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Wildstar WildStar: A Guide to What We Know

tr1age

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Written by Laura Hardgrave - http://wildstar.junkiesnation.com/2013/04/18/wildstar-a-guide-to-what-we-know/


Thanks to the awesomeness that was PAX East 2013, we know a whole lot more about WildStar than we did a mere few months ago. There’s one slight problem, however. That information’s kind of spread out between various sites and hidden in long-ish videos and podcasts. We’re here to help. Here’s our guide to what we currently know about WildStar. We’ve used lots of bullet points and attempted to organize bits of information just to make things a little easier to read.
At the very end is a list of all the sources we used to come up with gigantic list o’ juicy tidbits. Source videos and images are also embedded throughout. We’ve also left out story/lore type information due to players naturally having different spoiler thresholds. If you noticed we’ve missed anything, feel free to drop us a line in the comments section below! We’ll be updating this as new information continues to surface.
Last update: 4/24/13


Factions
The Dominion – “A powerful, interstellar empire that prides itself on kickin’ ass.” These are the bad guys, kind of, who want to kill everyone who isn’t them. A large, looming empire who uses fear as a tactic to overrule. Religious.
The Exiles – “A motley crew of refugees, outlaws, and mercenaries.” These are the good guys, kind of, but are also sort of the underdogs. They’re on the run, basically, and banded together out of necessity.

Races
Races are locked between the two factions. Some classes can only be certain races, which are shown below. There are eight races total, two of which are unknown currently (but hints are slowly making their way out!).
Exile -
  • Human: Standard human race. Available Classes – Warrior, Stalker, Esper, Spellslinger
  • Granok: Hulking giants of living stone. Available Classes – Warrior
  • Aurin: Small, agile bunny-looking things with long tails. Available Classes – Spellslinger, Stalker, Esper
  • ??
Dominion -
  • Cassian: A type of human race. Available Classes: Warrior, Stalker, Esper, Spellslinger
  • Draken: Fierce beasts with horns and long tails. Available Classes: Warrior, Spellslinger, Stalker
  • Mechari: Sentient mechanical beings. Available Classes: Warrior, Stalker
  • [Speculation] Chua: Small rodent/Gremlin-like creatures. Classes: ??


Classes
  • There are six classes. Two of which are currently unknown. One of these unknown classes is the game’s main healing class.
  • Each class gets a specific weapon and armor requirement.
  • Roles are specific to certain classes. Each class (so far) can do at least two roles.
  • Some classes are restricted to certain races (see above).
  • Warrior -Roles:
    • Melee DPS, Tank

    Weapon:
    • Tech Sword

    Armor:
    • Medium Armor (upgrades to Heavy)

    Ability Resource:
    • Kinetic Cells. Some attacks/abilities generate Kinetic Cells, others spend them.

    Primary Attributes:
    • Strength (DPS), Technology (Tank – grants additional threat)

    Examples of known abilities:
    • Survivability cooldowns, taunts, charges, yanks, abilities that regenerate shields.
  • Stalker –Roles:
    • Melee DPS, Tank

    Weapon:
    • Claws

    Armor:
    • Light Armor (upgrades to Medium)

    Ability Resource:
    • Suit Power

    Primary Attributes:
    • Dexterity (DPS), Technology (Tank – grants additional threat)

    Examples of known abilities:
  • Stealth, bombs, pounce (movement displacement).
  • Esper –Roles:
    • Ranged DPS, Healer

    Weapon:
    • Psyblade

    Armor:
    • Light Armor

    Ability Resources:
    • Mana and Focus Points

    Primary Attributes:
    • Magic (DPS), Wisdom (Healer)

    Examples of known abilities:
    • Summon creatures, charm enemies.
  • Spellslinger -Roles:
    • Ranged DPS, Healer

    Weapon:
    • Dual Pistols

    Armor:
    • Light Armor

    Ability Resource:
    • Spell Surges and Mana

    Primary Attributes:
    • Dexterity (DPS), Wisdom (Healer)
Take a peek at our guesses for the two unannounced classes here. It looks like we’ll be seeing a cannon user (DPS/Tank) and staff user (Healer/DPS).



Attributes (Stats)
Primary Attributes -
  • Strength: Warrior (DPS)
  • Dexterity: Spellslinger (DPS), Stalker (DPS)
  • Magic: Esper (DPS)
  • Technology: Warrior (Tank), Stalker (Tank)
  • Wisdom: Spellslinger (Healer), Esper (Healer)
  • Stamina: All classes if they want additional health.
  • You’re able to allocate primary attributes yourself as you level (see screenshot above), which means we should be able to build awesome customizable specs (Ragnarok Online, anyone?).
  • There are also secondary attributes.
  • There are these things called Milestones, which are passive bonuses you can unlock by achieving thresholds in certain attributes. Every class is a little different. In some cases, you may want to stack primary attributes to unlock certain milestones, in other cases you’ll want to pile on secondary attributes in order to unlock something else. This lets you customize your playstyle.
  • There will be a hit rating type attribute for max level players to work toward.
Paths
You’ll able to choose one Path per character. These kind of represent gaming playstyles. Whether you like to explore, kill all the things, socialize, or tinker with things that may or may not go boom can affect how you play the game entirely. Paths can have an effect in PvE and PvP.
  • Explorer - Gives you special exploration objectives for exploring grey areas of the map, placing markers at certain points, and discovering hard-to-reach areas that may contain special goodies (jumping puzzles). Gives you special doors and access points only Explorers can unlock that open up areas/tunnels to explore (other players can gain access to these areas, but not open the doors to them). These tunnels make traveling sometimes much easier.
  • Scientist - Studying the environment and performing experiments on plants, organisms, relics and more.
  • Soldier – Kill all the things. Gives you objectives for protecting NPCs, killing waves of enemies, scouting out super powerful enemies, completing public events where you kill stuff, and more.
  • Settler – The “social” path essentially. Constructing and upgrading outposts. Establishing banks, transportation networks, and extra vendors and buildings such as hospitals. These buildings are in addition to the normal array of vendors, questgivers, etc. Settlers may have to work with other players to build these items, which is why it’s a little more social than the other paths. If there are a lot of Settlers around, the bonuses will increase. They also get a bonus to help build up their house a little easier.
Path content is about 20% of the questing content. You gain Path XP for completing Patch objectives and challenges. XP grants you rewards as you progress. One example reward for an Explorer is a jetpack or speed boots on long-ish cooldowns. One example reward for a Soldier would be a special weapon that grants an extra power you can use every now and then.



Combat, Controls, and Abilities
  • There are rewards for obtaining kill streaks.
  • You can dash and double dash during combat using double tap, which is crucial for avoiding attacks and effects.
  • You can sprint by holding SHIFT. Sprint and double dash use a resource similar to stamina that’s shown on-screen in a circle and will eventually deplete.
  • You can also double jump, which can be handy for avoiding stuff and for getting around quick.
  • Loot falls like a loot pinata kind of, all around your character (I keep thinking of Kingdom Hearts for some reason…). You can hit V to suck it all to your character.
  • The holy trinity (tank, healer, DPS) is definitely in place. There is the ability to have multiple specs and swap between them (details unknown).
  • You can only have a limited amount of abilities on your hotbar (7 looks like?), but have many to choose from. Abilities are bought with ability points that are earned through leveling (they’re bought at an Ability Kiosk). You kinda have to pick and choose between learning abilities, especially at higher levels, but you’ll eventually gain way more than you can use, which means you must pick and choose for each encounter as well. Abilities can be swapped between on the fly while out of combat.
  • Telegraphed abilities are a huge part of the game. Think of these as the big red circles that are common in most MMOs currently. You’ll want to get out of red ones, but stay in green ones. Red are enemy/environment AoE damage/crowd control effects, green are heal effects from other players. Blue effects are your own and work nicely on some attacks for AoE farming, etc. Telegraph attacks also serve as a good way to communicate with party members about what you’re going to do next.
  • There are lots of dangerous telegraphed abilities out in the wild (and even more in raids, dungeons, etc.). Some are environmental hazards, others are from enemies. You’re rewarded for dodging them and interrupting with bonus XP and special buffs that help you even further. You’re also rewarded in the form of Fervor, which is a buff that makes you extra strong and extra fast, which in turn allows you to score kill streaks easier.
  • You can drag enemies into environmental hazards and attacks from other enemies so they take damage.
  • Enemies will vary (and progressively get more difficult) quite a bit while leveling, both in fighting style and difficulty.
  • Characters can equip shields which act like a temporary source of damage reduction.
  • Most abilities use skillshots (think League of Legends) instead of standard targeting mechanics. Healers will also utilize skillshots and will never have to only focus on the UI while healing.
  • Movement is always emphasized during all parts of the game, even for healers.
  • Some healing particles will be dropped on the ground and picked up by other players, other effects will be skillshots that players must be in in order to receive the brunt of the heals.
  • Racial abilities will be in place, but they seem passive in nature and may only effect the costs of other abilities and similar ideas. (Source)


Exploration and Leveling
  • Players can level through questing, PvP, or dungeons.
  • The level cap is 50.
  • Zones each have recommended levels and set levels, so players can travel a bit if they want something more challenging, easier, etc.
  • Datacubes can be found while exploring that give away bits of lore.
  • Questing is pretty standard, except the story in quests is told in little chunks of radio voiceover, NPC chatter, etc., instead of huge blocks of text that need to be read.
  • Quests can be turned in in the field via comm calls. Questgivers will also call you if you happen to run by them without noticing them and give you quests that way.
  • There are a handful of vehicle quests, etc.
  • There are dynamic questgivers that will move around a zone and set up in different areas.
  • There are lots of random goodies to explore out in the wild, including giant crystals in the air that can be hopped across using low gravity or hidden merchants and questgivers that can be unsurfaced. There are also special dynamic areas called Discoveries that will sometimes spawn a random mob, unlock an instanced area, spawn a little buff station, or start an event that encourages players to drag enemies to a certain area and mass kill stuff for lots of rewards.
  • There are also zone-wide public event objectives that players can team up to work toward that grant zone-wide buffs.
  • In addition to quests, there are also challenges, which are pseudo-quests that automatically pop up on your screen, giving you the option to say, kill 8 bad guys in X seconds or climb to the top of a certain tree in Y seconds. If you complete the challenge within the allotted time, you’re rewarded goodies via a slot machine type window that pops up and lets you choose between XP, reputation, and cash rewards. You’re also given a chance to redo the challenge if you miss the timer.
  • When you die, you’re given an option to pay to res where you died once every half an hour, or just run back from the holo-crypt, which is essentially the graveyard.
  • While running toward quest objectives, you can toggle on a little holograph around your character that points you in the general direction you should head in. You’ll still have to look around a bit once there to find the exact objective location.
  • There will be lower-gravity zones that allow you to jump really high and require you to change how you move and fight.
  • There will be a system in the environment that allows you, for instance, to coast naturally down a stream on a current.
  • Each zone has a world boss that will take between 15-20 people to finish off.
  • Each zone will have a different reputation system. In certain zones, for example, you’ll be able to kill certain enemies when close to special NPCs in order to gain reputation with that group.
  • Depending on what type of server ruleset you choose, you may find yourself flagged for PvP in zones belonging to the other faction. Find out more here.


PvE Content/Raiding
  • There will be dungeons, max-level veteran dungeons, raids, adventures, solo instances, and public dynamic events.
  • Public dynamic events are out in the open world, found in each zone. Events vary. Some, for example, cause goodies (and enemies) to fall out of the sky as meteors.
  • Solo instances will be for solo players.
  • Dungeons and veteran dungeons will be for 5 players, are instanced, and will focus on combat primarily. Veteran dungeons will be more difficult.
  • Adventures will be for 5 players, are instanced, and will focus on many activities including combat, exploration, and optional objectives that require a little more strategy.
  • There will be both 20-man raids and 40-man raids instanced. Yep, 40-man!
  • Raiding will be for the hardcore, that 1% of players who want the really tough stuff.
  • Raids will not focus on central or unique storylines, which gives the team more freedom to create difficult raid content without feeling like tons of players are missing out.
  • The story content that takes place at the level cap will all take place in solo instances.
  • Raids will progress between the 20-mans and 40-mans. This means that a 40-man guild will have to clear the 20-mans first, but there will also be alternative ways of obtaining gear that’s somewhat similar to 20-man gear (with less stats), including gear that can be bought by unlocking certain achievements. This will help players catch up a bit.
  • The best gear in the game will come from 40-man raids. It will be entirely unique.
  • There will be a LFG/LFD tool for all 5-man content and non-ranked PvP content. The tool will be cross-server, but will feature a checkbox that players can select to only allow them to be matched with players on their own server.
  • There won’t be a LFR tool of any kind.
  • There will be something similar to raid attunements that players will have to work through in order to prepare themselves for raiding.


PvP Content/Warplots
  • There will be battlegrounds, arenas, ranked battlegrounds, ranked arenas, possible world PvP, and Warplots for PvP players to take part in.
  • You can completely level by participating in battlegrounds if you want.
  • There will be a cross-server matchmaking system for all types of PvP. Normal battlegrounds and normal arenas will feature a “match with same server only” checkbox option.
  • There will be 2v2, 3v3, and 5v5 Arena matches. Teams must be organized beforehand, similar to World of Warcraft’s system. Players can only be in one team per match size.
  • Arena matches won’t be single elimination. Each team will share a certain amount of respawns that vary based on team size. Once all players and respawns are dead and used up, a winner is proclaimed.
  • The gear progression system for PvP will be similar to the PvE gear progression system. Warplots will grant the best PvP gear in the game.
  • PvP gear will feature two PvP-specific stats– one that increases the offensive power of damage against players, and one that reduces damage from other players. (Source)
  • PvP and PvE gear are entirely separate. Players won’t have to PvE to PvP and vice versa.
  • There will be, however, options in the crafting system that let players make their PvE gear better for PvP and vice versa.
  • Warplots are eldergame (endgame) PvP battles that take place in the housing areas of players. Players can customize everything from the environment to walls, deployables, and the types of enemies that can get in the way of players. Warplot customizations seem fairly elaborate.
  • Warplots matches are 40 vs 40. They’re designed with the hardcore PvP group in mind. Strategies, building techniques, and organized teamplay should win the day.
  • Since the housing areas kind of float, players can actually adjust the location of their housing areas in order to cause conflict with other players, thus encouraging Warplot battles.
  • Players can also enter the matchmaking system to take part in Warplots.
  • The owner of a Warplot must agree to a battle beforehand.
  • If a player’s Warplot is conquered, the Warplot actually gets destroyed and the conquerors gain some of the goodies that were on it.
  • The first Warplot is free when you reach level cap. Obtaining the necessary materials and components for building things on it may take some time and adventuring, however.
  • There seems to be some kind of point system in place for Warplots that’s kind of like an item cap. This will keep players from building too much stuff.
  • It’s possible to even put a raid boss on a Warplot. It won’t be quite as strong as in the raid. It will also cost quite a few points.
  • There is the potential for world PvP yet due to the server types being added. See here for more info.
  • Battlegrounds will feature match sizes in between 10v10 and 15v15.
  • Leaderboards are high in priority for launch. Spectator mode and shoutcasting support will be post-launch additions.


Housing
  • Housing’s available fairly early in the game.
  • Houses kind of evolve as you progress, shifting from a tent into a basic house then into something pretty awesome.
  • Houses are single-player, instanced, and on a floating island of sorts.
  • There’s a quest chain you get after obtaining your housing area to clear it of baddies that just happened to come with your plot of land. There’s even a boss you’ll have to defeat.
  • Players can free-form move objects on the inside, including adjusting the sizes and exact adjustments of individual objects. You’re also given building blocks for larger structures. You can even turn things upside down, build in the air, build additional levels in your house, etc., much like RIFT’s system.
  • Many items are dynamic and adjust to the game’s day/night system. Some items even move around and vary as far as their animations are concerned.
  • Outside is more particular. You have “plugs” which allow you to build special additions that are useful for players including farm plots, mining nodes, crafting stations, areas that can spawn rare items or rare mobs, and Warplots.
  • Daily quests can be obtained in your housing area, including daily quests that encourage you to take part in other areas of the game you haven’t explored (PvP for PvEers, for example). You’ll then get extra special rewards for diving into unknown territories.
  • Raiders can also access portals to raids or gain buffing stations.
  • You get increased rested XP when you log out inside your house, more XP if you have lots of special goodies.
  • Housing goodies come from everywhere in the game including monster heads as trophies, drops off enemies, and quest/challenge rewards.
  • There’s an entire craft dedicated to make housing goodies with the help of an NPC. Crafters can also speed up the building of some housing features.
  • You can set your housing area to be open to the public, open just to friends, closed, etc. You can’t currently allow friends, etc. to help you build your house, but this may be changed in the future.
  • If you know you’re going to be away for a week, you can give your friends access to your housing area so they can do your dailies, farm your nodes, etc.
  • Public events can happen in housing areas.
  • There’s a whole system of meta achievements for completing housing-related objectives.
  • Every character can have their own special house. Alts do not get access to your other characters’ houses. This means that each character can only have one house.
  • Each race will have a special style of house (and maybe other housing features as well).
  • There is currently only a single plot size, but by the time the launches, there by be more.
Tradeskills and Circuit Boards
  • To gather resource nodes, you basically just hit things until they bust open with loot. If you have a certain tradeskill, mining for example, you’ll gain a special weapon that lets you “kill” nodes much more quickly. Everything’s a loot pinata!
  • Monsters can even be hidden inside resource nodes.
  • We haven’t seen much on tradeskills yet, but the Survivalist seems to be in charge of finding/planting seeds for farming.
  • Crafting will feature mini-games of some type.
  • There’s an entire craft dedicated to make housing goodies with the help of an NPC. Crafters can also speed up the house building process.
  • Crafters get some way to make PvE gear a little better focused for PvP and vice versa.
  • The modding/circuit board system in WildStar looks pretty elaborate. Players are able to take a piece of gear and add in different chips that add attributes, passive effects, and additional effects such as Challenge Chips that haven’t quite been explained yet. The combination of certain chips will grant set bonuses. Crafters will presumably play an important role in creating chips. More more info on this system, check out this developer blog.


Social/User Interface/Miscellaneous
  • You can set up multiple social “circles” that let you invite Y group into your housing area and invite X group along for PvP, for example. You gain extra rewards by doing activities within your circles.
  • There’s a night and day cycle.
  • WildStar, in general, is designed with veteran MMO players in mind. Multiple aspects of the game feature complex systems that are simple enough for new players to get the hang of, but provide additional opportunities for veteran MMO players so they won’t get too bored. One example given was the possible stacking of quests, challenges, path objectives, reputation farming, and public group quests. Doing all separately is okay, but experienced gamers will naturally try and do all at once, which is far more efficient.
  • Character customization options seem fairly broad, with a few sliders to change bone structure and character proportions, etc. There will be limits in place, however.
  • There will be mounts in the game as well as flying mounts that will become available at max level.
  • The user interface will be completely customizable and player addons will be allowed.
  • There’s an achievement system and guild system in the game (and guild achievements).
  • There’s an in-game calendar feature.
  • There’s a wardrobe-type feature that lets players put on costumes. There seem to be multiple costume slots so far.
  • There will be a full dye system in place.
  • Endgame, which the WildStar team calls Eldergame, will definitely be the main focus of the game.
  • There are many quirky/goofy sides of WildStar found everywhere in the game, whether it’s humor in the story, quests, or in the enemies themselves.
  • The current character naming convention (this may change) allows for 1-word names that also allow numbers.
  • The game will use partial phasing for some areas, which means environmental effects, etc. may differ from person to person, but ideally players should always be able to see each other except in instanced content. (Source)
  • Current release date: The team is hoping for the game to release sometime in 2013, but will ultimately release the game when it’s ready. (Source)
  • More beta invites should be going out in about a month with more after that. Players will be invited in chunks of around 1000.
  • WildStar will have vanity pets. (Source)
Future Content Releases
  • The team plans on doing large monthly updates that add in new dungeons, instances, and other large content drops every month. They want to add in a new solo instance every month for sure.
Sources:
 
Thanks, there were some formatting issues that I was too lazy to fix. I figured if I just gave you the link, you'd clean it up and post :)

Also, this is by far the best resource I have found for wildstar info. If you haven't read too much about it, this is everything that people know about it as of right now. If you think you know everything, read this. I'm sure there's something you didn't quite know before. It's a great article and will be updated over time.
 
I have seen speculation that the exile 4th race is some undead hulk type. There has been housing that resembles that and models that match it.
 
Good article, but can you make it a little more clear on the post here where it's from? It took me a while to realize it was actually the last thing linked in the "sources" section. I kinda figured it was copy pasted from somewhere, since we do that a lot, but if it wasn't for the line "Take a peek at our guesses for the two unannounced classes here. It looks like we’ll be seeing a cannon user (DPS/Tank) and staff user (Healer/DPS).", I woulda totally missed it and thought someone from here wrote it. :S

Oh and yes do read it. For example, I didn't know that you could accept/turn in quests through a comm system. Those silly fantasy fellows need to walk everywhere, but we're in the future! The 19th century already happened!
 
Good article, but can you make it a little more clear on the post here where it's from? It took me a while to realize it was actually the last thing linked in the "sources" section. I kinda figured it was copy pasted from somewhere, since we do that a lot, but if it wasn't for the line "Take a peek at our guesses for the two unannounced classes here. It looks like we’ll be seeing a cannon user (DPS/Tank) and staff user (Healer/DPS).", I woulda totally missed it and thought someone from here wrote it. :S

Oh and yes do read it. For example, I didn't know that you could accept/turn in quests through a comm system. Those silly fantasy fellows need to walk everywhere, but we're in the future! The 19th century already happened!

Fix'd it up a little. We'll try a bit harder to make sure it's clearly sourced at the top of the articles we snag. We don't want to just blatantly steal articles, we want to make sure the people who wrote them are properly credited for their time and effort :)
 
The comm system questing is something I really enjoyed from Tabula Rasa, a game which suffered an unjust fate.

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I may have missed it, but how are they gonna drop loot? Is loot instanced for each person like in GW2? or is loot dropped per mob like in WoW? Will we each get an item when we drop a raid boss, or will we have to come up with dkp? Will dkp be built into the game or will it have to be up to the players on how to distribute loot?
 
I don't think there is an official statement on it anywhere...then again, I didn't look very hard.

Someone said you can tell from watching a few of the more recent (PAX) gameplay videos that it seems like it's open tagging GW2 style.
 
So how will that work in a raid? Everyone gets one piece of loot? More? What about raid and guild politics? People can come on a raid or dungeon and be crap but still get loot. If its instanced loot everywhere then I see lots of issues with elitism, bad players leaching, kicking before the boss, and all kinds of issues.

The one thing good about non instanced loot on raid and dungeon bosses is that it makes the players police themselves. Sure there are trolls who want to make trouble, but that is the exception. It will be normal practice to kick someone you think is not pulling weight before or during the "loot" boss with instanced loot. In my opinion.
 
hmmmm... I'd much rather just do dungeons with ma'hommies than pug... BUT I can see where you are coming from...
 
even in a guild you will have people pissed off cause they didn't get a spot for guaranteed loot when others do. Others who they think are less deserving. That happens even when the loot isn't guaranteed. Loot = Drama. Always. At least with non instanced loot you feel like you have some control over the outcome.
 
even in a guild you will have people pissed off cause they didn't get a spot for guaranteed loot when others do. Others who they think are less deserving. That happens even when the loot isn't guaranteed. Loot = Drama. Always. At least with non instanced loot you feel like you have some control over the outcome.

Agreed
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even in a guild you will have people pissed off cause they didn't get a spot for guaranteed loot when others do. Others who they think are less deserving. That happens even when the loot isn't guaranteed. Loot = Drama. Always. At least with non instanced loot you feel like you have some control over the outcome.
Hmm. I'm just throwing this out there because Neverwinter has a pinata loot system as well. It's both personal loot for whites and general coinage, but shared when it comes to magic/rare/epic. Whenever in a party and a shared item drops and someone tries to pick it up, it gets rolled on with a need/greed/pass system and then goes to the winner. I could see this type of system working very very well in Wildstar.

Also, I'm very fond of a DKP loot system. I'm sure between Tig and I, we would easily be able to keep track of whatever programs would allow for this inside/outside of game. When it comes to 20/40 man raids, this is what I feel is the fairest loot system. It awards people who are actively attending first while still giving those who are a "sometimes raider" a chance to actively get repeat items for cheap. I am also fond of Officer Loot systems (Officers/guild decides who gets the piece based on guild participation/attendance), but sometimes that gets a little sticky too for larger raids. It works AMAZING for 10 mans, but once you get passed that point, there will always be someone who gets angry, even with a tight-knit group such as ourselves. Over time, if we do become a successful raiding guild in the fact that we're ahead of the curve, I could even see us running for GoldSale runs with some randoms/newbie guild members. Auction off items as they appear for gold. That's always been a great way to fund guilds.
 
This is why having you crazy number crunchers around is awesome.

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I personally prefer a DKP system with an officer override. This basically uses DKP in all cases, but if there is an outstanding circumstance the officers can confer and go outside the system to award loot. DKP is still paid for the item. I have seen silent bid, open bid, priced items, systems where you can use DKP for only buying items, systems where you can also use DKP to up your chances to win, straight roll need/greed, combined roll need/greed with DKP, officer choice, and attendance preference.

The problem I have seen with officer choice loot systems is that it really polarizes the raid teams and guilds. Even with great officers someone will ALWAYS feel like the decisions aren't fair. Lots of times you end up gearing up an A team and the other people are left in the dust.

The favorite one I personally have seen is a need/greed roll and you could use DKP you earned to augment your need roll. On top of the augment you pay there was a DKP price for the item. It actually helped with DKP hoarding. Hoarders paid way more for items, but could guarantee the one they wanted. Non hoarders got more loot because they spent their DKP more often, and when they did win it was base price only. This leaves some randomness in the mix for part timers, and a bonus for the ones who are always there.

Whatever we do we can figure it out when the game comes out.

Yes me and Gyoin can easily set up a nice complex system and put it up with an awesome Jia style spreadsheet that can easily be accessed by anyone in the guild. Transparency is key to squashing loot drama as much as possible.
 
I thought I remembered reading something about Need vs. Greed...

From those Beta patch notes they released a while back:

General

  • Character and circle titles now properly appear and update on nameplates when changed by a player.
  • Public Events now have summary screens available once completed, showing stats for everyone who participated, as well as rewards earned.
  • Item Previewing is now available! Control+Right Clicking on an item will show what the item will look like once it is equipped.
  • The Need vs. Greed UI has been updated, including tooltips when hovered over.

So there is some sort of system of need/greed. I'm not so sure why it needs tooltips unless those are the item stats, but I don't really see what else a need/greed system can be used for other than loot.
 
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