBA pro leagues are. Most of the time, the only thing top tier raiders broadcast is how l33t their skills and how awesome their gear - most aren't streaming their raids because they aren't giving up their "secrets" to take down bosses.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on November 18, 2014, 06:10:19 PM
Should Riot not have took the time to develop Master and Challenger tiers and how that system works for the top 1% of players in the world? Do hundreds of thousands of people not watch pro-LOL/DOTA streamers playing the game? It's the shame shit is spirit.

First off, that is an entirely OTHER discussion than raiding. Professional competitors are not even remotely like "hardcore raiders." For one, raiding takes almost zero individual skill. It takes some logistical skill at the leadership level but for the most part the individual skill is about facerolling the keyboard at the right time and staying out of the big glowy circle - oh and making sure to follow the escalating gear grind path so that skill really isn't an issue.

This. I could tell you stories of how I fell asleep at the keyboard during raids of City of Mist or Plane of Hate back in the EQ days and still came out with amazing drops because the skill involved was zilch and I was auto-following the illusionist that handled crowd control so I was always safe anyway unless there was a total wipe.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on November 18, 2014, 06:26:43 PM
EQ raiding doesn't really have anything to do with what happens now in the hardmode type environments, though.


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on November 18, 2014, 06:42:00 PM
Top tier raiding isn't something broadcast to the casual public, whereas the MOBA pro leagues are.

And yet far more believe and probably will do the former than will ever have a shred of a chance at the latter.

Competitive PvP is the apex of one type of gaming, while raiding PvE is the apex of the other. They're not directly comparable, which is why any MMO that's managed to offer both has always  compartmentalized them, down to zones, objectives, stats and full economies.

Players want different things. Both have "grinds", but they're measured and rewarded differently, because the skill required is different. In PvP you're not only trying to get better, but you're constantly in an arms race against new choices the opposition is making In raiding, you're first trying to figure out the puzzle, then you're trying to figure out how to master it, and then you're trying to figure out how to speed run laggards through it until the publishers moves the goal post.

Both are chasing foozles. Neither is more fundamentally valuable than the other. But they motivate different people and monetize in different ways.

I've got nothing on Wildstar. Kinda done on that topic 50 pages ago  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on November 18, 2014, 06:47:56 PM
EQ raiding doesn't really have anything to do with what happens now in the hardmode type environments, though.

Or even normal mode. EQ raiding was not challenging in regards to mechanical skill.  It was largely organizational and timings.  Participation in higher tiers was exclusively time commitment and networking.

I don't really enjoy large scale raiding, but it has evolved over its EQ roots.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on November 18, 2014, 07:57:07 PM
Should Riot not have took the time to develop Master and Challenger tiers and how that system works for the top 1% of players in the world? Do hundreds of thousands of people not watch pro-LOL/DOTA streamers playing the game? It's the shame shit is spirit.
First off, that is an entirely OTHER discussion than raiding. Professional competitors are not even remotely like "hardcore raiders." For one, raiding takes almost zero individual skill. It takes some logistical skill at the leadership level but for the most part the individual skill is about facerolling the keyboard at the right time and staying out of the big glowy circle - oh and making sure to follow the escalating gear grind path so that skill really isn't an issue.
This. I could tell you stories of how I fell asleep at the keyboard during raids of City of Mist or Plane of Hate back in the EQ days and still came out with amazing drops because the skill involved was zilch and I was auto-following the illusionist that handled crowd control so I was always safe anyway unless there was a total wipe.
You were a Bard right? :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on November 18, 2014, 08:31:56 PM
How do you even loot stuff while sleeping?


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on November 18, 2014, 11:38:39 PM
I was a ranger of all things. I woke up just in time for the important stuff.  :grin:


Title: Re: Carbine Studios' "Wildstar"
Post by: Ruvaldt on November 19, 2014, 09:39:07 AM
A ranger, eh?  So you woke up just in time to eat the Death Touch?   :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on November 19, 2014, 10:34:52 AM
Well, considering Fippy Darkpaw could drop me on a bad day... Yeah.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on November 19, 2014, 11:42:23 AM
Well, considering Fippy Darkpaw could drop me on a bad any day... Yeah.

Fixed that for you.


Title: Re: Carbine Studios' "Wildstar"
Post by: murdoc on November 19, 2014, 01:14:01 PM
Should Riot not have took the time to develop Master and Challenger tiers and how that system works for the top 1% of players in the world? Do hundreds of thousands of people not watch pro-LOL/DOTA streamers playing the game? It's the shame shit is spirit.

First off, that is an entirely OTHER discussion than raiding. Professional competitors are not even remotely like "hardcore raiders." For one, raiding takes almost zero individual skill. It takes some logistical skill at the leadership level but for the most part the individual skill is about facerolling the keyboard at the right time and staying out of the big glowy circle - oh and making sure to follow the escalating gear grind path so that skill really isn't an issue.

This. I could tell you stories of how I fell asleep at the keyboard during raids of City of Mist or Plane of Hate back in the EQ days and still came out with amazing drops because the skill involved was zilch and I was auto-following the illusionist that handled crowd control so I was always safe anyway unless there was a total wipe.

Back in the DAoC days I would take my warrior and put guard on the nearest healer then do a /follow and let them lead me through Darkness Falls. I'd come back in time for the loot rolls at the end.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on November 19, 2014, 01:56:17 PM

Yes, EQ raiding allowed a lot of people of different abilities to still contribute, less dependence on a perfect balance of classes (outside of badgering people into playing clerics) and enough down time that there was space for socialising. In much the same way that Eve is as much as being part of a group activity as it is the moment to moment game play. While I think Eve goes too far in the boring stakes, Wild-star went too far in the "all twitch, all the time" busywork.



Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on November 19, 2014, 03:27:04 PM
I was a ranger of all things. I woke up just in time for the important stuff.  :grin:
Ranger down!


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on November 19, 2014, 07:34:41 PM
EQ raiding doesn't really have anything to do with what happens now in the hardmode type environments, though.

Or even normal mode. EQ raiding was not challenging in regards to mechanical skill.  It was largely organizational and timings.  Participation in higher tiers was exclusively time commitment and networking.

I don't really enjoy large scale raiding, but it has evolved over its EQ roots.

Beyond evolved, it's nothing like EQ raids other than being called the same thing. 

Raids in today's MMOs are as similar to EQ raids as the leveling experience is to the "sit in one spot and pull mobs for hours to get a bar of XP" 'gameplay' of EQ.   To compare them as being the same thing shows just how out of touch you are on that front.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 19, 2014, 08:17:55 PM
My understanding is that modern EQ raids (the game is still active, if you weren't aware) are pretty comparable, actually. Back in 1999 they were just a ton of players dogpiling the boss, though, yeah.


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on November 19, 2014, 08:25:36 PM
1) Raids are the only possible apex PvE content. Nobody said that.  That said, I haven't seen anything else that works. If anyone has any ideas, please do speak up.
Gear grinding is also a fairly proven endgame. It's typically thought of as more of an ARPG thing, but it works in traditional MMOs too. CoX had a pretty dedicated community of players who spent all their time min-maxing the everliving fuck out of their Scrappers for the express purpose of soloing things that were intended to be group content (I was one of them, except I did it on a Stalker because I hate myself). I hear people sink quite a bit of time into chasing legendaries in GW2, as well.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on November 19, 2014, 10:03:53 PM
Got a 7 day free offer today to go back and look at their new drop.

I just couldn't be bothered because the WoW steamroller just shows how badly Carbine fucked up by thinking that basing a game on vanilla WoW grind was fun.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on November 19, 2014, 10:31:47 PM
Got a 7 day free offer today to go back and look at their new drop.

I just couldn't be bothered because the WoW steamroller just shows how badly Carbine fucked up by thinking that basing a game on vanilla WoW grind was fun.

I felt the same way.  If I'm going to do another gear grind/raid, I'd rather play WoW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ruvaldt on November 19, 2014, 11:09:29 PM
My understanding is that modern EQ raids (the game is still active, if you weren't aware) are pretty comparable, actually. Back in 1999 they were just a ton of players dogpiling the boss, though, yeah.

Yeah, raids in EQ have changed substantially.  The changes started in Velious but were really cemented by the time the seventh expansion (Gates of Discord) was released.  Nowadays EQ raids are comparable to other MMOG raids except that they're larger in that they are often 50+ players strong.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 20, 2014, 09:48:07 AM
Gear grinding is also a fairly proven endgame. It's typically thought of as more of an ARPG thing, but it works in traditional MMOs too. CoX had a pretty dedicated community of players who spent all their time min-maxing the everliving fuck out of their Scrappers for the express purpose of soloing things that were intended to be group content (I was one of them, except I did it on a Stalker because I hate myself). I hear people sink quite a bit of time into chasing legendaries in GW2, as well.
You mean solo gear grinding? I didn't know any MMOs offered solo-attainable rewards past a pretty early threshold. Interesting.


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on November 20, 2014, 10:40:38 AM
Almost everything in City of X was attainable solo, yeah. Drop tables were way random, but everything was BoE, so all you really had to do was learn to exploit the market. This was easier to do than in most games because the CoX economy was ridiculously broken. Some of the forum regulars who were considered experts on class builds literally never grouped.

I'm not too certain about GW2; I think I made it to level 30 in that game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on November 20, 2014, 01:19:30 PM
Got an email saying the game was now 33% off.

Yeah, thanks but no thanks.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on November 20, 2014, 01:32:45 PM
Reports from my contact on the inside say that he's looking for another job immediately. Shit is going to hit the fan soon.

Supposedly he's looking at Bioware, but we'll see.


Title: Re: Carbine Studios' "Wildstar"
Post by: Outlawedprod on November 20, 2014, 05:17:50 PM
Reports from my contact on the inside say that he's looking for another job immediately. Shit is going to hit the fan soon.

Supposedly he's looking at Bioware, but we'll see.

Judging by sub boost to wow I think we know where those left playing WildStar are bailing to. This could be just like warhammer when lich king came out?


Title: Re: Carbine Studios' "Wildstar"
Post by: Soulflame on November 24, 2014, 12:06:09 AM
It makes sense that they'd head back to WoW.  Wildstar is trying to recreate something that existed only because the playerbase had the time to invest.  College age kids don't seem to play MMOs much (anyone have numbers on this?) so I'm guessing WoW's demographic is people who've been playing WoW for years, but no longer have as much time to invest in playing an MMO.

Thus, they hit the attunement wall in Wildstar, remember why Blizzard ditched attunement in Burning Crusade, and quietly go back to WoW.  At least Blizzard seems to be able to correct when they fuck up.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on November 24, 2014, 09:18:26 AM
You mean solo gear grinding? I didn't know any MMOs offered solo-attainable rewards past a pretty early threshold. Interesting.

I can honestly say that Pandera WoW was pretty good about this. I was never going to get top end raid gear, but for never having grouped once (except battlegrounds) since the game came out I was able to get stuff that was close enough I didn't care. There were some rough spots but Timeless Isle helped a lot.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on November 24, 2014, 09:19:55 AM
The downside is that anything that's mechanically more difficult than "don't stand in this shit" is almost an automatic fail.  The Marionette fight is just about the upper limit of what you can accomplish in GW2 raiding.  Even that can be torpedoed if you have a few wankers fucking it up.

Are the worm fights completable in non-organized pugs now?  Those AFAIK were only completed by organized raid guilds that were able to get all of their members in an overflow and with a large amount of build tailoring.   Nothing wrong with this sort of content, but it was just so out of place in GW2.  Then again, most of their PVE efforts were wildly inconsistent in the amount of skill/effort required.

Didn't see this answered. Tequatl, the second hardest boss, is completed all the time by non organized pug raids now. All you need is 4 guys with commander tags to stand in the right places and people will stick on the map and gather in the right spots. They don't do it as fast as the hardcore raid guilds but it gets done. The triple headed Wurm is really not completable by a disorganised group simply because the groups have to kill each wurm inside a minute of one another, and that requires co-ordination. However there is at least one loosely organized non guild group that does it and has a teamspeak for it. www.gw2community.com. So its not locked out of the reach of filthy casuals anymore.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on November 26, 2014, 04:49:53 PM
I can honestly say that Pandera WoW was pretty good about this. I was never going to get top end raid gear, but for never having grouped once (except battlegrounds) since the game came out I was able to get stuff that was close enough I didn't care. There were some rough spots but Timeless Isle helped a lot.
That gear was trivial to get, you just installed an addon and rightclicked on all the chests. Getting a full set of baseline catch-up gear is not what I personally would call compelling character progression.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on November 27, 2014, 08:24:38 PM
I can honestly say that Pandera WoW was pretty good about this. I was never going to get top end raid gear, but for never having grouped once (except battlegrounds) since the game came out I was able to get stuff that was close enough I didn't care. There were some rough spots but Timeless Isle helped a lot.
That gear was trivial to get, you just installed an addon and rightclicked on all the chests. Getting a full set of baseline catch-up gear is not what I personally would call compelling character progression.

I don't call getting better from raiding any kind of progression at all, which is probably why I'm happy with it. A game where the most observable "progression" is going up loot levels is a pretty shitty game. Frankly I consider finishing the farm quest line and doing the dallies there more impressive and indicative of character progression than fuckwad raids. If I ever resub to wow it sounds like I'll be happy doing nothing but garrison stuff.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on January 13, 2015, 09:05:53 AM
official report: wildstar hella losing subs and money. like, hella.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 13, 2015, 09:08:51 AM
official report: wildstar hella losing subs and money. like, hella.

If only this taught the MMO industry something about catering to the hardcore.  Sadly, it won't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on January 13, 2015, 10:11:52 AM
Obviously it wasn't hardcore enough.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 13, 2015, 10:14:45 AM
What people really want is a challenge. ALL PEOPLE.


Title: Re: Carbine Studios' "Wildstar"
Post by: Maven on January 13, 2015, 10:23:37 AM
When I think of the future of MMOs, I think of No Man's Sky and its ilk. That is, MMOs have no future unless they adapt to the Minecraft generation. Ignoring the monetization for now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on January 13, 2015, 10:25:16 AM
Hardcore focus or not, in the end, it just wasn't fun to play.   Haven't to constantly mash keys while moving is not something I want to do in that variety of game.  It was too busy on all fronts and just exhausting to play.  The following things were done poorly in this game: world design, quest design, combat flow, class design, zone flow, itemization, crafting (what a fucking hassle), dungeon design (how about you start slow and ramp up, eh?), etc etc etc etc.  In retrospect, it's the worst MMO I've actually paid for.  Although in fairness, I got less play out of CoH. 

Really the only thing it had going for it was that it somewhat stylish and could occasionally approach humor.  Plus, they had some decent QOL/customization options.  Otherwise, it was a mess. 

It just wasn't a good game or MMO.  It failed pretty hard on both standpoints.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 13, 2015, 10:28:48 AM
It just wasn't a good game or MMO.  It failed pretty hard on both standpoints.

Wildstar really demonstrated (to me) that MMO enthusiasts are largely not gamers.  Funny since I clearly remember Schild telling me this back in like 2007.  Now I finally get what he was saying.


Title: Re: Carbine Studios' "Wildstar"
Post by: tazelbain on January 13, 2015, 10:31:23 AM
I figure most skinner box enthusiasts have moved to flash games by now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on January 13, 2015, 10:33:28 AM
Make it casual with f2p and a reasonable cash shop and maybe I'll try it again.  Like Rasix said, just a failure as a MMO almost across the board.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on January 13, 2015, 11:11:28 AM
Really the only thing it had going for it was that it somewhat stylish and could occasionally approach humor.  Plus, they had some decent QOL/customization options.  Otherwise, it was a mess. 

And the promotional videos. Those were the real shiny point on the turd.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 13, 2015, 11:15:25 AM
It just wasn't a good game or MMO.  It failed pretty hard on both standpoints.

Wildstar really demonstrated (to me) that MMO enthusiasts are largely not gamers.  Funny since I clearly remember Schild telling me this back in like 2007.  Now I finally get what he was saying.

What Wildstar should of demonstrated to you is that some developers have no fucking idea what they are doing. The game was just bad on almost every front and should not be used to judge or used to weigh in on any topic. The game was a turd.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kitsune on January 13, 2015, 07:46:59 PM
official report: wildstar hella losing subs and money. like, hella.

Link?


Title: Re: Carbine Studios' "Wildstar"
Post by: Soulflame on January 13, 2015, 08:03:21 PM
It just wasn't a good game or MMO.  It failed pretty hard on both standpoints.

Wildstar really demonstrated (to me) that MMO enthusiasts are largely not gamers.  Funny since I clearly remember Schild telling me this back in like 2007.  Now I finally get what he was saying.

What Wildstar should of demonstrated to you is that some developers have no fucking idea what they are doing. The game was just bad on almost every front and should not be used to judge or used to weigh in on any topic. The game was a turd.

Hardcore game philosophy cannot fail.  It can only be failed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on January 13, 2015, 08:08:23 PM
Hopefully this puts to bed the notion that there are millions of frustrated hardcore MMO players out there thinking IF ONLY they had a hardcore game to play.




Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 14, 2015, 06:11:13 AM
Hopefully this puts to bed the notion that there are millions of frustrated hardcore MMO players out there thinking IF ONLY they had a hardcore game to play.




It won't.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 14, 2015, 06:47:26 AM
It just wasn't a good game or MMO.  It failed pretty hard on both standpoints.

Wildstar really demonstrated (to me) that MMO enthusiasts are largely not gamers.  Funny since I clearly remember Schild telling me this back in like 2007.  Now I finally get what he was saying.

What Wildstar should of demonstrated to you is that some developers have no fucking idea what they are doing. The game was just bad on almost every front and should not be used to judge or used to weigh in on any topic. The game was a turd.

Hardcore game philosophy cannot fail.  It can only be failed.

The game was fairly casual except for their two raids zones. Every aspect of the  game was a failure. This s booby u saying it was hardcore are either being willfully ignorant or just being dumb on purpose.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on January 14, 2015, 06:53:26 AM
This s booby u saying it was hardcore are either being willfully ignorant or just being dumb on purpose.
Autocorrect fail?


Title: Re: Carbine Studios' "Wildstar"
Post by: Soulflame on January 14, 2015, 04:13:32 PM
I love how his post calling me "dumb or ignorant" contains multiple spelling and grammatical errors.

It's adorable.

Next up:  He'll explain how a game that Carbine Studios explicitly said was hardcore, is not hardcore.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 15, 2015, 01:27:48 AM
I love how his post calling me "dumb or ignorant" contains multiple spelling and grammatical errors.

It's adorable.

Next up:  He'll explain how a game that Carbine Studios explicitly said was hardcore, is not hardcore.

Posted from my phone, daughter needed something. Didn't correct spelling.

Outside those stupid raids (two zones out of the whole thing) what was so hardcore about the game? The answer is nothing. It was a standard shitty DIKU game. Nothing at all was hardcore about it, it was just bad. I mean was the easy leveling/quest treadmill hard? Was the handholding through all the zones neckbeardish? Was the housing super duper challenging?  Were those solo isntances difficult? Was the gathering a grind? Was the PVP any more or less standard battleground stuff?




Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 15, 2015, 03:21:09 AM
I am with Draegan. What Developers call their games mean nothing at all. Sure the raids were hardcore (except very few people ever get to raids anyway in all MMOs). But everything else? Maybe I didn't stick around long enough, but Hardcore in what way exactly? Was it easier to die than usual at any given point before said raids? Was the death penalty harsher than in other MMOs? Was the leveling curve months-long? Was it possible to gimp your character forcing you to restart? Permadeath? What?


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 15, 2015, 05:57:19 AM
I don't think the game was hardcore or casual.

It was boring. That's the worst sin you can commit.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 15, 2015, 08:00:38 AM
The small group content was tuned very challenging also. It was harder than many raids in other games.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 15, 2015, 08:31:31 AM
The small group content was tuned very challenging also. It was harder than many raids in other games.

List the raids you've done in any game that you've done in the last year.
How much small group content did you do in Wildstar?

The content I did up through level 30 was very easy. The only difficulty was shitty class design. Some tank classes couldn't hold aggro for shit because their skills were fucked, not because the content was any kind of hard.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on January 15, 2015, 09:35:21 AM
The small group content was tuned very challenging also. It was harder than many raids in other games.

List the raids you've done in any game that you've done in the last year.
How much small group content did you do in Wildstar?

The content I did up through level 30 was very easy. The only difficulty was shitty class design. Some tank classes couldn't hold aggro for shit because their skills were fucked, not because the content was any kind of hard.

 :roll:


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 15, 2015, 09:49:11 AM
When did f13 transform into the battle.net forums? Did I miss a memo?


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on January 15, 2015, 10:08:04 AM
The small group content was tuned very challenging also. It was harder than many raids in other games.

List the raids you've done in any game that you've done in the last year.
How much small group content did you do in Wildstar?

The content I did up through level 30 was very easy. The only difficulty was shitty class design. Some tank classes couldn't hold aggro for shit because their skills were fucked, not because the content was any kind of hard.

Do we have to link that attunement path picture again?


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 15, 2015, 10:12:34 AM
Also keep in mind that 1-30 is not the same as endgame.  Endgame content was rough.  The story instances (I don't remember what they were called) were pretty easy, but the dungeons were a nightmare for pugs.  We struggled with a few using a set group of veteran MMO players with voice coms.  Having even one pick-up player often resulted in total failure. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 15, 2015, 11:25:30 AM
The small group content was tuned very challenging also. It was harder than many raids in other games.

List the raids you've done in any game that you've done in the last year.
How much small group content did you do in Wildstar?

The content I did up through level 30 was very easy. The only difficulty was shitty class design. Some tank classes couldn't hold aggro for shit because their skills were fucked, not because the content was any kind of hard.

Do we have to link that attunement path picture again?

Why would you need to? It was stupid. No one is saying raiding wasn't hardcore or whatever the fuck you want to call it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Soulflame on January 15, 2015, 03:51:02 PM
I love how his post calling me "dumb or ignorant" contains multiple spelling and grammatical errors.

It's adorable.

Next up:  He'll explain how a game that Carbine Studios explicitly said was hardcore, is not hardcore.

Posted from my phone, daughter needed something. Didn't correct spelling.

Outside those stupid raids (two zones out of the whole thing) what was so hardcore about the game? The answer is nothing. It was a standard shitty DIKU game. Nothing at all was hardcore about it, it was just bad. I mean was the easy leveling/quest treadmill hard? Was the handholding through all the zones neckbeardish? Was the housing super duper challenging?  Were those solo isntances difficult? Was the gathering a grind? Was the PVP any more or less standard battleground stuff?

Now I'm curious:  How many hours did you spend playing Wildstar?


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on January 15, 2015, 03:58:00 PM
(http://i.imgur.com/4EMo5aV.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 15, 2015, 04:14:26 PM
I love how his post calling me "dumb or ignorant" contains multiple spelling and grammatical errors.

It's adorable.

Next up:  He'll explain how a game that Carbine Studios explicitly said was hardcore, is not hardcore.

Posted from my phone, daughter needed something. Didn't correct spelling.

Outside those stupid raids (two zones out of the whole thing) what was so hardcore about the game? The answer is nothing. It was a standard shitty DIKU game. Nothing at all was hardcore about it, it was just bad. I mean was the easy leveling/quest treadmill hard? Was the handholding through all the zones neckbeardish? Was the housing super duper challenging?  Were those solo isntances difficult? Was the gathering a grind? Was the PVP any more or less standard battleground stuff?

Now I'm curious:  How many hours did you spend playing Wildstar?

I didn't get past level 30.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on January 15, 2015, 04:30:36 PM
I've used my headslap gif too many times, have this:

(https://dl.dropboxusercontent.com/u/82533/cheesed.gif)


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on January 15, 2015, 11:37:15 PM
Level 30???

Where the hell is the Ygritte/Jon Snow picture when I need it???


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on January 16, 2015, 02:04:33 AM
(http://static.fjcdn.com/pictures/You+know+nothing+jon+snow_e1e746_4750145.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 16, 2015, 05:59:37 AM
The last few pages of this thread have been pure gold.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on January 16, 2015, 06:32:06 AM
I went back and re-read the last page because I'd forgotten it.  Yeah, you're right.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 16, 2015, 07:09:05 AM
Other than sam saying some of the dungeons were tuned too hard, no one has mentioned what was hardcore about the game. I guess everyone here is falling under stupid. Oh I forgot, it's F13 group think pile on time. So predictable.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 16, 2015, 07:15:49 AM
Other than sam saying some of the dungeons were tuned too hard, no one has mentioned what was hardcore about the game. I guess everyone here is falling under stupid. Oh I forgot, it's F13 group think pile on time. So predictable.

Here's a devspeak on how the raids were HARDCOOOOOOORE.

https://www.youtube.com/watch?v=YbItL4qcugk


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on January 16, 2015, 07:18:41 AM
Not that it is important, but allow me to reiterate:

Quote
Hardcore in what way exactly? Was it easier to die than usual at any given point before said raids? Was the death penalty harsher than in other MMOs? Was the leveling curve months-long? Was it possible to gimp your character forcing you to restart? Permadeath? What?

I am not even trying to be a smartass. I quit Wildstar way before Draegan did. I am just curious. Outside of raids, hardcore how? Do we give to hardcore any remotely similar meaning? It's OK if we don't, but help me to understand what they meant.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 16, 2015, 07:19:58 AM
http://wildstar-core.com/2014/07/11/dungeons-hard-poll-results-revealed/


Here's some dungeon polls on their difficulty.

But Groupthink, yo!


Title: Re: Carbine Studios' "Wildstar"
Post by: Miasma on January 16, 2015, 07:23:34 AM
Pretty sure when anyone has used the term hardcore for wildstar it has always been relative to WoW, not EQ or Vanguard.  They wanted "hardcore" vanilla WoW and that's exactly what they made.  Except broken, even more boring, even worse UI and an endgame that could definitely be labeled hardcore.

It's also easy to mistake boring grind for hardcore because the two usually go hand in hand.  Also sounds like you quit at the exact level when people hit a wall because suddenly everything did become more difficult, from solo levelling to dungeons.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 16, 2015, 07:57:59 AM
Wildstar was poorly made for the ADD/console generation.  It was all about button mashing and evading in a messy/clunky system.

The world was good.  The humor was good.  The combat system was a mess.  The classes were worse.  PvP and dungeons were just a confused overlay of 867769846807 ground effects.

I wouldn't say it was hardcore so much as poorly thought out. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on January 16, 2015, 07:58:42 AM
Hardcore as in you had to be a masochist to complete all the content.  That doesn't say anything about its difficulty, the skill required, or the quality, just that a more 'casual' (perhaps sane) player would be driven away.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on January 16, 2015, 08:00:15 AM
Hardcore avoid the red bullshit on the ground. Stupid looking fractal patterns that you had to move through while doing your simple damage rotation.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 16, 2015, 08:20:14 AM
Other than sam saying some of the dungeons were tuned too hard, no one has mentioned what was hardcore about the game. I guess everyone here is falling under stupid. Oh I forgot, it's F13 group think pile on time. So predictable.

Here's a devspeak on how the raids were HARDCOOOOOOORE.

https://www.youtube.com/watch?v=YbItL4qcugk

You said you read the thread. I said outside the raids, what was hardcore about the game? The raids were super hardcore by all accounts. It was stupid. But the game was a lot bigger than a 40 man raid and a 20 man raid. That's just two pieces of content out of the whole game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 16, 2015, 08:25:09 AM
Wildstar was poorly made for the ADD/console generation.  It was all about button mashing and evading in a messy/clunky system.

The world was good.  The humor was good.  The combat system was a mess.  The classes were worse.  PvP and dungeons were just a confused overlay of 867769846807 ground effects.

I wouldn't say it was hardcore so much as poorly thought out.  

Exactly. The dungeons were "hard" because the tanking classes couldn't hold aggro properly. The combat system was shitty as fuck making it even more difficult. If you want to call the game hardcore because the control scheme was awful, then I'll concede that. Since I alpha tested the game on and off for 2 years prior to release (don't get me wrong I hardly played the game, but jumped in every once in a while to check out a dungeon or two), I can tell you right now the game was not made for the ADD/console generation. They didn't actually know who they were designing the game for which was the problem. 2-3 year prior to release the combat system was a standard tab target with a bit of dodging like GW2 thrown in. Shit 6-10 months prior to release they didn't have those ground shape things on most abilities.

It was all half assed and half thought out which was the whole problem.

Here is a big "if". If you took WOW's control scheme, combat, class system etc and plopped it right into Wildstar, the game would be a casual with some shitty hardcore raiding scene.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 16, 2015, 08:27:04 AM
You said you read the thread. I said outside the raids, what was hardcore about the game? The raids were super hardcore by all accounts. It was stupid. But the game was a lot bigger than a 40 man raid and a 20 man raid. That's just two pieces of content out of the whole game.

I did, and immediately followed it up with polls ranking the dungeons as harder than a 3 average, amongst a bunch of people who signed up for "hardcore" shit based on the dev groundwork. But you didn't address that part, Slappy.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 16, 2015, 08:28:35 AM
You said you read the thread. I said outside the raids, what was hardcore about the game? The raids were super hardcore by all accounts. It was stupid. But the game was a lot bigger than a 40 man raid and a 20 man raid. That's just two pieces of content out of the whole game.

I did, and immediately followed it up with polls ranking the dungeons as harder than a 3 average, amongst a bunch of people who signed up for "hardcore" shit based on the dev groundwork. But you didn't address that part, Slappy.

Read my next post.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 16, 2015, 10:57:58 AM
So the game's not hardcore because the combat scheme is terrible. And the people designed a game for a different audience.

I mean, the game is bad because combat is shitty. We can all agree on that. I don't know if you can use that as a reason that it's not hardcore. Their marketing and developer team was actively telling you about it being hardcore. The posts on forums were talking about hardcore.

If you don't believe it was designed to be hardcore, what was supposed to be different about it than WoW? And I think the "it's easy guys really" is a copout. You're basically saying things are hard in dungeons because combat is terrible, yet nothing was hard up to level 30 using the same combat.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on January 16, 2015, 11:28:55 AM
So the game's not hardcore because the combat scheme is terrible. And the people designed a game for a different audience.

I mean, the game is bad because combat is shitty. We can all agree on that. I don't know if you can use that as a reason that it's not hardcore. Their marketing and developer team was actively telling you about it being hardcore. The posts on forums were talking about hardcore.

If you don't believe it was designed to be hardcore, what was supposed to be different about it than WoW? And I think the "it's easy guys really" is a copout. You're basically saying things are hard in dungeons because combat is terrible, yet nothing was hard up to level 30 using the same combat.

I never said any of that.
1) The raids were designed to be hardcore. I don't think the rest of the game was designed to be so. The raids were a small percentage of the overall feature set.
2) The marketing, outside of mentioning raids, was never marketing to hardcore players. They made big deals about questing, housing, crafting, solo instances and all of that kind of stuff.
3) My point about the instance difficulty is that it wasn't designed to be "hardcore". I will admit that if you use the argument that the combat and class systems handicapped you so much that it made everything hardcore based. The content itself wasn't anything difficult if you plunked down WOW's class/combat systems (or any other balanced well designed system).

Personally, I thought all the dungeons were easy. Some people might think they were hard because combat/class design probably got in their way.



Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 16, 2015, 11:39:42 AM
So the game's not hardcore because the combat scheme is terrible. And the people designed a game for a different audience.

I didn't find it hardcore as a game.  I found it hardcore because you had to overcome the combat/encounter mechanics in order to accomplish anything. 

I think they wanted to be hardcore, but designed a system that got in the way of itself. 


Title: Re: Carbine Studios' "Wildstar"
Post by: ezrast on January 16, 2015, 02:41:35 PM
I didn't play past like level 5, but wasn't there a thing where you would only get the best dungeon loot if you executed perfectly? I associate "softcore"/"casual" with instant gratification, and withholding loot for minor fuckups is pretty counter to that.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on January 16, 2015, 03:39:26 PM
None of us actually managed to play this dreck long enough to know wtf we are talking about, onward to 100 pages!


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on January 16, 2015, 03:53:23 PM
None of us actually managed to play this dreck long enough to know wtf we are talking about, onward to 100 pages!

Who says we can't entertain ourselves?  :drill:


Title: Re: Carbine Studios' "Wildstar"
Post by: Venkman on January 16, 2015, 09:52:03 PM
Hardcore schmardcore. It didn't sell well. It didn't for reasons already discussed, none of which relate to "hardcore".

Whatever your personal definiton of "hardcore", that's not a market. It's more a subsegment of the players you end up with. Hardcore is just another way of saying "pinnacle". That applies to all games. You've got one best, one worst, and the gradient in between. Good games support most. Poorly executed games blame the casuals.

We knew what went wrong with this dozens of pages ago. I suspect THEY knew long before launch. The motivated people got out. The resume/portfolio builders stayed on. Whatever funding they have keeps them solvent for as long as whotheheck knows.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on January 16, 2015, 10:40:04 PM
None of us actually managed to play this dreck long enough to know wtf we are talking about, onward to 100 pages!

Grinding ain't easy, no matter the venue.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on January 18, 2015, 06:40:03 PM
None of us actually managed to play this dreck long enough to know wtf we are talking about, onward to 100 pages!

I wish that was true :( Engineer to cap and I hated the last 3 levels as my sub counted down I then unsubbed and uninstalled.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on January 18, 2015, 07:17:30 PM
None of us actually managed to play this dreck long enough to know wtf we are talking about, onward to 100 pages!

I did.  I played to 50 and did dailies for nearly a month.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on January 18, 2015, 07:55:42 PM
That's cause you're hardcore :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Azuredream on January 19, 2015, 02:10:16 AM
I also played an Esper to 50, for what it's worth. There just wasn't anything to do once you hit 50 except for the raids and dungeons, which were ridiculously difficult. Well, and a daily zone, but I hate dailies. The reputation vendor wasn't even patched in for a while. The adventures were not as stupidly hard but as a concept they were just terrible. You had the 'choose your own adventure' crimelords adventure, where as soon as someone found out the fastest route everyone always did that one and none of the other options were ever seen. You had the Oregon Trail adventure which, again, once people found out the fastest route they always did that one. And that one was oh-so-fun because of the random element of a caravan member possibly going missing. If you don't find him, he dies, and you lose your gold rewards. Then there's the MOBA adventure which initially was what everyone ran because it was so easy, but then they nerfed it by making you have to complete optionals- one of which was literally impossible because the quest credit was bugged. You had to a) hope you didn't get that one optional and b) wait around, because optionals were granted at a certain time from the start of the instance, so you could complete it too quickly if you did it "normally" so you had to only cap a certain number of points so as not to win too fast and lose out on the second optional. There's nothing quite like wasting 30 minutes sitting around with your thumb up your ass only for the bugged optional to pop up and invalidate the entire run. And lastly, the tower defense adventure which threw 5 random bosses at you from a pool of 12 or so. 1 of them was absolutely brutal and on par with their dungeon difficulties, only doable which a very good group, 1 of them was pretty hard, and basically all others were very easy. So it boiled down to either getting 'that one boss' and the adventure being cockstabbingly difficult or not getting that one boss and the run being a cakewalk.

Phew. I actually played this one a lot when it first came out. Another thing that was obnoxious were the players- since I was amongst some of the first 50s in the game, I got to hear a lot from 'super hardcore dudes' about how awesome it was that the dungeons were so hard and how they looked forward to hearing all the plebs complain about it when they try them. 'Go back to WoW kiddies' was a way more common sentiment than it should've been.

I actually didn't mind the combat. It's got nothing on WoW's, because it's just not smooth, but it wasn't completely awful, in my opinion.



Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on January 19, 2015, 05:28:56 AM
I got to level 7(trial key), logged out and uninstalled it...what do I win?


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on January 19, 2015, 06:30:58 AM
I got to level 7(trial key), logged out and uninstalled it...what do I win?

Precious hours of your life to spend on other idle distractions


Title: Re: Carbine Studios' "Wildstar"
Post by: KallDrexx on January 19, 2015, 06:52:38 AM
I got to level 7(trial key), logged out and uninstalled it...what do I win?

The right to talk about how shitty the game was, of course  :oh_i_see:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on January 19, 2015, 07:14:54 AM
I got to level 7(trial key), logged out and uninstalled it...what do I win?
I think I made it to level 5 or so in the beta.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on January 19, 2015, 01:23:27 PM

I think I made it into the teens with two characters. But it was almost impressive how quickly the game lost it's charm or interest and started to feel like tiring work.

Of course seeing the raid and dungeon videos and realising how well those would work at Australian latencies helped.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on January 19, 2015, 02:54:05 PM
I found the world colorful, engaging, and full of character. Animations and graphics were excellent. Sadly I hated the actual gameplay.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on January 19, 2015, 03:09:36 PM
Yeah that was my take too.  A bright, vibrant world to joylessly grind in.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on January 19, 2015, 03:36:23 PM
Me, too.  I thought the colour, animations and the ideas they had (like exploring) would make me feel like WoW did when I first started.  Unfortunately, what Tannhauser and sam, the eggplant said is true.  That PvP trailer fooled me, too.  I was actually pissed off that it was nothing like I expected.  I never get pissed off at games, either.  I just quit. 


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 15, 2015, 12:47:30 PM
Behold, the herald of the Free to Play conversion.

http://www.wildstar-online.com/en/news/2015-04-15-announcing-the-wildstar-box-mystery-box-promo/

The word is that its a clearing house promo to try and move what physical copies of the game are still out there, as apparently so e retail shops have either stopped ordering new copies or have already pulled and liquidated their stock.

Official forums a bit up in arms about the deal.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on April 15, 2015, 01:37:09 PM
Quote
Q: What if I’ve already bought WildStar?
A: This is only for boxes sold from today forward, so go out and get a box today!

What. the. fuck?

If I bought one box, now I am going to have to buy another box for an ingame fluff item? I am having a hard time with this logic. Ingame purchase I can see, but another copy of the game a person already has?


Title: Re: Carbine Studios' "Wildstar"
Post by: Hawkbit on April 15, 2015, 01:39:53 PM
Was this announced as F2P conversion? If so, when is that launch?


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 15, 2015, 06:41:14 PM
Was this announced as F2P conversion? If so, when is that launch?

Nothing aside from what I linked has been announced, but some kind of revenue conversion is about to take place. Whether it's F2P or Buy Once is up in the air, but the writing's on the walls.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on April 16, 2015, 02:36:57 PM
Impending doom intensifies. Best Buy in NA is now clearing out their copies. Anyone that wants to get the fluff stuff from the aforementioned thing I posted can pick up copies for $20.

http://www.bestbuy.com/site/wildstar-windows/5240002.p?id=1219115991943&skuId=5240002


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on April 16, 2015, 03:36:34 PM
It's not doom and gloom at all, it's their preparation to relaunch as F2P or B2P, just like ESO. Got to get rid of the old boxes to do that. Zenimax just took them off the shelves; Carbine put on their thinking hats and decided to cleverly monetize those boxes.

Not saying Wildstar's B2P transition will be as successful as ESO's was, particularly since they don't have a console release waiting in the wings. But it's not a negative change, certainly.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on April 16, 2015, 03:53:18 PM
If they were going b2p why do they need to get rid of the boxes?


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on April 16, 2015, 03:56:37 PM
So they can control the price over the intarwebs?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ingmar on April 16, 2015, 04:27:38 PM
The old boxes are almost certainly covered in language about subscription costs, etc.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on April 16, 2015, 05:44:45 PM
Those old boxes have been out for a year and are cheap as chips. They want to relaunch the game exactly like ESO did.

Like ESO, the new B2P boxes will be priced at $50.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on April 17, 2015, 01:03:00 AM
So they can release new boxes that are different from the old ones. Or, y'know, just to make some more money off of their dying game in it's last gasps?


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on April 17, 2015, 03:23:59 AM
My name is Wildstar, game of games.  Look upon my sub numbers ye mighty and despair.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on April 17, 2015, 05:00:49 AM
   :thumbs_up: Well played, sir.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 13, 2015, 06:53:12 PM
Free wildstar license datamined on Steam. Looks like they're going F2P, not B2P.

https://steamdb.info/sub/68224/

Poor choice, IMO.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on May 13, 2015, 09:31:11 PM
Wildstar has already gone "don't care to play" so it doesn't really matter.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on May 13, 2015, 10:21:36 PM
Someone who works at Carbine (they provided a censored tax form as proof) confirms it's going f2p, not b2p, most likely in August.

https://www.reddit.com/r/WildStar/comments/35weqk/wildstar_is_going_to_a_hybrid_free_to_play_model/


Title: Re: Carbine Studios' "Wildstar"
Post by: Gimfain on May 14, 2015, 01:14:39 AM
Someone who works at Carbine (they provided a censored tax form as proof) confirms it's going f2p, not b2p, most likely in August.

https://www.reddit.com/r/WildStar/comments/35weqk/wildstar_is_going_to_a_hybrid_free_to_play_model/
I have seen too much of this stuff and I still don't find that it adds up. Everything he says is likely to happen, but I could make that shit up too. If he actually works for carbine, he won't work there for long.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on May 14, 2015, 01:32:22 AM
Someone who works at Carbine (they provided a censored tax form as proof) confirms it's going f2p, not b2p, most likely in August.

https://www.reddit.com/r/WildStar/comments/35weqk/wildstar_is_going_to_a_hybrid_free_to_play_model/
I have seen too much of this stuff and I still don't find that it adds up. Everything he says is likely to happen, but I could make that shit up too. If he actually works for carbine, he won't work there for long.

He posted pictures of his tax forms showing he works for Carbine.  Of course he might be a former employee with an axe to grind and posted the pics to give him credibility but I doubt it.  Everything he's saying makes sense and things are starting to fall into place that could confirm his statements, esp. when you factor in the whole Steam thing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Gimfain on May 14, 2015, 05:07:03 AM
Someone who works at Carbine (they provided a censored tax form as proof) confirms it's going f2p, not b2p, most likely in August.

https://www.reddit.com/r/WildStar/comments/35weqk/wildstar_is_going_to_a_hybrid_free_to_play_model/
I have seen too much of this stuff and I still don't find that it adds up. Everything he says is likely to happen, but I could make that shit up too. If he actually works for carbine, he won't work there for long.

He posted pictures of his tax forms showing he works for Carbine.  Of course he might be a former employee with an axe to grind and posted the pics to give him credibility but I doubt it.  Everything he's saying makes sense and things are starting to fall into place that could confirm his statements, esp. when you factor in the whole Steam thing.
Problem is that you can't see his account history and that usually indicates its BS


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on May 14, 2015, 06:57:37 AM
History? The accounts gone entirely now.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on May 15, 2015, 09:33:57 AM
He was shadowbanned, whatever the fuck that means.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 15, 2015, 10:14:30 AM
I don't know what that means either so I looked it up.  It's when you ban someone from a website but they don't know they're banned so they still participate and see their own posts but no one else can see them.  For some reason this made me laugh out loud.  Geez.  You could drive someone right over the edge doing shit like that!


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on May 15, 2015, 10:19:02 AM
I don't know what that means either so I looked it up.  It's when you ban someone from a website but they don't know they're banned so they still participate and see their own posts but no one else can see them.  For some reason this made me laugh out loud.  Geez.  You could drive someone right over the edge doing shit like that!

That is fucking amazing and we should do it all the time at random.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on May 15, 2015, 11:02:00 AM
Shadowbanning would have been an awesome way of dealing with some of the folks who got banned.  I can imagine Bruce and Geldon forever wondering why nobody would respond, yet tying away forever anyway.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on May 15, 2015, 12:37:22 PM
Shadowbanning would have been an awesome way of dealing with some of the folks who got banned.  I can imagine Bruce and Geldon forever wondering why nobody would respond, yet tying away forever anyway.

It's the perfect circle of hell for them.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 15, 2015, 12:49:04 PM
Weird, I could have sworn there were a bunch of posts in this thread after 11AM, and now they're gone! Database rollback maybe?


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on May 15, 2015, 12:52:08 PM
Whose 11am?

Edit: server clock is off by 10 minutes currently.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 15, 2015, 02:26:20 PM
No, I... it was a jok.... nevermind.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on May 15, 2015, 02:30:48 PM
Edit: server clock is off by 10 minutes currently.
NTP.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on May 15, 2015, 03:01:17 PM
It was probably off too much from when the box was setup and was never able to sync.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on May 15, 2015, 06:42:06 PM
They have this free trial so I went ahead and made a character.  This game is so fucking cute that they should have made it fun, too.  The paths are a nice idea but they're boring.  Everyone seems to be a scientist for some group buff.  In the beta I tried explorer and it was fun at first then it kind of got old.  Lots of jumping, no good puzzles or anything.  I wish they'd fix it because I adore the gothy looking race.  And stalker stealth is seriously stealthy!


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on May 16, 2015, 07:02:58 PM
Graphically, the game was fantastic. My biggest problem with the game is that it was more fun to build my home than it was to interact with the rest of the game.

If it goes F2P I'll reinstall it - I miss my Chua


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on May 16, 2015, 09:16:14 PM
I want to like this game so much, but it's like wax fruit; looks great but tastes terrible.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on May 18, 2015, 11:41:13 AM
and don't even get me started on scented markers


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on May 18, 2015, 12:11:43 PM
Didn't they end up banning those erasers (being British I'd say rubbers but I know from experience the kind of mirth and confusion that elicits from Americans) that looked & smelled like fruit because kids kept eating them?


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on May 18, 2015, 12:20:24 PM
Sounds familiar.

Also thanks for giving me flashbacks to my confusion when reading "The Lion the Witch and the Wardrobe." 

What they are carrying fire. Why does it need batteries?


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on May 18, 2015, 02:10:50 PM
Took me a while to work out exactly which bit of common language was separating us there. Torch/flashlight.  :awesome_for_real:


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on May 18, 2015, 02:32:45 PM
Yep, that's the one.  Confused poor 10-year-old me to no end.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ozzu on May 28, 2015, 06:04:42 AM
And here comes Free to Play.

https://www.wildstar-online.com/en/freetoplay/


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on May 28, 2015, 06:07:15 AM
And I will still ignore this game. All those great promo vids wasted.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 28, 2015, 06:51:36 AM
This is the most generous F2P system I've ever seen. It looks more like a B2P system. And no "silver" play level, either, which si highly unusual-- usually F2P games have a separate level for players who have purchased something, anything, in the store. Good stuff.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on May 28, 2015, 09:58:31 AM
I tried to read their FAQ, then realized I just don't give a shit. I was that bored by the gameplay in late beta.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 28, 2015, 10:19:48 AM
And I will still ignore this game. All those great promo vids wasted.

100% this. 

So much wasted potential.  It's sad.


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on May 28, 2015, 04:01:47 PM
Yup. Still don't give a shit. Unless they're paying me, I'm out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on May 28, 2015, 04:16:43 PM
I'll load it up once, maybe.  Who knows, I'm lazy.

I can't really solo play MMOs anymore, and I don't see a large crowd rushing back to this. Game stunk in too many ways to have improved into a vastly better version. It'd take a FFXIV style redo to make this one palatable for long periods of time.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 28, 2015, 06:14:28 PM
They also said they'd be improving the leveling experience, making the solo kills faster and easier, so you don't need to constantly dodge roll out of stuff while solo leveling in a zen trace state. That was what really turned me off wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 28, 2015, 06:37:17 PM
They also said they'd be improving the leveling experience, making the solo kills faster and easier, so you don't need to constantly dodge roll out of stuff while solo leveling in a zen trace state. That was what really turned me off wildstar.

Getting to 50 wasn't the problem.  Playing after you hit 50 was.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 28, 2015, 07:03:20 PM
I disagree. The leveling experience required way too much focus for me. When they get the solo stuff sorted maybe I'll actually try it again.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 28, 2015, 07:11:54 PM
I disagree. The leveling experience required way too much focus for me. When they get the solo stuff sorted maybe I'll actually try it again.
That is exactly my complaint. I know the endgame had its problems too, don't get me wrong, but I never made it anywhere near max level due to this.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on May 28, 2015, 07:12:18 PM
Yah, I started to wear down in the 30s.  Levels were starting to slow way down and I couldn't keep up that level of concentration for extended periods of time.

MMOs are somewhat of a relaxation activity for me. I can deal with periodic action, I just can't be dodging shit for 2 hours at a time.

I probably would have made it to max level, but I had issues settling on a class. Their class design wasn't my favorite.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 28, 2015, 07:13:58 PM
Totally, that's the "zen-like trance state leveling" I was talking about. I don't want a life and death challenge every time I kill an orc, I want to consume content at a steady pace. Save challenges for boss creatures every half hour or so.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 28, 2015, 07:16:46 PM
Proving again that I'm the oddball when it comes to MMO's.  I leveled two toons to 50 no problem.  I enjoyed the pace and the story.  Problem for me was that the game was both dull and punishing to solo players once they hit 50. 


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 28, 2015, 07:19:30 PM
At least you got your money's worth. I only got like 15 hours in before quitting in disgust.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on May 28, 2015, 07:20:58 PM
The beta scared me off; I alt-tab to f13/facebook too often to handle their leveling content. I think I made it to level 10 or so.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 28, 2015, 07:25:49 PM
At least you got your money's worth. I only got like 15 hours in before quitting in disgust.

I certainly did.  It was well worth the box cost to me.  It just lacked any kind of 'stickiness'.


Title: Re: Carbine Studios' "Wildstar"
Post by: sam, an eggplant on May 28, 2015, 07:28:24 PM
I don't even want a sticky MMO, personally. I'm going through ESO now and really enjoying the leveling content. When I hit max level, they let you switch to the other factions' areas and do them too. I'll probably do that, then quit. And that's perfectly fine, that's what I want.

And when that's done, I'll do the 8 SWTOR class stories with 12x XP.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on May 28, 2015, 07:45:46 PM
Having played through most of the FFXIV story and all of TSW single player campaign (and most of the dungeons), I really enjoy having a cohesive single player experience to go along with the standard MMO shenanigans.  You can get a sense of closure and worth out of the game without having played it for months on end and seeing all of the endgame content.  TOR did this as well, but I have various hangups with that game that I can never seem to overcome.  Most recent resub lasted all of a couple hours.  I don't get it. I should love the game, but I can't get into anymore.  :|

I never really got the sense of what the hell I was doing in Wildstar and why I was doing it.  It was like going to scrambled version of Disneyland where Space Mountain sits right next to the jungle cruise.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on May 28, 2015, 09:11:12 PM
I never really got the sense of what the hell I was doing in Wildstar and why I was doing it.  It was like going to scrambled version of Disneyland where Space Mountain sits right next to the jungle cruise.

That's almost exactly how I felt... hence the lack of stick for me.  It was fun, but I never felt like a hero adventuring in a massive world.  It almost felt like a platform game with a bunch of obnoxious other players around. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Gimfain on May 29, 2015, 12:19:33 AM
I would like to do the dungeon content but I hated the solo gameplay, I got just past level 10 during beta when I felt that I had enough of it. I can't do busy work mmo questing and their projection solo play was more busy than fun and interesting.


Title: Re: Carbine Studios' "Wildstar"
Post by: apocrypha on May 29, 2015, 01:24:59 AM
The trajectory this game took was pretty much exactly what was predicted right here by the collective f13 wisdom.

Schild should set us up as an MMO development advisory panel company called "Your MMO Sucks You Suck You Should Feel Bad Now Give Us Half Of Your Kickstarter Cash Ltd".

I can see YMSYSYSFBNGUHOYKC Ltd. going places, really.


Title: Re: Carbine Studios' "Wildstar"
Post by: angry.bob on May 29, 2015, 07:45:55 PM
The trajectory this game took was pretty much exactly what was predicted right here by the collective f13 wisdom.

Schild should set us up as an MMO development advisory panel company called "Your MMO Sucks You Suck You Should Feel Bad Now Give Us Half Of Your Kickstarter Cash Ltd".

I can see YMSYSYSFBNGUHOYKC Ltd. going places, really.

Frankly, game designers could do a whole lot worse for advice than just reading over one of the many threads where we talk about why a certain game sucks and is doomed to fail. Many, if not most of us have been playing online games since UO or before. We've seen countless variations of the same trainwrecks time and time again. We may not know how to keep that train on the tracks but we sure as fuck seem to recognize the very first sign that it's going to come off of them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Gimfain on May 29, 2015, 10:59:09 PM
The trajectory this game took was pretty much exactly what was predicted right here by the collective f13 wisdom.

Schild should set us up as an MMO development advisory panel company called "Your MMO Sucks You Suck You Should Feel Bad Now Give Us Half Of Your Kickstarter Cash Ltd".

I can see YMSYSYSFBNGUHOYKC Ltd. going places, really.

Frankly, game designers could do a whole lot worse for advice than just reading over one of the many threads where we talk about why a certain game sucks and is doomed to fail. Many, if not most of us have been playing online games since UO or before. We've seen countless variations of the same trainwrecks time and time again. We may not know how to keep that train on the tracks but we sure as fuck seem to recognize the very first sign that it's going to come off of them.
Problem is that many people use the same sort of broad arguments without looking at the individual game, and while its damn easy talking about the games where you got it right, people are quiet when they get it wrong.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on May 30, 2015, 04:46:15 AM
This one was easy, I spent 7 levels on a trial and that was enough.  I can't say it was 7 levels of bad, it was just 7 levels of meh.  When I opt to go mow my grass instead of playing it again...yeah that was Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pendan on June 01, 2015, 08:56:14 AM
I usually like reading the quest text but could not get into Wildstar quests at all. The last straw for me though was I was about level 10 in beta and given a timed quest to kill a certain number of MOBs. Right after I started 1 other guy showed up to also do the quest. Was not enough MOBs then and I failed. I can understand when a game can't handle hundreds of players in a zone on first day but when 1 other person doing the same quest messes it up I was out.


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on June 01, 2015, 09:58:20 AM
I really liked some of their housing promo videos back when this was in beta, but even for the low low price of free I don't think I care enough to check it out now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on June 01, 2015, 10:53:58 AM
I really liked some of their housing promo videos back when this was in beta, but even for the low low price of free I don't think I care enough to check it out now.

Like everything else, the housing promo videos were better than the actual housing.  You're missing nothing. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on June 01, 2015, 11:10:50 AM
Though people do say housing is the best part of the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on June 01, 2015, 01:05:45 PM
The housing IS the best part of the game... if you can manage to get to it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on June 01, 2015, 06:04:15 PM
The last crowfall update on their combat system had a quote from J Todd Coleman that basically said "if the combat sucks the rest of the game doesn't matter because nobody will care".  That's basically 100% what happened with this game, their take on action combat was simply not fun in any way.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pendan on June 02, 2015, 09:26:22 AM
I liked the combat so that was not my problem.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on June 02, 2015, 10:35:25 AM
I didn't and the questing was boring.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 02, 2015, 01:14:30 PM
The combat and the questing turned me off around the mid 30s.  The combat needed to be much quicker, with less of the "dodge constantly" mechanic. The questing was mostly bear ass collection, with very little disguise. I hate to be that type of player, but I love big fucking numbers and mobs nearly instantly exploding. Combat in an MMO needs to make me feel like a bad ass like 90 percent of the time and the other 10 percent would be me going up against the NPCs that represent the kind of threat that I am to normal NPCs.


Title: Re: Carbine Studios' "Wildstar"
Post by: Typhon on June 02, 2015, 02:53:15 PM
I am that player as well.  Large numbers of chafe that are easily (and expertly!) dispatched leading to a boss/elite mob that takes more effort.  Attacks that feel right.  Abilities that synergize with other abilities which adds complexity and versatility to combat.

Apparently that is really hard to do.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on June 02, 2015, 04:18:03 PM
You would of hated early beta, every mob was a boss  fight almost. TTK was like 2 or 3 times longer.

It was fun because it was challenging. The world was dangerous. It became tedious quickly because combat sucked. They managed to find the perfect combo of tedious and boring.

GW2 was a perfect example. You could mow through mobs twice as fast and it was fun as hell. Then they upped all mob stats.

Devs apparently have to make the leveling process x hours, and to stretch it out they up TTK because they're shut devs. It's the disconnect between lead devs and the people with the money


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on June 02, 2015, 05:46:57 PM
TERA does that well; most mobs are weak garbage, only difficult as attrition or if you overpull. Then there are the bosses and BAMs which are about on par with elites in WoW: usually soloable with great care, skill and maybe some consumables. It's been said often but it's the best action MMO out there.


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on June 02, 2015, 06:40:27 PM
Draegan's last post reminded me that I haven't played GW2 in forever, I think I will load it up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on June 15, 2015, 04:19:27 PM
I have a key for a 30 day sub on the NA servers if anyone wants it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on August 12, 2015, 02:35:08 PM
https://www.wildstar-online.com/en/freetoplay/

F2P beta signups


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on August 12, 2015, 02:37:10 PM
SO IT BEGINS.

On second thought, nah, think I'll pass. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on August 13, 2015, 10:10:55 AM
If I'm ever in the mood for a dodging ground effects simulator I'll sign up.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on August 13, 2015, 10:11:51 AM
FFXIV has about the right amount of dodging shit.  I'm good.  


Title: Re: Carbine Studios' "Wildstar"
Post by: Ard on August 13, 2015, 02:29:25 PM
I swear to god, I thought this had already happened.  That's how high my apathy level is over this game  :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on August 13, 2015, 02:52:29 PM
Yeah, I get my dodging practice in TSW.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on August 13, 2015, 02:53:22 PM
TESO has hit just the right MMO spot for me, at least for now.  I wasn't completely overwhelmed with all that was the greatness of Skyrim; it was almost too open world / sandbox, for me anyway.  TESO has taken Skyrim and downsized it, put part(s) of it on rails, watered it down a bit, and then allows me to interact with other living players.  I'm sure once I start slogging through Vet levels I'll be singing another tune but for now I can't be pulled away for what Paelos very accurately described as a " dodging ground effects simulator "

/sadf as I had relatively high hopes for Wildstar early on.  NOW COME OVER HERE CROWFALL AND HUG ME.   


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on August 14, 2015, 01:24:28 AM
Wildstar dodgeing would be better if it had the GW2 mechanic that actually allows you to dodge


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on August 21, 2015, 08:09:50 AM
https://www.wildstar-online.com/en/freetoplay/

F2P beta signups

I have an EU key for this.  It's on the test server.  Anyone?

Edit:  There aren't any region restrictions so everyone plays on the same server.  If you want to play.  Which I don't, really.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on September 28, 2015, 11:38:41 PM
So f2p officially has begun.  I'll give this another go and see if enough has changed to warrant it taking up space on my hard drive.


Title: Re: Carbine Studios' "Wildstar"
Post by: Zane0 on September 29, 2015, 02:52:06 PM
Snazzy free-to-play trailer. NCSoft is apparently still giving fairly adequate support. https://www.youtube.com/watch?v=rH-ln5SVy9Q&index=1&list=PL4Yt7jkWoyvkoaU6imUUolBSP5ftqUA4E (https://www.youtube.com/watch?v=rH-ln5SVy9Q&index=1&list=PL4Yt7jkWoyvkoaU6imUUolBSP5ftqUA4E)


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on September 29, 2015, 03:30:46 PM
Heh.  I tried to log in and it said it wouldn't let me because it didn't recognize the IP (I've moved).  It sent the authentication code to my old email address.  So, I tried to change the email at the account page.  It too requires an IP address it recognizes, so it sent me another authentication email to my dead email address.

I search support and see that I need to submit a support ticket.  Guess what the support ticket form requires?  It needs to recognize your IP! Another code sent off into the ether.

(https://dl.dropboxusercontent.com/u/82533/FadQfR7.gif)



Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on September 29, 2015, 05:42:28 PM
/snip


Ah hell...guess I get to look forward to the same thing. Just moved into a new house a couple weeks ago.  :uhrr:


Title: Re: Carbine Studios' "Wildstar"
Post by: Falconeer on September 30, 2015, 03:16:26 AM
They put up an effort into making sure no one RETURNS to their game.


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on September 30, 2015, 04:04:12 AM
Well I managed to login to the website without issues, but now I've got the same problem as when I tried to get back into GW2 recently. I had a Google Authenticator on the account, and I no longer have the phone it was tied to. Arena.net fixed it in about 15 minutes. Let's see how NCSoft does.

Edit: Answer: 5 minutes. Yay!


Title: Re: Carbine Studios' "Wildstar"
Post by: Lucas on September 30, 2015, 04:20:46 AM
Well I managed to login to the website without issues, but now I've got the same problem as when I tried to get back into GW2 recently. I had a Google Authenticator on the account, and I no longer have the phone it was tied to. Arena.net fixed it in about 15 minutes. Let's see how NCSoft does.

Yesterday I sent a support ticket for a similar reason and they replied back after about 3 hours (not bad considering the circumstances). In my case, I don't own a smartphone (long live Nokia N95 8GB!!!!)r, so I use WinAuth to "emulate" Google Authenticator, but I forgot the secret code that tied the software to Wildstar, hence I couldn't deactivate it myself.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on September 30, 2015, 07:21:51 AM
Well I managed to login to the website without issues, but now I've got the same problem as when I tried to get back into GW2 recently. I had a Google Authenticator on the account, and I no longer have the phone it was tied to. Arena.net fixed it in about 15 minutes. Let's see how NCSoft does.

Edit: Answer: 5 minutes. Yay!

Waiting to see what happens in this situation.  I had a sub back in 2014 for a few months and thought I'd check out the changes after the F2P conversion.  All good up until the two factor auth part.  Recently got a new phone (hadn't actually installed Google auth app yet) and I managed to lose the recovery string code somewhere on my HD.  D'oh.  I sent an email to their support drop late last night PST.  I'm hoping that by the time I get home from work today they have it cleared from my account so I can check out the game tonight.  See what happens I guess.

Wonder what happened to my old level 40 whatever character?  And my space-house full of mis-matched furniture?


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on September 30, 2015, 08:05:02 AM
I wouldn't be in a rush to get in and play. There is a global lag that effects everything currently. It takes 5 to 25 seconds (sometimes longer) to do anything at all, from looting to interacting with things or even accepting quests/rewards.  Invisible mobs that kill you because you can't attack, environmental effects not in sync with telegraph locations. You can even end up in completely different zones if you die.

Edit: Their "mega" servers are also shitting the bed. Everything from stability and authentication issues to random rolling disconnects.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on September 30, 2015, 08:11:20 AM
What Penni said.  It's weird lag, too.  You go about your business and everything seems fine and then you're dead.  It's strange and annoying.  I didn't have trouble logging in, although there are queues, but once in the game was annoying.  Maybe they'll fix it someday.  Again.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on September 30, 2015, 10:26:44 AM
*lag*

I'm not that hot to play in particular, I'm just trying to satisfy the overall ennui I've had with games in general lately.  I can't find anything that really holds my attention for more than 30 minutes.  I highly doubt Wildstar will fix the situation, but the struggle, it's real. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Pennilenko on September 30, 2015, 12:04:25 PM
I'm not that hot to play in particular, I'm just trying to satisfy the overall ennui I've had with games in general lately.  I can't find anything that really holds my attention for more than 30 minutes.  I highly doubt Wildstar will fix the situation, but the struggle, it's real. 

I'm in the same boat. I would kill for a well done older style MMO, with modern QoL improvements that I can just lose myself in for a couple of hours every other day or so.


Title: Re: Carbine Studios' "Wildstar"
Post by: Trippy on September 30, 2015, 12:06:39 PM
That's not FF XIV: ARR?


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on September 30, 2015, 03:09:38 PM
I went back in and found my engineer had been nerfed to the ground. My spell-slinger was still crap but I haven't played her in 9 months and have no idea whether they are - or were ever - viable.

Rolled a stalker and had a ball of fun. The game will be a nice drop-in seeing as I've OD'd on GW2 and WoW just bores me to hell and back.

At least it's in better shape than WAR :D


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on September 30, 2015, 07:31:02 PM
That's not FF XIV: ARR?


I was doing okay with TESO for a while but when I got into the higher levels I started to burn out.  I switched to FFXIV and tried to give it a serious go but...meh.  After about a week or regular playing I'm having a hard time going back to it.  It's got some good points going for it but overall it didn't really grab me; can't really articulate why exactly, just overall didn't click for me.  UI was information overload and / or I'm getting too old for these new fangled games the kids like so hard.

No word for WildStar support yet either.  Ah well.  Back to throwing money away in 10 dollar increments in DFs football.


Title: Re: Carbine Studios' "Wildstar"
Post by: Lantyssa on October 01, 2015, 06:45:22 AM
You'll try FF14 again in several months to a year, it'll click this go and you'll have a good time for a few months, then you'll suddenly lose all interest.

At least that was me and several people I know.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on October 01, 2015, 09:21:10 AM
The plateaus are much shorter these days than before. Probably my age rather than the game, but maybe a mixture of the two. Other MMOs could run the plateau out longer till the next climb and peak. Now I get tired of shit sooner and the climb and peak of the next iteration is too far away to stick it out. Before, I could pass the time with other shit, now... fuck it.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on October 01, 2015, 09:33:07 AM
Pretty soon we'll all be sitting in a dusty parlour playing Canasta.  :(


Title: Re: Carbine Studios' "Wildstar"
Post by: Nevermore on October 02, 2015, 02:58:18 PM
I would much rather play Canasta than Wildstar.


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on October 04, 2015, 09:22:43 AM
I was able to get in-game within 24 hours.  You weren't under-selling it on the lag.  Yikes.  Combo bonus - login queue.  Caveat there was a server maintenance...early last night I think, and afterwards the ingame lag was better.  Login queues still in full effect though. 

Game play-wise; too early to have much of an opinion on the revamp.  My level 41 Medic was still sitting there in his spaceship house, but I haven't logged much time with him beyond going through the dozens of system messages!!! and emails full of returned crap.  I started a new Spellslinger just to get the whole new leveling "experience" but thus far (at level 10) I can't see much difference from what I recall of the game back in 2014.  I'm going to give it a go for awhile, see how it develops.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on October 04, 2015, 10:30:30 AM
Housing is fun.  Atmosphere is fun.  The rest of the game, not so much.


Title: Re: Carbine Studios' "Wildstar"
Post by: Brolan on October 04, 2015, 04:14:40 PM
Just found out about this one by watching my son playing it.  I'm wondering what everyone thought of it?   

Does it have a sci-fi feel or is it just WoW in sci-fi clothing?


Title: Re: Carbine Studios' "Wildstar"
Post by: Count Nerfedalot on October 04, 2015, 07:53:59 PM
um, wow without tab targeting in threadbare slightly sci-fi (ish) clothing that looks more cartoony the longer you play it (unlike WoW) and where every single fight is a raid boss fight where you have to keep moving to survive which sounds cool until the 200th fight and you're still just 3rd level and you find out as a melee healer that all your heal targets are too busy trying to survive by frantically moving through this psychedelic cloud of shapes and particle effects for you to ever stay close enough and pointed in the right direction to get a heal off?


Title: Re: Carbine Studios' "Wildstar"
Post by: Flood on October 05, 2015, 02:38:24 PM
...as a melee healer that all your heal targets are too busy trying to survive by frantically moving through this psychedelic cloud of shapes and particle effects for you to ever stay close enough and pointed in the right direction to get a heal off?

^ ^ ^

Should be added to the official website verbiage regarding game play.


Title: Re: Carbine Studios' "Wildstar"
Post by: Tannhauser on October 05, 2015, 03:21:10 PM
um, wow without tab targeting in threadbare slightly sci-fi (ish) clothing that looks more cartoony the longer you play it (unlike WoW) and where every single fight is a raid boss fight where you have to keep moving to survive which sounds cool until the 200th fight and you're still just 3rd level and you find out as a melee healer that all your heal targets are too busy trying to survive by frantically moving through this psychedelic cloud of shapes and particle effects for you to ever stay close enough and pointed in the right direction to get a heal off?

Best summation of this game I've ever seen.  Agree 100%.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on October 05, 2015, 03:27:48 PM
To be a healer in this game requires a certain amount of finesse. And it must be said that in this case I'm using a very nonprescriptivist sense of finesse, which more means some combination of twitch autistic hyperfocus combined with masochism.


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on October 05, 2015, 03:54:11 PM
From the little I have played of this game, being a healer here is the video game translation to herding cats.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on March 11, 2016, 03:50:43 PM
Well, it looks like the end could be in sight for WildStar since Carbine laid off 60 people today while there's speculation the rest only have about 2 months before the game is closed down for good.

http://www.mmorpg.com/gamelist.cfm/game/632/view/news/read/38685/WildStar-Several-Carbine-Devs-Laid-Off.html


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 11, 2016, 04:40:47 PM
I'm sure the artists and marketing people will find work easily.  The game developers... should probably find a new line of work. 

Punishing people for wanting to play your game was a REALLY bad idea.  Let's hope it never happens again. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Fabricated on March 11, 2016, 06:07:23 PM
We're making a HARDCORE game for the HARDCORE raider!

*dies*


Title: Re: Carbine Studios' "Wildstar"
Post by: Riggswolfe on March 11, 2016, 08:10:57 PM
Best marketing ever but the game itself was such a huge disappointment...


Title: Re: Carbine Studios' "Wildstar"
Post by: Shatter on March 11, 2016, 09:10:24 PM
I tried 3 times to get into this game and just couldnt, not even after F2P.  Game wasn't bad, just nothing to hook me and didnt offer anything unique. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on March 12, 2016, 12:01:20 PM
Their housing was pretty neat!


Title: Re: Carbine Studios' "Wildstar"
Post by: luckton on March 12, 2016, 12:25:57 PM
Sad to see it all crash and burn. The hype was a 10/10, but the game just didn't follow-through.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on March 12, 2016, 04:40:52 PM
3 star talent, 5 star marketing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 12, 2016, 06:18:37 PM
We're making a HARDCORE game for the HARDCORE raider!

*dies*

That didn't even matter really. The game was boring and shitty before you got to level 15.


Title: Re: Carbine Studios' "Wildstar"
Post by: Mandella on March 12, 2016, 07:42:25 PM
Except for that unsourced, unverified rumor, I don't see anything in the linked article that indicates anything more than an underperforming product being put into "maintenance mode" (really, just reduced dev mode, but most seem not to make much of a distinction between the two). Wildstar could well live on for years, making enough money off its diehard fans to keep the servers running and pay some salaries.

Note well, I have no inside information myself. They could close it down tomorrow for all I know, I'm just not seeing much evidence of that from the article.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on March 12, 2016, 08:44:35 PM
Except for that unsourced, unverified rumor, I don't see anything in the linked article that indicates anything more than an underperforming product being put into "maintenance mode" (really, just reduced dev mode, but most seem not to make much of a distinction between the two). Wildstar could well live on for years, making enough money off its diehard fans to keep the servers running and pay some salaries.

Note well, I have no inside information myself. They could close it down tomorrow for all I know, I'm just not seeing much evidence of that from the article.

It is owned by NCSoft, fyi.  See City of Heroes if you want to know what they do with MMO's that are under performing.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 12, 2016, 08:55:50 PM
If Wildstar were half the game City of Heroes was, I'd still be playing it. 

So much wasted potential.  Loved the marketing.  Loved the housing.  Hated the game.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kail on March 12, 2016, 09:25:31 PM
Hmm, I got some kind of starter pack for this game with Humble a month or so ago, I suppose I'd better redeem it soon.  Is anyone still playing this?


Title: Re: Carbine Studios' "Wildstar"
Post by: Mandella on March 12, 2016, 10:04:21 PM
Except for that unsourced, unverified rumor, I don't see anything in the linked article that indicates anything more than an underperforming product being put into "maintenance mode" (really, just reduced dev mode, but most seem not to make much of a distinction between the two). Wildstar could well live on for years, making enough money off its diehard fans to keep the servers running and pay some salaries.

Note well, I have no inside information myself. They could close it down tomorrow for all I know, I'm just not seeing much evidence of that from the article.

It is owned by NCSoft, fyi.  See City of Heroes if you want to know what they do with MMO's that are under performing.

 :ye_gods: :ye_gods:

Oh crap I'd forgotten that, which is funny considering that is one of the reasons I didn't buy it in the first place.

Yeah, it's doomed.


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on March 13, 2016, 07:54:03 AM
If Wildstar were half the game City of Heroes was, I'd still be playing it. 

So much wasted potential.  Loved the marketing.  Loved the housing.  Hated the game.

The pre-launch marketing campaign was one of the best I've seen for any game.  It's probably the reason so many people bought it in the first place.  I hope the people responsible land on their feet somewhere else.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 13, 2016, 03:33:04 PM
If Wildstar were half the game City of Heroes was, I'd still be playing it. 

So much wasted potential.  Loved the marketing.  Loved the housing.  Hated the game.

The pre-launch marketing campaign was one of the best I've seen for any game.  It's probably the reason so many people bought it in the first place.  I hope the people responsible land on their feet somewhere else.

That guy who did those videos jumped ship a REALLY REALLY long time ago I thought


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on March 13, 2016, 03:50:25 PM
Yeah, this is another game that made my "an MMO I almost ended up buying but didn't" thread.  My wait and see approach in recent years has really paid off, because waiting and seeing seems to prove them all garbage.  :oh_i_see:

Those videos with the housing almost made me pull the trigger.


Title: Re: Carbine Studios' "Wildstar"
Post by: Kageru on March 13, 2016, 04:29:49 PM

I appreciated them having an open-beta... did not take too long to realize the game-play was terrible (especially with AU latency) so was in not danger of buying in. Not surprised attempting to go free to play also didn't work as a result.


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on March 13, 2016, 08:26:51 PM
Yeah, the open beta turned me from super hyped because of the amazing promo videos to completely writing the game off.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 14, 2016, 08:21:49 AM
Yeah, the open beta turned me from super hyped because of the amazing promo videos to completely writing the game off.

This was my exact trajectory as well. Gameplay killed this thing - it was like someone made WoW's decent for tab-targeting MMO combat more boring than normal tab-targeting MMO combat.


Title: Re: Carbine Studios' "Wildstar"
Post by: UnSub on March 14, 2016, 09:19:54 AM
It is owned by NCSoft, fyi.  See City of Heroes if you want to know what they do with MMO's that are under performing.

As much as I enjoyed CoH/V, it was on a revenue decline that ran for quite a while before NCsoft pulled the plug.

But yes, NCsoft will kill Wildstar and Carbine Studios without further thought if it starts to head towards loss territory.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nija on March 14, 2016, 09:29:56 AM
I fondly recall writing off Wildstar entirely after spending between 5 and 15 minutes in the beta. RIP.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 15, 2016, 10:48:18 AM
The Ship You Start On will probably go down in history as the most viscerally gut-sinking moment of where I just knew from history that the game was going to let me down, and I knew instantly, in that sort of instinctual subthought level


Title: Re: Carbine Studios' "Wildstar"
Post by: Threash on March 15, 2016, 02:03:25 PM
The Ship You Start On will probably go down in history as the most viscerally gut-sinking moment of where I just knew from history that the game was going to let me down, and I knew instantly, in that sort of instinctual subthought level

Yeah, i really did not want to write the game off after what was basically the tutorial no matter how unpleasant the experience was.  Sadly, what came after was even worse.  That game was simply not fun to play.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rasix on March 15, 2016, 02:19:42 PM
Oddly enough, I managed to silence the warning bells in my head and bought it.  Not the worst MMO and not the worst value for my time, but definitely the one I feel most internally baffled about buying.

It had some nice QoL stuff baked in, the housing was cool, and there was occasional humor, but the rest was just bad.  One of the most jarring things was just how awful the world design was. From the promo videos, you'd never thing that world design would be a problem, but man, nothing made sense.  It was just a bunch of patched together themeparks.  You never knew what you were doing most of the time and why you were doing it.  This could also be contributed to the awful decision to have the game partially voiced.  It made your interactions with the NPCs somewhat nonsensical as you'd get one part from the voice and one part from the poorly worded text.  Nothing gelled.

Ohh god, that intro.  At least the good side one wasn't nearly as bad. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on March 15, 2016, 03:19:43 PM
I can't decide if this or Tera go down as "Most Disappointing MMO" in my book. I never made it past level 4 in either of them.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on March 15, 2016, 03:30:35 PM
I didn't make it out of the tutorial in the beta. The combat was in a strange place; it wasn't fun like TERA but it wasn't alt-tabably-easy like WoW. That was the deal breaker for me.


Title: Re: Carbine Studios' "Wildstar"
Post by: Hoax on March 15, 2016, 04:06:46 PM
I can't decide if this or Tera go down as "Most Disappointing MMO" in my book. I never made it past level 4 in either of them.

Tera is mechanically great but the world design itself is shit, Wildstar is dogshit from every single angle except maybe housing? You are high.


Title: Re: Carbine Studios' "Wildstar"
Post by: Merusk on March 15, 2016, 04:34:05 PM
Low level Tera combat was shit, as much as Wildstars was. I didn't enjoy either and wasn't about to slog my way to find the fun. Sorry this offends you.


Title: Re: Carbine Studios' "Wildstar"
Post by: Fordel on March 15, 2016, 04:41:14 PM
Most disappointing is Warhammer.

You get to watch a company make the exact same mistakes, but FASTER!  :why_so_serious:


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 16, 2016, 09:20:20 AM
Let's face it, in MMO's, the list for most disappointing ever is going to be pretty fucking long.


Title: Re: Carbine Studios' "Wildstar"
Post by: Nebu on March 16, 2016, 09:58:22 AM
Let's face it, in MMO's, the list for most disappointing ever is going to be pretty fucking long.

This. 

I'm among the few here that tolerate too much MMO bullshit.  I have to confess that there isn't a single MMO worth playing right now.  There just hasn't been enough improvement in the genre to merit the time demand. 


Title: Re: Carbine Studios' "Wildstar"
Post by: Teleku on March 16, 2016, 01:40:02 PM
Let's face it, in MMO's, the list for most disappointing ever is going to be pretty fucking long.

This. 

I'm among the few here that tolerate too much MMO bullshit.  I have to confess that there isn't a single MMO worth playing right now.  There just hasn't been enough improvement in the genre to merit the time demand. 
I'm with you.  I'm waaaaaaaaaay more lenient about the sort of crap almost everybody on this forum bitches about concerning MMO's, but everything I've tried over the last several years has completely unremarkable shit.

Having said that, Black Desert may be worth a try.  I haven't touched it yet, but looks like it might be of some interest.  Probably will still disappoint, but never stop tilting at windmills!


Title: Re: Carbine Studios' "Wildstar"
Post by: Malakili on March 16, 2016, 01:47:13 PM
The problem is that the things that make MMOs interesting as a genre - world persistence chief among them - are also the things that necessarily limit the audience. MMOs are barely even a genre anymore because very game on the market comes with "RPG elements" and player progression and as MMO strip out the world persistence in favor of accessibility, there is nothing makes them interesting left in them. It's not an exaggeration to say that Vermintide is just about as much an "MMO" as WoW was the last time I played it, in that my main experience of playing it is sitting in a lobby (city) and then playing through a dungeon.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rokal on March 17, 2016, 01:45:29 PM
The genre designation is mostly meaningless at this point. "MMOs" are definitely fading, but two of the biggest games from the last two years, Destiny and The Division, would likely have been marketed as MMOs and charged a monthly subscription 5+ years ago. The features that defined traditional MMOs: large shared spaces, high levels of interaction with other players, and persistent feeling of progress are common among most genres these days. At one point MMO PvP was a fairly unique experience. Now it's done better in lower-budget, more-specialized games like MOBAs which are so prolific that new MOBA announcements are usually met with the reaction of "Oh, not another one of those..."

IIRC Willdstar was 4+ years of development with a staff in the hundreds. Traditional MMOs still have an extremely high cost to make but most people that buy them treat them like any other game: they play it for a month or two, consume the best parts of the content, and move on. And why shouldn't they when the experience is so similar at this point to several other non-MMO titles they may have bought recently? The unique parts of MMOs have been absorbed into better, cheaper, genres and it isn't the job of the consumer to subsidize inefficient dinosaurs with unrealistic business models.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 22, 2016, 07:11:11 AM
I didn't make it out of the tutorial in the beta. The combat was in a strange place; it wasn't fun like TERA but it wasn't alt-tabably-easy like WoW. That was the deal breaker for me.

Wildstar's combat was originally tab target just like WOW. Then somewhere late in development they started making more abilities "cone attacks", then really late in development, like 6-8 months before launch, they decided to make all attacks "cone attacks" thus attempting to make action combat from a tab target system.


Title: Re: Carbine Studios' "Wildstar"
Post by: Paelos on March 22, 2016, 07:37:34 AM
Yeah, the open beta turned me from super hyped because of the amazing promo videos to completely writing the game off.

This was my exact trajectory as well. Gameplay killed this thing - it was like someone made WoW's decent for tab-targeting MMO combat more boring than normal tab-targeting MMO combat.

And longer, and more grindy, and with more ground effect dodging.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on March 22, 2016, 08:22:20 AM
I didn't make it out of the tutorial in the beta. The combat was in a strange place; it wasn't fun like TERA but it wasn't alt-tabably-easy like WoW. That was the deal breaker for me.

Wildstar's combat was originally tab target just like WOW. Then somewhere late in development they started making more abilities "cone attacks", then really late in development, like 6-8 months before launch, they decided to make all attacks "cone attacks" thus attempting to make action combat from a tab target system.
I didn't know that, and it makes it kind of worse. I might have bought space-WoW, but not this awful hybrid they ended up with.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 22, 2016, 02:17:25 PM
Let's face it, in MMO's, the list for most disappointing ever is going to be pretty fucking long.

For one to claim the title Most Disappointing, it's different from just Most Bad. It's awarded based on the gulf between expectations and eventual post-release reality.

Wildstar could take the title because it had such initial promise and distinct charm and was a great worldbuilding exercise.

And it had the dev diaries guy who was, bar none, the single best MMO promo guy in the history of whenever, and got us all excited with his videos.

From where that set our expectations, it was a long, long way down.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 25, 2016, 01:06:07 PM
I didn't make it out of the tutorial in the beta. The combat was in a strange place; it wasn't fun like TERA but it wasn't alt-tabably-easy like WoW. That was the deal breaker for me.

Wildstar's combat was originally tab target just like WOW. Then somewhere late in development they started making more abilities "cone attacks", then really late in development, like 6-8 months before launch, they decided to make all attacks "cone attacks" thus attempting to make action combat from a tab target system.
I didn't know that, and it makes it kind of worse. I might have bought space-WoW, but not this awful hybrid they ended up with.

Also early on they had a cool crafting system where you could break down any piece of gear in the field and use it to craft new gear and add gems. If broke certain stat thresholds you would get bonuses and stuff. And proca, lots of fun procs.

Then they tore it apart and implemented the shit that's there now.


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on March 25, 2016, 05:29:37 PM
I didn't make it nearly far enough to try crafting.


Title: Re: Carbine Studios' "Wildstar"
Post by: Draegan on March 25, 2016, 06:36:54 PM
Neither did I but the old system was available at this level 1.


Title: Re: Carbine Studios' "Wildstar"
Post by: Setanta on March 25, 2016, 07:17:49 PM
I capped out 1 character, glanced at the crafting system, saw how tedious it was and didn't bother.

This game had so much going for it in beta - it was sort of tolerable in the early levels but needed to take the GW2 or WoW combat systems to make it a decent game. Full of character but ultimately... shit :(


Title: Re: Carbine Studios' "Wildstar"
Post by: Nonentity on April 03, 2016, 11:57:20 AM
And it had the dev diaries guy who was, bar none, the single best MMO promo guy in the history of whenever, and got us all excited with his videos.

That would be Stephan Frost. He ended up at Blizzard. That team making those dev diaries videos was top notch, though. One of the best teams at the studio, bar none.

There were definitely some decisions made late in development that I didn't personally agree with, but I can't really say too much more without digging up my NDA paperwork.


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on April 08, 2016, 12:30:42 PM
that is good. that dude was good dude who did good stuff. i suppose he should have been the immediate and most prominent canary, because he worked so hard and did such a good job getting people excited about the game and being all jazzed about the features, then long before the game even comes out he elects to leave the studio?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on March 06, 2017, 05:04:27 PM
So, you can get a free level 50 character (max level) if you log in from 08-12 Mar. as part of some sort of big patch or whatever.  I might check it out just because I always felt leveling was a real chore I got burned out more than a few times.  I think the highest I got was 25.

http://www.mmorpg.com/wildstar/news/celebrate-the-primal-matrix-with-a-free-level-50-character-1000043460


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on March 06, 2017, 06:29:33 PM
Do I have to have bought the game or is this a completely free thing?


Title: Re: Carbine Studios' "Wildstar"
Post by: Ginaz on March 06, 2017, 06:50:22 PM
Do I have to have bought the game or is this a completely free thing?

It's f2p now but I don't know if you need to have created your account prior to this event to get the free 50 or not.


Title: Re: Carbine Studios' "Wildstar"
Post by: HaemishM on March 06, 2017, 07:28:42 PM
Wait, this game is still alive?  :ye_gods:


Title: Re: Carbine Studios' "Wildstar"
Post by: Rendakor on March 06, 2017, 08:25:50 PM
I was honestly expecting a closing announcement when I saw the thread bumped.


Title: Re: Carbine Studios' "Wildstar"
Post by: Sir T on March 06, 2017, 11:05:59 PM
Same here.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on March 07, 2017, 08:38:43 AM
I honestly thought that there already was a closing announcement. 


Title: Re: Carbine Studios' "Wildstar"
Post by: 01101010 on March 07, 2017, 09:47:41 AM
Dare I ask what the game's population is like? I haven't even read about this game after it came out of beta and faceplanted.


Title: Re: Carbine Studios' "Wildstar"
Post by: Signe on March 07, 2017, 10:16:02 AM
According to Steam....


FromFeb 7, 2017ToMar 7, 20176. Mar2. Mar4. Mar8. Feb10. Feb12. Feb14. Feb16. Feb18. Feb20. Feb22. Feb24. Feb26. Feb28. FebApr '16Jul '16Oct '16Jan '17 0500100048h7d1m3m6m1yAllWednesday, Feb 15, 18:00● WildStar: 396

Compare with others...

Month    Avg. Players    Gain    % Gain    Peak Players

Last 30 Days    337.1    -9.1    -2.64%    661

February 2017    346.3    -15.1    -4.18%    661
January 2017    361.4    +78.2    +27.63%    723
December 2016    283.2    -26.7    -8.61%    517
November 2016    309.8    -72.2    -18.89%    569
October 2016    382.0    -31.4    -7.59%    697
September 2016    413.4    -197.6    -32.34%    917
August 2016    611.0    -664.1    -52.08%    1,022
July 2016    1,275.0    -449.1    -26.05%    2,730
June 2016    1,724.2    +1,723.6    +286657.06%    5,040
May 2016    0.6    +0.1    +27.00%    5
April 2016    0.5    -    -    3


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 07, 2017, 03:30:13 PM
(http://i.imgur.com/hqNpUp8.png)


Title: Re: Carbine Studios' "Wildstar"
Post by: Surlyboi on March 09, 2017, 05:02:52 PM
(https://scontent.cdninstagram.com/hphotos-xaf1/t51.2885-15/s320x320/e15/11377894_792328420886691_1408737707_n.jpg)


Title: Re: Carbine Studios' "Wildstar"
Post by: Samprimary on March 15, 2017, 11:48:37 PM
It's interesting to think that this is an MMO with such low numbers that you could easily see 75% of the entire playerbase at some point over a month, or credibly represent the last active playing instance of a specific combination, like Granok Medic Soldier