I think WildStar was the only MMO that I quit without reaching max level first. It was just so goddamn painful. Part of that was I didn't realise at the time that you should skip most quests, but I don't think that really made much difference. It wasn't really the speed of levelling that bothered me, it was just something about the design that irked me. It also made me rage like nothing else with that death announcer telling me to get good when I died like 5 times in a row in one particularly buggy area because of some of the worst pet behaviour I've ever seen in a game.
Oh god, the latency. That also made me cry.
Their wasn't really "wow mechanics", the things which made wildstar interesting to me was that everyone was expected to interrupt, the "dash" mechanic to avoid damage, the frequent requirement to run a cc break and ensure it wasn't on cd to escape snares which leave you in places that will kill you and most of all the humour.
When I got there, besides a bit of server lag (f2p) there wasn't a lot of bugs and certainly nothing which made leveling a problem. My first char was a bit of a chore (warr) but the next few I played support and it was easy enough to gain 10-15 lvls out of the 50 in dungeons. As was said, doing story quests only, leveling was pretty easy, my last to 50 was a medic and the group quests(solo) were by far the most fun I've had questing in any game.
The elemental pairs before avatus were harder than avatus himself, simply because there was six elementals and the pair you got would change per weekly lockout. You had to defeat all three pairs before you could progress, and most could not be killed in the first lockout (by my guild). Difficulty was probably somewhere around wow mythic (based on pull requirements), but a greater onus was placed on staying alive than raw dps. A lot of mechanics were close to binary if not just one shot.
I've got a pretty deep list of things that needed to happen to prevent this. Carbine being an absolute abysmal mess with no real vision apart from the art team was a big piece of the problem the game always suffered from.
I will say that I have a ton of time invested in Wildstar and enjoyed it greatly. Being a player of the worst DPS class in the game was always a frustration. I really hope that another company picks this one up. The combat system was very very good, and refreshing to the traditional tab targeting of common MMOs. While several folks railed on the art choices, I prefer a game like this. Cartoon like art tends to age much better.
While I'm here, short list of things that a potential buyer of the game will need to be aware of:
1) Leveling
There were too many missions and not enough fulfillment with the leveling in several zones. Mission XP needs to be streamlined badly, and built so a player hits 50 early in Malgrave with initial quest greens for end game gearing coming from later quests.
2) Events vs. Raids
There are 2-3 events that should have been raids split with daily zones (sub zones) for those raids. The only reason some of them were ever done was because of them being tied to the Primal Matrix progression, otherwise they would have remained abandoned.
3) Raid balancing
Several raid bosses needed to be re-balanced, and could have been easily if there was more of these 2-4 boss sub raids in place of the events that no one really ever did. (Again, outside of the Primal Matrix progression)
4) The Primal Matrix needs to be scrapped. I point to this for the ultimate downfall of the game. It split the community horrifically, and discouraged new players when guilds and groups asked for your PM number.
5) 5 mans
The bronze, silver, gold system was a failure, again, splitting the community. I've never agreed with this concept of being rewarded for timed runs. My personal opinion has always been that 5 mans should be tough, but doable and not punishing if a group is struggling. I was part of frequent pugs that would fall apart due to not being able to silver at a minimum. This created a situation where new players were never able to learn the content or their class for that matter.
6) Class balancing
It was horrible, just bad in general. There was really only one or two ways to play any class, any variance was pushed with lower DPS that was easily noticeable. You either played the perfect way the devs intended or didn't play at all. Bad all around.
7) PVP
This IMO was a combination of class balancing and gear. The PVP gear never went far enough and eventually started to get overtaken by PVE gear. Also, the three battlegrounds were not enough, and running them over and over again burned the PVP community out pretty quickly as well.
This is just stuff off the top of my head. I'd really like to see a company pick the game up, at it's core it has a ton of potential. It just needs some revamping and TLC.
Once we gathered friends together, drank a ton of Mountain Dew and beer, and role played with paper, pencils, and books.
Now I log onto MMOs with the same people and we only talk about how hard we PWNed that: Noob, boss, etc.
I hate modern gaming....
That game would have been a success if they didn't tune it so hard at the start, during the first weeks it lost the majority of it's playerbase and that same playerbase mentioned on forums it was too hard to get anywhere and scared of a lot of other potential players. It's very obvious why blizzard caters to everyone in a way because it's the only way to sustain an MMO at this point.
I'm sad to see it go, besides the bugs and performance issues, I had fun playing it, it felt fresh and different to WoW.
Seems they still have no idea when? So if you want some fun till then?
SUNSHINE
Community Manager
Sunshine
NCSOFT
1383 posts
Posted Thursday at 11:59 PM
On 20/09/2018 at 11:06 PM, KatMR said:
I would love to see Shade's Eve and Winterfest one last time before we say goodbye, but yes, a follow-up official statement would be awesome!
I assure you that both events will be available and we'll let you know those dates soon.
I wasn't being overly serious
Nah WoW did kill it, far too many left when it came out (at least from my experience, my guild died, server was empty, used to be packed with pvp and it literally all died within a couple of days) and then they made changes to try and copy WoW. First CU was fine imo, the second one was terrible and made my fanboy ass quit for WoW.
- - - Updated - - -
I hope you're holding up ok
Last edited by Tekkommo; 2018-09-25 at 10:44 AM.
I should really finish my arctic Communities Housing I made with my brother and I's chars before it shuts down and take some screenshots.
As much as I want to play, it's just too much of a bittersweet experience and it would be better to just never play it again. Anything I do would feel like a waste of time and I wouldn't actually enjoy it. I think I've already grieved for this game, so there's no point to dig that back up again.
BAD WOLF
It's not at all because it was hard, it was because it was tedious. The instances were absolutely great, also due to their difficulty. They were sort-of overtuned, but Carbine fixed that quickly by reducing the time requirements for attunement. It was too late, though. The problem was that the game was grindy as all hell. It was also very buggy, and some of the systems were a mess or were simply not there when they should have been. And that was because they decided to start making some of them from the ground-up 6 months before release. There was also no reason to run instances after getting attuned to the first raid. The way the attunement worked combined with the lack of incentive to re-run instances made it so that many players got left behind. And then most guilds couldn't get a raid team going because they needed 40 people. It was just silly that the world #1 guild was downing the bosses without having full raid, but it also goes to show that the raids weren't as overtuned as some claimed they were.
Carbine just wanted to eat a cake and keep it. They made their wet dream of a hardcore game, but they also forgot what year they lived in. In a market oversatured with F2P MMOs, they wanted to make a game that made the players' lives a nightmare and they expected they would pay a sub for it. They may not have been wrong, IF they made incentives for the players to re-run instances. That way players wouldn't be getting left behind, which in turn would have made more guilds able to run raids. I still don't think they had any chance of making 40 man raids work in a sub game, but maybe there was a possibility, at least.
I'll just point out I was playing Exiles, who were a dead faction a month after release, which probably affected my experience massively. But then it's a fact that all raiding guilds were playing Dominion, most players switched to Dominion as a result of that, and that also killed PvP right at the start.
I mean, it's been 2 or 3 years now and I'm still salty as hell about Wildstar. The game had a wild potential, and IMO it definitely had the best gameplay of all the MMOs back then (and probably still does), and it was only Carbine's absolute incompetence that killed it.
WildStar Closure Announcement
When Carbine first started working on what would become WildStar back in 2005, the team set out to make something special that presented a different kind of MMORPG experience. At launch, the Carbine team delivered a deep, engaging, and spectacularly fun game full of outlandish adventures on the most legendary planet in the universe. And it has been our great privilege to share those adventures with all of you over the last four years. Unfortunately, as you may have heard, those adventures are coming to an end. It's never easy to say goodbye to something, especially something that has meant so much for so many-but the WildStar game service will close on November 28. From now until then we're going to do everything we can to honor the WildStar community, and show thanks for your support. Please visit the official WildStar website to see everything we have in store for you along with details on the final game update, refunds and more. Again, a most heartfelt thank you goes out from all of us to you, to sharing this wild, intergalactic ride with us, and to helping make WildStar an experience that truly could not have been possible without you. Thank you.