I would probably play if it's free, at least a little more than I did during the beta weekend I played. But if their lore is actually as flat and boring as it seemed like, I probably won't stick around.
The sad part of this game is that it's so fun, but it's also so grindy to get to the fun stuff. I'd probably play it if it went F2P and isn't P2W.
[QUOTE=MrDestroyer;47719356]The sad part of this game is that it's so fun, but it's also so grindy to get to the fun stuff. I'd probably play it if it went F2P and isn't P2W.[/QUOTE]
NCSoft should just make it a buy in as GW2 is making them a pretty penny.
Bought a monthly subscription again a week ago and i am enjoying it a lot again. Actually teaming up with someone was one of the better choices i have made. :v:
[QUOTE=MrDestroyer;47719356]The sad part of this game is that it's so fun, but it's also so grindy to get to the fun stuff. I'd probably play it if it went F2P and isn't P2W.[/QUOTE]
That seems to be a problem with a lot of MMOs. Hell, Age of Conan once had a space between certain levels that had practically no content.
I think the reason why it happens is because the devs don't want to blow their load at the early levels and feel the need to save their big-guns content for endgame. And that notion of low levels and endgame might be the reason why so many MMOs run into that problem, gating content behind an arbitrary level definition.
Call me crazy, but perhaps ditching the concept of flat grindy levelling, along with the concept of "levels", would help break the trend of inorganically locking away content for the later game. In theory, you could take on any of the quests at any time, and that they would merely recommend certain builds and stat configurations before sending you on your merry way. In addition, the combat system would work in such a way that those who are quick on their toes and sharp with their wits would be able to take on enemies that are technically far stronger than them.
Progression would instead focus on gaining XP as a resource akin to souls/blood echoes (kill enemies to absorb their souls, invest souls in your stats to enhance them), getting extra items through skilful butchery of your enemies, and finding skill points as a result of completing quests and challenges, along with having a fair levelling curve and content to justify.
[QUOTE=ironman17;47719505]That seems to be a problem with a lot of MMOs. Hell, Age of Conan once had a space between certain levels that had practically no content.
I think the reason why it happens is because the devs don't want to blow their load at the early levels and feel the need to save their big-guns content for endgame. And that notion of low levels and endgame might be the reason why so many MMOs run into that problem, gating content behind an arbitrary level definition.
Call me crazy, but perhaps ditching the concept of flat grindy levelling, along with the concept of "levels", would help break the trend of inorganically locking away content for the later game. In theory, you could take on any of the quests at any time, and that they would merely recommend certain builds and stat configurations before sending you on your merry way. In addition, the combat system would work in such a way that those who are quick on their toes and sharp with their wits would be able to take on enemies that are technically stronger than them.
Progression would instead focus on gaining XP as a resource akin to souls/blood echoes (kill enemies ito absorb their souls, invest souls in your stats to enhance them), getting extra items through skilful butchery of your enemies, and finding skill points as a result of completing quests and challenges, along with having a fair levelling curve and content to justify.[/QUOTE]
I dunno, wildstar did a pretty good job of making dungeons, adventures, and pvp grounds/zones available at relatively early levels.
[QUOTE=ironman17;47719505]That seems to be a problem with a lot of MMOs. Hell, Age of Conan once had a space between certain levels that had practically no content.
I think the reason why it happens is because the devs don't want to blow their load at the early levels and feel the need to save their big-guns content for endgame. And that notion of low levels and endgame might be the reason why so many MMOs run into that problem, gating content behind an arbitrary level definition.
Call me crazy, but perhaps ditching the concept of flat grindy levelling, along with the concept of "levels", would help break the trend of inorganically locking away content for the later game. In theory, you could take on any of the quests at any time, and that they would merely recommend certain builds and stat configurations before sending you on your merry way. In addition, the combat system would work in such a way that those who are quick on their toes and sharp with their wits would be able to take on enemies that are technically stronger than them.
Progression would instead focus on gaining XP as a resource akin to souls/blood echoes, and finding skill points as a result of completing quests and challenges, along with having a fair levelling curve and content to justify.[/QUOTE]
gonna go ahead and say GW2 has kind of made a point of that, in a way. Leveling isn't moving up and away from tasks because they become hilariously inferior, it just means you're capable of going to more places to do more things. When you go to low level zones on a maxed out character, it scales your stats down so you're roughly even with the area, so bulking up and coming back to something you couldn't beat before might not be a walk in the park. Since you're technically the max level for the area's allowance, it's still fairly easier, but you still have to pay attention to what you're doing. Even dungeons scale you down to low levels and are considerable challenges that require you to have higher-end gear to offset all the downscaling. (also rewards are scaled to your own level, so doing low level content still drops high level junk)
It makes the [I]entire game[/I] feel like a place to be, because you're doing something that requires some thought instead of one-shotting your way through lowbie areas for minimal payout compared to facegrinding a daily dungeon (though you're free to run your daily grind however you see fit). With the upcoming expansion, they're not even raising a level cap, just giving you a swath of skills and perks to unlock and make your character more capable of getting through a lot of new, complex situations in the upcoming content. The best way I've found to describe progression is that your character isn't leveling up, so much as it is becoming more prepared to handle tougher situations. That's kind of how leveling is supposed to be seen, but it's more about the fact you've played X amount of content and know how to handle yourself better than when you first walked out the door with a strange new set of skills.
Conversely, GW2 is almost the reason games like WS [b]should[/b] exist. GW2 is fun, and has content to keep a lot of people occupied for a long while, but WS flat out caters to ~hardcore~ endgamers who [b]want[/b] to have face melting dungeons that will wreck a 40-man group if one guy messes up, and I like that too. What I didn't like, however, was after the initial gold rush of WS launch players, 2/3rds (or more) of the servers dried out from unrenewed subscriptions, and you barely saw other players outside the main city.
It REALLY defeated the experience of leveling and later finding endgame content to play, and I felt like my $15 for that second month was very much wasted. The full sized subscription model was their downfall at the time, though implementing a megaserver system to consolidate players across the less populated realms (which GW2 had also done around this time) made it pretty tempting to check out, but (after playing GW2 for several years) WS served me a steaming reminder of how much weight a $15 sub puts on your shoulders to keep going. I think it's part of what made older MMOs dangerously addictive, the threat that you weren't getting your money's worth if you weren't actively playing
If it does go Free to Play, i might just try it out.
Still got a 7 day buddy code, if anyone wants a taste of WS..
[QUOTE=Lijitsu;47719347]I would probably play if it's free, at least a little more than I did during the beta weekend I played. [B]But if their lore is actually as flat and boring as it seemed like[/B], I probably won't stick around.[/QUOTE]
the planet is literally called nexus
so fucking creative
[editline]14th May 2015[/editline]
the awful lore was one of my main issues with wildstar
[QUOTE=zerosix;47719634]the planet is literally called nexus
so fucking creative
[editline]14th May 2015[/editline]
the awful lore was one of my main issues with wildstar[/QUOTE]
it was pretty dry as far as I'd gotten, though it was fun doing a lot of lore-hounding.
another thing that really soured my experience was the visual translation. Things felt right at times, and other times felt weirdly short of expectations. One wonderful example is this disparity between the wonderful cinematic trailers and the same character ingame.
[t]http://i.imgur.com/mTWGbch.jpg[/t]
To that effect, a lot of the characters in-game looked more like stiff wax dolls than the stylized cartoons we were originally sold on, and character customization left quite a bit to the imagination in some areas whilst granting too much wiggle room on your earrings
I really wanted to get to endgame but the dead server pushed me out. I've got a week free-return pass sitting around my email, might use it when I get the time now that there's potential for a friendlier business model
[QUOTE=zerosix;47719634]the planet is literally called nexus
so fucking creative
[editline]14th May 2015[/editline]
the awful lore was one of my main issues with wildstar[/QUOTE]
They actually acknowledged that and right now they are working together with the community to write new lore and to make existing lore deeper since there is a fair share of RPers out there.
All in all i love how active Carbine is with their community, met the lead designer on gamescom and we added eachother ingame and even played a raid together.
[QUOTE=dai;47719675][t]http://i.imgur.com/mTWGbch.jpg[/t]
[/QUOTE]
Might as well point out that's been fixed.
Though they did [I]significantly [/I]up her cup size.
[img]http://i.imgur.com/u1rlql2.jpg[/img]
Like... Damn... Wow.
[editline]13th May 2015[/editline]
But I'd definitely take the plunge back into this game if it was free. For whatever reason though it seems the community is HEAVILY against a F2P or B2P model.
[QUOTE=zerosix;47719634]the planet is literally called nexus
so fucking creative
[editline]14th May 2015[/editline]
the awful lore was one of my main issues with wildstar[/QUOTE]
The originality of the names or basic story archetype wasn't really an issue with me, the main problem I had was that everything was completely black and white. Like, I played the rebels first because I wanted to play the undead race - or semi-undead, whatever. I get through the first few levels, the empire guys blew up a big friendly tree of knowledge. I'm like 'alright cool, standard motivation stuff to get the rivalry between factions going.' I was having FPS issues in the next zone, so I made an empire robot character. I expected to see the same kinda thing on that side; empire gets a thing that's good for people, rebels blow it up in a raid, empire players get reasons for the war.
But it's none of that. It's just the empire is bad, rebels are good, the end. Playing the empire felt evil. And not in a 'we're doing underhanded things' way, it was flat out 'we're destroying people because why not.'
[QUOTE=Skyward;47719696]Might as well point out that's been fixed.
Though they did [I]significantly [/I]up her cup size.
[img]http://i.imgur.com/u1rlql2.jpg[/img]
Like... Damn... Wow.
[/quote]
holy shit haha
[img]http://i.imgur.com/t2VXarV.png[/img]
I'm gonna assume that's partly due to the available body types for humans, hm? I remember people complained there were no body options back during beta, and their answer was to just kind of push and pull the existing super-busty model into various forms of "wasp", "vaguely human", and "wasp with hips like damn"
[quote]But I'd definitely take the plunge back into this game if it was free. For whatever reason though it seems the community is HEAVILY against a F2P or B2P model.[/QUOTE]
I'm going to wager it's the shallow (but understandable) "my toy" reasoning, that they've had to play this whole time with a sub, and now they're gonna get all the casuals enjoying their things for free. To a lesser extent, users who've invested in the gametime token things via the ingame market might not be too pleased if those become worthless overnight.
a buy to play model with a moderate cash shop would be absolutely fine
Yeah, the player models in the game have fairly... exaggerated proportions.
Here's hoping this F2P Wildstar gives some new life, and a new community that makes the game much more enjoyable. Because I really want to enjoy Wildstar minus all the bad things from Vanilla World of Warcraft no one ever liked except for Masochists.
[QUOTE=Skyward;47719696]Might as well point out that's been fixed.
Though they did [I]significantly [/I]up her cup size.
[img]http://i.imgur.com/u1rlql2.jpg[/img]
Like... Damn... Wow.
[/QUOTE]
Holy shit her head is the size of her titties :v:
I just hope they've added more for casual players. I heard they have but I don't know enough about it for certain. Stuff like the new Contracts system for instance.
I get that they tried to appeal to the "[PRO]xX_HARDCORE_Xx" crowd, and I think that's great in its own right, but I can't help but feel that completely shafting casual players was responsible for a lot of the drop in population.
[QUOTE=Skyward;47719696]Might as well point out that's been fixed.
Though they did [I]significantly [/I]up her cup size.
[img]http://i.imgur.com/u1rlql2.jpg[/img]
Like... Damn... Wow.
[editline]13th May 2015[/editline]
But I'd definitely take the plunge back into this game if it was free. For whatever reason though it seems the community is HEAVILY against a F2P or B2P model.[/QUOTE]
That was just someones custom character I think, which would explain the earrings
[QUOTE=Viper202;47719988]That was just someones custom character I think, which would explain the earrings[/QUOTE]
Nope. It was a patch or so ago.
Sadly the custom characters don't look that good.
[editline]13th May 2015[/editline]
In fact, I just realized there was a new 10-day free trial, so I gave it a shot. Logged on and it turns out I was right there :v:
[img]http://i.imgur.com/lvxSQ0l.jpg[/img]
The future is inflated tits.
Merciful christ, and this whole time I thought the character in that screenshot was supposed to be a kid, like a ten year old girl or something.
How is her top half still attached?
wildstar's artstyle tends to favor big boobs because its a highly stylized world.
infact there was a manufactured controversy over it by idiots that made devs lower the cupsize on some races before release, making a bit of the fanbase angry ([URL="http://www.reddit.com/r/WildStar/comments/1w0558/please_bring_back_the_breasts/"]this includes angry women[/URL]) And the Devs defended it by saying [URL="http://i.imgur.com/Opr6LZB.jpg"]the majority opinion doesn't matter[/URL]
but yea, ill play it again when the game comes to steam since i already own a copy. its really fun but i stopped playing a bit in due to having no one to do it with thus i got bored.
[QUOTE=Doctor Zedacon;47720780]Merciful christ, and this whole time I thought the character in that screenshot was supposed to be a kid, like a ten year old girl or something.
How is her top half still attached?[/QUOTE]
You think that's bad you should watch One Piece, which they pretty clearly took inspiration from when it comes to the ladies. I respect their stylization, but some variety would be nice.
[QUOTE=MrDestroyer;47719356]The sad part of this game is that it's so fun, but it's also so grindy to get to the fun stuff. I'd probably play it if it went F2P and isn't P2W.[/QUOTE]
the biggest issue I have with MMO's is the creators think that grinding is this gameplay mechanic, but it's not.
If you have to heavy-grind to get something, [B]ESPECIALLY[/B] something detrimental to your continuation, and you have to do this a lot, the game is fundamentally awful
a little grinding for something unique/notable isn't wrong. It isn't that bad, but it should be a player decision to be grinding, not a core gameplay mechanic
speaking of which, did they alter/remove the absurd completion requirements (tons of high rank finishes for some grindy repeatable missions in the librarian guy's simulator) to even get admitted to the endgame dungeons? I recall it being a ridiculous "oh shit" wall a lot of players faced, becoming nigh impossible for some people to find competent groups to play with when the population crashed
Would be a phenomenal MMO if it wasn't [i]so goddamn grindy[/i]
Starting out my MMO career with a game like maplestory(way back whennit started) really makes me think the word "Grind" is being overused and used out of context
So you had to put in some effort, big deal
Sorry, you need to Log In to post a reply to this thread.