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Dungeons and Raids, what would you like to see?

Discussion in 'WildStar General' started by Dragor, Sep 2, 2011.

  1. Dragor

    Dragor Cupcake

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    Which kind of dungeons and raids would you like to see in Wildstar? I was thinking of some path specific tasks, like the explorer has to find a switch somewhere hidden, to open a gate so the group can go on or the scientist has to scan some eldan manuscripts so they can solve a puzzle and so on.
    So basically I want the path system to be involved in the dungeons.
    Yes I know it will be even harder to find a group for a specific dungeon, when you have to search for a healer that has also chosen a specific path, but maybe Carbine builds the dungeons in a way, that they change for a specific constelation of paths.

    Another thing is what spooks my mind is singleplayer dungeons for each path, where there is a bit of killing stuff and off course some end encounter, but also tasks to be solved, I think of Uncharted, when I would have to describe a Explorer path dungeon and so on.

    So what would you like to see and what are your ideas?
  2. Khalm

    Khalm New Cupcake

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    Depends on the size of the group I guess. If it is just a four man or five man, I wouldn't like it to 'require' a specific path to complete. In larger groups or raids, that would be fine.

    I also enjoy split groups, taking out two or more objectives at the same time then coming together to take out a big boss or event. Hard modes are also fun. Don't like added bonuses on same kind of stuff for hard modes though. Kill the dragon and get axe of death, kill the dragon in under two minutes and get the axe of death but with more stats. Like the idea of additional better loot for hard modes. So, kill the dragon in under two minutes and his regular loot drops, plus one or two more powerful items.

    Also like varied raid sizes. 10-man, 20-man, 25-man. Even 40-man occasionally.

    edit- above all they need variety.
  3. VooDoo

    VooDoo Cupcake-About-Town

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    I wish games would trend away from raiding when trying to divulge important lore. In most end-game raid heavy MMO's unless you're a raider you miss out on some really key storylines. I really wish there was a way to scale raids according to the group accessing the content dynamically instead of requiring a set number of people written in stone each requiring a specific level of gear to accomplish.

    I've done my share of raiding and to be honest, its not much different from game to game. Its a dance that must first be scheduled and assembled that takes some dedication to learn. I respect people who continue to take part in them, I just dont think people who dont have the time should be excluded from the lore being told during them.

    So, Id really like to see a more casual, yet social way of progressing in end game if we're talking about raiding. As I've mentioned before in another thread, I love public groups, especially large scale public groups. To me these feel dynamic, and rarely do you find the group lashing out at anyone for not living up to their expectations because it seems spontaneous and people just seem to roll with it.

    For dungeons maybe instead of sticking with instanced dungeons, keep dungeons open world and use an autogroup function when entering. Have the mobs be persistent, but their difficulty scale to the group thats present.

    Dont get me wrong, I dont expect MMO's to do away with raiding, I just think theres much smarter ways of telling a story and progressing characters then having them fight through different wings of a raid and learn the dance required to defeat the next boss.
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  4. Khalm

    Khalm New Cupcake

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    I agree with you VooDoo, hate fantastic lore being tied to raids. Best quest line I ever did was wrathgate in wow. But my favorite hero/villain was Arthas, and I never got to see his story because I was done raiding by the time Icecrown came out.
    Raids are for loot, not lore.
  5. bamf

    bamf New Cupcake

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    This is how I feel as well. Great post.
  6. starspun

    starspun Well-Known Cupcake

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    I disagree with the notion that raids aren't for lore. Personally I find no joy in doing a raid or dungeon if it's just to knock some heads and pick up the shinies they leave behind, and I doubt I'm alone in this. I very much like to think that I'm doing this to either help someone, or stop the Big Bad from doing something silly, not just for my own benefit - at least the first time I do it. Repeat runs are obviously just for the loot, but the first time around... no.

    I like the idea of paths having something they can do in dungeons, whether it's group or raid content, but only as long as there's different ways for each path to solve the same problem - else you'll end up with people looking for specific combinations of classes (or at least roles) and paths. That could add up to a bit of frustration when, say, you have a hard enough time finding a tank, let alone a tank who is also a scientist.

    Would be pretty nice to see progress halted by a closed gate and have different ways of getting past it - the scientist could look around to find a hidden panel that opens the gate, a soldier might want to just bring the entire gate down, an explorer could spot a hole somewhere above and to the side of the gate and discover a way to climb up and through, while a settler could possibly tunnel the way through to the other side.
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  7. Nonsensicles

    Nonsensicles Cupcake-About-Town

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    I think lots of little bits of optional path-content would be a good idea. Stuff off to the side, not direct obstacles. Still worth the few moments they take to do and might help a little with making the dungeon a bit easier without being vital.
  8. Rakkathrakka

    Rakkathrakka New Cupcake

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    I overheard a dev say something about "solo dungeons" at PAX while talking to the person in line behind me.
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  9. Autumnal

    Autumnal Cupcake-About-Town

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    [​IMG]
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  10. Brotoi

    Brotoi Cupcake-About-Town

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    Unfortunately, due to scheduling and other constraints about 80% of my game time is spent soloing through persistent virtual worlds. Dungeons, raids, and other events that require grouping (or even worse, a large guild) are content that is mostly unavailable to me. One of the reasons I pushed for some form of player created mission content in City of Heroes (and quickly learned to love the Architect Edition!) was to have the ability to create raid-style content that I could solo (along with the freedom to expand the storyworld in my own way and experience other player's visions of what could be).

    So, in short, solo player raids (even if restricted to Soldiers) sound like an excellent idea. Also, locking up key story elements in raid content only accessible by large groups sounds like no fun at all.
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  11. ImmortalExile

    ImmortalExile Cupcake-About-Town

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    I'm split on this one... I love dungeons, that's for sure. But, I'm also with Brotoi, most of my time I have to game is usually solo, or with my wife if she's able to play. When I was younger, I remember having all summer to just goof off and waste my life. But after getting married, having two kids, and having almost 7 years go by... I can't do that anymore.
    I wish...

    Anyways, it was posted already for solo dungeons... which I really like the sound of.
    I also would still like to group when I have the time. What I don't want is to never be able to acquire specific items or loot because I have a life outside of WildStar. I prefer having a way to access ALL content, but not have to get a divorce and lose my job just to do it.
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  12. Dyraele

    Dyraele "That" Cupcake

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    Although I am 50/50 on solo/grouping since I try to find groups when I get on, I have to agree that there needs to be dungeons that are soloable. If nothing else, provide NPC raid partners that help you fight and let you choose the types to come along. Along the lines of what GW does when you go out into the dangerous world.
  13. Torvaldr

    Torvaldr New Cupcake

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    I mostly solo, but I do enjoy grouping with people I meet to help them accomplish tasks. I would hope grouping becomes a more organic and dynamic function where players are encouraged and rewarded for helping others. Where coming in and helping others complete objectives or take down "boss" mobs is encouraged rather than exclusionary due to fear of wipes or loot sharing.

    So I'm hoping larger group (5 - 8) and raid (multiple group sizes) content will evolve past the contrived raid mechanic we've been offered since EQ. I like the "teamwork" ideas Arena Net has with Guild Wars 2 and hope that Carbine will also encourage player cooperation. I also hope content challenges will scale dynamically with the number of people at the event.
  14. SnowHeart

    SnowHeart New Cupcake

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    I would actually like to see something akin to what was/is done in Asherons call.
  15. starspun

    starspun Well-Known Cupcake

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    As someone who never played Asheron's Call, or even looked much into it, some elaboration on this would be nice.
  16. Pontianak

    Pontianak Cupcake

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    Solo dungeons? I'll admit the idea confuses me a bit. If you are wanting to play a fantasy/sci-fi based rpg style game mostly in solo, then why are you playing an MMORPG? Wouldn't a standard RPG be better? I guess for me, one of the big reasons I love mmorpgs is I get both the fantasy/sci-fi element while also grouping with other people with a similar interest. I also like working together as a teach to take down a challenging boss.

    I guess what I'm getting at is that part of being in a MMO is interacting and working together with other people. If you are soloing most of the time, I would think a standard RPG would fit better, but that's just personal opinion.

    As for the raiding itself, I would like to see a scaling system in place. 10/20 man versions of the same raid would be great. While I DID enjoy larger raids in other games, anything beyond a 20 man was just to hard to organize.
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  17. Myrddin

    Myrddin Cupcake

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    • I'd love to see a "Zero Gravity" instance. Apparently they are using some zero gravity related in the 6-12 zone in the jeremy gaffneys walkthrough video.
    • Traps, nothing was more boring in wow than not having to pay attention to what you do. Does nto have to be extreme, more the kind of Zul'Gurub on the way to the new Mandokir, where you have to dodge rocks that are running down the hills ... pretty much like the walkthrough video with the landslide on explorer path ...
    • Maybe with collapsing tech bridges that can't hold stuff open for long and a scientist could fix it ... or an explorer could find that you could use the pillar/tree nearby and throw it over the "gap" for us to pass ...
    • pressure plates that open pathways - maybe shortcuts or chambers - settler could have some materials to place them on the plates. Soldier could escort an npc that might open them for us or an npc that can be freed (soldier)
    • device control ... the kind of ... a cannon protects an area and you can a) destroy it b) juryrig it to have it work for the party c) trap it (to blow it up inclusive a coming enemy wave) ... could be a nice challenge, too ... like how many waves can you hold off before they run you over (while using the cannon)
    • maybe a riddle ... just nothing too difficult or something that requires too much coordination to complete (we aren't playing tomb raider) ... but you could have something like a see-saw to balance a platform to move to a new "path"
    just a little brainstorming
  18. SiegaPlays

    SiegaPlays "That" Cupcake

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    I'd like to see open world raid scaled debacles, where explorers in a raid join talents to find a "spot", soldiers join talents to call the trouble to that spot, and scientists find clues in the area and on dead mobs or whatever for how to deal with the final boss of the debacle. I guess settlers brings the icecream truck and cannons.
    Without knowing much a about how the paths co-exists it is pretty hard giving an idea that would work with what the game is about.

    One of the things I like about EQ2 is that most of their instance dungeons scale to level, some of the dungeons are just indoor zones where the bosses are contested targets, some of them can be soloed, most are for groups and a good deal are raid instances. It supplys content for whatever fits the most to your mood, level and social structure.

    Personally I am flexible. Sometimes I like adventuring solo, while I chat in the guild, other times I want a quick group run somewhere, raid progression I try not to miss if it is scheduled and if I am seriously PMS'ed, I prefer to sit in a corner and craft while I grumble over God definitly being a male.
  19. gyves

    gyves Cupcake

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    I'd like to see the return of non-instanced dungeons. Dungeons that can be joined in on by anyone at any time. Expansive cave built into the side of a mountain or even a simple portal to unknown locations. Whole dungeons that can be single manned with moderate difficulty and/or becomes gradually difficult that you couldn't possibly finish it all without a group.

    I'd also like to see an emphasis on movement and platforming. Flaming boulders rolling toward you that you must avoid or be flattened. Having to dutifully jump from dilapidated bridge plank to bridge plank. Stuff like that. I'd also like to see more puzzles involved within dungeons.
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  20. SnowHeart

    SnowHeart New Cupcake

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    Stuff was added monthly that tied into the story. Some times dungeons other times not. Balance and patches were given a lore and written in as part of the story. Dungeons were mazes with puzzels and levers in them. First game that I know of to have other things influence combat, like chat, lighting ect. You could solo or group depending on level and skill set. People could run the same dungeon with out being in the same party/instance. And then there were the dungeons castles full of mobs. Somethings were instanced, others weren't. Depending on the mood of the Devs and where they wanted to the story to go. So many blinding horrible deaths are coming back to me -.-

    http://www.thejackcat.com/ still has a lot of the first 9 years of patches. Or you can go to the main site if you want more information, or AC vault.

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