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Wildstar Wildstar: 1 Sentence Review

TIG

I like GOOOOOLLLLD!
Here is my 1 sentence review of what I have seen from Wildstar so far:

WoW clone with MUCH better combat and more and cooler options for leveling.

Now for the TLDR version. First off lets look at what I like about Wildstar.
In MMOs today you get a choice of targeted combat, non targeted combat or some mix of the two.
With targeted combat you lock your target on a mob or player and then as long as there is no line of sight issues and your target is in range you score a hit. The problem with this is its less realistic that many people want and its too easy. You are usually rooted to one spot while casting a skill also. The fight feels like a game of dodgeball instead of a fight. People who like to actually develop a skill in the game get bored because there is very little challenge.

With non targeted combat where your weapon swings or shoots then it hits whatever was in its way. The good part of this is that you can usually move while using a skill which makes it feel more realistic. The problem so far with this is that its hard to visually guess the range and swing arc so you never really know if you are gonna hit or not. Or if you do hit you can't rely on how much it will hit for. Age of Conan was horrible at this. It was a new way to fight but it worked horribly. Same with Chivalry which is built around being as realistic as possible, but the game interface lets down the non targeted combat. The other big issue is that to come even close to being accurate in your viewing window you have to be in first person view. Third person view works so much better for an MMO.

GW2 has done a good job of using both systems and has used one to shore up the downfalls of the other.

Wildstar uses only non targeted combat and I am excited to say that I think they got it right. What they did was implement a telegraph system. This system puts colored arcs and circles and other shapes on the ground that will show where the attack will hit. This solves the two big (in my opinion) problems with non targeted combat. Being in first person view, and not being able to accurately judge range and damage zone. If you watch any game play you will see lots of red or blue shapes on the ground and you can react while still moving and attacking or dodging. I think they have really nailed it for strict non targeted combat. We shall see.

The other thing I really like is the "Paths" they added in the game. On top of your usual questing for gaining xp and levels there are Paths which are kind of specializations in doing what you like in general in an MMO. Everyone gets the normal quests in an area but the Paths give you extra stuff to do at the same time. There will be 4 but we only really know about 2 so far. Soldier and Explorer. If you are the type of person who likes exploring maps and finding the cool out of the way things, explorer gives you extra xp and rewards for doing so. In fact there are areas that only explorers can unlock for themselves and others they bring with them. If you like killing all the things the Soldier Path puts you in scenarios that will give you (and people around you) more stuff to kill. Things like defend a thing from waves of mobs, escort quests, kill quests, etc. Everyone COULD level up just from questing and not need a path, but if you choose one you like then you get to level up doing more of the stuff you like on top of the normal leveling model.

I am personally never excited for housing, but its a major plus for some people. If it is integrated as more than just a glorified trophy case / place to hoard my stuff I may get interested. Still a plus for some and I'm indifferent so I'll put it in the like column.

The last thing I enjoy, although it isn't anything new or groundbreaking is the art direction and genre. Any game maker could set the game in a rebels vs empire, space cowboy setting with a pretty art style. I like it so I will give it a minor plus for catering to my tastes. Others may dislike the art direction.

What I am worried about:
I don't want to say dislike yet, because there isn't enough info out to make a judgement, but in the rest of the game areas it feels like a WoW clone. Saying WoW clone sounds like I'm bashing both WoW and those who copy the parts that they think will work in their game. Some parts do and some don't. GW2 dropped the whole WoW way of questing and I think they hit it pretty much perfect. I would love to see much less of "kill 200 things to collect 25 eyeballs from them and bring them back" GW2 has collection quests and kill quests, but does it in a way that takes out the tedium and backtracking. It looks like Wildstar may be doing quests in the WoW way and I feel like that is a step backwards. Questing hasn't been showcased yet so I will wait and see.

Having two factions can be highly unbalanced. I am not sure that 0 factions like GW2 or 3 factions like other games is the way to go either, but I am wary. After the love fest of GW2 I do like the idea of factions because I like competition and I love open world pvp (mostly me ganking others). Again we shall wait and see if they can get it right.

They brought back the Trinity and Raids. When I say brought back I mean I will be coming back to them after GW2's sprint in the other direction. All the same problems can arise from having the Trinity, but it could be a good thing. This will be most effected by how well the combat system works with healers and tanks. Raids (20 man and 40 man) will also be effected by this combat system. 5 man dungeons not so much imo. And Holy Crap! 40 man raids are back? Don't they remember how horrible it was to try to organize those? I feel a 20 man raid and 5 man dungeon group size are the perfect sizes and all that is needed.

I have heard almost nothing about economy and crafting other than a dev saying that it is a very robust system. Please give us something! I love crafting and selling.

Final thoughts:
I am hopeful for Wildstar. I want something in between GW2 and WoW and hope that this hits the sweet spot. Please take the GW2 questing system or something like it. PLEASE! On the other hand, it will be hard for me to be available for raids with my work schedule and I know I will want to do them. I like being able to do the hardest content and I know this group will be able to do that.
 
I agree with the concerns over 40 man raids. I read forums where people get all moony-eyed for vanilla WoW with the endless Molten Core and Naxx grinding. Really? How quickly we forget the absolute nightmare of waiting for 40 people to log on with all their potions and repairs and crap together and then coordinating fights where even 1-2 people afk or out of position would wipe the raid.

Personally, I like the model WoW went to of 20 and 10 man versions of the dungeons, plus regular and heroic settings. I was excited to hear that Wildstar was releasing normal and hard versions of the instances. It gives hardcore gamers challenges while not completely ostracizing the more casual players and cutting them out of the lore.

I will be watching this game close and hoping they don't make any critical errors, or at least none that can't be fixed later.
 
Age of Conan was horrible at this.

Age of Conan was my favorite game because of the combat, but more importantly because of the healing in combat. It felt so damn fluid. So have to disagree on that one. But I do agree on the lock in it did on combos. Finishing an animation was important. Plus if you made CONTACT before someone ran you still HIT them even if they were miles down the road which was weird but worked.


Wildstar uses only non targeted combat and I am excited to say that I think they got it right.

This is incorrect they use both. You can tab target or free form. Your description of freeform is spot on though.


I am personally never excited for housing, but its a major plus for some people. If it is integrated as more than just a glorified trophy case / place to hoard my stuff I may get interested. Still a plus for some and I'm indifferent so I'll put it in the like column.

I like the approach that I THINK housing may be contested and you can defend your homes. This would BE AMAZING but yet to be seen. Sad part is you cannot sit in your furniture hopefully they figure out how to fix animations so we can sit for a cup of coffee.


It looks like Wildstar may be doing quests in the WoW way and I feel like that is a step backwards. Questing hasn't been showcased yet so I will wait and see.


From what I have seen the questing system has your hubs which is nice to get a bearing but it uses a cell phone type future system that adds to your quests while you run around. So dynamic questing meets hub questing. OH you are in this area for a collect quest we also heard if you blah blah blah you get blah blah do you accept?



Crafting I swear I have seen a thing on this. But I may be mistaken will look later.

On the other hand, it will be hard for me to be available for raids with my work schedule and I know I will want to do them. I like being able to do the hardest content and I know this group will be able to do that.

I feel like HAVING raids is not a bad thing as long as you can also work together to get cool shit other ways. Like all the good shit isn't locked up in a 40 man raid :)

Not gonna lie 20 man raids I agree are the sweet spot. And when you have AOE healers not target heal, it makes it a LOT of fun to play one. Same for tanking and dps.

My quipp is spells, so far it seems you are more limited than GW2 on your skills and I am afraid of spell effects and attacks getting super boring or not feeling challenging enough to SKILL over Proper execution.
 
Fine, just mod my post into a new thread.

The only thing I have seen on crafting is the vid where a dev is playing while another is being interviewed and he says the crafting system is robust.

I am taking a wait and see approach to most of the things, even though some are getting me excited early. That combat system looks almost perfect for me as is though.

Not gonna like 20 man raids I agree are the sweet spot.

Did you mean not gonna "lie"?

From what I have seen the questing system has your hubs which is nice to get a bearing but it uses a cell phone type future system that adds to your quests while you run around. So dynamic questing meets hub questing. OH you are in this area for a collect quest we also heard if you blah blah blah you get blah blah do you accept?

I thought the add on system was tied to paths and not normal quests. Same end result though only you get specialized quests added on with paths. They were saying they are focusing on and proud of their "layers" of questing so it may be both.
 
Love your post T1Gs. It definitely sums it up well. As for the opinion of 40 man raids, I actually enjoyed them. They can be quite hassle free as long as everyone comes prepared. The key downside I would note my from my raiding in WoW is they tend to be VERY time consuming. Fuck me though I enjoyed MC. all I have to say now is can I has beta?
 
After the weeks or months of recruiting and merging guilds and making alliances to get 40 active people with backups; then after at least an hour closer to two to get everyone there and ready to go subbing in the backups for those who were late or didn't show, then sure I had tons of fun in MC and BWL.

The 40 man raid was good, but besides the things I just said, there was another downfall. I would guess a raid (of any size) can put up with about a 10% leach/worthless player tax. Meaning that you can still succeed with about 4 out of 40 or 2 out of 20 who just coast and leach off the group or who can't play well enough to be more than an hindrance. I have been in raids where I just roam around the back and mess around looking like I am doing something productive, and I still get DKP or what have you.

In smaller raids (20 or below) you can identify those people easier so as to either help them improve or give them jobs they can handle that won't hurt the raid. Or if you are a bunch of assholes who care more about loot than friends you can identify them to kick them.

But sure MC was one of the funnest raids I was ever in and the rush from being on the guild first Ragnaros kill was better than any boss since.
 
The 40 man raid was good, but besides the things I just said, there was another downfall. I would guess a raid (of any size) can put up with about a 10% leach/worthless player tax. Meaning that you can still succeed with about 4 out of 40 or 2 out of 20 who just coast and leach off the group or who can't play well enough to be more than an hindrance. I have been in raids where I just roam around the back and mess around looking like I am doing something productive, and I still get DKP or what have you.

For some fights, you could get away with bad players, but others (most of the Naxxramas bosses come to mind) required every single person to be on point. I liked those better, because it made me feel valuable regardless of my role, but was very hard to find 39 other people to pull it off.

The 20 and 10 man versions (affectionately, Lolramas) were much more forgiving, but a mere shadow of the epic challenge it once was. Ony got a similar nerf in moving her to a 10 or 20 man encounter.

I'm hoping Wildstar follows closer the original WoW formula of lots of easy and accessible content, with a few truly epic encounters.
 
After the weeks or months of recruiting and merging guilds and making alliances to get 40 active people with backups; then after at least an hour closer to two to get everyone there and ready to go subbing in the backups for those who were late or didn't show, then sure I had tons of fun in MC and BWL.

The 40 man raid was good, but besides the things I just said, there was another downfall. I would guess a raid (of any size) can put up with about a 10% leach/worthless player tax. Meaning that you can still succeed with about 4 out of 40 or 2 out of 20 who just coast and leach off the group or who can't play well enough to be more than an hindrance. I have been in raids where I just roam around the back and mess around looking like I am doing something productive, and I still get DKP or what have you.

Never had these problems in my guild, we were just so fucking badass. Idk, everyone was kinda prepared, we helped people in between raids with getting pots and getting necessary stuff for raids. What the fuck was that thing for MC, Aqual Quintessence or some shit.

I can see where you are coming from though. I agree that 20 man sounds like it would be the sweet spot, but I share Kel's concerns about the epic challenge. I hope if thats where they stand they maintain the challenge.
 
Aqual Quintessence! I remember that crap. You had to use it to extinguish the little fires in MC in order to fight Domo. /sigh

BaCk 2 ToPiC!
 
Aqual Quintessence! I remember that crap. You had to use it to extinguish the little fires in MC in order to fight Domo. /sigh

BaCk 2 ToPiC!

TRIPPING DOWN MEMORY LANE! Ok anyway, staying on topic, while I would enjoy 40 man raids, 20 seems like a manageable number while still being able to maintain that epic feeling, hell even 25 people.
 
I'd be on board for 25.

Don't get me wrong, I love the CONCEPT of 40 man raids, but the practicalities....! already expressed.

I also really liked the 10 man raids. Taking a small group of friends through the instances was a lot of fun, too, but definitely lacked the truly EPIC feel of a fuller raid.

I'm liking the 5 man instances with regular (while you level) and expert (level cap) settings. It's getting normal, almost to cliche to do it that way now, but I'm still happy. Hopefully, they have the foresight to integrate a really good LFG system. I can live without them encouraging raid pugging.
 
I'd be on board for 25.

Don't get me wrong, I love the CONCEPT of 40 man raids, but the practicalities....! already expressed.

I also really liked the 10 man raids. Taking a small group of friends through the instances was a lot of fun, too, but definitely lacked the truly EPIC feel of a fuller raid.

I'm liking the 5 man instances with regular (while you level) and expert (level cap) settings. It's getting normal, almost to cliche to do it that way now, but I'm still happy. Hopefully, they have the foresight to integrate a really good LFG system. I can live without them encouraging raid pugging.

10 mans arent bad either. Back in the vanilla days we used to regularly run what was supposed to be 10-15 man Strat and Scholo with 5-7 people. Good times. Its always a lot of fun spending a few hours roaming through a huge place like that.
 
I think Scholo was already retuned to 5 people by the time I was high enough to run it. Timed Strat runs were always a lot of fun.

Did you play Ulduar? That raid had triggered hardmodes- special methods and alternate strategies for defeating almost every boss. It made that raid on of the best in the game, ever. It must have been tough to make or something, because they never did it on that scale again.
 
I think Scholo was already retuned to 5 people by the time I was high enough to run it. Timed Strat runs were always a lot of fun.

Did you play Ulduar? That raid had triggered hardmodes- special methods and alternate strategies for defeating almost every boss. It made that raid on of the best in the game, ever. It must have been tough to make or something, because they never did it on that scale again.

Yeah Ulduar was one of my favorite things from WotLK.
 
Age of Conan did 20-25 man raids right. GOD THEY WERE FUCKING HARD. And if ONE person fucked up that was it. GAME OVER. And the fights felt LARGE! It was awesome.
 
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