Not to create too much whiplash, but...
BACK 2 TOPIC!!!
I'm particularly interested in the Paths podcast because it is an element of WildStar that seems completely original. We all love the things WildStar is bringing back- the trinity, large raids. And the things it is trying to perfect- housing with meaning, PvP with persistent dmg to structures. But those things have been done or tried before to some degree.
Correct me if I'm wrong, but Paths, as a player choice distinct from race, class, and profession (crafting has actually been talked about very little. I wonder if there will be many professions? But I digress.) has not been seen in an MMORPG game before.
I think it is a huge step in adding replay value and value to alts as well as a unique experience each time you play a different mix of race, class, and path ( and possibly profession).
So here's what I want to know- they say its based loosely on the Bartlet (sp?) test. Did they achieve their goal of giving each type of player a role that would appeal to them? I also want to know if paths will be too restricting. What if you realize after rolling explorer that you really don't Iike the jumping puzzles? Will it gimp the character too much to not complete all of the path content? Would you have to reroll in order to have an effective high level toon?
Also I'm concerned about settlers. I've been in games before where players could set up shops, bars, whatever. The bad thing was the place was FILLED with shops. Not only that, but they were staffed with bots that whispered ads to you as you went by. It was impossible to use chat in any area that had those things in it. I'm hoping there's limits on how much random stuff can be built everywhere, and yet there has to be enough room that every settler can feel like they are contributing. I just have this horrible vision of 100s of them all clumped around key points, hawking away. If they can get it right, it will be AMAZING, otherwise, annoying and possibly game breaking.