Jackdaddio_sl
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My primary goal at Pax Prime was stalking?I mean ? meeting the Wildstar Devs and finding out more about Carbine?s vision of the future. I attended a panel focused on the future of MMORPGs and Frost divulged some great information on Carbine?s shift in focus. In the true sense of their motto; ?The Devs are Listening? Frost discussed how Carbine is regularly looking at and analyzing gameplay analytics. These analytics are focused on playtime, content and reward loop feedback, all of which have shifted their focus from high end content to solo gameplay. Statistics are showing the majority of Wildstar players enjoy solo play instead of larger raids which really caught Carbine developers off guard. Another trend was limitations in playtime, many players are simply logging in for 15 ? 30 minute intervals
Dearest poopsockers; you lose.When Wildstar was launched, it was heavily toted as ?hardcore? especially in the sense of raiding. It now appears Carbine is adjusting its view with both previous and this upcoming patch. I wanted to know whether this was a pivot away from hardcore or a resolve to ?The Devs are listening.? The official word from Frost was ?both?, after seeing the feedback and looking at gameplay analytics they found that there was a real need to focus on solo content.
God, you're such an insufferable twat.Hold Onto Your Butt Cupcake: Omni-Core Mega Drop Inc | WildStar Report
Dearest poopsockers; you lose.
Again.
And there is no reason to go back there once you hit cap, which sucks.Need more zones like Farside. That has been by far the most fun zone for me so far.
In other news, water is wet....Hold Onto Your Butt Cupcake: Omni-Core Mega Drop Inc | WildStar Report
Dearest poopsockers; you lose.
Again.
Wildstardoeshave rares in every zone with unique loot (RareTrackeris a great way of finding them). The problem is they all just drop green/blue loot which isn't any better than what you can get through completing quests or challenges. There's little reason to go out of your way to look for them, especially since - due to how weapons and stats work in the game - they each drop an item that is only good for a particular build of a particular class.I think the biggest thing the Wildstar Devs forgot was to make the game world fun. EverQuest did this through rares(pegasus cloak, jboots etc..) and the need to group to farm items that didn't always drop(fungi tunic, every major class epic). TBC did it because well it was new and the raids were fun.
Jboots gave runspeed, pegasus cloak gave levitation and you could click these from your inventory at any level. Even if they give blues off rares in wildstar no one is going back to get them because they are blue at level 50.Wildstardoeshave rares in every zone with unique loot (RareTrackeris a great way of finding them). The problem is they all just drop green/blue loot which isn't any better than what you can get through completing quests or challenges. There's little reason to go out of your way to look for them, especially since - due to how weapons and stats work in the game - they each drop an item that is only good for a particular build of a particular class.
They are supposed to retune a lot of the loot in the game, so hopefully rare drops get a pass. I don't think it'd be too difficult to make these types of drops more interesting and sought after. For one, it surprises me how uncommon it is to find items with attunements. You get one in the starter zone then really don't see them again until you start doing Elder Game content. Even passive effects and procs are pretty rare. Then there are things like housing plugs and recipes - both of which are currently just implemented as random global drops, which mean they are only things you can luck into rather than earn. Between GW2 and Wildstar, I don't really understand why there has been this move in MMOs to have these gigantic, worldwide loot tables. It just makes earning loot so uninteresting.
I'm surprised they thought that. Even in EQ, most players were not in high end raiding guilds, nor did they want to be. But EQ had a ton of content for everyone so it didn't matter.wow, that is shockingly honest in a "man... we really have no clue what we are doing" kinda way. They really did think a ton of people were going to login every week and do big raids like EQ/TBC era, didn't they
They should go listen to Scott @ Trion for a day or something, everything they are saying sounds like stuff Trion said 6 years ago. Didn't Trion focus for a while on their own Instant Adventures (1 player dungeons basically), those were fun I remember but dunno if that really was a popular thing.
I think a bigger factor isn't percentages necessarily, but ratio.WoW learned that lesson well. They catered to both casuals and hardcore. plus adding viable pvp, and it worked. I am amazed sometimes by how these simple lessons are so misunderstood by the mass of MMO devs. It's like they have willful blinders on.