Beta rap found :P
http://pastebin.com/wQc55pUP Dev - Round Up from reddit
fighting same mobs over and over again - make them fun gain
Quest progression responsing to enemy strenght:You do comment on the number of varied mechanics each mob has which leads me to another update I'd like to make. We have recently booted up a new team called the "Creature Combat" team. This group of developers will be focusing exclusively on creature abilities from now until the end of time. Their job is to take each creature model we have and build a variety of creature combat kits that are then supplied to the Encounters team for placement in the game.
For example, right now we have one Dagun Kit. Anytime you see a Dagun in the world, it will do the same abilities as every other Dagun in the world. Usually the abilities are gated by difficulty, so it may seem like we have a few Dagun kits, but in reality, there is only one. This leads players and developers experiencing what we are calling "Telegraph Fatigue". This is where you get tired of seeing the same telegraph over and over. You go to a new area, see a new Dagun, but you already know what it's going to do before you fight it. This is all "Telegraph Fatigue".
The creature combat team got ahold of the Dagun and now we have a wide range of Dagun kits that the encounters team will start sprinkling throughout the world. Populating a snow filled area like Whitevale? We have a kit for that. It even has ice themed attacks and buffs! Maybe you're creating a pack of Dagun. I'd advise you to grab the Dagun Packleader kit and group it with a few of the Bloodseeker Dagun kits, they really work well together. The Packleader will do things to improve his pack's fighting capabilities such as channeling an interruptable spell called "Frenzied Howl". While the Packleader is howling, all of his cluster mates will get a very noticeable Critical Hit chance buff. Meanwhile the Bloodseekers are are trying to take chunks of your flesh and if they are successful, they will happily eat this chunk of flesh and heal themselves.
This is just the tip of the iceberg. Soon, you will be experiencing mechanics that we call SRE's internally. (Special Random Event) These happen very infrequently. They are designed to keep you on your toes. We usually like to use these along with our Crowd Control system we call "Breakout Gameplay"
For example, you may be fighting a Dagun Bloodseeker kit one day, going through your normal rotation when suddenly the Dagun leaps into the air and knocks you flat on your back. The next thing you know is that Dagun is powering up a telegraph that is going to hit right where you are laying. Good thing we have Breakout Gameplay -- just roll out of the telegraph and back to your feet and get out of that telegraph decal.
Fun stuff, right?
Going forward the Creature Combat Team has several goals:
Expand the variety of abilities our creatures have to prevent Telegraph Fatigue
Example: Instead of the one Dagun kit, we now have dagun for all kinds of situations and environments. No longer will that boss Dagun have the same abilities as the field of Dagun outside. Heck, that field of dagun will probably have multiple kits now too!
Keep our overworld PVE experience fresh and exciting
Example: Special Random Events (SRE's) that create infrequent "oh crap" moments that the player has to respond to and changes up their play pattern.
Give players reasons to use the tools their chosen class gives them
Example: Bloodseeker Dagun heals itself when certain flesh eating abilities - abilities that reduce healing become really useful for fighting these.
Example: Dagun Packleader is channeling a crit buff like Frenzied Howl - abilities that reduce the amount of damage you take become useful, or you could stun the packleader and trigger a MOO.
And something i found, dunno if its breaking NDA:One of the system's we're considering is to correlate your quest progression directly with the difficulty of the mobs you choose to kill. For example, instead of "Kill 10 vinds", a tougher vind would grant more quest credit than an easier vind. Spend more time on a bigger mob, and you'll be rewarded more. Want to rip through a ton of easy mobs quickly? You'll be rewarded less quest credit per kill, but you'll also kill more mobs faster.
Spells cast by the [snip] can generate Echoes. Echoes are passive buffs that affect the functionality of the [snip]'s spells. The more Echoes an [snip] has for a given element, the more powerful that element's effects become.
Last edited by Keren; 2013-07-05 at 11:38 AM.
Wildstar Black Ops - loved by strangers
I wouldn't root out 2013 release yet, though. We don't know how far along in high level content development they are, it may very well be that they are already finishing it up and preparing for testing.
I imagine the next big information output for them will be at Gamescom.
I want to hear more about elder games though, everything said so far as got me more and more excited about it. Certainly going to appeal to the TBC/Vanilla type player, can't wait.
Last edited by Vexxie; 2013-07-07 at 10:49 AM.
They're gonna be at comiccon the 19th with new info.
*~To change one's life: Start immediately. Do it flamboyantly.~*
Got all my eggs in this basket. This game's gotta be great, because nothing else is worth playing right now.
I don't mean this disrespectfully, but I had a similarly narrow view some years ago and it took opening up a bit to realize the possibility for maximum enjoyment from a plethora of games. Be it indies on Steam or F2P MMOs, there are a lot of games out there worth playing.
I was hyped for Wildstar for a month or so but the more I hear about it and things like hard factions make me worry that they lack creativity/conviction to make something more than a flash-in-the-pan mmo
Whether you like what they are doing or not isn't up for debate, nor would I judge you in that, but your statement implies a lack of knowledge about their actual doings and pretty much anything about the game.
Wildstar seems to be doing what WoW has done for 8 years. They are taking a ton of features that over games have innovated and bundling them into a single game. It's a good strategy, business wise, because you basically allow other people to do the R&D for you, for free, and you just make improvements to it by simplifying the UI or adding a few things.
(Basically, being creative is risky. There's tons of features spread across many MMOs that could use refinement and incorporation. Wildstar doesn't have to reinvent the wheel to be successful.)
We are the Wildstar. Your game design distinctiveness will be added to our own. Resistance is futile.
Last edited by Bardarian; 2013-07-09 at 01:29 PM.
(Warframe) - Dragon & Typhoon-
(Neverwinter) - Trickster Rogue & Guardian Fighter -
It's pretty much what Apple has profited on since the iPod.
And so it's 100% clear, I think refining features is absolutely necessary for the genre. It increases standards and results in future MMOs being better.
Rifts housing, for example, many people found it unwieldy. Now, it's an amazing feature that deserves praise but, for broader appeal, wildstar simplified it in their design to make it so more people could enjoy it.
GW2's player designed arenas, not sure if it's out yet (haven't checked) but Wildstar is going to have player designed battlegrounds with traps and mobs and bosses ect. They added a bit more to it because they know how people are going to enjoy fiddling with the metagame, particularly high end PVPers.
The ability system allows you to have combat like WoW or GW2 or NWO depending on which abilities you equip (and which addon you use) reaching a broader range of players. They didn't make a new system, just made it so you can have multiple systems.
I mean, not to go too far into any NDA stuff but it's pretty clear that their goal is to start with what works and make it better.
I suspect that this game will have some staying power (not 10 million players but still a good player base. Maybe 750k-1.5m?)
(Warframe) - Dragon & Typhoon-
(Neverwinter) - Trickster Rogue & Guardian Fighter -
I don't know I think they are doing a few things which are pretty new. The biggest one to me (ok yes I am biased because I love this concept I admit it) is the whole concept of circles. I know no one has talked about that in awhile but I haven't really seen anything like that in any other MMO.