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Are there any concerns regarding wildstar

Discussion in 'WildStar General' started by thrastorm7, Feb 12, 2013.

  1. WildStone

    WildStone Cupcake

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    I'm watching the TB video as we speak :D. Looks like we get 2 dodges with a full gauge, each one with a 6 sec CD. Not too shabby.
  2. Rumze

    Rumze "That" Cupcake

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    Interesting and nice ! Good way to add tactical use of dodge and forcing folks to reposition.

    Like roll for monks in wow pretty much .
  3. herbalz

    herbalz Cupcake-About-Town

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    yea man im pumped! :up: and I think you get dazed if you take damage while sprinting so that's good too, also I bet end game boss encounter will be nuts if it's anything like im imagining. Hopefully there will be some telegraphs that will almost, if not completely one shot kill you, so memorizing patterns becomes necessary in big raids
  4. Brewski

    Brewski New Cupcake

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    In general, I'm worried there will be too much hype. Many games have gone down recently due to not delivering on expectations that were just too high. WildStar looks to be amazing, but no game is perfect, especially at launch. So I worry that the hype will fuel an early collapse before the game becomes established.
  5. BlindSear

    BlindSear Super Cupcake

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    So, first of all... Path system... 25-35% of your content right there BAM! Think you'll get tired of dodging things? Don't go soldier!

    Second, you're going to have to use abilities in combat too, go watch totalbiscuit's video on it. Stalker is very positioning dependent, so not only do you get not hurt from dodging abilities, but you also get extra damage. On top of that your XP is increased for defeating mobs more skillfully. On top of that the questing is a mix between normal quests and all of the Path systems. There's been said to be a fair amount of each path in the questing. On top of that, tired of killing mobs? Go fight players, they give XP too! On top of that, dungeons! On top of that... Well I've run out of ideas...

    I haven't played Neverwinter, but from the looks of it, you do just that attack-move-attack-move, repetition. With Wildstar it sounds like they're going to ramp up the telegraph complexity a bunch over time. All the content that's shown in any video currently is below 20 I believe. And have you seen Metalmaw? Sure it's a lvl 10 world boss, but still, telegraphs all over the place, adds to kite, looks like there's plenty to do on him, and that's AT LVL 10!
  6. BlindSear

    BlindSear Super Cupcake

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    What hype? The game's been in development for 5 years and I first heard about it a year ago, and didn't start caring about it until this year. Players are excited about it because the developers are listening to them and responding to them with tangible answers (when they can). The devs are giddy about it, because they really think it's a cool game and like the game, and the players are excited, so the devs are excited. I haven't seen much media about the game outside of it's fansites. Especially compared to many other games the year they were going to be released.

    Edit: Mis-read it as "I'm worried there is too much hype." I think being that the devs are listening to the community, the more hype, the more involvement from prospective players, the more likely the devs are to get it right.
  7. Kraun

    Kraun New Cupcake

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    My concerns lie with the community part of the MMORPG, that it'll be too solo-friendly and not give enough incentives to group outside of dungeons, make contacts outside of guild and general 'Singleplayer RPG with optional chatbox' path/feel current generation MMORPG's seem to be accepting and promoting.
  8. Xlugon Pyro

    Xlugon Pyro Super Cupcake

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    The game is probably just beginning its uptake on the hype train. For the first time I saw it on top on MMORPG.com for developing games and what with the disappointing news about no raiding in ESO and other concerns I've heard from others concerning the game's gameplay, I think Wildstar is beginning to gain traction and attention within the MMO-hunter community. Depending how non-NDA beta turns out, the future of Wildstar will become clear then.
    BlindSear likes this.
  9. kur1

    kur1 Cupcake-About-Town

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    See, that's my issue right there- it's level 10 and we're already seeing massive amounts of telegraphs. We still have 40 levels of content- arguably longer time played per level- worth of stuff. I'm sure it'll be fun and complex, the question is will it result in burnout because difficulty lies in dodging red balls all day long?

    WoW had the benefit of learning a rotation- for single target and AOE, leveling and endgame, PVE and PVP- and then tossed environmental dodging mechanics on top of that. I'm not seeing the distinction yet from demo videos.

    I'm holding my tongue till I see endgame stuff fleshed out more, but the fact I feel like I've seen most of what can be done in a few demo videos and dev previews concerns me. They'll be put to rest when more stuff comes out demonstrating end-game abilities and mechanics. But having never played an ARPG-MMO, I still have concerns. :p
  10. Kihra

    Kihra Cupcake

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    As long as they balance the use of telegraphs with more traditional damage intake (allowing tanks to make use of their abilities and healers the chance to heal them), I'm not too worried. If anything I expect telegraphs and avoidable damage to be more of a characteristic of questing and solo content than of high end raiding.

    If you look at WoW, MoP has more telegraph-style stuff in its solo content, e.g., lots of the daily quests have mobs where you can dodge telegraphs and avoid all damage, and then of course they have Brawler's Guild with bosses like Disruptron (and upcoming ones like Hexos and Snake).

    In other words, I definitely expect telegraphs to be a key part of end game raiding, but I don't think it's going to be a crazy non-stop barrage of telegraphs. I'm not too worried about this part. They can balance the ratio of telegraphed damage to normal damage in such a way that the end game fights will still feel more active than WoW without making dodging and rolling all you do.
  11. BlindSear

    BlindSear Super Cupcake

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    It could eventually become in end game that you have to get hit by a telegraph, you just have to decide which one you need to get hit by. Also, it looks like there are some unavoidable damage abilities, so it's training you to learn a rotation of dodging and attacking at the same time or intermittently during certain telegraphs. If you put in different delays, randomize telegraphs, etc., it could be interesting, especially if some them need to be interrupted, or you can go pure damage dealing and just kill him faster than you are killed. I think it's something that's a valid concern that it could become mundane, but from the feedback for those that were playing, ended up going through and getting immersed in the combat. You know the combat's fun when you finish your quest and you can't stop killing things.

    It will take imagination on Carbine's part, but I think it can be pulled off. I don't think a combat system is inherently mundane or exciting, without creative input.
    kur1 likes this.
  12. Blaquknite

    Blaquknite Cupcake

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    I dont understand all of this QQ (not saying U are, but there is a lot) about the telegraph system and how it makes the game trivial... REALLY? WoW basically had the same thing just nothing on the ground (even some abilities there are, shadows where something is falling)... stay away from the dragons head or the cleave or fire breath will get u, stay away from the tail or the tail swipe will get u. All the same <REDACTED> just on the floor so u dont have to wipe the first time to figure it out... POP QUIZ: how many times do full raids wipe on bosses they know and have fought MANY times in WOW? IDK but it does happen... ppl dont get behind the ice block b4 the frost breath, ect. just because there is a red area on the ground doesnt mean ppl dont have to play any more, u still have to react. The game isnt going to move you out of it just cuz its there... basically it just shows the hard edge between alive and dead. There is still the decision of "do i finish this heal cast to save the tank knowing ill get hit by the falling rock?"
  13. Xlugon Pyro

    Xlugon Pyro Super Cupcake

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    My biggest concern ATM is not having a class I will enjoy enough. In WoW, I enjoyed being a rare but reliable and powerful melee-spell hybrid DPSer, an enhancement shaman. I don't know what builds, if any, will exist in WS and there are 6 classes to choose from at launch as opposed to WoW's 9 so there will probably be a lot of me, especially in 40 mans. Maybe I'll be lucky though and there'll only be 3-5 of my class where the others are playing different roles.

    The esper grabbed my attention first as maybe a bursty DPSer using magic or tech to detonate opponents, but I've been seeing a lot of esper screenshots showing them just hurling glowing, transparent weapons at enemies and that's not cool so I'm reconsidering my options.

    I might give the spellslinger a go since it has the physical/magical/tech hybrid thing going on that I like, even though it is ranged which makes me sadface.

    So in the end I'll cry and play a Dominion warrior or perhaps the last two classes will intrigue me and I'll play an aurin as one of those two classes.
  14. Xlugon Pyro

    Xlugon Pyro Super Cupcake

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    Even with DBM and obvious indicators on the ground that aren't a thin red outline indicating damage will arrive here soon, players routinely dropped dead anyway. In fact, I personally think the incoming damage indicators in WoW are far more noticeable than WS's telegraphs unless your computer sucks monkey butts and your graphics are basically turned off.

    My beef with them is that it would ruin immersion too much. I prefer what WoW does even though it's more obvious. The telegraphs appearing is like someone taking a red marker and scribbling all over the Mona Lisa.
  15. Kataryna

    Kataryna Super Cupcake

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    and if you turn it off you'll miss all the beneficial telegraphs from your healers...why would you want to gimp yourself. the game is designed for the telegraphs.
    Xorkrik, Rumze and Blaquknite like this.
  16. LeFrag

    LeFrag Cupcake

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    I predict everyone will get annoyed with it at some point. not that i dont like it..theres just too much of it.
  17. kur1

    kur1 Cupcake-About-Town

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    For one, you're in the "Concerns Regarding Wildstar" thread, so you're coming to the wrong place if you don't want to read some negativity. :p

    I'm in no way saying the telegraph system makes anything trivial (although as you mention I've seen people say it strips challenge from the game, which I personally disagree with- telegraphs can be adjusted such that reaction time is tight).

    My concern is that doing dodges and rolls for 50 levels (150+ hours), then countless hours at endgame, seems a bit exhausting in non-raid content. People don't want the game to boil down to timing dodge rolls and never being able to go autopilot without getting 3-shot. Having autopilot quests/fights is an important factor when designing an MMO where people can play 8+ hours a day.

    Personally, I've never played GW2/TERA/games in the ARPG-MMO genre enough to see how a dodge-heavy system works in endgame. Was hoping the community could shed some light on how such active combat systems avoid being repetitive or overbearing.

    WoW has different endgame mechanics system than most people realize (it seems via posts here most peopl quit raiding around TBC or early WotLK). There are a ton of ground effects, proximity effects, spread/stack mechanics, creeping lines of fire, ground effect mazes, etc. that really mix up the typical "don't stand in front, don't stand near the tail" that existed 4+ years ago. WS devs can definitely borrow from these principles, and I hope they do!

    My full raid wipes on re-kills of Heroic bosses pretty consistently. There's just some mechanics that, if dealt with improperly, will wipe the raid. H Garalon / H Megaera come to mind.

    Back to the point of the thread though, how do these games keep challenge high without driving people mad with telegraphs after 400+ hours of gameplay? How do other games handle this, and is it still engaging at endgame?
  18. Yoda

    Yoda New Cupcake

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    If all i do in endgame is roll and dodge all the time its going to be wierd.
    Loads of awoiding stuff in wow etc ofc but they just do it flawless and balanced.
    SOmetimes its nuke, sometimes its move and dps etc. We just have to wait and see how it plays out.

    I just hope i get that WOOOOOW! feeling again like i did when first entering Azeroth for the first time, remember it soo well. As a little gnome mage. Everything was amazing and new, the gameplay was epix and flawless. 2005-2013 so far ftw!

    Wildstar really hope you are tHAT game that will change everything again :)
  19. Anoteros

    Anoteros Cupcake

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    not a fan of the LFR (looking for raid) or LFD (looking for dungeon) tools to be honest.
    Nothing beats looking for more players in a capital city or LFG channel and venturing out to enter the dungeon portal like in the good old days of Vanilla wow.

    Those tools were only implemented in WoW because of lack of population on alot of servers. I dont think Wildstar would have to worry about this at launch and months in.
  20. kur1

    kur1 Cupcake-About-Town

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    These tools were implemented not because of low server populations, but the amount of time it took to form groups for non-difficult content. It also fixed group-forming instability, where people could previously drop group with no penalty, lie about their spec, get into groups they weren't attuned/geared for, etc.

    It basically made the game more of a game, and less of a people-hunting tool. Nobody enjoyed sitting around capital cities for 40 minutes while the raid leader + a few others recruited from a limited pool to fill raids. That part of WoW I don't think anyone misses. People want to get into content and play the game.

    As for making people trek to portals- again, it's fun the first time but other than that it's just another thing between you and playing the game. Unless you consider downtime in flight for 5+ minutes 'playing'.

    I think nostalgia is clouding your memories here. The MMO genre has mostly moved past pointless timesinks.

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