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tr1age

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Ok in a normal Tristan OVER EXPOSE manner, I have figured out the following: Free aim combat (sorta more cone line which is AWESOME) for DPS as well as HEALING?!!!! YES! Finally a reason to be a healer again!

  1. Dodging action combat. LOVE
  2. Not a SHIT TON OF SKILLS LOVE
  3. Housing SQUEEE
  4. The Art lead was a friend of mine at Blizzard and super talented so that is a good thing.
  5. The factions are cool, Robots look awesome, big rock people are strange but cool in their own way, tail ear people are adorable, and the female from the Empire are just hot :p
  6. BUT to fight for the empire means you are the "bad guys" and the rebels are "good guys"
  7. I love playing the bad guys in games.
  8. But man those tail people are cute lol. Will will have to majority vote if it turns out to be good.
  9. Quests are semi dynamic. Word is colorful and changes often.
  10. Housing... did I mention that!?!?!?
  11. I couldn't find info on open world PvP.. anyone? Bueller?
 
Prior to Arkship 2013, we asked the WildStar community to compile a list of questions they were burning to have answered. The questions spanned across all aspects of the game and while the event was under the auspices of a Non-Disclosure Agreement, we worked to collect those answers.

And today, Carbine Studios have verified that you can have some of those answers you have been seeking! So, with no little amount of joy I bring you some answers to your questions from inside Arkship 2013.

Systems
What options do you have for 2 player grouping?
Groups are comprised of up to 5 players

What death penalty will be in the game if any?
You can resurrect at a Holocrypt for free, or at the location of your death for ingame currency. You will also experience durability loss on your gear.

Achievements?
Yes, Achievements will be for doing “things” and also Collections – which are for finding certain items on Nexus.

Art and Setting
Will there ever be any "space" in this space game?
Some quests will take place off-world

Character Creation
How in-depth is the character customization? Will there be a wardrobe system? Dying system?
No character creation was demo'd at Arkship but a Wardrobe system is in and dyes have been confirmed as being in as well.

Classes
Will stealth be permanent out-of-combat for the Stalker class?
No, the Stealth ability is time limited

Will the game have armour types and then different itemization for different skill setups? Or will each class wear the same armour type and simply roll on the different itemization?
Armour/items can be customised with “microchips”

Crafting and Items
Have professions been decided? What are they?
Yes, and <REDACTED>

Can I wear anything I find in game? Or is it restricted to Path or Class? Or perhaps "heavy, light, medium" restrictions based on class as we've seen before?
Light, Medium, Heavy

Are dyes in the game? Will any kind of transmutation feature be available at launch to keep a certain look viable through your entire leveling career if you want?
Dyes are in, as is a wardrobe system to pick your look

Combat
Do monsters get knocked back or stunned upon being striked?
With certain abilities you will be able to knockback or stun a monster.

Can we turn on some sort of crosshair for selecting targets and placing AoEs instead of having to hold down right click all the time?
Not currently.

Will this be a button mashing affair, while trying to dodge the red areas? Or will you have some direct means of aiming/control, like in more FPS type MMO games like FireFall and Defiance?
Most abilities can be directed, without a target.

PvP
Is leveling via PvP is going to be competitive with leveling speed via PvE?
Yes.

Will we be able to hit the level cap without completing any PvE content?
Yes.

Warplots, how will they work on both PvE and PvP servers?
War Plots are instanced, so no difference.

Will we have a PvP rank system, or scoreboards/leaderboards for people's PvP activities?
Yes.

Is Structured PvP going to be based on Ranking and/or Rating?
Yes.

Is there going to be dueling?
Yes, was disabled for playtest though.

Dungeons and Raiding
Will the dungeons have any scalability for different size groups? Will those group sizes ever be less than 5?
You will be able to recruit more players if you have disconnections, as dungeons do not scale.

How many players will consist a Raid for a raiding Dungeon?
20 or 40, dependent on dungeon.

Are there going to be more than one difficulties for the same dungeon?
Yes - Regular and Expert.

Are there going to be different sizes when it comes to players for a raiding?
Dungeons do not scale – they are designed for set sizes.

Housing
Is housing instanced? And exactly how are there house battle zones going to work?
Housing is instanced. The War Plot system is the “housing” battle system.

Is housing mobile? Will it be like UO where certain spots were coveted for being near good mining?
Housing is instanced.

Can I attack someone else’s house?
Not currently.

What kinda of stuff can we add to our houses ?
All the things - even functional items.

Guilds
Guild ranks? More than 10 guild ranks?
The playtest build only had 3 ranks, but was not a final implementation (it only allowed for naming the ranks and no functionality).

UI and Gameplay Elements
Will the default UI frames be customizable?
Everything is customisable.

How far is the work on the add-on support?
Very far along – even non-UI devs build their own interfaces.

Can you sit in chairs?
No, clipping issues with the various racial sizes prevent this.

Are there chat bubbles?
Yes.

Emotes?
Yes.

Free emotes with a /em or /e funtion?
Yes.
 
This was also cool:
UPLINK ANALYSIS: SERVER COMMUNITIES
By David "Scooter" Bass - January 28, 2013

WildStar Uplink is a bi-weekly conversation we hold with our fans about MMO design, philosophy, and news. The main goal of these conversations is to gauge how important certain issues are to the WildStar community. More than just a simple conversation, we ask questions about topics that are important, and we share your responses with the development team directly. Want to participate? Follow @Team_WildStar on Twitter for the weekly question, participate using #WSuplink, and keep an eye on the community team (CRB_Atreid, CRB_Aether, and CRB_Scooter) to interact with us throughout the discussions.

Last week's topic was one we've been debating internally for quite a while now:

How important are server communities to you? What game features could be used to improve relationships on a server?

First, we explored some of the specific responses to the questions:

WolfpackCasey: Not having separate servers. Use "sharding", but have everyone together.

jleithart: Server communities are one of the biggest reasons to play an MMO for me whether it's competing against other servers for world 1st. Or competing against each other on the server it's a part of feeling like you're on a team.

oneniisama: Very Important. Alliance Chat/Support, Private Chat Channels, Squad/Raid size groups, LFG, Last Played timer, etc.

jleithart: A big thing is not having x-server PvP or dungeon finder. If people know that they are "stuck" on the server, they lose anonymity and are less likely to troll or act like a jerk.

Gazimoff: Server forums are very important to me for community building. They're a great way of getting to know people

jleithar:t Outside the game, having server specific forums (if there are multiple servers) is a big deal. It allows for friendly trash-talk. It also allows for getting to know others on the server, whether they have a good or bad reputation.

Gazimoff: It would also be great to build server widgets that guilds and bloggers could embed on their sites

AgentNardz: A guild alliance/rival system that actually did something (shared chat, etc) to allow for more cooperative play.

qn2Quid: Not that important, i tend to play with a "closed" group of friends, but server events is good way of bringing people together. Server forums is also good for the community, guilds can post progress and recruit new members. And its fun to read gossip :)

BlackBigBang: Huge servers are really important to discover new people all the time and to do dungeons, quests, ... easier !

jleithart: It's easier to feel at home in a smaller section of the playerbase (say 1%). But the servers have to be big enough to feel alive

OniOnidra: Community is very important on a server. The most important thing is a global way to communicate from anywhere with everybody

Iwantafreecar: Forcing people to group or not progress forces an awesome community, but you will lose tons of subscribers.

A great conversation about in-game events came up as well:

real_lethality: Server communities are the cornerstone of an MMO. Forums/out-of-game, sure. But creating an in-game "neighborhood" especially! Though the concept of "single server" game worlds seems desirable, I'm not sure that social scale is appropriate for most games.

jleithar:t Exactly, if there are a million players on multiple shards, you start feeling like a stranger

real_lethality: If cross-server needs to exist for gameplay reasons, with an "LFG tool" to facilitate it... It would be nice if the matching algorithm let the user weight parameters like "from my own server only".

Gazimoff: I'm a big fan of in-game events to help bring a community together. Advanced support would be great.

real_lethality: Indeed! A tool to help manage that would be interesting. Almost like a "sadbox quest builder!" ;)

Gazimoff: Aye! My best in-game server memories are the events that players organised. GM support for these would rock. Could you imagine holding an RP market, only for a delegate from Protostar Corp to turn up? Amazing stuff.

real_lethality: Maybe there are certain basic "themepark events" you can trigger as a "sandbox event" organizer, a status similar to GM.

jleithart: Announce goals achieved by guilds (whether PVE or PVP) over the entire server. Like the Onyxia buff in Stormwind in vanilla WoW

real_lethality: As @jleithart said, zone-wide (and as appropriate server-wide) notification of certain major achievements by guilds or players!

Here's our response:

Thanks to everyone who participated in last week’s Uplink discussion! Since the formation of the Community team here at Carbine, we’ve been doing lots of research into server communities. It’s a very important sub-community of any MMO, and it’s one we feel hasn’t gotten enough love up until now. We want to bring you into the various conversations we have internally each day, but understand that we can’t promise any or all of these ideas will ever actually make it into the game. These are the results of our brainstorming sessions over the last few months, and we’d love to hear what you think.

First, the most obvious server communities that form are based on the standard server types. You know the basic four by now: PvE, PvP, RP, and RP-PvP. But we’re starting to wonder if there’s more than that that hasn’t been explored. There’s always a subset of people who clamor for a “hardcore” server, one where your death means the end of your character. What would that kind of server look like? How would it sustain itself? Would the risk be too high that no one would play on it? What kinds of servers would draw tradeskillers to it? Which would attract griefers? These questions are ones we’re attacking right now, to see what would work and what wouldn’t in a new type of server arrangement.

The other big topic we’re discussing is how to manage and support server communities. In other MMOs, active server communities mostly maintain themselves via a server forum. The most social of the players might organize large-scale events for their server (like Weatherstock in LotRO, for example). But in those cases, a new player needs to go looking for that information, and we worry that most players may miss out on these amazing events.

Imagine, for a moment, how this might improve if when you logged in on your server, you were presented with the latest news and events for your server. What if each member of the community team was responsible for getting to know specific servers intimately, so that you could have a personal member of the team taking care of your specific server’s needs? Would that make people more loyal to their servers, or would it serve to create rivalries between the “best” servers?

As you can see, there are a lot of questions that need to be answered as we drive towards launch. We’ll work towards answering them ourselves over the next year, but we’re very curious to hear your thoughts as well! Is there something we’ve mentioned here that’s sparking some ideas on your side? Let us know by responding on Twitter, Facebook, or on any of our esteemed fansites!

Until next time,

Your WildStar Community Team

Thanks again for participating in last week's Uplink conversation! Remember to keep an eye on the #WSuplink hashtag for a heads up when we begin a new topic on Monday. See you on Wednesday!
 
I really enjoyed playing Alliance in WoW, but it stank for PvP where we were hopelessly outnumbered all the time. But I liked knowing I was going against the majority flow.

BTW, time to check my list of perfect things for a n MMO:

Simple UI like GW2? Check.
Housing? Check in the sky.
Dungeons and raiding? Double check.
Ponies a playable race? Not so much, but there are still unannounced races!
 
Still others include an uncommon focus on single-player content at the level cap and the ability to create your own PvP battlefields through WildStar's version of player housing. All that aside, though, it's good to see a MMO that brings a Pixar-esque lightheartedness to its cartoony visuals, rather than using them to relate oh-so-serious narratives.

Found that snippet on gamesradar.com after they got to try the game... hmm was it a slip or is that true? Player housing PVP?
 
I have seen hints that lead me to believe in player housing pvp. I'm pretty sure I've seen defense turrets that you can use to protect your house.
 
New screenshots show the Mechari and Drakken as well as a few different known classes! Ton of Screenies!
http://www.muchmoregaming.com/2013/02/27/new-wildstar-screens-show-the-mechari-draken-stalker/

ws_2013-02_draken_5.png


ws_2013-02_mechari_14.png
 
They clean themselves with the essence of exile souls. Also I like the robot race, I could play that.
 
Not gonna lie, I really like the way the dominion looks. Can't wait to see what the final classes/races are for them. Remind me of the Vanu
 
Well they are dragon people. The look alright. On the other hand I wouldn't have minded if the females looked like Alextrasza's human from from WoW.
I was just playing off of Tristan's comment. I actually kind of like their design. Unless the last race revealed is just omgawesome, I'll probably play a Draken if we choose Dominion. Maybe they just sort of remind me of my Draenei that I loved so much.

For reference (images):
Draenei_Turn_Table_by_Quandtum.gif

Draenei

Alexstrasza_the_Life-Binder.jpg

Alexstrasza
(I wouldn't mind them looking like that either! XD)
Actually, while browsing images, I realized that the Draken look pretty similar to the Eredar (at least the females do).
Except for the hooves I suppose. :p
72095.jpg
 
Found that snippet on gamesradar.com after they got to try the game... hmm was it a slip or is that true? Player housing PVP?

Not only that, but I believe "War plots" are their guild vs. guild system. Each guild builds their own "keep", attacks others, defends their own. I could be wrong, but that's how I understand it.

(Edit: Ah I see that was posted further up in one of the QA's)

Also, Mechari look so badass. +1 Dominion!
 
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